Switch Theme:

Da Dark Angelz invade Partick Crucible 2010  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Ragin' Ork Dreadnought






Albany, Australia

For those of you that have been following my project blog (see link in signature!) you'll know that I have been frantically trying to get 1000pts of Orks together for this event, held Saturday the 3rd of July 2010.

I had an awesome day, and extreme thanks have to go firstly to troy_tempest for organising it all, and secondly to all of the players and others that helped make it a great day! As my first tournament, all future tournaments will be judged by these standards!

Grimskab Badwort quickly entered the grand chamber of his Warboss - Morgrimm "Da Lion" Grimork - an evil grin on his face, which, while not visible due to his dried blood spattered surgikal mask, burned clearly in his Orkish red eyes. Morgimm silenced the Nobz - da Inna Circul - with a sharp ringing sound made by clashing two of their armoured heads together. "Report!" Morgrimm bellowed in the recently acquired silence. Grimskab stood to attenshun - "Gin seed and progloid lands Boss - in da Partick system. But we need ta move fast!" There was a murmur of excitement from da Nobz. They didn't understand gin seed or progloid lands. They *did* understand it would require battle with da green beakies though. Morgrimm stared da Nobz back into silence. "And why would that be?" he asked calmly. "Da green beakies aren't the only ones in the system - uvver beakies, pinkies, fishboyz, bugz, spikey boyz, tinboyz and pointy 'eadz are all confirmed. We need ta get to 'em first!" Morgimm pondered. Multiple opponents for day boyz, all in one place, and gin seed and progloid lands to boot. He surveyed da Nobz - eagerly waiting his command. "Get Skarag in here now. I need doze Trukks ready - we're going to Partick!". There was a roar of approval from da Nobz. "And if we come across uvvers, we'll ask 'em for directions to da green beakies - Ork style!"

DA DARK ANGELZ

[HQ] Morgrim "Da Lion" Grimork (Da Warboss): Mega Armour (Power Klaw, Twin Linked Shoota, Stikkbombs), Cybork Body (110pts)
[HQ] Skarag Mekslag (Da Big Mek): Burna, Kustom Force Field, Mek's Tools (105pts)
[TR] Grimskab Badwort (Da Painboy): 'Urty Syringe, Dok's Tools, Cybork Body, 'Eavy Armour and Da Inna Circul (5 Nobz): 2 Power Klaws, Big Choppa, 2 Choppas, 4 Sluggas, Twin Linked Shoota, 4 'Eavy Armour, Bosspole, Cybork Bodies in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (320pts)
[TR] Da Warboss' Taktikal Boyz - 10 Shootas including Big Shoota and Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (155pts)
[TR] Skarag's Taktikal Boyz - 11 Shootas including Rokkit Launcha and Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (166pts)
[FA] Rav'nwing I - Deffkopta with Twin Linked Rocket Launchas and Buzzsaw (70pts)
[FA] Rav'nwing II - Deffkopta with Twin Linked Rocket Launchas and Buzzsaw (70pts)
TOTAL: 996pts

Please note - all armies are very approximate based on my memory and lack of knowledge of their Codex. Any errors are most likely to be mine! Also, due to time limitations, there are no photos and the reports are not as detailed as they could be, and probably contain errors - sorry! The general gist should be correct though...

GAME 1 - IMPERIAL GUARD - "Dey'll know where da green beakies are at!"

Commissar and Command Squad (5)
Psyker Lord
Ratling Snipers (5)
Heavy Weapons Team (3) with 2 Autocannons, 1 Heavy Bolter.
Guard Squad (10) with Missile Launcher
Guard Squad (10) with Heavy Bolter (Psyker Lord here)
Guard Squad (10) in Chimera with Heavy Bolter and Autocannon
Guard Squad (10)
Leman Russ with Battlecannon and Heavy Bolter sponsons
Hellhound

MISSION: Capture & Control
DEPLOYMENT: Dawn of War

PRELUDE
Guard win the roll off and decide to go second. I place my objective dead centre, behind a ruin. He places his in cover to my left (after determining that the other piece of cover in his deployment zone to my right was closer than 24" to the centre and my objective). I deploy Morgrimm and his Taktikal Boyz in their Trukk dead centre on my objective. He deploys his Psyker Lord and a Guard Squad with Heavy Bolter in the terrain around his objective on the left and a Guard Squad with Missile Launcher in the terrain on the right. He fails to seize.

