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Made in se
Dakka Veteran






Stockholm, Sweden

So, just to add some background and disclaimers before I start the report. This was my first game in ~13 years or something. In essence the game has changed so much since I last played that it's a completely new game. My opponent (who lured me back to the hobby) has never played before. So we were both completely new to the rules. If you spot any errors in movement and such it's just us forgetting. No matter what, we had a GREAT couple of games!

This is game two played this day. The first game was a bit dodgy, we didn't remember to treat power klaws (and Dread CCWs) as power weapons. And well, it was nothing to report about 'cause I lost. Although we took some great pics that I will add to this report to add some feeling for the game!

So…

The Forces

Space Marines - Commanded by Herr General Lifter
1 Captain Bigstrong - Storm Bolter, Power Sword, Iron Halo etc.
1 Tactical Squad - Flamer, Missile Launcher (proxied heavy bolter)
1 Tactical Squad - Meltagun, Heavy Bolter
1 Razorback, TL Heavy Bolters & Hunter Killer Missile.

Orks - Commanded by oberwaaghbahnführer Pixelpusher
1 Big Mek - Kustom Force Field
20 Ork Boyz - Choppa & Slugga. Nob with Power Klaw
20 Ork Boyz - 17 Shootas, 2 Big Shootas. Nob with Power Klaw
1 Killa Kan (Frak) - Grotzooka
1 Killa Kan (R-Nold) - Rokkit Launcha

Points.........520-ish


The field of battle



We rolled Sieze Ground as the mission, and placed our 5 objectives. The deployment was rolled for and much discussing went about when we tried to figure out how to deploy in a Spearhead type deployment.
Space Marines won the roll for deployment and placed his models. I was hoping to win the deployment. The lower left quarter of the table was so much more suite to my orks. Having to deploy them almost all out in the open made me a bit nervous even though I had the KFF mek.




Turn One - Space Marines

The Razorback moved up and unloaded the melta-equipped combat squad. The combat squad in the middle moved to sieze the ruins in the middle. Commander Bigstrong and his combat squad took the objective in the back.
Shooting was the funniest ever... We've always joked about the HK-missile and how worthless it was. And lo and behold when a 1 was rolled for the roll to hit!!! Lifter made up for it by shooting a krak grenade at Frak, the grotzooka equipped Killa kan, shaking it. A frag missile exploded in the midst of the sluggas, making no damage to all but one grot that sorely regretted joining the big ones for some killin'.
Captain Bigstrong ordered the heavy bolter to shoot at the shootas in the distance, scoring three kills.




Turn One - Orks

The orks, without any substansial cover moved as fast as they could. The sluggas moved, but to my dismay the marines with the meltagun was placed too far away for me to charge. R-Nold (K1) moved up. The shootas fired back with their big shootas at Bigstrongs squad, killing one marine. Apart from that there was a lot of shooting but not much hitting or wounding (Blast that 3+ save!).



The carnage of turn one!

Turn Two - Marines

The melta equipped squad moved up dangerously close to R-Nold (K1) and the combat squad in the middle moved up to get clear shots at the shootas.
I wondered a little about Lifters smile when he moved his marines, and when it came to shooting I realized why he was so happy. The melta-rule!!! The beam of melta tore right through poor R-Nold. Rolling a 5 on the table made it stand there burning for the rest of the game :(. The marines imitated the orks and shot a lot, not hitting much.




Turn Two - Orks

They had to pay for what they did to R-nold!!! I moved up the sluggas as far as I could in order to be able to envelop the melta-squad when I charged. The shootas dashed forward, guns blazing, trying to reach the ruins.
Charging the squad was a blast! I got to roll like…*a ton of dice. Resulting in the death of four marines. Leaving the sergeant all alone. Not a single one of my orks died! Thank you Chessex for making great dice!!!




