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Made in us
Mekboy Hammerin' Somethin'





This is my first bat rep so C and C is appreciated as well as C and C on tactica. My ork list is by no means optimized.

The rough army list was as follows:

The Orks:

HQ - Grom Nom Nom the Waaagh-mperer - Warboss with PK, Cybork, Boss Pole

Troops -

19 Slugga boyz + a Nob with PK and BP

20 Slugga boyz (Warboss attaches to this squad)

Fast Attack -

1 Deff Kopta, Buzz Saw

1 Deff Kopta, Bare

The Imperial Guard:

HQ - CCS, no upgrades

Troops -

PCS, no upgrades
-One infantry squad with an autocannon and grenade launcher
-One infantry squad with missile launcher and flamer

Veteran Squad upgraded with all shotguns
1 Heavy Flamer
1 Flamer
Sgt with powerfist

One 5 man vet squad, no upgrades

Heavy Support -

1 Leman Russ Exterminator (TL Autocannon) upgrades with heavy bolter sponsons and a pintle mounted heavy stubber

First thoughts:
I had a limited amount of models I could field, and to be honest half the boyz were proxied. Once I saw his list, I was pretty sure that I was class A -ed. But for the sake of learning (this was my first game) and sportsmanship I decided to play it anyway. A lot of auto cannons and flamers was bad news for me, and I had nothing but the buzzsaw kopta to counter it. I made my list before hand, and he made his list once I got there.

We rolled for game type and got annihilation with a spearhead deployment. Terrain was random, and everything was considered difficult except for a crater who's walls were high enough to be considered impassible, but not high enough to significantly block LOS.

Difficult terrain, limited my paths to two narrow channels, and even then there would still be checks that needed to be made. I set my warboss and his boyz on the path farthest left of the impassible middle terrain (placed by my opponent) and the other squad with the nob on the right. The deff koptas edged as close as they could for their scout move.

Enemy deployed his flamer vets and LR so they could get shots at my warboss, the missile launcher infantry squad deployed in cover and drew their LOS around the middle terrain to my deployment. The autocannon squad deployed behind a low wall and decided to wait till my orks ran around the middle cover to fire.

IG attempts to seize the initiative. Rolls a 5 and fails.

Scout move - Deffkoptas move as close as possible to the enemy, while still remaining twelve inches away. This amounts to a little more than an 8" move.

Ork turn 1 - Buzzkopta and Deffkopta both shoot forward twelve, in an effort to get locked in combat before the LR blows them away (They were well outside a 6" assault range). Both slugga boyz moved foward 6". Boss squad moves 3" towards the tank and vets, ending up in difficult terrain and the other squad rolls a 4" movement, beginning the long trek down a skinny alley way of movement towards the ML squad. The bare deffkopta manages to hit 3 and wound 3 times with his big shoota, but IG makes all his cover saves.

Both koptas attempt to assault the ML squad but fail their terrain checks. Oh boy.

IG turn 1 - The guard turned their combined furry on the poor buzz kopta, who took all the las shots and autocannons that they could muster, as well as a missle before being shot down in a blazing flame. The LR then turns its heavy bolters towards the boyz. A combination of less than average wounding and a surprising amount of 5+ cover saves leave two boyz dead.

Ork turn 2 - Much like ork turn 1 everything ran. The boyz in difficult terrain rolled a 4" movement, putting them squarely in the center of it and then ran another 2", meaning another terrain check would have to be made the next turn. The other boyz squeezed in as best they could, piling in to the small alley, rolling a 4" on their run which had the first 7 or so boyz beyond the impassible terrain and in sight of the autocannon squad. The lone deffkopta moved as close as possible to the ML squad, fired his big shoota to make some noise, and then assaulted, causing 4 wounds and 4 dead guardsmen with none in return. Somehow they make their Leadership and stay in the fight.

IG Turn 2 - Autocannons from the LR tear into the warboss' faithful boyz who take just enough casualties to stay fearless. Auto cannon squad 2 fires at the other squad of boyz, who pass their cover save for having more than 50% of their squad in cover, taking 2 casualties.
The deffkopta and the ML squad tie combat.

Ork turn 3 – The one time I needed to really roll well for the Boss’ terrain check I roll a 2” movement and a 2” run, putting everyone out of the terrain but well out of assualt range for either the tank or the Vet flamers (over 6 “). The other boyz squad manages to squeeze all of its units out of the narrow alley way, but still a scant inch out of assualt range.
Deffkopta munches a gaurdsman, guard pass LD check.

