Rematch... or.. Return of the Cult of Onesie.
Ramos Asura (aka Andrew) and I tried a rematch this week, with slightly tweaked lists. He dropped some grots and took Combi-scorchas for his MegaNobs. I dropped some Genestealers and took a Broodlord.
He playedhis Big Red Waaaagh!
http://www.dakkadakka.com/dakkaforum/posts/list/250857.page
with pictures of his army here.
http://www.dakkadakka.com/gallery/user/15297-Ramos%20Asura.html
I have finished up my Genestealer Swarm, Hive Fleet Portentosa.
http://www.dakkadakka.com/gallery/images-6274-1543_Hive%20Fleet%20Portentosa.html
Big Red Waaagh -
HQ-
MegaArmored Warboss
Big Mek with Shokk Attack Gun
Elites -
5 Mega Armored Nobs (count as troops) (In a Trukk, with Warboss) - all with Combi-Scorchas
Troops-
Trukk Boy mob (Nob w
PK, 11 Boyz)
Trukk Boy mob (Nob w
PK, 11 Boyz)
Grot Mob - (2 Runt Herders, plus 14 grots)
Heavy Support-
2 Killa Kans with Grotzookas
1 Killa Kan with Grotzooka (separated the squad into 2 detachments)
Looted Wagon (Skyray, with boomgun)
Hive Fleet Portentosa
HQ-
Warrior Prime (biggerized Genestealer model, not acutally using Genestealer rules - SIGH) (Pretty straight, swapped ranged weapons for Rending Claws)
Elite-
2 Zoanthropes
Troops-
15 Genestealers with included Broodlord (yellow)
15 Genestealers with included Broodlord (blue)
10 Stealers (orange)
10 Stealers (fuscia)
Rolled up Mission - Annihilation... and Deployment ... Spearhead. I won the roll to go first.
Table was set up with hills that block
LOS, and a large ruin square in the center of the table. Mid-point of table was in the middle of the ruin.
I deployed the Zoes and the Prime behind the ruin, on the midline, in the west. Andrew put his entire force on the table, trukks and kans in front. His Looted Skyray and Big Mek are on the hills in the back of his zone, and the grots clustered around the Big Meks hill, out of the line of site.
My infiltrating Blue and Orange broods hug the ruin, out of sight from his nob Trukk and Kans.
He tries to sieze the initiative, and fails. At this point, I ask if he had exorcised the "Cult of Onsie" from his dice...
http://www.dakkadakka.com/dakkaforum/posts/list/289519.page
Nope, his dice were the same, and he had failed to discipline them following our prior game. He CLAIMED to have used them since, and they performed well... so maybe they were just sensitive to me..
Anyhow.. onto the battle!
Stealers Turn 1 -
Predictably, the Blue and Orange stealers boil around the ruin, and get the run rolls they need. Blue charges the Nob Trukk, and Orange gets to the lone Killa Kan. Zoes float close and the Prime follows along.
Shooting - The Zoes target the Big Mek with the Warp Lances.. really wanted him dead directly as of the horrific potential he showed in our prior game.. but, I was short by an inch! Aaargh. I forget to run the Prime, and he sits in the open area... looking silly.
Assault - The Blues pop the Trukk, and cause it to blow. 2 stealers die to the explosion. The oranges tackle the Kan, and do no damage. The Kan krumps a stealer in return. Combat continues.
Not a great first turn, methinks.
Orks Turn 1-
At this point, much to my chagrin, Andrew reminds me that the newly trukk-less
MANZ are sporting CombiScorchas. Erg. One of his trukks zooms around a hill, the other Killa Kans move towards the combat with their fellow, and the other batch of Trukk boyz disembarks to assist the
Manz with the Blue Brood. Big Mek, grots, and Looted Skyray don't move.
Shooting - Ouch.. the
MANz incinerate 7 genestealers, and the trukkers kill 2 more. The Looted Skyray targets and hits the Zoanthropes with the Boomgun, and I fail one Invul, and a Zoe instantly scatters itself across the landscape. The Big Mek ramps up the Shokk Attack gun.. and promptly rolls a Double 1!!!. With a crack and zooop, he and half the grots disappear and are gone for good. I think Andrew starts to cry. (In a manly way, of course.) At this point, there is much cussing and imprecations against the cult of Onesie, as that just was LOUSY luck for him.
