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Made in us
Roarin' Runtherd






Sorry, no pics.

2000 points
(blood angels were not pointed right and were probably closer to 2200 or so because of forgoten weapon upgrade costs on some things)

Relic - Orks win roll and choose Front Line Assault, Sides are the same.

Relic is a brutal mission for two close combat armies. It can't really just let the other side get to middle uncontested, but it is not really a good idea to just move everything there either. I think I came out on top due to better shooty support, and his terrible rolls. Maybe some bad planning on his part too.

We more than likely got some rules wrong, and definitely made some bone head mistakes as well during the course of the game.

We were not sure how reserves like deep striking terminators work when taking turns deploying units. Does saying you put something in reserve count as deploying a unit? I thought no, because it says it has to be in your deployment zone. I thought they just didn't count. Either way he got to go first because he had less units than I did, and seize failed.

Blood Angels (this is what I remember he had, not sure formation)
Mephiston - blood boil and shield of sanguinus i think
Rhino - storm bolter
Stormraven - twin melta and twin assault cannon
Land Raider - twin lascannons and twin heavy bolter
Jump Sanguinary Priest
5 lightning claw terminators (deepstrike)
5 th/ss terminators (in stormraven)
5 sternguard - specialist ammo boltguns (in rhino)
5 jump pack assault marines - basic chainsword/bolter (deepstrike)
5 jump pack death company - basic chainsword/bolter
10 assault marines - basic chainsword/bolter (in land raider)
Death company Dreadnought - blood talons (can't remember guns)
Furioso Dreadnought - fist, frag cannon, melta (in stormraven)
eversor assassin (deepstrike, or whatever it does)

Orks (battalion)

HQ
Big Mek - kff, oiler
Ghazghkull
Badrukk - 3 ammo runts

Elite
painboy - power klaw
runtherd - grot prod, squig hound (apparently a 4 wound character now)

Heavy
gorkanaut - basic loadout with skorcha
10 flash gitz - 10 ammo runtz
5 mek gunz - 3 kustom mega kannon, 2 smasha gunz

Flyer
blitza-bommer - basic loadout
wazbom blastajet - wabom mega-kannons, smasha gun, kff
(I also pointed it for twin big shootas because of the gun on the back, then realized those should be supa shootas now apparently... because this thing can't take twin big shootas... even though those are obviously what the model has...) wth gw? So I basically just ignored that gun and didn't use it anyway...

Troops
30 boyz - nob, pk
30 gretchin
10 gretchin

Deployment
Blood Angels deploy rhino off to one side and death company dreadnought to opposite side, Land Raider in middle, near front of deployment zone, behind a building but visible from most of the orks. Storm Raven off to one corner. Mephiston just behind land raider on foot next to death company and sang priest.

Orks deploy gorkanaut in middle at tip of army, boyz on one side, flash gits on other, painboy, mek and, badrukk all between other big units behind gorkanaut.

I found that this is a decent way to deploy, covering all models of the two big squads and the walker with force field and feel no pain for infantry. The gorkanaut can also hide smaller stuff behind it from snipers, which he didn't have any of, but something to keep in mind.

Ghazghkull was deployed in the gorkanaut, just to make sure he was in the front and more mobile.

The kannons deployed on my table edge right behind my other units, with the 30 gretchin making a bubble around them and the other 10 gretchin off behind a rock, out of site on the same side as the rhino. Runtherd between kannons and herd of grots.

Planes near each other, corner opposite storm raven.

Blood Angels turn 1
Land raider moves closer to middle for some reason.. and storm raven right in the center of the map. So both of them right in front of orks. Nothing disembarks from either. Rhino moves up its side, and deathcompany dreadnought on other side, deepstriking assault squad doesnt do anything after landing, and deathcompany+sang priest move close to middle, behind a building out of site of pretty much everything.

Shooting from land raider and storm raven puts 6 wounds on gorkanaut after saves (I think from just one melta shot), and kills 4 ammo runtz from flash gitz (ammo runt ablative wounds are probably broken, I only ever took 1 wound on a flash git all game). 2 boyz die. Everything else advanced or had no shot.

No assaults.

Orks turn 1.
Since he put the land raider right out there, Ghaz jumps out of gorkanaut and advances along with boyz, running around stormraven.

Gorkanaut moves 8 inches to the side to gives open line of site from kannons and flash gitz to the storm raven. Big Mek and Painboy follow gorkanaut and mek repairs 4 wounds on naut with oiler's help.

Gretchin shift bubble to side that assault jumpack marines landed on.

