Just played my first 8th Edition game and my first game in... I just realized it's been almost 6 years since I last played. We didn't have printed lists and I'm not at all familiar with chaos units and I don't own a chaos codex so this is going to be a very informal report and I mostly just want to comment on the units that surprised me and performed well.
Here are a few photos of the battle:
http://imgur.com/a/gO9Lp
Rekindling the great Blood Skull Waaagh!.
The Orks brought a vanguard detachment consisting of:
Warboss Da Krusha with an attack squig, Power Klaw, and Kustom Shoota
Boss Snikrot
5 Nobz with 3
PKs, 2 Big Choppas, 1 Kustom Shoota
in a Trukk with a big shoota and a wrekkin ball
5 Nobz with 2
PKs, 1 Killsaw, 1 Power Stabba, 1 Big Choppa, 1 Kombi Shoota with Skorcha
in a Trukk with a big shoota and a wreckin ball
1 Painboy with a grot orderly and a killsaw
5 Kommandos, 1 is a Boss Nob with a
PK
5 Kommandos, 1 is a Boss Nob with a
PK
As this was my first game in a long time and I'm not familiar with chaos forces and neither of us had a printed list, the chaos forces are a very nebulous bunch.
I'll describe what chaos brought:
A psycher character
A hero in Terminator armor
5 jump pack stormboy like guys with double lightning fists who deep strike
5 jump pack stormboy like guys with double lightning fists who deep strike
9 guys on bikes, one had a big sword and another had a big gun.
The mission was
No Mercy and the setup was
Dawn of War
The whole reason I'm writing this battle report is because I was really surprised at the performance of the kommandos, snikrot, and the trukks.
I Infiltrated with the kommandos and snikrot turn 2 threatening each of the enemy
hq: 5 kommandos on the psycher and 5 kommandos with snikrot on the terminator. My charge against the psycher was successful after 'ere we go and spending a
CP for a reroll and the psycher was destroyed in the subsequent fight phase without even the use of the power klaw.
As snikrot and his band failed their charge rolls they were left a little exposed, but to protect their warlord the chaos jump pack guys deep strike on their next turn threatening snikrot. He survived with 1 wound left and in the next 2 fight phases his 6 S6 -1AP 2D attacks wiped out a whole unit of jump pack marines before going down himself.
So the kommandos and snikrot did their job well enough in this game. But the kommandos themselves are so weak. snikrot performed VERY well in spite of me forgetting about almost every ability in his arsenal. I shall bring him again I think.
The trukks worked wonders as well. After disembarking the nobz, I used the trukk's 12 inch movement to charge ahead into the bikers first and take the overwatch. The other trukk I rushed off to hopefully grab linebreaker. The charging trukk survived the fight phase getting down to 1 health allowing my nobz to charge in with no overwatch and eventually wipe up the bikes.
The battle culminated with the jumpers and the terminator joining the fray, but by then it was too late to help the dwindling numbers of bikers.
The battle ended with the total annihilation of the chaos forces, top of turn five.
Disappointment of the game:
the painboy literally did nothing, i didn't even get a failed dok's tools roll.
So i'll just end by saying my takeaways from this fight are:
my nobz would not have been so cool if they had gone under any decent firepower. I fear for their future safety.
Kommandos should be thought of just as squad of boyz that can be setup 9" from an enemy at the end of your movement phase. They are super squishy.
Snikrot is a killing machine.
Klaws are still powerful even with a -1 to hit. Take dem power klaws boyz.
Victory Orks