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Made in gb
Tower of Power






Cannock

Had a game with my new list of Orks against a heavy armoured Guard army.

Game was seize ground and pitched battle deployment. I lost the roll off but went first.

Objectives were: left, right, ork & guard.

Ork

1 x Warboss - power klaw, attack squig, cybork body, eavy armour, combi skorcher & boss pole

1 x Big Mek - power klaw & kustom force field

Elites

15 x Lootas w/ battlewagon - wagon w/ big shoota

8 x Nobz w/ Painboy inc Battlewagon - eavy armour, cybork body, 2 x power klaws, waaagh banner - battlewagon w/ big shoota

Troops

5 x Meganobz w/ battlewagon - wagon w/ big shoota

20 x Shoota Boyz w/ 2 x big shootas - Nob w/ power klaw & boss pole

20 x Shoota Boyz w/ 2 x big shootas - Nob w/ power klaw & boss pole

20 x Shoota Boyz w/ 2 x rokkits - Nob w/ power klaw & boss pole

Heavy Support

1 x Battlewagon - big shoota

1 x Battlewagon - big shoota

Imperial Guard

1 x Company command squad w/ chimera

Troops

10 x veterans w/ chimera - plasma guns

10 x veterans w/ chimera - melta guns & heavy bolter

1 x platoon command squad

30 x guard w/ commissar, 3 x flamers - sgt's w/ power weapons

Heavy Support

3 x Leman Russes - 2 x vanilla 1 x exterminator w/ pask

2 x Demolishers

1 x Basilisk

Turn 1

Deployment















Turn 1

All orks moved forward apart from the lootas in the battlewagon with the big mek.

In the shooting phase the lootas fired on the exposed side armour of one of the hellhounds and managed to wreck it.

Most of the guard army held position, the two demolishers moved forward and provided cover for the chimera carrying the plasma gun veterans and the chimera carrying the company command squad. The solo hellhound moves towards the shoota boy mob on foot.

The two vanilla russes fired on the bosses & nobz battlewagon and scored a crew stunned result. The hellhound roasts a couple of the shoota boyz on foot, the basilisk lands on target and wrecks the meganobz battlewagon, two of them are then killed by a blast from one of the demolishers.

Turn 2

Start of turn 2



Both shoota boyz in the battlewagons disembark, the shoota boyz on foot moved less than 6" towards the hellhound and the meganobz lumber forward towards the objective.

The big shootas from the two shoota boyz battlewagons fire on a unit of 10 guard (part of the 30 man unit) and kill 3. The lootas fire at the hellhound and score a weapon destroyed result, loosing the main turret weapon and immobilised. The shoota boy unit on foot fire at the hellhound with the two rokkits and score a crew stunned result. The boss also calls a waaagh!

In assault each of the shoota boyz which had bailed out the battlewagons charged the two vanilla russes and wreck them both.

In the guard turn the demolishers move forward the and veterans chimera with the plasma guns head towards the right objective. the exterminator moves back to the edge of the board hoping to escape the orks next assault turn. The company command chimera heads towards the shoota boy unit on foot.

In the shooting phase the exterminator fires on the shoota boy mob closed to it scoring two kills, the orks got a cover save as over half the unit was in cover. The basilisk fires at the same shoota boy unit was the exterminator and scores a whooping 13 kills! The chimera with the melta gun totting vets fire at the other shoota boy mob and score a few kills, the 10 man guard unit receives and passes the order for first rank fire second rank fire and score more kills. One meganob is killed by plasma fire and the other two take a wound each.

Turn 3

Start of turn 3



The shoota boyz unit which got shelled by the basilisk failed their leadership test and fell back, they couldn't regroup as was under half strengh. The other shoota boy unit move towards the exterminator. The bosses and nobz battlewagon passed two difficult terrain tests, they bailed out and ready to hammer the chimera carrying the melta vets. The two meganobz passed their leadership test and moved towards the closest demolisher. The battlewagon carrying the lootas move 6" so can target the side armour of the other demolisher.

The lootas fire at the demolisher and fail to do any damage.

