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Ok so this was a recent game I have been looking forward to since taking my delivery of Ebay genetealers over 6 months ago! Once more hosted by the good people at Fun Atelier here in Hong Kong. My opponent this time, the venerable Hai, AKA XC18's , and his Boyz.
HQ Warboss, bosspole, cybork body, Da Finkin Cap, Warbike, Power klaw
Elites
3 x Megnobz, TL Shoota, Boss w/bosspole
- Truck, Big Shoota, Reinforced Ram
3 x Megnobz, TL Shoota, Boss w/bosspole
- Truck, Big Shoota, Reinforced Ram
Troops
16 x Boyz w/slugga, Nob w/Power Klaw, bosspole
11 x Eavy Armour Boyz w/slugga, Nob w/Power Klaw, bosspole
- Truck, Big Shoota, Reinforced Ram
Fast Attack
3 x Deffkoptas, TL Rokkit Launcha
Heavy
Battlewagon, Big Shoota, Reinforced Ram
Total Models 41/Infantry 34/Characters 5 /Vehicles 4/ Wounds 63/
PRE GAME
Spoiler:
Mission: Random ITC Style mission (from upcoming grant tournament)
Deployment: Hammer and Anvil
Setup: Since ruins are such an advantage to the genestealers, we role for how many will be on the board, and it ends up at five.
Mission Rules: Mission 3 – The Scouring
Step 1. Roll for Psychic Powers/Gifts/etc.
Step 2. Roll for deployment zones. HAMMER AND ANVIL DEPLOYMENT
Step 3. Place Fortifications.
Step 4. Place Objectives using normal objective placement rules as modified below. a. Each player places Maelstrom Objective number 1 in their own deployment zone, number 2 more than 30" from their own deployment table edge and number 3 in their opponent's deployment zone. b. These objectives are also the Scouring Objectives, which are worth 1, 2 and 3 points respectively.
Step 5. Roll for Warlord trait per usual in the BRBPg. 124. Do not use the Tactical Traits table
Step 6. Decide Night Fight per usual in the BRBPg. 135.
Step 7. Roll for first turn according to Standard Deployment Method in the BRBPg. 132.
Primary Mission: The Scouring: 4 Mission Points if achieved, 0 pts if lost or tied.
Secondary Mission: Modified Maelstrom: 4 Mission Points if achieved, 0 pts if lost or tied. At the beginning of each GAME TURN, both players roll twice on this table. Reroll the second roll if it is the same number as the first. Note the result below. At the end of each GAME TURN, each player earns 1 pt per Maelstrom Mission achieved (Note, if you roll both Destroy an Enemy Unit objectives, destroying 1 unit earns you 1pt, destroying 2 units earns you 2pts). The player with the most points at the end of the game wins this mission.
1. Hold Either Objective 1
2. Hold Either Objective 2
3. Hold Either Objective 3
4. Destroy an enemy unit.
5. Destroy an enemy unit.
6. Destroy an enemy unit.
Tertiary mission: 1 Victory Point for Each Big Game Hunter (highest value unit), Line Breaker, Slay the Warlord
Initiative: Tyranids win the roll off and choose to go First
Warlord Traits: Orks roll on command Traits and get 'inspiring presence', which is useless as the warlords leadership is reduced by the deathleaper's 'its after me' rule. The Deathleaper gets his set trait 'Mind Eater' (2 VP for each independent character killed by your warlord in a challenge)'.
Psychic: None
Reasons why the Stealers will win:
1: Mobility. Fleet across the board will make the Nids pretty quick, allowing them to grab lots of objective with their ObSec status* as well as get into combat quicker.
2: Infiltrate. Infiltrate for most units means I can go first and still react to my opponents deployment. Going first will mean I only have to weather one turn of shooting before I can charge, but since I cannot charge on the first turn I will have to plan my ranges accordingly so I am not on the wrong end of the Manz Missile - the stealers are only any good if they are on the charge thanks to adrenal glands and lack of scything talons.
3: Lack of incoming Fire. Not much need to hug the cover as the orks don't have much in the way of shooting. However old habits die hard and as you will see I was hugging cover even 40" away
* Having taken a CAD, I thought this made my genestealers from the manufactorum formation ObSec as well. However, my opponent correctly pointed out that it did not, and on looking at the rules I could find no reasonable reason as to why I thought it would be, and so I instantly went from having 10 ObSec units to none. Totally my mistake, I really should have understood the rules better!
