Nasty Nob on a Boar
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1500pts – Orks vs CSM
Mission – Objectives
Deployment – Dawn of War
Orks list:
HQ
Mek Boy w/KFF, burna, Eavy Armor
Mek Boy w/Shokk Attack Gun, Cybork
Troops
BSx2 Def Dread, Grots
BSx2 Def Dread, Grots
Shoota boys x25
‘Ard Boys x10, Nob w/Big Choppa, pole
Trukk – red, ram
Trukk Boys x11, Nob w/Big Choppa, pole
Trukk – red, grots, ram
Fast Attack
2 Squads – Skorcha, TL Big Shoota Bug x2
Heavy
Shoota Kans x3
Zooka Kans x3
Rokkit Kans x3
CSM list: (from memory – maybe sketchy)
HQ
DP w/MoS, Lash, Wings
Sorcerer w/MoS, Lash
Troops
10CSM w/melta, combi-melta, PF
Rhino
10CSM w/melta, combi-melta, PF
Rhino
Elite:
8 Khorne Zerkers w/Champion
Heavy:
Defiler – Battle Cannon
2 Obliterators – Las Can
Land Raider – possession
Layout –
When I survey the battle field, I end up with an open bunker (could fit about 6-8 boys, or a Tech/Thunderfire would be nice here) on my right side next to a couple boxes that turn into objective #1.
Left Side sees a solid building (impassable terrain, no guys going in/out) right in the middle.
The middle of the board has another solid building (again impassible) and I think was set up in case Spearhead was rolled, because it pretty much fit right in the middle and within the 12” circle.
My view of his deployment zone -
Right side sees gas pumps/towers (Dangerous Terrain, blocks los) but has a few boxes in front of it that turn into Objective #2. Left side sees a ruined building (difficult terrain) and allows troops access to move through. Both of these are pretty much in the middle of the table quarter. We agreed to have the 3rd objective on the left side between the ruined building on his side and the solid building on mine and have a “control of the road”. It’s situated right in the middle of the left two quarters, and 12” from the left side of the board.
Deployment –
Well since I got luck of the draw, I get to deploy first. Lovely. Surveying the field, I figure most of the fighting is going to take place on the right side of the board with 2 of 3 objectives sitting there. So I promptly put out my ‘ard boyz w/ Mek & KFF right in-between the two objectives, at least helping to obscure my items coming on the board later and after night fight rules are over. He deploys nothing. He does not steal initiative (steal is a misnomer here) and the game is on.
Turn 1
Well I’m just beside myself as I know I have more units to deploy than he does but not knowing where the big guns were going to come on sucked. So I deployed my entire army except the FA units (they aren’t going to hurt anything at the moment, and I figure I can move them into place later or help remove him from the objectives).
The Mek w/SA Gun is in a position to see all three objectives, but in the open for the most part. Shoota boys come on right behind Obj #1 with the intent on sitting on it. The other Trukk boy squad, Zooka Kans, and 1 DefD I put on my left corner to start heading for Obj #3. The other 6 Kans and DefD I place to the left of my Mek with the intent of helping my ‘ard boys clear Obj #2. Few things run, trying to get into position, and I stupidly move my ‘ard boys closer to the objective trying to take advantage of him having to move (most or all) his army on during Night Fight. Bad Mek . . .
His turn sees EVERYTHING arrive for deployment and the first thing is the LR which now has the Zerker Squad and Sorcerer. However, Gork smashes that sucka and it gets immobilized on the boxes hiding Obj #2. So now the KFF is sitting between the Immobile Raider and my army (smile comes to face). Then the Defiler walks on (smile leaves face) as it’s just to the left of the LR. DP comes on right between both of them and I realize he’s within Assault range of the ‘ard boys (biting lip). The Oblits he puts behind the middle building with the intent of just moving back and forth killing stuff for both sides – pretty much a mirror of where I have my Mek/SA gun (except he can move and shoot, where I can not). He then brings on the two squads of CSM/Rhinos. One he parks with it’s rear to the front of my ‘ard boy truck (scoring Unit) and promptly pops out the squad with it’s melta/combi-melta within melta range for sure, while the other is also behind the building close to the Oblits – and I start remembering why I’m supposed to play test and not use a Trukk as a scouting device.
He cracks that bad boy open big’er than life, but thanks to my ramshackle, none of my orks are hurt – yet. Ah, and then I get to experience my first Lash. Now in all the reports I’ve read, it’s been used to keep units away and just screw around with your units, but he brings them right up close and of course he moves my Mek front and center while the Nob gets to be in the back. This is the end of shooting. My ‘ard boys get assaulted by the DP and the Zerker squad and it’s not pretty. I do get one wound on the DP, but now find myself without the KFF and ‘ard boyz squad (and one of my 3 scoring units).
Saving grace – the truck is wrecked right in front of the LR making the right sponson unusable (facing the fuel tanks), and the left sponson with los to almost nothing (which in the end makes for an expensive bunker). He consolidates the Zerkers towards the middle of the right side, and the DP is making his way towards Obj #1 – and I’m thinking this could be bad. . .
Turn 2
Night fighting is over! And both my FA units arrive, so they are on my right corner and next to my Mek/SA gun. Shoota boyz now own Obj #1 but the DP is on his way, but outside of range at the moment for the boyz. He is on the right side of the board, making it very hard to draw los with anything except the Buggy TL Big Shoota’s – which manage nothing in the shooting phase. So, the left side of my board move, run towards Obj #3, with the truck not far behind as it’s coming around the other side of the building. The other DefD and Kans move, run towards the Obj #1/2 side as I’m going to need a lot of help with the DP/Defiler. Shooting brings mixed results. The Mek/SA Gun go for the CSM rhino/squad that popped my truck. We roll 6/2 so no craziness, so we’re at S8 AP2 ordnance. Roll for scatter and we get a HIT! But I chose to put the hole over the melta marine (for Mork!), instead of the back of the rhino – so the squad loses 4 marines, but the hit against the rear of the rhino is wasted as it’s ½ strength which does nothing. Squad passes test and that’s the end of shooting and my turn.
His turn 2 sees the CSM squad get back in their shiny rhino and move towards the rear of the middle building, while the other rhino moves to the front of the Defiler and pops smoke (which brings a very long debate, but is upcoming). This creates a small bunker for the Defiler where my truck, and his two rhinos are in front (which was kinda cool when I was looking at it, not cool thinking about how I was going to beat it). The DP keeps coming for the boys while the zerkers move around just a bit to the right of Obj #3. I suppose he’s keeping them there to help hold or creating a wall I have to go through on that side. The Oblits roll and move towards Obj #3 and are now in view of the Trukk.
So now the Defiler is trying to snipe my Mek/SA gun. And so starts the debate about shooting through obscure los (the smoke from the rhino) and what save the Mek was going to get. We talked about the rhino only being half the height of the Defiler and not giving any save to the Mek because the “smoke only hides the rhino, not the Defiler” and how high does smoke really go. I’m thinking he says that now, but when my Mek shoots back, he’s going to claim the obscurity rule for the defiler or that I can’t see it at all. The Mek has a 5+ (I) save for the cybork body, but I’m going for the 4+ for the Defiler having to shoot through obscurity, and of course a few others around are now debating the issue – showing how the “cannon” is really in the Defilers chest, not the top of the model and barely over the rhino blah blah blah. I’m wanting to get the game going, so I say I’ll just take the 5+(I). He rolls a HIT, I roll a 4 (!) and now my power shot is gone…
Oblits take shots at my trukk, but only manage to shake it. The DP then lashes my shoota boys into assault range and I’m pretty hot – cause I realize I have nothing to stop the defiler at the moment, or even within the next few turns and I just missed saving my Mek by conceding an argument. Not next time brother! SO – DP assaults the shoota boys and this is again a saving grace moment as my shoota boys tie up the DP for 3 Turns and kill it off in Turn 5 with 7 boys left. And he’s not happy, but more on that later.