In assault the shoota boyz charge the leman russ exterminator and wreck it, the shoota boy unit on foot charge the solo hellhound and wreck as well. The nobz and boss score a destroyed result on the chimera, it explodes with a 6" radius and kills several of the 10 man guard unit leaving them with 3 survivors and one veteran is killed and a nob is wounded. The meganobz wreck the demolisher they charged.

In the guard turn the veterans with the meltas pass a pinning test and the 10 man guard squad now down to 3 pass the leadership test. The company command chimera moves into difficult terrain and gets immobilised. 20 guard with the commissar and the platoon command squad come out of a ruin they had been hiding in all turn.

In the shooting phase the veterans kill 2 nobz, and the meganobz are killed by plasma fire, though 2 veterans fail there armour saves after rolling 1's for the gets hot rule. The remaining demolisher rams the side of the lootas battlewagon with a strength 11 hit, though a 1 is rolled for armour penetration and does nothing.

Turn 4

Start of turn 4

The ork boss dettachs from the nob unit and the shoota boy unit on foot moves back towards the ork objective. The other remaining shoota boy unit moves towards the guard objective.

In assault the boss charges the 3 guardsmen and kills them all, the nobz charge the veterans with the meltas and kill them all.

In the guard movement phase the demolisher rams the rear of the lootas battlewagon, it explodes and kills 3. The chimera carrying the plasma veterans becomes immobilised through difficult terrain and the company command squad bail out the chimera.

For the guard shooting phase the basilisk and plasma veterans along with their chimera and the comapany command squads chimera fire at the lootas now in crater, after saves two lootas are left and the big mek is killed.

Turn 5

The nobz move out the crater towards the large unit of guardsmen up ahead, the boss moves to the objective along with the remains of the shoota boy unit.

In the shooting phase the nobz fire their sluggas at the guard and score one wound, the lootas fire at the company command squads chimera but do no damage and the shoota boyz with the rokkits fire at the demolisher but do nothing.

The nobz were just out of assault range of the large guardsmen unit.

The large unit of guard move towards the nobz while the platoon command squad moves back through the ruin they original were in.

The demolisher and basilisk fire at the shoota boyz claiming the objective, they go to ground but take heavy losses. The plasma vets finish off the two lootas and the nobz were hammered off by the large guard unit.

All spiraling out of control for the orks!

Turn 6

Start of turn 6



The shoota boyz which got hammered by the basilisk and demolisher fail a leadership test and fall back nearly off the board. The two battlewagons move around the boss and last remains of the only shoota boyz unit on the table. The two remaining nobz pass a leadership test and retreat back to the crater by the objective.

The big shootas on the battlewagons fire at the large guardmens unit and company command squad, some kills are scored on the guard unit.

In the guard movement phase the large unit sneeks through a small 1" gap left by the battlewagon, the platoon command squad moves around the wrecked hellhound to surround the orks.

The guard fire on the the shoota boy unit and wipe out the last four, the basilisk fires attempting to score a wound on the boss, it lands a direct hit but fails to score a wound.

Guard win controling two objectives!

Thoughts

A few thoughts that mech orks can work, just make sure to take power klaws to wreck vehicles and pop them back in the transports once done the deed. When orks are out in the open they won't last long even in large numbers.

Large unit of lootas, in a battlewagon with a kustom force field is awesome. Can do damage to light armoured vehicles as well. These guys are a serious pain! My plan at the end was for the big mek to leave the lootas and charge the single demolisher after it wrecked there battlewagon with the ram move, though the typical mek failed its armour save and that plan was scrapped! If the Mek was still going the demolisher would have been dead metal no doubt.

I wasted the waaagh! as well, I should have got the shoota boyz with the rokkits and made them run. It didn't matter too much as the hellhound couldn't move or shoot the next turn, but they could have at least took it out earlier.

We had a few rule queries come up, discovering after a unit inside a transport can fire at a different target and maximum strength is 10, though that didn't make any difference as the first ram move didn't do any damage to the battlewagon.

