This is a game I played earlier today against Orks, as my opponent decided to start an army and I decided I'd probably need some practice against it. We'd already decided to play a standard Annihilation with standard deployment, as we had limited time.
His army contained:
Warboss w/ 'Ard Armor and Power Klaw
Warboss w/ Mega Armor
20 Ork Boyz w/ 2 Big Shootas
20 'Ard Boys w/ 2 Big Shootas
x2 5 Nobz w/ Big Choppas
x2 3 Deffkoptas w/ Buzzsaws and Twin-Linked Rokkit Launchas
While my army was made up of:
Hive Tyrant w/ Twin-Linked Devourers,
EC and
ES
Broodlord w/
TS, Acid Maw, and 11 Genestealers w/
EC
4 Warriors w/ Twin-Linked Deathspitters and
ES
x2 14 Termagaunts
x2 9 Ripper Swarms
Carnifex w/ x2 ScyTals,
EC, BE,
RC,
TS,
AD (
WS)
x2 Carnifex w/ Twin-Linked
BS
Deployment
My opponent won the roll to go first and opted to deploy and go first. He deployed all of his Deffkoptas on my left flank, with his Mega Armored Warboss and a squad of Nobz behind them. Apparently these guys were gonna flank my force with their Buzzsaws and mighty Rokkit Launchas and and allow his Warboss to clean up after them. To the right of them he put his 'Ard Boy squad to form the hard center of his line. Beside them, among the ruins of a crashed Aquila Lander (you all know the one

) went his 'Ard Armored Warboss with another Squad of Nobz. Beside them, between the crashed lander and a large building went the remainder of his Boyz.
I started by placing my
CC Carnifex and Hive Tyrant opposite his 'Ard Boys, in between a ruined building and a massive chunk of destroyed wall. The Hive Tyrant was supposed to provide synapse cover to the Rippers that were the placed beside him and the Termagaunts that took up position behind them. The Rippers were supposed to hold up the 'Ard Boyz until my 'Fex could kill his 'Ard Armored Warboss and move on to them. The gaunts were supposed to provide moving cover for any units that needed it and perhaps a form of rescue for a probably stranded Carnifex. My
BS fexes both deployed on ym right flank, with commanding views of the board, on in the Ruined building to my Hive Tyrant's right and the other 50% obscured by another building even further right. The Warriors also deployed in the ruined building, making it my main firebase. Between the ruined building and the whole one my second shootyfex hid behind went the second Ripper swarm and my Termagaunt brood. The Rippers provided excellent moving cover to the Rippers who in turn supplied fire support and extra numbers. The Rippers were tasked with the job of holding up the Boyz squad until the rest of his army was dealt with, maybe even killing a few in the process. To the left of my Tyrant, behind the broken wall deployed my Broodlord and his retinue, as there was no where to infiltrate and I don't like the uncertainty of Outflank.
After failing my roll to go first (which I didn't want anyway), my opponent took his first turn.
Turn 1: Orks
The Orks turn was fairly straightforward, most of the units monotonously moving straight up. The Deffkoptas carefully kept outside of 12" of my Broodlord so that they could shoot, as did the Mega Armored Warboss. The 'Ard Boyz rolled spectacularly horribly on their Difficult Terrain test, moving one inch forward as the rest of the army easily outstripped them. In the shooting phase, the Deffkoptas vaporized three Genestealers with their Rokkits despite the hard cover bestowed by the ruined wall. The Ard Boyz, too afraid to run while so many of their number picked themselves out of twisted metal and sparking wires, decided to open fire with their Big Shootas on the Carnifex before them, doing nothing. The 'Ard Armored Warboss and other Boyz, on the other hand, had no such qualms and ran forward, the Boyz on my right flank outpacing their slogging compatriots with a six on their roll. With no units within assault range, the Ork turn was over.
Turn 1: Tyranids
The Tyranid turn began with the Broodlord seeking cover further in the ruined wall, as it was apparent that he would not reach the Orks without his retinue being severely depleted. Answering his call, the Termagaunts from behind the Tyrant, moved around to form a living wall of chitinous carapace between him and the Ork firepower. The rippers on the left moved up, closing with the Mega Armored Warboss as the ones on the right moved up towards the Boyz on that flank, the Termagaunts swarming in their wake. The Carnifex in the middle moved closer to the 'Ard Boyz and the Tyrant did in his wake, staying clear of any offending Ork units. The Warriors and Carnifex in the ruined building also moved up to get into better firing positions. With than the shooting phase, and real hurt, began.
It started off with a bang, it seems, as eight Boyz from the rightmost unit were claimed to a Barbed Strangler shot in their midst and yet more fell to the fire of the Termagaunt's fleshborers. Three Nobz and the 'Ard Armored Warboss fell to shooting from the Warrior Squad and second Carnifex. Several 'Ard Boyz also fell from Deathspitter shots scattering wide and fire from the Hive Tyrant. After shooting was done, both Ripper Swarms rushed forward, eager for blood and biomass as the Termagaunts continued to wind around the Broodlord's squad.
