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2014/08/14 15:49:31
Subject: Battlewagon Orks vs FMC heavy Tzeench (1500)
Lord of Change (powers: Summoning, Sacrifice, Cursed Earth) (warlord trait: Furious Charge)
11 Pink Horrors (powers: Infernal Gaze)
11 Pink Horrors (powers: Dark Flame)
11 Pink Horrors (powers: Dark Flame)
Daemon Prince of Tzeentch, armor, wings, mastery level 3, staff of character explosion (powers: Warpspeed, Life Leech, Smite)
Daemon Prince of Tzeentch, armor, wings, mastery level 3, staff of character explosion (powers: Warpspeed, Life Leech, Endurance)
Daemon Prince of Tzeentch, armor, wings, mastery level 3, staff of character explosion (powers: Iron Arm, Endurance, Enfeeble)
Mission: Maelstrom of War - Cleanse and Control
Deployment: Dawn of War
I win the roll for deployment and deploy my battlewagons in the center of the board. Warboss joins 18 boyz, painboy joins tankbustaz. The trukk is deployed inside a ruin on the left side next to objective 1, where it could drive across the board towards objectives 2 and 3 without ever being in the open. Bommers must start in reserve.
My opponent deploys one horror unit on my left on objective 2, one in the center inside a ruin and one on the right between objective 5 and 6. All four FMC are deployed in the center, opposite to my battlewagons. The Lord of Change is mostly hidden from sight by a pillar in front of it.
He fails to steal the initiative so I get first turn.
Orks Turn 1 Cards: Capture all six objectives, manifest a psychic power, charge 10" or more
Seeing how my warboss can't to anything about those MCs I move my units into shooting positions. Since the iron arm prince is going to be hardest to wound once psychic powers get going, I drive the tank-bustaz battlewagon 6" across terrain, re-rolling the failed test thanks to ram to get a clear shot of the potentially biggest problem on the board. My shoota boyz take aim at the same prince, but don't bother getting a clear shot since he gets his 3+ armor against them anyways. Trukk drives towards the pink horrors on objective 2, the battlewagon carrying the warboss drives 12" forward to bait the MCs into charging it.
During shooting I start with shooting all my tankbustaz at the iron arm prince in hope of putting a couple of wounds on him... and score first blood. I hit with six rokkits, wound six, the prince manages only roll one 5+ invulnerable save and dies. Unexpected. Since that worked so well, my shootaz now aim at the warpspeed/endurance prince and shoot two wounds off. I could have shot at the Lord of Change, but it's T6 and would have been in 4+ cover, so I went for the prince. Trukk doesn't hit the third daemon prince, the trukk boy nob hits a pink horror with his shoota, but doesn't kill it. Slugga boyz and warboss try to wound another prince but fail.
No assault phase, I discard the psychic power card for obvious reasons.
Tzeentch Turn 1 Cards: destroy a gun enplacement or fortifaction, capture objective 2, capture objective 5
Shocked by the deadly volley coming out of the battlewagons, all three remaining winged daemons lift off and move across the battlewagon with the warboss inside in order to vector-strike it. Vector strike is not very effective. Pink horrors on the left move into cover between objectives 5 and 6, the ones on the left move away from the trukk, center ones stay put.
During the psychic phase the Lord of Change uses the tzeentch primaris power at WC2 to wreck the warlord's wagon. I disembark everyone out the front, behind terrain. The wounded daemon prince tries to leech some boyz, but misses them. Pink horrors try shoot the trukk, but I deny them. Pink horrors in the center and on objective 6 are able to reach the newly disembarked boyz with dark flame (due to torrent) and kill a few. My opponent tried to manifest another power (unsure which one), but he failed the test.
No shooting, no assault. He scores objective 2 and 5 each for one VP, discards the gun emplacement card.
Orks Turn2 Cards: Capture all six objectives, charge 10" or more, capture objective 2
One blitza bommer enters the battlefield, flies all the way across objective number six and drops a bomb on the pink horrors there, killing three. Warboss and his boyz move towards center pink horrors. Trukk moves towards left pink horrors and onto objective 2 and boyz disembark. The two battlewagons back up against the table edge to prevent further shots into their rear and vector strikes. Since fliers are hit on snap-shots only, moving 12" is not a problem.
During shooting, tank bustaz score a bunch of hits against the wounded daemon prince and force him to jink. Jink saves his life for now, leaving him with one wound. The other daemon prince takes one wounds from shoota boyz, but didn't jink. The grot in the blitza bommer shoots a wound of the Lord of Secrets. At the end of shooting, both princes fail their grounding tests, killing one and adding a wound to the other.
The trukk boyz assault pink horrors 7" through terrain, pass their fear test and kill all but one, which is then killed by demonic instability. Blue horrors take out five trukk boyz. Warboss and his unit assault pink horrors 9" and fail their fear test, but still completely murder them in close combat. No boyz lost to pink horrors thanks to lucky stikk and MA saving six wounds, three more boyz die to blue horrors.
