Showing posts with label orks. Show all posts
Showing posts with label orks. Show all posts

Friday, February 5, 2010

Ork Fluff: campaign league battle reports

In the campaign we gained extra points for fluffy battle reports... below are a collection of these. My first battle was against the Black Templars as I made planetfall, this battle report details a City Fight against the White Scars.

It called to them. Like the moth to flame, the ork migrated to war. The colossal spacehulk Voidfang would bring them to the fight like the countless times before... the Warpheadz serving catalyst for the ork collective psychic consciousness combined with a precarious control of Voidfang meant the beast was never far away...

And this place had the biggest fight. 'Volstad' is what the 'oomies called it, but Gargunki was not sure if that was the name of the world or the city but nor did he care. There was a fight going on and he meant to win it. He had made sure that the Mekboyz had telly-ported them down to where the fighting would be fiercest and fierce it had been against the Black beakies..."A good scrap that." Gargunki had crippled the beakie kaptin and torn their Champion in half personally... but those Beakies had a worthy fighter named "Grim-somefing". Duffed over many of his boyz that beakie did. A worthy trophy his head would be but that would have to wait. Word had it that Morbo Krunk, the most powerful of his Warpheadz, had been cut-off to the south and was under heavy bombardment. Gargunki could not risk such a valuable asset to be lost and mounting up on his Big Red trukk he sped off, following the river south on a rescue mission of sorts...

These White beakies were fast, but Black beakies or White beakies, they would all be Dead beakies in the end. Gargunki and his retinue had come up on the White beakie bikers quickly thanks to Big Red. "Red wunz go fasta ya gitz!" Gargunki yelled as he leapt from the back of the trukk towards the beakie leader. The marine kaptin was quick striking two quick shots that would have killed a lesser ork outright. The latter blow wedged the marines blade into the cybernetic workings of Gargunki's midsection. Gargunki laughed... "Dem gutz is from da Mad Dok himself." The mighty warboss knocked the marine from his bike, stunning him. Dok Narnar pounced quickly on the prone marine sawing into the dazed kaptin as he cried out in pain. "Oi Dok! How many times I gotta tell yooz? No operatin' on da enemy in da middle of a scrap! Now gimme da fightin' juice!"

Dejected, Narnar complied injecting into Gargunki a stimulant that would kill most creatures in the galaxy dead. The marine captain took this mometary delay and struck out once more "Die xenos filth!". "GAH! dat hurt!" cried Gargunki. Already injured, the marine captain could not escape as Gargunki locked onto him with his power klaw and crushed him to a bloody pulp. This fight was over... the boyz had done good.

A sudden flash drew Gargunki's attention to the roof of the building to his right. It was Morbo Krunk! The Warphead had become excitable and started telly-portin' randomly about the city again. "Quit foolin' around yooz and get down 'ere!" Gargunki bellowed.

"Squig?" replied the Warphead.
---------------------------------

I played my new Tyranids for about half the campaign but recently fielded my orks in a pickup game against the Tyranids in a Planetstrike game where I was the attacker.

Bugs. They were everywhere. Gargunki had been fighting his way through hordes of bugs for weeks and while the fightin' was good the lootin' was not. "Can't loot a zoggin' bug-fing", his meks had told him. No matter how many rivets they used the bug weaponry was useless to them... even if it was bolted onto the orkiest of fightin' machines. And what was worse, the bugz were eating all the good loot from the 'oomies! Gargunki new of only one solution to this: Build a dead killy Stompa to flatten the bugz and 'oomies alike. That'll show 'em.

Gargunki had been notified by Shuvva Luggitz aboard the Voidfang of a big 'oomie fortress not far away that was prime for lootin' but they had to act quick. Already the bug-fings had duffed the 'oomies there and were sure to eat the fortress in a matter of hours.

The order went out and the Voidfang unleashed a firestorm onto the fortress, toppling the highest tower. "I'll smash the whole zoggin' fort if I have too." thought Gargunki. "Nothing a few rivets and orky-welds can't fix."

Shuvva Luggitz had made planetfall with his retinue of Burna Boyz and along with a mob of Warbikers and sneakin' Kommandos were the first to approach the fortress only to be devoured by a mass of bugz that came seemingly out of nowhere. But Shuvva's kustom force field was the stuff of legends and the Big Mek's Battlewagon shook off the worst of the bug weapons, his Burna Boyz torching a mass of gribblies as he continued on to the fortress walls.

Fridgechukka was also along for the fight. Him and his mob of Mega-Nobz utterly tore apart a giant bug that had burrowed under the ground to attack them. Gargunki was wise to have not killed him in the pit fight that one time as he knew Fridgechukka was dead 'ard and good in a scrap. But he'd have to keep more of an eye out for him now. A big win over a monster like that would be sure to fill Fridgechukka with orky confidence and that could lead to pit fight numba two for leadership of the boyz.

Gargunki and his Nobz were the first to enter the fortress. He had used his fast moving Trukks to lead the big-dumb bugz away and he had smashed some big-gun bugz good and proppa that been guarding the western bunker of the fortress. Nothing stood in his way of the prize now...

The fight was a good 'un... and despite some boss-bug with 4 big choppas eatin' a bunch of the ladz the fortress was all but his. The last of the bugz burned out... they could set about lootin' the place.

Wednesday, December 2, 2009

Combat Patrol League batrep1

Ordo Fraternitas Combat Patrol League: Battle Report 1

Gornutz was not pleased, but then again he rarely was. "Zoggin' trees!" He yelled for the umpteenth time. The vast under-growth had slowed down his advance and to Gornutz this was unnacceptable as it meant Blarnok's boyz may get to the action first.

Leading the way through the tangle of woods, Gornutz emerged into a clearing and caught sight of the enemy for the first time cowering in cover like a typical human. Gornutz could feel a pulse of energy well up inside as the enemy was now within striking distance! "Der dey are boyz! Get 'em!" With a rousing Waaagh! the boyz surged forth.

As his boyz pushed forward Gornutz looked over at Blarnok's boyz squabbling amongst themselves, their advance on the right flank stuttering. Gornutz mused for a moment, "Serves dat fluff Blarnok right fer not keepin' proppa respekt amongst da ladz." Gornutz would be Gork-damned if his boyz ever got that unruly as to create a delay from getting stuck in a good scrap!

Entering the undergrowth where the enemy was lurking Gornutz stumbled and fell as a searing blast of melta shot overhead which incinerated Narnar, the nearest boy behind him. "Zoggin' trees!" The difficult terrain did more to infuriate the Nob than the enemy guns. "Dem pewpew-lazurs weren't fit fer grots!" Gornutz had told his boyz. But now that Gornutz had failed to close the distance the initial push had failed and his boyz were shot to pieces as they got caught in the open. Several of his boyz were lit up in a swathe of flame that would make any Burna Boy greener with envy. Gornutz was momentarily impressed with the fact that the humans had brought a proper weapon and also Gulgog's burny dance, the ork warrior awash in flame was too dumb to realize he was already dead but was determined to club the 'oomie tank with his Shoota anyway.

"Come on ladz! We'ze orks and we'ze built fer winnin'!" cried Gornutz, rallying the boyz for a renewed assault wrecking the human tank. The humans evacuated the smoldering wreck, desperately shooting the still dangerous gaggle of orks bearing down on them. "Der's no escape 'oomies... I'm gonna ta clobber tha lot of yooz!" Then the world turned red in a maelstrom of death...

After the butchering of the human squad (and taking shelter behind the wrecked Chimera, he was lootin' see?), Gornutz could hear the human leader off in the distance giving orders to retreat. Gornutz had always thought that human-talk sounded like grot farts. Their nasally voices annoying but not as annoying as those zoggin' trees...

Monday, June 22, 2009

Battle Report: 2500pts. Marines vs Orks.

It's been a while since a battle report has been done but this is a bit of a special occasion. My good friend John will be moving to New York shortly and we decided on a big throw-down. At first I considered a 3500pt Apocalypse game, but we got off to kind of a late start and went for a straight up 2500 point game instead (we were both a little over 2500 but no big deal). I still want to get that Apoc game in though!

We played on my typical 6x4 table, but added an additional 2.5x4 table for a larger battlefield.

My army list was thus:

Space Marines (Crimson Cobras):
HQ: Brother Captain Shon Vale: bolter(hellfire shells), Relic Blade, Iron Halo.
Command Squad: 1 marine: Meltagun, Thunder Hammer. 3 marines: Combi-Plasmaguns. Apothecary: Narthecium.
transport: Drop Pod.
HQ: Brother Chaplain Awren Magura: Crozius Arcanum, Rosarius, Liturgies of Battle, Honour of the Chapter.

Elites: 10 Sternguard Veterans: Special Issue Ammunition, Combi-Meltaguns (x5), Sgt: Power Fist.
transport: Drop Pod.
Elites: 7 Assault Terminators: Lightning Claws (pair) (x4), Thunder Hammer & Storm Shield (x3).
Elites: Dreadnought: Assault Cannon, Extra Armour.

Troops: 10 Tactical Marines (squad Crimson Primus): Flamer, Lascannon. Sgt: Power Fist.
Troops: 10 Tactical Marines (squad Sevenus): Plasma Gun, Missile Launcher.
Troops: 10 Tactical Marines (squad Kai): Flamer, Missile Launcher.

