
This week’s Grown Men Playing With Toys’ Battle Report features the Orks Green Tide, Kult of Speed, and Runt Swarm against the Imperial Fists Ceramite Sentinels and Gravis Siege Force. As backdrop for the game…
…the Orks don’t march to war. They pour into it. The Green Tide is exactly what it sounds like: wave after wave of screaming greenskins crashing forward with no thought for whoever falls along the way. At the front stands Ghazghkull Thraka, the self-proclaimed Prophet of Gork and Mork. Behind him come swarms of Boyz, Gretchin, and anything else that can swing a choppa or fire a slugga. Every Ork in that horde is bellowing at the top of its lungs and every one of them believes the noise alone will win the day. They’re not entirely wrong as the louder the Waaagh gets, the harder it hits.
The Imperial Fists have heard that noise before. They are the sons of Rogal Dorn, the Praetorian of Terra who built the walls of the Emperor’s Palace. For ten thousand years they have been the Imperium’s answer to one question: who holds the line? Where other Chapters strike and withdraw, the Fists dig in and refuse to move. The Ceramite Sentinels and Gravis Siege Force are less an army and more a fortress that happens to walk. They don’t scream. They don’t rush. They simply stand.
120+ Orks against 48 Imperial Fists. On paper it looks like a mismatch. In practice, both sides are betting everything on the same question from opposite directions. The Orks believe there’s no wall in the galaxy they can’t climb over, smash through or bury under bodies. The Imperial Fists believe there’s no tide that won’t eventually break. Both are certain they’re right……and only one of them will still be standing on the objectives when the dust settles.
They said we’re too old, but we said ‘hold our dice’…..as we find out whether the screaming Green Tide can break the stoic Imperial Fists’ wall or whether the wall holds firm against the horde….
JUMP TO:
Imperial Fists Specific Strategies
RULES / POINTS VERSION:
11th Edition, 2026-2027 Chapter Approved
September 2026 Balance, October 14th MFM Update
MATCHUP:
| Faction: | Detachment: | Force Disposition: |
| Orks | Green Tide, Kult of Speed, and Runt Swarm | Take and Hold |
| VS | ||
| Faction: | Detachment: | Force Disposition: |
| Imperial Fists | Ceramite Sentinels and Gravis Siege Force | Take and Hold |
MISSION:
| Category | Description |
| Orks Primary | Battlefield Dominance |
| Imperial Fists Primary | Battlefield Dominance |
| Terrain Layout | Layout A |
| Deployed First | Orks |
| First Turn | Orks |
| Orks Secondaries | Tactical |
| Imperial Fists Secondaries | Tactical |
LISTS:
Orks:
List
Orks
Green Tide, Kult of Speed, and Runt Swarm (3 Detachment Points)
Take and Hold
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Warboss (115 Points)
• Attached as: Leader (Character)
• 1x Kustom Choppa
• 1x Kustom Shoota
• Enhancements: Ferocious Show-off
Painboy (45 Points)
• Attached as: Support (Character)
• 1x Dok’s Toolz
• 1x ’Urty Syringe
Boyz (170 Points)
• Attached as: Bodyguard (Battleline)
• 18x Boy
◦ 2x Big Shoota
◦ 2x Burna
◦ 18x Choppa
◦ 2x Rokkit Launcha
◦ 12x Shoota
◦ 18x Slugga
• 2x Nob
◦ 2x Kombi-skorcha
◦ 2x Power Klaw
Attached unit 2
Warboss (100 Points)
• Attached as: Leader (Character)
• 1x Kustom Choppa
• 1x Kustom Shoota
Painboy (45 Points)
• Attached as: Support (Character)
• 1x Dok’s Toolz
• 1x ’Urty Syringe
Boyz (170 Points)
• Attached as: Bodyguard (Battleline)
• 18x Boy
◦ 2x Big Shoota
◦ 2x Burna
◦ 18x Choppa
◦ 2x Rokkit Launcha
◦ 12x Shoota
◦ 18x Slugga
• 2x Nob
◦ 2x Kombi-skorcha
◦ 2x Power Klaw
Attached unit 3
Warboss (100 Points)
• Attached as: Leader (Character)
• 1x Kustom Choppa
• 1x Kustom Shoota
Painboy (45 Points)
• Attached as: Support (Character)
• 1x Dok’s Toolz
• 1x ’Urty Syringe
Boyz (170 Points)
• Attached as: Bodyguard (Battleline)
• 18x Boy
◦ 2x Big Shoota
◦ 2x Burna
◦ 18x Choppa
◦ 2x Rokkit Launcha
◦ 12x Shoota
◦ 18x Slugga
• 2x Nob
◦ 2x Kombi-skorcha
◦ 2x Power Klaw
Attached unit 4
Zodgrod Wortsnagga (50 Points)
• Attached as: Leader (Character)
• 1x Da Grabzappa
• 1x Squigstoppa
Gretchin (80 Points)
• Attached as: Bodyguard
• 20x Gretchin
◦ 20x Grot Blasta
◦ 20x Scavenged Shivs
CHARACTERS
Ghazghkull Thraka (290 Points)
• Warlord
• 1x Adamantine ’Eadbutt
• 1x Gork’s Klaw
• 1x Mork’s Roar
Wazdakka Gutsmek (200 Points)
• 1x Fixit’s Wrench
• 1x Grabba Dragga
• 1x Psyko-gatler
• 1x Speeding Bulk and Flaming Exhaust
BATTLELINE
Gretchin (55 Points)
• Enhancements: Extra Sneaky (Upgrade)
• 10x Gretchin
◦ 10x Grot Blasta
◦ 10x Scavenged Shivs
Gretchin (55 Points)
• Enhancements: Extra Sneaky (Upgrade)
• 10x Gretchin
◦ 10x Grot Blasta
◦ 10x Scavenged Shivs
OTHER DATASHEETS
Rukkatrukk Squigbuggies (85 Points)
• 1x Saw Blades
• 1x Sawn-off Shotgun
• 1x Squig Launchas
Rukkatrukk Squigbuggies (85 Points)
• 1x Saw Blades
• 1x Sawn-off Shotgun
• 1x Squig Launchas
Stormboyz (70 Points)
• 4x Stormboy
◦ 4x Choppa
◦ 4x Slugga
• 1x Nob
◦ 1x Kustom Choppa
◦ 1x Slugga
Stormboyz (70 Points)
• 4x Stormboy
◦ 4x Choppa
◦ 4x Slugga
• 1x Nob
◦ 1x Kustom Choppa
◦ 1x Slugga

Imperial Fists:
List
Space Marines
Imperial Fists
Ceramite Sentinels and Gravis Siege Force (3 Detachment Points)
Take and Hold
Strike Force (2,000 Points)
ATTACHED UNITS
Attached unit 1
Darnath Lysander (160 Points)
• Attached as: Leader (Character)
• Warlord
• 1x Fist of Dorn
Ancient in Terminator Armour (85 Points)
• Attached as: Support (Character)
• 1x Master-crafted Power Weapon
• 1x Storm Bolter
• Enhancements: Defensive Mastery
Terminator Assault Squad (365 Points)
• Attached as: Bodyguard
• 1x Terminator Sergeant
◦ 1x Twin Lightning Claws
• 9x Terminator
◦ 5x Storm Shield
◦ 5x Thunder Hammer
◦ 4x Twin Lightning Claws
Attached unit 2
Tor Garadon (90 Points)
• Attached as: Leader (Character)
• 1x Artificer Grav-gun
• 1x Hand of Defiance
Aggressor Squad (180 Points)
• Attached as: Bodyguard
• 1x Aggressor Sergeant
◦ 1x Auto Boltstorm Gauntlets
◦ 1x Fragstorm Grenade Launcher
◦ 1x Twin Power Fists
• 5x Aggressor
◦ 5x Auto Boltstorm Gauntlets
◦ 5x Fragstorm Grenade Launcher
◦ 5x Twin Power Fists
CHARACTERS
Captain in Gravis Armour (100 Points)
• 1x Boltstorm Gauntlet
• 1x Relic Power Fist
• Enhancements: Honour Indefatigable
BATTLELINE
Heavy Intercessor Squad (130 Points)
• Enhancements: Immovable Conquerors (Upgrade)
• 4x Heavy Intercessor
◦ 4x Bolt Pistol
◦ 4x Ceramite Fists
◦ 3x Heavy Bolt Rifle
◦ 1x Heavy Bolter
• 1x Heavy Intercessor Sergeant
◦ 1x Bolt Pistol
◦ 1x Ceramite Fists
◦ 1x Heavy Bolt Rifle
Heavy Intercessor Squad (130 Points)
• Enhancements: Immovable Conquerors (Upgrade)
• 4x Heavy Intercessor
◦ 4x Bolt Pistol
◦ 4x Ceramite Fists
◦ 3x Heavy Bolt Rifle
◦ 1x Heavy Bolter
• 1x Heavy Intercessor Sergeant
◦ 1x Bolt Pistol
◦ 1x Ceramite Fists
◦ 1x Heavy Bolt Rifle
OTHER DATASHEETS
Eradicator Squad with melta rifles (100 Points)
• 1x Eradicator Sergeant
◦ 1x Bolt Pistol
◦ 1x Ceramite Fists
◦ 1x Melta Rifle
• 2x Eradicator
◦ 2x Bolt Pistol
◦ 2x Ceramite Fists
◦ 1x Melta Rifle
◦ 1x Multi-melta
Eradicator Squad with melta rifles (100 Points)
• 1x Eradicator Sergeant
◦ 1x Bolt Pistol
◦ 1x Ceramite Fists
◦ 1x Melta Rifle
• 2x Eradicator
◦ 2x Bolt Pistol
◦ 2x Ceramite Fists
◦ 1x Melta Rifle
◦ 1x Multi-melta
Inceptor Squad (130 Points)
• 2x Inceptor
◦ 2x Assault Bolters
◦ 2x Ceramite Fists
• 1x Inceptor Sergeant
◦ 1x Assault Bolters
◦ 1x Ceramite Fists
Inceptor Squad (130 Points)
• 2x Inceptor
◦ 2x Assault Bolters
◦ 2x Ceramite Fists
• 1x Inceptor Sergeant
◦ 1x Assault Bolters
◦ 1x Ceramite Fists
Land Raider Crusader (230 Points)
• 1x Armoured Tracks
• 2x Hurricane Bolter
• 1x Twin Assault Cannon
Scout Squad (65 Points)
• 1x Scout Sergeant
◦ 1x Bolt Pistol
◦ 1x Boltgun
◦ 1x Combat Knife
• 4x Scout
◦ 4x Bolt Pistol
◦ 4x Boltgun
◦ 4x Combat Knife