IG turn 3 – The LR opens up with the autocannons, causing massive carnage with the boyz out of cover, and the vets move up and turn all the boyz into ash (Str 7 heavy flamer), leaving the Warboss alone, badly burned and with a single wound remaining. He passes his ld, wanting to at least score a kill on his first game. The other boyz take some laz and autocannon fire, reducing their numbers by 5.
Deffkopta and ML tie combat. Crazy long combat.

Turn 4 orks – Death calls for the orks. The warboss calls a desperate waaagh, moves 6” and rolls a 6” for his fleet. The other squad moves 6” and rolls 5” for theirs. The boss slams into the guard squad weathering an insane amount of shots and a powefist that failed to wound, hits, wounds, and crushes 4 gaurdsmen. However, the one time I wanted to stay locked in combat, they fail it (LD 5, 9 – 4 wounds). The other boyz get stuck in with the ML squad, finally killing them and consolidating towards the nearest krumpable head, but sitting in an open field none the less. The deff kopta moves towards the 5 man vet squad, hoping to try his luck again.

IG turn 4 – The LR turns on the other squad of boyz, wiping them out down to a man, leaving the lone nob in the open. The nob too, seems lucky, and manages to take no wounds from other sources. The 5 man vets charge the kopta. Taking one wound in the process and delivering none, they pass ld. The flamer vets pass their leadership to regroup easily and the warboss seemingly disappears as they incinerate the place where he used to be.
The only things left on the board are the Deffkopta and the Nob.

Ork turn 5 – With a futile war cry, the nob charges the tank, which hadn’t moved that turn, it had only turned a degree. 4 Auto hits, 1 glance, and one pen later leaves the tank stunned and with its main weapon gone. The DK kills another guard and takes a wound. Tie combat.

IG turn 5 –The nob is shot to death in a hail of las and auto cannon fire, with a heavy flamer just to add insult to injury. The deffkopta is assaulted by the CCS, no wounds are dealt.
We roll to see if the game ends…2…game over.

Result: Clear IG victory. With the 1 stubborn deffkopta clinging to life and my dignity with it. 4 kp to 1kp if I remember correctly.

Final thoughts: Obviously this defeat was almost total, and for my first game…well that’s not exactly the best way to start off your 40k career. Terrain killed me this game, limiting my deployment and movement, and having no viable anti tank weapon was painfully felt every turn. The deffkoptas managed to be expensive experiments, as a limited deployment left them very much out of range of the tanks. Its really going to be hard to muster up the desire to play another game like this. Uphill the whole way, with little real action on my side. Most of my units DOA…just really…really…unfun.

MVP – The bare deffkopta managed to tie up a missile launcher squad and a vet squad, surviving in combat from turn 1 to 5

Mistake of the game – A third party came in after my boyz were annihilated by the heavy flamer and mentioned to the IG player that a heavy flamer was strength 5, not 7. His dice rolls to wound were worse than average with the heavy flamer, and this may well have changed the outcome of the game at least slightly. I did not contest this fact, assuming it was a simple mistake, and at this point most of the fun of playing had been striped away.

Most important Tactical move – The Waaagh, I felt like I triggered it at the best possible moment. Most of my force was dead and the only way to get into combat would be a good waaagh roll. At least my warboss got to krump something.

Grom Nom Nom’s kill count – 4 measily veterans

I will be typing up a story type version of this at a later date.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

Your opponent's list is odd and illegal, there is no such thing as a 5 man vet squad I believe.

Other than that, interesting rep.

An open mind is like a fortress with its gates unbarred and unguarded

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Made in us
Thrall Wizard of Tzeentch





Yes that guard list is actually over points by 5 with out adding in whatever the hell that 5 man squad was.

Cant have a 5 man vet squad, Maybe stormtroopers? but that would of put him close to almost 600 points.

   
Made in us
Mekboy Hammerin' Somethin'





At least thats something. They were veterans, least as far as he told me. I don't have a guard codex so I couldn't really dispute points.
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





Heavy flamers are S5, not 7.

That 5 manner must have been Stormies, otherwise your opp was cheatin'.


"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

"Yeah, f*ck you too!" - R.J. MacReady, The Thing 
   
Made in us
Mekboy Hammerin' Somethin'





Yeah, we figured that out after he'd fried them all.
   
Made in us
Unhealthy Competition With Other Legions






Ashburnham, Massachusetts

Obviously this defeat was almost total, and for my first game…well that’s not exactly the best way to start off your 40k career.


Welcome to 40k! As a new player, you can expect to lose alot in the beginning; that's a good thing. It'll show you how you improve over the years of playing. It'll make your victories that much sweeter. Keep it up!

This message was edited 1 time. Last update was at 2011/02/21 11:58:51


 
   
Made in us
Regular Dakkanaut





gpfunk wrote:
Scout move - Deffkoptas move as close as possible to the enemy, while still remaining twelve inches away. This amounts to a little more than an 8" move.



Did you intentionally stay 12 inches away with your scout move? Because you know you don't have to. One of the best tactics to use with a buzzsaw deffkopta is to scout up as close as possible to an enemy vehicle, shoot it with TL Rokkit Launchas, then assault on turn 1. Since they haven't moved, it's an auto-hit on their rear armour at Strength 7. Obviously, if he's got a Land Raider with 14 armour all around, it doesn't really help you. But good against other vehicles. Just a tip.
   
Made in us
Storm Trooper with Maglight



Milwaukee, WI

Since there's no HQ on the IG list I'm going to assume it was the CCS (which is basically a 5-man Vet squad, looked at a certain way).

Otherwise, there used to be 5 man Vet squads in the last codex (the one with Doctrines, iirc), could he be playing with the old book?

18th Gamtilla Secundus Dragoon Guards Regiment: “The Lord Governor’s Own” 
   
Made in us
Focused Fire Warrior





WA state USA

Madmax1 wrote:
gpfunk wrote:
Scout move - Deffkoptas move as close as possible to the enemy, while still remaining twelve inches away. This amounts to a little more than an 8" move.



Did you intentionally stay 12 inches away with your scout move? Because you know you don't have to. One of the best tactics to use with a buzzsaw deffkopta is to scout up as close as possible to an enemy vehicle, shoot it with TL Rokkit Launchas, then assault on turn 1. Since they haven't moved, it's an auto-hit on their rear armour at Strength 7. Obviously, if he's got a Land Raider with 14 armour all around, it doesn't really help you. But good against other vehicles. Just a tip.


Pg 76 scout rule says they must remain 12 inches away. Can you find something otherwise I have missed? I play orks and it is not in their codex.

OP
Tough first match, a Lemun Russ in 500 pts is a bit rough, and making his list after seeing yours was also. If he usually runs flamers at that point level I guess its the norm, if he tailored his list for your first match that's not cool. Either way nice bat rep, pics in the next ones would help, even if your list was proxies so we can see terrain etc! I hope you stick with orks as they are really fun, and have several really fun builds that are competitive.

Ikasarete Iru

Graffiti from Pompeii: VIII.2 (in the basilica); 1882: The one who buggers a fire burns his penis

Xenophanes: "If horses had Gods, they would look like horses!"

 
   
Made in us
Mekboy Hammerin' Somethin'





Thanks for all the comments!

Yeah, it was probably something like a command squad, i'm not entirely sure as he just gave me a rough list.

If I can find me a cheap camera I can add some pictures which i'm sure would be helpful to show just how bad the terrain was. He doesn't normally run flamers or autocannons. Next time i'll have the boyz massed in a trukk swarm or something. I hate moving slowly.
   
Made in us
Regular Dakkanaut





J-Roc77 wrote:
Madmax1 wrote:
gpfunk wrote:
Scout move - Deffkoptas move as close as possible to the enemy, while still remaining twelve inches away. This amounts to a little more than an 8" move.



Did you intentionally stay 12 inches away with your scout move? Because you know you don't have to. One of the best tactics to use with a buzzsaw deffkopta is to scout up as close as possible to an enemy vehicle, shoot it with TL Rokkit Launchas, then assault on turn 1. Since they haven't moved, it's an auto-hit on their rear armour at Strength 7. Obviously, if he's got a Land Raider with 14 armour all around, it doesn't really help you. But good against other vehicles. Just a tip.


Pg 76 scout rule says they must remain 12 inches away. Can you find something otherwise I have missed? I play orks and it is not in their codex.

OP
Tough first match, a Lemun Russ in 500 pts is a bit rough, and making his list after seeing yours was also. If he usually runs flamers at that point level I guess its the norm, if he tailored his list for your first match that's not cool. Either way nice bat rep, pics in the next ones would help, even if your list was proxies so we can see terrain etc! I hope you stick with orks as they are really fun, and have several really fun builds that are competitive.


Oh, you're right. I'm thinking about the deffkopta's first move after the scout move. So, scout move, then 1st turn move, then shoot and assault. Sorry about that. Just ignore me.
   
Made in us
Focused Fire Warrior





WA state USA

haha, no worries MadMax, I was a bit confused is all.

Gpfunk, boys in trukks is a good way to go. Ramshackle rules are a blast as well, can go your way or not at times. I run a trukk and wagon list usually, but am interested in kans. Foot slogging can be ok if you have something like kans ahead of them to soak up some fire and provide cover. Sometimes the terrain is just not going to be favorable no matter where you play. The write up you did was actually quiet ace, especially considering it was your first game. You play other games I assume? I have had a cruddy camera I use for pics for years, and my friend uses his i-phone. No battle reports from us since we do not take notes or have good memories.

Anyways, post up the next one you do.

This message was edited 1 time. Last update was at 2011/02/21 19:54:20


Ikasarete Iru

Graffiti from Pompeii: VIII.2 (in the basilica); 1882: The one who buggers a fire burns his penis

Xenophanes: "If horses had Gods, they would look like horses!"

 
   
Made in us
Mekboy Hammerin' Somethin'





Absolutely. I actually play no other table top games like this. I just really take to tactical reports as light reading. I've been pouring over the bat reps on dakka dakka so that helped me get the basic structure down. How to explain things well enough without going into excruciating detail and the like. With the pictures i'll be able to fully explain my frustrations with terrain haha. I hope that trukks and battlewagons with rams and deff rollas will help me negate some of the terrain woes and help get them boyz krumpin. The only reason I avoid the kanz is that I don't really like the look of the models. If I wanted to proxy them I might just use an actual can of soup, the small campbells cans of broccoli cheese have a similar width, depth and height.

Thank you for the compliment, I tried to put thought into this. Hopefully my next bat rep will be an escalation. Funds and time depend on whether it'll be a 750 or 1000 point game. Further down the road, a couple of friends wanted to do a campaign of sorts. Me and a dark eldar player versus cheese marines and cheese guard. Thatll make it here as well. As soon as I have a breath of time, there'll be more, maybe I can take some pics on my laptop camera
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





If you're starting your first games it's better to play against a friend, somebody who will not tailor their list against you, and will make an army you can compete against, and most importantly will not screw you on the rules.

 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

grayspark wrote:If you're starting your first games it's better to play against a friend, somebody who will not tailor their list against you, and will make an army you can compete against, and most importantly will not screw you on the rules.


Totally. Someone who will explain the rules and some common tactics to you helps as well. People who are getting started always get loads more interested after a couple of victories instead of stomped on repeatedly - which I never really got, as I'd rather have more people to play against than go "see that guy? Never really plays the game?


I fuggin owned him "

   
Made in us
Mekboy Hammerin' Somethin'





Well he certainly was a friend. And I truly do believe that all the rule shenanigans were actually by accident. Course the list tailoring was a bit crappy but ill let him know next time to try and not munch me into tiny green bits and let me get a bit of a feel for the game. Of course I am a firm believer that you learn more from a loss than a win...and what I learned was I need to move faster.
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

I generally always play AoBR Army List with any of my friends new to the hobby. This generally allows a fair playing field and no list tailoring until they get good with the basics. Also at 500 Pts with Orks, definitely look into trying to get lots of models into your army really. Orks do great at 500 pts due to the size of an army they can bring. Although bringing an LRBT can definitely lead to TFG for the IG player!

Anyway, welcome to the 40k hobby, defeat is a must!

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in us
Mekboy Hammerin' Somethin'





I played the AoBR box set game with my girlfriend so we could both have a general grasp of the rules. I actually used your army template list for beginners for 500 point games in this bat rep I couldn't help but notice. However the deffkoptas were different and the boss had cybork instead of eavy armor.
   
Made in us
Imperial Agent Provocateur





29 Palms

Tip, get the Boyz in 30 man squads.... pink-mist will fly. I know its hard for such a smll game, but still. When you get more

"It is not the Horrors of war that disturb me, but the Unseen horrors of peace."

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2500 pt
1850 pt
1000 pt
750 pt
1000 pt
1000 pt 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






NJ, USA

gpfunk wrote:I played the AoBR box set game with my girlfriend so we could both have a general grasp of the rules. I actually used your army template list for beginners for 500 point games in this bat rep I couldn't help but notice. However the deffkoptas were different and the boss had cybork instead of eavy armor.


Well if my article helped you out at all, then I am honored. Anyway, goodluck in your next game, I look forward to it!

An open mind is like a fortress with its gates unbarred and unguarded

Starter 40k Army Lists for Beginners!

One Chapter to rule them all: SW to BA Conversion  
   
Made in us
Elite Tyranid Warrior






Jihallah wrote:
grayspark wrote:If you're starting your first games it's better to play against a friend, somebody who will not tailor their list against you, and will make an army you can compete against, and most importantly will not screw you on the rules.


Totally. Someone who will explain the rules and some common tactics to you helps as well. People who are getting started always get loads more interested after a couple of victories instead of stomped on repeatedly - which I never really got, as I'd rather have more people to play against than go "see that guy? Never really plays the game?


I fuggin owned him "


I have gotten over 60 games sense I started last year and I think I am close to 8% win ratio (~5/60). Of course, I started with Necrons, then moved into Tau (both armies was second hand from friends) but now own my own Tyranid army.

Great battle rep though.

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Made in us
Stealthy Grot Snipa





Right behind you. No, really.

Welcome to the hobby!
Don't worry, I got constantly creamed when I first started

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Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Zyllos wrote:
Jihallah wrote:
grayspark wrote:If you're starting your first games it's better to play against a friend, somebody who will not tailor their list against you, and will make an army you can compete against, and most importantly will not screw you on the rules.


Totally. Someone who will explain the rules and some common tactics to you helps as well. People who are getting started always get loads more interested after a couple of victories instead of stomped on repeatedly - which I never really got, as I'd rather have more people to play against than go "see that guy? Never really plays the game?


I fuggin owned him "


I have gotten over 60 games sense I started last year and I think I am close to 8% win ratio (~5/60). Of course, I started with Necrons, then moved into Tau (both armies was second hand from friends) but now own my own Tyranid army.

Great battle rep though.


Dude I went for about 8-9 months without winning a game. I played a game almost every week! Curse the dice gods! God some of the flops I had were hilarious. My favourite was a farce of a game with vanilla SM where half my force ran off the board ><

And my friend who's using second hand orkses is doing quite well for himself with a fairly even W/L. Sitting around talking tactics and also showing what I am doing to beat him, and how he can prevent the nasty things that are happening, meant he picked it up real quick.
>

   
Made in ca
Member of the Malleus





Canada

What do you mean your kotpa's failed there terrain check?

 
   
Made in us
Monstrous Master Moulder




Sacramento, CA

doubled wrote:What do you mean your kotpa's failed there terrain check?
I was thinking about that myself. Deffkoptas are jetbikes so they take dangerous terrain checks instead of being slowed by difficult terrain. As long as the terrain didn't wipe them out they should have been able to make combat.

Agitator noster fulminis percussus est 
   
Made in ca
Member of the Malleus





Canada

At two wounds each, heck even double 1's is a wound on each model, at two wounds a piece they should be in combat no question.

 
   
Made in us
Mekboy Hammerin' Somethin'





Jetbikes have to make difficult terrain if they end in terrain dont they? Or would that be just a dangerous terrain check...wow, that game might have turned out a lot better if i'd known that.
   
Made in us
Monstrous Master Moulder




Sacramento, CA

gpfunk wrote:Jetbikes have to make difficult terrain if they end in terrain dont they? Or would that be just a dangerous terrain check...wow, that game might have turned out a lot better if i'd known that.
Bikes and jetbikes never take difficult terrain checks. Instead they treat all difficult terrain as dangerous. Jetbikes have a limited ability to jump over terrain, see the rulebook for details.

Agitator noster fulminis percussus est 
   
Made in us
Liche Priest Hierophant






Sounds like we got a newly converted Speed Freek here. Brilliant batrep, and don't feel bad about your loss. I rarely win games with my orks (except against Deathwing for some reason...) and had a friend who almost quit the hobby because of losing too much, but when you play orks, you need to look more at how the game plays, instead of how it turns out. Count yourself incredibly lucky that you had a Deffcopta that survived that long. Mine never make it past turn 1.

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