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Made in gb
Tower of Power






Cannock

Craig came over and brought his Kan Wall list which he has slightly modified since I wrote it. I'm hoping to get revenge with the Imperial Guard after the Blood Angels double disaster.

Imperial Guard "Steel Lions" - 2,000 points


HQ

Company Command Squad w/ Chimera - 4 x plasma guns

Company Command Squad w/ Chimera - 4 x plasma guns

Troops

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x meltaguns

Veterans w/ Chimera - 3 x plasma guns

Veterans w/ Chimera - 3 x plasma guns

Fast Attack

Vendetta

Vendetta

Hellhound

Heavy Support

Manticore Missile Launcher - heavy flamer

Manticore Missile Launcher - heavy flamer

Manticore Missile Launcher - heavy flamer

Total: 2,005


Orks "Kan Wall" - 2,000 points

HQ

Big Mek - kustom force field & cybork body

Big Mek - kustom force field & cybork body


Elite

5 x Lootas

5 x Lootas


5 x Lootas


Troops

30 x Boyz - Nob w/ power klaw & bosspole

30 x Boyz - Nob w/ power klaw & bosspole


30 x Boyz - Nob w/ power klaw & bosspole


15 x Gretchin - Runtherd w/ grot prod

Deff Dread - 2 x skorchas

Deff Dread - 2 x skorchas


Fast Attack

Deffkopter - twin-linked rokkits & buzzsaw

Deffkopter - twin-linked rokkits & buzzsaw


Deffkopter - twin-linked rokkits & buzzsaw


Heavy Support

3 x Killa Kanz - 3 x rokkits

3 x Killa Kanz - 3 x rokkits


3 x Killa Kanz - 3 x rokkits


* Yes I am aware I'm 5 points over, I mentioned this to Craig said I would drop a plasma gun from a CCS but he said it was fine. Craig is also running some proxies, Carnifexes are Deff Dread or Deff Fexes lol and Hive Guard are Killa Kanz, Hive Kanz!

Game: Seize Ground + Pitched Battle

Deployment

I won the roll off and decided to go first to get as much shooting in as possible. I deployed a a double wall of Chimeras in the centre with meltas at the front and plasmas behind for long shots, then clustered in a ruin together the three Manticores and on the left flank the two Vendettas, which I forgot to deploy and managed to put down when Craig was putting down his gizillion Orks.

Craig deployed his Lootas across three ruins on his table edge, he put one unit of Boyz on the flank with Kanz in front a Big Mek attached to the Boyz and both Deff Dreads then in the centre spreading over to the right another unit with just Kanz with the Grots behind - he kept the Deffkopters in front on the left flank and the other Boyz squad in reserve.

Objectives are the orange barrels we will call them guard centre, tower and ork right flank.




* Tactical Notes

My plan is to focus on the left flank as the units on the right flank are too spread out. I will blast the Kanz with lascannons as it's easiest and blow the Boyz up with Manticore fire. The Hellhound will move forward burn some Orks and then probably die but it will act as a temporary speed bump and distraction for Craig.


Turn 1

Craig does his scout moves with three Kopters, two land by the tower one behind a building which I cannot see plus forget about!

My turn I only move the Hellhound 12" ready to burn me some 'Kopters the rest hold position.

Shooting I fry both Deffkopters with the Hound and follow it up with multi laser fire killing them I take some pot shots at some Kanz on the centre flank with multi lasers wrecking one while the Vendettas manage to shake a Kan on the left flank after KFF saves. Manticores blast the Boyz on the left flank killing about 8-9

Craig moves forward to me with the solo Kopter coming out to play and landing near my Hound.

Only shooting is the Lootas which score weapon destroyed and crew shaken on a Chimera while the Kopter fails to do any damage on the Hound. Lootas also explode a exposed Manticore.

Assault Kopter stuns the Hellhound.



* Tactical Notes

Not a bad first turn, I've managed to take out two Kopters and a Kan and shaken but not stirred another. I didn't kill that much Boyz with Manticores but it's a start.

Plan is to tackle that annoying Kopter and try and blow up as many Kanz as I can making dangerous and difficult terrain for the Boyz to go through or bottleneck.


Turn 2

I keep mostly static again except I move the Vendettas just a little bit so Orks need 4+ to hit, just in case, while the rest holds position.

Shooting I kill the Deffkopter with long range plasma shots though I fear my Hellhounds life is over with the oncoming walkers. Vendettas pop a Kan and wreck another killing several Boyz in the blast. Manticores are within minimum range, so I fire another at some Lootas but it misses and does F-all. Multi lasers blast out at the centre Kan squad and make another go boom.

Orks move up with the Deff Dreads moving to the Hellhound contesting the tower objective along with the single Kan, the Boyz follow behind. The rest of the army moves up while the Grots move onto and claim the Ork right side objective.

Shooting a Chimera gets immobilised and crew stunned by Loota fire, Lootas also fire at a Vendetta but do nothing.

Assault the Hellhound gets stomped and is explode'd.




* Tactical Notes

Ok it's going well with the Kan wall on the left flank starting to crumble but I've still got three walkers on that flank to worry about. The centre flank is taking a beating with only a single Kan left, but the others are sneaking around.

This turn I'll get rid of the walkers on the left flank and move up and burn Boyz with a Chimera flamer while meltas move to blast the last Kan on the centre flank and if possible use flamers on the Boyz. Any spare fire will be multi lasers from the Chimeras which I'll send at the other Kan squad which is sneeking around the shrine ruin, I'll also pull my Manticores out of terrain and direct fire them.


