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[PICS] CUT AND RUN - Grotz vs Noise Marines - Panic vs ArbitorIan - 1500pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

Ok, it’s been ages since we last did this, but here we try out some of our new models, including some fliers and a gorkanaut. We played Cut and Run, an old Ork mission, where the Chaos forces are pursuing a fleeing army (who want to run away so they can come back to fight again).

Note that we played this before the release of the new IA13 book, so the hell blades have Agile and normal reaper autocannon.


ArbitorIan’s Noise Marines - 1500pts



* Chaos Lord (MoS, Bike, Power Lance, Sigil of Corruption)
* Chaos Sorcerer (MoS,
* 5 Bikers (MoS, Meltagun, Champion with Power Axe)
* 12 Noise Marines (8 Sonic Blasters, 2 Blastmasters, Icon of Excess)
* Hell Blade
* Hell Blade
* Helbrute Mayhem Pack (3 Multimeltas, 2 Powerfists, 1 Thunder Hammer)
* Chaos Predator (Autocannon, Lascannon Sponsons, Havoc Launcher)


Panic’s Grotz - 1500pts



* Warboss (Mega-armour)
* Big Mek (Mega-armour, KFF)
* 4 Meganobz in a Battlewagon (4 Rokkits)
* 10 Grotz + Herder
* 10 Grotz + Herder
* 6 Killa Kanz (Rokkits)
* 5 Buggies (Rokkits)
* Gorkanaut
* Blitzabommer


Pre-game

We played ‘Cut and Run’ from the irk section of the Battle Missions book. This is a modified KP mission, with a few extra rules:

* HQ are worth 3KP, Troops worth 1VP, and everything else worth 2VP
* The Orks start between 12” and 24” into the board, and after Turn 3 they can run units off the board to avoid giving up KP.
* The Noise Marines are Stubborn

The sorcerer picked his psychic powers:



And the warlord traits were rolled. The chaos lord got Shrouded for his unit, and the war boss got Prophet of the Waaagh, making Ere We Go models fearless during the waaagh.


Deployment

The trots set up the gorkanaut and big kan squad in the centre, supported by the meganobz in the battlewagon at the side. In response, the noise marines set up with an extreme refused flank, the noise marines and sorcerer on the left and the lord and bikers in the centre with the cultists in reserve and mayhem pack of helbrutes deep striking.



The grot herds hide at the back, ready to save their points by running off the board!





Chaos Turn 1

Chaos go first, and advance with their bikers to just within 6” of the gorkanaut. Everything then opens fire on the massive walker, but only manage to get two HP of damage on the thing!



The lord and his bikers are now dangerously overexposed!





Grot Turn 1

The grot herds start their run for the board edge as everything advances and opens fire on the bikers! Everything is killed, including the lord - the only damage suffered being a second hull point on the gorkanaut.



The cans and gorkanaut then consolidate towards the noise marines.




Chaos Turn 2

Having already lost their elite strike unit and lord in the first turn of the game, the noise marine army try and stop the rampaging walkers. The first thing to fire is the predator, which gets lucky and explodes the vehicle in one lascannon shot! With help from the sorcerer, the noise marines then fire on the kans, destroying three.



From reserves, the cultists arrive to take up the dangerous gap behind the noise marines and to occupy the thunderhawk.



The first hell blade also arrived, and tried to attack the battlewagon’s rear, but failed to do damage.




Grot Turn 2

The grot herds finally reach the edge ready for their immediate exit next turn, while the blitzabommer arrives to shoot at the hell blade. The blade jinks with it’s agility skill, and avoids any damage.



As the battlewagon goes over the thunderhawk, the warboss disembarks to go for the cultists.



The buggies also arrive on the right flank, heading for the thunderhawk.




Chaos Turn 3

The mayhem pack arrive, three helbrutes dropping down in the centre of the board.



Two multi-melts shots shake and immobilise the battlewagon.



In the meantime, the cultists advance on the warboss, firing but not hurting it, while the kinking hell blade zoomed into ongoing reserves. The sorcerer failed his psychic test, so while the noise marines fired at the cans again, only one was destroyed.



The cultists charged the warboss, but predictably failed to hurt him, and ran away.




Grot Turn 3

The meganobs disembark the immobilised battlewagon, as the cans advance over the wreckage of their mates.



The blitzabommer dropped a bomb on the central helbrute, stunning it, and the buggies immobilise the one on the right, while the warboss takes the opportunity to follow up into the cultists and wipe them all out.



The blitzabommer completes it’s move by the bastion and fires at the noise marines, but doesn’t manage to hurt anything.




Chaos Turn 4

Both hell blades arrive and open fire on the blitzabommer, causing it to crash and burn.



The central dread charges the battlewagon and explodes it.



The predator and noise marines keep firing at the kans, but there’s still one left!




