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Made in us
Dakka Veteran




Colorado Springs

Orks and Marines at it again. Lots of reserves on both sides with a fairly tight board so getting them where we want them to go is gonna be a challenge.

Lists/Mission

Deployment: Dawn of War
Mission: ITC Scouring


Orks List
Spoiler:

Battalion+Supreme Command 1998 points
WL trait: +1A on charge

HQ:
Ghazghkull (Warlord)
Zhadsnark

Weirdboy, Da Jump
Weirdboy, Da Jump

KFF Bike Mek, Big Choppa, Kustom Mega Slugga

Troop:
30x Shoota Boyz, Big Choppa Nob
30x Shoota Boyz, Big Choppa Nob

10x Grots


Elite:
5x Kommandos, 2 Burnas
5x Kommandos, 2 Burnas
5x Kommandos, 2 Burnas
5x Kommandos, 2 Burnas

Banner Nob

7x Burna Boyz

6x Nobs, 2 Killsaws, 4 Big Choppas, 4 Ammo Runts

Fast Attack
30x Stormboyz, Power Klaw Nob

Heavy Support
Battlewagon, Deffrolla, 'Ard Case



Marines List
Spoiler:

Battalion 1996 points
Iron Hands Chapter Tactics
WL Trait: +1A on Charge

HQ
Captain, TH/SS (Warlord)
Jump Pack Chaplain

Troops
5x Scouts, Bolters
5x Scouts, Bolters
5x Scouts, Bolters
5x Scouts, BP/CCW

Land Speeder Storm
Land Speeder Storm

Heavy Support
5x Hellblasters, Plasma Incinerators
5x Hellbalsters, Plasma Incinerators

5x Devastators, 4 HBs

Fast Attack
10x Assault Marines, Jump Packs, 2 Flamers, Melta Bomb, Power Fist
10x Assault Marines, Jump Packs, 2 Flamers, Melta Bomb, Power Fist

Elite
9x Sternguard, Special Issue Boltguns
Drop Pod, Stormbolter

Ironclad Dreadnought, Hammer, Meltagun, Heavy Flamer
Ironclad Dreadnought, Hammer, Meltagun, Heavy Flamer



Deployment
Spoiler:

Orks:
Kommandos go in reserve. Ghaz, Banner Nob, Nob squad, Burnas go in the Wagon. Weirdboys standby with a Boyz squad for Jumping





Marines:
TH Captain and Sternguard go in the Pod. Both AM and JP Chappy go in reserve. One Hellblaster squad holes up in the small tower in the back corner, the other goes in the woods with the dreads. Unmounted Scouts spread out in the back for area denial. HB devs take the high ground.






Orks win the roll off and choose to go 2nd.




Initial Thoughts
Spoiler:


Orks: Pretty straightforward plan here. Stormboyz and Kommandos will put on early pressure/provide a distraction while Ghaz and krew roll up and clean house. Burnas will screen for Ghaz once they hop out. Weirdboyz give a lot of flexibility, Jumping a Boyz squad early if I need more distraction units or later depending on when and where his reserves come down. His dreads are tough, but if Ghaz, Zhad, or the Nobs can get the charge on them they should be able to take them out. Haven't gone up against Hellblasters yet. That's a lot of plasma shots with a decent range. 'Ard Case helps, but will still need to be careful getting the Wagon too close. I have played against HB Devs and those jokers need to die right away.

Marines: Wanted a break from vehicles and felt like spamming a bunch of power armor dudes, as well as giving the new Hellblasters a try. Hadn't tried out IH tactics yet and thought it would be more beneficial with the higher model count. Ironclads are tough nuts to crack and have been doing well for me so I'll keep taking them for now (really miss Podding them in though). Devs will be putting in some work here, and LSS can also do pretty well shooting up Boyz. Hellblasters will be waiting for Zhad to show his face(bike?), he's too dangerous and fast to leave around. It'll probably be up to the Ironclads to crack the wagon, ideally one busts up the wagon while the other can get a charge on Ghaz. Probably wishful thinking since there's multiple units inside.