Turn 3

A Chimera with plasma Vets rolls into the crater the Hellhound left passing terrain right in front of the Boyz. Vendettas scoot around a little bit while the Manticores both move out of terrain ready to blow the Boyz to kingdom come. Chimeras in the centre move about to get the meltas into range of the single Kan while a unit of melta Veterans bail out their stunned Chimera ready to unleash melta on a Deff Dread.

Shooting the Deff Dread eats melta and is a wreck, Chimera unleashes heavy flamer on the Boyz along with a Manticore dropping three shots on them leaving 9 left, they pass morale though. Vendettas and plasma Veterans out that Chimera blast the Kan and Deff Dread but only boom the Dread. Centre flank the solo Kan eats melta and goes boom while Kanz on the right flank sneeking around take crew shaken but also one is wrecked or destroyed.

Craig moves the battered Ork mob around the Chimera which burnt them towards the exposed melta Veterans while the centre Ork mob comes ready to assault.

Craig calls a waaagh! using it to get the centre mob closer, Lootas shake the Chimera which fried the Boyz and pop a empty Chimera which I had moved to contest the tower objective - I should have popped smoke!

In assault the single Kan manages to immobilise the Chimeras which burnt the Boyz while the Boyz themselves battered my Veterans and move into terrain to get cover as the mob of Boyz explodes two Chimeras killing plenty of Orks and Guardsmen; one Veteran squad has two members left and is pinned.





* Tactical Notes

Bit of even stevens this turn as I've brutally damaged some Boyz took out four walkers and killed more Boyz. Craig has wrecked several Chimeras and slaughtered a Veteran squad.

Next turn I'll take out that last Kan and use the Manticores to bomb the Gretchin and hopefully cause enough wounds they will run away, will wait and see. I'll use mass flamers on the Boyz to get rid of them and issue orders to bring it down on the Kanz, get that squad back in the fight and the re-roll cover saves on when blasting those Boyz in terrain.


Turn 4

Vendettas move about again while a Veteran squad with plasmas gets out the shaken and immobilised Chimera to unleash plasma death.

Shooting I issue fire on my target to the plasma unit which is going to fire at the Boyz in terrain while I issue get back in the fight on the pinned unit and bring it down on the remaining melta Veterans which got blown out a Chimera last time. The single Kan gets wrecked by Vendettas, Boyz in terrain get blasted leaving just the Nob and wounded Big Mek left, the Nob uses his boss pole punching the Mek in the face and killing him and passes morale! More Orks get blasted by flamer and plasma though I kill four plasma gunners out of my two CCS! Melta shots at the Kanz manage to score two weapon destroyed results taking out the dccw. I blast a Manticore at the Gretchin but it scatters and then scatters even further away with the second shot, doh!

Craigs turn he moves the power klaw Nob to get the Chimera which is immobilised by the solo Kan while Orks move ready to shoot and assault Guardsmen with Kan support.

Shooting I don't think the Lootas do anything..Boyz kill several melta Veterans which fail morale and run off leaving the Boyz exposed.

Assault the Nob wrecks my immobilised Chimera, I do emergence disembark putting myself at the front of the tank as the Nob is blocking the door, I s'pose I could have bailed out into the wrecked Kan area by the tank. The last two Kanz assault the two Guardsmen who got blown out their Chimera last turn, the Guardsmen use krak grenades wrecking a Kan and survive locked in combat!





* Tactical Notes

I perhaps would have been better getting out the wrecked Chimera and taking dangerous terrain tests going through the wreck and that way I could have lend fire support the next turn.

Next turn I'll polish off those Boyz not a fat lot I can do after that.


Turn 5

I move some Chimeras about but that's it really.

Shooting Manticore direct fires at the Boyz getting 3 shots and landing two on target, Big Mek dies first meaning his KFF is gone so all the other Boyz just die, with a little plasma support they're all dusted leaving just the Kanz left and the game possibly a draw..

Craigs last go the Ork mob in reserve finally comes in after bad rolls, it comes in on the left flank and fires at the Veterans holding the tower objective along with Loota support; I go to ground but the Veterans all die giving Craig the win claiming one objective.





Summary

That was a really awesome game I've had in a long time. Orks were taking as good as they was getting from the start of the game though turn 3 came crunch time for both us when we both suffered heavy losses.

Craig did well with his Kan wall list, even though he won the game I probably would have put the other Boyz squad on the table (he didn't do this as he didn't know where to put it!) which would have given more Boyz as the other two squads I managed to kill off, if it wasn't for the Gretchin he would have lost though I guess those Boyz did well helping to kill off my troop choice.

I made a few mistakes the first one was Manticores inside minimum range shooting, I need to remember this and move them if needed. Other was that Veteran squad which got nailed at the end, perhaps if I took a dangerous terrain test would have been ok and I could have maybe moved into cover and claimed the tower objective scoring a win - I think also I forgot to move their Chimera which meant it got auto hit by a Kan which immobilised it setting it up for the solo Nob, who in the end got blasted lol.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Manticores can fire directly. If you can't move them for IF, then shots with cover (which he was already getting anyways due to KFF) are better than no shots at all.


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Made in us
Sneaky Kommando




Did the deffdreads do anything this game? Or did they just get shot and go boom? Do you think it would be worth it to replace them with more boyz, kommandos, or lootas?
   
Made in gb
Tower of Power






Cannock

I know manticores can fire directly, I did it a few times in the game which I mentioned

I don't know abot the deff dread, Craig was having thoughts but IMO they add walker saturation and are a serious pain in the arse.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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