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Made in ie
Norn Queen






Dublin, Ireland

Game 9 saw 3rd place Space Wolves take on 2nd place Orks. A new leader was guaranteed even with a draw so all was to play for.

The other rumble games can be seen here so go read them or I'll spank your bottoms:

G8 - http://www.dakkadakka.com/dakkaforum/posts/list/422869.page

G7 - http://www.dakkadakka.com/dakkaforum/posts/list/410232.page

G1-6 - http://www.dakkadakka.com/dakkaforum/posts/list/420105.page


Spoiler:
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

5 Long Fangs Pack + Missile Launcher x5
1 Squad Leader

Razorback Pintle-mounted Storm Bolter + Twin-Linked Lascannon

Land Raider Redeemer Multi-melta




Spoiler:
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




Map number 5 was rolled (urban) and mission was Annhilation on Dawn of War.
This game would give either side the chance to go top (even with a draw) and with the Eldar having 2 games left for a possible 6 points, it was all to play for.





Space Wolf deployment.
The Space Wolves spread their 3 initial deployment units across the map, one Rhino on the left flank, one on the right and the Runepriest centrally in the Manifactorium. The idea was to deny the Orks any sort of large deployment area and keep them pinned back as much as possible in order to put as much fire into them as they slogged forward. With better mobility it was hoped a weak spot could be found in their lines and then each of the mech units would redirect into it and crush it.






Ork deployment.
The Orks chose to deploy the Bigmek and two units of Boyz for their deployment. Based on the SW placement they spread out along the lenght of the board edge, able to engage any of the SW units as they advanced. With the army being slow overall, they didnt want to deploy all on one side and give the SW a chance to turtle on the other. The BM would give KFF cover to both squads early on.





Space Wolf turn 1.
We made an error here forgetting that Rhinos and their GH units count as two seperate squads for DoW so allowed the Rhinos to remain but forced the GH squads to footslog on.
The basic plan was to deploy for the most part on the left side, destroy the Ork forces there and roll up their flank, isolating the Ork forces on the opposing flank.
To that end the Land Raider and GH/Wolf Lord deployed far left, passing its difficult terrain test and moving on 12”.
The Dreadnought also moved on 12” to the right of the LR in support.
The Razorback deployed the Long Fangs into the base of the cathedral, ready to get in position higher up next turn.
The Rhino on the left flank moved back to collect its GH unit as did the one on the left as both GH squads came on.





With everything having moved full no shooting took place.



Ork turn 1.
The Ork forces rumbled on.
Seeing how the SW had deployed the Orks sent their Warboss Boyz unit down the right flank to counter the LR deathstar (rolling an aweful double 1 for their DT test).
The Deffdread and two single KillaKans also came on that side albeit more centrally. The Kks wanted to loose some shots off at the exposed central Rhino early.
The two Boyz mobs that had deployed initally both ran shifting towards the right hand flank whilst the KK squad came on more centrally.
The Lootas deployed relatively centrally, one in a bunker, the other in a crater for cover.





The sneaky Grots deployed on the far left flank about as far from the action as they could get.




Both Deffkoptas had reserved.

Shooting saw the KKs fire off a few shots at the central Rhino and with some luck stunned it.



Space Wolf turn 2.
On the left flank the LR again passed its DT and moved forward 12” to the midway table point.
The Rhino on that flank picked up its GH unit and moved 12” to support it, keeping behind a building for cover.
The Dreadnought moved forward slightly ready to shoot at the Kks.
The Long Fangs moved to the second level of the temple ready to fire next turn and their Razorback setup just beside it to fire on the Kks also. The RP moved back to the temple too, being too close to the Ork lines for comfort.
Finally the other GH squad moved behind an aegis line to await their Rhino next turn.





Shooting saw both the Dreadnought and Razorback fire on the Kks but only managed a shaken result on one. The LR then fired its assault cannon on the Warboss mob killing two.
In a poor move the RP forgot to fire any powers this turn.



Ork turn 2.
With a decent roll the first Deffkopta arrived and got to choose its flank. It picked the SW left flank, targetting the Rhino there and hoping to destroy it and put the Ghs on foot.





The rest of the Ork forces moved forward. The Boyz on the left flank ran to get themselves positioned more centrally and with a good roll made it into the Manifactorium.
The BM and second Boyz mob stayed centrally, hoping to pressure the Long Fangs and RP.
On the right flank the Deffdread broke and started towards the LR to intercept it. Fearing a LR charge the Warboss unit shuffled forward slightly but not to any major extent.





