Author's Note: This is a 5th Edition game.
I humbly offer for your consideration: a titanic struggle from dominance between Bad Moon orks and the Mantis Warriors. The setting is the outskirts of an ork industrial complex. The orks have been raiding nearby settlements and the Mantis Warriors have decided to hit them in a pre-dawn strike designed to cripple the defenseless camp's infrastructure. Unfortunately, word came through the grot-vine that the marine attack was immanent, and the ork forces have returned to meet the astartes attack! The Armies: Thing 2's Bad Moon Orks HQ
: Big Mek w/ PK
Troop: 18 slugga boys & nob w/ PK
Troop: 20 shoota boys w/ 2 big shootas & nob w/ PM
Troop: 10 slugga boys & nob w/ PK
and BPole in trukk FA
: 2 deffkoptas w/ buzz saw & TL
Hvy: Battlewagon - big shoota, deff rolla (note, there is no battle cannon on either wagon... I got them used & haven't un-glued the cannons yet.
Hvy: Battlewagon - big shoota, deff rolla
... and the debut of Buzzgob and his beautiful paintjob by Ifalna. He's just standing in for a Big Mek w/ KFF
. My Mantis Warriors (run as BA) HQ
: stock Librarian - Wings of Sanguinus, preferred enemy (can't remember the name of the power) EL
: 8 sternguard - heavy flamer, melta, 4 combi-melta, Srg w/ PF
& combi-melta EL
: 1 apothecary - PW
1 apothecary - PW
, jump pack
Troop: 5x assault marines - flamer, Srg. w/ PW
& infernos pistol
Troop: 5x assault marines - flamer, Srg. w/ PW
& infernos pistol
Hvy: Vindicator - dozer blade The Scenario:
Primary Objective: Annihilation
Secondary Objective: Single objective marker at table center. +2 KP
Deployment: Dawn of War
I win the roll-off and decide to let Thing 2 go first. My plan is simple... use my mobility until I'm cornered and then charge. As designed I have NO long range fire power. I'm not sure how that happened as I've been this single biggest proponent of balanced lists with some long-range shooting capability on my Adepticon team. But... there we are. They're orks... I won't be "long ranged" for more than one turn anyway. Deployment:
Thing 2 places his trukk mob along with the Big Mek on the table behind cover. I did ask if he didn't want to put the mek in a battlewagon... but he insisted this was what he wanted. I placed the assault squad with libby in tow across the table & out of sight. He then infiltrated (even though they can't infiltrate... whoops... my bad) & scouted his deffkoptas to the other side of the building. I'd forgotten about those guys. *gulp!* The position of the objective is marked in the center of the table. Turn 1: Orks
The trukk moves over and the two battle wagons flank it. You'll note they moved on a *lot* more than they should have. He was confused about what "rolling on" meant and I think deployed them *and* then moved them in his turn 1. In any case I didn't catch it so he gets the bonus move. The koptas move to the right and pick off on one of my assault marines. Mantis Warriors
My troops arrive in force on the right flank. The pod drops on target and the sternguard & apoth deploy behind it, using it as cover. The assault squads and Vindicator move over to support the veterans. I have no shooting.
A better shot showing my first turn movement. Score: Bad Moons - 0, Mantis Warriors - 0 Turn 2: Orks
The orks move in. Shooting from the shoota mob in the battle wagon and the deff koptas kills HALF the sterguard squad AND the apothecary! Bloody wyomong fox using my dice during our last game has cursed them but good! Mantis Warriors
The remnants of the sternguard shoot and assault the deff koptas, killing one and wounding the other. One assault squad attacks the trukk in hopes of exposing the soft, squishy parts of the Big Meks underbelly (and KFF
). Mini-meltas, flamers and crak grenades all go off to no avail. The other squad and Vindicator move up to threaten the shoota wagon. My Vindi lands a pie-plate directly on the battle wagon but fails to penetrate.
