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1500 Blood Hammers (salamanders) vs Orks ( 1st batrep so be easy ;) )  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Thinking of Joining a Davinite Loge







So here is my first attempt at a battle report.

PTS 1500

Ork List (Don't know ork pt costs)

Mek w/ klaw and KFF
Mad Dok Grotsnik
30 Boyz, Nob w/ Claw
30 Boyz, Nob w/ Claw
6 Burnz
6 Mega Armor Nobz w/ Trukk
3 Killa Kanz w/ grotzookas
Deff Dread
2 Battlewagons


SM List

Vulkan He'stan
Tactical Squad w/ meltagun, RL, and PF in Rhino
Tactical Squad w/ flamer, MM, and PF in Rhino
5 Hammernators in LRR w/ MM
2 Vindicators
TFC
Landspeeder w/ MM/HF

The mission and deployment were random and rolled out of the 40k rulebook. The mission played was Annihilation with spearhead deployment. My opponent won the roll off for first turn and took the first turn.



Turn 1

Opponents turn: My opponent moved his mobs up and drove his BW's straight toward my vindis. The trukk drives toward my flank. Kanz go toward the LR while the dread stays behind the BW's Minimal shooting with no effect.

My turn: I move my vindis up slightly and move my rhino with the MM so that my RL may draw LOS to the side of his BW. The land raider which is off by itself due to the terrain moves 6" toward my opponents kanz. The speed makes a dangerous terrain check and passes to land on impassable terrain toward the trukk.

My tfc fires at the back mob killing 6 (unlucky game for the cannon :( ). 1 vindi shoots at the other mob that has FnP due to grotsnik and kills 6. The LR moves up slightly about 6" and shoots the assault cannon at his unit of kanz resulting in 1 losing a grotzooka. Using POTMS I try to MM the deff dread, but a KFF save keeps it alive.



Turn 2

Opponents turn: My opponent keeps driving forward with all his BW's and moves and runs the boyz. The truck moving along the flank moves 6" to keep out of LOS from the rhinos with heavy weapons in them.

He fires 2 grotzookas at my TFC and gets one glancing hit. I rolled a 1 in a fortified ruin and the cannon was destroyed :( (unlucky game, last game against him it leveled about 40 boyz).



My turn: I move my vindis back about 6" while moving the rhino with the MM so that my RL can get LOS on the side of the BW with the KFF in it. I try to move my speeder off the impassible terrain but rolled a 1 so it became immobilized. The LRR moves another 6" forward. The techmarine starts making his way down the terrain to go join the fight.

Shot a rocket at the BW but he made his KFF save. The speeder still had LOS on the trukk. I shot the MM and blew it up with no kareen. I shoot one of my vindis at the KFF BW and wreck it! The LR shoots both the assault cannon and MM at the kanz but only get a single stunned result on one of them (moves to shaken b/c of squadron rule) due to his proximity to the KFF. The other vindi keeps pounding away at his FnP Boyz and drops 7 this turn.



Turn 3

Opponents Turn: He moves his burnaz BW through the wreck. The Mega Nobz go hug the impassible terrain to get out of LOS from the rhino with the MM in it. The Boyz keep advancing as does the deff dread. The kanz move toward the LR.

Nothing good happens in the shooting phase.

He assaults the LR with his kanz and stuns it.


My turn. I move the vindis back again. the MM squad gets out of the Rhino and advances toward his FnP boyz. Their rhino goes to block his mega nobz. The techmarine moves toward the side of his BW. Vulkan and the termies get out of the side of the LR.

One vindi shoots the FnP boyz and nabs 5 while the other scatters off his deff dread :( Techmarine gets a glancing hit on the side of the BW with his TL plasma pistol and immobilizes it. The tac squad flames the FnP boyz and gets 1 more.

The termies assault the kanz. Vulkan pens one but only gets a shaken. One kan auto hits the LR but fails to pen. The termies strike back wrecking one and exploding one kan.
The tacs assault. No I4 kills due to great FnP rolls (He had to make 5 FnP rolls and got them all). My opponent gets one marine at his bozy initiative and one marine with the klaw. My PF gets a boy. I lost by one but made my moral check.
Techmarine assaults the now immobile BW and blows the gun off.

Turn 4

Opponents Turn: With things locked in combat, he moves his other boyz mob towards my vindis. The deff dread moves to help out the kanz in assault with the terminators. The meganobz move toward the rhino blocking their path toward my vindis.

No good shooting for him.

The Deff Dread assaults in to my termie squad. Vulkan finishes off the last can with a wreck. The dread tries to ID Vulkan, but to no avail. The hammers strike back and wreck the deff dread. A good roll on the consolidation gets me back in range to embark in the LR. The meganobz make the rhino explode, but due to it having no WS they cannot consolidate. The tactical squad in assault drops another 2 boyz at I4. His boyz kill 3 marines at I3 (good rolling for him and bad for me). My PF kills one more boy while his claw nabs 2 more marines. Surprisingly, I make the morale check and stay locked in. Grotsnick finally piles in to the combat.


My Turn: The vindis pivot and move back away from the meganobz. The termies and vulkan get back in the LR and it drives toward his other mob.

The vindis shoot at the clumped up meganobz. One shot hits all and the other scatters off. I wound all 6 and he makes 2 5+ invulns. They fail their morale and start running away for the rest of the game. The assault cannon on the LR kills 2 boyz in his other mob.

