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Ultramarines vs Orks, but told like a battle report in the 90's...

134.1K views· 5,054 likes· 15:49· Apr 10, 2023

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About This Video

I take you back to 1994, when White Dwarf dropped “Dawn Raid”: Orks vs Ultramarines, told in that gloriously clunky, hyper-lethal, deeply thematic 2nd edition style. It’s sandwiched between Nemesis opening at Alton Towers and Whigfield invading the charts, and it’s also the moment Orks finally stop being the magazine’s designated punching bag—helped along by a brand new Ork codex fresh out of the oven from Jervis “Triple J” Johnson. The Ork force is peak Heavy Metal “whatever’s painted” energy: Rogue Trader oddities, buggies, a super cyborg boss, and the kind of wargear that makes modern balance teams wake up screaming. I break down the missions (Dawn Raid vs Assassins), the lists, the infamous strategy cards—yes, the virus outbreak nonsense—and the key mistakes and turning points across a brutally short three-turn report. You get the cinematic duel (Ultramarine commander vs Ork Dread), the razor-thin endgame swing with melta bombs and a flipping battlewagon, and the real lesson: in old 40K, you often won (or lost) before the first dice hit the table. And if you try to “optimize” a narrative Jervis game, you’d have been stoned to death on the spot.

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