This is an older battle report, using the older Ork codex but it is an epic battle that needs to live forever on the inter-webs.
3 rival Warbosses get together to discuss duffing a common enemy but "talks" go horribly wrong and pretty soon the rival Warbosses and their armys are battling it out.
We used the rules as printed in White Dwarf #237 but altered it: We made our camp sizes an 18" radius from the camp center point instead of 12" (units 24" away from the enemy army and 18" from the friendly retinue was still followed). Also if it was your turn and your units weren't involved in close combat and the other 2 guys were, then they DID NOT fight in your assault phase. Scoring units were the usual kinds. We also thought that the amount of points left in your army at the end should maybe contribute to a final score but we didn't play it that way...
Mission: Keep your Warboss alive. Kill the other boyz. Bonuses for getting scoring units into a rival kamp and killing a rival boss with your boss.
Opponent: Them other boyz think they're better then you. Get 'em!
Lists:
Boss Noteef (Dan): slugga/choppa, cybork body.
5 Nobz- 3 power klaw/choppa, 2 slugga/choppa.
Trukk -big shoota.
16 'Ard Boyz- 3 big shootas.
20 Sluggas- 3 big shootas.
18 Shootas- 3 big shootas. Nob- big shoota, choppa.
10 Burna Boyz- 4 burnas, +1 Mekboy- burna, toolz.
10 Tankbustas- 3 rokkits.
2 Wartrakks- twin-linked rokkits.
Dreadnought- 2 big shootas, armour plates.
3 Killa Kans- 3 big shootas, armour plates.
Boss Kong Bundy (John): big shoota, choppa, big horns, 'eavy armour, bionik bonce, cybork body, attack squig.
6 Nobz- 3 Mega-Armour, 3 skorcha combis. 3 'eavy armour, 3 choppas, 2 big shootas, slugga.
14 'Ard Boyz- 2 big shootas, 1 rokkit. Nob- power klaw/slugga, big horns.
15 Sluggas- 3 rokkits. Nob- slugga/choppa, iron gob.
15 Shootas- 3 big shootas. Nob- big shoota, choppa, big horns, 'eavy armour.
5 Warbikes. Nob Warbike- power klaw, 'eavy armour.
Looted Leman Russ- hull lascannon, sponson heavy bolters, armour plates, grot riggers.
2 Killa Kans- big shootas, armour plates.
Boss Fridgechukka (me): Mega-Armour, kustom shoota, cybork body, iron gob.
5 Nobz- 2 Mega-Armour, 2 rokkit combis. 2 slugga/choppa, 2 'eavy armour. power klaw/slugga, cybork body.
+1 Mekboy- kustom force field, choppa.
+1 Mad Dok- slugga/choppa, dok's toolz, 2 grot orderlies.
Trukk- rokkit, red paint, armour plates, grot riggers.
11 'Ard Boyz- 2 big shootas, 1 rokkit. Nob- power klaw, slugga, big horns.
10 Flash Gitz- 4 big shootas, more dakka upgrade. Nob- big shoota, choppa, iron gob.
17 Shootas- 3 big shootas. 1 Nob- big shoota, choppa, boss pole.
6 Burna Boyz- 4 Burnas. Mekboy- kustom force field, slugga.
9 Trukk Boyz- 1 Rokkit. Nob- rokkit, power klaw, cybork body. Trukk- rokkit, grot riggers.
Battlewagon- Zzap gun, 2 twin-linked big shootas, red paint, armour plates, grot riggers, turbo boosta.
I decided on a fairly tooled up group as I figured any Warboss would show he's got da best well equiped ladz and toyz.
I won the deployment choice and chose a camp point at the far end of the table which I hoped would force the other two ork forces to fight it out more. I deployed my retinue as close to my camp as possible. Noteef deployed his retinue closer to the Kong Bundy camp forcing John to deploy decidely far away from his camp and very close to Noteef's camp...
TURN 1
Fridgechukka: I got turn 1 and succeeded in only activating my Flash Gitz who shot down 2 of Noteef's unarmoured retinue. Boss Fridgechukka and company moved a hefty 2" and promply rolled snake eyes on the charge into Kong Bundy's retinue... obviously wanting to still "talk" things over... With those putrid dice rolls I knew the gig was up for Fridgechukka...
Noteef: Activated only the Shoota Boyz who did nothing. Boss Noteef mounted up on the Trukk and sped away leaving the other bosses to duke it out.