A better shot of the action... Score: Bad Moons - 1, Mantis Warriors - 0 Turn 3: Orks
Thing 2 wants to unload his orks from their battle wagons and let me have it. I convince him to let them stay nice and safe in their conveyances and just roll me to dust. This was... bad advice. While the deff rollas are S10, they apparently don't have an AP
, so rather than slaughtering my two assault squads, they simply inflict one casualty, leaving both vehicles vulnerable to counter assault. (Bad daddy... no biscuit!) The sternguard finish off the last deff kopta and are hungry to avenge their fallen brethren. Mantis Warriors
The sternguard shoot the battle wagon, exploding it & killing 6 orks in the fiery conflagration that results. Three more orks are killed in assault, in spite of this success... when the dust clears, only the sternguard sergeant is left standing for the Mantis Warriors. The two assault squads completely surround the battle wagon in hopes of destroying it and by default, the majority of troops inside. Unfortunately while they shake, immobilize and knock the weapon off of it... the mobile bunker remains sound. The Vindicator... sensing the way the wind is blowing... gets the hell out of dodge.
Defiant to the last... (note, the orks depicted are supposed to be sluggas... Thing 2 just laid down the wrong guys). Score: Bad Moons - 1, Mantis Warriors - 2 Turn 4: Orks
Shooting from inside the battlewagon takes out 3 of the right-hand assault squad leaving only the sergeant and the apothecary. What's that you say? They're stunned you say? They can't shoot you say? Well yes, I say... but we forgot and the kid needed a break. The trukk moves up disgorging it's icky green contents who valiantly charge into the kiesters of the left-most assault squad... killing all but the attached Librarian. Unfortunately they lose combat and as they are now undersized... route. Bye-bye Buzzgob! *waves* The slugga boyz finish off the sternguard sergeant and wander over to take out the drop pod. Mantis Warriors
The Vindicator continues its end-around maneuver. Believe it or not, there is actually a plan to this. The three surviving Mantis Warriors form a single unit (librarian, sergeant and apothecary) and I can't help but think of the three musketeers (Athos, Porthos and Aramis) standing against the innumerable Cardinal's Guard. The infernos pistol frags the battle wagon and the resulting explosion once again kills a lot of orks. Determined to make the most of it, they charge into the crater and assault the orks, killing a couple more. The orks, surprisingly, do nothing in return but hold so the combat is locked. Score: Bad Moons - 3, Mantis Warriors - 5 Turn 5: Orks
The two Boyz squads gang up on The Three Musketeers and wipe them, but not before I thin out one of the squads a bit. Mantis Warriors
My Vindicator... who's aim has been deadly the last few games... targets the squad in the crater. The shot deviates and hits the *other* ork squad *and* my pod! The blast kills 4 orks and knocks the storm bolter off the pod. The orks, having had quite enough of S10 pie plates... head for home. Score: Bad Moons - 6, Mantis Warriors - 6
Thing 2 rolls and the game continues! Turn6: Orks
The shoota mob in the crater attacks the now immobile, weaponless pod and the nob takes it out. The resulting explosion kills a few more orks. The trukk, not wanting to be the next recipient of a S10 valentine... floors it in reverse. Mantis Warriors
The Vindicator lines up and drops another pie-plate directly on the remaining ork squad... killing all but two. The orks however... hold fast! Score: Bad Moons - 7, Mantis Warriors - 6
Thing 2 rolls and the game continues yet again! Turn7: Orks
The last two orks do the only thing they can... dive for the safety of the crater!
While the truck seeks shelter from the Vindicator in the *relative* safety of this fluffy, warm, cuddly hill. Mantis Warriors
Out of time... the Mantis Warriors try their final gambit. The unerring Vindicator once again drops it's round directly on top of the last two green-skins...
... AND ... THEY SURVIVE!! ORKS WIN!!! Final Score: Bad Moons - 7, Mantis Warriors - 6
An incredibly fun game with a surprise ending! Much closer than I thought it would be. Telling my son to keep his orks in the battlewagons was a mistake... but one neither of us is likely to repeat. I was very happy with the way my army played, but having 3 ICs
with T4, 3+ SV
and no invulnerable makes them meat for the beast. Really like the preferred enemy power on the libby. Made a real difference several times, including the first assault on a battle wagon (in hindsight, this was a misinterpretation of the rules, doesn't work with grenades on vehicles). The jump pack power worked every time I needed it to... that was nice as well. The sternguard continue to be resilient and a lot tougher for my opponent to get rid of than either of us expect. Having the apothecary with them is critical. The boy really stuck to it and played through some pretty unlucky turns. Best of all it ended just as an ork/marine battle should... with nearly everything dead or destroyed!
Hope you liked it!