Orks vs Guard, 1500pts, pic heavy
INTRODUCTION
This took place back on the 21st August 2011 at
GW Edinburgh between my Dark Angelz (Orks) and Imperial Monkey's Imperial Guard. Less rules stuff ups this time, still ran into time limitations - but fun game as always (and much closer to boot!)
Skarag squinted through the darkness of dawn, trying to make out what manner of mechanical beast was moving up ahead. He had, only moments before, caught its shadow moving in the distance through his optical device - and instructed his Trukk driver to head towards it - flat out. As the Trukk drew nearer, he could make out the 'umie Boomgun - and the 'umies it belonged to. Racing off from the rest of the Boyz no longer seemed such a good idea...
FORCES
Arakasi's Da Dark Angelz (Orks)
[
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] Da Deffwingz - 5 Meganobz in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (250pts)
[
EL] Snikrot's Kommandoz - 13 Kommandoz, 2 Burnas, Boss Snikrot (245pts)
[TR] Grimskab Badwort (Da Painboy): 'Urty Syringe, Dok's Tools, Cybork Body and Da Inna Circul (5 Nobz): 2 Power Klaws, Big Choppa, 2 Choppas, 4 Sluggas, Twin Linked Shoota, 5 'Eavy Armour, Bosspole, Cybork Bodies in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (320pts)
[TR] Da Warboss' Taktikal Boyz - 10 Shootas including Big Shoota and Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (155pts)
[TR] Skarag's Taktikal Boyz - 11 Shootas including Rokkit Launcha and Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (166pts)
[
FA] Rav'nwing I - Deffkopta with Twin Linked Rocket Launchas and Buzzsaw (70pts)
[
FA] Rav'nwing II - Deffkopta with Twin Linked Rocket Launchas and Buzzsaw (70pts)
TOTAL: 1491pts
Imperial Monkey's Imperial Guard (from memory)
[
HQ] Creed plus Company Command Squad - Medi-pack, Regimental Standard, Sniper, Vox, Master of Ordinance, Guardsmen
[
HQ] Psyker Lord
[TR] Veterans (6) with 3 Plasma Guns
[TR] Veterans (10) with 3 Flamers in Chimera
[TR] Infantry Platoon
* Platoon Command Squad
* Infantry Squad
* Infantry Squad
* Heavy Weapons Squad (3 Missile Launchers)
[
FA] Scout sentinel- autocannon- 40pts
[
FA] Scout sentinel- H. flamer- 40pts
[
FA] Hellhound
[
HS] Leman Russ Demolisher
[
HS] Leman Russ Eradicator
TOTAL: 1500pts
MISSION: Annihilation
DEPLOYMENT: Dawn of War
PRELUDE
Due to the limited space (4x4 table) we went with Dawn of War deployment. I think we may have just chosen Annihilation too…
Guard won the roll off and elected to deploy first, occupying two buildings from the outset. A Sentinel and Leman Russ Eradicator were Outflanking.
I elected to put the
KFF, Boyz and Trukk as far forward as possible and rely on Night Fight and the
KFF to see me through first turn. Both Deffkoptas, unlikely to hit prime first turn targets (or survive) were Outflanked, whilst Snikrot was obviously placed in reserve for his Ambush
Orks fail to seize and battle is joined!
TURN 1
The Guard roll on…
…and proceed to destroy Skarag's ride and a chunk of boyz - Night Fighting and Kustom Force Fields be damned. I'm just lucky they hold!
Da rest ov da Boyz arrive in force - Morgim, Da Inna Circul and his Boyz moving up to reinforce Skarag (and shelter under his
KFF) whilst Da Deffwing decide to take the left flank by themselves (apparently Imperial Monkey doesn't believe in Power Weapons - so they are feeling a bit invincible - for now…)
IG: 1 kill points
ORKS: 0 kill points
TURN 2
The Guard advance, a Leman Russ Eradicator appears behind my lines - what?!?
More accurate and devastating Guard shooting (endtransmission could learn a thing or two

) sees both Nobz Trukks immobilised, Morgrim's Trukk Kerrunched! and Morgrim is unable to fully protect his now exposed Boyz from incoming fire.
A single Deffkopta decides to grace Morgrim with its presence - ON THE WRONG SIDE OF THE BATTLEFIELD! If you want a job done properly, you have to do it yourself

Morgrim leaves his Boyz to deal with the Eradicator in his backfield. Skarag leaves his Boyz too to join Da Inna Circul, readying his Mek Tools. The Boyz mobs are sent ahead to threaten the Guard lines.
Meanwhile, the Meganobz disembark their immobilised Trukk and… forget to move forward. I'm too used to sending the Trukk forward 13" and disembarking apparently. Graciously, Imperial Monkey let me move them forward later.
Again, I get a little ahead of myself and forget to call the Waaagh! at the start of my shooting phase (looking forward to using Morgrim as counts as Ghazghkull so I can use it anytime

) Again, Imperial Monkey graciously allows me to. Skarag repairs the Nobz Trukk, other Ork shooting does nothing and the Meganobz and Morgrim run into assault range - the Meganobz multi-assaulting the blob Guard Squad and Platoon Command Squad in the building, Morgrim assaulting the Eradicator.
Morgrim only manages to Weapon Destroy and Stun! the Eradicator - but it means it will be in a prime position during the next Guard assault phase - for Morgrim anyway
Meanwhile, the Guard manage to take down a Meganob the old fashioned way (aaargh!) before having most of their Platoon Command Squad gutted and sent fleeing.
IG: 2 kill points
ORKS: 1 kill point
TURN 3
While the survivor of the Platoon Command Squad continues to retreat (I think he rallied later as part of a Get Back in the Fight order…), the Veterans and Psyker Lord take their Chimera across towards the Meganobz, while the Hellhound veers the other way towards the Ork Boyz.
The rest of the Guard remain stationary, readying their weapons - except for a single outflanking Sentinel… (I don't think it was the side Imperial Monkey wanted either…)
The remainder of Skarag's Boyz are burnt and plasma-ed to a crisp, and Morgrim's Boyz take more casualties too - but manage to hold. I mistakenly allocate a hit to my already wounded Nob and, of course, lose him.
The Sentinel has less luck against the immobilised Trukk, but the Psyker Lord and Veterans manage to take a wound off the Deffkopta.
Much to Imperial Monkey's horror, Morgrim gets to attack the now stationary Eradicator in his assault phase. 5 penetrating hits later, it is only so much wreckage.
The Meganobz continue to fail to impress - the Guard dispatching another, the return attacks causing minimal casualties.
Morgrim's Boyz move out of the way, their impact on the battle now minimal, letting the Nobz Trukk move forward and into Boarding Plank range of the Hellhound. Morgrim starts clambering towards his Boyz and the Guard lines...
The first Deffkopta closes in on the nearby Chimera, while the second Deffkopta makes its outflanking appearance - AGAIN ON THE WRONG SIDE! He spots the lone Platoon Command Squad survivor and zeros in.
Morgrim and his Boyz run - or should that be leisurely stroll - towards each other...
…while one Deffkopta manages to be on target, obliterating the last member of the Platoon Command Squad.
The Boarding Plank Nob only manages to remove the Hellhound's main weapon…
…while the first Deffkopta finally achieves something, wrecking the Chimera. The remaining Meganobz start to come into their stride, wiping more Guardsmen for no losses - but still the Commissar keeps the Guardsmen in check…
IG: 3 kill points
ORKS: 3 kill points
TURN 4
The Psyker Lord breaks off from the Veterans so that they may deal with a Deffkopta each.
The Guard dig in for maximum firepower, while the Hellhound heads behind - Morgrim's Boyz in his Heavy Flamer sights.
The Sentinel moves into assault range of the immobilised Trukk.
Guard shooting is a bit hit and miss. The Veterans revenge their Chimera, but the Psyker Lord fails to hit the other Deffkopta. Guard guns explode the Nobz Trukk and kill 3 Nobz, but the Hellhound Heavy Flamer fails to account for any of Morgrim's Boyz (I think Imperial Monkey rolled three 1's to wound!)
Guard attempt to finish off in assault what they failed to do with shooting - the Sentinel assaulting the Trukk and the Psyker Lord assaulting the Deffkopta.
The Sentinel wrecks the Trukk. The Meganobz continue to be held up by the Commissar. The Psyker Lord's Force Weapon failed to connect against the Deffkopta and in return he was mercilessly cut down!
The Kommandos finally decide to show up! They appear behind the Sentinel and Veterans in the North East, hoping to multi-assault them. Morgrim rejoins his Boyz in front of the Hellhound, murder in his heart. The Nobz also make their way towards the Veterans, just in case.
The last Deffkopta moves to the base of the central building, Creed and his Command Squad in his sights.
The Kommandos whiff their Move Through Cover and are unable to multi-assault, having to console themselves against the Sentinel only. The Nobz manage to connect with the Veterans, so it wasn't a complete disaster. Morgrim and his Boyz assault the Hellhound.
Meanwhile the Deffkopta assaults into the ruin - without damaging itself.
Morgrim merely manages to shake the Hellhound (he needed 6's to hit!) - but the Nobz and Kommandos manage to account for the Veterans and Setninel respectively with minimal losses (1 Kommando in the explosion)
The Meganobz *finally* finish of the blob Guard Squad and advance towards the Veterans. The Deffkopta and Creed and Command Squad drew combat for no losses. (Two mistakes were made here and discovered later. One, Imperial Monkey was rolling more attacks than he should of - though that didn't end up mattering. Two, the Command Squad banner added one to combat resolution - the Guard should have won this by one. I can't remember if we rolled for this retroactively or not…)
IG: 6 kill points
ORKS: 7 kill points
TURN 5
The Leman Russ retreated, making sure to not allow auto-hits in the inevitable assault. The big shock however was the Hellhound, which Tank Shocked through Morgrim and his Boyz. While I lamented the positioning of Morgrim such that it wouldn't allow him to Death or Glory, it didn't matter anyway as he failed his Morale check (and re-roll if I was allowed to take it).
The Veterans close on the Meganobz, flamers ready.
Another Kommando was claimed by Guard fire (probably the Leman Russ). The Veterans failed to make any impact on the Meganobz, who eyed them off greedily. The Sentinel continued to run forward - its short range flamer of little use. More errors ensued in the Deffkopta vs Creed and Command squad battle. Once again the Command Squad failed to hurt the elusive Deffkopta (this time we had the attacks right). The Deffkopta, in a flurry of viciousness, put two strength 6 Power Klaw wounds on the Command Squad. Imperial Monkey chose to put them both on Creed, as his refractor field had a chance of saving them - even though I pointed out it would cause him Instant Death. In hindsight, he should have only been able to allocate one of the hits to Creed - who did indeed save one on his refractor field, only to be Instant Death-ed by the other. I have the picture listed as the Deffkopta Hit & Running, but I suspect now what really happened is the following: The Deffkopta won combat by two. The Guard failed Morale, but were able to escape being run down - they retreated down the building. Imperial Monkey realises they have a re-roll or are Stubborn or something, and as we are running out of time, so we just move the Deffkopta back into contact at the base of the building. I probably tried to Hit & Run too - I may have even been successful!
The Kommandos and Nobz close in on the Leman Russ while the Meganobz close in on the Veterans. The Deffkopta re-closes with the Command Squad - or perhaps it was there all along...
The Meganobz finally come in to their own and clean up the Veterans with ease for no losses.
The Kommandos rip the cannon from the Leman Russ.
While the Deffkopta continues to play with the Command Squad.
VICTORY: ORKS!
IG: 8 kill points
ORKS: 9 kill points
AFTERMATH
I can't remember if we rolled for a seventh turn or not - we were certainly out of time. We may have rolled another round or two of the Deffkopta vs Command Squad - though they may have had to deal with the Nobz as well if we had played the turn properly. Imperial Monkey was most confident that he had come out ahead, but as the kill points were tallied, it was the Orks that had just carried the day.
Da Dark Angelz (Orks)
So - some different things tried here. Dawn of War is always a toss up for me as to whether to place anything or not, or what to place if I do. It doesn't really work out when it gets destroyed before it can move though! I'm not sure why I keep putting the
KFF out in these situations - I invariably want it to hang back to protect the other Trukks moving flat out onto the board anyway. Of course, this goes doubly for when I don't have the first turn - I think I may, going second in Dawn of War, leave everything in Dawn of War reserve in the future (except the Kommandos of course)
CommissarKhaine will be pleased no doubt to see the Deffkoptas outflanking

I still don't like it. I could have really used them on the right flank for the two Leman Russes, the Veterans, the Sentinel - even the Command Squad - but nooooo they both decided to show up on the left flank. To add insult to injury, the Kommandos were tardy as well! I outflanked the Deffkoptas because I was going second, because I can't deploy them in Dawn of War (hence I can't make use of their Scout ability - which I love) and they were only going to get into range of being blown up. I guess they weren't a total loss on the left, but I may try turbo-boosting them up in front (or behind) of the Trukks from Dawn of War reserve in future…
So this game turned into a bit of a shooting gallery to begin with - I was not envying my chances by the end of the second Guard shooting phase - and in fact the regular Boyz never really had much impact, never making it to the Guard lines. But, once we get there (and get the Guard out of their metal boxes) the tide slowly begins to turn - if I still have enough Orks left that is.
Congratulations and commiserations to Imperial Monkey for a close, hard-fought, and yet victory *just* out of reach battle

Congratulations to both of us for less rules stuff ups - but we obviously need to thane another stab at a "perfect" game...
Report Card:
Morgrim "Da Lion" Grimork (Da Warboss): Due to Deffkopta navigational issues, spent the game in the back field. Unfortunately ended the game chasing down his fleeing Boyz... Kills: Eradicator
C+
Skarag Mekslag (Da Big Mek): Repaired the Nob Trukk.
KFF couldn't not hold back the awesome Guard firepower. Kills: None
C+
Da Deffwingz (5 Meganobz) in a Trukk: After a very slow start, managed to hold the left flank. Kills: Platoon Command Squad, Blob Guard Squad, Veterans
B+
Snikrot's Kommandoz: Late. Had some Move Through Cover issues. Kills: Sentinel, Leman Russ gun.
B-
Grimskab Badwort (Da Painboy) and Da Inna Circul (5 Nobz) in a Trukk: Took some punishing fire. Kills: Hellhound gun, Veterans
B
Da Warboss' Taktikal Boyz in a Trukk: No impact. Kills: None
D
Skarag's Taktikal Boyz in a Trukk: No impact. Kills: None.
D
Rav'nwing I: Kills: Chimera
C
Rav'nwing II: Messed around (perhaps a bit too much) with the Imperial Command Kills: Guardsman, Psyker Lord, Creed
B+