Reasons why the Orks will win:
1: Resilience. Lots of 2+/3+ amongst the boyz, as well as vehicles, will make it difficult for the genestealers to cause damage without rending roles.
2: Mobility. Great mobile units, covering plenty of space each turn in the trucks and no shooting to worry about as they do so. Expect assaults every turn, even possibly on T1.
3: Inexperience. This is my first time fielding the Nids, and even though I only have three unit types to deal with I'm sure I will make some mistakes. This is also only my second game against Orks, so really not sure what to expect other than a good match up in combat.
DEPLOYMENT
Spoiler:
Genestealers deploy nothing
While orks deploy everything fairly centrally
Nids then infiltrate into position. Four units of stealers on the left flank (one in the ruins)
While three more and the deathleaper deploy centrally, just over 24" from the MANz missile
Another unit deploy on the right flank, and one in the backfield to hold objectives. Mucolids will deep strike.
Orks attempt to seize the initiative, but fail.
TURN 1 –
Spoiler:
Tyranids: Secondary objectives: Capture Objective 2 (easy) and kill a unit in assault (not likely).
Not much happens for the nids as they sit out the turn, waiting to assault next turn. They shuffle onto both objective twos though, covering at east one maelstrom point
Orks: Secondary objectives: I'm afraid I have forgotten opponents maelstrom missions :( but it was pretty close all game until the final turn
The MANz missile deploys, all three trucks going flat out, with the boss and defkoptas behind
The battlewagon stops short of the ruin and tries to shoot the genestealers out of it (not fancying the assault into difficult terrains sans grenades) but fails to kill any
All other shooting is ineffective too, and the defokptas and warboss then also make their run moves.
As it stands – Orks ?/0/0 : 1/0/0 Tyranids
TURN 2 –
Spoiler:
Tyranids: Secondary objectives: Capture Objective 2 (should be easy) and kill a unit in assualt (possible now enemy are in charge range).
Tyranid reserves arrives - two Mucolids (proxied with blue genestealers). One comes in on target behind the battlewagon
While the other mishaps and is placed well back in the far corner, out of the game.
No shooting, so straight into the assault phase. This is probably the point at which I begin to lose all focus on the missions and get a very bad case of 'assault fever' for the remainder of the game
Genestealers hiding in the ruins on the right flank leave the safely of difficult terrain and charge the battlewagon, looking for that soft rear armour
Another unit behind them charge the truck carrying the Meganobz
While on the right flank, the solo group of stealers make it into combat with the truck carrying the Boyz.
A mixed bag of results here - the battlewagon only takes a glance due to some abysmal Tyranid rolling
The Meganobz truck is destroyed though, and takes an explodes result due to rending. Unfortunately, this does more damage to the genestealers than passengers, killing three assailants. The Meganobz do fail their pinning check though
While on the right flank, the truck is also destroyed with an explodes result. This leaves two stealers and two eavy armour boyz dead, but they pass the pinning check
And finally the mucolid runs closer to the battlewagon, hoping to do some damage next turn
Orks: Secondary objectives: Sorry, still none the wiser
Ork movement, and the warboss zips back to claim objective 3 (i presume one of the maelstrom missions)
Defkoptas line up the shot on the mucolid
while the last truck deploys the second unit of meganobz to help the beleaguered first unit
Battlewagon moves forward, while disgorging the boyz in front of the genestealers (they were in front of the stealers, but we couldn't stop them sliding down the hill. Probably too drunk)
And boyz move in for the kill on the right flank
The mucolid takes a hail of fire, but makes some inspired cover saves to survive on one wound
Boyz on the right kill two stealers in pre-assault shooting, but the last one would hold
Boys on the left flank also do well, killing four stealers in shooting but they would also hold
Assault phase, and Meganobz charge in to cover their pinned colleagues
While on the right flank, the boys charge the last stealer and kill him dead without loss, consolidating on to the objective
The last stealer on the left flank is also destroyed, and the boyz consolidate into the ruin. They also claim the objective on account of being ObSec
The meganobz destroy the stealers in the centre, but not before losing one of their number to some vicious rending claws
As it stands – Orks ?/0/0 : 2/0/0 Tyranids
TURN 3 –
Spoiler:
Tyranids: Secondary objectives: Capture Objective 3 (possible) and kill a unit (again, possible).
