These first 2 shots were from last week’s campaign game. 1850 points. This was my first game playing against Necrons and second game using Mega Nobz. There are only 2 pics due to a dead battery. My opponent was Trent, the organizer of the campaign as well as an employee of the store. We were using his personal terrain for this game which should appease the dice games gods.
I charged straight ahead with everything. I ran the Trukk with Mega Nobz in front of my 3 BW’s which I immeaditly regretted. His Monolith moved forward and hit 2 BW’s, the bikes, and wrecked the Nobz Trukk and pinned the Mega Nobz!! Then his whole army spent the rest of the game trying to kill the 3 of them. At one point he got 40 shots in without causing a single wound!
One of my BW’s wrecked his Monolith and then once the Boyz hit it was slow and purposeful. Trent played well but rolled terribly after rolling extremely well his first turn with the ‘lith. According to the Fluff the Orks were specifically created to combat Necrons and this game showed why.
After that game Trent asked if we could take the week off while he reworks the campaign and start again in 2 weeks with rules more akin to the Fantasy version. We all agree so we needed to do something this week, thusly Apocalypse!
The original plan was Dark Eldar and my Kult of Speed versus Marines and Guard. 3000 apiece for a total of 12,000. The Dark Eldar player didn’t show so after an hour of waiting for him another Ork player, Brian, offered to join with 2000 points. So I dropped my list down to 2000 points and joined my opponent from 2 weeks ago, Eric. Brian joined Sean, my opponent from 3 weeks ago.
So it was Orks, Space Marines, and Guard vs. Orks, Space Wolves, and Tau(?!?!?)
We setup deployment per
Apoc. Rules with the scatter die and No Man’s Land of 12”. The table size is 4’ x 6’, or in other words “a wee bit crowded”. Sean and Brian bid 5 minutes to our ten so setup and go first. They of course take the larger part.
The entirety of the opponents’ armies minus one squad of Biker Boyz is deployed with Sean giving the thumb’s up!
I chose the Command post with the 4+
Inv save which is represented by the white dice cube next to Pask in Vanquisher and a Whirlwind. I deployed a
SAG Mek with Power Klaw in a group of grots. Also my 3 BW’s AKA The Tin Kannonz with 2 Boyz mobs and 15 Burnas with
KFF Mek. I also experimented with 2 mobs of 3 biker boyz just to see how that’d go. Maybe 1000 of our 5K is on the board compared with their 4700. My reserves are just off the board to the left.
Here is a wide shot just as the game begins, just as I was taking this picture Eric took one with his cell phone camera and caught my camera’s flash. One in a million shot.
Their combined forces wail on my bikes and grots. Every thing has a 4+ cover save or a 4+
Inv save. One bike mob is wiped out and second is assaulted by his trukk boyz and wipes them out with no wounds to them. The imperials take out off one kannon from a Battle wagon, no other damage. 3 Rhinos full of Spaz Marines rush towards the 3 BW’s with DeffRollas?!?!
Almost 5000 points of shooting and assaulting results in a loss of 263 points and a Kannon:
During the movement phase the BW’s crash through the wall in front of them and Ram 3 full Rhinos. 2 explode and the other wrecks!!!

The 2 boyz mobz hope out ready to assault. The
SAG fires and does nothing. The boyz shoot and assault 2 different Squads of Grey Wolves. One squad in a crater gets counter-attack due to a roll of something and the other doesn’t. These are 2 identical assaults which will have 2 very different results. Here’s a pic right before the assaults start:
And here’s the pic after. Red mob almost wipes out the Wolves and wins by six causing them to flee. Orange mob loses 8 and then 4 more due to No Retreat wounds!!!

The difference was more than the fact the squad Orange mob faced got counter attack. Even without, the dice rolls were so different in both directions. But that’s why it’s a dice game. I lost more models during
my assault phase than during the opponents’ shooting phase.
Second turn
Their only reserves show up which was 8 bikers including Nob with
PK. Once again they waste no time in shooting up all da boyz but not da ‘umies. I am told to take this as a complement. Red mob is whittled down to Nob plus 2 and the grots take even more losses but pass
Ld due to the
SAG Mek’s bosspole. Their Land Raider Crusader, Biker Boyz, and Storm Boyz assault my turret less BW and Red mob. The BW is now weaponless and immobile. Orange Mob is wiped out in the assault when his trukk boyz join. His boyz then spread out but not enough as we shall see.
This next pic shows our movement phase after the Burnas and Big Mek with Burna get out and line up for toasty goodness. Also my 2 Mega Nobz mobs in trukks show up and get out, also seting up for Skorcha goodness. I’m missing one of my BW’s so I must have forgotten what happened to it. Half of the rest of Eric’s stuff shows up kitty korner to our deployment area including at least 2 Land Raiders, Grey Knights,
TH SS Termies, and of course, the Baneblade.
My remaining BW which just unloaded the Burnas and Big Mek Tank Shocks and destroys an Ork Trukk, a Hellhound, and then hits 2 Tau units. That’s 5 vehicles dead due to DeffRollas this game! My Burnas target his boyz that helped massacre Orange mob. The get a total of 97 hits (a new record against a single unit!) and 10 hits against the remaining Grey Wolves for at total of 107 hits (also a new record). Everything but one Grey Wolf dies.
My Mega Nob mobs each have 1 single shot Skorcha and let ‘er rip killing 5 bikes and 1 Storm Boy. 5 points for a single shot seems expensive until you see the damage they can due.
SAG Mek (who survived another round of withering fire) rolls an 11 and vaporizes a single Ork Boy!
Eric’s Baneblade et al. open up in a (un)holy torrent of Orky-Tau death. Remember that this is only half his reserves coming on! At this point we call the game due to time and the very obvious outcome. The last pic shows the assault phase just after I moved the 15 Burnas +
KFF Mek into assault with the Lone Grey Wolf and just before my Mega Nobz Assault. The Mega Nobz destroy the remaining bikes but amazingly his Nob on bike kills 2 (out of 3 attacks) of my Mega Nobz. Whoops!
Eric’s
TH SS squad attacks the Hammerhead which hasn’t moved all game, auto hitting, with at least a dozen penetrating hits he rolls 6 5’s and no 6’s. We all laugh. Game over.
A bystander asks Brian what the outcome was: “It was going ok until the rest of their army showed up.”
A great game and a lot of dice rolling. Every unit we had that first turn had those 4+ saves which really helped. The best part of the game is that Eric's Guard and Marines couldn't give a flying

about my Orks, lets them do the dying, comes in at the end and claims all the glory
I noticed something that happened by accident. I had 7 reserve units and the rules are you are allowed to bring up to half your units rounding up onto the board the second turn. I brought on the 2 Mega Nobz and 2 Biker Bosses and left the 3 Rokkit Buggies off the board. One set was about 800 points, the other was 120. Having those 3 units of one Buggy each allowed me to bring on the best stuff when I needed it the most. I only took the buggies because I had for the Kult Of Speed Strategic Assest but any cheap squad could allow anyone to do the same thing.
Next week is the start of a new campaign at 1850. Til then.