TURN 1
Morgrimm's Trukk moves towards the Guard on the right, Morgimm and his Boyz deploy as two units and ready to assault the Guard. Skarag and Grimskab's Trukks hurtle on at flat out speed towards the Guard objective. Deffkoptas turbo boost up the middle. Morgimm and his Boyz fire into the Guard. I think I may routed them, but they didn't go far. Far enough that Morgrimm couldn't make the charge, but da boyz did. The Guard rallied to make a fight of it, but were cut down. Da boyz consolidated in the ruins and reattached to Morgrimm.

Guard moved on. Left to right - Chimera (cruising speed), Ratlings, Commander and squad, Leman Russ, Heavy Weapons Team, Guard squad and Hellhound. Psyker Lord made me require to pass a leadership test to shoot at his squad on the Guard objective. Leman Russ tried to target Skarag's Trukk, but couldn't make it out in the darkness. Hellhound's fiery weapon targeted Morgrimm's boyz, but cover saves resulted in the loss of only one. (Note - I should not have taken cover saves here - we didn't realise ignoring cover saves is a function of template weapons, not flamers, so of course it didn't mention it in the Codex entry...) He killed a Deffkopta with Heavy Bolters.

DA DARK ANGELZ: 0 Objectives (1 KP), GUARD: 1 Objective (1 KP)

TURN 2
Morgrimm detaches again, planning to head towards the Guard squad behind the Hellhound, but a low difficult terrain roll meant that he changed his mind and headed towards the Hellhound instead. His boyz rejoined him and prepared to assault the Hellhound with him. Assault range to the Guard was still dicy, so the other Trukks moved flat out again - Grimskab moving to block the Chimera near the Guard objective and Skarag moving the block the Leman Russ. Deffkopta moved towards the Leman Russ. Morgrimm and his boyz destroy the Hellhound in short order and consolidate in its crater.

A Battlecannon shot from the Leman Russ misses Skarag's Trukk at point blank range. Heavy Bolter fire eventually Kerrunchs it and Skarag and his boyz deploy. Morgimm and his mob weather some lasgun rapid fire. Grimskab's Nobz Trukk is Kerrunched with the Chimera's weapons and Guard on board.

DA DARK ANGELZ: 0 Objectives (2 KP), GUARD: 1 Objective (3 KP)

TURN 3
Morgrimm and his boyz head towards the next Guard squad. Skarag and his boyz move towards the Heavy Weapons team. Grimskab and da Nobz prepeare to multi assault the Chimera and the Guard on the Guard objective. Deffkopta moves ready to assault the Leman Russ. We are running out of time as I munch through the squad and heavy weapons team on the right and wreck the Leman Russ and the Chimera. Casualties from explosions cause the Ratlings and the Chimera Guards squad to run too. The Psyker Lord squad ran, but was not destroyed. Da Nobz now have control of the Guard objective - but for how long?

All the Guard squads running rally. Out of time - we check for them to contest the Guard objective - and one of the squads makes it - a tie!

DA DARK ANGELZ: 0 Objectives (6 KP), GUARD: 0 Objectives (3 KP)

VICTORY: TIE

AFTERMATH
I knew that timing was going to be tight, just not *this* tight! I think in 4 turns I could have secured the Guard objective - I was already thinking about sending a squad back to secure mine! In 5 turns I think it would have been a wipe... Still, an enjoyable first game.

GAME 2 - SPACE MARINES - "Doze aren't da green beakies! Doze pinkies lied!"
Librarian, Force Weapon
Sternguard (5), 3 Combimeltas, Flamer, Razorback with Twin-linked Heavy Bolters (Librarian here)
10 Tactical Marines, Flamer, Missile Launcher, Sergeant with Powerfist in Rhino.
10 Tactical Marines, Meltagun, Sergeant with Powerfist in Rhino.
10 Tactical Marines, Flamer, Sergeant with Powerfist in Rhino.