Fast Attack: 10 Assault Marines (squad Tyde): Plasma Pistol (x2), Sgt: Power Fist.
transport: Rhino: Pintle-Mounted Storm Bolter.

Heavy Support: Land Raider Crusader (The Crimson Pride): Multi-Melta.
Heavy Support: 10 Devastator Marines: Heavy Bolter(x2), Missle Launcher(x2). Sgt: Signum.

Total Points: 2505

Despite the fact I knew I would be fighting orks, I took models I wanted to use more then models that would maybe do better against the horde. I knew I wanted to take the Captain and Command Squad I just built along with their partially complete Drop Pod. And I knew I wanted to take as many marines as I could... so I left my usual compliment of Razorbacks back at the motor pool to free up the points to do this while still leaving in the expensive heavy hitters like Sternguard and Assault Terminators.

Orks (Waaagh! Kong Bundy):
HQ: Warboss: Power Klaw, Combi-Skorcha, 'eavy armour, Cybork Body, Bosspole, Attack Squig.
HQ: Warboss: Mega-Armour, Cybork Body, Bosspole.

Elites: 12 Lootas.
Elites: 10 Burna Boyz. Mekboy: Grot Oiler.

Troops: 9 Nobz: Power Klaw (x2), Big Choppa (x2), Combi-Skorchas (x2). Waaagh! Banner, Bosspole (x2). 'eavy armour. Painboy.
Troops: 18 'Ard Boyz: Rokkit Launcha. Nob: Power Klaw, Bosspole.
Troops: 23 Shoota Boyz. Big Shootas (x2). Nob: Power Klaw, Bosspole.
Troops: 11 Slugga Boyz. Rokkit Launcha. Nob: Bosspole.
transport: Trukk: Armour Plates, Grot Riggers, Red Paint.
Troops: 10 Slugga Boyz. Nob: Bosspole.
transport: Trukk: Rokkit Launcha, Armour Plates, Grot Riggers, Red Paint.

Fast Attack: 6 Warbikers. Nob: Power Klaw, Bosspole.
Fast Attack: 11 Stormboyz: Nob: Power Klaw, Bosspole.
Fast Attack: Skorcha. Warbuggy: Twin-Linked Rokkit Launcha.

Heavy Support: Battlewagon: Kill-Kannon, Big Shootas (x2). Armour Plates, Grot Riggers.
Heavy Support: Battlewagon (T-Rex): Kannon, Rokkit Launchas (x2). Deff Rolla, Armour Plates, Grot Riggers, Red Paint.
Heavy Support: Looted Wagon: Boomgun, Big Shootas (x2).

Total Points: 2506.

The mission we rolled up was a Capture & Control with Spearhead Deployment. John won the dice roll and gave me choice of sides and 1st turn. I chose the quarter with the Firebase in it and placed my objective by this formidable structure protected by my combat squaded Devastators and held by the Lascannon toting combat squad of Crimson Primus. The Assault Terminators were deployed in the Crusader lead by Chaplain Magura and along with the Dreadnought were set up as close to the middle of the board as allowed. The Rhino carrying my jump-packless Assault Squad was as far left as my DZ would allow. The rest of my combat squaded marines set up in supporting positions on hills to shoot as many orks as possible as early as possible.

Left in reserve were the Sternguard and Captain Vale with his Command Squad... these elite warriors would strike down the vile aliens and contest their objective in a Drop Pod Assault and also force the orks to split their army to deal with this threat to their objective. My goal was to contest the objective, force the ork army to split, and make the orks run a gauntlet of bolter fire and Assault Terminators to have any hope of challenging my objective.

We both knew we could move anything from reserves on from our long board edge and make a b-line straight for the enemy objective but I kept nothing in reserve save the Drop Pods and John deployed his entire army... intent on steam-rolling past the marines with numbers and mobility... like a true ork!


Deployment
The marines take up firing positions on the hills, anchored by the Crusader and Dreadnought in the middle.



The marine objective (the shrine, tombstone thing) guarded by the last line of defense, the Devastators and combat squad Crimson Primus. Come and get it!


Deployment
From left: The kustom jobs! John's Skorcha and Trukk. And I let him borrow my Kill-Kannon Battlewagon (it's loaded with Burnas). His objective is this Egyptian bird statue, you can see it peeking out from behind the pillars...


The T-rex Battlewagon (with 'Ard Boyz and Warboss onboard), the Shoota Boyz in the center, Lootas on their left and the Looted Wagon at the end. The other skwad of Trukkboyz with the Mega-Boss and the Warbikers are behind the Lootas while the Nobz mob lurks in the woods behind the T-Rex Battlewagon.



TURN 1
Priority 1: destroy the guns that produce AP3 pie plates (because they make sad marines sad). Drop Pod Assault! The Sternguard are the first into the fray dropping behind the ork lines right on target and combat squading out of the Drop Pod...


The combat squad with the 5 melta-combis target the Kill-kannon Battlewagon and explode it, killing half the Burna Boyz inside and a few nearby Stormboyz who are further reduced to just 3 models after the other Sternguard shoot them with Hellfire shells... but the orks pass all morale checks. The Looted Wagon is also detroyed by the Devastators... a great first turn of shooting for the marines!


TURN 1
The orks surge forward! The Lootas move to allow the Trukkboyz and Bikers through without risking the Difficult Terrain of the hill. The Shoota boyz run forward and take cover in the graveyard. While the Warboss and 'Ard Boyz disembark to engage the Assault Marines who have moved to far forward (oops...)




The Nobz mob and the remnants of the Burnaboyz and Stormboyz assault the Sternguard. The Nobz and Burnas combine to kill the five melta-combi Sternguard but were unable to engage the other Sternguard combat squad who deployed on the other side of the Drop Pod. That task was left to the Stormboyz who whiffed and were run down trying to flee... (though 1 marine was killed by the Stormboy Nob's Klaw).


In other assaults, the Space Marine assault squad was butchered by the Warboss and 'Ard Boyz... the two survivors using Combat Tactics to escape but the orks were hot on their heels. The Mega-Boss disembarked by himself and assaulted the Crusader, getting the 6 needed to hit and penetrating it with a 5... however the damage result was a 1... (whew dodged one there!)





TURN 2
The marines counter-attack. Captain Vale makes his glorious debut and Drop Pods in on target to support the Sternguard. A plethora of 1's to wound and wound allocation sees very little damage done to the Nobz mob though.

The Assault Terminators led by Chaplain Magura disembarks from the Crusader to engage the Mega-boss knocking on the door and multi-assaults the nearby Warbikes. The Mega-boss is wounded twice by Lightning Claws, Magura makes his Rosarius save to avoid being crushed by the Mega-boss who is eventually done in by Thunder Hammer. The Warbikes are crushed and the wounded Nob flees to tell the tale. Only 1 Terminator was lost in the combat.

Anything that can shoot does so into the 'Ard Boyz and all that is left is the Warboss and a handful of 'Ard Boyz when the shooting stops. The marine Dreadnought charges in and insta-kills the other Warboss before being detroyed by the 'Ard Boy Nob's Power Klaw.


2 Warbosses dead in 1 turn = 0 complaints. Also of note is that combat squad Sevenus destroyed an ork Trukk with it's missile launcher... the Ramshackle result giving the orks the most favorable result.

TURN 2
The Lootas look around and can't see much... they shoot at combat squad Sevenus who wrecked the Trukk but I make all my amrour saves (6 I think?)

The Shoota Boyz are content to stay in the cover offered by the graveyard and shoot down an Assault Terminator with mass dakka. The Trukkboyz who had their ride wrecked last turn assault them only to be utterly crushed... their wounded Nob fleeing, searching for the Warbike Nob to give him a lift...

The T-rex rips apart the marine Rhino with it's little Klaw arms (counts as Deff-Rolla).


The other squad of Trukkboyz disembark and Waaagh! into special weapon combat squad Sevenus and kill them all. The 3 remaining 'Ard Boyz clobber squad Crimson Primus for no losses and send the lone survivor, the Sergeant, looking to regroup while trying to turn his Power Fist on...


Over at the battle for the ork objective, Captain Vale flubs all his mighty WS6 attacks failing to even hit. The command squad... in no small way due to incredible 3+ saves coupled with Feel No Pain from the Apothecary are able to weather an obscene amount of attacks, though the Apothecary and the marine carrying the Thunder Hammer die. Captain Vale is saved from being crushed to death via Power Klaw via Iron Halo. The marines fight on.


TURN 3
The sergeant of squad Crimson Primus and the remaining Assault marines of squad Tyde continue to... erm... strategically withdraw... the latter strategically withdrawing to withing an 1" of the table edge...


Having neutralized the ork's left flank, the marines look to redeploy. Combat squad Kai embark on the Crusader which moves to create a buffer between the mass of Shoota Boyz in the graveyard and the rest of my army and to engage the T-Rex Battlewagon... immobilizing it.

A volley of Heavy Bolter fire from the Devastators eliminates the rest of the 'Ard Boyz while the rest of the marines concentrate on shooting the last mob of Trukkboyz off the table.

The Sternguard charge in to assist Captain Vale and company. A Power Klaw attack eventually finds it's way through the Captain's Iron Halo and he is brought low but not before taking a Nob with him with his Relic Blade. The marines somehow win the combat by 1 wound by eliminating what was left of the Burna Boyz and clobbering two Nobs with the Sternguard sergeant's Power Fist... but the Nobz pass morale and the fight continues.

