I feel a strong urge to rush my Command platoon forward and grab the next objective...but that would be very foolish. I need to take a short stop and wait for my stragglers to catch up.
The only 'offensive' thing I do is send forward my Ratling scout-snipers. Marine Force Recon has nothing on these guys...with Spot 4 they can see orks for miles away...long before they can see me. High Spot...that's an ability that should not be underestimated. Couple it with long-range firepower and you're set for victory. Against the AI anyway.
My own force has one Sniper and one Walker, both Spot 4. The Recons and the Command has Spot 3. Coupled with 3 Aty, 2 Inf Support, and Chimeras etc, all with Range 3...incredibly potent combination, especially since orks have most Spot 2 (or even Spot 1 for some units).
My armor and artillery slowly rumble into position. I chance bringing a Sala forward to spot anything on top of those cliffs. I start hitting the ork mechs down in the corner; they start with Str 12 and are thus INSANELY resilient!
I push forward the last bit, capturing the objective, and set up an interlocking defensive fire pattern. There is only one hole: from the cliff and down on the hvy bolter. For some reason I didn't see that one coming! But the ork buggies are already low on Str and morale, so do VERY little damage. The mechs, the only units that could have hurt me in melee, wander off and stand there facing the cliffs. Maybe they are trying to run away!?
I keep my defensive line, hammer the orks, and fall back into the fortifications with my lighter units. No need to risk more fire from the cliff-top; I've got plenty of time.
One my next turn I wipe out the last orks down in the corner. I switch my long-range units (snipers included) to pummeling the ork arty/support setup on top of the cliffs. That combo can be deadly if you don't deal with it correctly.
I've plenty of time left, so I just take it slow, using my superior spotting and range to hit the orks again and again, without really taking much fire in return.
(total Steel Legion losses thus far: 2 Inf str, one from each of my support teams)
I use the spot/long range combo the wipe away the ork armor. Only 1 ork left. No additional damage on my part.
The final elite orky unit proves incredibly resilient, hunkering down in the trenches and absorbing fire from EVERY SINGLE UNIT (I'm starting to dread meeting those over-strength mega-armored nobz in defensive positions!). In the end Maximus personally leads the charge that kill off the last nobz. He's awarded the Bronze Angel for his heroism.
Maximus is pretty pleased with the performance of his troops. As is Goryle...enough so that he's not really talking to me anymore. Or maybe he went back to his master? I don't really care.
Overall I lost 2 pips of inf. That's laughably little. I've never lost so little, even playing on Normal difficulty. Granted I've played this scenario a couple of times before, but I'm thinking the VH diff is making me A) more cautious and B) more concerned with utilizing my units and the terrain to my advantage. I find myself planning several turns ahead, looking over the map for all sorts of cover and LOS-blocking terrain, etc.
My unit choices were sound I think. If I had some more slots I would have liked to have one Steel Legion Inf out there just to draw some fire. I really should have a few sponge units. The Bombard was a bit disappointing. The range of 5 was keenly felt vs the Basilisk's 6,a and it didn't really have many heavy ork units to fire on. The Range 4 Russ performed above expectation. I might get another.