This is a cross-post from
Something Awful so I wont do much editing other than fixing some formatting.
Thankfully our usernames are the same.
ANOTHER BATTLE REPORT!
This game was 1000pts, Orks VS Lamenters(codex: Blood Angels)
(most of this was done last night and paint.net does not have spell check... please forgive)
We are in a league at our
LGS (though since my recovery has slowed down we have not been the biggest competitors) and this was a mission from their blog.
Here is the mission we rolled:
Combat Patrol 5: Alert! Alert!
Deployment: Spearhead
Objective: Victory Points (see the back of your rule book for more details)
Special: Deploy only one unit. The rest of your army will not arrive until turn 1 (like Dawn of War), unless held in reserve (deep strike, flanking, etc). Each player may select a single unit to flank (even if it does not have the ability).
Bonus:
+1 If you killed the enemy commander.
+1 If you have no enemy units in your deployment zone.
MSP WON THE ROLL OFF and thus chose to go first...
This deployment was bad for me. Since I could only deploy one thing vs his devastators. All I have are transports, things that belong in transports, and AV11 walkers. None of which I want to deploy alone.
Both of us decided not to hold anything in reserve. [Out]flanking is cool but since the armies were small and the table was big there was a good chance our flankers would never see combat.
ORKS TURN ONE
"Looks like we cougt dese beekies wif terr gubbins in der 'ands. LETS GET UM BOYZ!"
LAMENTERS TURN ONE
"Dey 'ad tah break me trukk, I just looted dat the other day! Oo well, now Iz got sumfin to fix!"
ORKS TURN TWO
I sort of got myself into a traffic jam. For some reason I thought I could move over the immobilized trukk like it was area-terrain. Not used to my trukks being alive I suppose...
LAMENTERS TURN TWO
ORKS TURN THREE
Both of us were sort of afraid of each other. I decided to play defensive and let my kanz do all the fighting.
Squad take enough wounds for each model, priest fails armor and FNP save!
"Litl' did tese 'umies know I load my boyz with extra 'urty ammo!"
LAMENTERS TURN THREE
"Frrst' doze grotz kant move 'den dey kant get in me force feeld!"
It was around this time that I realized that he has "Sanguine Sword" which would destroy my kanz, and my stratagy of using my kanz as the workhorse was not going to cut it and had to bring the boyz.
ORKS TURN FOUR
WAAAGH was called!
LAMENTERS TURN FOUR
This is where we are both laughing at the scrapheap in the middle of the board.
It is hard to see but there is only one red kan alive and well, and the yellow one in the front is immobilized facing the devastators.
Both vehicles explode 5" and end up killing two marines!
"HAHA! I avays load up me trukks an' kanz wif extra bombs. KABOOOM! HAHA!"
Grot in the immobile Kan:
"'Ey, wats go'in on back der!"
ORKS TURN FIVE
I gave the nob a wound because I wanted another boy to give his 4 attacks. At this point I was not worried the nob would ever take another wound.
LAMENTERS TURN FIVE
"Look at all teese wrecks! Make good in s'ure you dive me back 'ere so I can loot 'um once we done 'ere!
ORKS TURN SIX
"HA! We killed da lot of um and I still gots lots of scrap! Good work boyz! Time tah make me anofer wagon! Dis one will be BIGGER! HAHA!"
What survived:
Orks
Mek=85
Trukk boyz=106
Shoota Boyz=154
Battle Wagon=
125 115(lost kannon 10pts) Not sure how wepon destroyed plays into Victory points...
=460pts
Lamenters
Devastators=115
Devastators=115
=230pts
So I ended up winning and got both bonus points! (killed his
HQ and no one in my deployment zone)
Final thoughts:
Was really happy the way rokkits worked on trukks. Yes, I was playing against foot-marines and yes I did roll really well on their hits, but just to have the potential for 5pts is a good buy. Also adds slight more threat to take away from wagons or kanz.
Only needed to take a
LD test once on my boyz and I needed to get a 4, so the
BP did not help. Still I think it is a strong upgrade overall and intend to continue their use.