Hello Everyone,
After talking with Tomb King through
PMs, I’m here to add my Strategies and Game assessment of our Round 5 Game.
Pre-Game Analysis:
IG vs Orks is a tough game where the game usually swing hard for whoever gets the drop on his opponent. Tomb King had a rough list to deal with so my plan was to deny as much of his shooting as I could, so I pick to go all in reserve, denying him 2 rounds of shooting. I put Ghaz with Snikrot, Koptas outflanking and Battlewagons and Trukk driving on. I put the Big Mek with
KFF with my Shoota boyz BattleWagon. I know I have to get one of my 2
HQs to the center and my thoughts were to get the Big Mek/Shootas BW heading that way when they came on and have Ghaz/ Snik squad come in on Tomb Kings board edge and wreck everything in their path as they head to the center as well. A good old Ork Vise Move.
My list is a Swiss Army Knife of Orky goodness. I was hoping by putting Ghaz with Snikrots squad I could get the 56th to worry about them and push forward enough for my Battlewagons to do their drive on WAAAGH! move they love to surprise their Enemies with, and when I’m reserving everything I can WAAAGH! when they come on, and it’s the “Prophet of the WAAAGH!” from Ghaz which can be used anytime after Turn1 and lasts both Player Turns. It also give me an auto 6” WAAAGH!/Fleet move and makes my army Fearless.
IN GAME STRATEGIES:
With Tomb Kings Deployment and Turn 1-2 Movement over I roll my reserves.
Orks Turn 2:
Only my Trukk w/shootas boyz and Koptas come in from reserve my T2. DANG!
I bring the Koptas in on the Manicore side and plan to hit the blob with them. This will draw the blob off the Manicore so hopefully Ghaz/Snik can come in and hit the Manicore and Hydra both. It also keeps them from getting shot at during the 56th T3.
The Trukk on the other hand is in big trouble. These boyz will be feeling the full weight of the 56th. OH WELL, Orks are grown to die in battle, I just need to make it count. What was I going to do? If you look at the photo of 56th Turn 2, you can see the Leman Russ pushed pretty far forward. With its 24” range I was hoping it would come forward early but I was surprised it pushed this far forward. I decided to rush forward, jump the Boyz out of their Trukk, keeping them in cover in front of the Russ and hope I’m in range for an assault. Part of my strategy here was to find out how far the Russ actually was thru my attempt to charge it. Actually getting the Charge off was a bonus, and now I knew the range and could better plan my Battlewagon movements when they come on, and secondly I gambled that the 56th Chimeras and maybe even a Vendetta or two would push forward in order to get their shots into my Boyz, putting them in position to be assaulted by my Battlewagons my Turn3. This whole plan is with the hopes that the Mighty Mork & Gork will be good to the Evil Sunz and let at least 2 of THEIR Battlewagons come on my following turn.
Assualt Results:
I get the assault on the Russ and only Stun it.
Koptas charge into blob and kill some guardsmen but they make their check and pill-in more, and open up a bigger whole for the Kommandos to charge in.
56th Turn 3:
Shooting:
The full force of the 56th is launched at my Boyz and their Trukk, killing 6 boyz and Kareening the Trukk towards my board edge (you can see the little brown crater where it exploded near my board edge). I take a big risk that I will get at least 2 Battlewagons in on my Turn3 and Call my “Prophet of the Waaagh!” and keep my boyz strong and fearless, after the 56th weaken their resolve to a LD2.
Assaults:
Nob takes off the Demolisher Cannon & Shakes it.
The Koptas kill a few more Guardsmen before making their Hit&Run move. That’s right! They actually made their Hit&Run, how crazy it that?
Orks Turn 3:
I roll reserves and get Ghaz/Snikrot, both boyz Battlewagons but fail the Burna Battlewagon roll.
Now, I’m really set up here. Big Mek/Shoota Battlewagon drives up the middle with the SluggaChoppa Battlewagon driving on the flank of it. Both Boyz squads jump out, Big Mek stays in his Battlewagon, and boyz charge the 2 Chimeras and the Russ. With my Koptas free and the 56th rolling a low consolidate they are in perfect position to jump back in the fight by Multi-charging the Manicore and the blob squad. This leaves Ghaz and the Kommandos the chance to come in on the other side of the Hydras, right behind the Vendetta. Their Waaagh! strings them out toward the
PBS Chimera all the way back to Ghaz who is next to the Hydras on the table edge. The remainder of the trukk boyz
DT move and Waaagh! towards the Psyker Battle Squad Chimera. CHARGE IN BOYZ!!
Assault results:
Koptas destroy the Manicore and kill a few more Guardsmen.
Boyz Wreck the
CCS Chimera & Explode the Vet Chimera, Vets take enough wounds and they fail their break test and fall back.
Trukk boyz and Kommandos wrap
PBS Chimera and it explodes, after Nob swings, kills 7 Psykers but they make their checks. Snikrot and a few Kommandos swing on the Vendetta only Stunning it and Ghaz wrecks 1 and explodes the other Hydras.
56th Turn 4:
He already wrote this above. He misses his shots on my Battlewagons from the 2 Vendettas that can fire and the flamers kill 3 Kommandos and 2 of the Trukk boyz. Trukk boyz fail their check, pissing off the Nob who smacks a boy upside the head, a bit too hard and kills him, but this doesn’t keep them in line and they fall back. Ghaz keeps his Kommandos in check.
Assaults:
Koptas kill a few more Guardsmen but the 56th end up doing 3 wounds, Koptas saving all but 1 wound that went on the 1 without the Buzzsaw.
Orks Turn 4:
This photo was taken during my Turn 4 movement phase.