MISSION: Capture & Control (again!)
DEPLOYMENT: Dawn of War (again!)

PRELUDE
Again I lost the roll off. Again my opponent chose to go second. I chose the side without the dangerous terrain mines in it and again I deployed my objective in the centre of the table. He deployed his objective to the left, also away from the dangerous terrain mines. I proceeded to again place Morgrimm's Trukk and Boyz dead centre. He deployed a Chimera with Tactical squad to the left, near his objective. He fails to seize. I figure time shouldn't be an issue in this game - until unseated, we only have 9 models on the board...

TURN 1
Similar to last game, Grimskab and Skarag flat out onto the board towards the Chimera and Marine objective. Da Deffkoptas turbo boost on more centrally. Morgrimm's Trukk moves back to get in KFF range, and its big shoota even manages to spot the Chimera. Doesn't do anything of course.

Any thoughts of a fast game disappear as two Rhinos and a Razorback power onto the board across the left side and *all* Space Marines disembark. The only shooting of note was the Sternguard - 3 combimeltas killing off a Deffkopta.

DA DARK ANGELZ: 0 Objectives (0 KP), SPACE MARINES: 1 Objective (1 KP)

TURN 2
There is about to be carnage... Morgrimm's Trukk heads back towards the Librarian and Sternguard and he and his squad disembark. The remaining Deffkopta moves up beside their razorback. Grimskab's Trukk moves up towards the second squad of Space Marines from the left and disembraks. Skarag's Trukk heads left towards the original Rhino, and his boyz disembark in front of them whilst Skarag remains onboard. I call a Waaagh and run Morgrimm's squad up to make sure they can assault the Sternguard even if they roll badly on Morgrim's difficult terrain test. The other tow mobs and Trukk shootas fire removing the odd Space Marine. Deffkopta fails. Then everyone assaults! Morgrim and his boyz make short work of the Librarian and Sternguard, a lone flamer falling back. Morgrimm and his boyz consolidate towards him (so that he can't rally) and the only Space Marine unit *not* in combat. The Deffkopta immobilises the Razorback. The Nobz carve through their squad, sending it fleeing and consolidate to deny it rallying as well. The last battle is a win for the Orks, but the Space Marines hang in there for another turn.

Two units continue to fall back. The lone flamer and the untouched Marine squad pump fire into Morgrim's boyz, killing many, but they hold. A chimera tank shocks the Nobz, who move out of the way, but leaving a Powerklaw in contact with it. The last Marines in the assault die - Skarag's boyz consolidating towards the now empty Nobz Trukk. Da Deffkopta finishes off the Razorback and consolidates towards the action. A Nobz Powerklaw wrecks the Rhino.

DA DARK ANGELZ: 0 Objectives (6 KP), SPACE MARINES: 0 Objectives (1 KP)

TURN 3
The Nobz head towards the last Space Marines. Da Deffkopta turbo boosts between the two fleeing units to deny rallying. Morgrimm take's his boyz running back to the Ork objective. Da Nobz Trukk, full of Skarag's boyz, heads towards the left most Rhino, ready for some boarding plank action. Da Nobz put the hurt on the last Space Marines in assault, sending them fleeing.

The last Marines flee the board. Time is out - his last Rhino can't achieve anything, other than contest his objective.

DA DARK ANGELZ: 1 Objective (8 KP), SPACE MARINES: 0 Objectives (1 KP)

VICTORY: DA DARK ANGELZ

AFTERMATH
Again only three turns - but this time it didn't matter. Another turn would only have seen me table him, taking out his last Rhino. That and I remembered to send some boyz back to my objective (There were only 3 left. Morgrimm stayed with them to provide leadership in case of fire, but none was forthcoming - there was also a Trukk blocking line of sight to them for extra insurance). I think my opponent underestimated the speed of mechanised Orks. He played the only other Ork army in his first game, which he got to sit and shoot as it made its way across the board. Here, he basically gave me the charge on his entire force - without me needing to open the Rhinos/Razorbacks first!