Kong Bundy: Activated his Shoota Boyz who failed to damage the fleeing Noteef's trukk. Kong Bundy's retinue unleased Skorcha death into Fridgechukka and Co. and charged in. Mass power klaw krumpage saw Boss Kong Bundy and 1 remaining slugga/choppa Nob square off against Fridgechukka who held his ground.
TURN 2
Noteef: Activates only the 'Ard Boyz. Shoots a few of Kong Bundy's Shoota boyz. Noteef turns the trukk around and charges both bosses! Da big boss scrum! Noteef vs Kong Bundy. Noteef does 2 wounds. Kong Bundy does 1. Fridgechukka attacks at Initiative against the lone Nob with Power Klaw against him and wounds twice... but a 6 is rolled to save the git and Frigdechukka is brought low by Noteef's Power Klawed Nob. Noteef wins the combat and Kong Bundy is promptly ran down by Noteef and given a taste of boot levva... +250 Victory Points to Noteef.
Fridgechukka: I activate only my Shoota boyz this time. The combined dakka of the Flash Gitz and Shootas gun down Noteef and the rest of his Nobz. Take that! My Trukk blows up Noteef's Trukk with a well placed rokkit.
Kong Bundy: 'Ard boyz, Warbikes, AND Looted Russ are activated... ruh roh. Bikes speed into the middle of the battlefield. My boss Trukk is blown up and several Flash Gitz and Shoota Boyz are blown to pieces by the Looted Russ. (Interesting target priority situation arose where Noteef's units were closer but more of my units were in range oddly enough... the warbikes got the shaft after John failed target priority and was forced to shoot a single warbike into the closest unit (Dan's 'Ardboyz) and I was spared the full horror of 5 twin-linked big shoota shots...)
TURN 3
Noteef: Activates Slugga Boyz and Killa Kans. Pushes army forward and shoots down a bike and a few more of Kong Bundy's boyz (enough to cause the Shoota Boyz to take a morale test, and fail a mob size roll with 10 orks! DOH!).
Kong Bundy: Fails to activate his final unit: Killa Kans. The Shoota Boyz rally. Warbikes turn a 180 and shoot Noteef's 'Ard Boyz who lose a few but hold their ground. However another battle cannon shell is bang on target and blows away more of my Flash Gitz (now under half) and a few more of my Shoota Boyz.
Fridgechukka: I activate only my Burna Boyz who are in my confused Battlewagon... and I decide to keep them in there despite my argument that the transport should be unconfused once an activated unit is in it... (I guess you really shouldn't roll for a transported unit but rather roll confusion for the transport itself). I shoot a lot into Kong Bundy's 'Ard Boyz (I still have 9 Big Shootas active) but John makes 7 straight 4+ saves. All I can do is shake my head at my misfortune.
TURN 4
Kong Bundy: Fails again to activate the Killa Kans. Da Kong Bundy boyz start to shift towards Noteef's horde who is slowly but surely closing in on Kong Bundy's camp. Shooting is ineffectual... Looted Russ missing Noteef's Killa Kans by a mile. Warbikes psycho blast into the 'Ard Boyz and kill all but 2 (who hold their ground with a big low roll of 3!).
Noteef: Tankbustas and Dreadnought are activated (Burna Boyz and Wartrakks still remain). Klan Noteef continues the advance on Kong Bundy's camp. The last 2 'Ard Boyz who refused to break holding the enemy Warbikes in place are aided by 3 charging Killa Kans who crushed the Warbikes and advanced 5" further... closer to Kong Bundy's line...
Fridgechukka: I activate my Battlewagon and Trukk boyz... YES! WAAAGH! Fridgechukka surges forward, toward camp Kong Bundy and much dakka is brought down on the 'Ard Boyz who are not as fortunate with their armour saves this time around...
TURN 5
Noteef: Activates the Burna Boyz but not the Wartrakks. Things are looking grim for da Kong Bundy boyz... caught in the middle and not getting any chance for a turn... Several of Kong Bundy's orks are shot down, though the Russ survives a Tankbustin' rokkit hit... and the Killa Kans charge into Kong Bundy's Sluggas killing even more who have no hope of damaging Noteef's Kans.
Fridgechukka: I fail to activate the 'Ard Boyz for the 5th straight turn... I position my army for a big 6th Turn push into camp Kong Bundy. My Burna Boyz disembark from the Battlewagon and torch the woods where Kong Bundy's 'Ard Boyz are hidin'... out of 14 rolls to wound on a 4+ I wound 3 times but more dakka is to be had and the Kong Bundy 'Ard boyz are reduced to 2 models but I fail to roll high enough to charge them into the woods... oh well... atleast I have an army still.
