So this is my second battle report, still trying to work out kinks before I do this tournament. So without much jibber jabber lets just get too it.
My 750 ork list:
HQ
Big mek -
kff
Troops
20x slugga boyz - nob w/
pk,
bp
20x shoota boyz - nob w/
pk,
bp
19x shoota boyz - nob w/
pk,
bp
Heavy support
2x killa kanz - Grotzookas
2x killa kanz - Rokkits
Total - 749
Opponent's Eldar:
far seer' (still new playing against eldar, not sure if that's the name) [in with the dire avengers]
6x dire avengers
5x scorpions
6x howling banshees
5x rangers
Avatar
Thoughts on lists: For my list I could have done a 6 kan wall however I am a firm beleaver in "boyz before toyz" always and I wanted at least 3 20 boy mobs on the table so I went with 4.
I also want to do whatever I can to charge those banshees and/or scorpions, I know they can neuter a boyz mob, especially if they both hit at once. I also note that he has no template/blast weapons so I don't have to worry so much about boyz being klumped up.
We roll for game: Annihilation (
kp)
Deployment: Spearhead
To deploy: the choice goes to my opponent but he chooses me to go first, a mistake in my view.
In deployment I get right up close to the line and have my choppa boyz hugging the inside line incase he makes the mistake of deploying too close. He infiltrates his rangers off too the side in a nice piece of wooded terrain, meaning I probably will have to ignore them for the most part.
My opponent fails to seize the initiative.
Here is a pic of deployment from behind my lines, note the farseer' is in with the avengers and my Mek is attached to the black shoota squad, he always is:
Orks turn 1: As always with a foot slogging ork list first turn, move, run. I get a total of about 8-9 inches with the kanz and I move the choppa boyz out a bit from the kanz hoping to take advantage if my opponent makes any mistakes with the placement of his models.
Pic of end of turn:
Eldar turn 1:First he casts fortune on his avengers and doom on my choppa squad. He then moves his scorpions back to hide by the back of that blue building while his Avatar and howling banshees move up to make a fierce klump of close combat units. His dire avengers move over into a nice open firing lane.
Pic:
Shooting: He opens up with his avengers into my choppa mob with their special shooting thing (gives them an extra shot or something? gotta look it up tomorrow) and after cover saves 5 have bite the dust. Meanwhile the "snipers" can't aim and fail to do any damage to my black shoota mob. After shooting he runs his banshees up, note his placement, I get to take advantage of this move next turn.
Pic:
Ork turn 2: Now I see that I may be able to tie up both the avatar and the banshees if I waaagh and roll well while doing so, its a gamble but hey, I play orks

and if I make it it will force him to be reacting to me the rest of the game. I move the rokkit kanz into position to take some shots at the avatar, they move out of
kff range but there isn't much in his list that can hurt them other than the avatar or a long shot from snipers. The grotzooka kanz move up to fire on those avengers while the shoota boyz just fill in the back. The slugga boyz move towards the avatar and banshees and line up to make a run for em.
Pic:
Shooting: The kanz start by launching nuts and bolts at the avengers, 4 of 4 shots miss however 1 of them flies off into the scorpions and hits 2, but they are saved. The rokkit kanz earn a wound on the Avatar. I declare a waaagh to try and get my choppa boyz stuck in however I roll a 2 for run, its looking close, I may not make it into combat. I also run both shoota mobz forward to fill the space behind the kanz.
Assault: I am looking at the avatar and banshees there, now I have a good eye thanks to my work and I have to choose who I am declaring my assault too, after some consideration I declare I am going to hit the banshees.
Pic:
I measure my 6 inches and yes! 1 boy can make it, and wouldn't have made it to the avatar, I made the right choice. In the resulting combat only 2 of my boyz die, and 4 of his banhees die to the boyz, now I could just barely get my nob into combat and after he removed his casualties it put my nob out of range. So I win by 2 and he/she takes 2 fearless saves for being close to the avatar but they are both saved.
Note* the Eldar player forgot about my choppa boyz being doomed, and I didn't know it was supposed to last through my turn, that could have ended differently.
Pic of the end of turn:
Eldar turn 2: First he fails at casting fortune on his avengers but successfully casts doom again, this is were he notes about forgetting doom the last turn, so I make him a nice little marker, you can't see from the glare but it says DOOM!:
Movement: He simply drops the avengers back a bit and prepares the Avatar and scorpions to wipe the choppa boyz.
Shooting: His avengers can't shoot thanks to that special round of shooting they took last turn, but the rangers fell a shoota boy from the black mob.
Assault: His Avatar and Scorpions jump in to get their sister out.
Pic of after movement and assault moves:
In the ensuing assault phase I lose 10 boyz before I can attack, then I whiff on my boy attacks but the nob finishes what he started and kills the final banshee. I lose and get run down in the sweeping advance, oh well.
This is a pic after consolidation moves are made, he is trying to get into the perfect range for me to run my boyz forward, not make it to assault and then he would get the charge.
Ork turn 3: Well my rokkit kanz are in range to assault the Avatar, now I don't math hammer, my tactics come from previous experience, trial and error. I've never faced an Avatar and I know it's got a good number of attacks, S 6 and the
MC roll for vehicle damage but I decide I am going to test it out and send my kanz in at him. Other than that I move the black shoota mob towards the rangers to get some shots off while not moving them too far to be out of "reaction" range and move the bright colored shoota mob forward to unleash into the Avatar should the kanz fail
Pic after movement: *note my
kff is oddly placed, I forgot about him there, he is attached to the black boyz squad there, he always is so I forget to move him sometimes. And is doesn't really matter, his anti tank is minimal.
Shooting: My rokkit kanz try to soften up the Avatar but he makes his invulnerable save. My grotzookas hit the avengers, cause 14 wounds! 3 avengers drop and the farseer fails his save, instagibbing him, woot woot.
And my black shoota mob takes aim (well take general direction) at his rangers, about 8 are in range and kill 2
Assault: My rokkit kanz charge into the Avatar
Who takes great pleasure in dropping them both before they even decide to start raising their arms in defense. However the resulting explosion kills 2 scorpions

.
End of turn:
Eldar turn 3: He tucks his avengers behind a wall and moves his Avatar and scorpions behind the blue building to keep them out of sight.
He also moves his rangers back out of the woods.
And that is the end of his turn.
Ork turn 4: I move my multi colored shoota mob up to try and see around the side of that building and get some shots off at the Avatar, I also block off his route to my other kanz, I just learnt a lesson on Avatar vs. kanz, I'm not about to let him get his Avatar in there and re teach it. My grotzooka kanz try to get somewhere were they can see the avengers. I also decide to leave the rangers and move the black squad towards the rest of his army to keep my force as one.
However, nothing can see his units, other than banners and swords. Good use of cover there.
Eldar turn 4: He moves his Avatar into charging position, his avengers move into a firing lane to soften up my multi colored shoota mob and he decides to wrap his scorpions around the blue building. Now I think he should have charged my boyz with the Avatar here but I guess he is hoping to tie up my boyz with the Avatar and leave the scorpions and avengers on the table to deny the kill points.
Pic of the end of movement:
Shooting: His dire avengers fire at the shoota mob and after cover kills one, who literally looses his head:
His rangers take a hail marry at the grotzooka kanz' backside, and fail.
Assault: His Avatar charges the shoota boyz:
The Avatar slays 4. The nob responds and takes a wound off him, he is down to 2. The shoota boyz mob 2 of there own in a fearless frenzy to get to grips with the Avatar bringing the death total for boyz up to 6.
Pic after casualties are removed:
Orks turn 5: I move my kanz up to see around that big black wall and hit those avengers, and the black shoota boyz move in to support the multi colored ones.
Shooting: My grotzooka kanz can't see the avengers because my earlier defeated kan is in the way, the black shoota mob runs a couple inches. Looking at this pic now I probably could have shot those scorpions, far too late now...
Assault: The Avatar kills off another 2 boyz and the orks wiff and cause no wounds. But I do pass a break test.
Eldar turn 5: His scorpions move from behind the wall to assault into the shoota boyz already locked in combat, and his avengers move in to take their spot.
Shooting: The rangers take another hail marry at the kanz, this time one manages to both land and rend, after the failed
kff save a kan takes a shaken, which is reduced to stunned thanks to vehicle squad rules.
Assault: His scorpions attack the already stuck in mob, between the Avater and them they kill off 4 boyz, in return the one boy not in
btb with the Avatar drops a scorpion while the nob finishes off the Avatar with his klaw. My boyz fail the break test and get caught in the sweeping advance.
This pic is after the consolidation move:
We roll for game ending and get a 5, we continue to turn 6
Orks turn 6: I want to make 2 kill points here so I move the kanz into a position were the one not stunned can hit the avengers, the shoota boyz move directly towards the scorpions
Shooting: the kan can't see the avenger, damn. My shoota boyz open fire into the scorpions causing 8 wounds, killing off the squad.
End of turn:
Eldar turn 6: The Avengers move out into the open to fire hopelessly at the remaining shoota mob.
Shooting: Nothing, after the avengers and rangers shot and after cover saves all my boyz are still standing.
No assaults
We roll for turn and get a
End of game shots:
End of game score: Orks: 4 Eldar: 3
After game thoughts: In retrospect I could have sent the black shoota mob at the rangers for that
kp putting me further ahead, the kanz could have handled the scorpions and avengers themselves. The first assault I got on turn 2 was a gamble but it wasn't a huge one, and stopping the banshees from getting a charge was a big thing on my list. The traffic jam it caused was also a good thing as he had to clear it and I got to continue to move forward with the rest of my boyz unmolested. I also learned about what not to send at Avatars, I'm just happy I was able to test that and still come out on top, I basically fed them to him.
The pics were taken with a camera phone, I still have another game night before I go to this tournament. I shall test out another camera I have then and see if the pics come out any better.
Any feedback is welcomed.