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[Pictures] Death Skulls Dread Mob vs Blood Angels Dreadnoughts - 2000 pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Mutilatin' Mad Dok





Georgia

Setup

Orks: 9 Killa Kans with Rockets, Big Shootas, and Kustom Mega Blastas, 3 Deffdreads (one with two Skorchas), Big Mek on Warbike, Big Mek, Gorkanaut, Morkanaut, 3 Kustom Mega Kannons


Blood Angels: 5 Dreadnoughts, 1 Death Company Dreadnought, 3 Tac Squads, 2 Terminator Squads, 1 Terminator Chaplain, 1 Space Marine Captain, 1 Techmarine


Mission: The Asteroid- On turn 3, an item of vital importance would land somewhere on the battlefield. On the end of turn 5, whoever controlled the item would win.

Twist: Static fields and the dark of night reduce the maximum shooting range to 12”. At the start of every turn, the player with the first turn rolls a dice. On a 4+, 6” is added to the maximum range.


Fluff:
Spoiler:

Alert klaxons blared on the command bridge of the Blood Angel's Battle Barge. A priority message had been sent from a Mechanicus explorator fleet. Apparently, their translation into realspace had not been kind, and an ork flotilla in the sector had taken advantage of their crippled crafts. Before the orks had overwhelmed them, they had managed to jettison the most precious of their cargo- an intact cache of perpetual motion engines. Clearly, there were no other Mechanicus vessels in range, for the Blood Angels would never have received such a missive otherwise.

Perhaps the Emperor had twisted fate to bring the Blood Angels to find this message, for they would not have been in this backwater sector had they not been called to cull a local Waaagh! that had been growing too large to be ignored. And though most would scoff at the idea of the greenskins being apt enough to utilize a technology as sophisticated as a perpetual motion engine, Third Captain Hobbs knew better. He had faced orks many a time, and he knew what they were capable of. They would answer this plea, the prospect of the orks salvaging such a valuable technology too grim to ignore.

The cargo was still in orbit around the planet, safe in its shielded container. But soon its orbit would decay, and the relic would impact on the surface in mere hours. They would only have that much time to touch down. If deployed immediately, they could make planetfall before the impact, and secure the relic before the greenskins even knew it had landed.

-

Big Mek Bulletmuncha's blood was boiling. He had seen the familiar streaks of fire in the sky. His mechanical mind immediately pinned them as Space Marine landing craft. The planet's local forces had given him no challenge in the least, and he yearned for struggle, grit, something more than these puny humans had to offer. On top of that, scouting kommandos had reported these Space Marines were wearing stark red with symbols of winged blood drops. Bulletmuncha knew these to be Blood Angels- one of his favorite enemies. They were not afraid to meet face to face, battling in a raw test of strength and skill.

But what had roused his ferocious instincts was not the prospect of meeting the Blood Angels in battle, but the final report from their kommandos- a full contingent of Dreadnoughts had landed as well.

It was a dreadnought that had first sparked his descent into the madness of a mek. He could still recall, fondly, the day he first saw one of these stomping, booming, dominating machines of war. It had become his motivation, his muse. He had started with mere killa kans, and when their puny forms had failed to sate his urge, he had moved to deff dreads. With time, even they had left him wanting, leading him to create his masterpieces- the gorkanaut and morkanaut. And now, leading an entire legion of these clanking monstrosities, he had the chance to meet his muses again. The chance to battle them.

The chance to best them.


Turn One:



Orks:

Orks win first turn. With the extremely close deployment zones, the entire ork mob, with the exception of the gorkanaut, manage to get within the 12” range imposed by the twist. With combined fire, mostly thanks to the multitude of rokkits, two marines are felled, and one dreadnought is brought to a single wound. Two units of killa kanz manage to charge three dreadnoughts in total, one of which being the Death Company dreadnought, while one dreff dread charges the crippled dreadnought. The killa kanz, by some miracle of gork, manage to kill two dreadnoughts and bring another to three wounds, while the deff dread cannot manage the single wound necessary to kill the dreadnought. The dreadnought, enraged by the loss of its comrades, brings the deff dread to a single wound.

Blood Angels:

The crippled dreadnought backs out of combat, while the two groups of terminators in orbit deep strike in, one in the back corner of the ork deployment zone, another in position to attack the side ranks of the ork walkers, along with their chaplain. The tac squads fire their lascannons at the morkanaut tearing its way down the center of the battlefield, but all but one are consumed by the kustom force field. The one lascannon that does make it through does four damage, bringing the morkanaut to 14 wounds. The remaining tac marines fire their bolters at the wounded deff dread, but it shrugs off their fire and survives. In the assault phase, the dreadnoughts strike back at the killa kanz, killing one from one squad and two from another. The battleshock causes the cowardly grots to flee, leaving one full squad of killa kanz left. Meanwhile, one of the squad of tac marines leaves the safety of the ruins to charge the crippled deff dread. Once again, the hulking machine refuses to die, but in turn only manages to kill two marines when it strikes back.


Turn Two:



Orks: The roll to increase the maximum firing distance fails. The ork walkers advance, and all are now in shooting range. In the ork barrage, one of the tactical squads is brought to but one lascannon, and two dreadnoughts are both brought to three wounds. In the charge phase, the gorkanaut manages to get two dreadnoughts into close combat, while the skorcha deff dread charges the dreadnought with a single wound left. The final squad of killa kanz charges the remaining dreadnought along with its attending techmarine. The gorkanaut manages to crush one of the dreadnoughts it charged, and bring the other down to two remaining wounds. That dreadnought, in a valiant display of martial prowess, brings the gorkanaut down to twelve wounds. The three killa kanz take down the dreadnought they had been tasked with, but the techmarine is left unscathed. The deff dread finally dispatches the stubborn dreadnought, but in a last stand of defiance, it detonates, destroying the deff dread it had previous crippled, but also taking three of its battle brothers with it. The techmarine, meanwhile, manages to crush a killa kan with his powerfist.

Blood Angels: The techmarine retreats from combat. The three lascannons, the last of the marines remaining, fire on various targets, but due to the multiple kustom forcefields shielding the dread mob, only one manages to bring the skorcha deff dread to four wounds. The dreadnought still in combat with the gorkanaut strikes a critical blow to its systems, bringing the mountain of scrap to seven wounds. Enraged, the gorkanaut crushes the dreadnought beneath its mighty claw. The terminators in the backfield shoot a kustom mega cannon to death, but are mostly left behind. The chaplain charges the unwounded deff dread, expecting his terminator contingent to accompany him, but they fail the charge, and he is left alone. He does bring the deff dread to four wounds, but is then cut into pieces afterwords.

Turn Three:

Orks: The roll to increase the maximum shooting distance once again fails. Finally, the relic falls in the back corner of the Blood Angel's deployment zone, currently unoccupied. Freed up, both the gorkanaut and morkanaut move towards the relic, along with the skorcha deff dread. The two deff dreads move to protect the morkanaut, expecting a charge from the blood angels terminator nearby, while the kustom mega kannons move up in anticipation as well. Both big meks make repairs on the 'nauts as they move up. The killa kanz, headed towards the objective, take potshots at the remaining tac marines, taking out one. The combined fire of the skorcha deff dread and the gorkanaut take out the remaining tac marines, while the morkanaut slays the techmarine. Surprisingly, the orks charge nothing this turn.

Blood Angels: The terminators move not to attack the morkanaut, but the killa kanz closer to the relic, catching the orks by surprise. The captain runs from the ruins to make towards the relic as well. The terminators in the backfield struggle to keep up. With no shooting to be done, the terminators make short work of the two killa kanz, positioning themselves in prime position to take the relic.

Turn Four:



Orks: Again, the maximum shooting range does not increase, not that it matters at this point. The two nauts move up to box in the terminators and their captain, along with the skorcha deff dread. Three terminators fall to the combined shooting of both nauts, while the skorcha dread burns the captain to cinders. The gorkanaut charges in, its claw cleaving through the remaining terminators.

Blood Angels: With their forces depleted, the remaining terminators retreat, securing an ork victory.


Overall a very fun battle. It was a little more one-sided than I would have wanted, but we both had a good time and really that's all that matters in the end.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
 
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