Switch Theme:

[PICS] CLEAR THE CITY Pt2 - Grots vs Adeptus Arbites - Panic vs ArbitorIan - 1500pts  [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
Dispassionate Imperial Judge






HATE Club, East London

So, after the last game (http://www.dakkadakka.com/dakkaforum/posts/list/499311.page), we tried a rematch with the same forces. Sure, the Arbites won when they had to go for a Relic, but would they be able to hold the whole city. After clearing the Grots from the centre of the city, they have to race to reinforce the walls before the main Grot force invades! Woohoo!


Panic's Grot Kan Wall [Orks, 1500pts]



* Big grotmek [eavy armour, cybork body, KFF]
* Big mek [power klaw, eavy armour, cybork body, KFF]
* 5 Mega Armoured Grotz [1 rokkit, 1 scorcha]
* Dreff Dredd [2 big shootas]
* 28 grots [3 herders, 1 prodstick, 2 grabstick]
* 15 grots {2 herders, 1 prodstick, 1 grabstick]
* 15 grots {2 herders, 1 prodstick, 1 grabstick]
* 3 Buggies [TL rokkits]
* 3 Buggies [TL rokkits]
* 3 Buggies [TL rokkits]
* 3 Killa Kans [big shootas]
* 3 Killa Kans [rokkits]
* 3 Killa Kans [grotzookas]


ArbitorIan's Adeptus Arbites [Sisters of Battle & Imperial Guard, 1500pts]



* Judge Jacobus
* Cyberhound Team [Battle Conclave of 3 DCA]
* Combat Team [10 Battle Sisters, 2 flamers] in a Repressor
* Combat Team [10 Battle Sisters, 1 multimelta] in a Repressor
* Dominion Team [5 Dominions, 2 meltaguns] in an Immolator [TL multimelta]
* Dominion Team [5 Dominions, 2 meltaguns] in an Immolator [TL multimelta]
* Retribution Team [5 Retributors, 4 hvy bolters]
* Exorcist
* Exorcist

* Psy-marshall [Primaris Psyker]
* Patrol Team [10 Veterans, grenadiers, 2 plasmaguns]
* 3 Sentinels [multilasers]


Pre-game

So, we're playing The Scouring, with Hammer & Anvil deployment. Grots win the roll for deployment and decide to have the grass section of the board. Arbites then win the roll and choose to go second. Both Warlord traits prove pretty useless, and the Psy-Marshall sticks with the codex powers. The Grots, as expected, deploy in a wide line behind the wall, with the buggies in the middle and the Grot Mobs ready to hold the wall objective.



Arbites then deploy at the back, two Exorcists in the middle, and the two prongs of one Immolator and one Repressor in cover, ready to zoom forwards.



And here's the setup. The battle lines are pretty clear..



Finally, the objectives are revealed. The Grots already hold the 4-pointer at the back of the field, with the Arbites' home objective worth 3 points. The rest are scattered across central buildings and walls.




Grot Turn 1

The entire Grot line zooms forward, the Buggies scoring early hits on the forwardmost Immolator, immobilising it and removing two Hull Points. The rest of the Kans and dreads clamber over the wall.



Buggies spread into the plaza and the Grots move up to the wall.




Arbites Turn 1

The Exorcists move into a better firing position, but one of them immediately immobilises itself in the ruins. Both Dominion squads disembark from their Immolators, one squad leaving Jacobus in the immobilised Immolator. The Combat Team at the back also move forwards, just sneaking into range of the lead buggy.



The entire line then open fire - everything targeting the Buggies, which are scoring in this mission. At the end of the shooting phase, three have been wrecked, four have exploded and one shaken, leaving only one able to act next turn!



So, the advance wave of Grots has stalled, but a few Arbites vehicles are damaged too, and there are plenty more Kans to come...




Grots Turn 2

The Grot Mobs continue to advance, the Megagrotz and Meks lining up ready to go over the wall.



While the Kans, advancing, take out the entire closest Dominion squad and half of the Psy-Marshall's bodyguard



The grots keep coming!




Arbites Turn 2

The Sentinels appear around the building, as the Arbites line targets the next Grot wave.



And the whole line open fire again, the Sentinels and an Exorcist taking out the last of the buggies, while a Patrol Team dismount from their Repressor and, helped by the Psy-Marshall, take out the grotzooka Kans.



The Immolators retreat in case of assaults as the Exorcists destroy one more Kan in the centre and immobilise another.




Grot Turn 3

The Kans keep advancing, though their assault on one side has stalled, the central Kan advanced, taking out the last of the Psy-Marshall's bodyguards, and the full Kan squad target the Retributors, taking out three of their four heavy bolters.



The Kans continue to advance on one side, with the Megagrotz going over the wall in support.




Arbites Turn 3

The next Arbites phase is less successful than the previous turns - the Psy-Marshall manages to shake the foremost Kan, and the Sentinels take out one of the as-yet-untouched squadron.



The Dominions cross the centre of the board to attach the Deff Dredd, but only manage to shake it, and the last moving Immolator manages to immobilise itself on some terrain. A Repressor fares better with it's riot plow, moving up to the walls through the rubble of Kans, and the last Combat Team advances through a building to hold the objective near the Retribution Team.




Grot Turn 4

In turn 4, the Grots make their big push, the Grot herds go over the wall to capture the two objectives on top, the Megagrotz at the forefront.



The shooting is less effective, though, with only one glancing hit inflicted on a Sentinel.



And the Grots now have three objectives including their 4-pointer in the backfield.




Arbites Turn 4

The Patrol Team move onto the objective near the Psy-Marshall and the Sentinels and single remaining Retributor target the largest remaining Kan squadron, exploding one and glancing another. However, the Dominions still have no luck with the Deff Dredd, merely glancing it a second time.



