THE ARMIES
[u]Charles's Orkies
Big Mek w/Eavy Armour Choppa, Kustom Force Field
Warboss w/Eavy Armour Attack Squig Cybork Body Power Klaw Slugga
Troops
20x Gretchin w/Runt herder&grabba stick
Nobz x4 w/Eavy Armour Choppa, Slugga/Eavy Armour , Big Choppa Shoota/Rokkit Kombi-Weapon/Eavy Armour , Big Choppa , Slugga/Eavy Armour Power Klaw , Slugga
Battlewagon w/Armour Plating , Deff Rolla , Kannon , Red Paint Job
Red Mob -20xOrk boys w/Slugga&Choppa+Nob w/Claw/Pole
Yellow Mob - 20xOrk Boyz wSlugga&Choppa/2xBig shootas/Nob w/Claw/Pole
Blue Mob - 20xOrk Boyz w/Slugga&Choppa/Nobw/claw/Pole
Fast Attack
2xDeffkoptas w/Twin-Linked Rokkit Launcha
10x Stormboys w/Nobw/claw/pole
6x Warbikers w/Nob w/claw/Pole
HH's Deathwing
Belial w/
TH&
SS
Vendread w/
AC&
HF
Deathwing w/
AC&
CF/Apoth w/
TH&
SS/3xTH&
SS
Deathwing w/
CML&
TH&
SS/
SB&
CF/3xTH&
SS
Deathwing w/
CML&
TH&
SS/
SB&
CF/
SB&
PF/2xTH&
SS
Deathwing w/
CML&
LC/3xLC/
TH&
SS
Landspeeder w/
MM&TML
Landspeeder w/
MM&TML
Landspeeder w/
HB&TML
Pre-Game army choice thoughts
[u]Charles
For this game, I am looking to do two things: kill Doug’s vehicles, especially his predators but also his typhoons, and then swamp his terminators with masses of basic boy attacks. I’ve also decided to use some units that I’ve ignored for a while, and see how they go. For tank-hunting, I firstly bring two deffkoptas, equipped with rokkits. A squad of ten stormboyz, complete with powerklaw nob, are also tasked with chasing down any speeders that I see. These guys typically die uselessly, but at least look good doing it. I tried to squeeze Boss Zagstruk in, but the extra 45 points over a nob just couldn’t be managed, and he wouldn’t be all that much more useful against stormshield terminators anyway. Finally, I bring a unit of 4 nobz, in a battlewagon. Nobz may be the deathstar of the Ork codex, but they are just chumps in a game with that many terminators. So I decided to make a lean unit, designed solely to blow up vehicles – 4 nobz, 1 with powerklaw, 2 with big-choppas, and a combi-rokkit to keep things fun. I equipped them all with 4+ saves to help against bolter fire. They are riding in a battlewagon, which has the almost obligatory deffrolla for Land Raider duties, as well as a Red Paint Job and Armour Plates to keep it rolling faster, while a kannon might do something of interest. For my terminator hunting duties, I bring three mobz of boyz, twenty orks per mob, with the usual powerklaw nob upgrades. This stalwart horde are led by the warboss on foot, who has been fully tricked out with a 4+ save, a 5++, a powerklaw, and the vitally important attack squig. This last isn’t all that effective points wise, but I love the model so much that I cannot resist. The main block of sixty boyz is a bit light, so I’ve got a Kustom Force Field Mek camping out in the battlewagon with the nobz – this should help provide some protection for the first couple of turns of frag fire. A squad of six warbikes are brought, a nice hybrid unit since it can pop vehicles with Str5 glances, blow them up in melee, or just put a whole load of wounds onto some unsuspecting terminators. The danger is that they will be very weak in melee against terminators, so I’ll have to make sure that they don’t have a chance to charge me. Finally, a mob of 20 gretchin are brought, in part because I love the models, and also because they have a good track record of being ignored by my opponents even as they do useful tasks like provide cover saves or objective camp. In total my list has 5 troops choices, as well as some very fast units, so I’m reasonably confident about objective grabs.
TL;DR WAAAAAAAAAAAAAAAAAAAGH
HH
Belial. The obvious choice for a deathwing list. I've armed him with a
TH&
SS for extra durability, I've yet to try out dual lightning claws but it might be an option.
TBH I just prefer 2+/3+ and
FNP so he can soak up some wounds.
I've never had great success running dreads, they're firepower is usually underwhelming and most of the time they draw alot of fire and die (despite the venerable status) but they can tarpit units and are pretty good at smashing immobile/stationary vehicles. Assault cannon heavy flamer seems like a good combo for some anti infantry firepower.
The deathwing command squad is pretty fricken durable! I've given this squad an assault cannon becuase I didnt have enough cyclone laucnhers and its usually trying to get into close combat so the reduced fire range isnt a huge problem.
The two identical deathwing squads are pretty self explanatory really, 4xTH&
SS and a
CML and chainfist means they can deal with anything.
Im trying the lightning claw squad out for this game, usually my claws are mixed up in the squads but I wanted to use these guys as a kind of dedicated counter assault unit.
The Landspeeders CAN give this army whats its missing and thats SPEEEEEEEEEED ,although they usually dont live long enough to contest objectives. If the army has any long range shooting to speak of they are pretty much screwed.
Its also one of the only way to get
MM's into army. One speeder is taking a heavy bolter which I'm trying out.
TL;DR 2+/3+ are us
THE BOARD[/u]
THE GAME[/u]
We roll and get capture and control with pitched battle deployment. I win the roll and choose to go/set up first
I place my obj on the hill behind the barracades and charles places his on the landing pad
My deployment
The view from the hill
Charles's Deployment
Deffcopters scout move towards my left side speeder.
Charles rolls to sieze and
BINGO!!!
ORKS TURN 1
Dose Umies on da hill needs a smashin lads, GET
EM!!!
Movement
Storm boys move up my left flank behind the cover of the ruins and lose 1 boy (FIRST BLOOD
TO THE DEATHWING)
Battle wagon moves 13'' directly towards my objective
DeffKopters move up to my speeder
All 3 boys squads move up carefully taking cover amongst the craters and ruins
Shooting
3 boys squads run as do the stormboys.
The Kopters shoot at the speeder and get a pen which destroys the typhoon missile launcher system
Assault
Kopters assault the speeder for no damage (Thats a lucky speeder!)
Deathwing turn 1[/b]
The weapon destroyed speeder turbo boost behind the terminator wall. The middle speeder moves 12 in the same vain. All deathwing squads shuffle back.
How do you spell cowardice? T A C T I C A L R E T R E A T . Deathwing are dyslexix ovb
Shooting
I fire on all three boys squad with my deathwing and speeders killing none from blue squad (right) 5 from yellow (middle) and 4 from red (right). The dread tries to assault cannon some Kopters but cover saves are made.
Orks turn 2
Movement
Bikers turbo boost down the left flank and storm boys move 17 in the same direction. Kopters fly behind these two units to fire at the dread. All boys squads advance and the battle wagon moves up 7''
Shooting
Kopters shoot the dread for no damage.
Wagon shoots the non turbo boosted speeder and misses
All boys units run
[b]DW turn 2
''The green skins are closing sir, lets meet them head on!'' ''Quiet sargent I'm not giving up the high ground to these mindless orks, we will crush them from our vantage point, hold fast and direct fire''
Movement
All deathwing squads move to hug the table edge to prolong assault. The heavy bolter speeder moves 12 as does the central speeder.
Mid movement
Shooting
The dread shoots the battle wagon and gets a rending pen but the
KFF cover save is made. Everything else shoots into the yellow boys squad and they lose enough to fail they're moral twice (boss pole) and they flee never to regroup. (Big break for me)
Orks turn 3
Movement
Ork bikes move 6 and the stormboys jump infront of them moving 18''
Blue boys advance towards the speeders and the red boys with warboss also move up gunning for the deathwing objective
Battle wagon moves over 7 and the Nobs get out eyeing up the dreadnought
''LETS GET THE BIGGEST UMIE BOYZ!!''
Shooting
Pistols and various small arms bounce off terminator armour.
The fleeing boys fire their big shootas at Belials squad causing two wounds. Belial fails his save and
FNP then a hammer fails his save but makes his
FNP
Kopters miss the dread..........again
Biker's dakka kills a thunder hammer from the left squad and the blue boy's shooting kills one from the right squad.
Assault
The nobs assault the dread who splats one and then manages to avoid taking any serious damage other than shaken (Charles rolled very bad here) The nobs then fail their leadership and are swept by the dread who consolidates 6'' forward to plug the gap made by the fortifications
Deathwing turn 3
Yellow boys flee from the field of battle.
Left deathwing squad with 4 remaining members move over the barracade to assault the stormboys who have moved too close.