The techmarine reassaults the BW and wrecks it this time. The Burnaz make their pinning check and get out of the wrecked BW. The marines in combat kill 2 boyz. The boyz kill nothing at I3. The sgt tries to PF grotsnick but to avail. The 2 PK's wipe up the marines and they consolidate toward the vindis 1".


Turn 5

Opponents Turn:

He moves the boyz and Burnaz toward the vindis. The other big mob keeps moving toward the vindis (bad run rolls kept them from reaching them!)

No shooting

The burnaz make assault with one vindi while the boyz and grotsnick are out of range. They immobilize the one vindi.


My turn:

The one vindi moves back slightly. The LR tank shocks the big boyz mob. Vulkan and the termies get out. The other tac squad gets out of its rhino.

The tac squad rapid fires at the burnaz and kills them all. The LR drops a template from the flamestorm killing 6 boyz from the big mob. Vulkan drops 5 more with his heavy flamer. The vindis fire at grotsnicks boyz and kill of the rest of the boyz leaving grotsnick and the nob.

The termies assault and Vulkan kills 4. The boyz drop 1 termie. The PK tries to ID Vulkan but he makes his save. The terminators then kill off the the rest of them. They consolidate back toward the LR.


Roll to end the Game was a 3 so that means a turn 6.


Turn 6

Opponents Turn

Grotsnick and the nob move toward the tactical squad. The big mek tries to run and hide behind a wrecked BW.

No shooting.

Grotsnick and the nob assault the tactical squad. I4 attacks do nothing. The PF tries to ID grotsnick but misses again! The 2 orks then kill 4 marines with their PK's. The marines fail morale but get caught and lose 2 more.



My turn

The termies load back up into the LR and drive toward grotsnick. The vindis just chill as there really isnt much to shoot. The lone techmarine hunts down the big mek.

Not much shooting, the LR fires a MM into the 2 meganobz falling back and it fails to wound. The tecmarine fires his plasma pistol and flamer from the servo harness and gets a wound off the big mek.

The marines in combat do no wounds again, and the PF fails to hit grotsnick again. The 2 orks then sweep up the rest of the squad and consolidate toward my vindis. The techmarine assaults and fails to wound at I4 against the big mek. The big mek and techmarine then proceed to kill each other at I1!


Roll to end game was a 4 so a turn 7 comes!


Turn 7

Opponents turn

The nob and grotsnick move toward the immobile vindi.

No shooting.

They assault and wreck the vindi.


My Turn

The LR moves toward grotsnick and the nob. The termies get out.

No shooting

Vulkan and the termies assault.


Captain Charon (Vulkan) and his terminator retinue had succeeded in utterly destroying the orks this day. Captain Charon raced headfirst toward the Mad Dok to avenge his fallen battle brothers. Mad Dok Grotsnick, furious from seeing his WAAAAGH!!! get destroyed counter charged into the the captain and his body guard trying to at least make the Captain pay with his life. Charon leaped into the air and drove his spear into the skull of nob before it could even strike. As the terminators were winding their hammers back, Grotsnick swung his power klaw with fury toward the young captain, but the captains faith in the emperor was strong this day as his his cloaks force field took all the blows from the claw. The terminators hammers flattened the Mad Dok as he tried bring down Captain Charon. The young captain had proven himself against the orks this day. The wounded marines were immediately attended to. Thoses that survived the battle honored their fallen brothers.




My Kills

2 Mobs of boyz
1 unit of Killa Kanz
Deff Dread
2 BW's
1 Trukk
Grotsnick
Big Mek
Burna Boyz

= 10 Kill Points (The meganobz never made it off the table)


Opponents Kills

2 Tactical Squads
1 Rhino
TFC
Vindicator

= 5 Kill Points




Unit Performance


Tactical Squads F

They really underperformed this game. This was due to my bad dice rolling and one stupid mistake that I made. I should have left the 2nd squad in the Rhino instead of getting out and rapid firing.


Land Speeder C

I gave it a C as it did perform the objective it was set out to do, which was to slow down the meganobz. Would have gotten a B if it didn't immobilize itself and would have helped kill some boyz.


Vindicators A-

They did pretty well. Killed some FnP boyz, 4 meganobz and a wrecked a BW. I would have liked to see them kill all the meganobz and a couple more boyz.



Terminators and Vulkan A+

They really performed this game. They alone got 5 kill points for me. 1 Mob of boyz, Deff Dread, Killa Kanz, Grotsnick and the Nob.


Thunder Fire Cannon D+

It killed 6 Boyz and died due to bad luck on my part. The Techmarine did manage to get down and take out a BW so that is why it got a D+




I apologize for no pix. I did not have my camera with me. Next batrep I will try to include pix.

This message was edited 1 time. Last update was at 2010/07/21 16:30:08


Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
Made in us
Bounding Assault Marine





I liked the batrep. It actually seemed that, other than Vulkan and his Termies, you pretty much didn't really have lots of luck at all. On the other hand, your opponent didn't really seem to have much going for him either. I especially liked the unit grading system, I may have to try that out on my next batrep.

Ipso facto auto-hit.  
   
Made in us
Longtime Dakkanaut






USA, Indiana

SOunds like a really fun game! And i second the thought ont he grading system nantukshade

Dont worry, Be happy
Play:
Flames of War 
   
Made in us
Thinking of Joining a Davinite Loge







It was a fun battle. Neither of us had really had any luck. It just really sucked that that tactical squad got beat in CC. I really expected them to win that fight.

Jidmah wrote:That's why I keep my enemies close and my AOBR rulebook closer.


 
   
 
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