TURN 3
The Lootas fire another volley at combat squad Sevenus and this time wipe them out to a man (I failed 7 out of 9 saves or something silly like that.) The ork buggies wheel around and ensure that the fleeing remnants of squads Tyde and Crimson Primus will run off the table...

The grot riggers break out the magic squig-sponge on the T-rex's leg and it's mobile again. The Shoota Boyz emerge from the cover of the graveyard and charge the Crusader but the Nob's Power Klaw fails to damage it.

The remaining Sternguard and command squad are finished off by the Nobz mob who, down to just a handful of models, consolidate towards their objective.


TURN 4
The Assault Terminators move to engage the Shoota Boyz... Combat squad Kai disembarks from the Crusader, their flamer ready to burninate the tightly packed boyz. Atleast that was the plan...

Every game will always have that turn where your shooting will let you down. Well this was it. I sent a lascannon, 3 krak missiles, a multi-melta, and a twin-linked assault cannon into the side armour of the re-mobilized T-Rex Battlewagon... and did bupkis.

But there was still plan C: The marines of squad Kai. As much as I wanted to cover a dozen orks with a flamer template I instead charged the T-Rex and seeing how it didn't move last turn I was able to destroy it with a well placed krak grenade! Eat that!


John was happy it lasted 4 turns.


It was now left up to the Assault Terminators to engage another unmolested ork unit. They brought down 10 orks for the loss of just 1 more Terminator... forcing the fearless orks to take a further 9 wounds. ouch.


Turn 4
The Nobz merrily wreck a Drop Pod. The Lootas flubbed on their amount of shots and failed to kill any marines with their Deffgunz. The buggies make a desparate move towards to marine's objective, their twin-linked rokkit shot failing to hit the Crusader as it passed by.

In combat the now depleted Shoota boyz were no match for the Assault Terminators as yet another wounded Nob flees from their wrath, though 1 more Terminator is brought down. The Terminators get a good 5" consolidate into the graveyard... eyeing the Lootas...

TURN 5
Squad Kai re-embarks on the Crusader which drives over the remains of the T-Rex (making sure it's dead see...). The DT roll is passed and it closes in on the ork Nobz. A volley of Machine-Spirited twin-linked assault cannon fire reduces the Nobz to a wounded Painboy and single Klaw wielding Nob who hold their nerve.

Shooting from the Devastators and my remaining marines wrecks the ork buggies. The Assault Terminators get a 6" difficult terrain roll and clear the graveyard. Able to assault the Lootas the result isn't pretty (for the orks).

TURN 5
The orks just have the remnants of the Nobz mob and a single rokkit armed Trukk remaining. It's now a question of if the Nobz can get to their objective and secure a draw.

The rokkit misses the Crusader and the Nobz wreck the last Drop Pod in their journey back to the objective. The game continues...

TURN 6-7
The Nobz are eventually gunned down in Turn 6 and the ork Trukk destroyed in Turn 7. What a glorious victory for the marines!




MVP: Left with a wounded Chaplain Magura and 2 gore-soaked Assault Terminators, this uber unit went through a Mega-boss, 6 Warbikers, 10 Trukkboyz, 20+ Shoota Boyz, and a unit of Lootas. Madness!

A close second star would be the Crusader. The orks struggle to deal with Land Raiders and when they get their shot they gotta have the dice... unfortunately for John he rolled a 1 when his Mega-boss got that shot... it would have been a different game for sure if that roll was a 5 or 6.

Looking forward to the Apoc game!

Thursday, September 18, 2008

'Ard Boyz Qualifier part II: Ghaz vs Ghaz!

So with 40+ battle points through 2 games I would be playing for the top spot against none other then my good friend Dan, AKA Boss Noteef. We had been emailing each other for a few weeks about our lists and the missions or whatever and as fate would have it we were to go head to head in an epic clash of Orky goodness. To his credit, Dan's list hadn't changed much since he emailed it to me... I however went through many different alterations and I liked his Ghaz/Big Mek idea and decided to take Ghaz myself (but with his old mate Gargunki instead of a Big Mek)!

Game 3 vs Bizzaro Ghazghkull with Noteef's orks

Army List
Ghazghkull Thraka.
Big Mek -Force Field.

12 Burna Boyz -10x burnas, 2x Mek's with Mega Blastas.

9 Mega-Nobz -3x Skorcha kombis, 1x Rokkit kombi.
Battlewagon transport -Deff-Rolla, 2x big shootas, grot riggers.
12 'Ard Boyz, Nob with Klaw, boss pole.
Trukk transport -reinforced ram, armour plates.
12 Slugga Boyz, Nob with Klaw, boss pole.
Trukk transport -reinforced ram, armour plates.
30 Shoota Boyz -3x big shootas, Nob -Klaw, boss pole.
27 Slugga Boyz -2x big shootas, Nob -klaw, boss pole.
Deff Dread -2x big shootas.

5x Deff Koptas

Battlewagon -Kill-kannon, grot riggers.
3 Killa Kanz -big shootas.
2 Killa Kanz -rokkits.

Dan went with a Dread-bash type list with a Force Field Big Mek and Deff-Koptas while I had a more foot slogger based force with dual Warbosses...but that's where the differences ended...
We both had Burna Boyz in a Kill-Kannon wagon, 'Ard Boy Trukkers, big Nobz mob in a dedicated Battlewagon, 2 large mobs of boyz and of course we both had Ghazghkull which could be interesting indeed.


Deployment: Dan placed his objective on the 1st level of a building in his deployment zone while I placed mine about 3" up from the center of my table edge. Dan won the roll for 1st turn and took it, deploying the Deff Dread (a troops choice), Big Mek and 2 large boyz squads right in the middle pushing me way back in my deployment zone. He placed Ghaz in the Battlewagon with the Mega-Nobz on my left flank with the two Trukks of boyz. The Deff-Koptas were out-flanking.

I deployed my 3 large boyz mobs in the middle, 18" away, with my Battlewagon loaded with Nobz and Gargunki, Ghaz in the Mega-Nob Trukk and 'Ard Boy Trukk on my right... I had no desire to go head to head with 9 Mega-Nobz with anything in my army other then the Burna Boyz (plus it would be best to avoid destroying the spice-time continuum... which is what would happen if a Ghazghkull on Ghazghkull meeting would ever occur) My Kommadoes were out-flanking of course.


TURN 1: The Kanz run onto the board behind Dan's boyz in the middle and his Kill-wagon with Burnas moves onto the board with his other vehicles on my left. Dan's army moves forward cautiously. We both know that whoever gets the initial charge can do a ton of damage and we both know the power of Ghaz and the 18" charge range he can give regular boyz. He rolls good Night Fighting distance and kills about 6 or 7 of my boyz with big shoota fire.

My Kill-wagon with Burnas moves onto the table in my far left corner ready to pounce on the enemy Mega-Nobz at first chance if they disembark... while my left most Slugga boy mob puts more distance between themselves and Dan's approaching vehicles. Everything else moves around cautiously to try and stay more then 18" away to avoid getting charged by his footsloggers. My Night Fighting rolls aren't nearly as good and I only kill a few of the enemy boyz.


TURN 2: The Deff-koptas fail to show up. Dan continues to be cautious with his movement in the middle... waiting for his Killa Kanz to catch up to support his boyz. He aggressively moves Ghaz and the Mega-wagon forward on my left along with the 2 Trukks behind it towards my objective, but eye-balling it... even with a 6" Waaagh! it would take a high 'Slow and Purposeful' assault roll to charge anything so enemy Ghaz and Company stay embarked. He shoots, killing about 8 more of my boyz from mass big shoota fire. The Killa-Kanz hit my 'Ard Boy Trukk with 2 rokkits but Dan rolls snake-eyes on the penetration dice.

My turn the Kommandos show up on my left flank where all the enemy vehicles are and I place them behind Dan's Kill-Kannon wagon with the Burnas. With the appearance of the Kommandoes I decide to go all out. I call on my Ghaz Waaagh! and charge forward! The Kommandoes assault and wreck the Kill-Kannon wagon loaded with Burna Boyz. I assault the Mega-Nob Wagon with a unit of Slugga boyz and get the 6 I need from the Nob's Klaw to hit it and then again to explode it wounding a Mega-Nob and taking out a few of my own boyz! I move my 'Ard Boyz Trukk through some ruins and disembark to assault the Killa-Kans who shot at them destroying them both (go Vark go 3+ to hit FTW!). My Ghaz breaks off from my Mega-Nobz and charges the enemy Deff Dread by himself, crippling but not destroying it. My huge unit of Nobz along with Gargunki unleashes a mad beating on Dan's Slugga Boyz, taking them below 11 boyz and running down the rest (I won by like 19 wounds or something silly like that). All in all I had taken a huge bite out of Dan's orks but he still had some teef to bite back with...


