Orks
----
[
HQ] Warboss - twin-linked shoota, power klaw, stikkbombz, 'eavy armour, bosspole
[TR] Da Deffwingz - 3 x Meganobz - mega armour, stikkbombz
[TR] Taktikal Mob - 10 x Boyz - shootas, 1 x rokkit launcha
[
FA] Da Rav'nwingz - 3 x Warbikers - choppa, warbike, slugga, dakkagun
[
FA] Da Rav'nwingz - Deffkopta - choppa, twin-linked rokkit launcha
[
HS] Deff Dread - 2 x dreadnought close combat weapons, rockkit launcha, scorcha
TOTAL: 500pts
Imperial Guard
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[
HQ]Company Command Squad, 4 Melta, Chimera
[TR]Veterans, 2 Melta, Chimera
[TR]Veterans, 1 Melta, Chimera
[
HS]Hydra
TOTAL: 500pts
The Orks won the initiative roll and chose to go second.
Turn 1
++ Team Beta, you target that flying contraption, the rest of you, target that walker, we can't let it get close ++
The left flank of the Guard force advanced forward 6", while the veterans on the right tried (and failed) to get within Melta range. The left hand veteran's chimera managed to glance the Kan and cause a Crew Shaken result; everything else hit, but failed to penetrate. The veterans on the right flank failed to hit the kopter, finishing a pitiful round of shooting.
In return the Orks all stormed forwards, preferring to run instead of shooting.
Turn 2
++ Team Beta, we don't want that kopter anywhere near the tanks. that's your target. Team Alpha, you're with me. We'll take care of the Kan.
The two left hand chimera move forwards 6" so they are within Melta range; the hydra spins on the spot to point the heavy bolter at the boys peeking out of cover. The vets on the right flank bail out of their transport, while it moves off around the tower looking for a different target. Lots of melta shots later, the Kan and kopter are scrap metal, freeing up both flanks for the rest of the incoming orks. The
CCS chimera took a lucky shot at the boyz, killing one. Sadly the chimera on the right flank didn't have enough of a bead on the bikes to do any damage.
The orks continue to move forwards, ignoring cover. Sadly (yeah right) one of the bikes crashed in the trench and killed the driver. Rather than run this turn, the Boyz missile launcher took a pot shot at the hydra and annoyingly penetrated it's armour. Thankfully it was a dud; the crew were stunned, but out of action completely. The bikes opened fire on the veterans, killing one and then charging in, killing another 5 and sending them packing.
Turn 3
The vets on the left flank bailed out and captured one of the objectives. Both left flank chimera spun on the spot and targeted the boyz mob that were sneaking across the road towards the Hydra; killing one boy and wounding the Boss. On the right flank the chimera reversed course and headed back towards the bikes, blowing one up and sending the last one fleeing for his life. The veterans carried on running and fled the table.
The boss and his mob ran towards the Hydra, while the meganobz headed towards the chimera. Thanks to a Waaaaagh being called, they all made much better progress than I would have liked. In the assault phase, the Meganobz trashed the chimera, thankfully taking a wound in the resulting explosion... but not enough to be of much use.
Turn 4
The left flank turned to get a better firing resolution on the approaching boys, praying they could wipe them out; the risk left the Hydra within charge range of the mob. The veterans spread out further, taking a second objective. Sadly 3 heavy bolters, the hydra autocannons and 4 meltas only managed to kill 5 boys and cause another wound on the Boss...pitiful. This mistake led to the Hydra's doom at the Boss' claw. The boyz split off and started taking pot shots at the veterans, killing one.
Turn 5
The
CCS chimera tankshocked the Boyz, sending them running. The tanks and veterans opened fire, killing one of the boyz and finally bringing an end to the Boss' rampage.
The ork biker finally fled the table, while the meganobz ran to take two of the objectives, ending turn 5 at a draw.
The dice gods decided that we were going to have another turn...
Turn 6
The
CCS chimera moved forward, spinning at the last minute to fling the meltas out to just within range of the Meganobz. Only one was within range, but he hit and killed one of them. Their Chimera failed to penetrate the megaarmour, while the Vets chimera was just out of range. The Veterans turned out to be abysmally poor shots, missing the last, fleeing boy.
In return, the boy turned out to be a crack shot, killing two vets and sending them fleeing; abandoning both objectives. The Meganobz advanced on the CSS, but failed to hit anything, even though they were right there in front of them
Sadly the Meganobz were just within range of one objective, winning the game when the fates decided that was the end of the game. Nicely played Arakasi!
If I was to play this again there are three things I'd have done differently.
1) The right flank vets didn't need to get out of their chimera in the first place :/
2) The Hydra shouldn't have been that far forwards to be within charge range
3) The Vet's chimera should have opened fire on the fleeing boyz instead of attempting to mow down the megaarmour.
Still. Good game. Good game