After the horrors are removed, the trukk captures objective 2 for a VP.
I discard the card requiring me to charge 10", since that might not happen at all during a game. At least that's what I though
Tzeentch Turn 2 Cards: Capture objective 3, destroy a flier, manifest a psychic power
The grounded daemon prince moves to capture objective 3 without entering the minefield it's located in (simply dangerous terrain). Lord of Change flies after the blitza bommer towards objective 6 in hopes of both escaping the tankbustaz and downing the flier for his mission. Pink horrors restore coherency after their center models have been killed by the bomb.
In the psychic phase the daemon prince casts warpspeed on itself since it might be in charge range for any of the three boyz units. The Lord of Change casts cursed earth to protect itself and the horrors and shoots the primaris power at the blitza bommer. I jink and save a glancing hit, a penetrating hit causes the bommer to be stunned and forces it to leave air space next turn. Pink horrors try to shoot the bommer but fail - cant remember if I denied it or if it failed by itself or if he simply didn't miss anything.
No shooting, no assault. My opponent scores a VP for his objective, putting him in the lead with 4:2 VP.
Orks Turn 3 Cards: Capture all six objectives, score objective 3, turbo-boost and/or flat-out and/or run 6" with three units
I call my Waaagh!
Second Blitza bommer arrives, drops a bomb onto the remaining daemon prince but scatters 4". First bommer leaves the battlefield. Tank bustaz drive after the Lord of Change. Boyz suddenly remember objective 3 and make their way there. Shoota boyz drive 6" and disembark. Warboss unit moves back towards the daemon prince. Trukk boyz try to move through terrain, but get stuck, moving only 3". Oh well, I guess two units must suffice. Trukk moves onto objective 1 in the ruin where it was deployed.
Tank bustaz shoot Lord of Change, taking off a wound, rest are saved by 4++. I run the trukk boyz back to objective 2 to see if they manage to run 6". They don't, so there is no point in turbo-boosting bommer and trukk. Blitza bommer, boyz, and trukk all shoot the dameon prince for no effect. Lord of Change passes grounding test and stays in the air.
Remember when I said that 10" charges are unlikely? Warboss charges 10" into the daemon prince, shoota boyz charge 11+2" into the daemon prince.Three shoota boyz die from charging through the minefield, amusingly three more failed their terrain roll, but passed their armor save of 6+. The big choppa nob challenges the daemon prince and promply is slain at I10 along with five other boyz. Tzeentch's staff of character explosions makes the nob blow up 6" causing... one hit to each of my units (one doesn't wound one saved by 6+ armor) and five hits to the prince itself, losing him one wound in the end. Boyz punch him a lot, but don't kill him. Thanks to da lucky stikk and its rerolls, the warboss lands all five attacks (two rerolls) and then wounds all five attacks (one reroll), the PK nob misses a lot, and only gets one wound through in the end. The daemon prince fails to save two of the S10 attacks and dies to instant death.
I currently control objectives 1(trukk), 2(trukk boyz), 3(warboss unit and shoota boyz), 4(underneath the tank-bustaz' battlwagon). 6 is held by pink horrors due to objective secured, which the tank bustaz lack, five is right next to it, I can pretty much drive any battlewagon onto it next turn.
Objective 3 scores me a point, I keep the other two cards. Going Back to 4:3
Tzeentch Turn 3 Cards: Destroy a flier, destroy units, capture objective 6
Lord of Change casts cursed earth and then summons a herold on a disk because my bommer is comming on from his board edge and next turn could instant-death a herold without. Herold gains dark flame as psychic power. Lord of Change kill a bunch of boyz from the warboss unit, horrors use dark flame on the battlewagon, but FNP saves all wounds. Horrors score objective 6.
Ork Turn 4 Cards: Capture all six objectives, turbo-boost and/or flat-out and/or run 6" with three units, destroy units
Blitza bommer comes back, dropping a bomb onto the pink horrors but misses them. The second blitza bommer drops a bomb on the new herold and misses, but gets the overdrive result on the bomb table, also allowing it to shoot all weapons at the daemon, causing him to lose all but one wound. Tank bustaz keep chasing the Lord of Change and get out, hoping to charge after grounding it (hurray melta bombs!). For some reason I decide to foot-slog the shoota boyz instead of reembarking onto a battlewagon (the tank bustaz wagon would be in range as well) would be a good idea. Instead, their transport moves to objective 5. Warboss leaves his unit sitting in the minefield (two more die moving there, leaving five with no nob) and joins the tank bustaz.
During shooting most of my army is out of range of the six daemons left. Tank bustaz shoot at Lord of Change, bringing him down to two wounds. Blitza bommer shoota kill a horror. A couple of shootaz in range fail to hurt the horrors. I run all units which aren't involved anywhere in order to get a 6" run somewhere, doesn't work.
Since my tank bustaz have shoot the Lord of Change, they cannot charge the horrors, nothing else is in charge range. Major mistake on my side here, wiping out the horrors would have won me the game due to the card I'm holding from the beginning.
Tzeentch Turn 4 Cards: Destroy a flier, destroy units, capture objective 4
Lord of Change tries to summon another herald, I deny him. Tries to shoot the damaged blitza bommer with WC2 primaris power for 2 VP, fails. Horrors and herald both use dark flame on the disembarked tank bustaz and kill 5 (two saved by FNP) - the warboss is at the back of the unit, so he can't tank wounds yet.
Ork Turn 5 Cards: Capture all six objectives, turbo-boost and/or flat-out and/or run 6" with three units, destroy units
Tank bustaz shuffled around to get warboss in front, due to casualties I'm no longer in charge range of the horrors. I was bound on killing the Lord of Change to get its 2VP, but failed to see that simply taking objective 6 would earn me 3+d3 points. Well, I guess that's orks for you Shoota boyz move towards horrors, but are out of charge range. Trukk move flat-out from objective 1 to objective 4. Battlewagon moves flat-out from objective 4 to objective 1. Tankbustaz' battlewagon moves flat-out onto objective 5. Ding!
During shooting shoota boyz fail to kill a single pink horror, tank bustaz put no wounds of the Lord of Change and bommers don't hit anything. Daemons are currently outnumbered 1:15, but the VP have him 5:4 in the lead. If the game would end right now, I would score line breaker though, while he is pretty much limited to his table half.
Tzeentch Turn 5 Cards: Destroy a flier, destroy units, capture objective 4
My opponent informs me that the game might end after this turn, so he's trying something drastic. His herald turbo-boosts onto objective number 4, which is currently held by an objective secured trukk. He would also score line-breaker this way, ending the game in a tie.
During his psychic phase he rolls a 6 for extra charges and thus tries to hit a blitza bommer with the WC3 primaris power to blow it out of the sky for 2 VP. The power fails to manifest. He then puts all other dice into a WC2 primaris on the horrors, which succeed in exploding the trukk... and the herold standing next to it! However, since the card only counts units destroyed during your turn, he gets a VP from it and I don't.
The game would continue on a roll of 3+, but he rolls a two. The game ends with a 6:5 VP victory for daemons.
In the end, blitza bommers were kind of disappointing, and it's hard to say if the presence of vehicles would have changed that. Tankbustaz were insanely good, as was the Lucky Stikk MA warboss. Still not missing a KFF on the battlewagons either.
This message was edited 2 times. Last update was at 2014/08/14 22:06:48
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/08/14 16:47:07
Subject: Battlewagon Orks vs FMC heavy Tzeench (1500)
I only took a single picture, because I feel like an ass when continuously taking a pictures of me completely beating the tar out of my opponent. Until the very last turn, be both assumed that he would end up tabled.
I'll add the picture to the report, I should be during turn 4.
Automatically Appended Next Post: Actually was during his turn 3 - I added the numbers for the mission objectives, so you have more of an idea what was going on.
This message was edited 1 time. Last update was at 2014/08/14 22:09:17
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.
2014/08/15 03:21:36
Subject: Battlewagon Orks vs FMC heavy Tzeench (1500)
My Project Blog: Necrons, Orks, Sisters, Blood Angels, and X-Wing "
"One morning I shot an elephant in my pajamas. How it got into my pajamas, I'll never know." Groucho Marx
~A grammatically correct sentence can have multiple, valid interpretations.
Arguing over the facts is the lowest form of debate.
2014/08/26 15:59:12
Subject: Re:Battlewagon Orks vs FMC heavy Tzeench (1500)
Precisely. The KFF used to make sure that you would reach the enemy at all, and wouldn't be footslogging most of the distance. On top of that, you wanted to prevent explosions from one-shot weapons that would cause a bunch of casualties among the boyz inside.
Right now, a battlewagon manges to drive its payload into the enemy more often than not, and explosions have become rare enough to no longer worry about them. Even against massed bright lances or lascannons a battlewagon usually just gets wrecked.
It's not like I wouldn't use a KFF if it still bubbled out from the wagon - but it doesn't and the "kff on warbike" solution is a clutch at best. It might work if I had a mob of 15 warbikers to go along with it, but I don't, and koptaz have conflicting uses to the mek ("get close and blow stuff up no matter the consequences" vs "stay the heck away from danger").
Not having a KFF also brings the freedom of moving battlewagons wherever you want without needlessly endangering them. For example, in this game the battlewagon full of tankbustaz simply left the column to get a better shot at the DPs. They usually would have been out of any KFF bubble at that point.
7 Ork facts people always get wrong: Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other. A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot. Orks meks have a better understanding of electrics and mechanics than most Tech Priests. Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books. Gharkull Blackfang did not even come close to killing the emperor. Orks can be corrupted by chaos, but few of them have any interest in what chaos offers. Orks do not have the power of believe.