Continuing my narcissistic habit of posting reports of battles against myself, the mighty Grotzkrieg
returns to face my favorite army: Nikolii's Renegades.
Big Mek,
KFF, 85
20 Grot Mob, Runtherd, 67
20 Shoota Boyz, Nob,
PK,
BP, 2 Rokkits, 180
5 Grot Tanks, Big Shootas, Kommanda w/ Grotzooka, 200
3 Grot Tanks, Rokkit Launchas, Kommanda w/ Rokkit Launcha, 165
Grot Mega-tank, 1
TL-Grotzooka, 1
TL-Rokkit, 2 Rokkits, 1 Bigshoota, 150
3 Killa Kans, Rokkit Launchas, 150
997
Sorcerer,
MoT, Warptime, Doombolt, 165
Dreadnought,
MM, Heavy Flamer, 105
5 Possessed, IoN, Rhino, 215
5 Plague Marines, 2 Meltaguns, Rhino, 170
5 Noise Marines, 5 Sonic Blasters, Rhino with Havoc Launcher, 175
Predator, Lascannons, 165
995

Ugh, Seize Ground with 4 objectives in a Dawn of War deployment, and the Orks are going first. Nikolii fails to seize, and the Possessed roll Fleet. His plan is to sit back and outshoot the Orks. Failing that, contest the Ork's corner. The Grotzkrieg intends to use the Boyz to buy time for the Grot Tanks to contest both objectives.

The Shoota Boyz fire on the Noise Marines, but their armor holds.

Combined fire from Noise Marines and their Rhino brings down 5 Boyz. Nikolii manages to roll a double 6 for Doombolt, and fails his invulnerable save.

The Shoota Tanks pick out the lone sorcerer, putting 3 wounds on him, all of which he saves. The Rokkit Tanks are an inch out of range. The Boyz declare WAAAGH! and assault the Noise Marines and Dreadnought. They shake the beast, but fail to kill any of the marines. You can see the damage they took for their efforts.

The hallowed Predator explodes the Grot Mega-tank, the Orks are routed, and the Rhinos advance. By the way, Nikolii hopped in with the Possessed, who are in the really screwed up Rhino.

All the shooting the Orks can muster, yet they only shake and weapon destroy the Possessed's Rhino.

Well, time to end the game I guess. The Possessed hop out and Fleet to just over 1" away from the Grots. The Noise Marines knock out a couple Grots because the game's about over anyway. Then something magical happens: the Possessed roll box cars on their difficult terrain assault roll. They can't move over an inch, so can't reach anything to assault them. Suddenly the game got a lot more interesting.

The Grotzkrieg springs into action! They move up, killing 3 of the Noise Marines, then two more of the Possessed with shooting. 3 Kans assault 3 Possessed, and they tie combat. The Possessed inflict a glance to the Kan's single kill. God I love their 5+ invul.

Finally the Dreadnought is freed from his dazed state, and you know what he does? Rolls a 6 on his crazy-chart and fleets into combat with the Nob and Rokkit Tanks. He splatters the Nob and wrecks a tank. The Predator isn't so fortunate and only shakes a Shoota Tank. In the astounding combat between Possessed and Kan, they tie combat again: 1 glance to 1 kill.

Turn 5 already? Well, time for that
3d6 movement. The Tanks move to contest both objectives, and the Possessed and Kans tie combat 0 to 0. My Possessed are trying to make up for that game-breaking failure, I can tell. (Yes, I brought the wrecked Rokkit Tank with the rest of the squadron when I took the picture. I fixed it for the next one.)

Nikolii and company do their best to rid the objectives of the Orkish presence, but to no avail. The Dreadnought manages to get in range and routes the Grots, but with both objectives contested by the tanks it matters little. The final Possessed is slain, and the game ends with a roll of 2.
MvPs are definitely the Dreadnought, who's performed superbly on the table and on Vassal ever since his renovation, and the Grot Shoota Tanks. In case anyone is wondering, the Grot Tanks are a hell of a lot harder to build than I thought, but I'm about halfway through the first one. Maybe once I get a pattern down it'll be easier, but Vassal games will suffice 'till then.