Turn Three - Space Marines

The marines in the midfield appeared to be scared of the advancing shootas, and retreated in the direction of the tower of dice. Captain Bigstrong moved forward meet the horde.
Shooting was poor this round as well, the Mek's coversave rescued me and the space marines boltguns had moved, not allowing them to rapid fire on me.
In the close combat phase the lone sergeant chopped up two orks before succumbing to the axes, sharp sticks and pointy teef of the sluggas. The orks consolidated 2" forward.




Turn Three - Orks

The sluggas moved and charged the combat squad by the ruins. Completely enveloping them and killing four in the charge! One ork got to taste the butt of a heavy bolter and broke his neck.
The shootas moved up with Frak (K2). Shooting a lot, missing a lot, as usual… -.-




Turn Four - Space Marines

The retreating combatsquad took positions at the farthest objective. While Captain Bigstrong swiftly charged my shootas (ooops! Bad move last turn >_< and chopped up a ton of orks. That power sword was way sharper and slicier than I thought!
Mr. Heavy Bolter got tore up by my mob of sluggas, not taking one single of them with him.




Turn Four - Orks

I was planning that my shootas would've survived to take the objective at the crater. So when they didn't i decided that my best move was to declare Waagh! and charge in with my mob of sluggas in an attempt to kill off Captain Bigstrong. Difficult ground made it tricky though and it was within inches of me failing to reach him!
The resulting carnage ended up in a bunch of dead orks, but also in me killing off Captain Bigstrong and his entire squad. Lifter was like "You can do what?!" and I was trying hard not to enjoy the slaughter.




Turn Five - Space Marines

The orks moved their consolidation move and the remaining five marines shot as much as they could on the wall of green. Killing two of them. The Razorback raced across the field shooting but failing to hit any ork.




Turn Five - Orks

Well, there was just for me to consolidate. I charged in with my sluggas and Frak (K2) into the remaining marines. Killing them off but losing a bunch of orks. No matter what. The objective was mine. The remains of the shootas moved into cover of the crater, claiming another objective.




We rolled for the end of the game, and ended up playing turn 6.

With not much hope, Lifter shot his heavy bolters at my mob of shootas. Killing two of them. The remaining Nob failed his morale test and fled like a scared grot!

In my turn I moved up my orks in cover of the ruins, hoping that there wouldn't be a turn seven. And… rolling a three made turn six the last turn!

The end of the game. Not much left! ^_^

We shook hands and went out for a smoke discussing the game. Both of us giddy with excitement. A great game indeed! Both of us were very pleased with the outcome (well, I was perhaps a little more pleased) and was planning to play another game until Lifters better half told us what time it was, 00:30 – time to pack up! o.O (they have about one hour to drive)

This message was edited 1 time. Last update was at 2009/07/25 21:10:22


   
Made in gb
Mutilatin' Mad Dok






Cherry Hill, NJ

Great battle report. The pictures and maps combined make a gread reading experience. Only suggestion would be to include abit more descriptive info in the written description of each turn. Nice to see orks do what they do well.

Also, a question and some comments from a fellow ork player.

Did you remember to take your +4 cover saves on your kans when they were within 6" of your KFF mek? It seems like your kans were not a durable as they ought to have been more durable than they were, but maybe you just rolled poorly.

If you like Kanz, you ought to run 2 units of 2 (In larger games) in front of of your boyz, backed by a KFF mek. Keeping Kans in front of your boyz gives your boyz a +4 cover save, due to the interveining model rule, and your KFF gives the kan a +4 save. It's a great setup. Also, I run Rokkits and Kustom mega blastas on my kanz, but the most effective setup is to just run them with a flamer. You are better off charging things with kanz than shooting them, because slowing a kan to shoot (Not running them) slows the rest of your army.

Also, add some boyz with klaws in trukks to your list. You wont regret it.

This message was edited 1 time. Last update was at 2009/07/25 22:35:06




 
   
Made in us
Angry Blood Angel Assault marine





In the depths of a house in minnesota

Those pics were awesome nice batrep.

If you walk a mile in another mans shoes you will be a mile away from him and you will have his shoes.


