Switch Theme:

Orks vs Guard, 1000pts, pics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Ragin' Ork Dreadnought






Albany, Australia

Orks vs Guard, 1000pts

INTRODUCTION
This took place back in the middle of April at GW Edinburgh between my Dark Angelz (Orks) and Imperial Monkey's Imperial Guard. Some rules stuff ups (determined afterwards) and time limitations means we will need to do at least another one to settle the score Fun game as always though! Apologies for the lack of "Ork" storytelling this time - the report is late enough as it is! Better late than never though, right?

FORCES

Arakasi's Da Dark Angelz (Orks)
[HQ] Morgrim "Da Lion" Grimork (Da Warboss): Mega Armour (Power Klaw, Twin Linked Shoota, Stikkbombs), Cybork Body (110pts)
[HQ] Skarag Mekslag (Da Big Mek): Burna, Kustom Force Field, Mek's Tools (105pts)
[TR] Grimskab Badwort (Da Painboy): 'Urty Syringe, Dok's Tools, Cybork Body and Da Inna Circul (5 Nobz): 2 Power Klaws, Big Choppa, 2 Choppas, 4 Sluggas, Twin Linked Shoota, 5 'Eavy Armour, Bosspole, Cybork Bodies in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (320pts)
[TR] Da Warboss' Taktikal Boyz - 10 Shootas including Big Shoota and Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (155pts)
[TR] Skarag's Taktikal Boyz - 11 Shootas including Rokkit Launcha and Nob: Power Klaw, Slugga, Bosspole in a Trukk: Big Shoota, Boarding Plank, Red Paint Job, Reinforced Ram (166pts)
[FA] Rav'nwing I - Deffkopta with Twin Linked Rocket Launchas and Buzzsaw (70pts)
[FA] Rav'nwing II - Deffkopta with Twin Linked Rocket Launchas and Buzzsaw (70pts)
TOTAL: 996pts

Imperial Monkey's Imperial Guard
[HQ] CCS- Plasma pistol,medi-pack, regimental standard, vox, sniper, carapace armour, MoO, Bodyguard- 180pts
[HQ] Techpriest- meltabombs- 50pts
[TR] PCS-flamer, meltagun, powerfist, bolt pistol, Platoon standard -82pts
[TR] Blob squad- 2x vox, 2x missile team, greange launcher- 145pts
[TR] Veteran squad- bolt pistol, 3x plasma gun, grenadiers, vox- 152pts
[TR] Veteran Squad- powerfist, vox, 3x flamer, grenadiers- 135pts
[FA] Scout sentinel- autocannon- 40pts
[FA] Scout sentinel- H. flamer- 40pts
[HS] Leman Russ- lascannon Heavy stubber- 175pts
TOTAL: 999pts

MISSION: Seize Ground (5 Objectives)
DEPLOYMENT: Spearhead (Table Quarters)

PRELUDE

Guard win the roll to deploy the first objective, though with only a 4' x 4' playing area and 5 objectives that need to be 12" from each other and the table edges, the end objective placement is rather predictable.


Orks win the deployment roll and choose to setup and go first. I choose my corner more to dictate my opponent's corner than my own - forcing him to setup out in the open near three of five objectives - so everything is where I am going I deploy in my typical central fashion.


Guard deploy, outflanking a single Sentinel.

Guard wins the Scout roll, moving his deployed Sentinel forward. One Deffkopta turbo boosts towards it, whilst the other moves up behind the cover of the left building.

Guard fail to seize the initiative.

TURN 1

The Deffkoptas move towards their prospective targets - the Sentinel and the Leman Russ. Having learnt not to advance directly into the Guard kill zone, the Trukks flat out move convoy style to the left - the lead (Nobz) Trukk making its Dangerous Terrain test without issues (the others avoided).


