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.