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Made in ie
Norn Queen






Dublin, Ireland

We started a round robin tournament a few months back and kept our notes and pics from each game. However, with a tedious inevitability real life got in the way and so we never concluded it.
But heres the first 6 games anyway with hopefully the last 6 to be concluded soon (other wise I'll have to amend the tital to 2011/12!).

The 4 armies that took part were:
Eldar
Space Wolves
Orks
Imp Guard

Round Robin rules for the Rumble were as follows:
Points level 1500
Standard missions
No special characters
No army amendments could be made once the tournament was started
Random battlefields/maps
6 turns only
3 points for a win, 1 for a draw, 0 for a loss

We generated the tournament schedule using this very handy programme and agreed that each force would play a home game and an away game on two different terrin types – either urban or rural.

http://www.teamopolis.com/tools/round-robin-generator.aspx

Heres how the schedule worked out

1 Sw vs IG
2 Eldar vs Orks
3 Orks vs SW
4 IG vs Eldar
5 SW vs Eldar
6 Orks vs IG
7 IG vs SW
8 Orks vs Eldar
9 SW vs Orks
10 Eldar vs IG
11 Eldar vs SW
12 IG vs Orks


Being at home conferred the following advantages:
Choose which table edge to deploy on
Choose to set up either first or second
However to balance things it was decided that if you were home you could never go last – the idea being to give the away team a last minute objective grab opportunity.

I have 2 extrea sections to the realm of battle gameboard so we set out 12 different battlefields before we began and prior to each game it was randomly decided which battlefield setup was to be used.
Heres a rough sketch of the boards with the squares being the hill sections (pic to follow).
So it was onto game 1: Space Wolves (home) vs Imp Guard (away) on a rural table, map 8.

Space Wolves 1500

Rune Priest in Power Armour Melta Bombs Master of Runes

Wolf Guard Battle Leader in Power Armour + Melta Bombs + Frost Weapon

1 Dreadnought Extra Armor + Heavy Flamer + Twin-Linked Lascannon

7xGrey Hunters Pack + Meltagun
Grey Hunter + Power Fist
Rhino + Extra Armor + Pintle-mounted Storm Bolter

7xGrey Hunters Pack + Wolf Standard
1 Grey Hunter Power Fist
Rhino Extra Armor Pintle-mounted Storm Bolter

7xGrey Hunters Pack, + Mark of the Wulfen + Wolf Standard
Grey Hunter w/ Mark of the Wulfen,
Grey Hunter + Power Fist

5xLong Fangs Pack + Missile Launcher x5
1 Squad Leader

Razorback Pintle-mounted Storm Bolter + Twin-Linked Lascannon

Land Raider Redeemer Multi-melta


Imperial Guard 1487

Company Command Squad, Krak Grenades + Vox Caster + Grenade Launcher x2 + Plasma gun x1
1 Company Commander Power Weapon

Ministorum Priest Eviscerator

5 Psyker Battle Squad
Overseer

9 Veteran Squad + Vox Caster+ Meltagun x2
1 Veteran Sergeant Power Weapon
1 Chimera + Extra Armor

Platoon Command Squad,+ Krak Grenades + Vox Caster + Flamer x2
1 Commissar base cost + Power Weapon
1 Platoon Commander Melta Bombs + Bolt Pistol + Power Fist
1 Chimera Extra Armor + Pintle Storm Bolter
9 Infantry Squad + Vox Caster + Meltagun x1

Sergeant Power Weapon
9 Infantry Squad + Vox Caster + Flamer x1

Heavy Weapons Squad + Lascannon x3
Heavy Weapons Squad + Autocannon x3

Scout Sentinel + Missile Launcher

Scout Sentinel + Missile Launcher

Leman Russ Battle Tank + Lascannon + Multi-melta Sponsons x2 + Extra Armor

Leman Russ Battle Tank + Lascannon + Heavy Flamer Sponsons x2 + Extra Armor

Griffon

Game rolled was C&C, Pitched Battle (we made a big error here, it was supposed to be pitched battle but we deployed as DoW – doh!)

Battlefield:



Objectives:
Being at home the Space Wolves chose the East side of the table due to it having two good hills for LoS and also chose to setup first.
The SWs set up their objective on their left flank on a hill with good LoS and an aegis line for cover. The IGs terrain choices were more limited and they chose a forest on their left flnak – about as far away from the SW one as possible! The idea was to try and split the SW forces – facing them all on one flank didnt seem optimal.

Space Wolf Deployment.
The Rune Priest deployed beside this marker with one Rhino deploying close to him and the other on their right flank to put pressure on the IG obj. The basic SW plan can be seen below. 2 mechanised GH squads would attempt to capture or contest the IG obj whilst the rest of the force defended their obj.



IG Deployment.
The IG setup their Command Squad at their obj and both Chimeras deployed on the opposite flank to attack the SW obj. (We were wrong here in deploying both Chims with squads inside for DoW, correct? - doh x2!).
The IG as it turned out had a very similar plan to the Sws, hold their home obj with a decent defense force and attack the other flank with their mechanised units supported by a good firebase of HWTs, a Griffon and a Leman Russ. Both sentinels chose to outflank.


It was shaping up to be a game of two halves – literally.



SW Turn 1.
All of the remaining SW forces rolled on, the LR, GHs and 2nd Rhino on the right flank and the Dread, Razorback and LFs on the left. The 2nd Rhino moved up behind the temple of skulls, whilst the LR waited until next turn to pickup the GH squad. With nightfight in effect and the Lfs having moved on no shooting took place this turn.



IG turn 1.
The IG forces moved on with the HWTs running after deployment to get cover in the forest and establish a firebase. The Griffon moved up behind it too whilst the Leman Russ setup near the table edge.



On their left flank the 2nd Leman Russ rumbled on along with the Igs platoon squad and psykers.
Both Chimeras moved forward to the table mid point and popped smoke early. They figured if they could survive a round of shooting they would be close or close enough next turn to start attacking whilst their firebase whittled down the Sws defense force.



SW Turn 2.
On the right flank the LR picked up the Ghs squad and moved to the table mid line. The Rhino moved forward twelve ready to position its Ghs for the next turn and popped smoke.
On the left the 2nd Rhino moved forward 6 to pop a meltagun shot at the Chimera.
The Lfs opened up on the HWT in the forest killing to with frag missiles. Not a great use of them in hindsight, the Chimeras were probably a better target. The RP unleashed LL on a Chimera but it passed its saves with smoke. The Dreadnought shot at the 2nd Chimera but missed whilst the Rhinos meltagunner hit but failed to damage the other Chimeras, not a great round of shooting.



IG Turn 2.
Both Chimeras moved forward 6” to continue pressuring the SW obj and allow their meltagunners to get some shots off.
On the right flank the platoon squad ran into the forest for cover whilst the Leman Russ moved in behind it also. The psyker squad repositioned slightly aswell.
During the shooting phase the Griffon and HWTs opened up on the LF squad killing 3 in a hail of fire. The Leman Russ moved forward 6 and fored its cannon at the Dreadnought but it scattered off target. On the right flank the command squad and psykers shot at the Rhino and immobilised it which didnt change much since the Ghs were where the need to be anyway. Both Chimeras fired melta at the forward Rhino but failed to damage it. The Igs obj was now under quite a bit of pressure having failed to destroy the Rhino and with the LR in a position to allow its squad a charge things were looking grim. However the two Chimeras were untouched and the firebase was still in tact.





SW turn 3.
The SW obj squads remained where they were on the left flank setting up to do as much damage as possible. The Rhino on that flank pulled back 6 inches to a more central position.
On the other flank, the Ghs disembarked from the Rhino to fire on the forward platoon squad whilst the LR moved forward 12.
In the shooting phase the a combination of the Dreadnought and the Lfs immobilised the first Rhino. The RP and Razorback shot at the second destorying two weapons, whilst the Ghs in the Rhino fired off another melta shot which failed to damage.
On the other flank a combination of flamers and bolters killed 5 of the platoon squad but they passed their break test. The LR with PotMS fired its flame cannon at the lead command squad killing all but the commander.



The Ghs then disembarked and multicharged the commander and the platoon in the forest wiping them out completely. They now contolled the IG obj.
Overall not a bad turn, the IG obj was now in serious trouble with 2 Ghs squads and a LR to contend with a very few troops left.

IG Turn 3.
The Sentinels rolled for outflank but failed to arrive.
The remaining mobile Chimera moved up another 6” as did the Leman Russ on the IG right flank. On the left the remaining command squad moved 6” backwards trying to avoid the Ghs as they were now the only squad left that could hold the IG obj and sitting in a firefight with Ghs wasnt a good idea.
The GH squad in the forest was still a major threat but at this stage there were not a lot of options left. The psyker squad and 2nd Leman Russ manouvered for a better firing position on the first GH squad.
The shooting phase saw both Chimera meltagunners fire on the Rhino destroying it. The Ghs bailed out and passed their pinning test. The Chimeras then fired on the Ghs killiing one.



The Griffon and HWTs again fired on the Lfs but failed to kill any due to poor to hit rolls and the cover of the aegis lines. On the left flank the LR and psyker squad fired on the Ghs killing 4, a reasonable return. However they passed their break test.

This was how the BF looked after 3 turns a piece.



SW turn 4.
The only movement this turn was the GH squad falling back into the Razorback and the Dreadnought moving forward 6” to get a better position for firing/possibly charging the Chimera. On the other flank the LR manouevered to get side shots in the LR.
On that flank the Lfs and RP shot at the still mobile Chimera shaking it and getting one weapon destroyed result. The Dreadnought fired on the Leman Russ destroying a weapon and choosing the battlecannon.
On the right flank a combination of the remaining Ghs and Rhino firing killed all 5 of the psyker squad, leaving only the overseer alive, who passed his break test.