GAME 3 - DARK ANGELS - "Kum get some!"
[HQ] Chaplain, Jump Pack, Melta-bombs
[EL] Dreadnought, Assault Cannon, Heavy Flamer
[EL] Dreadnought, Multimelta, Stormbolter
[TR] 10 Tactical Marines, Meltagun, Missile Launcher, Razorback
[TR] 10 Tactical Marines, Plasma gun, Missile Launcher, Rhino
[FA] 5 Assault Marines, Powerfist, Flamer
[HS] Predator, Autocannon, Heavy Bolter Sponsons

MISSION: Annihilation - "For da gin seed and progloid lands!"
DEPLOYMENT: Dawn of War (again!!)

PRELUDE
The main event (fluff wise ). Again I lost the roll off. Again my opponent chose to go second. I chose the side with the large building/fortifications - just to deny them from him. No objective markers for Annihilation, but I still followed my Dawn of War tactic and place Morgrimm and his boyz in their Trukk dead centre. He chose not to deploy anything. He failed to seize.

TURN 1
With no Marines on the table, it was pretty uneventful, and pretty much like every other Dawn of War first turn for me. Grimskab and Skarag's Trukks moved flat out to the right of Morgrimm's. Morgrimm's Trukk moved forward and right to form a wedge shape squadron, bringing him into KFF range. Deffkoptas turboboost, one on each side. Da Dark Angelz await their prey's appearance...

Dark Angels move on. Left to right - combat squad with missile launcher moves and runs into the Ork shack, Predator, Rhino with tactical squad, Assault Marines with Chaplain hide behind these tanks, Razorback with combat squad and melta gun, and finally the two Dreads move into difficult terrain on the right (Assault cannon, then Multimelta). Shooting suffers from a combination of Night Fight and KFF (as well as limited by movement). Morgrimm's Trukk and a Deffkopta make it through unscathed.

DA DARK ANGELZ: 0 KP, DARK ANGELS: 0 KP

TURN 2
With still a lot of distance to cover, we forgo a piecemeal charge and instead elect to go flat out again, straight towards the Dark Angels lines. Morgrimm's Trukk ends up in front of the Razorback, Grimskab veers to the left and Skarag veers to the right and behind, keeping everyone in KFF range. The Deffkoptas turboboost again, one to the left of the Missile Launcher combat squad with side armour shots of the Predator, the other to the right behind the Dreadnoughts.

The Dark Angels concentrate fire on Morgrimm's Trukk, eventually Kerrunching it, forcing Morgrimm and his boyz to disembark. More fire sees a boy or two die, but little else (most of it went into destroying it in the first place! - and shots on the left Deffkopta were cover saved). This includes the combat squad in the Razorback disembarking to use their Meltagun. I disembarked so that the Chaplain and assault squad who had moved up wouldn't have charge range - so they ran back an inch. The Assault Cannon Dreadnought attempted to assault, but failed due to difficult terrain.

DA DARK ANGELZ: 0 KP, DARK ANGELS: 1 KP

TURN 3

Time to harvest that "gin seed" and "progloid lands"! Left Deffkopta moves into assault range of the Predator. Morgrimm detaches and moves towards the left combat squad. Grimskab's Trukk moves directly in front of the Rhino. Morgrimm's boyz ready an assault on the Assault Cannon Dreadnought, whilst Skarag's boyz disembark (minus Skarag) ready to assault the Multimelta Dreadnought and Skarag and his Trukk move behind the action, providing KFF to all. The second Deffkopta moves into assault range of the Razorback. Shooting sees the Razorback destroyed. Morgrimm gets tied up in assault with the combat squad, killing two. The Deffkopta explodes the Predator. The Nobz boarding plank assault and explode the Rhino, three marines dies in the explosion and they flee from the field! Two units of boyz only manage to stun both Dreadnoughts.

Not much for the Dark Angels to do. The remaining combat squad takes out the Deffkopta who killed their Razorback. The Chaplain and Assault Marines assault the boyz around the Assault Cannon Dreadnought, thinning them down to the Nob, who is run down. Elsewhere, Morgrimm kills another two Marines leaving the Missile Launcher and Skarag's boyz fail to do anything to their Dreadnought, but keep in the fight.