In the Assault Phase, both Ripper Swarms were the only in assault range, and so rushed into the fray eagerly. One assaulted the Mega Armored Warboss and his Nobz while the other leaped at the Boyz on the right flank. The Rippers attacking the Warboss were dispatched easily, inflicting one wound before they were pummeled to death by the Nobz choppas. The other squad fared better, killing four Boyz while losing only a few of their number.
Round 1
KP: Orks: 1, Tyranids: 1
Turn 2: Orks
The Ork movement phase was pretty uninteresting, his Mega Armored Warboss advancing toward the Broodlord on the left flank while the remaining Nobz and Boyz moving toward the Carnifex in the center.
In the shooting phase, the Mega Armored Warboss chose to run and not fire his weapons as he closed with the Broodlord's squad. The Deffkotpa's Rokkit Launchas accounted for a measly three gaunts guarding the Broodlord while the combined fire of the Nobz and 'Ard Boyz did nothing to the Carnifex.
In the Assault phase the remaining Nobz assaulted the Carnifex, but failed to scratch it's bony exoskeleton before it impaled them on it's massive claws. The fight between the Rippers and the Boyz continued on the left flank, with the Rippers pulling down all but three Boyz who, miraculously, were able to even the odds and win the combat.
Turn 2: Tyranids
The
CC Carnifex in the center, spurred on by it's recent dispatch of the Warboss, advanced on the 'Ard Boyz, who, if they could, would have been quivering in fear at it's approach. The gaunts on the left flank ran forward toward the Deffkoptas while the Broodlord moved up behind them. The gaunts on the right flank moved around the Rippers who were still trying to pull down the last three Ork Boyz as the Hive Tyrant moved up a little more.
In the shooting phase several 'Ard Boyz fell to concentrated fire from the Hive Tyrant, Warriors and the shooty fexes. The gaunts on the right flank ran farther toward the 'Ard Boyz while the ones on the left ran up towards the Deffkoptas.
In the Assault phase, the Broodlord and Retinue eagerly charged the Mega Armored Warboss, quickly dispatching him and his retinue of Nobz before the Orks could react. The Carnifex attacked the 'Ard Boyz, it's talons impaling four of the lowly Orks, while their crude weapons could not scratch it's thick hide. The Orks, seeing that discretion was the better part of valor, fled like cowards. The Rippers on the left flank finally got around to killing the three Orks that they had been holding up, overrunning toward the gaunts that were already heading towards the last remaining Ork units. The last few gaunts approaching the Deffkoptas assaulted both units of the whirring contraptions, doing nothing to their armored sides but losing seven of their number to the buzzsaws.
Round 2
KP: Orks 2, Tyranids: 5
Turn 3: Orks
The only units that remained on the Ork side besides the five fleeing 'Ard Boyz were now the engaged Deffkoptas. Without anything else to to do, the Deffkoptas buzzed down the remainder of the gaunts attacking them and zoomed forward...towards the waiting Genestealers.
Turn 3: Tyranids
The Genestealers moved leisurely up to the Deffkoptas, flexing their rending claws as the Rippers and gaunts from the right flank began to move over from the other side. A round of shooting from the shoty fexes brought down all but one of the fleeing Boyz, who promptly ran off the table. In a spectacular round of shooting, the Hive Tyrant managed to bring down a full squad of Deffkoptas.
The Genestealers assaulted the last Deffkopta squad and, in a flurry of claws, it was all over, the ramshackle vehicles brought down by the hellishly fast aliens.
Round 2
KP: Orks 3, Tyranids: 8

Tyranid win!
Post-Game thoughts
I though I played this game well, considering I won. However I did have a prior knowledge of the scenario and my opponent's force and had played this opponent before. I really don't see how I could have done much differently. All the units I lost were sacrificial tar-pits full of wounds and cover saves and I lost very little I actually needed. I'm surprised my enemy didn't try to waste my shooty fexes earlier as their lower toughness and save would have spelled the death of them. Perhaps attacking the Warboss with the Rippers in the beginning of the game was not the best idea and only succeeded in giving my enemy both distance and Kill Points. Perhaps a better deployment of the Termagaunts on the left flank would have allowed me to rush forward with the Genestealers under the moving cover of the gaunts, but I admit I severely underestimated the power of Twin-Linked Rokkit Launchas.
I found, however, a myriad of things the Ork player could have done better, mainly in the organization of his force. The Boyz seemed alright, but they did not stick enough to the cover that they needed and so lost many troops to early shots be my powerful template weapons in the normal Boyz squad. If I were big and green I think I would have put a Warboss in each of the
Boyz units and not
Nobz. The Nobz I would then combine into one, large unit to ensure that the unit does not get wasted by shooting too early. The Warbosses would have given the Boyz some much needed hitting power that the Boyz already had, and a unit of ten Nobz seems much more survivable than two units of five, as I seems to be able to kill them simply by making them take lots of Armor Saves. I also would have split the Deffkoptas up more, as it seemed that their firepower was needed across the board, and that focusing all of them on one flank seemed to be a little overkill.
Thanks for reading.