The LR then fired on the Leman Russ but failed to damage it. Overall rolling had been quite poor on the IG vehicle charts for the Sws.
The Ghs rolled to move further through the forest but only achieved a measily 2”. (In hindsight we cant recall why the Ghs didnt finish off the command squad on that flank).

IG turn 4.
The two sentinels came on with outflank right into the SW obj. The platoon squad in the immbolised Chimera disembarked ready to make a run for the SW obj. The second Chimera moved a full 12” left to try and avoid the Dreadnoughts inevitable charge and flank the Sws obj.
On the other flank the remaining command squad ran to offer itself as a sacrifical target tot he remaining Ghs.
The shooting phase on the IG right flank proved utterly devastating with a combination of the platoon squad, HWTs and Chimera weapons killing the remaining Lfs and the RP.



The sentinels fired on the Razorback shaking it.



The Griffon then took a literal long shot at the Ghs on the other flank in the forest killing two and forcing a break test which they failed! They ran back 4” or so.
The Leman Russ and command squad then fired on the 2nd GH squad and killed them off, leaving that flank in the balance.



SW Turn 5.
The GH squad rallied and made a run back into the forest to contest the IG obj. On that flank the LR moved further around the forest to continue side shots into the Leman Russ.
The other flank saw the Dreadnought move just within side armor arc of the Chimera, a very lucky move.



The GH squad disembarked from the Razorback to try and secure the SW obj whilst the Razorback rumbled forward to tank shock the disembarked platoon squad. They elected to death or glory and got a weapon destroyed result whilst also passing their tank shock test.



The Dreadnought fired on the Chimera destorying it, the command platoon disembarked losing two men but passing their break test.



The Ghs then fired on the sentinels getting a crew shaken and weapon destroyed result.

IG Turn 5.
At the SW obj the Chimera platoon moved forward six into the SW obj zone. The command sqaud from the 2nd destroyed Chimera ran 11” ready to make a final run for the SW obj in the last turn.
The Leman Russ turned to fire on the LR but failed to damage it despite having 2 multimeltas within range!



With so much armor in the SW obj zone the HWTs only had the Dreadnought as a target in LoS and fired upon it getting a weapon destoyed result and immbolised, veyr lucky but much needed, effectively putting it out of the game. The platoon squad and sentinels fired on the remaining Ghs but poor rolling only saw one killed. The LR and Chimeras fired on the Razorback wrecking it.

Going into the final turn the Sws controlled both objectives uncontested albeit with a tough turn to endure at their own obj.

SW final turn.
The Ghs at the SW obj fired on the IG platoon squad, being the only potential capturing squad left but only managed to kill 3 which meant their obj would at least be contested and possibly lost if the Ghs were wiped out!
The Ghs at the IG obj took no action effectively going to ground to try and hold out from the inevitable last turn barrage. The LR fired again the Leman Russ destroying its main weapon and shaking it. (We made a mistake here, letting the Dreadnought turn to fire on the command squad even though it was immbolised – doh again!). It killed all but two of the squad.
With that the SW turn concluded.


IG final turn.
The Leman Russ at the SW obj moved forward six to get in flame range of the GH squad but with a very poor tactical error the IG platoon squad moved infront of it, meaning in the shooting phase it couldnt target them. The sentinels and platoon squad moved to within that vital 3” of the SW obj.
On the other flank the remaining memebrs of the command squad charged the LR for some fun.
They however failed to do any damage.
Everything the IG had then opened up on the last of the Ghs in an attempt to wipe them out/break them. However dice rolling was exceptionally poor and only one was killed, leaving the SW obj firmly contested by both forces.



It came down to the IG attempting to kill/break the other GH squad at the IG obj.
The ever reliable Griffon hit and killed two whilst the Leman Russ missed its shots.



However with the final roll of the game they failed their break test and ran an unreal 11” from the forest leaving the IG obj uncontested completely!




And so the final result was a hard fought draw!



Post match comments.
Sws:
Losing on the final roll of the game is hard to swallow and the attack on that flank really had gone well until then with a solid plan well executed. The IG really needed another squad or two there to shore it up and the Ghs really hit the command and platoon squad hard on the charge meaning the obj was always there for the taking.
The other flank worked less well, target priority wasnt as good, the Chimeras needed to go down earlier which would have put the platoons on foot and easy fodder for the Lfs. That would have left the Razorback free as a flank blocker for the sentinels. RP and Lfs didnt perform really, their shooting was poor. In hindsight the IG put a lot of weight into that flank so it was going to be hard to stop and contesting in the end was a fair result.
Dam dice!

IG:
Lucky, very lucky!
Got almost steam rolled on the left flank, the SW were on the obj by turn 3 which didnt help at all and was definelty lacking some anti tank over there. In hindsight a good hth squad was what was needed to hold out, the psykers really didnt add much to the party and that GH charge was devastaing.
The other flank faired much better, the HWTs and Griffon really did well that game, destroying several key units. Cant beat a good IG firebase. A bit unlucky in the end not to have killed the remaining Ghs, however going to ground for a 2+ save meant it was always going to be hard. Perhaps shoild have tried a tank shock with the LR or even charged them witht he sentinels/platoon squad.
Good game overall though.

I'll try and get games 2-3 up once the post automerge disables. 2 hours for that is it?
Thanks for reading!

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in fr
Helpful Sophotect






Nice armies and battlefield !

I especially liked the Mordian's HWT

Great report. I am awaiting to read the others !
   
Made in ie
Norn Queen






Dublin, Ireland

Much obliged Grenat! Hopefully have G2 up tomorrow.
Linkin' pics here to the batrep to make it coherent takes more time then I thought!

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ie
Norn Queen






Dublin, Ireland

Game two saw the Eldar (home) take on the Orks with an urban terrain setup on map 8.

Eldar 1495:

Avatar

Farseer Runes of Warding + Spirit Stones + Doom + Fortune + Guide

Fire Dragons
Wave Serpent + Spirit Stones + TL Shuriken Cannons

Fire Dragons
Wave Serpent + Spirit Stones + TL Shuriken Cannons

7 Dire Avengers
Dire Avenger Exarch + Bladestorm + DireEx SP & Diresword

10 Guardians
Spiritseer (Warlock) + Destructor + Spiritseer Upgrade
Weapon Platform + Missile Launcher

10 Guardians
Spiritseer (Warlock) + Destructor + Spiritseer Upgrade
Weapon Platform + Missile Launcher

Wraithlord + Missile Launcher + Shuriken Cannon

Wraithlord + Missile Launcher

2 War Walkers Spirit Stones + Scatter Laser + Scatter Laser


Orks 1499

Warboss + 'Eavy Armour+ Power Klaw + Shoota/Skorcha Kombi-weapon

Big Mek Kustom Force Field + Burna

7 Lootas
7 Lootas

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

13 Gretchin,
Runtherd

Deff Dread + Armour Plates + Grot Rigger + Dreadnought CCW+ Skorcha

Deffkopta + Twin Linked Rokkit Launcha x1 + Buzzsaw x1

Deffkopta + Twin Linked Rokkit Launcha x1 + Buzzsaw x1

2 Killer Kans + Rokkit Launchas

Killer Kans Armour Plates + Rokkit Launcha

Killer Kans Armour Plates + Rokkit Launcha



Game rolled was annhilation on Dawn of War (the correct map!).



Eldar deployment.
Being at home the Eldar had the advantge of picking their deployment zone and chose the right hand table side amongst the urban buildings. This provided good cover and LoS over most of the battlefield. Assuming the Orks deployed opposite, it left them with only the park for cover and the oil refinery.
The also chose to setup first.
The idea was to form two firebases among the buildings and then fall back as needed as the Orks advanced.



With two Wave serpents for transport and a more mobile army it was hoped to avoid the Orks whilst putting down continous firepower on them. With few fast moving Ork troops/vehicles the idea seemed solid. The Eldar deployed both Guardian squads in buildings with good Los along with the Farseer to get off some early guide/dooms.



Both WWs reserved.

Ork deployment.
With DoW, Orks deployment is always a problem due to the 18” rule. The Orks had contemplated starting around the bunker and coming in from an angle for more cover but ultimately decided the shortest route between two points was a typically Orky straight line (i.e a full on assault).



With 3 big mobs and a KFF it was hoped cover would not be so much of a problem and a fast advance was more favourable then a flank attack.
The Orks setup one of their main mobs between the park and the oil refinery and the other behind a bunker with the Mekboy. Both Deffkoptas reserved.
In hindsight the deployment was too defensive, with NF in effect and a small Eldar force on the table a more agressive deployment would have helped.



Eldar Turn 1.
The Eldar forces moved onto the table aiming to get into the best firing positions for the oncoming assault. One WL with a guardian squad took up the left flank with good LoS to the first Ork mob whilst the other WL took the right flank. The Avatar moved on centrally to bolster Eldar morale.
Both WS moved flat out to flank the Orks that were behind the bunker and prevent them flanking the Eldar in return.



With Nightfight in effect the only thing in possible range were the two missile launchers, one of which was guided. Both however failed to kill any Orks this turn.

Ork Turn 1.
All of the Orks forces charged on. Both initally deployed mobs ran forward getting between 8-9”.
The Gretchin moved onto the right flank to spread out there next turn preventing a WW outflank.
The rest of the Ork forces ran on, some getting better rolls then others. The 2 KK units solit up going right, middle and left flanks.