DA DARK ANGELZ: 4 KP, DARK ANGELS: 3 KP

TURN 4
The Nobz disembark in preparation to assault the Chaplain and Assault Marines. Skarag's Trukk moves over to Morgrimm, ready to pick him up in the following turn. The remaining Deffkopta shoots at the combat squad, reducing them to three (they took a casualty from one of the exploding vehicles previously) but they hold. The Morgrimm finishes up his combat squad and consolidates towards Skarag's Trukk. The Nobz annihilate the Chaplain and Assault Marines. The boyz manage to stun the Dreadnought again.

The combat squad and Dreadnought shoot at the Nobz to no effect, before the Dreadnought assaults them. The Nobz respond by ripping off his Dreadnought Close Combat Weapon. The other combat remains in stalemate - trading a boy for another stunned result.

DA DARK ANGELZ: 7 KP, DARK ANGELS: 3 KP

TURN 4
Morgrimm embarks Skarag's Trukk and they move in front of the combat squad. The Nobz destroy their Dreadnought. The boyz are still in stalemate with theirs. Dark Angels forgo their turn (not much left!) and time is called.

DA DARK ANGELZ: 8 KP, DARK ANGELS: 3 KP

VICTORY: DA DARK ANGELZ

AFTERMATH
Those dreadnoughts were harder than I expected, and a I probably should have aimed to boarding plank them rather than commit boyz. It did cut down on their shooting though. It seemed risky turbo boosting/flat outing a second time, but it paid off. There was a lot of congestion though at his side of the table, which effectively kept Skarag's burna out of the action. Opponent was a relatively new player.

GAME 4 - ELDAR (Brother Bartius) - "Wot do da pointy 'eadz wont wiv da boyz gin seed and progloid lands?"

[HQ] Avatar
[HQ] Farseer, Doom, Fortune
[EL] 8 Striking Scorpions, Exarch with Powerfist
[TR] 8 Dire Avengers, Exarch with Defend, 2 Shuricats. Farseer goes here.
[TR] Large Guardian squad, EML, Warlock with Conceal
[TR] Large Guardian squad, EML, Warlock with Conceal
[FA] 3 War Walkers with 2x Shuricannons

MISSION: Seize Ground (5 Objectives)
DEPLOYMENT: Spearhead

PRELUDE

A battlefield which must have been bombarded from orbit - craters of difficult terrain *everywhere*. We roll 5 objectives, and I get to place first, which I put dead centre. He places in the top left. I place between these two and above (to keep them all 12" apart). He places bottom right, but only about 12" away from centre. I place my last between the first two, but this time below to make a... rhombus? I lose the roll off (after 3 re-rolls!) again, and this time he chooses to deploy and go first. He picks the quarter with the four objectives in it. Places the Avatar on the 12" line, with Scorpions on the 12" line to the Avatar's right. Farseer and Dire Avengers are in difficult terrain behind (left of) the Avatar, with the one Guardian Squad behind that again (left) in difficult terrain, the last one in the top left corner on that objective, again in difficult terrain. Did I mention there was a lot of difficult terrain? I set up around my 12" quarter circle deployment, from left to right, Morgrimm's Trukk and boyz, Skarag's Trukk and Boyz (lined up with the Avatar), both Deffkoptas (the only things not in difficult terrain!) and finally Grimskab's Trukk (lined up with the Scorpions). I fail to seize.

TURN 1
Farseer fortunes the Avatar. Avatar and Scorpions move (and run) towards the Ork lines, though the Scorpions were slowed by difficult terrain. One War Walker and two EML take pot shots at Ork Trukks, but either miss or are KFFed. So far so good!

Grimskab's Trukk moves towards the Scorpions (difficult terrain test - in fact - from here on in - I'll only mention if someone *didn't* take a difficult terrain test - it'll be easier!) and the Nobz deploy (not in difficult terrain) ready to assault the Scorpions. Skarag's Trukk moves towards the Avatar and his boyz (minus Skarag) deploy (not in difficult terrain) ready to assault the Avatar. Morgrimm's Trukk moves flat out past the Avatar, below the Farseer and Dire Avengers. The Deffkoptas turboboost to the right of the War Walkers, ready for shooting and assault next turn. Shooting wounds the Avatar. The Nobz assault the Scorpions, and after gleefully rolling 21 dice, he is less amused at only managing to wound one after 'eavy armour and FNP The Nobz proceed to kill 6, and then the Exarch (who missed) via fearless wounds. The Nobz pile in on the last Scorpion and I am happy they won't be the target of Eldar firepower next turn. The Avatar battle goes badly, as I am introduced to the need to roll 5's to hit! Three boyz go down, the Nob misses, and they are run down. I've lost a Troop choice, failed to do any more damage to the Avatar, and the Avatar is now free to join the Nobz assault. I am no longer happy...