Blitza bommer moves over death company and only gets 1 mortal wound on them with boom bomb, I rolled 5 and got only one 4+. Wazbom lines up to shoot at same squad.

Shooting from one grot smash gun does 6 wounds to land raider. Other one misses.

Combined shooting of ghazghkull, flash gitz, badrukk, 3 kustom mega kannons, gorkanaut, blitza-bommer's big shoota, and about 12 gretchin leaves storm raven at about like 1 or 2 wounds. But it wasn't until after the charges were done that I realized I didn't even roll for all my flash gitz. I was rolling 6 of them at once, 3x6 colors of dice and they all had ammo runtz, so that I could make sure that I was rolling the right number of re-rolls for the runtz. Then I just forgot to roll the other 4 gitz without ammo runtz... and I forget to roll for flashiest gitz... oh well, one gretchin did do an unsaved wound to it with a grot blasta I think Badrukk did 6 of the wounds by himself. He is a bad man.

Other shooting was wazbom wiffing the deathcompany completely.

Then in assault, boyz charge landraider first, losing nothing to overwatch and ghaz joins them. With the 6 wounds from the smash gun earlier, I just roll Ghaz and the nob (who gets 5 attacks because of ghaz's rule for charging friendly models + 20+ boyz giving two bonus attacks. Land raider dies to just ghaz and nob, then boyz do nothing but bubblewrap ghaz in consolidate to ensure he doesn't get counter charged or shot at. 10 assault marines disembark and 1 dies. Land raider does not explode.

Boyz hold relic in middle.

Blood Angels turn 2
TH/SS terminators and furioso dread disembark in middle of my army after boyz left everyone else behind.. storm raven moves closer to mek gunz to try and take them out, death company dread also moves closer to gunz but is a long ways off still. rhino moves up on it's side near 10 gretchin behind rock with site of them. death company jump marines and sang priest move close to ghaz and boyz along with mephiston and the 10 man assault marines, th/ss terminators on their back side, so boyz are surrounded. 5 jump assault marines move out from behind their rock and closer to gretchin herd guarding gunz.

Shooting, storm raven kills 5 more ammo runtz from flash gits and wiffs on mek gun. Rhino kills 3 grots with rapid fire storm bolter.

Furioso Dread with frag cannon, 9 assault marines, 4 death company, sang priest and mephiston with blood boil kills (3 wounds from perils) about half of the remaining boyz who are out of range of both kff and painboy. I do manage to remove casualties in such a way as to ensure boyz are still closest to dread since without them it could have charged the big mek and painboy.

Charge for 5 assault marines with packs fails, gretchin kill no one with overwatch, mephiston, 9 assault marines, 4 death company, sang priest, and 5 th/ss termies charge remaining boyz. Ghaz heroicly intervenes. Furioso Dread fails charge against flash gits and suffers several wounds from overwatch. I do roll all shots but forget re-roll for the remaining 1 ammo runt.

Boyz are whittled down to 1 boy and the nob before they get to fight, ghaz is unharmed because he couldn't be targeted until after all others were removed. Ghaz and nob fight back adn kill several of the 9 assault marines. I think nob kills 1 and ghaz kills 3 or 4.

Remaining boy and nob disapear to morale, all blood angels in that close combat consolidate towards the meat grinder that is ghazghkull. Although the termis and death company didn't quite get to him (boyz sqaud was spread out too much and assault squad was in way.

Grots roll morale after losing 3 and lose 4 more.

Relic in middle unheld by either side.

Orks turn 2
Ghaz is basically surrounded, so no move for him. Gorkanaut moves to assault th/ss terminators, flash gits and badrukk have not moved entire game.. and stay that way, big mek and painboy move to opposite side of them from furioso dread. large grot squad moves to charge 5 assault marines with jump packs, other 3 remaining grots move and prepare to assault the rhino... yea... assault grots.

Blita-bommer flies over death company dread and does 1 wound to it with 2nd bomb. Wazbom moves closer to same dread to shoot it, or assault marines, can't remember which but it misses everything again.

Other shooting, gorkanaut does some wounds to furioso I think, misses alot. Flash gitz finish it off. Again I forget to roll re-rolls for badruk and remaining ammo runt, as well as their flashies gits roll...

Kannons do a few wounds to the death company dread, badrukk finishes off storm raven. It would be 12 unsaved wounds from this guy so far this game, 6 each round. Overcharging his gun each time and with 3 re-rolls, he is a beast for his points. It does not crash and burn.

Grot herd kills 1 of the assault jump marines with shooting.