Assault- The
Manz take a wound, but carve up the Genestealers, leaving 2 plus the Broodlord left. The Killa Kan singleton bites the dust, and the other squad pop 2 more Genestealers... who stick around for more fighting. Not good rolls there, but, not bad either.
Stealer Turn 2 -
Rolling for reserves, I get the Fuscia brood.. and they come in on my preferred edge! Right behind the zooming Trukk fulla boyz! They charge, and easily make it, moving so well they surround the vehicle. Elsewhere, Blue and Orange still fighting, and the Prime and Zoe move closer to the fight.
Shooting - The Zoe tries to shoot at the vacant trukk, hitting it, but only immobilizing the thing. The Prime continues to run, but gets nowhere near a fight.
Assault - The Orange Squad puts an Immobilized result onto one of the Kans, and being in a squadron, kills it. The other Kan kills a stealer. Combat continues. The Blue stealers finally kill one of the
MANz, but end up going down to just the Broodlord (and he has 1 wound left), but he sticks it out. Fuscia brood gets all sorts of hits on the speeding Trukk, penetrating it 5 times, and NONE of them cause it to blow.. it is just immobilized. Ah well, next turn, autohits.
Ork Turn 2 -
Looted Skyray moves slightly.. and then rokkits off towards the eastern edge of the table, as obviously someone Pushed Dat Button!
The Grots move towards the Orange Stealers intending to help out the Kan. No other movement.
Shooting - The Grots manage to kill one stealer thru shooting, and that is all. The Trukk boyz inside the immobilized trukk decide to not fire, for some reason. (I think Andrew forgot to do so).
Assault - Grots pile in to the fight, and get munched by the Stealers, who also take out the Kan as well. The grots manage to MAKE their leadership check and stick in the fight. (Cult of Onesie to the rescue!) The Blue Brood kill a couple of Trukkers before the
MANZ take them out. The Fuscia stealers make 20 autohit rolls and penetrate the Trukk 5 times, and NONE of them result in a explosion.. the thing is wrecked. 11 orks make it out and take shelter in the wreckage.
Stealer turn 3-
Yellow Stealers with Broodlord turn up, right where I want them! The Looted Skyray gets mobbed. The Orange brood focuses on the grots, and the Prime heads over to try to destroy the immobilized trukk. The fuscia brood decides that it is better to charge, than to be charged and assault into the trukk boyz inside the wreck.
Shooting - The Zoe again tries to Lance the immobilized trukk in the center of the field, and once again, fails to hit the broad side of that barn.
Assault- The Prime autohits the immobilized trukk, and takes off it's Big Shoota. Thrills. Yellow Brood destroy the Boomgun on the Skyray, and the Fuscia bugs find out that assaulting slugga boyz in cover is a BAD THING, as they lose 6 of their number, and only remove 5 Boyz. They stick it out though (perhaps not wisely).
Ork Turn 3-
Skyray decides not to move.. the
MANz plod towards the Prime, and the Trukk boyz in the center leg it towards the Orange Stealers.
Shooting - Trukkers pot shot the Orange brood, killing 3! (only 3 left) and the
MANZ scorcha and shoota the Prime, dealing 2 wounds.
Assault -
MANz roll into the Prime, removing him, and the trukkers eat some bug, as they eliminate the orange genestealers losing only 2 of their own guys.. dice gods dislike us both, evidently. Skyray goes POOF thanks to it not moving, and the yellow brood (minus 2 who die in the blast) head towards the
MANZ. (who are NOT in cover). The remaining trukkers in the east kill one fuscia stealer, and lose 2 of their own, and they break! Then the Nob beats one boy to death and they stick around.. sigh.. bosspole. Yep.. each squad of mine lose 2 guys.. wierd.
Stealer Turn 4-
Yellow Stealers get to the
MANZ, and the Zoe floats backwards just a couple inches to get out of easy charge range of the trukkers.
Shooting - Zoe attempts to Warp Blast the 5 strong squad and try to make them take a
LD check or flee.. but, scatters badly. No damage.