The weapon destroyed speeder turbo boots right up the middle. The others move forward 6'' (dumb move on my part)
Other terminator squads shuffle around to get nice
LOS blue boys hoping to make them run, so I only have to deal with one boys squad
Dread stands still as its still stunned
mid movement
I have the squads facing different directions to remember whos with who.. a trick I learnt from the awesome Blue table painting reps
Shooting
Various shooting thins the blue boys by 4, not enough to cause a test
Assault
The 4 man deathwing squad assaults the storm boys, the powerfist termi is killed before he can swing and then the deathwing kill 7 stormboys causing them to flee, never to return. I consolidate back towards the barracades.
Orks turn 4
Movement
The battle wagon deffrolla's my dread (I don't think I could have avoided this) and manages 3 pens!! Charles rolls 2,2,1. Jeeeesh hardluck mate.
Charles then moves his bikes back out of assault range of the now 3 man deathwing squad.
Warboss and friends jump the barracade and should be within assault range of belial with a waaagh. The blue boys also move into possible waagh assault range towards my two speeders.
shooting
The deffcopters actually immobilise the dread and I choose not to re-roll.. (I never win flips)
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
Assault
The blue boys multi assault both speeders and manage to weapon destroy and stun one but fails to do any damage to the other. I got lucky there.
Then the main event
In the red corner............
Warboss and red squad assault Belial and command squad but only two of his regular boys make it into assault range. His warboss and power claw manage to cause 7 wounds to the squad and I put four on the two hammers two on the apoth for 3+s and one on the assault cannon for a 5+ but they all die. I probably should have put two on the assault cannon to try and save the apoth.
Then I manage to kill 3 orks (all attacked the squad) I lose by one and Belial makes his fearless save.
Deathwing turn 4
My weapon destroyed speeder which turbo'd last turn does the same with plans to contest next turn.
My other speeder that can move goes 12 forward to get side armour on the battlewagon
My 3 man squad on the left moves to assault the battle wagon and my 4 man right side squad move to help out the speeder thats getting pounded.
Its now time to test out my 'counter assault unit' and I move my still intact claws squad to help out Belial
Shooting.
Nothing, not a scooby.
Assault
I assault the battle wagon and get 5 pens and blow it up, no one takes a wound and the big mek is not pinned.
The claw squad kills 6 boys, the boys then kill one claw, then Charles puts his 8 power klaw attacks onto belial and hits ONCE, I then make my
inv and Belial squishes one and the boys/warboss fail leadership and run away. I consolidate forward
The right deathwing squad hit the blue boys and lose one termie and the speeder is immbolised, the termies kill 5 and send the orcs running.
After consolidation
Orks turn 5
Gretchin spread out to try and deny contesting but Charles makes a mistake (see if you can spot it)
The kopters move back towards the middle of the field in range to turbo boost contest if needed or defend their own obj.
One of the fleeing boys units manage to stun the speeder in the midfield
The warbikers shoot the termies who blew up the BW last turn but none die.
The bik mek assaults the termies rather than be assaulted but it makes very little difference as he is crushed by hammers and mangled by a chainfist
DW turn 5
My speeder turbo boosts right into the middle of Charles's objective, he surrounded it with gretchin but forgot to put any ON it. (I think we played this right chime in if we didnt)
So I place it on the obj and roll for difficult terrain and it get a 1, the speeder is destroyed.... So much for that plan
Belial joins the claws squad and surrounds the objective
I try to shoot the gretchin off the objective but they go to ground losing 4. The dread kills a biker and they fail leadership but the bosspole pays for its self and they pass the re-roll.
Orks turn 6
Sorry not many pics here
Bikers and Copters move towards deathwing hamburger hill.
The fleeing bigshootas shake the only mobile speeder and the Kopters also shoot at the same targer getting 2 pens. Results are only a shake and stunned tho.
Bikes dakka the 3 man battlewagon killing deathwing but all saves are made.
The bikes then assault the 3 man squad killing one thunder hammer but are wiped by the return blows
Deathwing turn 6
The now two man deathwing squad are now the only chance I have to contest (its not likely) so they move forward towards the kopters hoping to get a good consolidation
Shooting only manages to kill 1 gretchin.
The 2 man deathwing squad assaults the Kopters. The chainfist goes down but then hammer then kills both kopters and I get a 4 to consolidate. But we take a long look at the distance and evecn if it goes to 7 there is no way I can contest so we call it......
DRAW!!
Yawn, I know but we had fun and I hope you enjoyed reading .