NF/running ensured no shooting this turn.

Eldar turn 2.
On their right flank the WSs moved 6” into a firing poistion to shoot the Mekboys mob.
The rest of the Eldar held their positions bar the Avatar who moved up 6” to find cover.
Both Serpents fired their cannons on the Mekboy mob killing 4.



The WLs began targetting the Killer Kans hitting both but failing to damage due to cover. Both Guardian squads on the left flank fired on the Ork mob near the refinery killing 4.



The last Guardian squad then fired on the Mekboy mob with its ML but failed to hit. Not a great turn of shooting, perhpas the Ork tactics of being cautious and maximising cover was working.

Ork turn 2.
The first Deffkopta arrived from reserve. There was virtually nothing it could solo within range as it arrived so it was decided to place it amongst the main Ork forces and see if an opportunity arose later for a kill. The Gretchin moved into a line to prevent a possible outflank by the Eldar WWs on the right hand table edge. The boyz by the refinery moved 6” inches to take up cover in some ruin.
The other two mobs met centrally amongst another ruin to again maximise cover (in hindsight having the KFF meant this was pretty pointless).
Two of the KKs broke off from the main Ork group to attack the Serpents and try and disable them.



The rest of the KKs moved centrally with the main Ork mobs.



The basic plan for the Orks was to keep everything together and call the Waaaagh next turn for one big sledgehammer charge into the Eldar lines.
In the shooting phase both KKs on the left flnak shot at the visable Serpent but failed to damage it.
The furthest forward Ork mob shot the Guardians closest to them killing 2 but with the Avatar in range they were fearless.
With the rest of the Orks mobs having run that concluded turn 2.

Eldar turn 3.
The WWs arrived on turn 3 and with outflank positioned themselves beside the WL on the Eldar left flank, clearly in LoS of the exposed Gretchin squad.
On the opposite flank both Serpents moved into range of the KKs and disembarked their Firedragons.



To be honest we cant recall why the Eldar didnt begin their fallback plan this turn with the Orks obviously being so close. The idea was to put one more round of concentrated fire into the mobs and then fall back. No other Eldar movement took place.
In the shooting phase the Firedragons unleashed their firepower on both KKs but with poor rolling only managed a weapon destroyed result on one whilst immobilising both of them.



On the other flank the WWs fired their full complement of shots into the Gretching killing 10 and forcing a break test which they failed and fled. At below 50% they were now out of the game.



The Dire Avengers with guide enabled then bladestormed the closest Ork mob on the left flank killing only 4, leaving 12 in the unit. The central Guardians then shot at another mob killing a respectable 6, leaving only 10 in that unit. Both WLs fired on theDeffkopta who hadnt been placed out of LoS well enough, killing it.



The other Guardian squad took a shot at the approaching KillerKan on the left flank and destroyed its weapon – rokkits were chosen.
Overall the plan to hold hadnt worked. Enough Orks simply hadnt been killed to make it worthwhile. There was still potentially another turn of shooting to go if the Ork Waaagh roll was poor but two 10+ Ork strong mobs vs Guardians didnt look good.

Ork turn 3.
Just realised completely neglected to document the Lootas movements thus far!
From their starting positions they had very poor LoS to any real targets and with move/fire hampering their molbility it was decided to move them the first couple of turns into a central position with good LoS. The logic being that one or two good turns of shooting was better then 5 or 6 of poor. As such they made it into a central ruin on turn 3.



The Gretchin fled the board scoring a point for the Eldar.
The Orks then called their Waaagh. A very much needed 5 was rolled.The boyz mob on the right flank closest to the WWs made it into combact with them closely followed by the Killer Kans.
The central mob with the Mekboy by the skin of their teeth made it into the Guardians in the central ruin, literally by a half inch. Some debate took place as to whether they could make it but for the sake of peace and fairness we let it stand – incredibly close call though. The Guardians were moved out of the building for the sake of the pictures/clarity. The Warbosses mob moved as far forward as they could.
In the shooting phase the KK with its remaining rokkits shot at the Serpents amazingly destroying one. Since it was dead next turn anyway it was quite a nice return of a KP.



The Orks then hit the Eldar lines in the combat phase. The 12 man unit on the right flank tore into the WWs, destporying both of them and consolidating right into the foot of the ruins to try and prevent the Avengers getting good LoS on them next turn.



The Mekboy had elected not to charge breaking off from his mob to provide KFF cover to the Warboss. A vicous combat then ensued between his old unit and the Warlock led Guardians with the Orks losing 4 boyz and the Guardians 8. However with the Avatar present they were fearless and passed thier no retreat saves.





Eldar turn 4.
The Eldar made a decision here not to retreat the Dire Avengers on their left flank and effectively leave them as bait for the Ork mob/KKs rather then letting the Orks get into their Guardian squad and WL. In addition the Avengers were felt to have a chance VS the boyz if fortuned. As a result the Guardian squad and WL retreated as far bask as possible on that flank.



On the far flank one unit of FDs re embarked onto their Waveserpent which was going to reposition more centrally to help out the forces there.
In the shooting phase the remaining Fds had much better luck this turn and destroyed both Killerkans.



The DAs having bladestormed the turn earlier could not fire but the retreating WL and Guardians fired into the appraoching Ork mob killing 5. They were now down to 7 in the unit but luckily passed their break test. In hindishgt we cant recall why the Das didnt do a charge here, they certainly would have had a chance VS the Orks and not being able to shoot mean t it was the only real choice anyway.
Without further hesitation the Avatar and Farseer both charged the Ork mob who were still in combat with the Guardians. Bolstered by the Avatar the Eldar wiped the mob out but lost its Guardian squad in the fight.



The Avatar and Farseer consolidated as best they could away from the approaching Warboss mob.

Ork turn 4.
The second Deffkopta arrived and outflanked to try and attack the lone Fire Dragon squad on the left flank.



The warboss mob with the lone KK moved up a further 8” running in the process.



Both Loota squads had now good position in the 3 level ruin. On the Ork right flank the Killerkans charged the Avenger squad. However the boyz mob did not take the bait and declared a charge on the backline Guardian squad. Having misjudged the Ork charge they made it into combat with them, very unlucky for the Eldar.
In the shooting phase the loots fired on the exposed WL but managed zero wounds after 19 potential shots were rolled.
In hand to hand the Killerkans killed 5 DAs but agin with the Avatar nearby they stood their ground.
With an amazing display of grit and skill the backline Guardian squad killed all of the attacking Orks the Warlock accounting for the Nob himself!



At the end of turn four it was Eldar 4 Orks 3 in Kps.

Eldar turn 5.
The Fds moved into the bunker for protection against the DK not wanting to give away cheap Kps (they were in the bunker itself not on the roof).



The WL on the left flank moved up into a firing position on the Warboss mob whilst the Farseer and second WL moved out of charge range of them.
Shooting saw both WLs and the last Guardian squad fire on the Warboss mob and even with the KFF in use they killed a very respectable 8. However the Orks held firm.
The Avatar charged the Killerkans who were enaged with the Dire Avangers to try and save them destroying one. The other Killerkan in return killed off another DA but again they held.



Ork turn 5.
The Deffkopta moved closer to the bunker to ready for a next turn charge on the Fds.
The Deffdread moved up behind the Warboss mob who multicharged the Avatar and remaining Dire Avengers.



The Lootas again opened up on the WL knocking off a wound this time.



In hand to hand the Orks finished off the Dire Avangers whilst the Avatar concentrated his attacks on the last Killerkan, destroying it and earning a valuable KP. The Orks enraged then swamped him and under sheer weight of attacks he fell, screaming in defiance.



The mob consolidated towards the nearest WL.

Eldar final turn.
The Firedragons in the binker moved to the middle level of it to deny yhe Deffkopta a charge (it was now out of range due to 3” needed to get tot he second level – can a jetbike manouevure within buildings like that?).
The WL retreated behind the other bunker out of LoS of the Lootas. The Guardian squad retrated to the table edge and prepared to fire on the Warboss mob as did the second WL.
The remaining Serpent/FDs found themselves out of range for an attack on the Deffdread and thought it safer not to try and give away any Kps.
In the shooting phase the WL and Guardians fired on the Warboss mob but only managed to kill 2 not enough to force a break test.
That concluded the Eldar turn. It was now down to how much damage the Orks could do in the last turn.
Kps stood at Eldar 8 Orks 5

Ork final turn.
The Warboss mob immediately charged the WL on the right flank. No other Ork movemnt took place. The Lootas opened up with everything they had on the backline Guardians wiping them out and earning a valuable KP.
The Warboss and his mob again through sheer number of attacks downed the WL earning a second KP.


However nothing else was in range or eligible for the Orks to charge or kill and the game concluded.

Eldar 8 – Orks 7
A win for the Eldar.



Post match comments.
Eldar:
Very close game. Star player to the Avatar for sure. His ability to make units fearless means they can stay locked in combat for help to arrive and never fear break tests from shooting casualties. He then accounted for a boyz unit and two Killerkans himself – 4 Kps. The firing line and retreat tactic didnt really work, it was a good plan but not implemented properly, trading the possibility of retreat for more shots which didnt work out. Torn between the tactic of concentrating all firepower into one Ork unit and destroying it or what happened in the game, weakening each of them simultanesouly. It certainly worked in the case of the backline Guardians who were able to beat off their Ork boyz mob due it being reduced to 7. However, perhaps if they had concentrated on that unit from the start it would not have reached the WWs or Guardians at all. Any views?
The Fds/Serpents were somewhat wasted in this game, there was not a lot of armor for them to target and they got one KP but gave away another.