Assault- Yellow Brood puts the HURT on the
MANZ, killing 3 and leaving 2 left, 1 wounded, plus the Warboss (who has been pretty uneffective so far). Counterattack kills 6 genestealers. We tie and continue to fight.. Trukk boyz in the east kill the remaining stealers and start heading around the hill.
Ork Turn 4-
Trukkers in the back head to the Zoe (which I had NOT moved far enough, drat!). Warboss and
MANz jigger up with the stealers, and the eastern trukkers run a bit towards the fight.
Shooting - Trukkers put a wound on the Zoe, and then charge it.
Assault - Zoe dies, and takes 1 boy with him, the remainder have a HUGE consolidation towards the only fight left. Yellow guys remove the last 2
MANz and put a wound on the Boss, but the Warboss knocks the brood down to the Broodlord and 3 Stealers.
Stealer Turn 5 -
Gee.. down to just the Yellow guys.. so.. no movement.
Assault- Attack on the Warboss leads to NO wounds.. all saved by his Invul save or regular armor save.. rats! I lose 1 stealer, and make
LD.
Ork Turn 5-
Trukk Boyz pile into the backside of the Yellow Brood.. I redirect the 2 remaining basic stealers to them, and the Warboss gets the Broodlord. I try, again, to Gaze him, but fail, again. regular stealers take out 2 boyz, leaving 3. Broodlord puts 2 wounds on the Warboss.. And, with great cosmic timing, the cult of Onesie shows up again. Andrew rolled snake eyes for the warbosses 2+ regular save.. "nooooo!!!!!" and "AAAARRRGHHHH" as well as much gnashing to teeth, and dire finger pointing in my direction. Of course, I HAD said just while he was shaking the dice "Wouldn't it be ironic if your Cult opened prayers right now?"... he he he eh..
So, Warboss dies, and the remaining trukker boyz kill the last 2 regular Genestealers. Broodlord sticks it out to the bitter end.
Roll to see if the game continues... Andrew does NOT roll a 1, (actually rolls a 5) and we continue.
Stealer Turn 6-
One model left, stuck in combat.. quick turn!
Assault - Broodlord attacks the 3 strong squad, hoping to take them down.. and hits, but fails to wound!! Waaah, crud. On the other side, he is knocked down to 1 wound by a
PK.
Ork Turn 6 -
The other trukk boy squad comes in, there are now 2 squads, one of 3, one of 4, with 2
PK against me..
Shooting - Nada.
Assault - Broodlord tries AGAIN to hurt the squad of 3, and AGAIN fails to get any wounds past their armor. (yes, 1 wound, and he saved it). However, the Cult of Onesie is holding services again, and no wounds are taken by the
BL. Combat continues. Do we have a turn 7? Thanks to Andrew, why.. yes we do.
Stealer Turn 7 -
I attempt to use my Hypnotic Gaze on the Nob from the 4 boyz unit, whilst attacking the 3 strong unit.. maybe I can avoid all
PK attacks if I am lucky!. Gaze fails to work, and I kill the 2 boyz from that squad, leaving the Nob alone. The 3 boyz from the other squad, peel and squish the Broodlord, before the
PK even get a chance to hit. Ah well.
End of Game-
I lose ALL models, and am tabled. Thus, I lose. Andrew wins, in spite of the Cult.
Looking at it from the Kill Points angle alone..
Jim lost - 4 squads of stealers, zoes, and Prime - 6 points
Andrew lost - 2 trukks,
MANz, Warboss, Looted Wagon, Grots, Big Mek, and 2 detachments of Killa Kans - 9 points.
But.. that only would have counted if we had ended the game on turn 6.. turn 7 cost me the game.
Fun game... a lot closer than I would have imagined, and Andrew is a helluva fun guy to play against. We had some serious
WTF moments, both in game play, and other. (like me rolling a die that landed on it's point, cocked in a grassy area of the board.. )
Units of note-
Jim - I really love me those Broodlords.. they are almost always worth it.. I am a convert!
Andrew- His Trukkers were really resilient this game.
Duds of the Match -
Jim - Zoes.. did very little other than act as a fire magnet. (which is useful, in it's way)
Andrew - Big Mek.. from Hero to Zero this game..
-Porkuslime