Arakasi's Dark Angelz (Orks) vs Imperial Monkey's Dark Angels - Game 2 - 750pts (pic heavy!)
Game 1 is over here!
Morgrim surveyed the field. Dark Green Beakies littered the area. It had apparently been a good fight, but he was having difficulty remembering past the whack the Dreadnought had landed on him. Da boyz had regrouped, but without any of Da Inna Circul with him, there had been no-one to kick (literally) them into action collecting up the bodies for da painboy back on Da Rok. Well, there was Skarag - but he was too interested in the wrecked Dreadnought... Morgrim made a mental note to have more of da boyz "treated" with gin seed and progoid lands. These lapses were unacceptable. As he drew himself up to order da boyz to get out dere and collect doze beakies, da boyz started readying themselves for battle - almost as if attuned to his will. As Morgrim joined one of da Trukks he saw why - more of Da Green Beakies had returned. "Get'em ladz!" Morgrim bellowed. "An dis time - anyone not carrying a beakie back to Da Rok will be left behind!"
ORKS - 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)
[
EL] 5 Kommandos including Nob: Power Klaw (85pts)
[TR] Da Warboss' Taktikal Boyz - 10 Shootas including Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (150pts)
[TR] Skarag's Taktikal Boyz - 11 Shootas including Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (156pts)
[
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: 746pts
DARK ANGELS SPACE MARINES
[
HQ] Company Master w/ power sword
[
EL] Dreadnaught w/ Assault cannon,
DCCW, Heavy Flamer
[TR] Tactical Squad (10) w/ Plasma gun, plasma cannon
[TR] Tactical Squad (10) w/ Flamer, Missile Launcher and Sargent with a power weapon- combat squadded
[
HS] Devastator Squad (5) w/ Missile Launcher, Heavy Bolter and Plasma Cannon
TOTAL: 765pts
MISSION: Seize Ground, 5 Objectives (We decided to exclude Annihilation from the roll)
DEPLOYMENT: Pitched Battle
PRELUDE
Orks place the first objective in the centre. Marines place an objective top right behind ruined building (downed Landspeeder). Orks place the third objective right forming a 12" triangle. Marines place the fourth objective top left. Orks place the final objective bottom middle.
Orks win first turn and setup first in standard formation - Trukks in the middle, Deffkoptas to the sides. Kommandos outflank.
Marines setup mostly the same, except the Dread is more centrally located, between the Company Master Combat Squad and full Tactical Squad. Devastators swap position with the Missile Launcher Combat Squad - taking the far right instead of the fortification on the left.
Deffkoptas turbo boost towards the Devastators and Missile Launcher Combat Squad in the corners.
Marines fail to seize.
Taktikal assessment - Going first means setting up centrally to make sure nothing is too far away - again. The Kommandos outflanked, this time to possibly put some pressure on an objective if needed. Marines failed to seize this time - so Imperial Monkey is about to learn the power of a first turn Deffkopta assault!
DA tactical thoughts - Set up the heavy weapons to either flank giving good fire lanes, keep the dread central while leaving the ten man tactical squad on the LS objective and tempting the orks with all other marines. Time to gain some of my stomped on pride.
TURN 1
The Trukks move flat out towards the central Marines, to the right of the forest. The Deffkoptas move up, fire, miss and assault the Devastators and Missile Launcher Combat Squad.
The left Deffkopta kills two Missile Launcher Combat Squad Marines and they fall back.
The Missile Launcher Combat Squad regroups and head back towards the fortification and the Deffkopta. The Company Master and Combat Squad and the Dreadnought move forward towards da Warboss' Trukk. Fire fails to do anything. The Missile Launcher Combat Squad fails to assault the Deffkopta, whilst the right combat is drawn.
The Dreadnought assaults da Warboss' Trukk, but only manages to remove the Big Shoota.
Taktikal assessment - I thought in hindsight I missed an opportunity to Boarding Plank the Dreadnought - but I had moved Flat Out last turn, so nothing lost. Poses an interesting dilemma though - if I had only gone Cruising Speed, and the Dreadnought had destroyed the Trukk - would I still be able to use the Boarding Plank?
DA tactical thoughts - B*****! With all my Heavy weapons tied up I had no chance of taking out one trukk let alone 2. The dread is really the best hope i now have for doing any damage to trukks but once out I should be able to take care of the boys. By turn 3 my marines will hopefully have seen off the deffkoptas and they can lend some support into the centre.
