Brainstorm - Assaulting an Anti-Titan wall (armoured regiment)

By Sebastian Yorke, in Only War

Coming next in my Gunheads (novel) campaign adaptation:

This will differ from the last games as they aren't fighting a horde in itself, but loads of enemy armor and the macro-batteries.

The crew of the "Emperor's Bagel" Leman Russ and their Company have found the main army group - callsign "Exolon" - which is about to make another advance towards and through the Ishwar Mountain ranges and to the last known location of Yarrick's fabled relic super-heavy tank "Fortress of Arrogance".

They will have some time in the "Balkar" base to make some requisition and repair their tank. I will leave it open for them to procure earthshaker and other basilisk ammo, this becoming "fire support" for them (they can call-in arty with a Navigation-Surface test).

What they don't know is that they will have to cross a huge, anti-titan wall built by the Orks decades ago when Yarrick's campaign happened.

These are the current events I have in mind:

- They get into their weapon's range of the wall cannons, their platoon's share will be 2 cannons (which have extremely poor accuracy but can insta-kill one of their Russes and area-damage the others).

- Once per turn, I will roll a 1d100 and if I ever hit 100 one of the wall's shots will strike close to them (not killing but dealing massive damage).

- Ork battlewagons aplenty defending the walls.

- Once the wall batteries are down, they will be required to fall back and escort Colonel Vinneman's Shadowsword (callsign Angel of Death) which is critical for opening a breach in the wall.

- That's when Ork fightabombas show up. Unless players are exceptionally good with their heavy stubber atop of the tank, the Hydras won't be enough and the Shadowsword will be destroyed in front of them.

- The breach will be open and they will get through to a small ork town, Ork Battlewagons are in the flanks in roads that follow the internal sides of the walls (I could have some orks rushing out of the huts, but only in case 4 players are in the game (a PC is manning the sponson heavy bolters).

Ideas please! Let's make this more interesting!

Ps.: once the campaign ends I will setup some roll "1dxxx" encounter tables for all of these "Brainstorm" topics.

Imperial shellfire starts to land too close for comfort for some reason, and the squad has to get on the line with the battery while still continuing their assault, because stopping means bogging down and letting the orks recover, and letting the orks get off the back foot means dying.

Or something.

*shrugs*

Have the tank fall down into a maze or warren filled with grots . The players haveto fight their way out in an underground maze while being attacked by puny grots with stick bombs .-...

The sneaky orks have placed human prison camps beyond and the titan w all. Imperial armour has to fight through these camps before reaching open ground. Cue frightened civvies getting in the way and needing protection. Or the players can ignore the civvies for combat bonuses (crush a dwelling with humies inside) to get a flank shot etc. But at the cost of their humanity.....

Or for another change of pace....the players break through, only to find themselves in a squigg breeding/training camp. Cur lots of crazy attacks from little squiggs gnawing on sponsons or zerging the tank to tank sized squiggs ramming the tank rhino style...