Charges, grot herd charges jump assault marines, 3 grots assault rhino, not really much overwatch here, a couple of the herd die. Gorkanaut charges th/ss termies.

This is a great example of where his rolls were terrible. Gorkanaut hits with like 15 of the 18 and wounds on at least 12 of them.. he fails 10 3+ invulns out of those 12. th/ss termies eaten in one round by gorkanaut before they can do anything.... yea 10 2s... out of 12. I don't think there were any 1s. All 2s.

Ghaz takes 3 wounds from mephiston and shrugs off all other attacks, kills 3 more marines, 2 assault marines left from original 10. Gretchin do 1 wound to jump assault marines with like 20 attacks.. even with dangerous in large numbers. They make the 1 save and kill 2 gretchin in return. Other three gretchin and rhino have an epic struggle wherein no one gets wounded...

Relic still not held.

Blood Angels turn 3
Cowardly death company grabs relic and runs away from middle.

sternguard disembark from rhino, lightning claw termis deepstrike 9 inches away from flash gits (bad move, although at this point.. not many better options), and assassin deepstrikes behind big mek so that he is closest, 4 jump marines still engaged with grots, mephiston and sang priest engaged with ghaz, 2 assault marines between ghaz and the gorkanaut, death company dread moves to charge kustom mega kannon and runtherd (grots on oposite side of kannon from dread, so not technically in assault?)

psychic phase, invuln for mephiston

Shooting, sternguard kill remaining ammo runt and finally do 1 wound to a flash git. I don't think the eversor shoots anything.

Charge, lightning claw termis fail 9 inch charge.. lose like 3 to overwatch from gitz. Sterguard charge 3 gretchin harrassing rhino, death company dread charges kannon, takes wounds from overwatch, down to 1 wound.

Dread kills runtherd and kannon, sternguard kill 3 gretchin, jump assault marines kill 2 grots, they again... wound 1 time and save is made.

Eversor... again with the bad rolling. Hits with 8... wounds 1 time.. kills grot oiler.. Big mek does 1 back.

Ghaz finishes off mephiston and leaves sang priest with 1 wound left, gork kills last two assault marines.

Ork turn 3
We don't finish the ork turn 3 but before opponent concedes the flash gits and badrukk basically finish of termis and sternguard, grot krew for dead kannon fall back and other kannons finish off death company dread, flyers are just moving around to stay on map with nothing to do since unable to go after death company with relic, grot herd still fighting jump marines in opposite corner of map from relic, Ghaz in one on one with a sang priest with 1 wound left and chainsword, and 5 wounds left on ghaz, so we know how that will end.

Gorkanaut uses big and stompy to break off from close combat with ghaz and priest and runs after deathcompany with relic, real close to charge. That is when he concedes. Obviously the gorkanaut would eat those 4 in combat, and they didn't really have anywhere to go, and ghaz would eventually get over there to pick up relic. Rhino and few remaining assault marines couldn't do much at that point.

Eversor was going to be fighting painboy and big mek for a while maybe. If he did try to break off and run for relic, gitz would probably mow him down or the gorkanaut.

All in all the orks did well. Gitz never moved and just gunned things down as they got close, even though I missed a bunch of shots and their special rule to shoot again, only took 1 wound after runtz died. Badrukk was a complete terror with his 3 damage shots.

Kannons did well also, especially the 6 damage shot that got through on land raider ealy on. KMKs do ok against a flyer, hitting on 5s. They are still pretty durable with 6 wounds and the fact that they are not all one unit means that if one gets charged, the remaining stuff falls back and the other guns then shoot the poor fool who got close.

Painboy saved like 2 models all game... KFF saved about 6 and a shot or 2 on gorkanaut, plus fixing 4 wounds on it. It ended with 16 wounds left.

Dangerous in large numbers is still not really dangerous. Or I rolled poorly with my grot herd.

Wazbom should have done better, but I rolled really bad for its shots. I still think it is good for what it does. Blitza bommer could have done better also, but rolls were poor.

Gorkanaut ate 5 terminators.. but due to poor saves obviously. His shooting was ok also.

Ghazghkull should not be countered by chainsword marines. Even mephiston should steer clear of this guy. Those th/ss termies may have done him some damage if the gork hadn't gotten to them first.

I think the opponent had too many expensive units and not enough shooting support. Also moving right up in my grill 1st turn was probably a bad choice.




This message was edited 1 time. Last update was at 2017/06/11 07:11:59


 
   
Made in dk
Fresh-Faced New User




Nice report!

FYI, Ammo runts give rerolls to the unit, not the model, so you dont have to roll seperate dice for flashgits without runts.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Great report!

I must admit, I shed a tear of ork pride when I read
Ghaz finishes off mephiston



Well done, I think the blood angel player was not expecting orks to be that much more powerful than him in combat and very much did not expect Flash Gits at all.

When reading Badrukk, I was wondering whether I should just use him as reliable anti-tank, your report seems to confirm that.

Thanks for sharing!

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ru
!!Goffik Rocker!!






yeah, i was also considering badrukk. Great report! Nice to see flash gitz being finally viable!
   
Made in us
Roarin' Runtherd






 Jidmah wrote:
Great report!

I must admit, I shed a tear of ork pride when I read
Ghaz finishes off mephiston



Well done, I think the blood angel player was not expecting orks to be that much more powerful than him in combat and very much did not expect Flash Gits at all.

When reading Badrukk, I was wondering whether I should just use him as reliable anti-tank, your report seems to confirm that.

Thanks for sharing!


Close combat marines don't seem to stand much chance against a horde of orks. I played another game today against space wolves. Smaller game using power rating instead of points.

I took 3 squads of 30 boyz with big mek w/kff, warboss, painboy, 2 dreads, and 20 grots.

It seemed so one sided. I don't think close combat marines have much to do against orks unless they gang up and try to wipe one unit at a time. This guy tried assaulting each herd of boyz with one unit each and keeping them in separate combats. Even when he got the charge with like 13 close combat space wolves that each had 4 attacks (not sure what they were but they had some bonus for attacks and chain swords) they just got eaten by a squad of 30 boyz. They killed 9 boyz going first, leaving me with green tide, and I only had 15 of the remaining 21 in combat range, but they dished out like 11 unsaved wounds and last two marines died to morale.

He conceded after seeing this happen to 3 of his units. All of them fought first, killed a bunch of boyz, but not enough to lose green tide or cause leadership to drop enough, then his unit disappeared in retaliation from the orks.

Marines are going to have to focus these hordes down from a corner using shooting of some sort, or maybe use walkers to mitigate the wounds a bit more. It seems like the swing was very much back in orks favor at this point, but maybe I am just playing guys who's armies just don't have the tools for mine.

Also.. I need an app to roll ork attacks... so many dice.

   
Made in us
Dakka Veteran




Colorado Springs

Ghazzy riding in a 'naut sounds like a hoot.
   
Made in us
Longtime Dakkanaut




 Frothmog wrote:
 Jidmah wrote:
Great report!

I must admit, I shed a tear of ork pride when I read
Ghaz finishes off mephiston



Well done, I think the blood angel player was not expecting orks to be that much more powerful than him in combat and very much did not expect Flash Gits at all.

When reading Badrukk, I was wondering whether I should just use him as reliable anti-tank, your report seems to confirm that.

Thanks for sharing!


Close combat marines don't seem to stand much chance against a horde of orks. I played another game today against space wolves. Smaller game using power rating instead of points.

I took 3 squads of 30 boyz with big mek w/kff, warboss, painboy, 2 dreads, and 20 grots.

It seemed so one sided. I don't think close combat marines have much to do against orks unless they gang up and try to wipe one unit at a time. This guy tried assaulting each herd of boyz with one unit each and keeping them in separate combats. Even when he got the charge with like 13 close combat space wolves that each had 4 attacks (not sure what they were but they had some bonus for attacks and chain swords) they just got eaten by a squad of 30 boyz. They killed 9 boyz going first, leaving me with green tide, and I only had 15 of the remaining 21 in combat range, but they dished out like 11 unsaved wounds and last two marines died to morale.

He conceded after seeing this happen to 3 of his units. All of them fought first, killed a bunch of boyz, but not enough to lose green tide or cause leadership to drop enough, then his unit disappeared in retaliation from the orks.

Marines are going to have to focus these hordes down from a corner using shooting of some sort, or maybe use walkers to mitigate the wounds a bit more. It seems like the swing was very much back in orks favor at this point, but maybe I am just playing guys who's armies just don't have the tools for mine.

Also.. I need an app to roll ork attacks... so many dice.



The swing is more that marines cannot into mass combat. Something big and beefy they can smack. A horde of orks, there's nothing in the SM codex that kills them in an effective manner. It's rough
   
Made in gb
Regular Dakkanaut





 koooaei wrote:
yeah, i was also considering badrukk. Great report! Nice to see flash gitz being finally viable!
yeah, flash gitz are my fave models, nice to see them strong

Owz it work.
Coz I sez it doz, dats why 
   
 
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