Orks:
Very fun game with cool terrain, fun hth fights and units dropping like flies. Probably made a mistake going in piecemeal with the boyz, the Warbooss unit was much too slow in moving forward and whilst the boyz earned Kps they gave them away too. With so many shootas a slow methodical approach may have been better followed by a fast coordinated 5th turn charge. Not sure. The Deffkoptas and Deffdread did literally nothing this game, a very disappointing show.
Great fun overall though!

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ie
Drop Trooper with Demo Charge





Cork, Ireland

Cracking reports and some lovely classic models!

1850 Guard,
http://www.tzarkahn40k.blogspot.com
Mech Guard and Speed Freak Orks

Other Forces:
 
   
Made in ie
Norn Queen






Dublin, Ireland

Game 3 was Orks vs Space Wolves on an urban terrain setup on map 7.

Orks:
Orks 1499

Warboss + 'Eavy Armour+ Power Klaw + Shoota/Skorcha Kombi-weapon

Big Mek Kustom Force Field + Burna

7 Lootas
7 Lootas

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

13 Gretchin,
Runtherd

Deff Dread + Armour Plates + Grot Rigger + Dreadnought CCW+ Skorcha

Deffkopta + Twin Linked Rokkit Launcha x1 + Buzzsaw x1

Deffkopta + Twin Linked Rokkit Launcha x1 + Buzzsaw x1

2 Killer Kans + Rokkit Launchas

Killer Kans Armour Plates + Rokkit Launcha

Killer Kans Armour Plates + Rokkit Launcha


Space Wolves 1500
Rune Priest in Power Armour Melta Bombs Master of Runes

Wolf Guard Battle Leader in Power Armour + Melta Bombs + Frost Weapon

1 Dreadnought Extra Armor + Heavy Flamer + Twin-Linked Lascannon

7xGrey Hunters Pack + Meltagun
Grey Hunter + Power Fist
Rhino + Extra Armor + Pintle-mounted Storm Bolter

7xGrey Hunters Pack + Wolf Standard
1 Grey Hunter Power Fist
Rhino Extra Armor Pintle-mounted Storm Bolter

7xGrey Hunters Pack, + Mark of the Wulfen + Wolf Standard
Grey Hunter w/ Mark of the Wulfen,
Grey Hunter + Power Fist

5xLong Fangs Pack + Missile Launcher x5
1 Squad Leader

Razorback Pintle-mounted Storm Bolter + Twin-Linked Lascannon

Land Raider Redeemer Multi-melta


Game rolled was pitched battle with annhilation.



Space Wolf deployment:
The Orks let the Space Wolves setup first mainly to see where and how they would deploy and then counter them with a good deployment of their own. With such a relatively slow moving force it was felt it was better to react to the Space Wolves rather then setup first and then find them turtled in a corner 4 turns of foot slogging away.
The Sws setup on the right hand side of the table around the bunker. It would give a great 4+ cover save with good LoS and provide a solid firebase to work from. The RP/LFs setup on the top of it with the LR to the right and everything else turtled behind it, fearful of so many Loota shots on turn 1.



Ork deployment:
The Orks setup directly opposite the Sws again adopting a shortest route possible tactic. The Lootas all took up position in a ruin with good LoS. The Big Mek with KFF deployed centrally to give a save to as many units as possible with one KK unit on the right flank and the other towards the left. The cowardly Grots were instructed to keep thier heads down for the game and not give away any cheap Kps! Both Deffkoptas chose to reserve/outflank.



Ork turn 1.
The horde rushed forward all boys units running to try and close the distance as quickly as possible on the Sws. One boys squad broke slightly left for cover amongst some ruins, the Warboss unit moved centrally whilst the third went right into another set of ruins.



In the shooting phase both units of Lootas opened up ont he Long Fangs killing two who passed their break test.
Not a bad start shooting wise and with little else to do their turn concluded.

SW turn 1.
The Dreadnought moved from behind the LR to take up position behind an aegis line to its left.
The Razorback moved slightly to pop off a shot at the KKs.
No other SW movement took place. The idea was to play a reactionary game and see where the Orks moved/tried to target and then react accordingly with the LR/GH and Rhino/GH units. Having Marines on foot exposed to a significant amount of shoota fire wasnt deemed too pleasant.
In the shooting phase the LR fired both lascannons at Killerkans, shaking one but doing no other damage. The LFs then fired back on the Lootas killing 3 but they too passed their break test.



The RP fired Living Lightning but rolled a woeful 11 and took a wound.




Ork turn 2.
The first Deffkopta with a lucky roll arrived and flanked onto the SW left flank, hoping to get within range in a turn or two of their Rhinos for a suicide attack.



The rest of the Ork forces ran forward again forgoing shooting to get within charge range as soon as possible. The central KK group only moved however to fire off some rokkits at the Dreadnought.
At the end of Ork turn two their overall positions looked something like this with good cover for each mob and the potential for a T3/4 Waaagh charge into the Sws.



In the shooting phase the KK mob that had moved fired rokkits into the Dreadnought shaking it.
The Lootas again fired on the Lfs but with poor rolling and good saves failed to kill any.

Space Wolf turn 2.
In the movement phase the LR broke right from its starting position to attack boys mob1 in the ruins. The Razorback moved to the SW right flank where the LR had been to fire on the approahing Deffdread and KKs there. Both Rhinos shuffled about a bit placing their rears to the table edge to prevent the Deffkopta getting free hits. The Dreadnought being unable to fire withdrew behind the bunker away from the onrushing KKs/Deffdread.
In the shooting phase the Lfs switched their fire from the Lootas to boys mob 2 to try and thin their numbers for a GH charge later on. Hitting twice with two decent blast templates resulted in only one kill, quite poor.



The RP then fired on the Lootas killing another 2, leaving two in one mob and the other unharmed.
The LR using PotMS unleashed its flamecannon killing 6 Orks who were still fearless.



However the Grey Hunters then charged the same unit, devastatingly wiping them out to a man, losing 2 in return. The Ghs consolidated back 4” towards the LR.
A very good shoot/charge combination now left the Orks with only two viable combat mobs and the LR/GHs still unharmed and ready for another turn.



Ork turn 3.
The second Deffkopta arrived and joined its buddy on the right flank.
With such a big loss of mob 1 there was only one thing left to do and that was Waaaagh. Mob 2 easily made it into combat with the Rhinos whilst the Warboss mob moved forward almost into contact with the bunker. The KKs and Deffdread on the Ork left flank then spread out 2” to form a blocking line between the ruins ad the aegis line to prevent another LR charge into the Warboss.



The gamble was that the GH unit wouldnt risk a charge Vs the Ork mechs and even if it tried to reach the Warboss mob, in a KP game it would most likely mean being chewed up the turn after and its Ghs overwhelmed. In addition it would have to move or face a next turn charge by the mechs.
In the shooting phase the Lootas continued pounding on the Long Fangs and with a meaty roll of 21 hits blasted them apart.





All of the Killerkans then fired on the Dreadnought destroying its lascannon.
In the combat phase mob 2 did its best to completely surround the two Rhinos in the event that a destroyed result was rolled but they couldnt quite make it a full “circle”.



However, with some mixed rolling, which could have been better they wrecked one Rhino, killing 3 Ghs and 4 Orks in the resulting explosion. Both passed their tests. There was just enough room to allow the remaining Ghs to disembark (we werent sure here was this correct.



The Ghs were clearly trapped with a wrecked result but turning the Rhino on its side to represent this seemed fair, allowing them room to get out? - should a crater have gone down or simply leave the Rhino as is?).
The Orks consolidated around the other Rhino as best they could.

SW turn 3.
The LR took the bait and moved further right out of range of the Ork mechs. A charge into the Warboss squad was possibly but risky and it was going to be a close game.
The Dreadnought moved behind the bunker to flame the remaining Orks there whilst the Razorback moved 6” to stay out of charge range of the KKs/DD. The surviving Rhino moved away a few inches and disembarked its GH squad ready to fire into the Ork mob.
The LR fired on a Killerkan destorying it earning another KP.



The disembarked Ghs in combination with the Runepriest and remaining second GH squad then opened up on the Orks killing all of them in a hail of fire.



No combat took place this turn.

Ork turn 4.
Both Koptas boosted towards the bunker ready for a charge/shoot on the Sws behind it next turn. The Warboss mob entered the bunker on foot seeing the lone RP there as an easy KP.
The KK mob on the Ork left flank moved to support the Deffkoptas whilst the lone one on the right moved 6” towards the LR on that flank. The DD moved towards the Razorback hoping to get a charge in next turn.



The shooting phase saw the Koptas and KK unit fire into the two remaining Ghs in squad 1 who took one casulatiy, unluckily failed their morale test and fled off the board.
The Lootas and lone KK fired on the Razorback wrecking it.



Despite a sterling show, killing 3 Orks, the RP fell valiantly.



At the end of turn 4 it was SW 3 Orks 5. A very close game.

Sw turn 4.
Unfortunately the notes and pics got a little sketchy here so it may not read as well.
The surviving GH squad embarked into their Rhino whic moved 12” passing its difficult terrain test onto the SW right flank to avoid the incomming Warboss mob.
Being 2 points down in turn 4 the LR rejoined the fight moving forward 6 to fire on the Kks and position the Ghs for a charge into them. The Dreadnought similarily moved 6 towards the DD.
The shotting phase saw the LR fire on the Kks but fail to damage them. In the combat phase the Ghs and Dreadnought both charged the Ork Deffdread hopinh to earn a KP and consolidate back away from the Warboss. With some good rolling they did just that.