FACTION SPECIFIC STRATEGIES:
Orks:
This game marks my first time playing this Orks list and I couldn’t be more excited. Green Tide was one of my favorite ways to play Orks in 10th Edition and I’ve been looking forward to getting it back on the table in 11th. What really drew me to this list though is that it’s a Necrons list in disguise. Between the sheer number of bodies, the invulnerable saves and all the healing and “reanimation” it can access, the Orks can keep pouring back onto the board long after the opponent thinks they’ve cleared them off.
From a macro perspective, this list wins by flooding the midboard with high-OC, disposable bodies that are tough to destroy completely. The goal is to zone the Imperial Fists out of the midfield and keep them so focused on killing Orks that they fall behind on the scoreboard.
At a micro level, the list supports the macro-strategy by containing the following units:
• Objective Holders: Warbosses + Painboys + Boyz, Zodgrod Wortsnagga + Gretchin, Gretchin
• Damage Dealers: Warbosses + Painboys + Boyz, Ghazghkull Thraka, Wazdakka Gutsmek
• Buff Pieces: Ghazghkull Thraka, Rukkatrukk Squigbuggies, detachment rules, army rules
• Scoring Pieces: Warbosses + Painboys + Boyz, Zodgrod Wortsnagga + Gretchin, Wazdakka Gutsmek, Gretchin, Stormboyz
The idea behind the list is to frustrate the Imperial Fists while making Ghazghkull virtually indestructible. The Boyz lead the way, supported by the Rukkatrukk Squigbuggies. The Warbosses keep one unit per round riled up while the Painboys and the Squigbuggies (via the Delicious Eating Squigs stratagem) heal them. Ghazghkull then moves up the board surrounded by the Gretchin, who give him Lone Operative and secure objectives as they go. Should the Imperial Fists attempt to shoot Ghazghkull, he can use Grot Shields to redirect the damage.
Win Condition: Generically, this list wins by flooding the midboard with high-OC, disposable bodies that are tough to destroy completely. It wants to zone the opponent out of the midfield and keep them so focused on killing Orks that they fall behind on the scoreboard.
Specific to this matchup, the priority will be to tie the Imperial Fists up in combat. Outside of the Terminators, the Fists don’t have great melee in volume and they can only access the Tactical Doctrine once. That means the Orks win if they can get into the Fists’ lines and shut down their shooting. There are a few exceptions to watch for though. The Aggressors’ Auto Boltstorm Gauntlets and the Heavy Intercessors’ Bolt Pistols can still shoot at whatever they’re engaged with and the Land Raider Crusader can shoot while engaged. Getting into their lines won’t silence the Fists completely, but it will keep the Heavy Bolt Rifles, Heavy Bolters and Eradicators from picking targets elsewhere on the board.
Specific to this mission, Battlefield Dominance is a great fit for this list. From the second battle round onwards, every objective the Orks control is worth 3 VP and that jumps to 5 VP for each non-home objective if they also control their home objective. The Orks have more than enough bodies to go wide, so the key will be keeping a Gretchin unit back on the home objective while the Boyz flood the midfield. The flip side is that the Imperial Fists are playing the same mission. If they can anchor their Gravis units on objectives and hold their own home objective, they’ll score just as efficiently and they’ll be much harder to shift. That makes the early fight for the middle of the board, and the “more objectives than your opponent” bonus in the first two battle rounds, critical.
What I Want to Work On This Game: I want to work on board control, unit spacing and the timing of my stratagem use. All three need to work in concert to get the most out of the healing in this list. Delicious Eating Squigs only heals Orks Infantry within 3″ of the Rukkatrukk Squigbuggies. Grot Shields and Ghazghkull’s Lone Operative both depend on the Gretchin staying within 3″ of him. If the spacing slips, the Orks lose the staying power that makes them so frustrating to deal with.
| Category | Description |
| Leader / Bodyguard Combos: | Warboss + Painboy with Boyz 1 |
| Warboss + Painboy with Boyz 2 | |
| Warboss + Painboy with Boyz 3 (Warboss has Ferocious Show-off) | |
| Zodgrod Wortsnagga with Gretchin | |
| Strategic Reserves: | Stormboyz 1 |
| Stormboyz 2 | |
| Key Stratagems: | Delicious Eating Squigs [1CP] Movement phase – WHEN: Your Movement phase. TARGET: One friendly RUKKATRUKK SQUIGBUGGIES unit. EFFECT: Select any number of friendly ORKS INFANTRY units within 3″ of your unit. Each selected unit heals 3 wounds. |
| Grot Shields [1CP] Opponent’s Shooting phase – WHEN: Your opponent’s Shooting phase, when an enemy unit targets a friendly ORKS INFANTRY unit (excluding GRETCHIN units). TARGET: One friendly GRETCHIN unit within 3″ of that ORKS INFANTRY unit. EFFECT: When a hit roll for that enemy unit’s ranged attacks that target that ORKS unit results in a hit, if a model in your GRETCHIN unit is on the battlefield, end the attack sequence for that attack and your GRETCHIN unit suffers 1 mortal wound. FAQ | |
| Mob Mentality [1CP] Command phase – WHEN: Start of the Battle-shock step of your Command phase. TARGET: One friendly ORKS INFANTRY unit of 13+ models. EFFECT: Select one visible friendly ORKS unit within 12″ of your unit. That unit’s battle-shock rolls are automatically successful. | |
| ‘Ere We Go [1CP] Movement phase – WHEN: Your Movement phase, when a friendly BEAST SNAGGA BOYZ/BOYZ unit is selected to move. TARGET: That BEAST SNAGGA BOYZ/BOYZ unit. EFFECT: Your unit has +2 to advance rolls. | |
| Infested War Zone [2CP] Any phase – WHEN: Any phase, when an enemy unit has attacked. TARGET: One friendly GRETCHIN unit that was just destroyed. You can target that unit with this stratagem even though that unit was just destroyed. EFFECT: Add a new GRETCHIN unit to your army identical to your destroyed unit, in strategic reserves, at its starting strength, with its full wounds remaining. | |
| Key Combos: | Warboss + Painboy + Boyz 1 + Warboss + Painboy + Boyz 2 + Warboss + Painboy + Boyz 3 + Rukkatrukk Squigbuggies 1 + Rukkatrukk Squigbuggies 2 + Waaagh! army rule + Crude Surgery ability + Catch Dat Red Bit ability + Intimidating Motivation ability + Delicious Eating Squigs stratagem This is the backbone of the list as The Boyz lead the way up the board, supported by the Rukkatrukk Squigbuggies. Each Painboy heals 3 wounds on his unit in every Command phase and, once per battle, Catch Dat Red Bit adds another D3 to that heal. Delicious Eating Squigs heals another 3 wounds on every Orks Infantry unit within 3″ of the Squigbuggies. On top of that, a Warboss can rile one of the mobs up each round, giving it a 5+ InSv. As Infantry, the Boyz can also use terrain to stay Hidden while they advance, as long as they hold their fire, which limits how far away the Fists can see them. The result is a wall of Boyz that is very hard to finish off. |
| Ghazghkull Thraka + Zodgrod Wortsnagga + Gretchin + Gretchin 1 + Gretchin 2 + Sneaky Little Gitz detachment rule + Da Grand Warlord’s Ladz ability + Thievin’ Scavengers ability + Grot Shields stratagem + Infested War Zone stratagem This is the other critical combo for the list as it results in a very difficult to kill Ghaz. The idea is that Ghazghkull moves up the board surrounded by the Gretchin. While he’s within 3″ of another Orks Infantry unit, Da Grand Warlord’s Ladz gives him Lone Operative, so the Fists have to get within 12″ just to target him. If they do, Grot Shields lets a Gretchin unit within 3″ soak the hits instead, taking 1 mortal wound per hit rather than Ghazghkull taking the damage. Meanwhile, Thievin’ Scavengers lets the Gretchin secure every objective they’re controlling at the end of a Movement phase. If a Gretchin unit is wiped out, Infested War Zone brings an identical one back in strategic reserves to keep the escort going. | |
| Ghazghkull Thraka + Warboss + Painboy + Boyz 1 + Warboss + Painboy + Boyz 2 + Warboss + Painboy + Boyz 3 + Zodgrod Wortsnagga + Gretchin + Waaagh! army rule + Makari, Hoist Dat Banner! ability + Intimidating Motivation ability + Super Runts ability Between the army rule, Ghazghkull and the Warbosses, the Orks can get a big chunk of the army riled up during the rounds that decide the game. A Round 2 War Cry riles up every Orks unit until the end of the next turn. In Round 3, Makari, Hoist Dat Banner! riles up three units, a Warboss’s Intimidating Motivation adds a fourth and Zodgrod’s Super Runts keeps his Gretchin riled up all game. Riled up units have a 5+ InSv and [Assault] on their ranged attacks, and they can advance and still charge. That puts the onus on the Fists to remove units as quickly as possible before the Orks swarm them. |
Imperial Fists:
This game marks my first time playing both Ceramite Sentinels and Gravis Siege Force. My goal was to build what feels like a narrative Imperial Fists list while still keeping it somewhat competitive. That made pairing Ceramite Sentinels with Gravis Siege Force a no brainer and it also meant fielding as many Gravis and Terminator units as possible.
From a macro perspective, this list wins by castling up on a few objectives and then grinding the opponent down. It wants to establish a high points floor by dominating Primary while shooting the opponent off the board or smashing them with the Terminators.
At a micro level, the list supports the macro-strategy by containing the following units:
• Objective Holders: Heavy Intercessor Squads, Land Raider Crusader, Scout Squad
• Damage Dealers: Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad, Tor Garadon + Aggressor Squad, Captain in Gravis Armour, Eradicator Squads, Inceptor Squads
• Buff Pieces: Captain in Gravis Armour, Land Raider Crusader, detachment rules, army rules
• Scoring Pieces: Captain in Gravis Armour, Heavy Intercessor Squads, Inceptor Squads, Scout Squad
The idea behind the list is to lead with the Heavy Intercessors and the Land Raider Crusader to force the Orks to commit to the midfield. Once they commit, Tor Garadon and the Aggressors charge in to smash their melee threats while the Inceptors drop into the Orks’ deployment zone to shoot them. All the while, Darnath Lysander and the Terminators pressure the Orks’ expansion objective.