I think the orks did well, much better now majority are in transports. I need to be more tactical and get them back in transports once they've done the job or else they will get hammered. Power klaws are a must to take out vehicles, its the only way forward which is reliable, though the rokkits did well but you never know if you're going to hit or not.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Elite Tyranid Warrior






Birmingham UK

Bloody hell, that's a long msg.
Mostly right apart from it was my Company Command with Plasma Guns, not the Veterans. The veterans had Melta Guns. The CC didn't get out of their Chimera all game!
The list you wrote out for my stuff wasn't exactly what i was running, but it was close enough.
What does this mean, you have wrote it very confusingly...
"unit inside a transport can fire at a different target and maximum strength is 10"? Where are you getting the Max S10 from & what is it in relation to?
Otherwise. Nice overview.

"If it Bleeds, we can kill it!"

 
   
Made in gb
Boom! Leman Russ Commander






I think hes talking about the max 10 strength for ramming I guess
Nice report, shows how a battle can change very quickly !

   
Made in gb
Tower of Power






Cannock

Ah I thought you had two units of vets, the melta guys with the h-bolter and then the other ones which had the plasma who were taking shots at my meganobz. I thought the CCS was in the chimera which got immobilised in the middle the first time, or were they vets?

The ramming part, we worked you strength 11 hit but the rules say you cannot have anything more than strength 10. Just looked I didn't put about ramming.

Yes definately can change quickly! Orks were steaming all the way through and at the end turned tables. Was a very tense game though!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Wicked Warp Spider






Cool game, sorry i wasn't there. Wolf is right, I thought it was going bad for the guard when those leman russes and the hellhound got destroyed, I guess the remaining tnaks and veterans had enough firepower to turn things round, while the battlewagons didn't bring a lot to the game once their troops had disembarked.

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
Made in us
Mutilatin' Mad Dok





LaLa Land

Try boarding planks on your battlewagons, that way you can get the most important CCW attack off without ever leaving your vehicle.

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
Made in gb
Elite Tyranid Warrior






Birmingham UK

I hate the fact that loads of my stuff is unpainted.
I am on the case!

"If it Bleeds, we can kill it!"

 
   
Made in us
Ork Boy Hangin' off a Trukk





Cajun Country

Your table is bad ass. Great report!

" It's good ta be green!  
   
Made in gb
Automated Space Wolves Thrall





Toxxic wrote:Your table is bad ass. Great report!


If only there were a Youtube link on how to make something like that!
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Such lovley terrain.

Tell me then, why is it all smooshed towards the edges of the table, leaving the centre of the table low and half-empty?

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Tower of Power






Cannock

Grimgob wrote:Try boarding planks on your battlewagons, that way you can get the most important CCW attack off without ever leaving your vehicle.


I think that is a very good idea and wouldn't cost a huge amount of extra points either

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Elite Tyranid Warrior






Birmingham UK

Toxxic wrote:Your table is bad ass. Great report!

Thanks. It took me a few weeks to build it.


Automatically Appended Next Post:
H.B.M.C. wrote:Such lovley terrain.

Tell me then, why is it all smooshed towards the edges of the table, leaving the centre of the table low and half-empty?


Just threw it out. Both players had the chance to re-arrange it.

This message was edited 1 time. Last update was at 2009/07/21 13:00:24


"If it Bleeds, we can kill it!"

 
   
Made in gb
Tower of Power






Cannock

If my Big Mek would have saved it throw the last demolisher no doubt would have been toast, though I doubt it would have done much difference as it only managed to blow some boyz up the next turn.

The scenery seemed laid out evenly to me, three buildings each end of the table and two for each players edge and then one in the centre with a few craters

This message was edited 2 times. Last update was at 2009/07/21 15:22:22


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in ph
Rough Rider with Boomstick






Yeah terrain is fine....many craters = cover for infantry, and by the number of terrain induced immobilizations the vehicles didn't have an easy time traversing them either!

Nice game..go guard!



40K 5th ed W/L/D
65/4/6, 10/2/1, 10/3/0, 2/0/1, 0/1/1

40K 6th ed W/L/D
1/0/0

WHFB 8th ed WHFB
Empire: 12/3/2, Lizardmen: 16/3/2 
   
Made in gb
Tower of Power






Cannock

lol I did ok for vehicle terrain tests, cannot say the same for guard

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Nimble Pistolier





good comeback IG

501 Agathonian Grenadiers
Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
 
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