TURN 3: The Deff-Koptas are still no where to be found. Dan's Burna Boyz, not pleased with the destruction of their Kill-Kannon Wagon incinerate my Kommandoes to an ork. Dan call's on his Ghaz Waaagh! Enemy Ghaz and his huge unit of Mega-Nobz assault and explode my Kill-Kannon wagon 10 times over killing 5 of my Burna Boyz put I pass my pinning check with a huge 7. His 'Ard Boyz pile out and assault my Slugga Boyz who had blew up his Mega-wagon and in an incredible display of dice kill all the 17 remaining orks in one fail swoop! Dan's Trukk boyz disembark from their Trukk and assault my other unit of Slugga Boyz holding my objective and beat them down too, they are fearless from my Waaagh! still and they hold on but take several more wounds leaving but a handfull. The 3 Killa Kanz assault my 'Ard Boyz and kill 4 losing one of their own to Vark's klaw (immobilized = destroyed for squadrons... ouch!) and I take more 'fearless wounds'. Dan's Shoota Boyz unleash a torrent of fire against my Nobz and Gargunki but I make some amazing Armour/Feel No Pain rolls... when the smoke clears I lost only a single Nob with a Power Klaw while a regular Nob, the Waaagh! banner, and the Paindok take a single wound from allocation. The enemy Shoota Boyz charge in but lose combat as my Feel No Pain rolls are on fire... My Ghaz finishes off the Deff Dread and gets ready to assist my Nobz against Dan's Shoota Boyz...

My turn: My Burna Boyz charge into enemy Ghaz and his Mega-Nobz and take down 4 of them before being pulped. My Shoota boyz who had been hanging back assault Dan's Trukk Boyz and wipe them out saving my Slugga Boyz who are down to just the Nob and a single boy. My Nobz, assisted by Ghaz clobber a bunch more of Dan's Shoota Boyz but they don't run because they are Fearless taking even more wounds due to this... The Kanz flub on their attacks against my 'Ard Boyz and Vark takes the close combat weapon off of one.

We take an inventory of Kill-Points and it appears to be tied 7-7...


TURN 4: Dan rolls a 1 and the Deff-Koptas still don't show. Enemy Ghaz and the Mega-Nobz are out of the fight (being on foot and in the corner of the table) and try and run to get back into it before the game is over. Dan's 'Ard Boyz embark into a nearby Trukk while the other Trukk moves back to pick-up his Burna Boyz. Shooting takes out my last two Slugga Boyz. The Killa Kanz and my 'Ard Boyz continue to wail on each other... Dan is down to a single Kan, I'm down to just Vark and his deadly klaw. Ghaz and my Nobz with Gargunki end up clobbering the Big Mek and the rest of the Shoota Boyz... I move what's left of my Nobz and Gargunki towards a Trukk while Ghaz consolidates closer to the last Kan assailing Vark.

My Mega-Nobz hadn't done much but they were now my ace card, disembarking from their Trukk to take Dan's objective. I now had control of both objectives. I embark Gargunki and his Nobz into the empty 'Ard Boyz Trukk. Dan's last Kan rolls a 1 to wound to finish off Vark and gain another valueable Kill-Point, Ghaz then detroys the Kan easily to gain me two more.


TURN 5: The Deff-Koptas arrive automatically and blow the Trukk up containing Gargunki and the Nobz... Dan's 'Ard Boyz and Burna Boyz disembark to try and reclaim their objective from my Mega-Nobz but fail to remove my Trukk which I positioned to block off their advance as much as possible. Shooting from Dan's Trukks and 'Ard Boyz at my Nobz finally kills off the Paindok much to Dan's amusement. Enemy Ghaz and company's move roll is too low and they are too far out to do anything.

I declare a Tank Shock with my Deff-Rolla wagon and crumple one of Dan's Trukks like tinfoil and run over 5 Burna Boyz but they don't break... I sandwich the 'Ard Boyz between Gargunki/Nobz and Ghaz. Gargunki has 2 wounds and is dealt three by the 'Ard Boy Nob's Klaw... I make all three cybork body saves and crush the 'Ard Boyz in return.

With that the game is over. I control both objectives and win in Kill-points 14-8 giving me my third massacre and 1st overall.


Thoughts: Well my plan worked! Bizzaro Ghazghkull and the uber unit of Mega-Nobz was led away and stranded out of the fight just like I wanted. But victory can be traced back to several little things... getting the 6 to hit and blow up Ghaz's wagon with my Slugga Nob's klaw stands out as the biggest roll. If that didn't happen then Ghaz and his 9 Mega-Nobz raging through my center would have made this a very different game indeed. As it went I put enough speed bumps in the way to slow down their advance.

My Nobz mob should have been dead two times over but I made probably 80% of my Feel No Pain saves... amazing. This unit fought off 60+ enemy orks over the course of the game and I still had 4 or 5 left at the end.

Our armys were very similar with little room for error... but when the Deff-Koptas didn't show up until turn 5 that meant Dan was fighting my 2500 point army with only 2275. If they would have arrived sooner they could have slowed down my advance by destroying my Trukks and/or Deff-Rolla Wagon. The snake-eyes Dan rolled against the 'Ard Boy Trukk was big too... and Vark single klawedly took out 4 Kanz and lived to tell the tale... way to go Ded 'Ard Vark!

I felt bad that I got a massacre against a friend of mine as he really deserved to be in the top 3 but this result took him out of it... 2nd place went to an Ultramarine army with no special characters, 2 Land Raiders, and a lot of Las/Plas marines from talking to their general, Joe. 3rd place went to, I believe a Black Templar, 4 Land Raider army... the guy thanked me greatly for my massacre against Dan as he was able to take 3rd because of it, haha! (Sorry again Dan...)

I chose the Tyranid box set to help flesh out my small Tyranid army another friend gave to me... mmmm... bugs...

Wednesday, September 17, 2008

'Ard Boyz Qualifier: Games 1 & 2


missions: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1870341_40K_Ard_Boyz_Round1_Scenarios.pdf

There were 15 players at this qualifier... 5 Orks players (!), 1 Necron, 1 Tyranid, 1 Sisters of Battle, 1 Armoured Company, 1 Tau, NO Eldar (!!), 2 Chaos Marines (I think), and 3 Space Marines (Black Templar, Death/Ravenwing, Ultramarine).

There was not much terrain on any table. All the terrain was ruins, some with an area base, others not. I was immediately regretting not taking my Force Field Mek...

Game 1 vs Chaos Space Marines

Army list

Abaddon
Demon Prince of Slaanesh -Wings, Lash of Submission.

3 Terminator Champions -Nurgle icon.
10 Chosen -Slaanesh icon, lots of power fists/weapons.

10 Chaos Marines -Undivided Icon, 2x melta. Champ -fist.
10 Chaos Marines -Undivided Icon, melta/plasma. Champ -pw.
2x 10 Berzerkers.

Defiler.
2x 3 Obliterators.

Deployment: Objectives are placed, one in each quadrant and one in the middle of the table (about the only way to deploy 5 objectives). I win roll for 1st turn and take it and deploy everything but the Kommadoes who out-flank and the 'Ard Boyz in a Trukk who I hold in reserve to counter any sneaky deep strikes or out-flankers.

Chaos deploys everything but the Chosen who out-flank. The Defiler and Oblits deploy in the back corner. The 2 marine squads up front with the Berzerkers on each flank of the table quarter. Abaddon joins the Nurgle Terminators in the middle. Demon Prince is hiding behind a building.

TURN 1: I rush everything forward but the Kill-Kannon Wagon which deviates wildly with it's shot. The Mek's Kustom Mega Blastas take out a marine.

Chaos Marines move up and Berzerkers run down the table sides. Melta gun fire Immoblizes the Deff-Rolla Wagon. The 30 man mob of Slugga Boyz gets lashed forward(!) and the Defiler and Plasma Cannons from the Oblits blow away about a dozen (it would have been much much worse but I made a ton of 4+ cover saves against the Oblits who fired through the units in front of them.)

TURN 2: Close combat errupts everywhere. Kommandoes show up where I want them and assault a unit of Oblits in the back corner, combat is a draw with both sides only doing 2 wounds. Mega-Nobz Trukk moves 13" and Ghaz and the Mega-Nobz pile out into a unit of Berzerkers. Ghaz is wounded from the fist Champion but I make all my 2+ saves (about 7 or 8 wounds). The Berzerkers are wiped out to a man, Ghaz hitting and wounding with all 7 of his attacks! Gargunki and his Nobz pile out of the immobilized Wagon and assault the Marines who shot them. Gargunki is wounded by the fist champion and I lose only 1 Nob ('eavy armour and Feel No Pain FTW), the Marine squad is also wiped out once the klaws are done. The big mob of Slugga Boyz assault the other Chaos Marine Squad, the fight is ferocious and a single Chaos Marine is all that is left alive, but he passes his morale check.

The Chosen arrive behind the Kommandoes and charge into combat with the Oblits along with the Defiler who charges in too. The Kommandoes get whooped leaving only the Nob and a single Kommando but I roll double 1's for morale and keep them all locked in! Abaddon splits from the Terminators and the Termintors along with the other unit of Berzerkers charge into the Slugga Boyz... the Slugga Boyz get beat down and runs fer it but not before the lone Chaos Marine from last rounds combat is killed by the Slugga Nob's Klaw. The Demon Prince 'lashes' Ghaz and the Mega-Nobz closer and assaults them. The Prince delcares all his attacks against Ghaz and I immediately call the Ghaz Waaagh! to get a 2+ invulnerable which saves all five wounds suffered... the Demon Prince gets pummeled in return.

TURN 3: Ghaz and the Mega-Nobz run to capture the North-East objective. The Nobz do like-wise to capture the objective in the middle. The big mob of Shoota boyz sit on the objective in my quadrant. The 'Ard Boyz arrive and pull up to contest the objective being held by the other unit of Berzerkers in the South-West. The Burna Boyz pile out of the Wagon and 10 burna templates cover the Berzerkers... about 40+ hits are scored but before I roll to wound my opponent calls it.