Win Condition: Generically, this list wins by castling up on a few objectives and grinding the opponent down. It wants to establish a high points floor by dominating Primary while shooting the opponent off the board or smashing them with the Terminators.
Specific to this matchup, the priority will be taking the fight to the Orks before they can swamp the Fists’ lines. That somewhat contradicts the Ceramite Sentinels detachment rule, which rewards staying entrenched, but it will be required to establish a foothold in the midboard and to avoid getting jailed. Luckily, Darnath Lysander’s and Tor Garadon’s units are always entrenched, so the Terminators and Aggressors keep their entrenched bonuses even when they leave the castle to go on the attack.
Specific to this mission, Battlefield Dominance is a double-edged fit. On one hand, it rewards exactly what the Fists want to do. From the second battle round onwards, each objective they control is worth 3 VP and each non-home objective jumps to 5 VP as long as they also control their home objective. A castle on two midfield objectives plus the home objective scores 13 VP a round. On the other hand, the Orks have far more OC to throw around. With 60 Boyz at OC 2 each, the Orks can stack objectives the Fists simply can’t out-number, so the Fists will have to kill their way onto objectives rather than just stand on them. They’ll also likely concede the “more objectives than your opponent” bonus in the first two battle rounds to the wider Ork army. Unyielding Might and Immovable Conquerors (+1 OC each) will help, but the Fists need to keep their home objective covered while the rest of the army fights for the middle.
What I Want to Work On This Game: I want to work on how I play gunline armies. It’s still a weakness of mine, as my last Iron Hands game showed. This list is a good test of it because a lot of the Fists’ firepower rewards standing still. The Heavy Bolt Rifles and Heavy Bolters only get Heavy’s +1 to hit if no model in the unit moves more than 3″ and that’s the same threshold for staying entrenched. The goal is to be disciplined about when to hold position and shoot versus when to move up and fight for the midfield.
| Category | Description |
| Leader / Bodyguard Combos: | Darnath Lysander + Ancient in Terminator Armour with Terminator Assault Squad |
| Tor Garadon with Aggressor Squad | |
| Transport / Infantry Combos: | Tor Garadon + Aggressor Squad in Land Raider Crusader |
| Strategic Reserves: | Inceptor Squad 1 |
| Inceptor Squad 2 | |
| Key Stratagems: | Stand to the End [1CP] Opponent’s Shooting or Fight phase – WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly ADEPTUS ASTARTES unit (excluding MONSTER/VEHICLE units). TARGET: That ADEPTUS ASTARTES unit. EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls. * Or: If your unit is entrenched, attacks that target your unit have -1 to wound rolls. |
| Augmented Targeting [1CP] Shooting or Fight phase – WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES unit is selected to attack. TARGET: That ADEPTUS ASTARTES unit. EFFECT: Your unit’s attacks have: * [LETHAL HITS]. * Or: [SUSTAINED HITS 1]. * Or: If your unit is entrenched, [LETHAL HITS] and [SUSTAINED HITS 1]. | |
| Unyielding Might [1CP] Command phase – WHEN: Command phase. TARGET: One friendly ADEPTUS ASTARTES unit that is within range of an objective. EFFECT: Your unit has +1 OC until the end of the turn. | |
| Stand Unyielding [1CP] Movement phase – WHEN: End of your Movement phase. TARGET: One friendly GRAVIS unit. EFFECT: Select one objective your unit is controlling. That objective is secured. | |
| Suppression Volleys [1CP] Shooting phase – WHEN: Your Shooting phase, when a friendly GRAVIS unit has shot. TARGET: That GRAVIS unit. EFFECT: Select one enemy unit hit by those attacks. That enemy unit makes a battle-shock roll, with -1 to that battle-shock roll. | |
| Priority Strike [1CP] Shooting or Fight phase – WHEN: Your Shooting phase or the Fight phase, when a friendly ADEPTUS ASTARTES INFANTRY/MOUNTED unit is selected to attack. TARGET: That ADEPTUS ASTARTES INFANTRY/MOUNTED unit. EFFECT: Your unit’s attacks that target a MONSTER/VEHICLE unit, have +1 to wound rolls. | |
| Key Combos: | Heavy Intercessor Squad 1 + Heavy Intercessor Squad 2 + Land Raider Crusader + Indomitable Defence detachment rule + Immovable Conquerors enhancement + Unyielding in the Face of the Foe ability + Fury of the Machine Spirit ability + Stand Unyielding stratagem + Unyielding Might stratagem This is the anchor of the castle. The Heavy Intercessors move onto midfield objectives with the Land Raider Crusader alongside them. Once they’re controlling an objective, Unyielding in the Face of the Foe gives them +1 to their save rolls. Indomitable Defence gives -1 to wound against attacks with a S greater than their T. Immovable Conquerors gives each squad +1 OC and Unyielding Might adds another +1 OC when the Orks start stacking bodies. Stand Unyielding then secures the objective so the Fists keep it even if they get pushed off. Meanwhile, the Land Raider gets [Lethal Hits] on anything within 12″ thanks to Fury of the Machine Spirit, which punishes any Boyz that try to swarm the castle. |
| Tor Garadon + Aggressor Squad + Land Raider Crusader + Defensive Mastery detachment rule + Assault Ramp ability + Close-quarters Firestorm ability + Siege Captain ability + Augmented Targeting stratagem This is the counter-punch. Tor Garadon and the Aggressors ride in the Land Raider Crusader until the Orks commit to the midfield. Once they do, Assault Ramp lets them make an assault disembark move after the Land Raider ends a normal move, and unlike a shock disembark that still leaves them free to charge. Close-quarters Firestorm gives the Aggressors +1 S on everything within 9″. Thanks to Defensive Mastery, Tor Garadon’s unit is always entrenched, so Augmented Targeting gives them both [Lethal Hits] and [Sustained Hits 1] even after they leave the castle. Siege Captain also gives Tor Garadon +2 S, AP and D against Wazdakka and the Squigbuggies. | |
| Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad + Defensive Mastery detachment rule + Defensive Mastery enhancement + Icon of Obstinacy ability + Rampart ability + Never Shall the Standard Fall ability + Raise the Banner ability + Terminatus Assault ability + Stand to the End stratagem This is the flank pressure. Lysander leads the Terminators onto the Orks’ expansion objective and dares them to come take it back. Lysander’s Defensive Mastery keeps the unit entrenched no matter how far it moves, so Stand to the End gives -1 to wound against every attack. Icon of Obstinacy adds -1 to hit. While the unit is on an objective, Never Shall the Standard Fall gives -1 to wound against high-Strength attacks for free, which lets the Fists save their CP for Stand to the End when the Orks bring lower-Strength attacks. Rampart gives Lysander a 2+ InSv for one phase when he needs it. Once the unit is on the objective, Raise the Banner secures it, and if the Terminators charge, Terminatus Assault gives their claws and hammers [Sustained Hits 1]. The Ancient’s Defensive Mastery enhancement also lets the Fists redeploy the unit, including into strategic reserves, after seeing where the Orks set up. | |
| Captain in Gravis Armour + Indomitable Defence detachment rule + Honour Indefatigable enhancement + Refuse to Yield ability + Strategic Acumen ability + Stand Unyielding stratagem The Captain in Gravis Armour is a scoring piece that is very hard to remove. Refuse to Yield gives -1 D to every attack allocated to him, which turns the Nobz’ Power Klaws into 1-damage attacks and takes the edge off Ghazghkull’s Gork’s Klaw. As a Gravis model, he also gets Indomitable Defence’s -1 to wound against high-Strength attacks while he’s on an objective, and Stand Unyielding can secure that objective. If the Orks do manage to bring him down, Honour Indefatigable brings him back on a 2+ with 3 wounds remaining. Strategic Acumen lets him select a combat doctrine just for himself in each Command phase, so he always has the right tool for the moment. |
ROUND-BY-ROUND RECAP:
The Orks would prefer to go first as they want to take the fight to the Imperial Fists and prevent them from pushing too far out into the midfield. The Imperial Fists win the roll-off and elect to deploy second, which leaves the Orks to deploy first. Their plan is to use Ghazghkull Thraka to control their Expansion Objective (Objective 5). They’re expecting the Imperial Fists to push for it with either the Aggressors or the Terminator Assault Squad, so the idea is to catch that charge on the Gretchin and then have Ghazghkull charge back in. Meanwhile, the Boyz will attack both the Central Objective (Objective 4) and the Imperial Fists’ Expansion Objective (Objective 3). One Boyz squad stays back to hold the Home Objective (Objective 1) as the Orks look to castle up between their Home and Expansion Objectives. Stormboyz 1 and Stormboyz 2 go into Strategic Reserves.
The Imperial Fists are comfortable going either first or second. The Terminator Assault Squad, the Land Raider Crusader and the Aggressors are meant to be played aggressively and would prefer to go first, while most of the Fists’ shooting units would prefer to go second. Their deployment is a bit more predictable and conservative. They place the Land Raider Crusader down first, with Tor Garadon and the Aggressors embarked, pushing towards the Orks’ Expansion Objective (Objective 5) where the terrain layout dictates it has to go. They then deploy the Terminator Assault Squad to attack the Central Objective (Objective 4) and the middle of the board. Lastly, they deploy both Heavy Intercessor Squads to control their Expansion (Objective 3) and Home (Objective 2) Objectives. The Fists look to castle up around their own Expansion, their own Home and the Central Objective while attacking the Orks on the right flank. Inceptor Squad 1 and Inceptor Squad 2 go into Strategic Reserves.
Board state after Deployment is shown below.

Post Deployment
The Orks win the roll-off and will go first. With no units that have the Scouts ability, they don’t make any Scout Moves.
The Imperial Fists don’t make any Scout Moves either. The Scout Squad used its Infiltrators ability during deployment, so it isn’t wholly within the Fists’ Deployment Zone and isn’t eligible to make a Scout Move.
Board state at the start of the battle is shown below.

Start of the Battle
ROUND 1:
| Phase: | Go First: Orks |
| Score at Start | 10 |
| CP at Start | 0 |
| Command | [Orks] Ghazghkull Thraka uses Da Boss to gain 1 CP [Imperial Fists] Darnath Lysander uses Transhuman Strategist to gain 1 CP [Orks] Gains 1 Core CP [Imperial Fists] Gains 1 Core CP [Orks] Draw Secondaries: Display of Might & Secure No Man’s Land [Orks] Wazdakka Gutsmek uses Full Throttle to select Shokk Attack Engine [Orks] Wazdakka Gutsmek uses Shokk Attack Engine to go into Strategic Reserves |
| Movement | [Orks] Gretchin 1 Makes a Normal Move onto Objective 5 [Orks] Ghazghkull Thraka Makes a Normal Move towards Objective 4 to Stage [Orks] Warboss + Painboy + Boyz 1 Advances onto Objective 4 to Score [Orks] Warboss + Painboy + Boyz 1 uses Intimidating Motivation to become Riled Up [Orks] Zodgrod Wortsnagga + Gretchin Makes a Normal Move towards Objective 4 to Stage [Orks] Warboss + Painboy + Boyz 3 Advances towards Objective 3 to Stage [Orks] Rukkatrukk Squigbuggies 2 Makes a Normal Move towards Objective 3 to Stage [Orks] Warboss + Painboy + Boyz 2 Makes a Normal Move off of Objective 1 to Screen [Orks] Rukkatrukk Squigbuggies 1 Makes a Normal Move off of Objective 1 to Screen [Orks] Gretchin 2 Makes a Normal Move towards Ghazghkull Thraka to Screen [Orks] Gretchin 1 uses Thievin’ Scavengers to secure Objective 5 [Orks] Zodgrod Wortsnagga + Gretchin uses Thievin’ Scavengers to secure Objective 1 |
| Shooting | [Orks] None |
| Charge | [Orks] None |
| Fight | [Orks] None |
| End of Turn | [Orks] Scores Secondary: Secure No Man’s Land — 5 VP [Orks] Scores Secondary: Display of Might — 2 VP [Orks] Scores Primary: Battlefield Dominance — 2 VP |
| Score at End | 19 |
| CP at End | 2 |
The Orks’ first turn is in the books and, as expected, it focused heavily on board control and staging.
Coming into the turn, the Orks knew they wanted to call the Waaagh! in either Round 2 or Round 3, most likely Round 2. That meant this turn was all about securing objectives and staging to set up the rest of the game.
Execution-wise, it went great. The secondary draw fit perfectly with what the Orks were trying to do and will help draw the Imperial Fists into the midfield. It also let the Orks score 9 VP without taking any real chances while staying focused on staging and board control.
From the Imperial Fists’ perspective, they see an opportunity for a potential big charge in the center of the board, but they also sense it could be a trap. Otherwise, they’re scratching their heads trying to figure out how they’re going to thin out the wave of Orks coming at them over the next two rounds.
Let’s see how the Imperial Fists deal with the impending tide.
Board state in the middle of Round 1 is shown below.

Middle of Round 1
| Phase: | Go Second: Imperial Fists |
| Score at Start | 10 |
| CP at Start | 2 |
| Command | [Imperial Fists] Gains 1 Core CP [Orks] Gains 1 Core CP [Imperial Fists] Draw Secondaries: Bring it Down & Burden of Trust [Imperial Fists] Nominates Heavy Intercessor Squad 1 to Guard Objective 2 [Imperial Fists] Nominates Heavy Intercessor Squad 2 to Guard Objective 3 [Imperial Fists] Nominates Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad to Guard Objective 4 |
| Movement | [Imperial Fists] Scout Squad Advances onto Objective 4 to Screen [Imperial Fists] Captain in Gravis Armour Advances onto Objective 3 to Screen [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Makes a Normal Move towards Objective 4 to Stage [Imperial Fists] Heavy Intercessor Squad 2 Makes a Normal Move to Screen [Imperial Fists] Heavy Intercessor Squad 1 Makes a Normal Move to Screen [Imperial Fists] Land Raider Crusader Advances towards Objective 5 to Stage [Imperial Fists] Eradicator Squad 1 Makes a Normal Move towards Objective 5 to Stage [Imperial Fists] Eradicator Squad 2 Makes a Normal Move to Screen |
| Shooting | [Imperial Fists] None |
| Charge | [Imperial Fists] None |
| Fight | [Imperial Fists] None |
| End of Turn | [Imperial Fists] Scores Primary: Battlefield Dominance — 2 VP |
| Score at End | 12 |
| CP at End | 3 |
It was a quiet first turn for the Imperial Fists as they focused almost entirely on screening to make sure they wouldn’t get swamped in Round 2.
Coming into the turn, the Fists’ plan depended heavily on what they drew for secondaries. With both cards basically unachievable this turn, they pivoted to a plan focused on defense. They screened with their cheap units, the Scout Squad and the Captain in Gravis Armour, hoping to catch the charging Orks on them so their more expensive and more lethal units could counter-charge and counter-shoot next turn. The Fists were deliberately playing a slow game, anticipating that they would have to let the Orks come to them and then shoot their way out.
Execution-wise, it went about as well as could be expected. Drawing secondaries that didn’t suit the plan was a bit of a bummer, but otherwise the plan went off as expected.
On the other side of the board, the Orks are chomping at the bit. It looks like they’re about to call the Waaagh! or at least rile up a few units and come charging in.
This is where the tide will start to hit the shield wall. Let’s see which one survives.
Board state at the end of Round 1 is shown below.

End of Round 1
ROUND 2:
| Phase: | Go First: Orks |
| Score at Start | 19 |
| CP at Start | 3 |
| Command | [Orks] Ghazghkull Thraka uses Da Boss to gain 1 CP [Imperial Fists] Darnath Lysander uses Transhuman Strategist to gain 1 CP [Orks] Gains 1 Core CP [Imperial Fists] Gains 1 Core CP [Orks] Draw Secondaries: Beacon & Forward Position [Orks] Nominates Warboss + Painboy + Boyz 3 for Beacon [Orks] uses War Cry to call the Waaagh! and rile up all units [Orks] Scores Primary: Battlefield Dominance — 8 VP |
| Movement | [Orks] Warboss + Painboy + Boyz 3 Advances onto Objective 3 to Shoot and Charge [Orks] Warboss + Painboy + Boyz 1 Advances onto Objective 4 to Shoot and Charge [Orks] Rukkatrukk Squigbuggies 2 Advances onto Objective 4 to Buff [Orks] Zodgrod Wortsnagga + Gretchin Advances towards Objective 4 to Screen [Orks] Gretchin 1 Advances onto Objective 5 to Screen [Orks] Wazdakka Gutsmek Deep Strikes near Objective 5 to Screen [Orks] Stormboyz 1 Deep Strikes near Objective 3 to Stage [Orks] Ghazghkull Thraka Makes a Normal Move towards Objective 4 to Stage |
| Shooting | [Orks] Warboss + Painboy + Boyz 1 Shoots Scout Squad and Kills 4 Models [Orks] Warboss + Painboy + Boyz 3 uses Boss’ Ammo Runt to gain +1 to Hit for Warboss only [Orks] Warboss + Painboy + Boyz 3 Shoots Captain in Gravis Armour and Deals 3 Damage [Orks] Rukkatrukk Squigbuggies 2 Shoots Captain in Gravis Armour and Deals 0 Damage [Orks] Rukkatrukk Squigbuggies 2 uses Squig Barrage on Captain in Gravis Armour |
| Charge | [Orks] Warboss + Painboy + Boyz 3 Declares a Charge – Charge Succeeded [Orks] Warboss + Painboy + Boyz 3 Charges into Captain in Gravis Armour [Orks] Warboss + Painboy + Boyz 1 Declares a Charge – Charge Succeeded [Orks] Warboss + Painboy + Boyz 1 Charges into Scout Squad and Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad |
| Fight | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad uses Rampart to give Darnath Lysander a 2+ InSv [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad uses Stand to the End for 1 CP [Orks] Warboss + Painboy + Boyz 1 uses Unbridled Carnage for 1 CP [Orks] Warboss + Painboy + Boyz 1 Split Fires to Fight Scout Squad to Destroy the Unit and Fights Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad to Kill 4 Models [Orks] Warboss + Painboy + Boyz 3 Fights Captain in Gravis Armour and Destroys the Unit [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Warboss + Painboy + Boyz 1 and Kills 15 Models [Imperial Fists] Captain in Gravis Armour uses Honour Indefatigable to stand back up with 3 wounds remaining |
| End of Turn | [Orks] Scores Secondary: Forward Position — 5 VP [Orks] Scores Primary: Battlefield Dominance — 2 VP |
| Score at End | 34 |
| CP at End | 4 |
The Orks call the Waaagh! and launch a mini go-turn, pushing forward aggressively in an attempt to jail the Imperial Fists in their deployment zone.
The plan was simple. The Orks don’t have the killing power of the Imperial Fists, so they need to run up a big lead early in the game. That meant calling the Waaagh! now, getting Warboss + Painboy + Boyz 1 and Boyz 3 into melee, and shoving the Fists off the midfield objectives. If they could force the Fists back into their deployment zone, the Orks would get another round to max out primary.
Execution-wise, the turn went pretty well. The Orks pushed the Imperial Fists off of Objectives 3 and 4, exactly as intended. The one complaint is that they couldn’t finish the Captain in Gravis Armour in shooting, which let him stand back up at the end of the Fight phase…he’ll still be around to be a nuisance next turn. The Orks also absorbed quite the crackback from the Terminator Assault Squad after doing significant damage to it, and Warboss + Painboy + Boyz 1 could be wiped out next turn.
On the other side of the board, the Imperial Fists knew this was coming, but they’re still a little overwhelmed. They’ve been pushed off Objectives 3 and 4, and every unit other than the Terminator Assault Squad and the Land Raider is jailed in their deployment zone. They don’t have a great way to dig out on Objective 3, so they’ll have to figure out a counter-strike. An attack into Objective 5 looks like the most logical choice. They’ll also need the Terminator Assault Squad to roll hot to clear the Boyz off the center objective.
Let’s see how the Imperial Fists decide to deal with the pressure they’re facing……
The board state in the middle of Round 2 is shown below.

