LVGT Game #2 Blackmoor’s Witch Hunter’s vs. Ryan’s (Shep) Orks
After massacring my first opponent, I am moving on up to table #8. I find that I am playing Ryan’s (Shep on this board) Orks. Ryan is from the west side of LA and I think I might have seen him around before. We do have some friends in common though.
I will say that there are few things I hate as much as the new Orks. They went from everyone’s whipping boy to one of the hardest lists out there. I made my army around trying to beat them and I get to see if I can get it done.
His List
HQ
Big Mek w/Kustom Force Field, ‘Eavy Armor, Cybork Body, Grot Oiler, Mek’s Tools
Big Mek w/Kustom Force Field, ‘Eavy Armor, Cybork Body, Grot Oiler, Mek’s Tools
Elites
15 Lootas
15 Lootas
Troops
29 Shoota Boyz w/3 big shootas
Boyz Nob w/Power Klaw, Bosspole
29 Shoota Boyz w/3 big shootas
Boyz Nob w/Power Klaw, Bosspole
29 Shoota Boyz w/3 big shootas
Boyz Nob w/Power Klaw, Bosspole
Heavy Support
3 Killa Kans, w/3 Big Shootas
3 Killa Kans, w/3 Grotzookas
3 Killa Kans, w/3 Grotzookas
The Mission: Annihilation
The Deployment: Spearhead
Points:
Player A gets Double or more Kill Points than player B he scores 17 to 3 points.
Player A gets more (up to double) Kill Points to Player B then he scores 13 to 7 points.
If they achieve an equal number of kill points then you go to
VPs
Player A scores 175+ more
VPs then he scores 11 to 9 points
If the
VPs are less than 175, then they both score 10 points.
Great…I am going up against a very durable Ork army with only 10 kill points to my 17 kill points, with fragile vehicles.
He won the dice roll to go first, and choose to take it.
The Ork set up
He set up in the corner and screened all of his boyz with killa kans and the lootas behind them (they are the darker orks in the woods). This is shaping up to be a tough nut to crack with Kans getting a 4+ save from the
KFF and all of the orks getting a 4+ save from shooting through units.
My set up
I stayed the farthest away from him as I can. The table quarter deployment helped me a little because he put his lootas in the rear and I tried to stay 48” away. Why Phil Kelly did you make lootas 48” range?
Turn #1 Orks
The mob surges forward. I was hoping he would try to shoot his lootas on the left that were way out of range and thus losing a round of shooting, but he did not, moving them instead. He shot his other lootas on the right at a chimera and lucky for me he only had a few in range and only stunned it.
Turn #1 Witch Hunters
I open up on the orks and kill a disappointing few. I do manage to kill 2 Kans though on the left. I move my Chimera a little bit back so it will not get shot so much.
Turn #2 Orks
The tide moves forward. The lootas on the left are still moving, and they ones on the right do not do any damage.
Turn #2 Witch Hunters
The killa kans are getting way to close do to him running. So I unload the exorcists on the kans in the front killing them.
Turn #3 Orks
He relentlessly moves forward. As you can see by the dead chimera, the lootas on the left are now in range.
Turn #3 Witch Hunters
The orks on the right have been getting some good run rolls and are dangerously close. The
WH Inq which was hiding between the chimeras at the top run away, and the chimeras back up as far as they can. I learned the day before that stationary vehicles are dead in assault, so I try to at least move 6”. My shooting kills the last of the Kans, and shooting kills some more orks.
Turn #4 Orks
The orks Waagh and they crash into my lines. They hit my 2 Chimeras on the top and wound both badly (Immobilized, weapons gone, etc.). The
DH Inq that was in the building on the bottom got hit by the orks and I survived with only 3 models. I choose to fail my
LD check and ran a whole 3”. He did not pursue and spread out.
Turn #4 Witch Hunters
It is time for my counter assault. My
DH Inq ran off the board. The Orks at the top that are assaulting the chimeras get hit with 2 Storm trooper squads and my
SoB. They guys are pretty tough and the Big Mek and a handful of guys survive. The unit that killed my
DH Inq is not so lucky when they get shot with a
SoB squad, the
WH Inq, a storm trooper squad and a few exorcists wiping them out.
Turn #5 Orks
His Big Mek at the top of the board assaults my storm troopers wiping them out. The remains of his Boyz are still trying to kill the chimeras and the Nob is only able to the kill one (on a penetrating 6 killing several guys on both sides in the process). He want to assault the
SoB with his last boyz squad but is out of range, and manages to run 6” to get right up next to them.
Turn #5 Witch Hunters
My turn the squads at the top kill the Big Mek and the remaining boyz. I unload on the last shoota boyz and kill half of them. (in the pics the down models are dead).
The game ends here because we run out of time. That is a lot of running that they orks have to do, and moving that many guys forward takes a while.
WE tally up the points and we come up with:
Witch Hunters lose:
2 Chimeras
1 Rhino
1 Storm Trooper Squad
1
DH Inq
1
Inq Retinue
Total= 6 units
Orks lose:
1 Big Mek
2 Shoota Boyz
3 Killa Kans
Total= 6 units
All that work for a tie!!! When you tie, you then go to
VPs to see if it is a 10-10 points split, or a 11-9 points split and I ended up winning by a quite a few
VPs. I received the +2 point bonus for having more total units and he received the +1 bonus for having a unit in my deployment zone.
So the points came out to 13 for me, and 10 for Shep. It was a great game that was a huge challenge. I am glad to know that I was one of the very few to slow him down because he ended up with 81 battle points on his way to winning a much deserved best sportsman award.