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[1000] Orks vs Chaos Space Marines <finished>  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Who's gona win?
Insane evil spiky mutated guyz - they've got fast, tough, hard-hitting mini-deathstars.
Insane stupid cheerful green guyz - they've got numbers...and da grots!
Insane stupid cheerful green guyz are gona chop insane evil spiky mutated guyz and than mob rule each other to death. Noone survives.

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Made in ru
!!Goffik Rocker!!






Hey, Dakka! I didn't have intention to make a bat-rep in the first place but recently i've come across quite some number of posters who state that WH40K totally lacks tactix, is an arms race with no thought and that if you somehow still have minis, you should emidiately sell them or just destroy and feel bad for having played WH40K. And stuff like that. The following game has a few interesting tactical moments, at least in my opinion.

Army lists:
Spoiler:
Orks:
Warboss [Power Klaw, 'eavy armor, Twin-Linked Shoota, Da Lukky Stix]
Painboss
Mek
Mek

29 Choppaboyz + Nob [Power Klaw, Bosspole, Shoota]
24 Shootaboyz [2*rokkits] + Nob [Power Klaw, Bosspole, Shoota]
10 'ard Boyz + Nob [Power Klaw, Bosspole, Shoota] + Truck[Ram, Rokkit]
10 Gretchins + Runtherd [Squig Hound]

3 Lobbas [3 Ammo Runts]
Kustom Mega Kannon [Ammo Runt]
Kustom Mega Kannon [Ammo Runt]


Chaos Space Marines:
Nurgle Lord [Bike, Power Fist, Daemonheart(2+ armor, IWND), Sigil of Corruption]
Sorcerror [Bike, Force Axe, Aura of Dark Glory, The artifact that allows to roll on Divination]

9 Cultists [8 Autoguns, Flamer] + Champion [Shotgun]
9 Cultists [8 Autoguns, Flamer] + Champion [Shotgun]

5 Nurgle Spawns
5 Nurgle Spawns

Predator [all Lazcannons] - i've proposed the opponent to change it or at least proxy as demolisher cause essentially there weren't many targets for las pred and i felt it was gona be a waste of points, but the opponent decided to leave it cause he thought it'd hunt down a truck and big gunz.


Board, Mission, Warlord Traits, Psy-Powers and Deployment:
Spoiler:
Mission:
The opponent wanted to go with eternal war missions. Yep, unfortunately, maelstorm missions don't recieve much love in my area yet. And there are still lots of min-max lists that do great in this enviroment. As for me, i think that maelstorm missions, even though they have a chance to end up being an unpredictable random deciding factor, are one of the best things to be added in 7 ed. They not only allow variety in builds and previously mediocre stuff to shine but also enormously increasing the ammount of possible tactical moves. We get Dawn of War deployment, Emperror's will and none of us wanted night fighting cause for me the only shooty threat was las pred and for him...well, he underestimated ork shooting.

Warlord traits:
Warboss gets inspiring presence (ld 9 for everyone within 12') and Chaos Lord gets re-roll 1-s in assault for him and his unit.

Psy-powers:
I specifically stated 2 times in a row that ork boyz are ld7 and only warlord is ld9 (and stuff within 12' around him thanks to inspiring presence) and that telepathy is brutal vs orks even if you don't get invisibility. However, he decided to roll on Divination (probably cause he wanted to utilise the artifact and really-really wanted 4++ for spawns) and gets Forebodding (counter-attack and full BS overwatch), Perfect Timing (ignore cover) and Precognition (psycher re-rolls all to-hits and do-wounds) + gets primaris.

Board and Deployment:
I win the roll-off for deployment. The board has a few blos Rocks around 6' wide, 2-4' high - one in the left part of my deployment zone, another somewhere in the middle of the board closer to the opponent's deployment zone and the third Rock - the largest one - on my right flank in no-man's land. 3 ruins - first in the left corner of my deployment zone, another one in the middle of my deployment zone, and the last one in the middle of the opponent's deployment zone - all the ruins have 2-3 floors. And a small forest - more like bush - terrain in the middle of the board.

I place an objective close to my middle ruin and the opponent in his middle one - all pretty standard here.

The opponent wins the the first turn but decides to counter my deployment and allows the orkses to go first. I place lobbas in the ruin in the middle of my deployment zone so that they score an objective, KMK on the left flank close to another ruin, second KMK on the right flank close to a huge rock. Shootas go to the left flank close to the ruin and KMK, Choppas + Boss + Painboss + Mek start in the middle with grots in front of them and Truckboyz + Mek go on the right flank behind the right ruin.