Middle of Round 2
| Phase: | Go Second: Imperial Fists |
| Score at Start | 12 |
| CP at Start | 4 |
| Command | [Imperial Fists] uses Combat Doctrines to activate Tactical Doctrine [Imperial Fists] Gains 1 Core CP [Orks] Gains 1 Core CP [Imperial Fists] Draw Secondaries: A Grievous Blow & Assassination [Imperial Fists] Captain in Gravis Armour Passes Battle-shock Test [Imperial Fists] Scores Primary: Battlefield Dominance — 3 VP |
| Movement | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Falls Back to Shoot and Charge [Imperial Fists] Land Raider Crusader Makes a Normal Move towards Objective 5 to Shoot [Imperial Fists] Land Raider Crusader uses Assault Ramp to let Tor Garadon + Aggressor Squad make an Assault Disembark Move [Imperial Fists] Tor Garadon + Aggressor Squad Disembarks onto Objective 5 with an Assault Disembark Move [Imperial Fists] Inceptor Squad 1 Deep Strikes near Objective 3 to Shoot [Imperial Fists] Inceptor Squad 2 Deep Strikes near Objective 3 to Shoot |
| Shooting | [Imperial Fists] Inceptor Squad 2 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 2 Shoots Warboss + Painboy + Boyz 3 and Kills 5 Models [Imperial Fists] Inceptor Squad 1 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 1 Shoots Warboss + Painboy + Boyz 3 and Kills 3 Models [Imperial Fists] Captain in Gravis Armour Shoots Warboss + Painboy + Boyz 3 and Kills 1 Model [Imperial Fists] Heavy Intercessor Squad 2 uses Augmented Targeting for 1 CP [Imperial Fists] Heavy Intercessor Squad 2 Shoots Warboss + Painboy + Boyz 3 and Kills 4 Models [Imperial Fists] Heavy Intercessor Squad 1 uses Annihilating Force for 1 CP [Imperial Fists] Heavy Intercessor Squad 1 Shoots Warboss + Painboy + Boyz 3 and Kills 3 Models [Imperial Fists] Eradicator Squad 2 Shoots Warboss + Painboy + Boyz 1 and Kills 1 Model [Imperial Fists] Land Raider Crusader Shoots Zodgrod Wortsnagga + Gretchin and Kills 10 Models [Imperial Fists] Tor Garadon + Aggressor Squad uses Signum Array on Gretchin 1 [Imperial Fists] Tor Garadon + Aggressor Squad Shoots Gretchin 1 and Destroys the Unit |
| Charge | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeded [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Charges into Warboss + Painboy + Boyz 1 [Imperial Fists] Captain in Gravis Armour Declares a Charge – Charge Succeeded [Imperial Fists] Captain in Gravis Armour Charges into Warboss + Painboy + Boyz 3 [Imperial Fists] Heavy Intercessor Squad 2 Declares a Charge – Charge Succeeded [Imperial Fists] Heavy Intercessor Squad 2 Charges into Warboss + Painboy + Boyz 3 [Imperial Fists] Tor Garadon + Aggressor Squad Declares a Charge – Charge Failed |
| Fight | [Imperial Fists] Heavy Intercessor Squad 2 uses Annihilating Force for 1 CP [Imperial Fists] Heavy Intercessor Squad 2 Fights Warboss + Painboy + Boyz 3 and Kills 3 Models [Orks] Warboss + Painboy + Boyz 3 uses Counteroffensive for 2 CP [Orks] Warboss + Painboy + Boyz 3 Fights Captain in Gravis Armour and Deals 2 Damage [Imperial Fists] Captain in Gravis Armour Fights Warboss + Painboy + Boyz 3 and Deals 2 Damage [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Warboss + Painboy + Boyz 1 and Destroys the Unit [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Consolidates onto Objective 4 |
| End of Turn | [Imperial Fists] Scores Secondary: A Grievous Blow — 5 VP [Imperial Fists] Scores Secondary: Assassination — 5 VP [Imperial Fists] Scores Primary: Battlefield Dominance — 2 VP [Orks] Scores Secondary: Beacon — 5 VP |
| Score at End | 27 |
| CP at End | 2 |
Having weathered the Round 2 charge, the Imperial Fists start to push the Ork tide back.
Coming into the turn, the Imperial Fists knew they were way behind on the scoreboard and could fall even further behind, with the Orks’ Beacon lined up pretty nicely. The plan was to start pushing the Orks back and to start pushing their own way out of their deployment zone. The priority was to destroy Warboss + Painboy + Boyz 1 on Objective 4 and put Darnath Lysander’s unit onto that objective. The stretch goal was to start pressuring and taking back both expansion objectives: ideally retaking Objective 3, and worst case, killing the Orks off of both.
Execution-wise, the turn went really, really well for the Imperial Fists. They cleared Objective 4, which was the ultimate priority for the turn. They also killed the Orks off of Objective 5 while taking it for themselves, and they pressured the Orks heavily on Objective 3, taking it away on Objective Control even if they couldn’t fully kill the Orks unit sitting on it. The only flaw in the plan was Tor Garadon + Aggressor Squad failing the 9″ charge into Ghazghkull Thraka that was meant to start pushing on the big boss and doing some damage.
On the other side of the board, the Orks are okay. They’re not happy…but they’re okay. They expected to lose one of their big Boyz units, potentially the one on Objective 4, and had hoped to hang on to Objective 3 for another round of decent primary. They’re thrilled that Tor Garadon + Aggressor Squad failed their charge, as it means Wazdakka Gutsmek and Ghazghkull Thraka could potentially gobble up that side of the board. Their biggest worry is that one Boyz unit is way out of position screening their backfield, and they don’t have a great answer for Darnath Lysander’s unit on Objective 4, which looks positioned to dominate the center of the battlefield for the rest of the game.
The momentum of the game has swung squarely into the Imperial Fists’ favor. Let’s see if the Orks can take some of it back and push the Fists back towards their deployment zone……otherwise, the Imperial Fists look like they might be on the comeback trail.
Board state at the end of Round 2 is shown below.

End of Round 2
ROUND 3:
| Phase: | Go First: Orks |
| Score at Start | 39 |
| CP at Start | 3 |
| Command | [Orks] Ghazghkull Thraka uses Da Boss to gain 1 CP [Imperial Fists] Darnath Lysander uses Transhuman Strategist to gain 1 CP [Orks] Gains 1 Core CP [Imperial Fists] Gains 1 Core CP [Orks] Draw Secondaries: Defend Stronghold & Overwhelming Force [Orks] Warboss + Painboy + Boyz 3 Passes Battle-shock Test [Orks] Wazdakka Gutsmek uses Full Throttle to select Turbo Engine, letting him charge after advancing or falling back [Orks] Warboss + Painboy + Boyz 3 uses Crude Surgery and Catch Dat Red Bit to heal 6 wounds [Imperial Fists] Heavy Intercessor Squad 2 uses Unyielding Might for 1 CP to gain +1 OC [Orks] Scores Primary: Battlefield Dominance — 3 VP |
| Movement | [Orks] Wazdakka Gutsmek Advances towards Tor Garadon + Aggressor Squad to Shoot and Charge [Orks] Ghazghkull Thraka Makes a Normal Move onto Objective 5 to Shoot and Charge [Orks] Zodgrod Wortsnagga + Gretchin Makes a Normal Move onto Objective 5 to Score [Orks] Gretchin 2 Makes a Normal Move towards Objective 1 to Screen [Orks] Rukkatrukk Squigbuggies 1 Makes a Normal Move towards Objective 5 to Screen [Orks] Stormboyz 1 Makes a Normal Move onto Objective 3 to Charge [Orks] Warboss + Painboy + Boyz 2 Advances towards Objective 3 to Stage [Orks] Stormboyz 2 Deep Strikes near Objective 1 to Screen [Orks] Rukkatrukk Squigbuggies 2 Advances towards Objective 3 to Shoot and Charge [Orks] Rukkatrukk Squigbuggies 2 uses Delicious Eating Squigs for 1 CP to heal Warboss + Painboy + Boyz 3 for 3 wounds [Orks] Warboss + Painboy + Boyz 3 uses Intimidating Motivation to rile themselves up [Orks] Zodgrod Wortsnagga + Gretchin uses Thievin’ Scavengers to secure Objective 5 |
| Shooting | [Orks] Wazdakka Gutsmek Shoots Tor Garadon + Aggressor Squad and Kills 1 Model [Orks] Ghazghkull Thraka Shoots Tor Garadon + Aggressor Squad and Kills 1 Model [Orks] Zodgrod Wortsnagga + Gretchin Shoots Tor Garadon + Aggressor Squad and Deals 0 Damage [Orks] Rukkatrukk Squigbuggies 2 Shoots Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Kills 1 Model [Orks] Rukkatrukk Squigbuggies 2 uses Squig Barrage on Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad [Orks] Rukkatrukk Squigbuggies 1 Shoots Tor Garadon + Aggressor Squad and Deals 0 Damage [Orks] Rukkatrukk Squigbuggies 1 uses Squig Barrage on Tor Garadon + Aggressor Squad [Orks] Warboss + Painboy + Boyz 3 uses Ammo Runts to gain +1 to Hit [Orks] Warboss + Painboy + Boyz 3 Shoots Captain in Gravis Armour and Deals 0 Damage |
| Charge | [Orks] Wazdakka Gutsmek Declares a Charge – Charge Failed [Orks] Wazdakka Gutsmek uses Command Re-roll for 1 CP [Orks] Wazdakka Gutsmek Declares a Charge – Charge Succeeded [Orks] Wazdakka Gutsmek Charges into Tor Garadon + Aggressor Squad [Orks] Ghazghkull Thraka Declares a Charge – Charge Succeeded [Orks] Ghazghkull Thraka Charges into Tor Garadon + Aggressor Squad [Orks] Zodgrod Wortsnagga + Gretchin Declares a Charge – Charge Succeeded [Orks] Zodgrod Wortsnagga + Gretchin Charges into Land Raider Crusader [Orks] Rukkatrukk Squigbuggies 2 Declares a Charge – Charge Succeeded [Orks] Rukkatrukk Squigbuggies 2 Charges into Captain in Gravis Armour and Heavy Intercessor Squad 2 [Orks] Rukkatrukk Squigbuggies 2 uses Crushing Impact for 1 CP to deal 5 mortal wounds to Captain in Gravis Armour, destroying the unit, and suffers 1 mortal wound [Orks] Stormboyz 1 Declares a Charge – Charge Succeeded [Orks] Stormboyz 1 Charges into Heavy Intercessor Squad 2 |
| Fight | [Orks] Ghazghkull Thraka Fights Tor Garadon + Aggressor Squad and Kills 4 Models [Orks] Wazdakka Gutsmek Fights Tor Garadon + Aggressor Squad and Destroys the Unit [Orks] Rukkatrukk Squigbuggies 2 Fights Heavy Intercessor Squad 2 and Deals 1 Damage [Orks] Zodgrod Wortsnagga + Gretchin Fights Land Raider Crusader and Deals 4 Damage [Orks] Stormboyz 1 Fights Heavy Intercessor Squad 2 and Kills 1 Model [Imperial Fists] Heavy Intercessor Squad 2 uses Annihilating Force for 1 CP [Imperial Fists] Heavy Intercessor Squad 2 Fights Warboss + Painboy + Boyz 3 and Kills 5 Models [Orks] Warboss + Painboy + Boyz 3 Fights Heavy Intercessor Squad 2 and Kills 1 Model [Imperial Fists] Land Raider Crusader Fights Zodgrod Wortsnagga + Gretchin and Kills 1 Model [Orks] Ghazghkull Thraka Consolidates into Land Raider Crusader [Imperial Fists] Inceptor Squad 1 uses Parabolic Jetleap to go into Strategic Reserves [Imperial Fists] Inceptor Squad 2 uses Parabolic Jetleap to go into Strategic Reserves |
| End of Turn | [Orks] Scores Secondary: Overwhelming Force — 5 VP [Imperial Fists] Scores Secondary: Burden of Trust — 4 VP |
| Score at End | 47 |
| CP at End | 2 |
The Ork tide crashes in for a second time…and this time it blows away the Imperial Fists’ right flank.
The plan for the turn was to push the Imperial Fists back around Objective 5 and keep tar-pitting them on Objective 3, which lined up nicely with the secondary cards. The Orks also wanted to keep screening out their deployment zone so they’d be well positioned to score Defend Stronghold next turn. As for the center, the Orks wanted nothing to do with Darnath Lysander’s unit.
Execution-wise, the turn went great. The Orks didn’t score super well, especially on primary, but they killed Tor Garadon + Aggressor Squad, locked up the Land Raider Crusader, and have Ghazghkull Thraka really well positioned to do some serious damage in the Imperial Fists’ turn. They also took back Objective 3 while tar-pitting the Imperial Fists unit holding out on it. On top of that, they’ve completely screened out their deployment zone and have started to move their last remaining Boyz unit into place where it can charge into the midfield in the late game.
On the other side of the board, the Imperial Fists are smarting after that one. One of their big melee countercharge units went down without putting up any real resistance, and they’re completely locked in combat on Objective 3 with not a whole lot of options for getting out of it. On the flip side, they completely control the center of the board, and Darnath Lysander’s unit looks well positioned to be a problem for the rest of the game. They’ll need some help from the secondary cards, but they look to score some primary next turn and are well positioned to start catching up on the scoreboard.
Let’s see if the Imperial Fists can start to make up ground now that they’ve pushed the Orks out of the center of the board……
The board state in the middle of Round 3 is shown below.

Middle of Round 3
| Phase: | Go Second: Imperial Fists |
| Score at Start | 31 |
| CP at Start | 2 |
| Command | [Imperial Fists] uses Combat Doctrines to activate Devastator Doctrine [Imperial Fists] Gains 1 Core CP [Orks] Gains 1 Core CP [Imperial Fists] Draw Secondaries: Engage on All Fronts & Behind Enemy Lines [Imperial Fists] Scores Primary: Battlefield Dominance — 8 VP |
| Movement | [Imperial Fists] Eradicator Squad 1 Advances towards Objective 5 to Shoot [Imperial Fists] Eradicator Squad 2 Advances towards Objective 5 to Shoot [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Makes a Normal Move onto Objective 4 to Charge [Imperial Fists] Heavy Intercessor Squad 2 Falls Back off of Objective 3 [Imperial Fists] Inceptor Squad 1 Deep Strikes near Objective 3 to Shoot [Imperial Fists] Inceptor Squad 2 Deep Strikes near Objective 3 to Shoot [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad uses Raise the Banner to secure Objective 4 |
| Shooting | [Imperial Fists] Inceptor Squad 1 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 1 Shoots Warboss + Painboy + Boyz 3 and Kills 2 Models [Imperial Fists] Inceptor Squad 2 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 2 Shoots Stormboyz 1 and Destroys the Unit [Imperial Fists] Land Raider Crusader Split Fires and Shoots Ghazghkull Thraka to Deal 6 Damage and Shoots Zodgrod Wortsnagga + Gretchin to Kill 8 Models [Orks] Ghazghkull Thraka uses Command Re-roll for 1 CP [Imperial Fists] Eradicator Squad 2 Shoots Ghazghkull Thraka and Deals 4 Damage [Orks] Zodgrod Wortsnagga + Gretchin uses Grot Shields for 1 CP [Imperial Fists] Eradicator Squad 1 Shoots Ghazghkull Thraka, and Grot Shields redirects the hits to Destroy Zodgrod Wortsnagga + Gretchin |
| Charge | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Declares a Charge – Charge Succeeded [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Charges into Rukkatrukk Squigbuggies 2 |
| Fight | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Rukkatrukk Squigbuggies 2 and Destroys the Unit [Orks] Ghazghkull Thraka Fights Land Raider Crusader and Destroys the Unit [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Consolidates onto Objective 3 |
| End of Turn | [Orks] Scores Secondary: Defend Stronghold — 5 VP |
| Score at End | 39 |
| CP at End | 3 |
The Imperial Fists complete their third turn…and this game continues to be a slugfest.
Coming into the turn, the plan was to restart the scoring and reestablish control of the board. The idea was to use Darnath Lysander’s unit to recapture Objective 3, use the Devastator Doctrine and the Eradicators to hopefully take down Ghazghkull Thraka, and push the Orks as far out of the midfield as possible.
From an execution perspective, it was a mixed bag. The Imperial Fists stickied Objective 4 and all but cleared the Orks off of Objective 3 by bullying them with Darnath Lysander’s unit. They also lined up all of the shots they wanted into Ghazghkull. Unfortunately, they just didn’t get enough shots through on Zodgrod Wortsnagga + Gretchin. That meant by the time the Eradicators got around to shooting, the Orks could still use Grot Shields, which ultimately ended up saving Ghazghkull.
On the Ork side of the board, they’re feeling like they dodged a bullet. Ghazghkull is still up, as is Wazdakka Gutsmek, as is the lone Warboss from Boyz 3. That gives them three damage-dealing units to crack back at the Imperial Fists with, while they keep scoring and stay up on the scoreboard.
It’s looking like this game is going to come down to the wire, and to how Rounds 4 and 5 play out. Let’s see who can pull this one out……
Board state at the end of Round 3 is shown below.

End of Round 3
ROUND 4:
| Phase: | Go First: Orks |
| Score at Start | 52 |
| CP at Start | 1 |
| Command | [Orks] Ghazghkull Thraka uses Da Boss to gain 1 CP [Imperial Fists] Darnath Lysander uses Transhuman Strategist to gain 1 CP [Orks] Gains 1 Core CP [Imperial Fists] Gains 1 Core CP [Orks] Draw Secondaries: Cleanse & Burden of Trust [Orks] Nominates Wazdakka Gutsmek to Guard Objective 4 [Orks] Nominates Rukkatrukk Squigbuggies 1 to Guard Objective 5 [Orks] Nominates Stormboyz 2 to Guard Objective 1 [Orks] Nominates Warboss + Painboy + Boyz 2 to Guard Objective 3 [Orks] Ghazghkull Thraka Passes Battle-shock Test [Orks] Warboss + Painboy + Boyz 3 Fails Battle-shock Test [Orks] Wazdakka Gutsmek uses Full Throttle to select Pulse Jet, letting him make a pulse jet move [Orks] Scores Primary: Battlefield Dominance — 8 VP |
| Movement | [Orks] Wazdakka Gutsmek Makes a Pulse Jet Move towards Objective 2 to Shoot [Orks] Rukkatrukk Squigbuggies 1 Makes a Normal Move onto Objective 5 to Score [Orks] Rukkatrukk Squigbuggies 1 uses Delicious Eating Squigs for 1 CP to heal Ghazghkull Thraka for 3 wounds [Orks] Ghazghkull Thraka uses Makari, Hoist Dat Banner! to rile up Ghazghkull Thraka, Gretchin 2, Stormboyz 2 and Rukkatrukk Squigbuggies 1 [Orks] Ghazghkull Thraka Advances towards Eradicator Squad 1 to Shoot and Charge [Orks] Warboss + Painboy + Boyz 2 uses Intimidating Motivation to rile themselves up [Orks] Warboss + Painboy + Boyz 2 uses ‘Ere We Go for 1 CP to gain +2 to Advance rolls [Orks] Warboss + Painboy + Boyz 2 Advances towards Objective 3 to Shoot and Charge [Orks] Stormboyz 2 Makes a Normal Move onto Objective 1 to Score [Orks] Gretchin 2 Makes a Normal Move onto Objective 1 to Score [Imperial Fists] Eradicator Squad 1 uses Fire Overwatch for 1 CP [Imperial Fists] Eradicator Squad 1 Shoots Ghazghkull Thraka with Snap Shooting and Deals 6 Damage |
| Shooting | [Orks] Wazdakka Gutsmek Shoots Eradicator Squad 2 and Destroys the Unit [Orks] Ghazghkull Thraka Shoots Eradicator Squad 1 and Kills 1 Model [Orks] Warboss + Painboy + Boyz 2 uses Ammo Runts to gain +1 to Hit [Orks] Warboss + Painboy + Boyz 2 Shoots Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Deals 1 Damage [Orks] Warboss + Painboy + Boyz 3 Shoots Heavy Intercessor Squad 2 and Deals 1 Damage |
| Charge | [Orks] Ghazghkull Thraka Declares a Charge – Charge Succeeded [Orks] Ghazghkull Thraka Charges into Eradicator Squad 1 [Orks] Warboss + Painboy + Boyz 2 Declares a Charge – Charge Succeeded [Orks] Warboss + Painboy + Boyz 2 Charges into Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad [Orks] Warboss + Painboy + Boyz 3 Declares a Charge – Charge Succeeded [Orks] Warboss + Painboy + Boyz 3 Charges into Heavy Intercessor Squad 2 |
| Fight | [Orks] Warboss + Painboy + Boyz 2 uses Unbridled Carnage for 1 CP [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad uses Stand to the End for 1 CP [Orks] Warboss + Painboy + Boyz 2 Fights Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Kills 4 Models [Orks] Ghazghkull Thraka Fights Eradicator Squad 1 and Destroys the Unit [Imperial Fists] Heavy Intercessor Squad 2 uses Counteroffensive for 2 CP [Imperial Fists] Heavy Intercessor Squad 2 Fights Warboss + Painboy + Boyz 3 and Deals 0 Damage [Orks] Warboss + Painboy + Boyz 3 Fights Heavy Intercessor Squad 2 and Kills 2 Models [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Warboss + Painboy + Boyz 2 and Kills 9 Models [Imperial Fists] Inceptor Squad 1 uses Parabolic Jetleap to go into Strategic Reserves [Imperial Fists] Inceptor Squad 2 uses Parabolic Jetleap to go into Strategic Reserves |
| End of Turn | [Orks] None |
| Score at End | 60 |
| CP at End | 0 |
The Orks’ fourth turn ends with the Orks launching another mini-Waaagh! in an attempt to put the Imperial Fists away for good.
Coming into the turn, the Orks decided it was time to try to table the Imperial Fists. Having survived last round’s shooting, they didn’t want to go through it again, so they deferred scoring secondaries until next turn and focused on killing or tying up as many units as possible. The goal was to pin the Imperial Fists back in their deployment zone, minimizing the Fists’ scoring instead of maximizing their own. It sacrifices their ability to get above 90 total VP, but it should be worth it, as it looks like it will guarantee a victory if they can execute it.
From an execution perspective, it went really well, but with a couple of close calls. The first was Eradicator Squad 1 almost killing Ghazghkull Thraka in Overwatch…only to die in the crackback themselves. The second was the Imperial Fists making a whole lot of saves against the Boyz before the Warboss and Painboy eventually took down 4 Terminators.
The Imperial Fists are reeling now. They basically just have Darnath Lysander’s unit, plus the Heavy Intercessors on their home objective, plus the secured objective in the center of the board, Objective 4. They also have both Inceptor Squads in strategic reserves, which should be available to score secondaries next turn. They have a path to scoring more points, but it’s really narrow, and other than the Inceptors, they’re basically tied up or anchored in place across the board. This is not looking good for their chances to pull out a victory.
Let’s see how close the Fists can make it, and if they can do any more damage before succumbing to the Waaagh!……
The board state in the middle of Round 4 is shown below.

Middle of Round 4
| Phase: | Go Second: Imperial Fists |
| Score at Start | 39 |
| CP at Start | 1 |
| Command | [Imperial Fists] Gains 1 Core CP [Orks] Gains 1 Core CP [Imperial Fists] Draw Secondaries: Display of Might & Secure No Man’s Land [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad uses Insane Bravery for 1 CP to automatically pass its Battle-shock Test [Imperial Fists] Heavy Intercessor Squad 2 Passes Battle-shock Test [Imperial Fists] Scores Primary: Battlefield Dominance — 8 VP |
| Movement | [Imperial Fists] Heavy Intercessor Squad 2 Falls Back to Score [Imperial Fists] Heavy Intercessor Squad 1 Makes a Normal Move towards the Board Edge to Score [Imperial Fists] Inceptor Squad 1 Deep Strikes near Objective 5 to Shoot and Score [Imperial Fists] Inceptor Squad 2 Deep Strikes near Objective 1 to Shoot and Score |
| Shooting | [Imperial Fists] Inceptor Squad 1 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 1 uses Annihilating Force for 1 CP [Imperial Fists] Inceptor Squad 1 Shoots Ghazghkull Thraka and Destroys the Unit [Orks] Gretchin 2 uses Grot Shields for 1 CP [Imperial Fists] Inceptor Squad 2 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 2 Shoots Stormboyz 2, and Grot Shields redirects the hits to Destroy Gretchin 2 |
| Charge | [Imperial Fists] Inceptor Squad 1 Declares a Charge – Charge Failed |
| Fight | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Warboss + Painboy + Boyz 2 and Kills 5 Models [Orks] Warboss + Painboy + Boyz 2 Fights Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Kills 2 Models |
| End of Turn | [Imperial Fists] Scores Secondary: Engage on All Fronts — 5 VP [Imperial Fists] Scores Secondary: Bring it Down — 5 VP [Orks] Scores Secondary: Burden of Trust — 5 VP |
| Score at End | 57 |
| CP at End | 0 |
The Imperial Fists keep grinding…and despite being very much down on units, they eke out a decent scoring turn.
The plan for the Imperial Fists was simply to survive and to score by any means necessary. Their two big units were going to be the two Inceptor Squads. Ideally, they would drop into the Orks’ deployment zone to score Behind Enemy Lines and to set up Engage on All Fronts. But then they measured and saw an opportunity to line up some shots on Ghazghkull Thraka, who was down to 3 wounds thanks to last turn’s Overwatch. The goal then became to take Ghazghkull down to score Bring it Down, set up Display of Might, and save Behind Enemy Lines for Round 5.
Execution-wise, the turn went really well, with the one exception of Darnath Lysander’s unit continuing to be buried in Orks. Unfortunately, they came up just a little bit short and weren’t able to dig out and take control of Objective 3. As a result, the Imperial Fists didn’t score Secure No Man’s Land as they had hoped, and they risk seeing the Orks rack up a big primary score in Round 5. Otherwise, the turn was a complete success.
The Orks are feeling good going into the last turn. They’ve got a good foothold on the primary objectives, they’re well positioned to threaten the Imperial Fists’ backfield and potentially take their home objective, and they’ve got active secondaries they should be able to score next turn. The goal is going to be to maximize their score and create some distance so the Imperial Fists can’t come back and catch up.
This is a tight game, and it’s coming down to the last turn. Let’s see who can grind it out……
Board state at the end of Round 4 is shown below.

End of Round 4
ROUND 5:
| Phase: | Go First: Orks |
| Score at Start | 65 |
| CP at Start | 0 |
| Command | [Imperial Fists] Darnath Lysander uses Transhuman Strategist to gain 1 CP [Orks] Gains 1 Core CP [Imperial Fists] Gains 1 Core CP [Orks] Draw Secondaries: Outflank & Assassination [Orks] Warboss + Painboy + Boyz 3 Passes Battle-shock Test [Orks] Warboss + Painboy + Boyz 2 uses Insane Bravery for 1 CP to automatically pass its Battle-shock Test [Orks] Warboss + Painboy + Boyz 2 uses Crude Surgery and Catch Dat Red Bit to heal 6 wounds [Orks] Wazdakka Gutsmek uses Full Throttle to select Turbo Engine, letting him charge after advancing or falling back |
| Movement | [Orks] Wazdakka Gutsmek Advances towards Objective 2 to Shoot and Charge [Orks] Rukkatrukk Squigbuggies 1 Makes a Normal Move towards the Board Edge to Score and Shoot [Orks] Stormboyz 2 Makes a Normal Move onto Objective 4 to Perform an Action [Orks] Warboss + Painboy + Boyz 3 Makes a Normal Move onto Objective 3 to Charge [Orks] Warboss + Painboy + Boyz 2 uses Intimidating Motivation to rile themselves up |
| Shooting | [Orks] Stormboyz 2 Performs Cleanse on Objective 4 [Orks] Rukkatrukk Squigbuggies 1 Performs Cleanse on Objective 5 [Orks] Warboss + Painboy + Boyz 2 Shoots Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Deals 0 Damage [Orks] Wazdakka Gutsmek Shoots Heavy Intercessor Squad 1 and Deals 2 Damage [Imperial Fists] Heavy Intercessor Squad 1 uses Evasive Repositioning for 1 CP [Imperial Fists] Heavy Intercessor Squad 1 Makes a Normal Move away from Wazdakka Gutsmek onto Objective 2 [Orks] Warboss + Painboy + Boyz 3 Shoots Heavy Intercessor Squad 2 and Deals 1 Damage |
| Charge | [Orks] Wazdakka Gutsmek Declares a Charge – Charge Failed [Orks] Warboss + Painboy + Boyz 3 Declares a Charge – Charge Failed |
| Fight | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad uses Stand to the End for 1 CP [Orks] Warboss + Painboy + Boyz 2 Fights Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Deals 5 Damage [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Warboss + Painboy + Boyz 2 and Kills 4 Models [Imperial Fists] Inceptor Squad 1 uses Parabolic Jetleap to go into Strategic Reserves [Imperial Fists] Inceptor Squad 2 uses Parabolic Jetleap to go into Strategic Reserves |
| End of Turn | [Orks] Scores Secondary: Outflank — 5 VP [Orks] Scores Secondary: Cleanse — 5 VP [Orks] Scores Primary: Battlefield Dominance — 15 VP |
| Score at End | 90 |
| CP at End | 0 |
The Orks complete their last turn…and it’s a big one, despite some failed charges and a missed knockout punch.
The plan for the turn was to put the game away. The Orks were in position to establish a dominant presence in the midfield by claiming all of the midfield objectives. They also had the pieces in place to charge and kill basically every unit the Imperial Fists had left on the board, with the exception of the Inceptors.
The turn went okay. Wazdakka Gutsmek and Warboss + Painboy + Boyz 3 both failing very makeable charges was frustrating, but ultimately it didn’t matter a whole lot as far as score went, especially since it looks like Darnath Lysander may go down next turn anyway. Outside of that, the Orks put up a big score on primary and look positioned to win the game handily.
The Imperial Fists are scrambling. They’re quickly running out of options for scoring points, but they do have both Inceptor Squads back in strategic reserves and available to deploy. They also avoided getting charged by Wazdakka on their home objective, which should really help with primary. It may not put them back in the game, but it will let them keep scoring.
Let’s see how high they can get……
The board state in the middle of Round 5 is shown below.