Thoughts: Out of all my games so far in 5th edition it has been Chaos that has given me the most trouble so I was anything but thrilled when I saw I'd be fighting them in the 1st round. My opponent was relatively new to 40k having started playing about 2 years ago and made some mistakes which I capitalized on. One was not bunching up the Orks with the Lash to do more blast wounds and forgetting that I would get a cover save from the Oblit's shots through his own units. He also depolyed too far forward and I was able to get multiple charges off and wipe out most of his scoring units quickly. With the final scoring unit about to be 'burninated' and 3 rock hard units controlling objectives for me the game was up. I got a massacre for having 3-0 in objectives and a +1 for having all my HQ choices within 6" of an objective at the end of the game for 21 battle points.


GAME 2 vs Sisters of Battle

Army List
St. Celestine the Unkillable.
Canoness -all kinds of stuff.

10 Repentia

5x 10 Battle Sisters with a mix storm bolters, flamers, and meltas. Squad leaders with master-crafted weapons. 2x Rhinos.

7 Seraphim (Deep Striking)

2x Exorcist
Retributers 2xHB, 2xMM. Immolator transport.

Tons of Faith Points.

This was my first game ever against the Sisters so I was pretty interested to see what they could do. My opponent's name was Richard and he was a fun guy to play against, everyone seemed to be pretty cool in fact. He was playing an Armoured Company army on the table next to me in round 1 and looked to be getting pummeled but apparently won due to a lack of scoring units for the Armoured Company player...

Deployment: Apparently this was a Dawn of War deployment type but I think someone said everything had to start in reserve that wasn't on the table? I don't know it was confusing, I was in a 'Pitched Battle' mindset for some reason... He had search lights on his Exorcists and we did use Night Fight on Turn 1 but they didn't come onto the table until Turn 2... I doubt it would have made much of a difference in the end though. I deploy everything as far forward as possible, Kommandoes out-flank.

TURN 1: Sisters won first turn and not knowing how either of our Army's would fair against the other (he had never played against Orks with Sisters) the Sisters didn't do anything but stand still and look pretty.

I moved/ran everything forward as far as I could.

TURN 2: He makes all his reserve rolls except for the Repentia... the Exorcists destroy my Deff-Rolla wagon and a few light casualties are suffered from the boyz.

Ghazghkull calls on his Waaagh! The big mob of Shoota Boyz assault a squad of Sisters on my far right. The big mob of Slugga Boyz assault a unit in the middle led by the Cannoness. Gargunki and his Nobz assault another unit on the far left through cover. The 'Ard Boyz turn the Trukk around, disembark and assault the Seraphim who had Deep Struck deep into my deployment zone. Ghazghkull and the Mega-Nobz assault St. Celestine who had fearlessly jump packed in unsupported into the midst of my army. Apparently St. Celestine is nigh invincible as she can keep coming back with 1 wound and all that is required is to pass a Leadership test of 10... nasty. The Orks lay the smack down and wipe out 3 squads of Battle Sisters completely. The 'Ard Boyz flub their attacks and remain engaged with the Seraphim while the Cannoness survives, and passing her morale check is surrounded by a mob of about 20 orks...

TURN 3: The Repentia move onto the board from Reserve and St. Celestine comes back to harass Ghaz and his Nobz again... hmmm... I have a feeling I'll be chasing her down all game. Concentrated fire from the Immolator and two squads of sisters and an Excorcist decimate one of my Slugga Boy units but still the magic number of 11 remain while the other Excorcist can't penetrate the Kill-Kannon wagon. The Repentia assault Gargunki and co. and kill 3 Nobz but are cut down to a girl when it's all said and done. The Seraphim and 'Ard Boyz still fight on as Vark the 'Ard Boy Nob can't seem to hit anything at all with his klaw... St. Celestine is gunned down by the Trukks big shootas before Ghaz gets a chance to kill her... again... but she'll be back... again...

TURN 4-5: The Kill-Kannon wagon gets tagged in the side by an Excorcist Missile but the Battle Sisters are eventually all but butchered in combat by the end of turn 4 with the notable exception of the Seraphim who actually defeat the 'Ard Boyz through timely hit and runs (helped by Vark who missed about 18 of 20 klaw attacks). St. Celestine would deep strike off the board and end the game in reserve counting as destroyed...

The Sisters were left with a Rhino and a single Seraphim at the end of the game giving the Orks a massacre in Kill-Points.

Thoughts: St. Celestine is just nasty! But I can't complain because Ghazghkull's special abilitys are just as bad! I really like Sisters of Battle and they have the fire power to put a hurtin' on the boyz... but Night Fight allowed me to get to grips with the majority of my army in Turn 2 and Faith alone could not save the Sisters.

I'd really like to play another game with these two armys, the mission favored close combat armys like the Orks and even though we screwed up the deployment of Heavys it's unlikely it would have made much of a difference even with the search lights on the Exorcists and an extra turn of shooting from them. Still I would like a more balanced battle.

Saturday, September 13, 2008

'Ard Boyz List

This list got me 3 massacres for 67 Battle Points and 1st place in the Qualifiers.

HQ
----
Ghazghkull Thraka -100% win.
Warboss Gargunki -power klaw, 'eavy armour, cybork body, boss pole.

Elites
------
15 Kommandoes -2x burnas, Nob- power klaw, boss pole.
12 Burna Boyz -10x burnas, 2x Meks -kustom mega blastas.

Troops
--------
10 Nobz -9x 'eavy armour, 2x power klaw, Waaagh! banner, bosspole. Painboy upgrade.
transport: Battlewagon - deff-rolla, kannon, big shoota, armour plates, grot riggers, red paint.
4 Mega Nobz -3x rokkit kombis, skorcha kombi.
transport: Trukk -red paint, reinforced ram.
12 'Ard Boyz -Nob -power klaw, boss pole,
transport: Trukk -red paint, reinforced ram.
30 Shoota Boyz -3x big shootas, Nob -power klaw, 'eavy armour, boss pole.
30 Slugga Boyz -3x big shootas, Nob -power klaw, 'eavy armour, boss pole.
25 Slugga Boyz -2x big shootas, Nob -power klaw, boss pole.

Heavy Support
----------------
Battlewagon -kill kannon, big shoota, armour plates, grot riggers.

Saturday, August 9, 2008

Big Meks


I've had two Big Mek "characters" in my army. One came into being as part of the Nobs mob in 3rd. edition where he was just a lowly Mekboy toting around a Kustom Force Field that looked like a satellite dish, he was known as Duruk Rukus... later to be known as Duruk "Da Fixxa" Rukus when he became a Big Mek.


The other Big Mek character that led my Kult of Speed forces atop his kustom Battlewagon was Shuvva Luggitz who carried an old school Shokk Attack Gun that counted as a "Supa-Force Field Projekta" which in game terms was a Kustom Force Field and a vehicle Force Field from the Apocalypse: Kult of Speed army list. Shuvva led my Speed Kult to numerous victorys in 3rd and 4th edition.


Now that the Shokk Attack gun is back I can field both Big Meks if so inclined. Character wise, I was always partial to Shuvva Luggitz but I am more inclined to field Duruk 'Da Fixxa' Rukus and the newer Big Mek model with the Kustom Force Field. One day in the future I may actually convert a fitting Shuvva Luggtiz model as I always invisioned him with a Power Klaw but for right now I'm good with 'Da Fixxa'...





Wednesday, August 6, 2008

Waaagh! Gargunki!


The orks are without a doubt what I consider my 'main' army. I have somewhere between 3500 and 4000 points painted and around 6000 points total. This includes a Stompa with a kustom Deff Arsenal, a Forge-world Mega-Dread and a Shokk Attack Gun Battery to name a few. I've used my entire army in a game just one time. Was that fun! I can field any unit in the Ork codex except Flashgitz and Big Gunz (which I sold).

I once had an entire army of 1st and 2nd edition orks completely painted that I sold, and also a 2000pt unpainted army I sold as well... this would have put my ork horde at close to 10,000 points... and I honestly don't need that many orks, haha.




Sunday, August 3, 2008

Deff-Rolla!


This was one of my first conversions thats been updated extensively. It's a Chaos Rhino split in half and expanded width-wise. It's made from various bits including two 2nd ed. Pulsa Rokkits (counted as turbo-boostas in 3rd edition, but decided to keep them because they look cool.), a 2nd ed. Hop-Splat Gun (Kannon), old Imperial Firebase parts, a Rouge Trader era Dreadnought head (Yar-Two Dee-Two), and a ton of plasticard (the hull, plates, and Deff-Rolla).


The Deff-Rolla is my favorite vehicle upgrade ever! Not only does it wreck shit good and proppa but it allows you to reroll Dangerous Terrain!




They see me (Deff) Rollin'... They hatin'!


Tuesday, July 1, 2008

Trukks!

When I got back into 3rd edition after a long hiatus the first thing I knew I needed was a Trukk so I went out and bought one of the hideously small ork Trukks. It served it's purpose along with two others at the time... but it never seemed proppa.

I had a large plastic, green, army man truck that just begged to be converted and the infamous Big Red Trukk was born as my boss trukk many years ago.

Now with the new ork codex and 5th edition making the flimsy transports more viable then ever it was time for an update. Some bits, plasti-card, decals and a fresh lick of red paint later and Big Red was born again ready to deliver Da Business end of it's Reinforced Ram!