The Dreadnought rolled a great 6” for consolidation and moved behind the wrecked Razorback, however the Ghs rolled the opposite with 1” and were now badly exposed.



With little else on the board the SW turn concluded.

Ork turn 5.
Again notes were a little sketchy here unfortunately. The Warboss mob moved 6 inches from out of the bunker to try and charge the exposed Ghs. Both Deffkoptas/KKs moved up to within the aegis defense line to fire on the Rhino on the right flank in the crater. The remaining KK on the Ork left flank close to the LR charged it hoping to shread it in hth.
Shooting saw both Deffkoptas and the Lootas fire on the Rhino in the crater but with some poor rolling and good saves it survived the firestorm.
The Warboss mob then charged the GH squad to kill them off. Can only go by the pictures at this stage since no note was made but it seems the Orks were wiped out to a man, leaving the Wolf Guard battle leader still standing!
In combat with the LR the KK managed to immbolise it but no further damage was done.



Space Wolf turn 5.
The Wolf Guard and Dreadnought inched towards the Deffkoptas ready to fire/charge on them the next turn. The Rhino and its GH contingent then retreated back another 6” and fired on the first Deffkopta killing it. The second survived the hail of fire but was then charged by the Dreadnought/Wolf Guard. The LR then fired on the 2 remaining Lootas in the weakened mob killing one and forcing a test which they failed and fled off the board.
In combat the Dread/WG easily killed off the last Deffkopta, leaving ghe scores right in the balance for the final turn.

Ork final turn.
Little movement took place this turn since there was simply not a left on the board, the Kks moved toward the Dreadnought/WG ready for a final charge. The Lootas fired on the last Rhino again failing to damage it – poor rolling to be honest.
In combat the Dreadnought and Wolf Guard fought back to back against the vicious Ork mechs, trading ferocious blow for blows. But alas the assault was too vicious and both succumbed under the frenzied attacks.



The other Killerkan again attacked the now immobile LR destroying a weapon but nothing more. That concluded the Ork turn.



Space Wolf final turn.
With virtually nothing left on the table the last Rhino held its position. The LR fired on the KK beside it getting a crew shaken result whilst in combat it again failed to damage the great war machines hide.
The game conluded.



Space Wolves 9 – Orks 9. A draw!


Poat match comments:
Orks.
You know its been a good and hard fought game when at the end your Grots are your most unmolested unit! To be honest the addition of booze didnt help this one towards the end as there were some silly mistakes and a lack of note/picture taking.
Just cant recall how the Warboss mob went down but assume counter charge + a few hidden powerfists did the damage.
Good game though. Definite mistake made, the Kks and DD overall were much too slow in hitting the Space Wolf lines as was the Warboss mob who actually only eanred 1 point and gave away 2. Deffkoptas again proved fairly useless. Another game where things seemed to break down piecemeal as the Orks got within range, something to be corrected for future games for sure.
Popping transports with the Kks/Lootas must be made a priority so the big boys mobs can do their real jobs. The LR/GH attack on mob 1 was lethal, still cant see how Orks can deal with that effectively. In hindsight probably should have assigned the DD/one KK unit to hunt the LR specifically rather then amble along with the boys.

Space Wolf final thoughts.
Bit unlucky not to win that one in the end, considering was a few points down at T4. Should have gone after the last KK at the LR with the Ghs. Or even earlier send the LR unit after the Lootas/Grots in the backline, would have been a salughter and two more easy points.
Shooting was poor overall, neither the Fangs/RP or Razorback did any real damage to the Orks and it needed to be more focused. Some great hth fights in the game but one that got away overall.
If the Kks had have been neutralised earlier on it would have been an outright massacre.
The inital idea to react to the Orks as they came forward worked well enough, the LR attack was devastating, just didnt follow up well enough with it.

Sorry about the rep quality on that one at the end, booze whilst fun is certainly not conducive to good batrep taking!

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ie
Norn Queen






Dublin, Ireland

We think we figured out what happened with the Warboss unit after some deep meditation. It appears the Deffdread survived the inital Dreadnought/GH charge and on the next Ork turn the Warboss unit piled in (turn 5).
With some poor positioning however he and the Bigmek both got instagibbed effectively killing off that unit.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ie
Norn Queen






Dublin, Ireland

Game 4: IG vs Eldar DoW annhilation.

Imperial Guard 1487

Company Command Squad, Krak Grenades + Vox Caster + Grenade Launcher x2 + Plasma gun x1
1 Company Commander Power Weapon

Ministorum Priest Eviscerator

5 Psyker Battle Squad
Overseer

9 Veteran Squad + Vox Caster+ Meltagun x2
1 Veteran Sergeant Power Weapon
1 Chimera + Extra Armor

Platoon Command Squad,+ Krak Grenades + Vox Caster + Flamer x2
1 Commissar base cost + Power Weapon
1 Platoon Commander Melta Bombs + Bolt Pistol + Power Fist
1 Chimera Extra Armor + Pintle Storm Bolter
9 Infantry Squad + Vox Caster + Meltagun x1

Sergeant Power Weapon
9 Infantry Squad + Vox Caster + Flamer x1

Heavy Weapons Squad + Lascannon x3
Heavy Weapons Squad + Autocannon x3

Scout Sentinel + Missile Launcher

Scout Sentinel + Missile Launcher

Leman Russ Battle Tank + Lascannon + Multi-melta Sponsons x2 + Extra Armor

Leman Russ Battle Tank + Lascannon + Heavy Flamer Sponsons x2 + Extra Armor

Griffon


Eldar 1495:

Avatar

Farseer Runes of Warding + Spirit Stones + Doom + Fortune + Guide

Fire Dragons
Wave Serpent + Spirit Stones + TL Shuriken Cannons

Fire Dragons
Wave Serpent + Spirit Stones + TL Shuriken Cannons

7 Dire Avengers
Dire Avenger Exarch + Bladestorm + DireEx SP & Diresword

10 Guardians
Spiritseer (Warlock) + Destructor + Spiritseer Upgrade
Weapon Platform + Missile Launcher

10 Guardians
Spiritseer (Warlock) + Destructor + Spiritseer Upgrade
Weapon Platform + Missile Launcher

Wraithlord + Missile Launcher + Shuriken Cannon

Wraithlord + Missile Launcher

2 War Walkers Spirit Stones + Scatter Laser + Scatter Laser


Map rolled was rural, map 6.



IG deployment.
The IG chose the right hand table edge and to setup first. Neither side was enamoured with the terrain setup but dems the breaks. The plan was to go first and force the Eldar back using the DoW 18” deployment rule. With neither hill on the right hand side providing good cover, a firebase was chose of the central forest. In hindsight it may have been beter to deploy in and around the central Mansion and grounds.
IG setup both Chimeras on the half way line with a command squad in the forest (same mistake as first game in letting Chims + squads deploy!).



This meant the Eldar deployment options were quite limited shown below.

s

The Mansion and central forest were now no goes as was their right flank hill.
The basic plan was to see how the Eldar came forward and look for a possible combined charge whilst forming a solid firebase in the forest.

Eldar deployment.
With limited options the Eldar deployed in a crater with 2 Guardian units and the Avatar as backup.
The Guardians were further back then this pic represents due to wobbly model syndrome.



The idea was to get off some early ML shots at the Chimeras and expose their contents whilst having the Avatar as a backup incase of an early charge rush.
Apart from that it would depend on where the rest of the IG deployed.

IG turn 1.
The IG forces rumbled on. The Griffon and HWTs deployed into the forest in a firebase. On the right flank the Psykers and Mulitmelta Russ took up position behind a hedgerow. The other LR moved on centrally to meet up with the Chimeras who repositioned slightly after seeing how the Eldar had deployed. Both platoons took up position centrally.



The sentinels chose to outflank.
With nightfight/movement in effect shooting was ineffectual.

Eldar turn 1.
The Eldar forces arrived. The plan shifted into going for the Mansion which would provide good LoS, better cover and a defensive position on its 2nd/3rd level from charges. The crater seemed like a poor spot to be stuck in and with decent mobility the structure could be reached quite quickly. All of the Guardian squads and WLs ran whilst the Falcons moved flat out in behind the Mansion for cover.



Both WW chose to outflank. No shooting took place. The Farseer fortuned the central Guardian squad.

IG turn 2.
With a lucky roll a Sentinel arrived on the far right flank hilltop.
The HWTs hadnt quite got into positon yet and moved deeper into the forest.
With so many MLs facing them the LR moved a full 12” to take up position infont of the Chimeras to protect them and await a combined move next turn.



The rest of the IG forces shuffled around a bit, cementing their positions.
In the shooting phase a combination of the Chimeras and Griffon killed 4 Guardians, fearless due to the Avatar.



The LR behind the hedgerow then fired on an exposed WS failing to hit and scattering slightly off, doing no damage.



Eldar turn 2.
With another lucky roll a War Walker arrived and took up position on the same hill as the Sentinel. The rest of the Eldar army moved closer to the central Mansion. One WS then boosted onto the IG right flank behind a forest hoping to attack that flank next turn.



The other boosted to the left of the armored column again hoping to attack it next turn and cause the IG to think twice about a central assault.



In the shooting phase the WW shot and destroyed the exposed Sentinel.



A Guardian squad in combination with a Wraithlord then killed 3 of the Pskyer squad significantly reducing their effectiveness, though they held their ground.



The other Guardian squad and WL then fired on the front Chimera which was only partially hidden by the Leman Russ. But with hull down and AV12 no damage was done.

IG turn 3.
The second IG Sentinel arrived this time on the left flank hill.



The IG tank column elected not to charge this turn, reasoning that the 2 WLs, Avatar and Guardian/DA squad needed to be weakened more before the assault. The middle Chimera turned to face the WS incase it survived the firestorm whilst the other moved slightly in behind it to deny side armor shots. In hindsight with Fds as its cargo it was a little bit pointless but the frontal assault wasnt on quite yet.



The Pskyer squad moved back slightly to try adn take cover from the LR incase the WS shot to finish them off. No other movement took place.
In the shooting phase the combined fire of the HWTs destroyed the flanking WS.



The Fds disembarked without loss and took up position behind it for cover.
The Griffon and platoon squads then fired into the Avatar/Guardian group killing 3 Guardians and amazingly wounding the Avatar. The right flank LR fired on the other WS but failed to do any damage.

Eldar turn 3.
The Eldar forces again moved forward, reaching the Mansion and occupying it. One WL went to the right of the Mansion with another going left accompanied by the DAs.



The Avatar moved out centrally to attack the armored column directly. The WS on the left flank elected not to move and fired on the Psyker squad instead wiping the last of them out. The WL and DAs then fired on the first platoon squad near the LR. Killing 3 they caused a break test which was failed. Lucklily however they stayed on the board.



The other WL again fired on the Chimera but only got a crew shaken result.

IG turn 4.
Sensing some easy Kps both Chimeras broke from the armored column. One went to engage the Fds who were exposed near the destroyed WS.



The other headed towards the DAs. Both popped smoke. It was felt too risky to attack the Mansion squads, who had 2 Guardian units, a Farseer and a Warlock in toe with the Avatar lurking. The idea was to pick of the WL to the right of the Mansion and then kill the DAs. The IG plan had really evolved into something similar to below, falling back to a strong firebase whilst picking off the weaker Eldar units.



In the shooting phase the melta Russ obliterated one WL whilst the HWT fired on the second causing a wound.



The Griffon and platoon squad at the forest then fired into the Guardian squads in the Mansion killing 4, leaving only two in one squad left.
The flanked WS survived another turn of shooting.

Eldar turn 4.
Midway through the Eldar turn the Battlefield looked like this.



The second Warwalker arrived joining its buddy on the hill. The Avatar moved to confront the central LR setting up for a shot/charge. The flanked WS boosted back to behind the Mansion to try another angle of attack. Both WW fired on the command squad closest to the LR killing 3 and causing another break test which the again failed and fled from the board the priest was in this unit too). The Avatar roasted the central LR alive, wrecking it.



The Guardians and WL then fired on the Chimera closest to the DAs but oinly managed a crew shaken/weapon destroyed result. The Fds in the crater at the other Chimera fired on it immbolising it.

At this stage the Kps were Eldar 5 IG 2

IG turn 5.
No IG movement took place this turn.
In the shotting phase the LR took another wound off the WL. The Griffon scattered badly. The Sentinel took a pot shot at the Avatar but failed to hit whilst the HWTs fired on both WWs, stunning both.
In the combat phase, the command squad and priest desembarked from their Chimera and charged the DAs behind the hedgerow. With cover and an Exarch the Eldar fought valiantly cutting down all of the command squad, however they had no awnser to a flurry of attacks from the Commissar who wiped them out consolidating back behind a hedgerow.



The other Chimera disembarked the Veterans who charged the Fds near the crater. The Veterans killed two of the DAs with no loss, casuing them to break and flee.



However they did not manage to catch them and rolled a terrible consolidation roll, leaving them quite exposed.
Things were not going to plan. The second WL was still alive and the Vets were noe badly exposed to the rampaging Avatar. Relatively easy points that could be acquired were not being gained due to poor rolling and target priority and the Eldar still had some formidable units left intact.


Eldar turn 5.
With a very lucky roll the FDs regrouped right beside the immbolised Chimera. The Avatar stalked closer to the Vets. The WS again boosted flanking the remaining LR.



The surviving WL moved slightly and prepared to fire on the Commissar.
In the shooting phase the Fds smelted the immobilsed Chimera to slag.



The WL duely killed the Commisar. The two Guardian squads then unleashed firey hell on the HWT forest teams wiping out one and causing the other to break. A great round of shooting.
In combat the battle hardened Vets stood no chance against the Avatar who killed 4 of them and cut them down as they fled.



IG final turn.
Things had gone very badly wrong at this stage and it was damage limitation time.
The HWT failed to rally and continued fleeing.
The Chimera near the Mansion moved back to the forest.
In the shooting phase the LR finished off the last WL with its Lascannon.



A combination of the flank Sentinel and the Griffon killed off the FDs who had toasted the Chimera. The second platoon fired on the weakened Guardian squad but with cover and fortune in place failed to kill any.



That concluded the IG turn.

Eldar final turn.
The FDs disembarked from the WS to fire on the remaining LR. The Avatar retreated slightly as the two WW moved forward to within range of the forest platoon.
In the shooting phase the FDs destroyed the LR easily. Howeer the WW had less luck and didnt manage to wound any of the first platoon.



The game concluded.

Final score IG 6 (5) (we added in a Warlock by mistake on the KPs) Eldar 10!

IG final thoughts.
Bit of a disaster that one. Had a plan at the start and didnt follow it through when the Eldar started flanking. Then changed it completely and didnt really follow through on that either.
In hindsight probably should have just setup a really solid firebase with everything and pounded away with more target priority and lethality and let the Eldar come on.
Not sure why the Mansion wasnt used as an inital deployment point, it would have given great battlefield LoS, charge protection and formed a solid firebase. Poorly played game overall, too many mistakes, from start to finish although some rolling ws unlucky.

Eldar final thoughts.
Enjoyable enough game. The WS really made a difference this game, the ability to threaten flanks and pull the IG this way and that with their manouverability was great. Kinda just picked the IG apart at the end tbh, losing both WLs was a little unlucky, they should have been in cover more and if they had have been it would read 10-3. Not bad vs a mech IG force with good HWs. Had a tough deployment, felt a little boxed in but taking the Mansion was a good choice as was keeping the Avatar central and able to react to threats. 2 for 2 at this point!

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ie
Norn Queen






Dublin, Ireland

Game 5 saw the Space Wolves at home to the Eldar.

Notes were very sketchy on this one unfortunately but we'll plough on!

Mission rolled was Sieze Ground, Spearhead.


Space Wolves 1500

Rune Priest in Power Armour Melta Bombs Master of Runes

Wolf Guard Battle Leader in Power Armour + Melta Bombs + Frost Weapon

1 Dreadnought Extra Armor + Heavy Flamer + Twin-Linked Lascannon

7xGrey Hunters Pack + Meltagun
Grey Hunter + Power Fist
Rhino + Extra Armor + Pintle-mounted Storm Bolter

7xGrey Hunters Pack + Wolf Standard
1 Grey Hunter Power Fist
Rhino Extra Armor Pintle-mounted Storm Bolter

7xGrey Hunters Pack, + Mark of the Wulfen + Wolf Standard
Grey Hunter w/ Mark of the Wulfen,
Grey Hunter + Power Fist

5xLong Fangs Pack + Missile Launcher x5
1 Squad Leader

Razorback Pintle-mounted Storm Bolter + Twin-Linked Lascannon

Land Raider Redeemer Multi-melta

Eldar 1495:

Avatar

Farseer Runes of Warding + Spirit Stones + Doom + Fortune + Guide

Fire Dragons
Wave Serpent + Spirit Stones + TL Shuriken Cannons

Fire Dragons
Wave Serpent + Spirit Stones + TL Shuriken Cannons

7 Dire Avengers
Dire Avenger Exarch + Bladestorm + DireEx SP & Diresword

10 Guardians
Spiritseer (Warlock) + Destructor + Spiritseer Upgrade
Weapon Platform + Missile Launcher

10 Guardians
Spiritseer (Warlock) + Destructor + Spiritseer Upgrade
Weapon Platform + Missile Launcher

Wraithlord + Missile Launcher + Shuriken Cannon

Wraithlord + Missile Launcher

2 War Walkers Spirit Stones + Scatter Laser + Scatter Laser



Map 6, urban.



Space Wolf objectives and deployment.
3 objectives were rolled for the mission.
The Space Wolves placed their two objectives as below after winning the rolloff.



The idea was to use the hill in the far right corner as a firebase. It had good LoS and was defendable. One objective was placed there. The other was placed in the middle of the forest. This was defendable too, not too close to the other incase the Eldar got troops to them and the firebase could cover it too. Skull Hill could also be used as BloS if needed for units.
(As usual we messed up the deployment allowing obj closer then 12” to table edge!).
The SW then chose first and deployed as below with the Lfs, RP and one unit of Ghs securing obj 2 and 2 other units of mechanised Ghs securing 1. The dreadnought was going to move to Skullhill and use it as a firebase to support the LR/GHs who were going to make a dash for the Eldar home obj to contest it.



Eldar objectives and deployment.
The Eldar set their objective as above. The idea was to dig in around it, fend off any SW attack and use the Wave Serpents/WLs to take SW obj 1 with a last minute grab if necessary.
It was going to be tough for the SW to get to and take the Eldar obj so confidence was high and with 2 WSs and the WLs/Avatar to attack the plan seemed solid enough.
The Eldar set up as below with one WS reserving along with the 2 War Walkers and Dire Avengers. The plan was to arrive mid game and put more pressure on the Sws rather then endure 2-3 turns of LF shooting.





More pics then commentary here due to lack of notes unfortunately.

SW turn 1.
The LR and Dreadnought moved onto Skullhill successfully passing their DT tests.



The firebase opened up on an Eldar WL wounding it, whilost the Lfs fired on the Guardians killing 2.

