Mission: capture and control
Deployment: spearhead
Orks:
Big Mek,
KFF
Big Mek,
KFF
x3 29 boyz, nob w/
pk &
bp
13 gretchin + runtherder
x2 9 lootas
x2 1 deff kopta,
TL rokkits, buzzsaw
x3 3 killa kans, rokkits
Templars:
Marshal w/
LC
Emperors Champion
7 man squad in rhino
10 man squad
10 man squad
x2 Land Raider crusaders
venerable dread, tank hunter, lascannon, krak missile
predator,
LC sponson,
LC turret.
Initial assessment
A sigh of relief for the ork commander--his list would have a very hard time in a kill point mission against two land raiders. Realistically
only the
DCCWs will do anything to those
LRs. The ork commander is also happy to have dodged dawn of war deployment. The ork plan is
straightforward: advance to contest the templar objective while holding his own to secure the win. The templar commander knows that if
he can crack the kan wall his assault squads and bolter sponsons on the Land Raiders will chew up the boyz mobs.
The orks win the roll off and choose the table quarter that has an ideal building for loota deployment. The ork commander places his
lone objective in a building on his far left table edge. Gretchin skulk about the objective out of range and sight. The two loota
squads occupy the building. The top squad should have decent line of sight for most the engagment and the bottom loota squad will
probably spend with limited line of sight. The kan wall deploys in a nice arc backed up by 90 boyz and two meks. Finally, a suicide
kopta goes on each flank.
The templar deployment is superb. The templar objective is place in the back corner of the table quarter behind a building. The squad
in the rhino deploys here completely out of sight from the lootas. The two land raiders and their squads deploy about six inches behind
their arc. The predator snugs up behind one land raider and the dread goes behind another. The lootas will have no targets T1.
The koptas scout move. The right kopta gets eyes on the rhino and the left kopta will be able to shoot but not assault the predator
The templars fail to seize and the game commences.
T1
Orks
Both koptas fail to hit. Nice knowing you guys! The lootas, devoid of targets, adjust slightly for better line of sight. Everything
else moves and runs.
Templars
The squad in the rhino melta the kopta to death. With terrible shooting the predator and the land raider only manage to put 1 wound on the
left-hand kopta. The dread opens up and hits a unit of kans with its lascannon and krak missile but the
KFF saves both.
T2
Orks
The right hand unit of kans moves up and blasts at the rival dread. Two rokkits hit and when the smoke clears the dread's lascannon is blown
to bits. A few lootas shoot at the dread as well but are ineffectual.. The six other kans shoot at and ping the land raider on the templar right.
The remaining wounded kopta shoots at and assaults the predator. The latter is immobilized and missing its turret lascannonn.
Templars
A land raider shoots at a unit of kans but the
KFF again makes two important saves. The other land raider wrecks a kan on the ork right. Neitherdread nor the predator can shoot.
T3
Orks
The kan wall and green tide surge forward. A loota squad manages to stun the dread with some decent shooting. Two units of kans run and one shoots at a land raider without effect.
Templars
The kans are getting close so the land raiders back up. The rhino disembarks its squad to hold the objective and moves off in an effort to flank the kan wall and possible contest the ork objective after two more turns of movement. A lascanonnon sponson on the immobilized predator hits but fail to penetrate the thick armor of a killa kan. One land raider manages to destroy a
DCCW with shooting while the second land raider is ineffectual due to poor shooting and good
KFF saves.
T4
Orks
The kan wall needs to cover alot of territory if the ork commander wants to contest the templar objective. Everything moves forward. The lootas immobilize the impertinent rhino. A two-strong unit of kans assault the land raider on the ork left and manage to destroy its multi-melta. The assault move also brings them significantly closer to the templar objective.
Templars
The dread is back in action with its krak missile, but it only manages to shake a killa kan. The shootings of the two land raiders combine to explode one (1) killa kan. The
KFF continually demonstrates its efficacy. The marine squad on the templar objective shoots a melta at an approaching killa kan but rolls poorly for its penetration.
T5
Orks
Everything moves up. A lone killa kan moves close to the templar objective but is going to be short of assault range. Two killa kans charge and immobilze the land raider on the ork left.
Templars
The kan wall is sufficiently dispersed now and the templar commander makes his move. The land raiders again shoot poorly and manage only to destroy one
DCCW and stun another kan. The Emperor's Champion and his squad get out as does the marshall and his squad. The
EC shoot and assualt the mob on the ork left. The templars trade three marines for eleven orks. The marshall and his squad multi-charge the central ork mob and the mob on the ork right. The marshall skewers the big mek and the rest of the templars kill about nine orks. The Templars win both combats and the ork mobz drop even more from fearless casualties. The dread charges a unit of kans on the ork right. It is ineffectual and loses its krak missile and becomes immobilized. Nevertheless the kans will be prevented from joining the assault scrum containing the marshall.
If the games end now it will end in a draw. The game continues.
T6
Orks
A lone kan and a unit of three kans approach the templar objective. The lootas plunk the immobilized rhino without a result. In the assault phase the four kans roll 5s for their
DT and all make it into assault with the squad guarding the templar objective. The four killa kans wipe the marine squad. The Emperor's Champion and his squad wipe the boyz squad they were fighting and move towards the kans. The marshal and his squad inevitably succumb to the two powerklaws but do manage to destroy one boyz squad. The game ends with a victory for the orks.
tactical reflections:
What could the Templar player have done differently? Perhaps reserved everything and then driven on to contest the ork objective. Perhaps assault earlier, but
the risk of counter assault was signficant until turn five.