One of my friends and I played our first games together last weekend, hes never played before, and I haven't played since the tail end of 3rd ed.
We played on a pretty small table, around 5'x3', both games were annihilation using short table edges for deployment.
Terrain was fairly sparse, with lots of small stuff to give cover to infantry, but nothing major to slow either of us down.
No pics at this point, as both our armies are still in the "getting built" stages (One of my attack bikes was a sidecar blutacked to a bike base

)
These are my first battle reports, so let me know what you think, feel free to offer criticsm regardaing formatting etc as well!
===His List===
Big Mek
KFF
Boyz Squad 1 (Mek/Boyz as he kept the Mek attached for the entirety of both games)
9 Slugga Boyz
1 Nob w/Power Klaw
Trukk
Boyz Squad 2 (Foot Boyz)
9 Slugga Boyz
1 Nob w/Power Klaw
2x Deff Dread (Dread 1 and 2, one is a troop thanks to his Mek, the other is Elite)
4
DCCW
Skorcha
===My List===
SM Captain
Bike
Hellfire Rounds
Meltabombs
Bike Squad 1 (Meltas)
4
SM Bikers w/2xMeltaguns
1 Attack Bike w/Multimelta
Bike Squad 2 (Flamers)
4
SM Bikers w/2x Flamers
1 Attack Bike w/ Heavy Bolter
===Initial thoughts===
His lack of shooting is my greatest advantage, and if I can pop his trukk early he has to walk through a lot of fire to get close.
That said, if he gets the charge, my bikes are going to lose combat, and those 3 Klaw attacks are going to hurt *alot*
Not too worried about the dreads as I should be able to knock them over before they get to me.
My initial game plan is to pop it early and then just outpace/shoot him, hes got nothing other than the big shooter on his truck with any range, and if I can get rid of that it should be an easy win.
===Game 1===
===Deployment===
He wins the roll and decides to go second
I set up with my Meltas on one side of my zone, and Flamers on the other, with the captain between them.
He sets up with his Mek/Boyz in the Trukk, with a dread on either side and his footslogging boyz in cover, with everything inside
KFF range, he decides not to steal initiative.
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===Turn 1===
===Me===
===Movement===
I move my Meltas up to get a clear shot at his Trukk,
Captain moves with the melta squad to work as counter assault, and to take pot shots at his Foot Boyz.
Flamers move up the other side to get a look at his FootBoyz squad, but cant get a decent angle so they remain in pretty good cover (we call it 4+).
===Shooting===
Captain somehow manages to whiff with twin linked hellfire rounds (I think he made his cover saves)
Fire my multimelta and all my bikes bolters at the trukk, bolters fail to glance, Melta scores a glorious penetrate but he makes his
KFF roll (grrr)
Took a chance and fired my Flamers at his Trukk, score a couple of glances but he saves
===Assault===
Nothing in range even if I wanted to.
===Thoughts===
So my first turn was terrible...I literally did nothing of any effect thanks to his cover saves.
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===Him===
===Movement===
Dread #1 moves up, while #2 stays put.
Trukk moves up 18" and Mek/Boyz disembark.
Foot Boyz move up behind some even better cover (We call it 3+, as they can be seen, but barely).
===Shooting===
I think he shoots with his disembarked squad at my captain and causes 1 wound, although I fail to realise he shouldnt have done this because they moved flat out that turn.
===Assault===
He has nothing in assault range.
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===Turn 2===
===Me===
===Movement===
Captain and Meltas pull back to be out of charge range for his next turn,
Flamers move over to the flank, looking to get some shots into his Foot Boyz.
===Shooting===
Captain shoots at Mek/Boyz and does nothing
Meltas shoot at Dread #1 and he makes his
KFF rolls
Flamers shoot at his other Foot Boyz and causes 2 wounds, he takes 1 on the nob and kills a boy
===Thoughts===
Another lacklustre turn, and I'm beginning to get worried about his dreads as they loom closer.
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===Him===
===Movement===
Mek/Boyz move toward my captain, the Trukk right up to my Meltas, shielding his Mek/Boyz and facing my Captain.
Dread #1 heads toward my Meltas, and #2 toward my Flamers, leaving his Foot Boyz hiding behind some cover.
===Shooting===
Does nothing of note with shooting, I think he put a wound on one of my attack bikes.
===Assault===
Has nothing in range to assault with.
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===Turn 3===
===Me===
===Movement===
Meltas move away from the Trukk to get a clear shot at his Dread #1,
Flamers move to the opposite side of the wall where his Foot Boyz squad are hiding,
Captain moves up preparing to assault his Mek/Boyz (I really dont know why I thought this was a good idea...)
===Shooting===
Captain double taps the Mek/Boyz, and gets snake eyes to wound *sigh*
3 Meltas open up on Dread #1...3 hit, 3 pen, he makes 3
KFF saves (honestly I dont think he failed a single
KFF on a vehicle in either of the games we played)
Flamers+Heavy bolter cause about 7 wounds on his Foot Boyz and they break and start running
===Assault===
Captain Assaults the Mek/Boyz, hoping to survive my assault phase so I can get my Flamers closer in my next turn,
He fights valiantly and only takes 1 wound....from a powerklaw...seriously, he weathered around 30 attacks without getting hurt, and passed 2 out of 3 invuln saves from the Klaw, so close to my plan actually working!
His Mek/Boyz consolidate towards my meltas.
===Thoughts===
Well thats basically game over for me, both his dreads are still alive and each one is in assault range of a bike squad,
And his Mek/Boyz are going to be able to get to my Meltas with a decent run.
My only hope is to survive and fallback/regroup.
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===Him===
===Movement===
The Foot Boyz are under 50% strength so continue to flee.
He declares a WAAAGH and moves Dread #1 and the Mek/Boyz toward my Meltas, and Dread #2 toward my Flamers.
===Shooting===
Dread #2 puts out 2 wounds on my Flamers, 1 goes to the attack bike the other to the regular bike.
Dread #1 and Mek/Boyz both run to ensure they are in assauly range.
===Assault===
Everything assaults, leaving both my squads in rather nasty situations.
After combats are done my Flamers have the Attack bike and 2 flamers left, And the Meltas have the Attack bike and one melta biker, both on losing ends of combat.
There is no point in trying to fall back with the Flamers, as the other combat is directly between them and my edge, so they arent going to get to regroup.
Meltas are pretty close to the edge, but might be able to get off lucky.
I choose to forfeit rather than try to drag it out, as there is no way I will be able to kill his dread in
CC or manage a rally as we are in my deployment zone,
we call it a Massacre on his part as he was going to Table me easily enough.
===Victory to the Orks!===
=== Final Thoughts===
In hindsight if I had chosen to fall back with both squads, my Flamers might have gotten some nice templates on his Mek/Boyz,
and depending on the outcome the Meltas may have had a chance at popping the dread, leaving him with nothing to stop me regrouping in my turn 5.
My shooting *really* let me down in this game, I did basically nothing with it until turn 3, by which time he was dangerously close with his dreads,
though I think I probably could have have manouvered a bit better to get his stuff out of
KFF range which might have saved me.
I made a couple of mistakes with positioning, leaving my melta squad in assault range in my turn 3 was incredibly stupid, but I really wanted to get the extra shots from meltaguns in, and I was pretty confident I'd kill his dread.
His excellent
KFF rolling had other ideas.
Charging the Mek/Boyz with my captain all alone was likewise a mistake, I probably could have strung them along a bit more since he was intent on killing my Captain
Basically none of my gambles payed off in that game actually, and once he got in
CC my bikes had nothing that could do much to the dreads, krak nades dont help much with 6 to hit 6 to glance.
I also didnt come out of my deployment zone by much, which quickly left me out of room to outpace him.
Was a good game all the same though, and I dont think we made any horrible rule errors (I believe him shooting after disembarking from a flat out Trukk was the only one in fact)
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===Game 2===
Same lists/game type as before.
He wins the roll and opts to go second again.
===Deployment===
I deploy intentionally to confuse him, I put my bike squads in 2 ranks with Flamers up front and Meltas behind with the Captain sideways between them, making it look like im just going for the frontal assault.
This works gloriously and he makes a pretty major tactical mistake,
He puts his Foot boyz in line with all my bikes, using the 2 dreads to give them cover, and puts his Trukk with Mek/Boyz on the other side of his deployment zone, leaving both Dreads and the Foot Boyz out of
KFF range.
Again he decides not to steal initiative.
===Turn 1===
===Me===
===Movement===
Flamers move over towards his trukk, hoping to draw his
KFF towards them.
Meltas move up to be in meltagun range of Dread #1.
Captain moves out of
LOS of everything.
===Shooting===
Flamers take some pot shots at the Trukk with no result,
Meltas and shoot Dread #1, with half rage multimelta and 2 meltaguns, as I Measure I realise im in charge range of the other dread, and very close to the Foot Boyz as well, and gulp a little.
Dread #1 explodes, which unfortunately deals no wounds to the Foot Boyz it was covering (only a 2" explosion), but leaves a nice patch of difficult terrain for them to move around.
===Assault===
Nothing.
===Thoughts===
Finally popped one of his dreads, and although realising I was in assault range made me a little worried, I was pretty confident I would escape with enough firepower to pop the other dread.
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==Him==
===Movement===
The Trukk moves flat out towards my Meltas and disembarks the Mek/Boyz, ignoring the Flamers for now.
Dread #2 up towards the Meltas, and the Foot Boyz move around the new crater and into cover behind dread.
===Shooting===
Foot Boyz shoot at my Meltas, and put a wound on the Attack Bike
Dread #2 gets a couple of wounds on my bikes with its Skorcha both of which save.
===Assault===
Dread #2 assaults the Meltas, and kills the regular biker and the seargent.
I choose to fail my morale and fall back towards my edge, managing to get far enough away that I'll get an auto regroup next turn.
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===Turn 2===
===Me===
===Movement===
Meltas regroup and turn back around towards Dread #2,
Flamers bikers move up a little, but cant get a clear shot on anything except the Trukk (I think I could have moved them to flame the Mek/Boyz behind the trukk, but it didnt occur to me at the time).
Captain Turbo boosts up to get clear
LOS to his Mek/Boyz, and hopefully draw them towards him
===Shooting===
Meltas shoot and explode Dread #2, 1" explosion fails to hurt anything.
Flamers fire its bolters at the Trukk and whiff.
Captain sits there being pleased with how quick he can move.
===Assault===
Nothing.
===Thoughts===
Yay, my shooting is actually working this game, I'm pretty confident I can kite and whittle him down from here.
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===Him===
===Movement===
Mek/Boyz move toward my Flamers and declare a WAAAGH.
The Trukk moves to get between my Captain and my Flamers.
Foot Boyz move toward my Meltas.
===Shooting===
Mek/Boyz run to make sure they can assault the Flamers,
Foot Boys attempt to do the same, but he rolls a 1 leaving them quite a bit short.
Trukk shoots at Flamers and whiffs.
===Assault===
Mek/Boyz assault the Flamers and kills the seargant + regular biker, and puts a wound on the attack bike, loses a couple of boyz in return.
I opt to fall back, but roll horribly for distance, and he ends up within 6", and the Flamers are about 8 inches from the table edge.
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===Turn 3===
===Me===
===Movement===
Flamers can't regroup and flee off the table.
Meltas move up to double tap range on his Foot Boyz.
Captain moves up to double tap the other side of the Foot Boyz.
===Shooting===
Captain double taps and takes 1 wound off the nob and leaves a boy dead,
Meltas shoot the Foot Boyz with everything they have and kill another 4 or 5, causing them to break, they are under 50% so can't regroup.
===Assault===
Nothing
===Thoughts===
Losing the flamers hurt, but he doesnt really have anything that can touch me now unless Im incredibly unlucky
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===Him===
===Movement===
Foot Boyz continue to fall back, though at a snails pace.
The Trukk comes up toward my Meltas.
Mek/Boyz also start heading toward my meltas.
===Shooting===
Trukk whiffs at the Meltas
Mek/Boyz shoot at my captain, and actually cause 2 wounds with sluggas, which we have a good laugh about.
===Assault===
Nothing
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===Turn 4===
===Me===
===Movement===
Meltas back up a bit to increase the distance between them the Mek/Boyz, and get ready to shoot the Trukk.
Captain Turbo-Boosts away toward the Ork deployment zone to make sure he doesn't give away his last wound.
===Shooting===
Meltas shoot the Trukk, and it Explodes/Kareens, tense moment as it could potentially either land on my bikes or his boyz,
but it ends up basically smack between them, putting a nice piece of difficult terrain in their way.
Captain thinks about how awesome it is he can go so fast as he laughs at the fleeing Foot Boyz.
===Assault===
Nothing
===Thoughts===
Well that basically wraps it up, he has no WAAAGH to call anymore, and theres now a patch of difficult terrain to move around so he going to struggle to even get in shooting range.
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===Him===
===Movement===
Foot Boyz continue to flee, and are now about 4 inches from the table edge.
Mek/Boyz move around the new crater towards the Meltas, but cant get within assault range.
===Shooting===
Shoots and whiffs with the couple of Boyz in range.
===Assault===
Nothing
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===Turn 5===
===Me===
===Movement===
Meltas move up to be in double-tap/charge range.
Captain moves up toward the action, hoping to get some shots in.
===Shooting===
Meltas open upon the Mek/Boyz, and mow most of them down, causing them to break.
We choose to call it there, as he has nothing left that he can control. We call it a massacre, although given it was turn 5 it may not have been if we played it out and there was no turn 6.
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===Thoughts:===
His decision to put his dreads out of
KFF range during deployment really hurt him, and although I did put enough firepower to statistically wreck them anyway, he had shown incredbile luck with those 4+ saves.
I was quite lucky that his first boyz squad was just out of charge range on his first turn, if he hadve called his WAAGH then and charged my meltas, I probably would have lost them all, leaving me with nothing reliable to take out his remaining dread.
I had a bit of bad luck with my fallback roll on the flamer bikes, I was really hoping to unleash some hurt with them after they got into
CC, but they were a great distraction that led him to splitting his forces and keeping my meltas/captain relatively safe.
I think in the future with this list I'd trade the meltaguns/hellfire rounds for a pair of plasma guns on the bikes, the short range on the meltas meant that I was putting myself in danger everytime I used them, and the captain was basically useless in both games
tbh, I think he caused 2 or 3 wounds total, not what I like to see for 150 pts