CSM place Spawns + Lord on my right flank behind a huge rock, another spawns + Sorc on my left fland also behind a rock so that kmk and lobbas can't see none of the spawns. LasPred goes in the middle of his deployment zone. One squad of cultists surrounds a tank and another one goes in a ruin and score the objective.

CSM don't manage to sieze the initiative.


Pre-gaming thoughts in the ork's head:
Spoiler:
The opponent's list has 2 tough mini-deathstars and nurgle spawns are not easy to deal with due to their speed and exceptional durability. However, i have lobbas, a few KMK, volume of fire/attacks and enough klaws to oppose them. Besides, i have some screening to protect my choppas from a dangerous spawn charge or at least delay it a bit. Furthermore, the opponent has no blasts, so i can stick the boyz together maximising their mellee and ranged damage output. Even though the opponent hasn't rolled on telepathy, which is really good vs orkses, biker sorc with precognition is pretty much capable of killing any indep in a challenge with his force axe. And powerfist nurgle lord with 2+, 4++ is a tough nut to crack. Besides, the opponent spread his spawns so that i'll have to spread my forces in return which is gona leave one flank vulnerable - cause spawns will easilly roll over a bunch of shootaboyz. If i go in one direction with everything, i risk getting stuck while he clears my backfield and forces me to either go for his point, or sit on mine. Which is bad cause we all know who's gona get first blood.


Turn 1: Orks
Shootaboyz go a bit forward to clear the view on the upcoming spawns in their next turn. As for now, all the left flank (for the orks) Sorc-spawns are hidden and out of range. Truck goes 6' forward and hides from a las pred behind a huge rock so that if the opponent wanted to shoot at it, he'd have to move the tank and fire less effectively or stay in place and shoot the big gunz. The truck ends it's move barely within a rokkit range of right flank Lord-spawns. Grots and boyz move towards the Lord-Spawns.

Lobbas shoot the Sorc-spawns with indirect fire and hit thanks to a re-roll, placing 2 wounds on a spawn somewhere in the middle of the squad. Left KMK shoots at a predator but fails to do anything. Right KMK shoots at Sorc-spawns with one barely in range but misses. Grots and sluggaboyz run 2' shuffling in place. Truck misses the Lord-spawns.

Turn 1: Chaos Space Marines
Sorc-spawns move towards shootaboyz, Lord-spawns move towards the truck and end their move within 11' of it and somewhere around 18'+ from grots.

Sorc manifests counter-attack and precognition.

Las pred shoots at lobbas and places 1 wound on a gun, the second one was saved thanks to cover. Cultists shoot the grots but due to being partially out of los, really bad luck and cover don't manage to pull even a single wound. He decides not to test his luck with Lord-spawns and just runs towards a truck instead of a 11' charge. Sorc-spawns run towards shootaboyz and happen to be within 15' of them.

Turn 2: Orks
The spawns are knocking at my door and now it's time for tough decisions. My left flank is at severe risk of being wiped out and the right flank is not safe either - even though a bunch of choppaboyz with warboss, painboss and mek are realtively tough and choppy, they're the guyz who need to get the charge. Otherwise, even if they'd probably eventually win, spawns would hold them for quite some time with lord winning challenge after challenge while the second squad goes rampant in my backfield. So, here come some interesting tactical moves i was talking about.

Shootaboyz fall back from the spawns remaining within shoota range with most of the boyz. Left flank KMK + crew go forward and block the way to Sorc-spawns so that they'll have to go around them to charge shootaboyz and having done so, they'd be forced to pass a 10-11' charge. Grots form a bauble wrap around choppaboyz so that Lord-spawns. Choppaboyz shuffle and bring all characters closer to the front so that every pk would be able to strike and mek able to eat up the challenge if he manages to put a dent in grots with cultist's shooting. To force target saturation i roll 'ard boyz towards his cultists and a tank. Now he'll have to decide what to do - he needs to kill KMK crew with a las-pred, and i had to place one grot closer to the tank cause the gun wasn't close enough to simultaniously eat up fire and reliably block the path to Sorc-spawns. And he also needed to kill grots with autogun cultists. Now, when the truck's gona flat-out, with an un-used WAAAAGH, 'ard boyz would be a real threat for his backfield if he chooses to ignore them.