Kong Bundy: Killa Kans failed to activate even though they are in plain sight of a massive fight... After taking 4 straight turns of heat it was time for a little pay back for Kong Bundy's boyz. The few remaining orks shot up my Burna boyz... (I failed ALL Kustom Force Field saves), they broke but mobbed up with my Shoota Boyz. Looted Russ deviated wildly again and killed nothing. Noteef's Killa Kans reduced the Slugga boyz to a handful or orks in the Assault Phase.
TURN 6
Noteef: Activated the final Wartrakk unit who sped towards my camp. Noteef's tankbustas blew my Battlewagon to pieces, and the Kans finished off the Kong Bundy Slugga boyz and advanced further into the camp ahead of a very large number of Noteef orkoids...
Kong Bundy: Activates the Killa Kans at long last! They fail to hurt my Trukk Boy'z trukk with shooting and fail to roll high enough to assault the Trukk boyz in the palm trees. The Looted Russ deviates wildy for the third straight turn at Noteef's boyz...
John (Kong Bundy) rolls a 2 for Random Game Length and Da Big Fight is Over...
End Result
Victory to Klan Noteef!
Da Aftamaff
What a match! This is definately going to be remembered for a long time. Dan (Noteef) totally deserved the win after coming back with his Boss to fight it out, when most would have probably sped away and hid the whole game. But like a true ork he came back to get stuck in.
After rolling double 1's on the 1st turn charge attempt I knew that it wasn't in the dice for Fridgechukka to win this one and my luck was just out right bad. But not as bad as John (Kong Bundy) having to face 4 straight turns of getting whooped on... that really sucked for him. That and it appeared his battlecannon shells were afraid of hitting Noteef's orks but loved blowing mine to bits... what's up with that?
Anyway, it was a well played and tough fight all around. Very fun, and that's what it's all about.
3 rival Warbosses get together to discuss duffing a common enemy but "talks" go horribly wrong and pretty soon the rival Warbosses and their armys are battling it out.
We used the rules as printed in White Dwarf #237 but altered it: We made our camp sizes an 18" radius from the camp center point instead of 12" (units 24" away from the enemy army and 18" from the friendly retinue was still followed). Also if it was your turn and your units weren't involved in close combat and the other 2 guys were, then they DID NOT fight in your assault phase. Scoring units were the usual kinds. We also thought that the amount of points left in your army at the end should maybe contribute to a final score but we didn't play it that way...
Mission: Keep your Warboss alive. Kill the other boyz. Bonuses for getting scoring units into a rival kamp and killing a rival boss with your boss.
Opponent: Them other boyz think they're better then you. Get 'em!
Lists:
Boss Noteef (Dan): slugga/choppa, cybork body.
5 Nobz- 3 power klaw/choppa, 2 slugga/choppa.
Trukk -big shoota.
16 'Ard Boyz- 3 big shootas.
20 Sluggas- 3 big shootas.
18 Shootas- 3 big shootas. Nob- big shoota, choppa.
10 Burna Boyz- 4 burnas, +1 Mekboy- burna, toolz.
10 Tankbustas- 3 rokkits.
2 Wartrakks- twin-linked rokkits.
Dreadnought- 2 big shootas, armour plates.
3 Killa Kans- 3 big shootas, armour plates.
Boss Kong Bundy (John): big shoota, choppa, big horns, 'eavy armour, bionik bonce, cybork body, attack squig.
6 Nobz- 3 Mega-Armour, 3 skorcha combis. 3 'eavy armour, 3 choppas, 2 big shootas, slugga.
14 'Ard Boyz- 2 big shootas, 1 rokkit. Nob- power klaw/slugga, big horns.
15 Sluggas- 3 rokkits. Nob- slugga/choppa, iron gob.
15 Shootas- 3 big shootas. Nob- big shoota, choppa, big horns, 'eavy armour.
5 Warbikes. Nob Warbike- power klaw, 'eavy armour.
Looted Leman Russ- hull lascannon, sponson heavy bolters, armour plates, grot riggers.
2 Killa Kans- big shootas, armour plates.
Waaagh! Kong Bundy
Boss Fridgechukka (me): Mega-Armour, kustom shoota, cybork body, iron gob.
5 Nobz- 2 Mega-Armour, 2 rokkit combis. 2 slugga/choppa, 2 'eavy armour. power klaw/slugga, cybork body.
+1 Mekboy- kustom force field, choppa.
+1 Mad Dok- slugga/choppa, dok's toolz, 2 grot orderlies.
Trukk- rokkit, red paint, armour plates, grot riggers.
11 'Ard Boyz- 2 big shootas, 1 rokkit. Nob- power klaw, slugga, big horns.
10 Flash Gitz- 4 big shootas, more dakka upgrade. Nob- big shoota, choppa, iron gob.
17 Shootas- 3 big shootas. 1 Nob- big shoota, choppa, boss pole.
6 Burna Boyz- 4 Burnas. Mekboy- kustom force field, slugga.
9 Trukk Boyz- 1 Rokkit. Nob- rokkit, power klaw, cybork body. Trukk- rokkit, grot riggers.
Battlewagon- Zzap gun, 2 twin-linked big shootas, red paint, armour plates, grot riggers, turbo boosta.
I decided on a fairly tooled up group as I figured any Warboss would show he's got da best well equiped ladz and toyz.
Waaagh! Fridgechukka
I won the deployment choice and chose a camp point at the far end of the table which I hoped would force the other two ork forces to fight it out more. I deployed my retinue as close to my camp as possible. Noteef deployed his retinue closer to the Kong Bundy camp forcing John to deploy decidely far away from his camp and very close to Noteef's camp...
Deployment
Diplomatik like
TURN 1
Fridgechukka: I got turn 1 and succeeded in only activating my Flash Gitz who shot down 2 of Noteef's unarmoured retinue. Boss Fridgechukka and company moved a hefty 2" and promply rolled snake eyes on the charge into Kong Bundy's retinue... obviously wanting to still "talk" things over... With those putrid dice rolls I knew the gig was up for Fridgechukka...
Noteef: Activated only the Shoota Boyz who did nothing. Boss Noteef mounted up on the Trukk and sped away leaving the other bosses to duke it out.
Noteef buggin' out
Kong Bundy: Activated his Shoota Boyz who failed to damage the fleeing Noteef's trukk. Kong Bundy's retinue unleased Skorcha death into Fridgechukka and Co. and charged in. Mass power klaw krumpage saw Boss Kong Bundy and 1 remaining slugga/choppa Nob square off against Fridgechukka who held his ground.
All Bosses still alive after turn 1!
TURN 2
Noteef: Activates only the 'Ard Boyz. Shoots a few of Kong Bundy's Shoota boyz. Noteef turns the trukk around and charges both bosses! Da big boss scrum! Noteef vs Kong Bundy. Noteef does 2 wounds. Kong Bundy does 1. Fridgechukka attacks at Initiative against the lone Nob with Power Klaw against him and wounds twice... but a 6 is rolled to save the git and Frigdechukka is brought low by Noteef's Power Klawed Nob. Noteef wins the combat and Kong Bundy is promptly ran down by Noteef and given a taste of boot levva... +250 Victory Points to Noteef.
Noteef comin' back... while Fridgechukka and Kong Bundy duke it out.
Fridgechukka: I activate only my Shoota boyz this time. The combined dakka of the Flash Gitz and Shootas gun down Noteef and the rest of his Nobz. Take that! My Trukk blows up Noteef's Trukk with a well placed rokkit.
Noteef faces da wall o' dakka.
Kong Bundy: 'Ard boyz, Warbikes, AND Looted Russ are activated... ruh roh. Bikes speed into the middle of the battlefield. My boss Trukk is blown up and several Flash Gitz and Shoota Boyz are blown to pieces by the Looted Russ. (Interesting target priority situation arose where Noteef's units were closer but more of my units were in range oddly enough... the warbikes got the shaft after John failed target priority and was forced to shoot a single warbike into the closest unit (Dan's 'Ardboyz) and I was spared the full horror of 5 twin-linked big shoota shots...)
No Bosses alive after turn 2!
TURN 3
Noteef: Activates Slugga Boyz and Killa Kans. Pushes army forward and shoots down a bike and a few more of Kong Bundy's boyz (enough to cause the Shoota Boyz to take a morale test, and fail a mob size roll with 10 orks! DOH!).
Kong Bundy: Fails to activate his final unit: Killa Kans. The Shoota Boyz rally. Warbikes turn a 180 and shoot Noteef's 'Ard Boyz who lose a few but hold their ground. However another battle cannon shell is bang on target and blows away more of my Flash Gitz (now under half) and a few more of my Shoota Boyz.
Fridgechukka: I activate only my Burna Boyz who are in my confused Battlewagon... and I decide to keep them in there despite my argument that the transport should be unconfused once an activated unit is in it... (I guess you really shouldn't roll for a transported unit but rather roll confusion for the transport itself). I shoot a lot into Kong Bundy's 'Ard Boyz (I still have 9 Big Shootas active) but John makes 7 straight 4+ saves. All I can do is shake my head at my misfortune.
TURN 4
Kong Bundy: Fails again to activate the Killa Kans. Da Kong Bundy boyz start to shift towards Noteef's horde who is slowly but surely closing in on Kong Bundy's camp. Shooting is ineffectual... Looted Russ missing Noteef's Killa Kans by a mile. Warbikes psycho blast into the 'Ard Boyz and kill all but 2 (who hold their ground with a big low roll of 3!).
Noteef: Tankbustas and Dreadnought are activated (Burna Boyz and Wartrakks still remain). Klan Noteef continues the advance on Kong Bundy's camp. The last 2 'Ard Boyz who refused to break holding the enemy Warbikes in place are aided by 3 charging Killa Kans who crushed the Warbikes and advanced 5" further... closer to Kong Bundy's line...
Kan's ready fer stompin'!
Fridgechukka: I activate my Battlewagon and Trukk boyz... YES! WAAAGH! Fridgechukka surges forward, toward camp Kong Bundy and much dakka is brought down on the 'Ard Boyz who are not as fortunate with their armour saves this time around...
'Ere we go!
TURN 5
Noteef: Activates the Burna Boyz but not the Wartrakks. Things are looking grim for da Kong Bundy boyz... caught in the middle and not getting any chance for a turn... Several of Kong Bundy's orks are shot down, though the Russ survives a Tankbustin' rokkit hit... and the Killa Kans charge into Kong Bundy's Sluggas killing even more who have no hope of damaging Noteef's Kans.
Noteef's boyz closin' in...
Fridgechukka: I fail to activate the 'Ard Boyz for the 5th straight turn... I position my army for a big 6th Turn push into camp Kong Bundy. My Burna Boyz disembark from the Battlewagon and torch the woods where Kong Bundy's 'Ard Boyz are hidin'... out of 14 rolls to wound on a 4+ I wound 3 times but more dakka is to be had and the Kong Bundy 'Ard boyz are reduced to 2 models but I fail to roll high enough to charge them into the woods... oh well... atleast I have an army still.
Kong Bundy: Killa Kans failed to activate even though they are in plain sight of a massive fight... After taking 4 straight turns of heat it was time for a little pay back for Kong Bundy's boyz. The few remaining orks shot up my Burna boyz... (I failed ALL Kustom Force Field saves), they broke but mobbed up with my Shoota Boyz. Looted Russ deviated wildly again and killed nothing. Noteef's Killa Kans reduced the Slugga boyz to a handful or orks in the Assault Phase.
TURN 6
Noteef: Activated the final Wartrakk unit who sped towards my camp. Noteef's tankbustas blew my Battlewagon to pieces, and the Kans finished off the Kong Bundy Slugga boyz and advanced further into the camp ahead of a very large number of Noteef orkoids...
Kong Bundy: Activates the Killa Kans at long last! They fail to hurt my Trukk Boy'z trukk with shooting and fail to roll high enough to assault the Trukk boyz in the palm trees. The Looted Russ deviates wildy for the third straight turn at Noteef's boyz...
John (Kong Bundy) rolls a 2 for Random Game Length and Da Big Fight is Over...
End Result
Victory to Klan Noteef!
Da Aftamaff
What a match! This is definately going to be remembered for a long time. Dan (Noteef) totally deserved the win after coming back with his Boss to fight it out, when most would have probably sped away and hid the whole game. But like a true ork he came back to get stuck in.
After rolling double 1's on the 1st turn charge attempt I knew that it wasn't in the dice for Fridgechukka to win this one and my luck was just out right bad. But not as bad as John (Kong Bundy) having to face 4 straight turns of getting whooped on... that really sucked for him. That and it appeared his battlecannon shells were afraid of hitting Noteef's orks but loved blowing mine to bits... what's up with that?
Anyway, it was a well played and tough fight all around. Very fun, and that's what it's all about.
We failed 6 straight confusion rolls needing an 8 or less on 2D6 to activate!
0 comments:
Post a Comment