The Repressor at the walls gets as close to the Grot herd as possible and kills three with it's flamer.



And the Sentinels and central Combat Team fall back to consolidate around their objectives.




Grot Turn 5

The Grots make a final push - the immobilised Kan taking out the Psy-Marshall with a rokkit.



And the Megagrotz make a massive charge to engage and wipe out the last Dominion Team.



The Big Mek, coming over the walls, charges the Repressor and stuns it.



While the final moving Kan charges the Sentinels, causing another glance



The Megagrotz consolidate all the way into the garden.




Arbites Turn 5

The Combat Team reach the top of the tallest building to get to the objective.



And the static Immolator finally scores a hit on the Deff Dredd, exploding it. The Exorcists target the Megagrotz, killing two.



The Sentinel combat continues, the Kan suffering one glancing hit.



End of turn five, and we roll and get another turn.




Grot Turn 6

The Grot herd on the walls get out of the way of the Repressor, sensing what might happen this turn!



But the Kan suffers another glance and is wrecked, freeing the Sentinels.



And the inevitable happens, the Mek exploding the Repressor and killing any nearby grots in the explosion.




Arbites Turn 6

Most of the Arbites line targets the Megagrotz, but only manage to kill one.



While an Exorcist takes out the final two immobilised Kans.



And some bolter fire takes care of the exposed Big Mek near the tall building. We roll again and get another turn!




Grot Turn 7

The Grots consolidate, hiding their warlord as the Grot herd take the objective. The Meganob attempts a long charge but fails.



The Grot positions on their last turn.




Arbites Turn 7

Although they have more objectives, the Arbites try to increase their win by forcing some Grots to flee. The Sentinels target some...



While the Exorcists target the other squad.



But all the Grots hold.



And, at the end of the game, the objectives are all held, in a very similar way tot he start of the game.



Arbites - 9 [8 Objectives, 1 First Blood]
Grots - 7 [7 Objectives]


   
Made in ie
Stealthy Grot Snipa




What did you do to make them mega grots..I can't zoom in

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
They are mega armour Nobs.
Greenstuff shoulders, plastic grot head, and a imperial tank track as a chest access hatch.
Spoiler:

Very easy

Panic...

   
Made in us
Crazed Savage Orc





I like the Arbites themed army and the Grotz. Cool battle report.

WHFB 3000 pts
40k 1000 pts
40k 1000 pts 
   
Made in us
Faithful Squig Companion





Middleburg, Florida

The grots army is the coolest ing thing I have ever seen. Ever.

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

@ Panic: as a Grot army, do you ever Waaagh! to give your MegaGrotz Fleet (for charging) and Fearless? Or do you stick with the theme?

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Posts with Authority





Boston-area [Watertown] Massachusetts

What method do you use to determine the value of each objective? Do you have markers or just slips of paper, which you then replace with the objective dice?

Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
 Briancj wrote:
What method do you use to determine the value of each objective? Do you have markers or just slips of paper, which you then replace with the objective dice?

The Warhammer 40,000 Munitorum Battlefield Objectives dice comes with 6 dice that randominze Mysterious Objective Markers.
The other 6 dice that have a 5 identical sides (first blood line breaker etc..) and one side with one of these numbers 4, 3 , 3 , 2, 2, 1
So these dice are placed number side down and shuffled and placed next to the servo skulls untill told to turn them over.

So in this photo the dice in the holders are not regular dice, but the special objective value numbered dice
Spoiler:

That dice set is actually very useful!, unlike the vehicle set which is a complete waste of time!Pretty cool huh!


Panic...

   
Made in us
Posts with Authority





Boston-area [Watertown] Massachusetts

I own all three sets.

I see, NOW I understand how those silly dice work!

And knowing is half the battle.


Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
Just read the FAQ and it seems your not allowed to buy extra herders for small units :(
Q: Must a unit of Grots only have one Runtherd for each full 10
Grots? Does this mean that they cannot have additional Runtherds?
(p100)
A: Yes, so a unit of 19 Grots will have a single Runtherd whilst a
unit of 20 Grots will have two Runtherds.


Third Game Tomorrow Game canceled due to snow :sadface:


Panic...

This message was edited 1 time. Last update was at 2013/01/18 19:15:35


   
Made in gb
Longtime Dakkanaut






London UK

yeah,
We Played Pt 3 today!
Batrep coming soon!


You can check out my new Kan Rokkit arms in my grotblog... it's grottastic!

Panic...

   
Made in us
Longtime Dakkanaut






USA, Indiana

Awesome report! Cool armies,

Dont worry, Be happy
Play:
Flames of War 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
CLEAR THE CITY Pt3 has been posted.
Sorry for the delay... busy busy. ( and Lazy.)



Panic...

   
Made in gb
Secretive Dark Angels Veteran






Absolutely fantastic! I LOVE the Psi-Judge conversions and the Arbites, and the Grot army is so frakking cool.

I also loved the detail and little things you put in, great terrain, flame and smoke markers, removing the magnetised arms to represent destroyed vehicles, kill markers.

Where do you get the plastic flame and smoke markers from?

Mechanicus
Ravenwing
Deathwing

Check out my Mechanicus Project here... http://www.dakkadakka.com/dakkaforum/posts/list/570849.page 
   
Made in us
Posts with Authority





Boston-area [Watertown] Massachusetts

Litko industries.

http://www.litko.net/

Falling down is the same as being hit by a planet — "I paint to the 20 foot rule, it saves a lot of time." -- Me
ddogwood wrote:People who feel the need to cheat at Warhammer deserve pity, not anger. I mean, how pathetic does your life have to be to make you feel like you need to cheat at your toy army soldiers game?
 
   
 
Forum Index » 40K Battle Reports
Go to: