Charge of the 7th Company
October 2003·pp. 96–113
THE SHORT VERSION
Pete Haines tests the revised Cadians in an unusual role: attacking Orks who occupy an Imperial strongpoint. Alex Boyd’s defenders rely on bunkers, lobbas and a dangerous reserve, while the Guard brings massed infantry, supporting weapons and infiltrating Kasrkin. The report follows the sentry phase and a short, intense assault in which poor early shooting threatens to stall the advance before the Cadians recover the initiative.
A destroyed bunker and concentrated fire put Haines ahead, but the surviving Orks mob up into a formidable counter-attack. The Guard’s power-fist officers eliminate the Killer Kans and the game ends with a narrow Imperial victory. Both players’ reflections emphasise the four-turn limit: slow reserves and an assault plan that requires too much time can waste otherwise powerful units.
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Find this article in White Dwarf 286, pp. 96–113.
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