Middle of Round 5
| Phase: | Go Second: Imperial Fists |
| Score at Start | 57 |
| CP at Start | 0 |
| Command | [Imperial Fists] Gains 1 Core CP [Orks] Gains 1 Core CP [Imperial Fists] Draw Secondaries: Centre Ground & Overwhelming Force [Imperial Fists] Heavy Intercessor Squad 2 Passes Battle-shock Test [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Passes Battle-shock Test [Imperial Fists] uses New Orders for 1 CP to discard Display of Might [Imperial Fists] Draw Secondary: Plunder |
| Movement | [Imperial Fists] Heavy Intercessor Squad 2 Makes a Normal Move onto Objective 3 to Shoot and Charge [Imperial Fists] Inceptor Squad 1 Deep Strikes onto Objective 1 to Shoot and Score [Imperial Fists] Inceptor Squad 2 Deep Strikes onto Objective 1 to Perform an Action |
| Shooting | [Imperial Fists] Heavy Intercessor Squad 2 Shoots Warboss + Painboy + Boyz 3 and Destroys the Unit [Imperial Fists] Inceptor Squad 1 uses Meteoric Descent to gain +1 to Hit [Imperial Fists] Inceptor Squad 1 Shoots Stormboyz 2 and Destroys the Unit [Imperial Fists] Inceptor Squad 2 Performs Plunder on Objective 1 |
| Charge | [Imperial Fists] None |
| Fight | [Imperial Fists] Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad Fights Warboss + Painboy + Boyz 2 and Kills 2 Models [Orks] Warboss + Painboy + Boyz 2 Fights Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad and Destroys the Unit |
| End of Turn | [Imperial Fists] Scores Secondary: Behind Enemy Lines — 5 VP [Imperial Fists] Scores Secondary: Overwhelming Force — 5 VP [Imperial Fists] Scores Secondary: Plunder — 5 VP [Imperial Fists] Scores Primary: Battlefield Dominance — 8 VP [Orks] Scores Secondary: Assassination — 5 VP (Orks hit the 45 VP secondary cap, so only 3 VP count) |
| Score at End | 80 |
| CP at End | 0 |
And that’s the end of the game. The Imperial Fists were able to close the gap and get to 80 VP, but at the end of the day, the Orks take the victory, winning by 13 VP, 93–80.
Board state at the end of Round 5 is shown below.

End of Round 5
RESULT:
Singles Format: 93 – 80 Orks WIN
WTC Teams Format: 12-8, Orks win
GAME REVIEW:
This was my first time playing both armies and my first time playing the Battlefield Dominance mission. To me, this game was all about managing tempo, as it pitted the Imperial Fists’ superior ranged killing power against the Orks’ superior mobility and numbers. It came down to who managed the tempo of the game better, who established better board control, and who timed their engagements to make sure they were always the one being proactive. The Orks did better at all three, which is why they won the game.
The Orks’ game plan and their execution of it both worked really well. They made effective use of their healing buffs and their ability to pass damage off to the Gretchin. They took the fight to the Imperial Fists and took advantage of having the first turn. Most importantly, they controlled the midfield at the end of the game, which ensured they emerged victorious.
The Imperial Fists’ game plan would have worked, as they did a great job of holding back the tide for most of the game. Unfortunately, their game came down to one crucial mistake. They misplayed the Land Raider Crusader carrying Tor Garadon + Aggressor Squad and lost both units midway through the game. The Aggressors only really got to activate once, and that was into a squad of Gretchin, making it a massive trade down. That left them down one of their critical melee pressure pieces and lost them control of one flank, which ultimately cost them board control and the game.
POST-GAME EVALUATION:
Orks
| Category | Rating | Notes |
| Strategic – List Development | 5 — Worked Great | Midway through the game, it looked like choosing Green Tide and including so many Boyz might have been a mistake. But Warboss + Painboy + Boyz 2 and Boyz 3 came through in the late game to prove their worth. |
| Strategic – Force Disposition / Detachment | 5 — Worked Great | All three detachments worked really well together to form a horde list built around Ghazghkull Thraka. Take and Hold suited it perfectly, as it was a board control, tempo-style list. |
| Strategic – Win Condition | 5 — Worked Great | The win condition supported the list almost perfectly and led to a really well-played game. |
| Strategic – Game Focus Area | 5 — Worked Great | The Orks executed what they wanted to work on almost perfectly, and it led to a good win. |
| Strategic – Deployment | 5 — Worked Great | The Orks’ deployment supported their win condition almost perfectly. |
| Tactical – Movement / Positioning | 5 — Worked Great | Arguably what won the Orks the game. They used the Movement phase to line up their buffs almost perfectly. |
| Tactical – Target Priority / Sequencing | 5 — Worked Great | Another area of the game where the Orks excelled. |
| Tactical – CP Usage | 5 — Worked Great | The Orks always felt like they had enough CP to do what they needed to do every turn. |
| Tactical – Primary Scoring | 5 — Worked Great | The Orks came close to maximizing primary and outscored the Imperial Fists in this area. |
| Tactical – Secondary Scoring | 5 — Worked Great | The Orks maxed out secondaries and always felt like they had options to score when they needed to. |
Imperial Fists
| Category | Rating | Notes |
| Strategic – List Development | 5 — Worked Great | The only potential change would be adding an Eradicator Squad with heavy bolters for more anti-horde firepower. That said, it’s not clear what would come out, as everything else in the list performed well. |
| Strategic – Force Disposition / Detachment | 5 — Worked Great | Gravis Siege Force added a lot of toughness and durability to Ceramite Sentinels, and the Imperial Fists took full advantage of it. Take and Hold also suited the Imperial Fists. They just didn’t execute as cleanly as the Orks. |
| Strategic – Win Condition | 5 — Worked Great | The win condition was properly defined. It was the execution that let them down. |
| Strategic – Game Focus Area | 4 — Mostly Worked | Ironically, the Imperial Fists played the gunline portion of the army really well. It was how they used one of their melee pressure pieces that let them down. |
| Strategic – Deployment | 4 — Mostly Worked | The biggest flaw was the placement of the Land Raider Crusader. Instead of attacking the Orks’ Expansion Objective (Objective 5), it should have been used to help defend the center and the Fists’ own Expansion Objective. |
| Tactical – Movement / Positioning | 4 — Mostly Worked | The Imperial Fists moved effectively with their gunline and with Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad. Again, the only flaw was the Land Raider Crusader and the Aggressors. |
| Tactical – Target Priority / Sequencing | 4 — Mostly Worked | Mostly good, with two exceptions. Tor Garadon + Aggressor Squad only really got to shoot one squad of Gretchin. And in Round 3, not enough shots went into Zodgrod Wortsnagga + Gretchin before the Eradicators fired at Ghazghkull Thraka, which left Grot Shields available to save him. |
| Tactical – CP Usage | 5 — Worked Great | The Imperial Fists always felt like they had enough CP to do what they needed to do every turn. |
| Tactical – Primary Scoring | 4 — Mostly Worked | The list was built well to score on primary. The Fists just didn’t play the mission well enough, which led to the primary deficit. |
| Tactical – Secondary Scoring | 4 — Mostly Worked | The Imperial Fists had the options to run up big secondary scores, especially with the Inceptors. They just ran into issues in Round 1, when neither card they drew (Bring it Down and Burden of Trust) was achievable. |
EARNED THEMSELF A NAME:
Orks: Ghazghkull Thraka – The entire list was built around featuring him and making him nigh invulnerable until all of the Gretchin around him had been destroyed. He effectively collapsed the Imperial Fists’ entire right flank by himself, destroying the Land Raider Crusader, Eradicator Squad 1 and the Aggressors.
Imperial Fists: Darnath Lysander + Ancient in Terminator Armour + Terminator Assault Squad – The entire list was built around featuring this unit as its single biggest Death Star. Execution-wise, the unit backed it up, both in the victory points it scored and in the enemy units it destroyed.
MAGNUS OF THE GAME:
Orks: Stormboyz 1 – They were thrown away for not a whole lot in return. They would have been better off playing a more patient, tempo-driven game, which would have let them retake the center after Darnath Lysander’s unit abandoned it.
Imperial Fists: Tor Garadon + Aggressor Squad – The unit basically traded itself for a Gretchin squad. At roughly 300 points for a 50-point unit, that’s an awful trade down.






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