The shooting phase saw the first unit of Lootas target the central Rhino again but only manaegd a weapon destroyed result this time.
The second unit however had more luck targetting the Lfs, likking two and forcing thm to break. They ran down one level of the temple.





The Deffkopta failed to damaged the Rhino with its rokkits but in the hth phase it did its job wrecking it and forcing the Ghs to footslog.






Space Wolf turn 3.
Losing the Rhino was a bit of a loss but since it was a KP game the Deffkopta was as good as dead which would even things up.
The Long Fangs rallied and took up position on the 1st floor of the temple.





The LR held its position this turn to take shots at the approaching Deffdread to kill it. Semi weary of a Waaagh charge by the Warboss mob but with only the Warboss able to pen it and it having moved, it took a gamle and held.
The other GH unit emabarked on the right flank Rhino ready to move into the approaching Ork Boyz next turn.





Shooting saw the Dreadnought obliterate the Deffkopta. The Razorback and Runepriest then fired on the forward KK but only managed a shaken between them.
The RP then followed up with Jaws vs the Mekboy and his mob and with a good roll killed him , leaving the Boyz with no KFF.





A poor mistake saw the Ghs having fired first into them but poor rolling and the KFF doing its job, none fell.
The LR fired on Deffdread but failed to do any damage.



Ork turn 3.
The Boyz in the left flank made a run move towards the Ghs/Razorback, hoping that the Lootas could pop one or both and leave the Ghs on foot for a charge next turn.
The central Boyz unit held their ground, electing to shoot the central GHs rather then move forward and risk getting charged themselves – a Waaaagh was still possible in later turns. They were supported by the KK unit.





On the right flank the Deffdread and Kks changed diredction and headed for the LR, determined to neutralise it so the Warboss mob could move forward. His unit stayed where they were again due to the LR threat.





Shooting saw both Loota squads open up on the Rhino to try and pop it but neither failed to do any damage, some shocking rolling not helping.
The central Boyz unit had more luck though, killing three Ghs who passed their break test.





So far it had been quite a cagey game with both sides feeling each other out and for the most part being pretty non commital.
End of turn 3 looked like this with the score at 2-1 SWs.






SW turn 4.
SW turn four saw the LR move back 6” (hopefully) out of Waaagh range from the Warboss mob and intended to shoot the oncoming Deffdread again.
The central GHs and Dreadnought held poistion to put some fire into the oncoming Boyz mob at range.
On the other flank the Ghs disembarked their Rhino andmoved forward a few inches to boltpistol/charge the oncoming Boyz mob.
Their Razorback/Rhino held position being hull down in cover.





Shooting saw the Long Fangs target the central Boyz mob and the Ghs on the right flank bolt pistol the Boyz mob there.
Both took their toll killing 3 and 5 respectively and weakening both units.




The LR then fired its multimelta at the Deffdread and being at short range turned it to slag.





Hand to hand saw the GHs charge the weakened Boyz mob and with typical ferocity they killed 5 forcing the Orks to break. However they were not able to run them down and consolidated back slightly into the Manifactorium. The Orks fled a whopping 12”.



Ork turn 4.
That turn had not gone well and the SWs were edging ahead in the Kps. In addition, the LR was becoming a real pain, it effectively held a flank itself and there was little that could take it out.
Movement saw the second Deffkopta come on and it arrived on the Ork right flank coming in close to the weakened GH squad there.
The broken Boyz unit failed to rally but only fled a further 2” luckily for them.
The KK squad moved into the Manifactorium to engage the victorius Ghs there.





The central Boyz mob moved, shot and then got ready to charge the GH at the temple. They had a chance to engage the Long Fangs but with the 3” up the stairs they werent likely to make it.

The Warboss and his unit again help position, they were really at a loss what to do!
The Kks on their flank both moved more centrally, their intent to engage the SW dreadnought simultaneously.





Shooting asw the Lootas again open up on the Rhino/Razorback but they only managed to immobilise the Razorback.





Hand to hand saw the Deffkopta and central Boyz unit charge the Ghs and with a flurry of blows they were wiped out. Both units consolidated, the Boyz surrounding the Dreadnought, preventing him from getting a charge into the KK and the Deffkopta back behind cover.





The Kks fought the other GHs on the opposite flank and avoiding any nasty Krak hits they killed 3 Ghs, forcing a test which was failed. The Kans however could not catch the Ghs but consolidated close on their heels.






Space Wolf turn 5.
Worryingly the GHs failed to rally this turn and continued fleeing towards their table edge.





The LR moved back a few inches ready to unload its cargo into the Boyz unit who were trapping the Dreadnought. No other movement took place.