Shooting sees the Sentinel wrecked - leaving my Deffkopta exposed. I probably should have just assaulted. Assault sees the Leman Russ stunned and its Battle Cannon destroyed




Minimal Guard movement sees only the Techpriest, Flamer Veterans and Platoon Command Squad move. The Techpriest attempts to repair the Battle Cannon on a 5+ but fails. Shooting sees both Deffkoptas destroyed. Master of the Fleet attack hits the Nobz Trukk, but is deflected by the KFF. After failing to damage two Trukks with Flamers, the Veterans Assault the Nobz Trukk and land 4 lucky hits with Krak Grenades followed by two Penetrations resulting in a Kerrunch! result on the ramshackle table (I rolled a 5 and a 6!) The Nobz, irritated, disembark.



Orks: 0 Objectives (1KP)
Guard: 1 Objective (3KP)

TURN 2

The Nobz make their way towards the Techpriest and Leman Russ while the Big Mek's Trukk Tank Shocks through Dangerous Terrain, the Flamer Veterans (held) and the Platoon Command Squad (fall back!) and disembarks (tactical error?) with the Plasma and Flamer Veterans in mind. Morgrim orders his Trukk to move Flat Out to the left side of the field.


A Waagh! is called. The Nobz run a measly 2" towards the Techpriest and Leman Russ, spreading out to keep in range of the Flamer Veterans - whilst Skarag and his boyz run an even worse 1" towards the Plasma Veterans - I (conveniently?) forget to take a wound This was to be the first of a number of rules stuff ups this turn…


First, the Nobz assault the Techpriest, multi assault the Leman Russ and *illegally* multi assault the Flamer Veterans. The Big Mek and boy, out of range of the Plasma Veterans (due to the falling back Platoon Command Squad in the way), assault the Flamer Veterans and *illegally* (well, it *may* have been possible…) multi assault the Platoon Command Squad - who fail their Leadership check and get destroy… no… they use a Get Back In the Fight order to rally… (I think this may have been wrongly timed - and not sure that it overrides the usual restrictions for rallying - ie enemy units within 6") The Nobz easily deal with the Techpriest and Leman Russ, Skarag's boyz over kill the Platoon Command Squad (the Powerklaw had no targets left!) and the Veterans get pummelled between them. Unsurprisingly, they retreat…




The Imperial Guard turn starts with the outflanking Sentinel coming in from the wrong side. Movement is light. The Guard Blob puts a ton of fire into the Nobz - irritating them further (killing one and wounding two more). Other shooting wipes out all of Skarag's boyz except the Nob - who kills Skarag in order to maintain discipline.

Orks: 1 Objective (5KP)
Guard: 1 Objective (4KP)

TURN 3

Skarag's Nob re-embarks the Trukk and Tank Shocks the Plasma Veterans for no effect - other than to sneakily claim the far objective. Morgrim's Trukk flat out moves back across the field near another objective. Meanwhile, the Nobz move in to deal with the blob squad.



Trukk shooting somehow manages to shake and weapon destroy the flanking Sentinel before the Nobz do a number on the blob Guard - running them all down.




The remaining Guard move to put some distance between them and the Nobz.


Shooting causes Morgim's ride to Kareen toward the centre objective and explode - pinning Morgrim and his boyz on the objective. With the Sentinel unable to make it into contesting range, the sole survivor of Skarag's mob (the Nob) holding another and being well over/out of time - Da Dark Angelz win!

Orks: 2 Objectives (6KP)
Guard: 0 Objectives (5KP)

VICTORY: DA DARK ANGELZ (ORKS!)

AFTERMATH
So - a close one for Da Dark Angelz, but in doubt due to some rules mistakes - and not made easier for the Guard by being on a 4' x 4' board. Not sure if trying to flank the Imperial Guard was such a hot idea in hindsight - Morgrim effectively ended up doing almost nothing. Once again, the Nobz did most of the heavy lifting.