ORKS: 1 OBJECTIVES (0
KP), DARK ANGELS: 1 OBJECTIVE (0
KP)
TURN 2
The left Deffkopta moves, shoots, misses and assaults the Missile Launcher Combat Squad. The Warboss' Trukk moves between the Company Master and Combat Squad and the Dreadnought. The Warboss prepares to assault the Company Master with Combat Squad whilst da boyz set up for rear shots on the Dreadnought, followed by assault with Power Klaw. Da Big Mek's Trukk moves behind the ruin and everyone disembarks. Shooting sees the Dreadnought shaken and two Tactical Marine casualties to Burna and Shoota fire.
Assault see two wounds on da Warboss (Power Weapon plus normal - failed my 2+ save!) before insta-death to the Company Master. The Dreadnought explodes, but fails to wound a single boy! Da Big Mek fails abysmally, but da boyz and Nob save the day, culling the Marines with ease - but they stay in combat. Da Deffkopta assaults continue....
With everything tied up in combat, the Marines move straight to the assault phase! The Flamer Combat Squad (now minus Company Master) put down da Warboss and consolidate into the forest. The last of the Tactical squad evaporates - though with no help from da Big Mek. Da Big Mek's boyz consolidate around the objective. The right Deffkopta finishes the Devastators.
Taktikal assessment - In hindsight, realised I should have multi-assaulted the Dreadnought/Company Master and Combat Squad. In further hindsight, I should have sent da boyz after the Company Master and Combat Squad and played tag with Dreadnought with my Warboss via Boarding Plank!
DA tactical thoughts - Great, completely tied up I am now severely on the farthest back a foot can go! The flamer combat squad can fall back and hopefully deplete orks next turn. But with the Dread gone I am quite a lot weaker.
ORKS: 1 OBJECTIVES (4
KP), DARK ANGELS: 0 OBJECTIVES (1
KP)
TURN 3
Da Kommandos make an appearance on the right, but without any viable targets, mope around wondering where the battle went.
Similarly da Big Mek and boyz stay put and watch da Warboss's boyz move towards the Flamer Combat Squad, Waaagh! and run - ensuring they will get into assault. The right Deffkopta turbo boosts centrally, ready to help the left combat if necessary. Da Warboss' Trukk Tank Shocks the Flamer Combat Squad through the forest to no effect. Assault reduces both remaining Marine squads.
Again, Marines go straight to assault...
...and are all cut down.
DA tactical thoughts - Thats it, Im toast! This turn was not tactically good at all. Comedically it was great. First the Kommandos Nob knocking on the building door in the hope there was a fight inside and then the combat squad looking around trees at the trukk that just whizzed past only to be clobbered moments later by the following boys.
ORKS: 1 OBJECTIVE (6
KP), DARK ANGELS: 0 OBJECTIVES (1
KP)
VICTORY: ORKS - ANNIHILATION!
AFTERMATH - ORKS
What can I say? All went to plan - well except for da Warboss taking another one for da team. And unnecessarily too in hindsight... Poor Imperial Monkey - my
KFF saves continued in excellent form, as did his poor dice rolling... Apparently the Crimson Fists will be making amends in the future
AFTERMATH - DARK ANGELS
Right, I hate
KFFs, Oh and deffkoptas, Oh and my poor, no wait, Atrocious dice rolling. These games have really served to solidify the view that the
DA codex is awful without Deathwing and Ravenwing! However kudos to Arakasi for his succinct clean up opperation. Again. Although ridding the field of the warboss felt good. again.

I am definitely bringing Codex Crimson Fists for the Rematch...Rematch!
Sargent Miko groaned, the last he remembered was a large ork slicing into his chest with an oversized but horrifically effective Claw. A disgusting greenskin in white overallls (almost red with all the bloodstains) had then arrived and attempted to retrieve his gene-seed. He had taken great satisfaction in the fact his had been removed almost a decade ago. Now however he only felt pain and he pulled off his broken helmet and rolled, with supreme pain and effort, onto his front where he coughed colouring the pristine snow below him a bright red. he heard footsteps approaching and looked up into the face of a hulking greenskin, drool flecking its piggish lips. It snarled and Miko's nose wrinkled at the smell as he stared into two beady red eyes. With the last of his strength he reached up and squeezed the life from its filthy xeno neck, even as the axe fell toward him...
Enjoy!
Arakasi & Imperial Monkey