 
   
Made in us
Nasty Nob on a Boar





Galveston County

Holy Crap! You played 500 "ish" points on a 6x4 table?!

Nice report though.

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in se
Dakka Veteran






Stockholm, Sweden

Elnicko5 wrote:Great battle report. The pictures and maps combined make a gread reading experience. Only suggestion would be to include abit more descriptive info in the written description of each turn. Nice to see orks do what they do well.


I was going to, but my notes from the battle was of the "CS1 S @ Sho. / 3W" type. (Combat Squad 1 Shoots @ Shootas. Three wounds taken) So I didnt have enough info to flesh it out as much as I've wanted to. Next time I'll talk more with my opponent before compiling the final report. I really want some more "character" than just "This did that to them.".

Elnicko5 wrote:Also, a question and some comments from a fellow ork player.

Did you remember to take your +4 cover saves on your kans when they were within 6" of your KFF mek? It seems like your kans were not a durable as they ought to have been more durable than they were, but maybe you just rolled poorly.

If you like Kanz, you ought to run 2 units of 2 (In larger games) in front of of your boyz, backed by a KFF mek. Keeping Kans in front of your boyz gives your boyz a +4 cover save, due to the interveining model rule, and your KFF gives the kan a +4 save. It's a great setup. Also, I run Rokkits and Kustom mega blastas on my kanz, but the most effective setup is to just run them with a flamer. You are better off charging things with kanz than shooting them, because slowing a kan to shoot (Not running them) slows the rest of your army.


We went with 5+ instead of 4+.
So it's 4+ for vehicles?
We were a little unsure of how to treat the vechicles and I just folded and said "It's 5+ for all, let's play instead." I think I rolled bad on my saves as well. Wouldn't surprise me, when I got the chance to save other stuff I frequently rolled 1 & 2's

I "kinda" liked the kanz. The first game was "won" by the grotzooka and me rolling great on the scatterdices. But the Rokkitlauncher-equipped Kan didn't hit squat. I think that, when my magnets arrive, I'll go for flamers instead. Feels much better just laying out some templates instead of relying on dices and dodgy BS. Another can is in the making (http://files.getdropbox.com/u/146699/fraesigt_paintjob.jpg) but I haven't had the time to do other than just basecoat it.

Elnicko5 wrote:Also, add some boyz with klaws in trukks to your list. You wont regret it.


Coming, as soon as I can expand my list to the complete 1000 points. I really hope they're worth their rather high price. My mobs of 20 have it pretty hard agasint ten marines. But meh, no matter what, I get to have cool models. Especially if I can lay may hands on some of the forgeworld trukks. : )

This message was edited 1 time. Last update was at 2009/07/26 03:44:14


   
Made in us
Nasty Nob on a Boar





Galveston County

I run a 9 Kan, 1 Def Dread wall for footsloggers. It infuriates my opponent to no end having 2 Meks with KFF and everything getting the 4+ save

I used to think Kans were a good 2nd shooty option, and then ran into the Slow Kan problems. Just put a flamer on it and run the heck out of them until you get to the other side. I usually add a burna to the Meks too just to have another template.

Now granted, 9 Kans don't usually make it to the other side, but more than half do before I WAAGH into the other lines.

I've had IG players quit if I make it, because they feel they have no chance once they don't have things to shoot at.

Just make sure your Meks don't outrun your kans

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in se
Dakka Veteran






Stockholm, Sweden

9 cans!? O.o
I thought it was a b*tch pinning and filing and all that on THREE cans. Nine must've been hell! : )

I'm not too sure about where to go with the army. Up to 1000 points I'll probably go with a horde style army (with a trukk or two). At 1500 I can either go horde all the way (Kan-screen etc.) or go mech.
Nothing stopping me of doing both though…?

   
Made in us
Nasty Nob on a Boar





Galveston County

You do realize my army list comes in under 1500pts?