Da Dark Angelz (Orks)
Report Card:
Morgrim "Da Lion" Grimork (Da Warboss): Had no impact on the game. Even failed to keep his boyz from being pinned. (Correction - probably took a Trukk exploding wound on his Mega-armour…) D
Skarag Mekslag (Da Big Mek): In the thick of it (probably wrongly) with little to show. Still, KFF working… C+
Grimskab Badwort (Da Painboy) and Da Inna Circul (5 Nobz) in a Trukk: Rolled the left side, including the Techpriest, Leman Russ, blob Guard and helped (illegally) with the Veterans. A
Da Warboss' Taktikal Boyz in a Trukk: Held an objective at the end… C+
Skarag's Taktikal Boyz in a Trukk: Killed the Platoon Command Squad and helped with the Veterans. Barely survived the return fire to hold an objective. A
Rav'nwing I: Killed a Sentinel. Diverted fire from Trukks. B
Rav'nwing II: Weapon Destroyed the Leman Russ. Diverted fire from Trukks. B

   
Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

Yeah, didn't go great. But still...better than the last one!

My comments would be that were we better with the rules then things may well have swung very differently (the flamer veterans might not have disappeared quite so quickly)...Although I doubt I would have lasted past turn 4/5

Report card:
CCS- not bad, couple of orders helped, didn't lend much shooting assistance however the MoO was a pain in the orks butt!: B
Techpriest- did nothing of merit the entire game, didn't even kill an ork, he needs servitors in order to actually fix tanks...that'll be an addition in due time: D-
PCS- didn't do much, killed a couple of orks with flamer and melta (took out a deffcopta): C
Blob squad- disappointing in the end, expected a biggger impact, took down a trukk, killed the odd ork but nothing of merit and they need a Commissar: D-
Veteran squad (plasma)- Again, disappointing turnout, had great potential but were depolyed on the flank that was ignored. shot a deffkopta from the sky and stuck close to the CCS in case of assault: C-
Veteran Squad (flamer)- took out a trukk, didn't die, may have done more if the assaults had been legal (even if just as a speed bump ): C
Scout sentinel 1- did nothing, was hoping for it to take out a kopta then support but nope. Not a sausage: F!
Scout sentinel 2- came in on wrong flank, then was unfortunately lifted of it's weapons...but it couldn't even run far enough to contest the objective and make the loss slightly better: D
Leman Russ- Dear god, had so much potential but was stunned for most of the game and didn't have the battle cannon beyond the first five mins. Note to self, deploy meat shield before Leman Russ next time!!: F!!!!!!

Third time's the charm...




MAY YER BOLTER NAE FALTER!!!! 
   
Made in mx
Drop Trooper with Demo Charge




Kirkland, WA

Thanks for the great batrep! It sounded like ya’all had a fun time.

Arakasi, you had wondered about the IG CCS using the “Get back in the fight!” rule on the fleeing PCS during Turn 2. An IG officer who successfully screams “Get back in the fight!” at his or her troopers causes a fleeing IG squad to ignore all standard re-grouping rules (below half, enemy within 6 inches, etc.) and to automatically regroup. Note that the order can only be issued during the IG turn, so I imagine that Imperial Monkey issued it during his Turn 2.

Tallarn Commander,


P.S. Note that the IG player must actually scream (i.e. not use an inside voice) “Get back in the fight!!!” for this rule to be effective.


IG, “We are many. They are few.”
   
Made in gb
Ragin' Ork Dreadnought






Albany, Australia

Good to know - thanks! Interesting that it ignores all re-grouping rules - especially enemy within 6" - I'll have to watch for that! Can any IG orders be used outside of the IG turn? Are any not limited to the start of their turn? I really need to get myself an IG Codex

   
Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

no, Arakasi I issued it illegally. It only happens during my turn. I think the order "take cover" (can't remember it's name off the top of my head) is one ini the enemy turn though...
Still I think that negates the complete muck up of multi-assaults making the end result pretty fair...




MAY YER BOLTER NAE FALTER!!!! 
   
Made in gb
Ragin' Ork Dreadnought






Albany, Australia

Oh - I agree - you can what if it until the Grotz come home - but really the only way to settle it is another game (with new and improved rules blunders!)

If this game/report ends up in two (or more!) rules we don't get wrong in the future, then I count it a raging success - regardless of result or whether it was fair.

I have a suspicion our next game may not fare so well for me...


   
 
Forum Index » 40K Battle Reports
Go to: