Just played an incredibly tight game with KevinNash. he is tuning a mech orks list, and I've been throwing mechvets at him over and over again, I decided to throw a 'best of' marine list at him so that he didn't get too used to the way
IG plays. I borrowed my roommates dark angels, which are wonderfully painted by Wolflordkjel.
We played a 1750 standard game. Rolled a 3 objective seize ground with a spearhead deployment.
Here are the lists.
DARK ANGELS
Sammael
dreadnought with multi-melta
dreadnought with multi-melta
dreadnought with multi-melta
10x tactical marines with flamer and multi-melta in rhino
10x tactical marines with flamer and multi-melta in rhino
10x tactical marines with flamer and multi-melta in rhino
speeder with heavy flamer and multi-melta
speeder with heavy flamer and multi-melta
speeder with heavy flamer and multi-melta
predator with heavy bolter sponsons
predator with heavy bolter sponsons
predator with heavy bolter sponsons
ORKS
Ghazkgull
Mek with kustom force field, power klaw and bosspole
15 lootas
14 lootas
19 shoota boys
18 shoota boys
20 shoota boys with nob, power klaw, and bosspole
deffkopta with twin-linked rokkits and buzzsaw
deffkopta with twin-linked rokkits and buzzsaw
deffkopta with twin-linked rokkits and buzzsaw
battlewagon with deffrolla, red paint job, big shoota, boarding plank
battlewagon with deffrolla, red paint job, big shoota, boarding plank
battlewagon with deffrolla, red paint job, big shoota, boarding plank
Ok, so I won the roll, and chose to play, because there was a corner that didn't really have any good places for lootas. I deployed thusly.
I held the speeders in reserve and said 'deep strike', which might have been a mistake. But not a huge one.
He deployed his orks thusly.
He held his deffkoptas in resrve and did NOT say outflank. The long table edge gives you some semi-outflankiness in spearhead without having to roll. And rolling the short table edge behind your own models with an outflanker is all kinds of crappy.
He attempted to, and successfully seized the initiative. I was lined up to do a lot of first turn shooting on his lootas, so that gave him a lot more loota shots. But he traded in his 'last turn' objective grab.
ORK TURN 1
He motors his wagons ahead 13" right down the center line of the table. One loota unit opens up on a rhino in cover and immobilizes and shakes it. the other loota unit went after a dreadnought in cover and shook it.
DARK ANGELS TURN 1
Had to do a little more moving since the initiative was seized, two of my three predators had to move, so 4 less heavy bolters went into the lootas. Sammael moved up to start taking out lootas. One rhino moved laterally 12" and popped smoke to get out from behind the mass of armor. One other rhino shifted over to my left. My dreadnoughts kept themselves in cover and prepared for an important turn 2. I shot everything I could into the 15 strong loota unit and killed 4 of them. I had 2 long range multi-melta shots one at front armor and one at side. Not surprisingly they didn't do anything. I'm really really happy with my composure at this point. I think I may have finally figured out just how imporant it is to focus on the lootas, and to not bother with low percentage shots into vehicles that only have a limited sphere of influence. For instance I could have put 2 autocannons into side armor of a battlewagon in cover. I fired them at the lootas and killed two instead. If you run the numbers on the side shots into AV12 in cover, I think I'll take 2 lootas.
ORK TURN 2
KevinNash plays a little conservative (which I feel was definitely the right play when facing 6 multi-meltas) He lined up his lead battlewagon for a boarding plank attack on my leftmost predator, 2 of 3 deffkoptas arrived and moved on to shoot and charge the rhino on my left. His other two battlewagons moved to the far left side but max speed of the first wagon, they did this to put a lot of distance between them and my tactical squads and dreadnoughts. In the shooting phase the first loota unit opens up on a rhino that popped smoke and blows it up on a 6. I lose 4 marines from the explosion, and now the rhino behind is cover free. The other loota unit shoots at it, and destroys it on a 5. The deffkoptas shoot at the rhino, one of them hits and weapon destroys it. In the assault phase the nob walks over the boarding plank and wrecks the predator, and the two deffkoptas charge the rhino. Needing 6's they only get 1 hit which results ina crew shaken.
DARK ANGELS TURN 2
No speeders arrived yet. My preds can finally hold still and unload, sammael shuffles a little more, the dreads all stay in cover but slide over to the left more. One of them is over near the deffkoptas to support the rhino, the other two set their multi-meltas up on the closest battlewagon. Both of the exposed tactical squads also have close range multi-melta shots, and so hold tight. I now have 5 close range melta on the lead wagon. The shaken, weaponless rhino spins in place and tank shocks the two deffkoptas, they both fail their test, and one of them runs off the table, the other hangs on just barely, and thanks to my poorly chosen tank shock direction, he will have a chance to regroup. First shot I take is the furthest dreadnought's multi-melta. It pens and wrecks the lead wagon. All of the orks debark on the other side of the wreck, and I dont really have anything to do with the rest of my multi-meltas, I shoot what I can into those boys, but they all make their cover saves. Sammael and the two predators unload on the 11 strong loota unit and take it down to 5. The dreadnought who moved to cover the
tac squad just took a potshot into the falling back kopta and IDed it. KevinNash didn't want to lose the 5 lootas, so he popped 'prophet of the waaagh' to make them fearless. No assaults.
ORKS TURN 3
The third deffkopta shows up and sets up a rear shot on the rhino that tank shocked his mates. The boys that fell out of the first wagon move forward towards the rhino, setting up a charge on the unit and the dreadnought if the unit is forced out of the rhino. Ghazkgull's wagon moved 7" and lined up some shots on one of my two already footslogging
tac marines. The other wagon floated a bit to my right, as there wasn't anywhere to go forward with all those boys in front of him, and they wanted to shoot also. In the shooting phase the loota unit on my left fired at a dreadnought in cover, and crew stunned him. The 5 man loota unit got 3 shots, fired at the dreadnought that was about to be charged but failed to hurt it. The deffkopta fired its missile and wrecked the rhino. I chose to deploy my
tac squad as close to the approaching orks as possible, to spoil their auto '6' waaagh that they had coming, and to keep that combat close to my support that was running over from my right flank. Ghaz and company fired at my fresh
tac squad and killed 5 marines. The wagon with the big mek in it shot at my 6 strong
tac squad and killed 3 more. Everyone was good on morale. In the assault phase the boy unit dual charged my
tac squad and the dreadnought, and the deffkopta got in on that action with a charge on the
tac squad. I killed 3, he killed 5 and got an immobilized result on the dread. My
tac squad failed and ran, the dread held the boys and kopta from being able to sweep.
DARK ANGEL TURN 3
Only one of my three speeders shows up. I need to start getting sammael into position to support the mess that is happening on the objectives, so i move flat out laterally across the table, keeping my good armor facing the lootas. The speeder tries to
DS a multi-melta into the rear of the big meks wagon but scatters backwards, close enough to put souffle on the 5 man loota unit. My predators post up for another turn of full firing, My unstunned, unlocked in combat dread moved up towards the meks wagon to shoot/charge, and the three man
tac squad set their flamer up to roast any boys who fall out. the now 5 strong
tac squad moves over to charge into the very winnable combat with the dread. the running
tac squad was still within 6" of the orks and so kept running. In shooting, the speeder and two predators knocked out 5 lootas, ending one unit. The dread can't manage to scratch the meks wagon, and the
tac squads can't shoot at the targets they want to charge. Assault phase, my 5 man
tac squad rolls a 2 and a 1 on their difficult terrain roll and can't plug into that combat. The dreadnought and the 3
tac marines charge the meks wagon. the dread and one krak grenade get a 6. The grenade detonates harmlessly but the dread gets a destroyed result. 4 boys die in the fireball. On the other combat, my dread with its now single attack was able to smash the deffkopta that got into base to base with it, the nob that was only strength 8 now couldn't roll well enough to hurt him. he won by 2 and the boys crumbled a little bit from 'no retreat' wounds.
ORK TURN 4
Ghazkgul's wagon moved 7" again, but made an effort to get within 6" of the falling back
tac squad. The big meks unit was in a pretty hopeless situation, so it just moved to set up shots on the 5 man
tac squad that missed its charge. Pretty short movement phase. In shooting ghaz and company plus the big meks unit all put into the 5 man
tac squad and killed it off. The lootas shot at the dreadnought that was threatening the big mek unit and managed to only score a crew shaken. This was the second decent shot the lootas had all game (first one was the suddenly unobscured rhino), and they needed this one, and they couldn't cash in. In assault the nob whiffed on the dreadnought again, and the dreadnought whiffed with his 1 attack as well.
DARK ANGELS TURN 4
I moved the dreadnought over to try and get him to reinforce the hobbled dread that was holding off the smallish boy unit. I moved the other dread to the most obnoxious corner of the big meks unit for tarpit action, I moved the 3 man
tac squad behind the wrecked battlewagon to hide. they were my only scoring unit left. Sammael leapt 12" over the building to set up his assault cannons on anyone who fell out of ghaz's wagon, which was wisely staying away from meltas. I got my last 2 speeders, one deepstruck to set up cloes range melta on the wagon and had a good landing, the other set up souffle on the loota unit and made a picture perfect landing. My first speeder moved 12" to set up more template on lootas, predators still had a priority target and so stayed still. I begin my shooting phase by cooking and shooting lootas, i take them down to 8 strong, would have loved to kill one more

. I ran with my 3 man
tac and found a nice spot totally out of
LOS to everyone, I ran with the dreadnought racing to lock the boys in combat and got a mighty '1'. The speeder with the multi-melta hit, then rolled a 3 on two dice to get a pen on an unobscured ghaz wagon. I tried to be cool about it, but I had a few words for my dice. No one is perfect

. Sammael then tried in vain to rend into the side armor, no 6's. Ghaz was untouched. The lootas passed their leadership 8 test. In assault, my dread missed with his one attack, but was able to shrug off the nobs klaw yet again. My other dread charged the big mek unit, killed a couple, a couple more crumbled. All of the boys in that unit looked over to the big mek and said "ey boss, you got that klaw, git over here and wack dis fing" to which he replied "gulp".
ORK TURN 5
Ghaz decided that he'd had enough of the
tac marines hiding on that objective so he debarked and moved over to set up a charge on them. His wagon positioned itself in scoring fashion on the other objective, moving no more than 7", that was it for his movement phase. Shooting phase, the 8 remaining lootas shot and killed a speeder, and the wagon and boys all shot into the speeder closest to them, immobilizing and shaking it. in assault ghaz picked up one of the three
tac marines he charged and proceeded to beat the other two to death with him. he then consolidated towards the dreadnought involved in
CC with his dwindling boy unit. the big mek bravely stepped up the dreadnought and had his gob knocked completely off his shoulders. The rest of the boys crumble a little. the nob fighting the immobilized dreadnought whiffs one last time, as does the injured dread.
DARK ANGELS TURN 5
The fresh dread sets up a charge on the combat he was headed towards, Sammael and the other speeder, along with the two predators prepare to finish off the other loota unit, and then we move to the shooting phase. One loota survives the hail of fire and i seriously am hoping he fails morale, which he does. In assault my dread charges into the boys, kills a couple, their nob couldn't finish off the immobilized dread, but they were still fearless. The game continues.
ORK TURN 6
The remaining wagon shifts a little in place, trying to score the objective its over. Ghaz suffles forward a bit, lining up a bull rush on the dreadnought. And thats it. Shooting phase, the wagon and its boys shoot at the immobilized speeder and stun it. In assault ghazgull smashes apart the immobilized dread, blowing it up, the resulting explosion brings the boy unit below half (gets me some
VPs), he consolidated into the other dreadnought, along with the boy unit. The close combat on the other dread grinds on, but the boys still have 11, I'll need to kill one next turn or I won't get any
VPs.
DARK ANGELS TURN 6
All my speeders crash down onto the objectives, ensuring that this game is going to be decided on
VPs. they are also set up to go to work if we get a turn 7. My dread in the center of the table punks out one more ork, booyah, half dead. Ghazgkull smashes apart the other dread, freeing up his unit of boys, I think there was about 6 left at this point, they consolidated towards an objective in case we got another turn. We didn't.
We silently totaled up our victory points and were actually within 20
VPs of each other! It just doesn't get closer or more fun than that.
Some thoughts...
ghazkgul mag uruk thraka! What a beater! I thought that maybe i had a chance to take him out with my dreads, but then KevinNash reminded me that he has eternal warrior. there isn't any shortcuts to killing him, and he is a monster. His fearless trick if well planned is a real boon as well. Popping the waaagh in the enemy shooting phase to not take any tests when you know you'll likely want the movement in your next turn is a rad combo.
I've finally persevered and saw all the lootas off the table. It all clicked in my head once i did that. there was a point in the game where it started to turn my way, after the lootas were shrunk down and a couple of his units were locked in tough to get out of
CCs, KevinNash commented on not really having anything to work with. He had a battlewagon, some boys, and ghaz. And ghaz was almost enough. i certainly lose on
VPs next turn when ghaz charges sammael. (i suppose he could whiff)
Sammael has been and continues to be really frustrating to my opponents. Every game i've played with him he has just floated around completely untouchable and then dashed for an objective block. He brings rites of battle to the table too. And considering how many tests I took this game from all of the shooting I took, I'm glad to have that.
Dreadnoughts. When people talk about dreadnoughts and how you shouldn't take them because they are easy to kill, just don't listen to them. armor 12 in cover all game, with a mobile multi-melta is great. Locking units in either unwinnable or seriously hard to win combats is so much more than great. If there was a single unit Kevinnash would have preferred me to not have that game it was easily my dreads. You just have to protect them. Where you put them, what you shoot at first, and then what you do with them aren't brainless things. When used right, 125 points is a steal.
Speeders in reserve. I don't know, all my deep strikes landed well enough, I just got them too late. It was frustrating to only get one of them through 3 turns. If I had placed them on the table and moved flat out on turn 1, then if the lootas wanted to kill them they could have, but that would have taken heat off of other units. I know the initiative was seized, but if it wasn't I certainly would have wanted them on the table.
Such a fun and close game. Both lists are very tight. i think the dark angels one is locked. I had zero complaints about its content. KevinNash is still working on his list for sure. But it certainly is getting very strong, and able to compete in the mechanized world where foot orks and biker orks are having more problems.
Thanks for reading and discussing.