I couldn't do without one of the brilliant new Trukks either and was very pleased to see the size of the model comparable to Big Red who I'd been using for years!

Kaptin Yar's Battlewagon


What to do with a Looted Russ and old War-trakks/trukks? Get some plasti-card and make a battlewagon! The hull is my old Looted Russ. The turrent was removed and replaced with the body of an old Gorka-Morka trukk. Sidecars were added which are old plastic War-trakks. Add a bunch of plasti-card, fresh paint, more bits, decals and BOOM! Kill-Kannon battlewagon!

This is loaded out with, of course a Kill-Kannon and a single Big Shoota which is manned by Kaptin Yar, my old Flashgitz Nob turned tank kaptin! Sometimes I will add 3 more Big Shootas and count the Kill-Kannon as a regular Kannon. This is what I refer to as the Dakka-wagon and I will usually sit back on a table edge and mount Lootas in it for even more dakka!

Wednesday, May 21, 2008

1250pt Tournament at Local Gaming Store

This is an old tournament report that I posted on a forum long ago but for the sake of posterity I am posting it here. That being said it uses the 3rd edition Ork codex.

The event was held at The Gamer's Sanctuary in Flint, MI. I used to live in Flint and know several of the gamers there so I try to get up there for 40k events whenever I can. This particular event was about the 4th time the organizers ran it and it's been centered on Imperium vs. non-Imperium battles to form an on-going narrative.

In my first appearance I used my Space Marines to go 3-0. This was to be my 2nd event appearance and I decided to take my favorite army this time! They allowed you to make two 1250pt army lists and choose which one to use based on who you fought.

There were about 20 or 22 players. I was told I was the only Ork player to ever appear in the history of the event to date. There was 1 Imperial Guard, 1 Necron, 1 Tau, 3 or 4 Eldar, 1 or 2 Tyranids, and the rest Chaos and Space Marines. The tables were 4x4.

I made lists under the assumption that I'd be facing mostly Space Marines and my alternate list to take on Imperial Guard... little did I know the organizers (who I've had many a classic battle against back in the day) had other ideas and saw it fit to have non-Imperium armies fight each other for the first few rounds. Orks will fight anyone! Bring it!

My 1250pt list that I used in all 3 games:
Warboss Fridgechukka -mega-armour, iron gob, cybork body, boosta, shootier shoota.
Big Mek Duruk Da Fixxa- kustom force field, mek tools, 2 grot oilers, shootier slugga.

16 Slugga Boyz -3 rokkits, +1 Nob -power klaw, rokkit, iron gob.
11 Slugga Boyz -3 rokkits, +1 Nob -choppa, rokkit, big horns, 3 ammo runts.
25 Grots, +1 Slaver -choppa, rokkit, squighound.

8 Trukkboyz, +1 Nob -slugga, power klaw, big horns. Trukk -rokkit, red paint, grot riggers, armour plates.
9 Trukkboyz, 1 burna. Trukk -rokkit, red paint, grot riggers, armour plates.
1 Warbuggy -skorcha, grot riggers.

Looted Leman Russ -hull lascannon, armour plates, grot riggers
Killa Kan -big shoota, armour plates.
Killa Kan- big shoota, armour plates.*

*Thanks to Skumgrod John AKA Boss Kong Bundy for loaning me the Trukks and the Kans!

Basically I tried to take as many rokkits as I could. Fridgechukka would hang back and hitch a ride with one of the Trukkboy units. They would be the 1st wave and pounce on turn 2 if possible. The Killa Kans and Skorchas were expendable and distractions to draw fire away from the boyz... the Big Mek would accompany the Kans, fixing them as needed. The bulk of the army would advance destroying any vehicles at range then act as the 2nd wave of close combat attackers around turn 4... that was the plan anyway.
--------------------------------------------------------------------------------

Round 1... FIGHT!
Mission: Get scoring units into your opponents deployment zone for victory point bonuses.
Opponent: Necrons. I haven't played against tin 'eadz in years...

Necron list:
Necron Lord
-Staff of Light, Nightmare Shroud, Resurrection Orb, +something else.
x2 12 Warriors
3 Destroyers
2 Monoliths! Seriously! At 1250 points.

I made a comment to my friend that I'm glad I'm on the bad guy side because I don't have to fight that Necron army with the 2 Monoliths... well guess what happened? I knew right away I was pretty screwed and would need lots of luck.

WARNING! Rant coming: I'm sure my opponent is a nice guy and I honestly don't care if someone brings a list like this, it's allowed by the rules so more power to you. BUT... My biggest pet peeve... I will never understand why people come to a tournament that haven't played the game in ages, it's insulting to your opponent. We had to go over several rules such as targeting IC's, effects of gauss weapons, assaults on vehicles, etc. Come on! If you go to a tournament at least know your own army! I come to play, not spend an hour explaining rules.
rant over...
--------------------------------------------------------------------------------

He put his Warriors and Lord in a building with a Monolith on either side. My plan was to go for the phase out obviously, but the open terrain meant casualties were gonna be heavy slogging across the board.

The Twin-Towers of Gouda.

Ork deployment.


Turn 1
Pretty ineffective shooting from the Monoliths, the Particle Whips scattering and killing just a few grots and orks, the Destroyers kill the Skorcha.

I move the Trukkboyz without the Nob forward 25" to take cover on the flank behind a small ruined building, if it survives the 2nd turn I can assault the Detroyers. My Warboss hops in the other Trukk but I carefully stay out of line of sight in my deployment zone. My Slaver takes out a Destroyer with a rokkit, I love this guy. All my other rokkits are only in range of the Monoliths and do nothing, the Russ takes out a few Warriors despite them being packed together... (4+ cover from the building, + Res Orb = Not a lot of dead Necrons.)

Turn 2
The Monoliths move forward and start reaping green souls with their Flux Arc Projectors but my Grots and big Slugga unit stand firm despite the casualties piling up. A Kan gets blown to pieces by a Particle Whip shot. My Trukk miraculously survives (thanks to good armour plate rolls) but is Stunned, however the boyz can still get out and assault hurhurhur!

I continue to slog it forward and then make a critical error, I move my Trukk with Boss out in the open as there is nowhere else to go and he needs to get stuck in ASAP as we're running short on time and it's only turn 2 (see: Pet Peeve)! I'm confident that I can prevent the Monolith closest to it from destroying it and learn too late that the bloody thing can still fire the Particle Whip even if it's Stunned, and I did stun it with concentrated rokkit fire. The Trukkboyz get out of their stunned Trukk and wipe out the Detroyers and consolidate behind a wall ready to charge into some Warriors by the building next turn if they survive the gauss frying they are sure to get. I assault the other Monolith with my Slugga Nob's power klaw but do nothing.

Turn 3
Trukkboyz with Boss gets Ordnance 6ed Pfff, stupid Monoliths, grumble, grumble. More orks and grots die to Gauss and Flux Arc death, but they don't run. Orks don't fear death you tin 'ead! The last Killa Kan gets immobilized and it's big shoota blown off.

Another fusilade of rokkits immobilizes one of the Monoliths, Hoozah! I got about 5 Trukkboyz left and they assault into the Warriors and kill 2 while the remaining 6 Warriors kill 2 boyz in return. The few survivors from the other Slugga unit move off the Monolith and into assault range of the building crawling with Necrons but promptly roll double 1's on difficult terrain and just stand there. My Big Mek fixes the immobilized Killa Kan. Job's a good 'un!

Time is called. I killed the Destroyers, Immobilized one Monolith, killed 6 Warriors from 1 Squad, and 3 or 4 from the other.
He killed my Warboss, over half the grots, over half the big Slugga unit, obliterated the Trukkboyz with Nob and destroyed the Skrocha and a Killa Kan.

End Result
Minor Defeat for the Orks.

Not much I could do against 2 Monoliths in a 1250pt game with open middle terrain in 3 turns. If the game continued, the Monoliths would have done me in for sure, but then I would have played more cautiously and not have rushed in as recklessly as I did if we were playing a six turn game and if I had had full knowledge of the Monolith's cheese (I also forgot it was a Skimmer and therefore can't block LoS to troops on the ground behind it)... ah well, live and learn. And yes, I lost the roll for Deployment Zone choice and First Turn...

Game 2
After the dual Monolith debacle there was no where to go but up. Only to find I'm up against Mechanized Eldar in the hands of a competent general! Great! I was pretty excited to see terrain in the middle of the board, at least there will be some tactics involved in this game. Now all I needed was some luck on the Glancing Damage table...

Mission: Nominate any unit to get off your opponent's table edge for bonus Victory Points.
Terrain: Hilly on the sides with a big ruined building in the middle.
Opponent: Mechanized Eldar. Da Panzees!

Eldar List:
Farseer -shuriken pistol, Witchblade, Ghost Helm, Rune Armour, Runes of Witnessing, Spirit Stones, Doom, Guide, Eldritch Storm, various Craftworld appliances.

4 Howling Banshees +1 Exarch -Executioner. Wave Serpent -Vectored Engines.
5 Fire Dragons. Wave Serpent -Vectored Engines.

10 Dire Avengers +1 Exarch -Dire Sword, Shimmershield, Defend. Wave Serpent -Vectored Engines.
3 Guardian Jetbikes, 1 has a Shuriken Cannon.

1 Fire Prism -Shuriken Cannon upgrade, Holo-field, Vectored Engines.
1 Falcon -Shuriken Cannons all around, Vectored Engines.

Eldar deployment.


Ork deployment.


TURN 1
I went first and I raced my army forward aiming to get into the big central ruins and 4+ cover ASAP. I concentrated fire on the Jetbikes, the only thing in range and wiped them all out.

The Eldar split their army and hug each table edge moving forward to encirlce my army. The Banshees and Fire Prism on my right facing off against the Killa Kans, Big Mek, and the small Slugga boy unit, everything else on my left. The Eldar immobilize the Skorcha buggy and Destroy the non-Nob Trukkboy Trukk, but I lose only 1 boy and disembark into the big central buidling. A Killa Kan and my Looted Russ also get Stunned. Who knew 5 vehicles could pack so much firepower?


TURN 2
This big building which I though would bring salvation is becoming a real pain and forces a bottleneck for my other Trukk preventing it to move as far as I want too. The grot riggers fail to fix my Skorcha. The whole army moves forward and are at the edge of the big building. I end up immobilizing the Falcon AND the Banshee Wave Serpent from massed rokkit fire.

The Eldar make their move. The Dire Avengers led by the Farseer disembark and the Farseer Dooms my big Slugga unit and Guides the Dire Avengers. About 10 or so Orks and grot shields total are killed from all the skuriken. The Russ gets it's Battle Cannon blown off by the Falcon. The Fire Prism Detroys a Kan. The Banshees disembark and assault the grots and small Slugga unit, but only a few orks can fight due to careful positioning on the charge. The Banshees win and all the Orks and grots pile-in. A good sacrifice on my opponents part as it forces the big long line of grot shields to move to the far right, taking them out of the fight on the left flank and exposing my boyz to the Dire Avengers.

TURN 3
The grot riggers fail to fix the Skorcha again, which sucks because I could have cooked the Dire Avengers good and proppa. Good difficult terrain rolls see my Trukk boyz get into assault range of the Dire Avengers even though their are only a few boyz left, Dire Avengers strike first and kill 'em all. I decide to drive through the buidling with my other Trukkboy unit, I pass the dangerous terrain roll and disembark and assault the Fire Dragon Wave Serpent but can't hit it with my Nob's power klaw and now they are sitting ducks. What's left of the consistently 'Doomed' big Slugga boy unit assaults the immobilized Falcon and the Nob tears it to shreds with his klaw. The Banshees are wiped out and my grots consolidate and attempt to encircle and protect my few remaining Slugga boyz in the small unit.

The Fire Dragon and Dire Avenger Wave Serpents retreat back to their DZ. The Farseer Guides the Dire Avengers once more and my Nob led Trukkboyz are shot down to an ork. The Skorcha Buggy is finally destroyed and my last Killa Kan is Stunned by the Fire Prism.


TURN 4
My small Slugga boy unit has 6 orks left, 4 of which have rokkits and the Fire Prism gets Shaken by them, preventing it from firing next turn. The Slaver with the Rokkit glancing 6's the Dire Avengers Wave Serpent! Hoozah! I really love my Runtherd. Whats left of my Big Slugga boy mob charges the Dire Avengers being led by the Farseer and my Warboss finally makes it into combat too with a good mega-boosta roll but promptly whiffs in close combat rolling 1's to wound on his only 2 hits, but that was after I rolled 3 straight 6's for my Slugga boyz armour saves against the Dire Avenger attacks! My Nob with the power klaw that shredded the Falcon promptly brained the Farseer! That ork ate his wheat-squigys for breakfast! Despite this pounding the Dire Avengers held their own just above half strength.

Time was called and my opponent chose not to take his final turn, which was just as well for him as the Dire Avengers would have been finished off more then likely and he only had a Fire Dragon Wave Serpent available to shoot anything.

KRUMP!



I killed the Farseer, Howling Banshees, Guardian Jetbikers, 1 Wave Serpent, the Falcon, and immobilized another Wave Serpent.
He Killed over half the Big Slugga boy unit, both Trukkboy units save one Trukk, Destroyed the Skorcha Buggy and 1 Killa Kan. The Looted Russ was damaged but mobile and the small unit of Slugga boyz and grots were both 1 model above half strength!

End Result
Minor victory for the Orks.

Now dat was a good fight! Power Klaw Nob and Runtherd rokkit FTW! Doom + Guide + Shuriken = lots of dead orks. Neither of us concentrated on the mission at all and I honestly forgot all about it. His messenger unit was the Dire Avengers and mine was the Nob-led Trukkboyz. My opponent was one of the better generals present and had a very good knowledge of the rules, still we only got 4 turns in.

Warboss Fridgechukka was not having a good day... da tin 'eadz had blew up one of his Trukks which had pinned him under the burning wreckage. By the time he dug himself out da fight was over and da tin 'eadz wuz gone. Then in da scrap with da panzees, his zoggin' power klaw malfunctioned... more then likely damaged from da Trukk when it blewed up last fight. Fridgechukka would have to talk to da Mekboyz about dat... and by talk he meant bust some 'eadz togetha.

But if it was one good ting it was dat dere were many enemys to duff on dis planet and Mork be damned if Fridgechukka would be denied his proppa amount of troffeez!

Game 3
Finally some Space Marines to fight! My opponent is a good guy who I know. A funny story is that over-hearing him and another dude talking about Warhammer 40k in one of my University classes rekindled my passion in the hobby several years ago... He also won best Imperium general at a previous tournament. I was confident in this battle as Terminator armour doesn't hold up too well against the all-mighty choppa.

Mission: Bonus victory points for killing HQ selections. Table quarters deployment.
Opponent: Dark Angels Deathwing.

Dark Angel list:
Belial
-Master of the Deathwing.
Belial's Deathwing Terminator Squad -1 Lightning Claw, 1 Assault Cannon.
Dreadnaught.
x2 Terminator Squads
-1 Lightning Claw, 1 Assault Cannon.
5 Ravenwing Bikers -2 Melta guns, +1 Sgt, Power Weapon, Telleport Homer.

I win deployment zone choice and I get a nice big 2 story building to deploy in leaving the Dark Angels with a decidedly bare deployment zone, he deploys his Dreadnought right up front to push me back in my quarter and his bikes behind the dread and that's it, the rest is deep striking.


TURN 1
Dark Angels get first turn and Belial and his retinue and another Terminator Squad Deep Strike down by the Raven bikes. Opening fire kills about a half dozen grots and assault cannon fire destroys a Killa Kan.

My small Slugga boy unit destroys the Dreadnaught (2 penetrating and a glancing hit from 4 rokkits, no ammo runts used!) The other Slugga boy unit takes out a biker with a rokkit. The Looted Russ blows apart 2 Terminators as several 1's are rolled for armour saves!

TURN 2
The last Terminator Squad comes down. Dark Angel fire takes out another half dozen grots and about 8 or 9 Orks but no one runs. He fails to destroy the Killa Kan thanks to bad assault cannon rolls. It's rarin' to krump!

More massed shots see off about 4 Terminators, my opponent is rolling 1's like it's his job. The Killa Kan charges, kills the only Terminator in it's attack zone and drags the other surving 2 of the squad into combat. My opponent misjudges my 12" charge range and my big Slugga boy mob assaults the newly arrived Terminator Squad. I WAAAAGH! and wound 7 times and he fails 6 4+ saves wiping out the Terminators completely! I then consolidate into the bikes. Around this time my opponent goes and gets new dice...

TURN 3
Only Belial and his unit are unengaged. He makes a strategic withdraw and destroys my Skorcha buggy in the meantime. My Killa Kan strikes twice, wounds twice, the Terminators fail their 5+ invulnerable save twice. My Slugga Boyz dispatch the remaining bikers with help from the power klaw Nob.

TURN 4-6
The Dark Angels are down to Belial and 3 or 4 Terminators. He tries to shoot again the Killa Kan closing in on them but does nothing to it. My Warboss and Trukk boyz pounce from behind cover and get stuck in at last along with the invincible Killa Kan. The Terminators are eventually hacked down to a man and only Belial remains with one wound facing my Warboss who was wounded by Belial. Belial can't hit him let alone wound him to seal the deal, even with his master-crafted power weapon... Warboss Fridgechukka unleashes the fury of 3 wounding S10 hits which utterly crushes the Dark Angel Master and gives the Orks the Massacre!

Fridgechukka gets anuvva troffee!


The Dark Angels wounded my Warboss, shot up over half the grots and big mob of Slugga boyz, and destroyed the Skrocha and a Killa Kan.

End Result
Massacre for the Orks.

My opponent (Dez) is a great sport to play against. I can't say I would have had as much fun if I had his dice rolls, they were absolutely horrid, it seemed that a 1 for an armour save came up 50% of the time and you would expect an AV11 Kan to die after 3 rounds of rending ass cannon. The mis-judgement on my assault range sealed the deal as choppas are just broken against 2+ armour saves...

So with that I ended up going 2-1. The final placements were based on total Victory points and in no small part due to the final battle I ended up 4th overall out of 20+ when I peeked at the final VP list, not too shabby. I was about 90 points behind 3rd place overall which was my skumgrod, Boss Noteef and his Word Bearers (his orks were in a state of disrepair at the time). 1st place for the bad guys was a World Eaters army I think and 1st place for the Imperium was a Space Wolf-esque army which was 1st overall.

Good times, thanks to JonC and Greg for putting it on!

Monday, April 28, 2008

Crimson Clovers vs Noteef's Orks

Since the last battle against John's Space Marines and having recently started reading the Horus Heresy novels, I was itching to play my Space Marines.

I found the time to travel out to my friend Dan's (AKA Boss Noteef) and take on his Orks in an 1850 point battle. I used my current 1850 point list.

He had a Warboss and a Big Mek with a Force Field leading the army. A large unit of Tankbustas and Mega-Armoured Nobz in a Trukk as Elites. 'Ard Boyz in a Trukk, 20 strong Ork mobs (x3) and a Deff Dread rounding out the Troops. A small unit of Stormboyz and a squadron of 3 Warbuggys with Twin-linked Rokkits. For Heavy Support there was a Battlewagon with 4 Big Shootas and a Kannon and a unit of 3 Killa Kans and another unit of 2 Killa Kans all with Big Shootas.

I won a Strategy Rating roll-off and elected to play a straight up Seek and Destroy mission as I didn't fancy my chances of holding objectives against the Ork horde. All our missions are Gamma level as Alpha is just too boring and Escalation is just too retarded.

I had my army split into two factions, but not too spread out as that's not the way to fight a horde. My Devastators and the melta-gun combat squad were my furthest units on my right, holding down a large building ruin that was slightly to the right of center of the battlefield. They were supported by an Attack Bike and the HB Razorback with the Dreadnought lurking between two buildings nearby. This group faced down 5 Killa Kans and 20 Boyz, all protected by the Big Mek.

Everything else was deployed on my left side of the battle field... the Twin Las Razorbacks and missile launcher combat squad in the far left corner had a good field of fire.


TURNS 1-2
Dan won the dice roll and took first turn. He shot a ton of Big Shootas at my marines and scored several hits but had piss poor rolls to wound and no marines were taken out of the fight on the first turn. Much the same happened in turn 2 but a few casualties were scored.

I concentrated fire on the Ork armour. The Warbuggy squadron was first to go as they were the most immediate ranged threat for my Crusader. I decided to also deal with the Killa Kans ASAP even if it meant directing Heavy Bolter fire meant for the Boyz at them. I succeeded in immobilizing 2 out of 3 Kanz. In Turn 2 the Battlewagon was Destroyed along with 6 or 7 Shoota Boyz that were being transported in it. I couldn't get a bead on the Trukks as Dan did well to keep them out of LoS behind the Battlewagon...

TURN 3
The Horde was bearing down but still out of Waaagh! range... the Trukks broke cover and fortunately for me the 'Ard Boy Trukk immobilized itself in a large crater (gotta take that Reinforced Ram), but the MANz Trukk with the Warboss in tow pulled in close against a large building, threatening to rip apart my army next turn if something wasn't done... Dan continued with some interesting rolls... scoring 8 rokkit hits out of 12(!!!) with his Tankbustas but then failing to roll a 6 to score any glancing damage on it...

I didn't want to commit the Anointed (AKA Death Company) to combat so soon but had no choice. The Land Raider Crusader lurched forward and all but annihilated the remaining Shoota Boyz as they pulled themselves from the wrecked heap of their Battlewagon... the Anointed were then disgorged with the intent on charging the Tankbustas. But my plasma squad that had been moving across the roof of the large building peered over the edge and saw the MANz Trukk below... waiting to pounce. I scored 3 bolter hits and a plasma hit. All 3 bolter hits then proceeded to glance (yes three 6s, life isn't fair) and the Trukk was destroyed dumping the MANz out in charge range of the Anointed who along with the Chaplain and Librarian wiped out all the MANz in their kill zone... leaving only the Boss and a single MAN who despite the carnage did not flee.


TURN 4
The Orks surge forward with a mighty Waaagh! and engage the Marines on multiple fronts:

The Anointed get charged by one of the mobs of Slugga Boyz and the Deff Dread. The Librarian struck first and used his Force Weapon to slay the Warboss with a single blow! The Chaplain with his Krak Grenades and the Anointed with their rending rage failed to bring down the final MAN or the Deff Dread who clobbered the Librarian in vengeance. The Power Klaw Nob killed 2 marines and the Orks won combat. The Fearless marines failed a No Retreat! armour save and a battle brother was swallowed up by the green tide.


The Tankbustas assault the Land Raider Crusader and attach 6 Tankbusta bombz to the hull of the Crusader but only 1 succeeds in breaking through the armour and Stunning the mighty vehicle...

The Stormboyz and 'Ard Boyz engaged in a joint venture in shredding the Rhino to bits... trapping 4 Marines inside while the other 6 manage to stumble out of the back ramp.

The other mob of Slugga Boyz surge forward to engage the marine Dreadnought by literal millimeters but are not able to get the Power Klawed Nob into the fight just yet as the Dreadnought squishes 2 boyz. Their numbers ensure the Slugga Boyz will be fighting for some time...


My Devastators destroy the squadron of 2 Killa Kans in spectacular fashion, both scoring penetrating 6s. The Razorbacks and Marines on the roof concentrate fire on the small but deadly unit of Stormboyz leaving only the Nob and a single Boy who turn tail and runz fer it.

Calling on the Power of the Machine Spirit the Stunned Crusader guns it directly forward a full 12", tank shocking the Tankbustas who are Fearless with their numbers... 1 Tankbusta is ran over by the massive machine in the ulitmate attempt of Death or Glory Hogging as yet another Tankbusta bomb fails to harm the Land Raider... My Attack Bike attempts to buy time for the Crusader to recover and charges headlong into the Mob of Tankbustas killing one and suffering a wound leaving the combat a stale mate...

The Chaplain and Anointed fail again to hurt the Deff Dread in combat. The Deff Dread whiffs against the Chaplain scoring only a single hit which is deflected by the Chaplain's Rosarius. 2 more marines are killed by Power Klaw and the Orks win the combat again, dragging down another Fearless marine.


The combat against the marine Dreadnought sees 2 more Boyz crushed but is immobilized by the Nobz Power Klaw as the fight continues...


TURN 5
Impatient from the fact that the Mek has failed to fix the 2 immobilized Kans the mobile Kan leaves the unit to engage the melta gun combat squad closing in and squishes a marine bringing them uder half strength, but the Sergeant destroys the maching with his Power Klaw and closes in on the Big Mek...

The Chaplain and final Anointed fall to the Deff Dread and sea of Boyz, which sees the lone MAN consolidating onto the roof, engaging the plasma gun squad of marines while the Attack Bike and Tankbustas remain engaged. The 'Ard Boyz assault the remains of the Rhino Tactical squad pulling themselves out of the wreckage. Power Klaws and Fists send body parts flying in all directions... the Orks win the combat causing the Sergeant and a single brother to flee from the combat in an attempt to regroup.

The Tactical squad remnants continue to fall back as the 'Ard Boyz are within 6" but they stop inches from the table edge as the 'Ard Boyz are sent fleeing in the shooting phase from casualties inflicted by a Razorback and the missile laucher combat squad.

The Crusader turns aroud and brings it's weapons to bare on the Deff Dread but fails to inflict any damage to the ork war machine. One of the Razorbacks targets it and scores a glancing hit with it's twin-linked lascannon which destoys it with a glancing 6.

The MAN in combat on the roof succeeds in krumping a single marine before he himself is brought down by the sergeants Power Fist.

The melta gun combat squad which is down to the marine with the melta gun and the sergeant pummel the hapless Big Mek in combat while the Power Klaw Nob fails to hit the marine Dreadnought with any attacks as the ancient warrior crushes 2 more of his boyz.


TURN 6
The Slugga Boyz turn to face the Crusader to assault it and succeed in tearing off the Hurricane Bolters with 2 glancing hits from the Nobz Klaw. The Tankbustas are able to finally drag down the Attack Bike as the other unit of Slugga Boyz continue their futility and are only able to Shake the marine Dreadnought.

The final 2 Marines of the Rhino squad are able to immediately rally thanks to the ATSKNF rule and concentrated fire from them, the Razorbacks, the plasma gun squad on the roof, and missile launcher combat squad massacres the Tanbustas to an ork.

The HB Razorback and other Attack Bike which had moved into position to engage the unit of Sluggas assailing the Crusader all open fire and are able to bring the unit of Slugga Boyz assailing the Crusader below half.

In the final assault phase the Power Klaw Nob succeeds in detroying the marine Dreadnoughts close combat weapon but not before 2 more Boyz are pulped, bringing that unit under half strength also.

The Orks are left with only 2 squads of Slugga Boyz under half strength at the end of the game.

Thoughts: Well, the Emperor definately blessed the Land Raider Crusader in this game and in the end it was it's extreme luck that helped me win by as much as I did. Dan hit a lot with shooting but could not wound and what few times he actually penetrated any armour couldn't roll high on the damage tables. He also had some truly horrid rolls to hit with his Power Klaws. Seriously, the Land Raider Crusader should have probably been destroyed or crippled the turn 8 rokkits hit it, and if not then, then when 7 Tankbustas bombz detonated on it... but the machine would not die! Not to mention the marine Dreadnought which withstood 5 rounds of combat with the Power Klawed Nob! Things like that aren't supposed to happen but it did and I was able to stall the orks in combat and pick them apart. Thanks to the glorious sacrifice of my Heroes, Anointed and Attack Bike. These brave brother's actions will be recorded with honours in the Hall of Heroes. For the Emperor!
 
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