Grot Turn 4

The leftmost helbrute failed to charge the meganobz last turn, so the nobs move into the attack, losing two but wrecking the helbrute.



The buggies move to surround the immobilised helbrute, taking another hull point from it.



And the end of turn four.




Chaos Turn 5

The other squad of cultists finally make it to the bastion and hide inside, as the thunder hammer helbrute attacks the warboss and kills him!



On the left, massed fire takes out the rest of the meganobz and the mek with them flees, while the hell blades leave combat airspace again.




Grot Turn 5

The buggies take the last hull point from the immobilised dread, and move on, while the mek keeps running!



End of turn 5, and we roll and get another!




Turn 6

The Sorcerer leaves his unit to get into range and then blows up the running mek with a psychic shriek, as the hell blades arrive and attack the buggies.



The buggies keep moving, but can’t hurt anything.




Turn 7

The remaining helbrute hides as it’s a walking couple of kill points, while the predator takes out one of the final three buggies.



And here are the last two models in the grot army!



And the game ends with Grots 10, Chaos 13. Noise marines win!

This message was edited 1 time. Last update was at 2014/10/18 16:24:27


   
Made in us
Stealthy Warhound Titan Princeps







Love your table as always! I also like the pale noise marine look.
   
Made in gb
Fixture of Dakka






Wiltshire, UK

Excellent bat rep guys, looked like a close game, I thought the boys in pink were in big trouble after loosing the bikes and lord in turn 1.

Do you think the hell blades have become better with IA13?

   
Made in ie
Norn Queen






Dublin, Ireland

Utterly awesome as usual. Loved the little dice score at the end showing the result.

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

I really like your reports. Very nice! Thanks!

   
Made in gb
Deadly Tomb Guard





London, England

Another great batrep guys. Goes to show how much better things are with 2 fully painted armies and a nice looking table... these reports sell themselves!

Do you guys play at a local club/store? Would love the opportunity to play against you one day..

DR:80S+G+M++B+I+Pwhfb92#-D++A++/cWD153R++T(M)DM+

Stick Damn You! - Painting, Modelling and Yodeling... 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

GiraffeX wrote:
Do you think the hell blades have become better with IA13?


Much better, though we were using the old rules when we played this.

They used to be 115pts, 2HP, Supersonic, Agile (+1 to Jink) with 2 TL Reaper Autocannons.

Now, for 100pts, they lose Agile but gain preferred enemy against one enemy flyer, can phase shift d6" before moving, have a 5++, and for the missing 15 points upgrade their Reapers to Heavy 3 Rending versions.

Regnak wrote:

Do you guys play at a local club/store? Would love the opportunity to play against you one day..


Absolutely! These games are played at Panic's house. We sometimes make it to Overlords but can most commonly be found at HATE Club in Hackney!

This message was edited 1 time. Last update was at 2014/10/19 20:39:27


   
Made in us
Decrepit Dakkanaut






Madison, WI

Wonderful batrep ArbitorIan, love those amazing looking armies on a great table with a very readable and entertaining story line. thanks for taking the time to put it together!

   
Made in us
[DCM]
Enigmatic Exalted Daemon





Albany, NY

Superb as ever lads, exalt all the way

- Salvage

BLOODFIRE: KOW SALAMANDER REPORTS 
   
Made in ca
Fully-charged Electropriest





Goddamn that wrecked thunderhawk tile looks dope. Great report as always!

This message was edited 2 times. Last update was at 2014/10/20 19:14:46


 
   
Made in us
Cackling Daemonic Dreadnought of Tzeentch




Ellenton, Florida

Those Noise Marines were brutal.

Thanks for sharing. As always, great terrain and models.

Armies:  
   
Made in us
Krazy Grot Kutta Driva





Hong Kong

Loved it

You guys do the best reports, love the terrain and painted models

3500

Check out my Orks WIP blog 'ere http://www.dakkadakka.com/dakkaforum/posts/list/451845.page
Painting, and modeling models, not armies.
http://www.dakkadakka.com/dakkaforum/posts/list/528744.page 
   
Made in fr
Regular Dakkanaut




Excellent report thanks but i don't understand why you sacrifice your bikers like this !!!??
   
Made in fr
Virulent Space Marine dedicated to Nurgle






tetsuo666 wrote:
Excellent report thanks but i don't understand why you sacrifice your bikers like this !!!??
I think he assumed he would blow up the big walker in one go and survive the next round with at least his lord.

3000+
3000+
2500+
2500+
1000+
1500+
1000+ 
   
Made in us
Longtime Dakkanaut




Hands the best looking Realms Of Battle Board I have seen. The crashed Thunderhawk tile is gorgeous.
   
Made in us
Tail-spinning Tomb Blade Pilot





Los Angeles, CA

Excellent work!

DZC - Scourge
 
   
 
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