Hello Dakka!
This is my first time writing a battle report here!
Me and a friend decided to play a quick game at the unorthodox points level of 607 (that's what he came up with for his list) to get back into
40k, we both hadn't really played for a year.
These were our lists:
The Imperial Guard (as far as I remember it)
HQ
Lord Commissar (95)
- power fist
- carapace armour
Troops
Platoon
Command Squad (52)
- 4
GLs
- Bolter
Infantry Squad (55)
- Flamer
Infantry Squad (55)
- Flamer
Infantry Squad (60)
- Meltagun
HWSquad (90)
- 3x
MLs
Veteran Squad (125)
- 2
GLs
- Flamer
- Carapace Armor
- power weapon
Fast Attack
Armored Sentinel (75)
- Plasma Cannon
Total: 607 points
Comment: A very infantry-heavy list and quite some small blasts and flamer templates...but not very much in serious long-range anti-tank weapons. My hope was to close with the foe swiftly before my Orks would get FRFSRFed to death on open ground.
Da Orkz! WAAAAGH!!!
HQ
Warboss (110) [goes with nobz]
- power klaw
- 'eavy armor
-
TL shoota
- cybork parts
- bosspole
Big Mek (85) [goes with trukk boyz]
-
KFF
Troops
10x Boyz (135)
- Nob upgrade
- power klaw
- big shoota
- Trukk
11x Boyz (86)
- Nob upgrade
- big choppa
- big shoota
- shootas for all
3x Nobz (105)
- Nob 1: 'eavy armor
- Nob 2: big choppa
- Nob 3: nothing
- Trukk
10x Gretchin (40)
- Herder
Fast Attack
Deffkopta (45)
-
TL rokkits
Total: 606 points
Comment: It's a poor kult-of-speed list, basically, with two melee units in trukks, some gretchin to hold home objectives and a shoota-boy-squad that doesn't really fit in. The kopta is a harassment unit. This was built out of models I had available and since I was already proxying trukks with a Chimera and a Rhino, I tried to stick to the actual models I got.
Mission: Annihilation
Had no problem with this result, it seems to me that Orks can sometimes be hindered by objectives, because they can't commit to offense all the time.
Deployment: Dawn of War
Phew. This meant I wouldn't get a Kopta Alpha-Strike against his
HWTs, but night fighting and/or going second would hopefully keep me safe.
We roll off and
IG wins, he decides to go first and deploy first.
The board and his deployment looked roughly like this:
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Since this is just a vassal representation of our gaming table, the distances might not be 100% accurate.
Basically, he took advantage of his huge platoon and even in
DoW deployed everything except for his Sentinel in a large gunline, slightly heavy on the left side. I decided to deploy nothing and haul everything out of
DoW reserve on bottom of turn 1.
He didn't do much in his first turn except bring the Sentinel in. Afterwards, I raced everything on the table, roughly like this:
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The Big Mek is with the boyz in the left trukk, the Boss and his Nobz are in the right one. I'm hoping to survive
AT fire in round 2 thanks to the
KFF and then krump him.
Turn 2
IG
Movement: He doesn't move much, he shuffles pink squad a bit to get the Melta into position to fry a trukk.
Shooting:
He orders the turqiose veterans to
FRFSRF on the kopta and manages to wound the pilot with a las-round.
The missile launchers shoot at the Mek trukk and completely miss.
The melta trooper also misses.
Finally, the
PCS shoots its 4
GLs at the same trukk, getting a glance and 2 pens. The
KFF on my side fails completely, he gets a destroyed result through the glance and the Kareen-table makes the trukk explode. I lose a boy.
The Sentinel hits my kopta but fails to wound.
No assaults.
Orkz
Movement: The foot boyz slog it into cover. The Mek's boyz get ready to assault the turqoise veterans. The remaining trukk brings the Warboss and the nobz in position to multi-assault pink squad and the
PCS. The kopta goes for the
HWTs.
Shooting: Nothing remarkable, as usual for Orks, except for one thing: The kopta hurls a rokkit at the
HWTs, manages to kill one and the other teams break and flee off the board. I call in a WAAAGH! and run a bit to get into better positions.
Assault: Ah, there's a picture in order here...
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As you can see, his left flank is going to be in a world of hurt. The boss and nobz get their multicharge on
PCS and pink, the Mek and his boyz have a go at the vets and the Lord Comissar.
The Warboss and his companions absolutely wreck their targets without losing a single man. Pink squad was positioned in a way that didn't force me to take difficult terrain tests, making my nobz attack at I4 and killing EIGHT guardsmen before they even got a chance to retaliate. The boss himself kills three members of the
PCS. Remnants of both squads flee and get crushed.
The Mek and his boyz weren't that fortunate. The carapace-armoured veterans are in cover and kill three boyz before I get to strike. Luckily, his Lord Commissar only kills another boy before a power klaw mashes him to pieces. The rest of the boyz kill some veterans, I win combat barely by 1 and the veterans stay locked.
End of turn 2:
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Turn 3
It looks bad for the Imperial Guard. The Orks have lost a total of six boyz, while 27 guardsmen were shot, maimed or incapacitated in some other way. The Lord Comissar has fallen and the four huge Boss-Nobz are on their way to the 20-man blob still in position in the center of the map.
IG
Movement: He shuffles the 20-man blob and the Sentinel forward a bit.
Shooting: He rapid-fires into the Boss-Nobzs, but lasfire and some prometheum can't really stop those brutes. A wound or two are taken, but the individualized nobz can take it.
At this point, my opponent conceded the game, seeing only a painful defeat in the next turns.
Post-game thoughts:
This worked remarkably well. The shoota boyz and gretchin had absolutely no part in the battle, just two trukks full of greenskins and a kopta made the Guard abandon their positions and flee. This was partially due to bad dice throws on the
IG side...they managed to only disable one trukk and basically leave the contents unharmed...but, as far as I would see it, his deployment on the left side was too offensive and too optimistic. Maybe it would've been wiser to deploy a bit more in the back, either forcing me to deploy the trukks at the start of turn 1, giving him a chance to shoot at them, or making the way from the board edge to his positions more timely, giving him more time to shoot at me and stop the
CC delivery.
We had to look up rules quite a bit since we both were rusty, but I think we did everything correctly as far as possible. It was nice to get a game in after such a long time. However, a slightly more balanced outcome might've been more fun...my opponent was in a rather sullen mood following his turn 2, when he saw the carnage that was about to happen after his ranged fire whiffed so badly.
I hope this battle report was easy to read and entertaining.

Comments about the match and critique concerning the presentation are alway appreciated!