Shooting saw the Long Fangs fire on the Lootas but with poor rolling they only killed one.
The Dreadnought fired on the approaching KK near the ruins and immobilsed it. With no weapons left the backfield tanks stayed hull down, ready to extract the Ghs should they rally.

Combat saw the GH/Wolf Lord charge the Boyz unit and with no great surprise wipe them to an Ork, they consolidated back towards the LR.





The score now was SW 5 - Orks 2.



Orks turn 5.
Points needed to be made and fast!
The fleeing Boyz rallied and moved forward 3”, there wasnt a lot in range but a long shot charge to the Long Fangs was still possible next turn.
The first lone KK moved to support its comrade in the case of the SW dreadnought charging it next turn. The Warboss mob also moved centrally to support the Kks and see if the SW made a last turn rush forward.





Shooting saw one Loota squad fire on the Lfs, killing two but they passed their test. Only one remained.
The other squad fired on the Razorback again getting another immobilised result which translated to destroying its pintel storm bolter.
It now had no weapons left and was immobilised. Any other damage result and it was toast.

Combat saw the Kks make a move/charge and manage to get back into combat with the GH, where they killed one but they held valiantly.





Despite best efforts not a single KP was eanred that turn leading to a worrying finish.


SW final turn.
With a healthy lead the SW decided it was time to play it safe.
Both the RP and lone Long Fang moved to the top level of the temple and tucked right in out of LoS.
The LR moved backwards out of range of any Ork charges and the Dreadnought tucked in behind it out of LoS too.
The surviving Rhino moved 12” left and away from the KK unit.





No shooting took place.

Combat saw the Killakan squad kill another GH but not before their powerfists destroyed a KK,
meaning the fight was a stalemate this turn.






Ork final turn.
There wasnt a lot that could be done now in the face of the SW withdrawal (retreat more like!).
The Boyz unit on the left flank moved up into the Manifactorium and managed to get a bead on the RP.





They shot everything they had but failed to wound him.
The Lootas then fired all they had on the immobile Razorback but with shocking luck did no damage and it survived.

Combat saw the KK finish off the last of the GH unit earning a KP.


The game concluded.
SW 6 – Orks 3.
A win for the Space Wolves!





Space Wolf final thoughts.
Considering the absolute slobberknocker that was the first game this was much more cagey and slow. The plan overall didnt really work, no part of the Ork line was selected and overrun, mainly due to the Rhinos getting stunned/destroyed and some good Ork repositioning.
However each area what was fought in held up pretty well. The LR didnt do a whole lot but the Warboss flank seemed unwilling or unable to enage it so it nicked a few points here and there without giving away any.
The Lfs/Razorback were very lucky to survive the game, it could have been a lot closer if the dice Gods had have had their say.
Only giving away 3 Kpd all game was pretty good though and when targets needed to be taken down for the most part they were.


Ork final thoughts.
Bleeeuuugh. Not a great game. Silly points given away needlessly, primarily the Deffkoptas who again bled points and were used poorly.
If they had have survived and the dice were a touch more favourable a draw could easily have been gained.
Another problem was spreading out and trying to engage the SW units “one for one”, the Orks should have stayed together and hammered one part of the SW line, preferably their right flank where the Razorback was and away from the LR.
It really paralysed that wing, once the Deffdread went down it had free reign and the Warboss mob was totally wasted. Again too slow going forward and too cautious albeit a bit unlucky overall.
For the final game we just gonna Waaaaaaaaaaagggggggggggh!



So the table with 3 games to go looked like this with some fascinating permutations still possible

SW P5 W2 D3 L0 Pts 9
Orks P5 W2 D1 L2 Pts 7
Eldar P4 W2 D1 L1 Pts 7
IG P4 W0 D1 L3 Pts 1


Eldar vs IG next!

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
Regular Dakkanaut




Very good report thanks

I precise SM and affiliates can regroup automatically after a withdraw unless there is an ennemy unit within 6ps

This message was edited 1 time. Last update was at 2012/01/17 16:15:18


 
   
Made in ie
Norn Queen






Dublin, Ireland

Thanks a lot for the comment Tetsuo.

My understanding was they still have to take a Leadership test to rally but can regroup even if there are enemies within 6" or they are less then 50% etc?

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
Regular Dakkanaut




No they don't need leadership test even if they are less than 50%.
Can't regroup if ennemy is within 6ps is valuable for all armies.
   
Made in ie
Norn Queen






Dublin, Ireland

Ouch, thanks for the clarification!

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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