If I want to push it higher, I add my Nobs unit, another Def Dread and 30 grots just for kicks

This message was edited 1 time. Last update was at 2009/07/26 23:32:01


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Angry Blood Angel Assault marine





New Jersey

i really like those pictures. it discribed most about this battle going on. however, the true is you just tell how your orks army awesome and mighty at most, rather than your opporant's brave SM force.

another amazing thing is that was a nice but dramatic game even its a small 500-ish game. hold on i minute, is this ture that is a 500pts game? imo seems not.
   
Made in se
Space Marine Scout with Sniper Rifle





Swedn

It was 520-ish meaning that my list was 513 points and pixelpusher was one or two points over (always with the cheating).

 
   
Made in gb
Mutilatin' Mad Dok






Cherry Hill, NJ

@Pixelpusher- +4 for your vehicles. P.62 in the rule book. its only +5 for your boyz though, and it is only a cover save.

As for the trukk boyz, 12 with a klaw/bp in an upgraded trukk does cost about the same as 20 boyz with a klaw/bp, but they shine in the fact that you can move 13", disembark 2" and then charge 6". if you waaagh you can fit a run in there as well. You are paying for a squad that is crazy fast, and as a result it is a priority for your opponents shooting, protecting your other squads. It is the Klaw that you will need to win combats with 12 boyz though. As a plus, you wont be fearless after 2 casualties, so no fearless wounds.

And there is nothing stopping you from going half mech, half horde, the only problem is you wind up with 2 small armies instead of one big one.

This message was edited 1 time. Last update was at 2009/07/27 13:00:29




 
   
Made in se
Dakka Veteran






Stockholm, Sweden

@Sadetta131: Well, it was written from my point of view. So no brave marines, only puny 'umans in armour!

@Lifter: Pfff

@Elnicko5: Ah, that kinda settles it. Since we were unsure about the rules it felt best just going for 5+ for everything instead of spending time looking through the book thrice to find out what the rules really said. Thanks!

   
Made in us
Screamin' Stormboy




Plantersville, Texas

Very nice Battle Report, thanks for making the images it was really made it a good read.
   
Made in us
Nasty Nob on a Boar





Galveston County

Elnicko5 wrote:@Pixelpusher- +4 for your vehicles. P.62 in the rule book. its only +5 for your boyz though, and it is only a cover save.


Not necessarily true. Out in the open, yes this is true. But with Kan Wall tactics, if you keep the boys behind the Kans, it's a 4+ cover save.


No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in us
Stabbin' Skarboy







Uriels_Flame wrote:I run a 9 Kan, 1 Def Dread wall for footsloggers. It infuriates my opponent to no end having 2 Meks with KFF and everything getting the 4+ save

I used to think Kans were a good 2nd shooty option, and then ran into the Slow Kan problems. Just put a flamer on it and run the heck out of them until you get to the other side. I usually add a burna to the Meks too just to have another template.

Now granted, 9 Kans don't usually make it to the other side, but more than half do before I WAAGH into the other lines.

I've had IG players quit if I make it, because they feel they have no chance once they don't have things to shoot at.

Just make sure your Meks don't outrun your kans


I like Kan wall and it's a nice list but any IG player that doesn't melta the bejesus out of your kans the turn before they assault is doing it wrong.


   
Made in us
Nasty Nob on a Boar





Galveston County

lol, I agree. But melta doesn't negate the cover saves, and they only hit 1/2 the time I do hate eldar though.

No madam, 40,000 is the year that this game is set in. Not how much it costs. Though you may have a point. - GW Fulchester
The Gatling Guns have flamethrowers on them because this is 40k - DOW III
 
   
Made in gb
Wicked Warp Spider






Really great format, and your table looks great. Only quibble is that the pictures are mostly a bit far out. The maps (which are damn good) already show us the whole table, maybe photos should be close shots of assaults, key positions etc.

Congrats on the win!

Eldar Corsairs: 4000 pts
Imperial Guard: 4000 pts

Corregidor 700 pts
Acontecimento 400 pts 
   
 
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