DA DARK ANGELZ: 0 Objectives (0 KP), ELDAR: 1 Objective (1 KP)

TURN 2
Avatar is fortuned again. Nobz are doomed. Not a lot of Eldar movement. War Walkers destroy Morgrimm's ride, and further firepower destroy's his boyz and gives Morgrimm a wound as well. The Avatar assaults the Nobz, wounding one, whilst the Nobz finish off the last Scorpion and pile-in on the Avatar.

Morgrimm heads towards the Farseer and Dire Avengers. Skarag's Trukk heads towards the left Guardians and Skarag disembarks. The Deffkoptas move behind and to the right of the War Walkers (one not in difficult terrain). Skarag toasts 5 guardians with his burna. The Deffkoptas destroy (via immobilisation) a War Walker, as well as weapon destroy another. Skarag makes it into assault with the guardians, kills a couple and breaks them. He consolidates in cover towards the top left guardians. Morgrimm assaults the Farseer and Dire Avengers, takes a wound and then instakills the Farseer - no more psychics for you! Dire Avengers are fearless, and make their 5+ saves - doh! Deffkoptas assault the War Walkers and destroy another, weapon destroy the remaining. Avatar doesn't manage to kill any Nobz (can't instakill) - but does win combat by 3 (for no wounds) and runs them down :( He consolidates towards Morgrimm (we know what's coming...). With no Troops left, I can no longer win and am playing for a draw...

DA DARK ANGELZ: 0 Objectives (3 KP), ELDAR: 1 Objective (4 KP)

TURN 3
Only shooting is the remaining Guardians into Skarag, who takes a missile to the head for not making the best use of his cover. The Avatar assaults Morgrimm, killing him easily. The Deffkoptas finish up the War Walkers.

The Nobz Trukk tank shocks the Dire Avengers to little effect as they are fearless. Skarag's Trukk tank shocks (flat out) through the Dire Avengers (no effect) into the remaining Guardians, who hold. Deffkoptas shoot and assault (independently) the two remaining Eldar troops choices, avoiding difficult terrain. The Guardians hold. The Dire Avengers take fearless wounds. This is going to take a while!

DA DARK ANGELZ: 0 Objectives (4 KP), ELDAR: 0 Objectives (6 KP)

TURN 4
The Avatar chases the Nobz Trukk and sends it Kareening/exploding. The Deffkoptas remain locked in combat with the Guardians and Dire Avengers, slowly Buzzsawing their way through... Both Deffkoptas fail to Hit and Run.

Skarag's Trukk flat out's back to the Dire Avenger/Deffkopta combat, placing itself to deny the Avatar charging the Deffkopta. The combats continue. Deaths to the Dire Avengers are taken so as to provide a gap for the Avatar to assault - doh!

DA DARK ANGELZ: 0 Objectives (4 KP), ELDAR: 0 Objectives (7 KP)

TURN 5
The Avatar multi assaults the Deffkopta and Trukk, managing to Kareen/explode the Trukk, but not finish off the Deffkopta. The other assault also continues... Both Deffkoptas fail to Hit and Run.

Not sure what happened here. The Deffkopta *should* have died to the Avatar - but I'm pretty sure it was still about at the end of Turn 5. Maybe Brother Bartius' report will clear this up! We are out of time, and its currently a tie - as both Deffkoptas are stopping both Eldar Troops from claiming. We both know there is not much in it, so, as much as I would *love* to stop here, I agree to roll for turn 6 - and of course I get it...