Turn 1 Space Marines
Spoiler:

Movement
Ironclads move up towards the middle, one to the edge of the woods, one behind the large building.


Forest Blaster move up to the edge of the woods.
Foot Scouts shuffle around a little, trying to protect from Kommandos.

Shooting
Devs light up the Stormboyz, killing 8.

Charge/Fight
Nothing




Turn 1 Orks
Spoiler:

Movement
One Boyz Mob and Weirdboy swing around to the left table edge, Zhad joins them.



Grots, Wagon, Boyz, and KFF mek move up towards the middle



Stormboyz advance, rolling a 1, -1 CP reroll is used, they get a 2
They're a 10" charge away from the Scouts at this point. One Kommando squad comes in near the Stormboyz at the end of the phase. Somebody needs to make that charge.



Psychic
No good opportunities right now, so Weirdboyz chill(or don't go completely nuts)

Shooting
Zhad takes some potshots at the white LSS, it makes 2 saves.

Charge
Stormboyz really need to make this or they're Heavy Bolter chow next turn, and they need a 10.

And they get a 4. So 'Ere we go lads!



Wooo! In their exuberance, 4 Stormboyz crash into the dirt before getting into combat

Fight
Stormboyz kill off 4 of the Scouts, the final one turns tail and runs giving Orks FIRST BLOOD


Board State at the start of Turn 2





Turn 2 Marines
Spoiler:


Movement
One Ironclad move closer towards the middle objective.

One squad of Assault Marines comes down to help protect the Devs



The other squad and the Chappy decide to give the poor, lonely weirdboy some company.

Shooting
White LSS and Tower Blasters kill 4 Boyz
Wagon is now in range of the Forest Blasters (but not the Dreads), but they fail to wound.
Assault Marines and Devs shoot up the Stormboyz, killing 9 but also putting them out of charge range.
AM+Chap put 2W on the Weirdboy

Charge
Chap and AM charge the Weirdboy. Only the bossman makes it.



Fight
The Chaplain decides to show his doddering squad how things get done by turning the Weirdboy into a fine, green paste

Morale
Stormboyz use 2CP to autopass morale.




Turn 2 Orks

Spoiler:


Movement
Zhad advances on the white LSS



Kommandos turn around and head toward the goo spattered Chaplain



The reduced Stormboy squad now conveniently fits up on the rooftop with the Devastators, so they pop up and say hello.

Two more Kommando squads come down near the Tower Hellblasters so Zhad doesn't get lit up.



Psychic
The Weirdboy Jumps the Boyz squad from the left table edge over to the right table edge.



Shooting
With one Burna in range, the Chaplain takes 2W from the Kommandos, other two Kommando squads whiff on the Tower Blasters.
Stormboyz shoot up one Dev.

In a rare treat, I actually get to shoot with an entire squad of Shoota Boyz, they cause 2W to the front Ironclad

The Jumped Boyz squad splits their fire between the Chaplain and the AM squad in front of them, Killing 3 Marines and the Chaplain!

Charge
Stormboyz charge the Devs, overwatch misses.



Jump Boyz fail their charge, losing 1 to OW for their trouble.

The Boyz squad in the middle also fail their charge on the Ironclad and 4 get fried.

Zhad easily makes the charge on the white LSS.

Fight
Stormboyz kill off the Devs, calling it even.
Zhad cracks open that crunchy LSS shell looking for the creamy Scout nougat in the middle.


Board State at the Top of Turn 3










Turn 3 Marines
Spoiler:

Movement
Both AM squads come around to make a nice Boyz sammich, with some Kommando mayo



The remaining LSS drops off its Scouts and moves up to the roof of the large center building



Both Ironclads move up to the chokepoint in the middle



Unable to get near any of the objectives it really wants to, the Drop Pod comes down in the Ork backfield, Sternguard ready to double tap some Boyz.



Backfield Scouts move up into the woods near the Forest Blasters

Shooting

The full AM squad shoots Flamers at the Kommandos and Pistols at the Boyz. Killing 3 Kommandos and 2 Boyz
The 2nd AM squad goes all in on the Boyz, using 1CP to reroll a Flamer hit, still only killing 6 Boyz.

Both Ironclads only manage to kill 3 Boyz with their Heavy Flamers. They shoot their Meltas at the Wagon but neither are in half range.

Forest Blasters and Scouts kill 5 Stormboyz, Tower Blasters kill 1 Kommando

Sternguard and the Drop Pod kill 6 Boyz.

Pretty rough phase for the Marines.

Charge

CCW Scouts charge one Kommando squad, 2 die to overwatch. The other Scout squad charges the other Kommando squad, failing with a 1CP reroll, and losing 1 to OW.



The small AM squad charges first, losing 2 to OW. The other AM squad follows after and bring the Kommandos in with them.



The front Ironclad charges the Boyz squad.

Fight

The large AM squad kills 3 Boyz

Orks use 2CP to Interrupt. Kommandos kill 2 CCW Scouts.

The small AM squad kills 2 more Boyz. Ironclad kills 3 Boyz

Boyz hit back, killing 4 from the small AM squad, leaving only the Sergeant. Kommandos kill 1 AM from the large squad.

Morale
AM Sergeant runs ( )
7 Boyz from the middle squad run, 3 Stormboyz run
Boyz fighting the AM use 2CP to autopass. All 3 Kommando Squads pass









Turn 3 Orks
Spoiler:

Move
The Party Van unloads, the Wagon moves back to try and make some Capt Crunch



Zhad moves up to get the Bolter Scouts, while the wounded Kommando squad heads over to the Tower Blaster's clubhouse.



The 4th and final Kommando squad comes in and hangs out with the Weirdboy on the Ork backfield Objective



Shooting
Burna Boyz kill 5 Sternguard.

Charge
Burnas charge the Sternguard, 3 die to OW. The KFF Mek charges in after. The mid Boyz, not being able to fit, charge the Drop pod.



Nobs charge the front Ironclad, 3 Runts eat the OW. Ghazzy charges the back Ironclad, with his Banna Wavva who is not Makari loyally following.



The 2 man Komm squad charges the Tower Blasters, 1 makes it. Zhad charges the Bolter Scouts.



Fight
Ghazzy straight up brutalizes his Ironclad. The Banner Nob consolidates in front of his boss.

The other Ironclad uses 2CP to Interrupt, killing the last Runt and 1 Nob. The Nobz get angry and hit the Ironclad so hard it EXPLODES, killing 1 more Nob and 2 nearby Grots that were minding their own business.





Zhad handily takes out the Scout squad, but the lone Kommando Nob doesn't know the secret password and is rudely ejected from the Tower Blaster's playhouse. Zhad consolidates back so the remaining Kommandos are closer to the tower.



The Battlewagon tries running over the Captain, only succeeding in getting his toe, for 1W. Captain drops the hammer for 6W

Between the Burnas and the Mek, only 1 Sternguard survives, he would later run ("Why the do all my Marines know fear?!?" :SM)



In the Assault Marine scrum, 4 AM die along with 4 Boyz and 1 Kommando

Morale
In addition to the aforementioned Sternguard, 1 Nob runs, and 3 Boyz from the AM fight.



Turn 4 Marines
Spoiler:

Things have taken a bad turn for the Marines, but they decide to go out in a blaze of glory (mostly to try and kill Ghaz)

Move
Forest Scouts move up to get the Banner Nob in double tap range, trying to clear the way for the Forest Blasters.
The LSS comes down from the roof near the grots and Objective

Shooting
Tower Blasters finish off the nearby Kommandos, the LSS shoots down 1 Nob. Unfortunately the Forest Scouts only put 2 wounds on the Banner Nob, leaving the Forest Blasters to finish him off.

Charge
There being nothing in the Codex Astartes about courage, stupidity, and lines, the Scouts make their move.



The LSS charges the Grots.

Fight
Scouts bring out their tickle feathers, while Ghaz, crusher of Dreadnoughts only manages to kill 3 of them. The LSS kills 2 Grots and AM kill 2 Boyz. The Captain puts 2W on the Wagon while taking 4 in return.

Morale
2 Grots run. Weedy gits.



Turn 4 Orks
Spoiler:

No Move or Shoot here.

Zhad zooms over and charges the Forest Blasters, telling Ghaz he should ditch that slow armor. He then goes on to whiff his attacks and take a wound while Ghaz smacks away the last two Scouts and has a hearty laugh



The Mek charges the Captain from behind, just in time to watch the Wagon run over the Captain for SLAY THE WARLORD

The lone Stormboy Nob jumps in to help finish off the remaining Assault Marines where he promptly dies

Nobs go help out the whiny Grots, but only put 4W on the LSS

His chance at vengeance thwarted, Space Marines call the game here.











Turn 5 Marines

Spoiler:


Nope



Turn 5 Orks

Spoiler:


Nope



Turn 6 Marines
Spoiler:

Nope


Turn 6 Orks
Spoiler:

Nope



Turn 7 Marines
Spoiler:

Nope


Turn 7 Orks
Spoiler:

Nope


Results
Spoiler:

Marines Forfeit

CRUSHING VICTORY FOR ORKS



Afterword
Spoiler:

Orks: This was my first time using MSU Kommandos and they did a great job, even though my opponent's deployment was tight and I couldn't put them right where I wanted them. At 45 points a pop, even if they come in T3 and sit on objectives that's a good deal. I think 3 squads would be enough though. Everything else performed about as expected. Zhad is still a house and even I was surprised by how much damage Ghaz did to that Ironclad. Would have been nice to get more from my Weirdboyz besides one Jump, but really that's good enough.

Marines: I know this list isn't great, but oof, that was rough, especially Turn 3. I think Orks killed more with Overwatch than I did with shooting. I keep underestimating how fast Zhad can get around the field. AM were disappointing in combat, I should have paid the few points to upgrade them to Vanguards, even if I didn't take any of the options. Hard to make a judgement on the Hellblasters, this isn't the type of opponent they would really shine against, but if they had been HB Devs instead hoo boy The Drop Pod's large footprint made it really hard to put it near anywhere I wanted it to be. I wasn't high on the Iron Hands CT to begin with, but wanted to try them all out, but yeah didn't make a single FNP. Not a one...
Next time the Flyers are coming out


This message was edited 1 time. Last update was at 2017/08/09 20:40:12


 
   
Made in us
Longtime Dakkanaut




Assault marines might be the single worst unit in the whole codex, and I hope this game taught you to never ever use them
   
Made in au
Three Color Minimum




In the casting shack.

I bet even the Orks are shocked.

“I am free, no matter what rules surround me. If I find them tolerable, I tolerate them; if I find them too obnoxious, I break them. I am free because I know that I alone am morally responsible for everything I do.” ― Robert A. Heinlein

"Yar har fiddle-dee-dee, being a pirate is alright with me!
I'll do what I want 'cause a pirate is free, I am a pirate!" 
   
Made in us
Dakka Veteran




Colorado Springs

stratigo wrote:
Assault marines might be the single worst unit in the whole codex, and I hope this game taught you to never ever use them


Yeah it was pretty bad, especially when we double checked Vanguard costs afterwords.

But hey, at least they were pretty.
   
Made in us
Annoyed Blood Angel Devastator





Mountain View, CA

 JohnU wrote:
stratigo wrote:
Assault marines might be the single worst unit in the whole codex, and I hope this game taught you to never ever use them


Yeah it was pretty bad, especially when we double checked Vanguard costs afterwords.

But hey, at least they were pretty.


For Space Marines they are the lowest of the lowliest unit in the codex. For BA they are actually ok because they are allowed to swap crappy flamers for plasma guns. Hoping they return to objective secured troops they had with the new codex.


Armies I field - Tau, Dark Angels, Necrons, Blood Angels  
   
 
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