Right KMK overheats but i use an ammo runt to reroll a 1 and it's fine. It fires at a predator but the shot scatters off killing 1 cultist. Shootaboyz fire at Sorc-spawns and put 1 wound on the front one. Lobbas fire at the same squad and do absolutely amazing pulling 4 wounds and killing 2 middle spawns (with one allready wounded). Choppa boyz shoot at Lord-spawns and manage to wound once. Truck flat-outs directly in front of las-pred and cultists. Grots run to form a 2-layer bauble wrap.

Turn 2: Chaos Space Marines
Now the opponent realises that someting is going wrong and he can't just charge what he wanted cause of a bunch of pesky grots and KMK crew (grots too). But he decides to go for it and just moves the spawns as close as possible. Cultists move towards the truck so that 2 flamers will be in range.

Sorc sucksessfully manifests counter-attack but perils on the precognition and rolls a 4 taking 1 unsaved wound. The power goes off nevertheless.

By now we remember about a random table for spawns and roll 4+ armor for Lord-spawns and 2d6 attacks for Sorc-Spawns.

Las pred fires at a truck - so that the tactical move is sucksessful and the grot artillery is safe! The truck gets immobilized and shaken. The cultist with a flamer manages to roll a 6 and wrecks the truck but wounds the 'ard boyz only once and they're safe thanks to 4+ armor. I disembark away from the second flamer. However, rapid fire autoguns and a shotgun kill 2 'ard boyz. Lord fires tl bolter and kills 2 grots, sorc fires at grot crew and rolls 1 wound, however, it's saved by the gun's 3+ armor.

'ard boyz fail pinning but mob rule saves the day and nob restores order knocking off one boy. They also fail their snap-shot test.

Sorc-spawns charge KMK and Lord-spawns charge grots.

Both KMK and grots get wiped out. But they've served their purpose.

Turn 3: Orks
With everything going as good as possible for the orks, i prepare for the coppa charge on the lord-spawns. Choppaboyz go forward. But shootaboyz are still vulnerable. If i go forward for the charge, sorc would definitely kill a nob with precognition and spawns would win shootaboyz without a character hands down. So, i don't rush forward and spread the forces instead so that the nob is in the back row and >3' away from the front row not to get challenged out on the turn Sorc-spawns charge them. 'ard boyz go for the cultists and spread for the multicharge.

Shoota boyz kill 1 spawn and right flank KMK puts 1 wound on another one. 'ard boyz kill 2 cultists even with snap-shooting. Choppaboyz don't manage to hurt the 4+ Lord-spawns. I decide to shoot the scoring cultist squad with lobbasand kill 5.

Cultists pass their ld.

I decide not to risk a multi-charge with 2 overwatching flamers and just charge the right squad. Cultists kill 2 boyz and champion wounds a nob in a challenge! But the return chopping kills all but 1 cultist that gets swept. Choppaboyz charge the spawns and after a few casualties from the front, everyone else happens to be in range. That's the price for not having blast weapons vs a mellee horde. With 120+ attacks hitting on 3+, pk nob, painboy'z poisoned weapons and DLS pk warboss, they wipe all the spawns only leaving the lord.

The opponent surrenders. We shake hands and the game's finished.


Well what can i say. Grots save the day once again

This message was edited 3 times. Last update was at 2014/10/06 08:45:50


 
   
Made in ru
!!Goffik Rocker!!






Finished.
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

Great batrep. Sounds like it was a really fun game. That's what 40k is supposed to be.
That is why I disregard the rantings of all the internet whiners. I tend not to care about the opinions of anyone pitiful enough to incessantly complain about a game that they don't even play.
It turns out that tactics do matter. They matter a lot in fact. That is one of the many things that I really enjoy about the game.
Thanks again.

Armies:  
   
Made in us
Decrepit Dakkanaut






Madison, WI

Nice batrep. Thanks for taking the time to write it up! Sounds like a lot of fun. Never underestimate the power of grots!

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

Grots can definitely have their moments, and it is so much more entertaining when that cheap 'ineffective' unit does something game changing.

Armies:  
   
Made in ru
!!Goffik Rocker!!






Thanks for the replies, guyz!

Yep, grots are awesome. I've had another game where 1 grot blocked the way to a freaking Imperial Knight.

Here's a bat-rep (sorry, no pictures too) - http://www.dakkadakka.com/dakkaforum/posts/list/615982.page

The thing about grots is that they're so bad - they're good!

This message was edited 2 times. Last update was at 2014/10/07 04:24:12


 
   
 
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