Turn 3
I don’t need your Orkikant’s, I need your Orki KAN KAN KANS! So the right Buggy squad starts making its way down to the Zerkers to try and weed them out or at least pull them out off the objective. 2nd buggy squad starts down the now narrow area to try to bring in a little cover for my DefD and Kans as I know the Rokkits/DefD CCW are the only thing to pop the rhinos and Defiler. The left side DefD Kans move towards the Oblit, while the trukk drops off my scoring unit and is providing cover in case the kans/dred get popped by the Oblits. Shooting amounts to whole lot of nothing – I kill one zerker and the rokkits are still out of range. Assault sees the DP take out another round of boys but their fearless still sitting on 17 boys left and we do nothing.
His turn 3 shows some lack cracks in the ol’ battle plan. He moves the full unit of CSM from the left side of the Defiler and starts moving it up the side of the middle building. My thinking is he is going to try and position them to take Obj. #1, but whatever. The other rhino does the same, so now we’re about to have a major Interstate slowdown with my dread/kans sitting on one side, his rhinos on the other. Defiler misses his shots on my buggies, Oblits shake one of my zooka kans, and the zerkers start moving towards the DP to help clean-up my shoota’s. Turn 4 get’s interesting . . .
Turn 4
Things are not looking good. I know he’s got melta’s sitting in those rhinos, and since I’m running the Kans as squads, he gets a 50% chance to knock them out while even a good run move doesn’t put them in assault range. He’s either very good at moving and guessing ranges, or I am the most unlucky run roller ever. Either way, the buggies move up on both sides to try and provide some support fire, and the right side put a skorcha on the zerkers – hitting 6, wounding 0. And the left side of my line keeps on plugging away towards the Oblits/Defiler. DP has a bit of a slip up though, as he fails to hit! Boys get plenty of attacks, but only do 1 wound . . . 2 wounds left but still 17 boys!
His turn 4 sees the zerkers very angry I would try to stop them. But I’m in decent enough position he has to deal with my armor to get to help the DP, so here they come! Oblits continue to come towards the middle building/traffic jam, but they roll poorly and can’t see around the rhinos just yet. Defiler stays put, ready to fire yet again and the good ol’ marines move up and out as they melta’s are withing 6” range. Good times. The CSM manage to Immobilize the DefD and destroy one Kan, which is not the result he was looking for. The Defiler shoots and shakes the DefD and now he’s not looking happy again. Oblits kill a Kan on the left side by immobilizing it. DP takes out 4 more boys, but I manage another wound, and pass my combat resolution saves with 3 6’s! Oh, Gork and Mork have not left the building yet. The Zerkers are really mad, and kill off a buggy.
Turn 5
And the gods smile once again, as my riggers pay for themselves by mobilizing my DefD and it’s about to get ugly. I move the right side buggies back towards his table edge and away from the Zerkers. They’re fething crazy! DefD and the Kan Kan Kans! Shoot and assault the two squads of CSM, which I now realize are his only two scoring units! The DefD does his best to let them know they’re not welcome here and breaks his squad but can’t catch them. They fall back almost all the way to the LR. The 5 kans though were freaking awesome. Even at WS2, they kept the 2nd CSM Squad in CC and allowed the the DefD clear and unimpeded access towards the Defiler. The DP kills another 4 boys, but they put the final wound on him and consolidate around Obj. #1, only to be staring the Zerkers down and preparing for the next round . . .
His turn 5 sees the zerkers massacre my shoota boys, and his left over CSM fall back into the LR. The Defiler shot misses, the Oblits shake the DefD, and the 2nd CSM squad is wiped.
He concedes the match at this point as I have a full squad holding Obj #3.
All in all, great match and was a lot of fun for my first big game with 5th Edition!
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