Eldar turn 1.
The Avatar moved back 6” seeing that the LR was heading for the Eldar home base. Both Wls moved forward to tackle it and the Dreadnought. The WS moved 12 ready to engage the LR too.

SW turn 2.
The LR moved a full 12” to setup a turn 3 assualt right into the Eldar lines.



The firebase pounded away again killing another 2 Guardians but little other dmage was done.

Eldar turn 2.
Both WWs luckily arrived and both from the same side. In hindsight the other side would have been much more useful.


The Wls moved forward slightly to put pressure on the SW Rhinos and firebase.



The Guardians opened up on the Lfs killing one whilst the Wls fired on the forward most Rhino shaking it.

SW turn 3.
Sws held their positions whilst the LR/GHs charged. In the shooting phase the LR destroyed the WS forcing the Fire Dragons to disembark and losing one in the explosion. Both Rhinos at obj 1 popped smoke. The firebase took another wound of the WL but the rest of the shooting was poor.
In the combat phase total disaster struck for the GH/WG squad rolling a double 1 on their difficult terrain test to engage the Guardians. They were now completely stranded at the mercy of the entire Eldar firebase.



Eldar turn 3.
The Dire Avengers arrived and moved towards Skullhill to backup the Wls who fired on the Rhinos but failed to damage them.
The entire Eldar backline then poured everything they had into the stranded Ghs. All that was left when the Avatar charged was the Wolf Guard and Sergent. The LR was also destroyed by the Fire Dragons.



SW turn 4.
A total disaster at this point, there was literally no way to take/contest the Eldar obj now and they had suffered virtually no casualties. Both home objs would have to be defended to the last.
A poor round of shooting didnt help either.

Eldar turn 4.
Things were looking good at this stage, the LR/GH kill was lucky but very much needed. It was now a case of just taking one of the SW objs.
The second WS arrived and moved up behind Skullhill for cover ready for a charge the next turn. Both the WL and Warlock charged the Dreadnought on there.



In the shooting phase the Guardians killed the Runepriest at the SW firebase and shook a Rhino.
In combat the valiant SW Dreadnought fell to the Eldar assault.



And then this happened. The 3rd level shelf collapsed :(
Hence the sketchy notes after this. Dont worry our Apothacaries, Maddoks and Priests got everyone back in action a few days later.



SW turn 5.
One of the Rhinos at obj 1 fell back to the Firebase ready to counter charge rather then take the brunt of the Eldar assault.
More shooting saw a couple of wounds off the WL on Skullhill and the Warlock go down.



The other WL was also destroyed.

Eldar turn 5.
The Dire Avengers moved up towards the SW obj 1. The WS then moved flatpout to ram the remaining Rhino there. Both vehicles exploded in a ball of flame killing one SW and 2 FDs.



The other Rhino was immobilised.

SW final turn.
The remaining Ghs at obj one moved into the forest for cover having to run to get there. The firebase opened up on the Dire Avangers, killing 4 but they passed their test.
They would at least contest the SW obj now if not take it completely.

Eldar final turn.
The WL, FDs and DAs opened up on the Ghs i the forest at obj 1 who went to ground and miraculosly one survived and passed his test. In a mirroring of bad luck the WL failed to reach him in combat meaning the game was a draw with nothing else of signifigance happening.



Final result – draw, one obj each, one contested.



SW final thoughts.
Tough game, the LR/GH assualt fail was a massive blow, even from a basic fun point of view, it would have been great to have a huge rumble in the Eldar base. After that it was damage limitation. Lucky to get the draw. Shooting was too hit and miss and the WS really should have gone down earlier. After that it should ahve been a mop up job since the Eldar hadnt got any amazing units at obj 1 A Rhino should have accompanied the LR assault if only to tie up Eldar units mid table and force them on the backfoot, too defensive overall. So far the firebase in 3 games hasnt lived up to its billing.


Eldar final thoughts.
The loss of the WS in the ram was in hindsight a poor move. It would have been used much better to contest obj 2 and leave the rest of the Eldar to take obj 1. At the worst it would still have been a win, holding the home obj and contesting the 2 SW ones. The shelf fall mid game didnt help matters as it was a fun game overall with a real backs to the wall job for the Sws. Target priority was poor for both sideds to be honest, it was played almost like a KP game. Lessons to be learned but still undefeated.

Sorry about the quality of that one, a combination of things didnt help in recording it. Next up is IG vs Orks and its a cracker so stay tuned!


Automatically Appended Next Post:
Can I bump this even for nice scenery? hehe
Batreps do take time

Any improvements we could make, any ideas on whats good/bad?

This message was edited 1 time. Last update was at 2011/11/26 01:55:33


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in in
[MOD]
Otiose in a Niche






Hyderabad, India

I know it's a bit off topic but that is a great Mordian army you have.

 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Less booze during Battle (more after )
Sturdier shelves too.

Love to see fully painted armies, good job and hope the damage on the minis weren't too bad.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Lead-Footed Trukkboy Driver





Boston

great battle reports, love reading about orks, can't wait for the next ork victory!
   
Made in ie
Norn Queen






Dublin, Ireland

Silly wrist RSI causes a delay (do not ask) but anyways we're back with game 6, Orks vs IG!

Orks:
Orks 1499

Warboss + 'Eavy Armour+ Power Klaw + Shoota/Skorcha Kombi-weapon

Big Mek Kustom Force Field + Burna

7 Lootas
7 Lootas

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

19 Boyz + Stikkbombs + Big Shoota x2
1 Boyz Nob + Bosspole + Stikkbombs + Power Klaw

13 Gretchin,
Runtherd

Deff Dread + Armour Plates + Grot Rigger + Dreadnought CCW+ Skorcha

Deffkopta + Twin Linked Rokkit Launcha x1 + Buzzsaw x1

Deffkopta + Twin Linked Rokkit Launcha x1 + Buzzsaw x1

2 Killer Kans + Rokkit Launchas

Killer Kans Armour Plates + Rokkit Launcha

Killer Kans Armour Plates + Rokkit Launcha






Imperial Guard 1487

Company Command Squad, Krak Grenades + Vox Caster + Grenade Launcher x2 + Plasma gun x1
1 Company Commander Power Weapon

Ministorum Priest Eviscerator

5 Psyker Battle Squad
Overseer

9 Veteran Squad + Vox Caster+ Meltagun x2
1 Veteran Sergeant Power Weapon
1 Chimera + Extra Armor

Platoon Command Squad,+ Krak Grenades + Vox Caster + Flamer x2
1 Commissar base cost + Power Weapon
1 Platoon Commander Melta Bombs + Bolt Pistol + Power Fist
1 Chimera Extra Armor + Pintle Storm Bolter
9 Infantry Squad + Vox Caster + Meltagun x1

Sergeant Power Weapon
9 Infantry Squad + Vox Caster + Flamer x1

Heavy Weapons Squad + Lascannon x3
Heavy Weapons Squad + Autocannon x3

Scout Sentinel + Missile Launcher

Scout Sentinel + Missile Launcher

Leman Russ Battle Tank + Lascannon + Multi-melta Sponsons x2 + Extra Armor

Leman Russ Battle Tank + Lascannon + Heavy Flamer Sponsons x2 + Extra Armor

Griffon




Game rolled was on map 7 urban, Pitched battle, capture and control.

Note: during the game several Ork units appear to be on the field but they are infact in the bunker – they were placed there for easy access/reminders.



Objectives.
Orks chose to go first and as a result got to choose the table side and setup first.
With the terrain fairly even they chose the side with the bunker, and placed their obj there on the top level of it. It would allow them to setup a good, defendable base, make the IG come to them, get through the bunker and then up to the top of it. A tough mission for sure.
The IG placed their obj on the top floor of a set of ruins. The idea was to make the Orks come and take it (obviously!) and pound them to death as they did.

Ork deployment.
The Orks split their forces into two battle groups. Group one consisted of the two solo KKs, Lootas, Grots and one Boyz mob with Warboss. This group deployed around the bunker and obj with the Lootas taking the roof, Kks behind it for cover and the rest in the bunker itself (models were on the table just for reference).
Their second battle group consisted of the other Kks and 2 Boyz mobs accompanied by the Bigmek. They deployed directly opposite the IG obj. The second Loota squad also deployed there to provide covering fire.



The Koptas decided to scout for an Alpha strike.
The plan was to send group 2 streaming forward and either contest or take the IG obj whilst defending the bunker with battle group one. It was risky splitting the forces but both were fairly even combat capability wise and with the objectives so far apart the IG would have to chose one to attack/defend.

IG deployment.
Seeing how the Orks had deployed the IG setup accordingly, also dividing their forces into two battle groups.
Group one setup around their obj and consisted of their HWTs on the various levels of the building, the Griffon behind it for fire support, a platoon and the command squad off to the left. The Psyker squad also setup close there. A Leman Russ setup centrally with good lanes of fire to both left and right flanks.

s

The second battle group setup amongst the industrial disctrict opposite the Ork bunker. This consisted of the two Chimeras, a LR and both Sentinels. All had good cover and fire lanes to the Orks.



The IG plan was very similar to the Orks. Defend their home obj with one group and try and take the Orks one with another. The Chimeras were chosen to get forward as fast as possible supported with the LR/Sentinels to pick off the Orks in defense. The rest of the army would simply pour as much fire into the Orks as they advanced on the IG obj and hopefully destroy them as they came.



Ork turn 1.
On the Ork left flank both Boyz mobs ran forward as did the Kks who reached the mid table point.



The Deffkoptas took their scout move and during the movement phase moved beisde the central LR to take pot shots and setup the charge.
In the shooting phase the group of Lootas on the left flank shot at the IG HWTs but with poor rolling and cover failed to kill any.
The other Loota group couldnt see the Sentinels or damage the LR so fired on one of the Chimeras, shaking it only.
Both Koptas shot at the central LR but failed to damage it.
However in the assualt phase a flurry of attacks penetrated its armor and with a few lucky damage rolls destroyed it outright.



IG turn1.
We had forgotten to place the Psyker squad during deployment so allowed them to be placed now.
On the IG left flank the mech units moved forward 12” except for the LR which moved 6” to get a shot off with its battlecannon. On the other flank the command squad positioned itself to charge the Koptas should they survive the shooting phase. No other movement took place.
One Chimera popped smoke for cover.



The LR fired on the Lootas in the bunker but it scattered off.
On the other flank the command squad fired on the Koptas killing one and wounding another.
The Psykers chose not to fire on them instead firing on the advancing Ork mobs. A combination of their fire and a good shot from the Griffon killed a very respectable 7.



Under orders the HWTs then fired on the KillerKans destorying one outright. In the combat phase the command squad attempted to charge the last Kopta but rolled a horrific 2” for its difficult terrain
test and failed to reach it. In hindsight we made an error here, the first Kopta should have been removed allowing a straight charge – stupid mistake.



Ork turn 2.
The movement phase saw the first Boyz mob run forward for a 3rd turn assault. The KK near them also ran too. The second boyz mob however elected to move 6” and shoot their shootas at the IG HWTs to thin them out.



None of the bunkered squads moved.
The shooting phase saw the Lootas and second Boyz mob fire on the Autocannon Lascannon HWT on the top of the tower. Even with a good cover save they were wiped out to a man.
The other flank saw the Lootas again fire on the Chimeras but did no damage.
In the combat phase the remaining Kopta charged the Lascannon HWT in the tower.



Despite a valiant defense they were also wiped out and the Kopta consolidated to the 2nd level of the tower.
So far so good, the IG were definelty on the backfoot at this point.

IG turn 2.
Things were looking quite grim at this stage with the loss of both HWTs and the other flank stalling but there wasnt a lot to try or change. Hopefully a good round of shooting/movement would improve things.
On the left flank the mech units advanced with the LR again moving 6” to fire off its cannon and both Chimeras moving 12”. However one failed its difficult terrain test at the barricades and became immobilised. The Sentinels moved to the hedgerow to lay down fire on the Lootas.



On the other flank the Griffon moved back to the table edge to try and avoid the KK.
Nothing else moved.
In the shooting phase a combination of the Sentinels and LR blasted 5 Lootas dead who failed their break test and fled 8” down the bunker and towards the table edge. On the other flank the Command squad fired on the remaining Kopta killing it. The Psyker squad and platoon squad under orders then teamed up and with a devastating combination of fire killed another 9
Boyz from mob 1. They luckily passed their break test however.



The other platoon squad fired on the KK blowing off a weapon and choosing its combat arm.
Definetly a better turn that one.

Ork turn 3.
Movement saw the second Boyz mob run forward 9” to pressure the IG firebase. The KK moved to get a charge on the second platoon squad at the foot of the tower. The Bigmek broke off from Boyz mob one to fire his burna at platoon sqaud one whilst his old mob got ready for a charge.
The other flnak saw the Lootas flee the board.



Two of the KillerKans poked out from behind the bunker hoping to immobilise/destroy the last LR.
In the shooting phase they both shot at the lead Chimera but failed to hit.
On the other flank the Bigmek flamed the first platoon squad to thin their ranks but only killed two.



Combat saw the Boyz charge that same unit whilst the Kan charged the other platoon squad.
With grim determination the first squad won the combat with the Orks who broke and were cut down. They consolidated to the second level of the ruin. The Kan minus its powerklaw killed two guardsmen in comabt with no damage taken itself.



IG turn 3.
Movement for the IG saw the Vets disembark the immobile Chimera and advance forward. The other units held their ground hoping to neutralise the exposed Kans before moving forwad again next turn.
On the other flank the command squad moved towards the obj ruin with the Psyker squad. The platoon squad moved to the upper ruin tiers to avoid the Boyz mob.
Shooting saw one Kan go down from the Sentinels firepower.



The LR tried an extreme long shot at the bunker with its cannon but failed to damage and missed with its LC (unfortunately it was the LR with the flamers, not the MMs).
On the other flank the command squad, Psyker squad and unengaged platoon squad poured fire into
the remaining Boyz unit killing 10!



However it wasnt enough to break them. In combat the KK killed another couple of Guardsmen who broke and fled.

Ork turn 4.
With no hth weapon the Kan at the IG obj held its ground hoping for a lucky shot on the Griffon. The Boyz unit moved slightly ready to assault the platoon squad in the ruin. The Deffdread moved out from behind the bunker to distract the IG shooting and possibly charge the Sentinels in future turns.



No other movement took place.
Shooting saw the Lootas fire at the Psyker squad who were causing the Orks real trouble. A torrent of fire wiped them out to a man.



The Kan fired on the Griffon but missed. On the right flank the other Kan fired on the lead Chimera and with a very lucky roll immobilised it too.



In the combat phase the Boyz mob rolled for their difficult terrain test but could only manage a 3”, not enough to get them into combat with the platoon squad on the upper levels.
Ork turn 4 concluded.

IG turn 4.
Movement saw the command platoon move towards the last Kan on the right flank. The Vets moved up 6” and the command squad with Commissar disembarked their Chimera to get further forward. The LR moved forward 6” too.
The shooting phase saw the command platoon fire on the Kan destroying it with combined arms fire. The Griffon then fired on the last Boyz mob killing 2 with its hull flamer but they passed their break test.



The platoon squad in the ruins couldnt draw LOS to them however so fired their ML at the Lootas but missed.

Ork turn 5.
The last Boyz mob shuffled forward preparing to attack the comand squad. The Boyz unit in the bunker moved down to the lowest level to block the bunker door. The Grots then took up position on the roof to hold the Obj. The Deffdread shuffled forward and the Warboss detatched from his squad to try and distract the IG and present himself as a juicy target.
In the shooting phase the Lootas switched their target to the last Leman Russ fearing a pie plate or flamers the next turn into the Boyz mob. With some great rolling they wrecked it.
The combat phase saw the Boyz mob multicharge the command squad and Griffon wiping them out and causing an immobilised/stunned result respectively.



The Boyz then consolidated into the ruined tower.




IG turn 5.
The Vets and command platoon on the left flank both moved forward ready for a last turn push to the Ork obj.
Shooting saw the Sentinels attack the last Kan but failed to damage it. Again the platoon squad in the obj ruin couldnt draw LOS to the Ork Boyz.
In the combat phase the Vets charged the Boyz mob whilst the command squad and Commissar charged the Warboss.



However the Orks werent to be beaten this time and caused 2 casualties on the Vets who fled and were caught and run down. The Warboss cleaved through the command squad killing 4 whilst taking a wound himself. They too fled (forgot about the Commisar! - doh!).



Ork turn 6.
Things were pretty much a given at this point with the Boyz mob at the IG obj charging the platoon squad wiping them out and claiming that obj.
The Warboss charged the Sentinels just for fun, wrecking one, whilst the DeffDread charged the Chimera wrecking it too (first kill of the Rumble?!).



The Grots and Boyz swapped position with the Boyz holding the obj on the bunker roof.



IG turn 6.
We called it at this point.

Orks held both objectives. A win for the Orks!



Orks final thoughts.
Good game overall. The plan worked very well from the start and sticking to it made sure a win was deserved. The IG shooting when it hit caused some concern, both Boyz mobs took a beating from it but with mob rule and their decent combat capability vs IG it turned out alright. Having seen several mobs take a beating in these games but pull trhough its hard to see the 25 or 30 man mob uses unless against truely hardcore pieplate armies. The IG made a few mistakes during the game which obviosuly helped but overall the force was split well and each part did its job. Got lucky in some places but thats the law of the dice. Possibly had a little too much on the bunker side or perhaps they just werent really challenged. The bunker obj placement was a great move, very hard for them IG to get and take.

IG final thoughts.
Deserved to lose that one. Other games have been a little unlucky due to dawn of war deployment but played poorly that game. The bunker flank attack was much too cautious, having eveything in cover turn 1-2 was pointless and really hampered overall movement. The MM LR should also have been there (right tools for right job) not the flamer one to hammer that bunker with a fast advance rather then sauntering along popping off cannon shots. It was always going to be a hard obj to take but it ended a slaughter. Also the Sentinels should ahve been on the other flank to ML those mobs and thin them out – again right tools.
Smaller mistakes cost too, why the command squad didnt charge the last of the Boyz at the ruin rather then shoot the Kan was a mystery as was not retreating from that Kan with the other platoon squad earlier.
A combination of poor tactics and miss management for sure. Cant say there was a highlight really :(
Any help for future games appreciated

___________________________________________________________________________________________

Thanks Kid_Kyoto, Bob and Vercing for the commetns

So as it stands at the half way point the league table looks like this:

Eldar P3 W2 D1 L0 Pts 7
Orks P3 W1 D2 L0 Pts 4
SW P3 W0 D3 L0 Pts 3
IG P3 W0 D1 L2 Pts 1

I intend to try and get lots of games in over Xmas and will keep em coming!

This message was edited 2 times. Last update was at 2011/12/09 19:35:07


Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ie
Norn Queen






Dublin, Ireland

Further games of the Rumble will be in individual threads to keep the size of this one down.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
 
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