Turn overview
Last mucolid comes in next to the defkoptas, while the remaining genestealers burst forth form their hiding places. One swarm goes after the battlewagon, while the two others make for the meganobz
Deathleaper also tries to make his mark, charging the empty truck for an easy kill
on the right flank, a swarm of genestealers also make an epic 11" charge to get into combat with the boyz
Better luck this time against the battlewagon, it also explodes but only takes a single genestealer with it
In the central brawl, another two Meganobz go down to rending claws, while two genestealers from one swarm are killed. Both combats continue
On the right flank, the boyz do better and only lose two boys to the stealers three. Combat would continue here too
The deathleaper whiffs in combat, failing to get a single hit on the truck
Orks: Secondary objectives: Sorry, still none the wiser
The truck realizes it had a close shave with the deathleaper and moves away, attempting to tank shock a stealer brood
Warboss hangs back to claim the objective again, but fails to take down the mucolid with shooting
Defkoptas get an angle on the deathleaper
And blow him away with the instadeath twin linked rokkits - damn you toughness 4!!! This gives the Orks Slay the Warlord
Truck fails to tank shock the stealers
While combat goes form bad to worse in the central brawl - both mega nobz squads go down to one nob with just one wound each! Gotta love those rending claws
Boyz do finally prevail on the right flank though, but lose another member of their mob in doing so
As it stands – Orks ?/0/1 : 4/0/0 Tyranids
TURN 4 –
Spoiler:
Tyranids: Secondary objectives: Capture Objective 1 (dependent on a good run) and kill a unit (on the cards).
Turn overview
Mucolid is out of range from everyone, so moves onto objective one just in case the ork player needs it for maelstrom later
The other mucolid joins the central brawl and charges the truck, as do the genestealers it tried to tank shock
While the stealers in the rear run onto the maelstrom objective
The central brawl resolves itself, and both meganobz are downed. The truck is also wrecked, and stealers consolidate in various directions. It is about here that I realize i have given no though to primary objectives and how exactly I plan to get to them or hold them. But don't seem to care - assault! ASSAULT!
Orks: Secondary objectives: Sorry, still none the wiser
Boyz on the right flank move onto the objective
As does the warboss, who flat outs to get there
Defkoptas move up to shoot on the backfield genestealers
But fail to shoot them off of their objective
While the boys in the ruin kill a few stealers
As it stands – Orks ?/0/1 : 6/0/0 Tyranids
TURN 5 –
Spoiler:
Tyranids: Secondary objectives: Destroy an enemy unit and Destroy an enemy unit (if only I got this last turn! Now, actually quite difficult)
Turn overview
So I realise by now that I am completely out of the primary and have probably lost the game due to having my warlord killed, but there is a chance I might be able to tie the game if I can make a long run for line breaker and take the secondary with a last gasp charge.
Anyway, firstly the Mucolid charges the warboss and puts a wound on him
So in an effort to tip the maelstrom in my favour I multi charge the Boyz in the left flank ruins with the remaining genestealers from the central brawl, while one unit makes a run for line breaker
Unfortunately, it is now that I discover the Achilles heel of Genestealers - their inability to charge into difficult Terrain. They are wiped out to a man by the orks before evening swinging their hereto deadly claws in anger.
And with that crushing defeat, the game is called.
Orks 11 pts Primary - 3 Objectives (4 VPs)
Secondary - 7 Points (4 VPs)
Tertiary - Line breaker, StW, Big Game Hunter (3 VPs)
CRUNCHING ORK VICTORY!
BREAKDOWN
Decisive moment – the moment the boys occupied the ruins on the left flank, combined with the loss of ObSec for the Nids pregame, meant that they could repel the rampaging genestealers with ease. Quite a few errors from myself contributed to this crushing defeat, but most prevalent amongst them was my total lack of focus on the primary mission objectives, which I can only put down to 'Assault Fever'.
Key units
Orks: Defkoptas - didn't seem to do much but claimed Slay the Warlord and Big Game Hunter in one shot, and this would have been enough to take the game had the Nids managed to claim the secondary in the final turn.
Tyranids: Well, stealers obviously, especially the ones involved in the central brawl who bough down the meganobz. Also the biggest villains, as if they had not whiffed against the battle wagon T2 they boyz would have never got to the ruins and it might have ben a different story (although probably not...)
STATS
Orks: Models remaining 26/41
Kill to Death Ratio 0.75
Efficiency 19%
Tyranids Models remaining 8/54
Kill to Death Ratio 0.25
Efficiency 81%
POST GAME
Spoiler:
Well that was a really interesting game, a great introduction for me to what my genestealers are (and are not) capable of as well as experience playing against a very different kind of Orks from my last game against them (which was green tide). My opponent, dakka's very own XC18 was great fun to play against and he totally deserved this crushing victory as he kept his focus on the mission from the off. I look forward to the inevitable rematch!
For me it's pretty straight forward what went wrong, I just totally lost focus on the missions and got carried away with trying to get everything into combat. Losing ObSec really hurt, as well as the inability to assault into difficult terrain. I also now realize how fragile the deathleaper is - Twin Linked S8 weapons only need one snap shot to hit and he is a gone, I will have to use him much more conservatively if I field him again.
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
I feel your pain there - forgetting to play the mission is a common error when playing those full-assault armies :(
I was rooting for the poor 'stealers all the way though.
What about trying the Spawn of Cryptus formation?
CSM
Militarum Tempestus
Dark Angels (Deathwing)
Inquisition
- let’s highlight that this was probably the first time that simon plays his stealers, so tactical mistakes is understandable. It just got balanced by the fact that an all stealers army is always awesome
- ork maelstrom objectives ,it was something like 0/2/2/1/2
- true about forgetting about the objectives :( A large part of the army went fighting around that lone tower (with a single 2pts objectif in it). I sent boyz and manz there hoping that you will commit (and you did) while keeping my fast units away and available.
-another example is when koptas took a shot at the back stealers at turn 4, they went to ground, and thus nullified their chance to reach the 3pt-objectif :(
- I am just average player but here my advice: when deploying, make sure you can reach all the important objectives. Since you play stealers : foresee where the opponent will go and plan accordingly (if thats possible). nice fat objective out in the open ? Stay in ambush and assault where you won‘t touch area terrain . Objective in a building ? Inflitrate right on it and bait the opponent to get to you.
Totally agree with what you are saying, I didn't really understand the significance of genestealers not being able to assault into difficult terrain without going to Initiative 1, but those boys taught me a lesson I wont forget Doing the reverse though (stealers in the building, forcing the boyz to charge) might not have caused enough damage to change the result as the stealers without scything talons are pretty rubbish if they are not on the charge (only 10 S4 attacks for the unit)
As for claiming objectives I think maybe I just need to include some actual ObSec in my force, maybe mixing standard genestealers with the formation ones, or just dropping the formations altogether? Also, having genestealers hanging around in the backfield to score objectives seems a bit of a waste, but maybe something like Rippers would have been a better choice than mucolids? The spores did very little all game, while rippers could have scored and held those objectives rather well.
Oh well, we live and learn! Cheers again for the game, I look forward to the rematch!
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Great Battle Report! Thanks for taking the time to post all the pictures. I really enjoy the photos much more than the videos.
I especially enjoy watching my beloved Orks in action and learning what I can from other players. It looks like the small, mobile units of the Orks really helped grab the right objectives at the right time, especially in a smaller game like this. Obviously the power klaws were pretty useless in this game, but I'm pretty impressed at how well the Ork boyz and 'Ard Boyz did against those close combat experts.
Other than the point that was already made about keeping objectives in mind, the other key to this game, in my opinion, was that it seemed the genestealers attacked piecemeal instead of overwhelming the Orks. The first photo for Turn 3 shows two units of stealers and the Deathleaper still sitting behind the central ruin rather than supporting the units already engaged. They could have wiped the 'Ard Boyz or MANz if they had jumped in on Turn 2, in my humble opinion. I know it is easy to point out after the fact, and I could be wrong, but it seemed like that hesitation meant they didn't overwhelm the Orks quickly.
Great job to both players and thanks so much for posting a nice photo report!
This message was edited 1 time. Last update was at 2015/08/17 00:31:50
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.