DA DARK ANGELZ: 0 Objectives (4 KP), ELDAR: 0 Objectives (8 KP)

TURN 6
Avatar kills the Deffkopta and Dire Avengers consolidate into Objective range (just!). Deffkopta manages a Hit and Run, leaving a single Guardian on another objective.

I am faced with two units on two objectives, and I have a single Deffkopta with one wound. I can't shoot one and assault another. I decide to play for the draw rather than Kill Points. The plan? Shoot and assault the Dire Avengers, using their counter assault to draw them away from their objective. Then Hit and Run or consolidate to contest the Guardian objective. But its all for naught as I fail my first difficult (dangerous) terrain roll for the *entire* game - and the Deffkopta crashes in a fiery heap.

DA DARK ANGELZ: 0 Objectives (4 KP), ELDAR: 2 Objectives (10 KP)

VICTORY: ELDAR (ANNIHILATED!)

AFTERMATH
A close fought game that came down to the very end - well, between a tie and a loss anyway! Painful lessons learned:
1) The Avatar is dead 'ard. WS10! Eek!
2) 11 Boyz does not a tar pit make!
3) A Waaagh Banner in da Nobz may have been beneficial here...
4) Nobz (lack of) leadership means you can't afford to lose combats - even if you don't lose models! (Technically same went for da boyz)

On a brighter note - the Deffkoptas were the MVPs of this game - taking out the War Walkers in short order and going on to basically do the bulk of the work of the Ork army. It was fun to see the Nobz rip through the Scorpions. Even Skarag da Big Mek played a part greater than just providing cover saves. Disheartening to see the Avatar tear through most of my army - he claimed 6KP just by himself!

Nobz mob with Warboss and Waaagh banner, after removing fortune from the Avatar, may have had a better chance. They probably should have moved to the end of the Scorpions *away* from the Avatar and dragged the Scorpions back that way to avoid the Avatar joining before I was ready, perhaps using a Trukk to block him.

Unfortunately, while I have the speed to avoid him, against this (or any) army - the question is - for how long? Those Trukks do not stand up to concentrated fire (and often, not even to unconcentrated fire )

Hope you enjoyed!
Arakasi








This message was edited 1 time. Last update was at 2010/07/06 14:34:03


   
Made in gb
Perfect Shot Dark Angels Predator Pilot





Tallinn, Estonia

Nice write ups Arakasi!
I was your opponent in round 3 and I was wondering what you think I could have done differently?
Deploying nothing seemed like a mistake and the biggest howler had to be not moving any of my tanks just as you were about to assualt!

4 or 5 STR 10 Auto hits on rear armour is GG Dark angels.
Anyways well played and I cant wait yo see the rest of your army painted up, those conversions and finished paintjobs were outstanding.

This message was edited 1 time. Last update was at 2010/07/06 11:42:19


3000 Points
500 Points
 
   
Made in gb
Ragin' Ork Dreadnought






Albany, Australia

My biggest surprise was you letting me go first! Also, you could have deployed your Razorback and both tactical squads to start. Not combat squadding would have reduced your KP by one. Going first would have meant two or three turns of firing. Or - deploy the Rhino (with or without Tacticals) in the middle of the board, forcing me back 18" or to a flank (long range guns on the other flank would then probably gained another turn firing). Or combat squad two "speed bump" squads at the centre line - forcing me back 18" - and then run backwards towards your lines. And yes - always move those tanks! Orks *love* auto hits!

   
Made in us
Decrepit Dakkanaut






Madison, WI

Great report Arakasi, nice to see dem orks in action!

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Hurr! Ogryn Bone 'Ead!





I love the army, gin seed and progloid lands had me cracking up.
   
Made in gb
Swift Swooping Hawk






Scotland

Nice reporting Arakasi.

I'm just going to start on round 3.

I hope it turns out as good as yours.

Nothing I could add to it from memory m8.

Another close run game.



"Now I am become Death, the destroyer of worlds." - J. Robert Oppenheimer - Exterminatus had it's roots way back in history. 
   
Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

Well those dark angels seemed to do better than me. although, my list was crap! :/ Not to mention my dice rolling!




MAY YER BOLTER NAE FALTER!!!! 
   
 
Forum Index » 40K Battle Reports
Go to: