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Razor’s Kiss ‘C’SM Bikers vs. Orks 1500 Pick Up Game.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Rotting Sorcerer of Nurgle





Same stuff as last time:
My Razor’s Kiss biker army is still at a WIP stage, but had to get some experience using them.

HQ-Captain, Bike, Relic Blade, Storm Shield, Digital Weapons.
T-8 Bikers, 2 Meltas, Vet + Fist, Hvy Bolter Attack Bike.
T-8 Bikers, 2 Meltas, Vet + Fist, Hvy Bolter Attack Bike.
T-8 Bikers, 2 Flamers, Vet + Fist, Hvy Bolter Attack Bike.
FA-3 Multi-Melta Attack Bikes.
FA-3 Multi-Melta Attack Bikes.
FA-3 Hvy Bolter Attack Bikes.

Fairly lean, mean, fighting machine.
It’s my normal 1500.

My opponent’s list is somewhat like the following (not certain of the details):

HQ-Warboss, Big Choppa, Boss Pole.
HQ-Mek, Burna, KFF, Boss Pole.
E-10 Burna Boyz
E-3 Killa Kans, Big Shootas.
E-Ork Dreadnought.
T-20ish ‘Ard Boyz, Nob with Big Choppa, Boss Pole.
T-25ish Boyz, Nob with Big Choppa, Boss Pole.
T-9 Nobs, One power claw, Painboy.
FA-4 Rokkit Koptas.

I really don’t know the details but this is what I think it is close too.
No offense to my opponent, but I know some on the forums will point out it’s not a “bend you over the chair and take you from behind” list that I’m playing against. But I just want some games when I get there.
In addition, as you will see from the report, I’m not too familiar with Orks, so any experience against them is most welcomed and is a learning experience.
My biggest worry was hidden power claws en mass, but that was not to be in this list.

We placed terrain, made sure it was 25%.
Mission: We rolled a 5 Objective Seize Ground (objectives are the Lion Statues and Big Heads).
Deployment was Pitch Battle.
We rolled-off, I won and made my opponent deploy first.

Deployment



Orks: they take up pretty much 75% of their deployment zone.
The stretch across. From my side of the table, the right flank had the Nobs+Warboss in the truck with Koptas next to them.
The infantry consisted of the KFF Mek in the Burna boys flanked by the Ork Mobs, with the Ardboyz on the far left flank. The Kans and the Dread are in front of the Mek and burna boyz.

Bikers: I respond by consolidating my bikers and try to focus on the right flank with all those fast units.
It’s really hard to see, but basically (from myleft flank to the right):
MMAB chance being in the open on that side.
There is a mix of biker squads deployed sideways to get layers of cover saves, but the only ranged threat that needed cover saves were the Koptas, but you will see it was wasted effort to get overlapping cover saves.
So the flamer squad combat squads into 2 flamers+fist then the Support squad of 3 bikers and the hvy bolter attack bike.
The Captain joins the right melta squad and the MMAB and HBAB squads shelter behind them.

My opponent Scout turbos his Koptas (not shown in above pic) behind the brown hill on my right flank.

I thought it might be worth it to try and steal the initiative to try and slow down truck and get some shots on the Koptas, but I only roll a ‘5’.

Orks Turn 1



Almost everybody moves and runs up.
The truck moves to take shelter behind the rocks.
The Koptas move over the hill and kill two joe bikers with no cover saves as they are quite in view.
The Killa Kans open up with Big Shootas and kill one Multi-Melta Attack Bike on the far left flank…and they promptly fail their morale test and run 15” off the board. Sheesh.
The Ork Dreadnought shoots but doesn’t hurt anyone.

Bikers Turn 1



Captain unsquadrons and charges into the Koptas and runs them down in combat.
The Hvy Bolter Attack Bikes move into full view of the ork truck, hit 8 times and fails to glance even once.
Flamer Combat squad hides behind the left flank rocks.
The remaining multi-melta attack bike squad shoots through the melta bikers at the Ork Dreadnought (giving it a 4+ cover save) and lovingly explodes the Dread 6”. It ends up killing 3 boyz in the squad next to it.
While the rest of the bikers move as one lump and shoot down as many ork boys in the middle squad as possible with mid ranged bolters and what-not. I kill around 6 boyz after cover saves.

Orks Turn 2



The ‘Ardboyz climb/run over the top hill.
The kans move around middle rock formation and throw a wound or two on some attack bikes.

My moment of fail.
For some reason, I had thought the ork player had to declare WAAGH at the beginning of the Shooting phase cause he was rolling his run move with his leading boyz and then declaring it. After taking a look, it’s at any time…so I had asked about looking at the rules too late as I had crept forward instead of back with the bikers.

Sooooooo. He Waaghs and gets 6” for the Burnas, 5” for the boyz, and 4” for the Nobs.

Basically the Middel Ork Boyz and the Nobs slam into:
-MMAttack Bikes: they all die in combat.
-Melta Bike Squadron: they all die in combat.
-Support Bike Squadron: ONE BIKER SURVIVES the onslaught.
Only to run away and couldn’t be caught, he runs 11”, .5” from the board edge, but the consolidation of the ork boyz meant he runs off anyway, so he was removed then and there.

So they all died…

There was an additional assault make by the Burna Boyz onto the left Melta Biker squadron.
Their assault was isolated from the main one because my opponent wanted to get more Burna boyz into assault, that would mean he didn’t want to block my piles-ins with other boyz. So I pile in to the Burna boyz getting 4 more burnas into that combat.
The mek and 3 bikers go at it with no damage done. My bikers kill 2 burnas with the twenty four str 4 burnas unable to wound me back.
So the mek tests morale and fails, uses the boss pole and fails again, the sweep rolls end up equaling each other and they are run down, and they consolidate several inches away.

So in a HUGE turn around based on luck, everybody is out of combat either through mass death on my part, or running down their opponents (melta bikers).
1 Turn assaults are not pretty for orks.

Bikers Turn 2



Cracks Knuckles.
My remaining bikers surround the combat meanies.
The flamer bikers come out of hiding and say hello to the boyz.
The melta bikers and Hvy bolter attack bikes and Captain surround the nobs.
The flamer squad reduces the boyz to 3 members, though they make their morale after the boss pole was used again.
The rest of my forces were only able to kill 3 nobs with small arms and 2 meltas at the nob squad, forcing a morale that required the poss bole again, killing a wounded joe nob.

Excellent, time to repay them and everyone charged into one big fight.
Basically I killed the remaining orks.
One claw completely missed, while a big choppa kills a biker from the flamer squad.
Each squad consolidates closer to the left flank.



Orks Turn 3

Sorry no picture.

The truck runs away to the far right flank.
The Ard Boyz and kans move towards the objectives and meet up.

Bikers Turn 3



My bikers move to engage the remaining forces on the left flank.
Captain unsquadrons and turbos…the flamer squads target the kans and shoot flamers into the Ardboyz, only killing one.
The remaining bikers shoot at the Ardboyz and kill some more, but not enough to bring them under fearless.

“No guts, no glory”
The flamer squad charges into the Kans, the grenades couldn’t hit while the Kans killed 3 members in the squad, leaving the fist to stun one kan and immobilize (kill) another kan. He makes his morale test to lock the Kans in place.

Orks Turn 4



The Ardboyz moveforward but know they are out of charge range, so shoot pistols at the bikers to no avail.
The Kans murder the Vet and consolidate forward.

Bikers Turn 4



Captain and Hvy bolter squad shoot and charge the Ardboyz.
The Melta squad charges the Killa Kans and the Ardboyz.
I killed 2 Ardboyz and one kan, he kills an attack bike, and the Ardboyz make their morale test.

Orks Turn 5
Bikers Turn 5



The combat continues until the bottom of turn 5 when the Kan who refused to die finally bit the dust when it was immobilize and weapon destroyed in Ork turn 5, only to be glanced more to death by krak grenades.

I didn’t even consolidate my bikers.

The remaining ork unit was the Trukk over in the far corner.

Results:

Objectives Held by the Orks: 0
Objectives Held by the SM: 1
Victory for Grandfather Nurgle by near-wipe out.



Unit Run Through:

*Captain: Got to flex his muscles against the Kopters but was missing like crazy in any other combat. In addition his ld 10 wasn’t used much nor did he save any bikers…he was essentially a paper weight again after the first turn.
*Left Melta Bikers: What can I say, they are reliable when lucky and and when I don’t muck up the movement ranges.
*Right Melta Bikers: At least they knew they needed to all die when in combat…my bad, but they couldn’t do much.
*Flamer Combat Squad: They go to do what I wanted them to do; flame some orks, and continued to kill a Kan.
*HBAB Support Squad: Like the right melta bikers, they folded over when I needed them to.
*Left MM Attack Bikes: Douch-bags.
*Right MM Attack Bikes: They got to do their job of exploding a vehicle and then folding over on combat when needed.
*HB Attack Bikes: Very disappointing first shot, but they stuck around until the end.

Basically, I failed to engage the orks on my own terms and paid for it in blood. I was lucky enough that they JUST killed everything and left themselves open for a counter shoot/charge which is what orks traditionally hate, when they are not initiating combats.

The game was pretty much an alternating trade of units until the end.
First were my MM Attack Bikes, then it was his Koptas.
Second was a portion of my army, then it was a portion of his.
Taking second was important in the end, able to get that last combat in to wreck the kan and get back onto the objective…in hind sight I guess I was already in range of that objective kan or not.

Anyway, I thought it was game over when that Waagh was sounded, there is just not enough space to run around on the long term against numbers like that (numbers that could have been more I will admit). So I guess engaging early left that portion unsupported by the kans and that other mob…which allowed me to clean up in my little spot on the battlefield and then engage the other farther elements.

This message was edited 1 time. Last update was at 2010/01/29 19:16:59


This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Omnipotent Lord of Change





Albany, NY

I knew I recognized that DP! Big fan of your nurgle boys, quite an interesting version of them going on here Well done pulling this game out despite the Waaagh bungle (I've done the same a number of times, hard to judge that pounce of theirs), though I am glad it was closer than the other one against the Iron Warriors. Just read that one, felt sorry for the angry spike boys - all they wanted to do was hug!

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Seems like you didn't take full advantage of your mobility in this game, it looked more like a gunline. I think that would have cost you the game vs a better ork list.

For some reason, I had thought the ork player had to declare WAAGH at the beginning of the Shooting phase cause he was rolling his run move with his leading boyz and then declaring it. After taking a look, it’s at any time…so I had asked about looking at the rules too late as I had crept forward instead of back with the bikers.

Sooooooo. He Waaghs and gets 6” for the Burnas, 5” for the boyz, and 4” for the Nobs.


He didn't run twice, right?





   
Made in us
Rotting Sorcerer of Nurgle





@Illumini:
He didn't run twice. I just thought he had to declare Waagh first before rolling run, but I was mistaken.

Lesson Learned:ALWAYS ASK, it could cost you the game.

Yes, I thoroughly screwed up my movement early, unlike my last list, but that's the ork codex for you.
But I got lucky and redeemed my self afterwards.

I guess gunline is the proper description (gotta love water armies right?) which was my goal early on, to thin the ranks and hopefully pounce them a turn later, but that Waagh threw a wrench in there.

@Boss_Salvage:
Yep, the Death Dealers CSM are mine.
That DP is their DP .

The Razor's Kiss are their recon 'branch' .
Yes, the 'pounce' is a good way of saying it. It means instead of flirting with 15", I had to be a little more away, but I guess subconsciously I had thought it might happen and stayed roughly that far, but my opponent rolled well to get the range he needed for each squad trying to reach my bikers.

Hind sight, I should have just conga-lined a single melta biker squad in front of all of them as the orks had 4+ cover saves anyway, and let them all charge that one unit and save 2 units in the process...

When the whole army wants hugs, I aim to disappoint

This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
 
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