Movement:
Red#1- Burnawagon Comes on and goes 13” to be in the 1 empty table quarter, if needed to contest Turn 5 and its in 6” of Big Mek
KFF (I measured at the end of game to confirm). I also wanted it to be far enough away from the Full Vet Chimera in front of the V1 Vendetta so during T5 the 56th would have to come 12” and jump out to get their Melta shots off at my Burnawagon, leaving them in the open for my Burnas and/or 15boyz+Nob in Mek wagon to come out and assault them my Turn5.
Red#2- Mek Battlewagon picks up the shoota boyz and Rams V2 Vendetta, V2 makes it dodge so I stop 1” away.
Red#3- Ghaz and Snik squad move towards center and position themselves for another Multi-Charge on
PBS squad and Flamer
PCS.
Red#4- Battlewagon moves up 7”(to the white box shown in above photos) Boyz roll
DT and jump into the Battlewagon. I moved it there so I could still be capturing that quarter and also giving the BW “possible” cover from the 56th Turn5 V3 Vendetta if it moved into that quarter, guessing it might be dumping out the Vets and hitting my BW with their Meltas. The 15boyz+Nob inside were itching for some
CC in their Turn 5. *sidenote- We agreed at beginning of game that the large Green Pipes were impassible. Also with this battlewagon in this position and the other two Battlewagons Red#1 & Red#2 near the boarders of other quarters I was feeling pretty good that I could react to the 56ths Turn5 moves and at least contest all quarters if I couldn’t keep at least one.
Red#5- Trukk boyz fall back again, but not very far.
Red#6- You can see here that the Lord Commissar has finally pilled-into contact with my Buzzsawless Kopta, nicely maneuvered by Tomb King not to go into my Buzzsaw Kopta.
Shooting & Assaults:
Red#1- BW uses its Wrecking Ball and immobilizes Russ.
Red#2- BW uses its Wrecking Ball and Stuns V2 Vendetta, knocked down to a Shaken. Big Mek Boarding Planks Russ and Wrecks it. Now the BW is ready for the 56th Turn 5 movement where it will try to Grabbin’ Klaw V2 so it can’t move during his turn, on a 4+. I didn’t waste any more on this Vendetta knowing that if I didn’t end up Grabbin’ Klawing it, it could only go 12” and not Flatout if the
CCS jumped inside so I feel I would have still been in range to deal with this, if need be on the next Turn.
Red#3-Ghaz and Snik squad Multi-Charge the
PBS squad and the
PCS flamers. I believe only 2 Reg. Kommandos get to the
PCS squad but the rest are in contact or within 2” of someone in contact with the
PBS squad, including Snikrot but Ghaz ends up being just out and can’t swing. Both Kommandos and Ghaz have stikkbombs (frag grenades) so Snikrot puts his 6 I4 Str6 swings into the
PBS, re-rolling To Hits on 3s and Wounding on 2s. If he missed killing them there were 2 Burnas, attacking as Power Weapons, with 6 Attacks on the charge plus 3 Reg. Kommandos with 12 swings total there as well, all Hitting on 3s and wounding on 3s. I killed 1 or2 Flamers and I thought I killed the last 4 of the
PBS squad. Tomb King believed some of the
PBS survived so I will concede to him on this one. They make their checks and Ghaz pills-in closer to the Center and on the Flamers ready to finish them off on the 56th Turn 5. This also keeps me safe from any firing that they might have wanted to try during their Turn5 shooting and within reach of the Center for Ghaz in Turn5.
Red#4- Boyz inside BW shoot at V3, rokkit hits, glances and Shakes V3.
Red#5-Trukk boys falling back take a wild shot at the
CCS squad, killing 1or2 Meltas and giving the Commander a wound. The Commander shrugs it off and tells his men to stay strong, and they make their
LD check.
Red#6- I’ll end up missing my two Reg. swings on the Commissar but the Buzzsaw kills another Guardsmen. We stick, again.
Turn 4 Ends and the Judges say we can’t start a 5.
Final Score:
Annihilation (6
kp to 2 Orkz win it)
Battlefield Control (Orks got 1 and the rest were contested)
Lead by Example (Orks
HQ within 3" and
IG HQ wasnt)
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BATTLEFIELD END OF TURN 4
==================================================================================
The 56th Imperial Guard:
HQ: Company Command Squad (6#)
Taken down to Commander (-1w) and 1or2 Meltas
Chimera
–DESTROYED (Ork players Turn3)
Elite: Psyker Battle Squad (10#) – Down to a couple Pykers and locked in
CC with Ghaz/Snikrot squad
Chimera
–DESTROYED (Ork players Turn3)
10 Vets with demo charge
10 Vets with 3x melta in
Chimera
–DESTROYED (Ork players Turn3)
10 Vets with 3x melta in
Chimera
PCS with 3x flamer – Down to a couple flamers and locked in
CC with Ghaz/Snikrot squad
Lord Commissar(Power Weapon) + Camo Cloak w/ Blob
Infantry Squad with las cannon x2blob
1 Vendetta
–(V1)THE SHAKEN would have been removed on 56th T5.
1 Vendetta
–(V2)SHAKEN (Ork players Turn4)
1 Vendetta
–(V3)SHAKEN w/ Vets inside (Ork players Turn4)
1 Manticore Rocket Launcher
–DESTROYED (Ork players Turn3)
Hydra Flak Tank Battery (x2)
–DESTROYED (Ork players Turn3)
1 Leman Russ Demolisher
–DESTROYED (Ork players Turn4)
================================================================================
Evil Sunz Orks:
Ghazghkull Thraka
Big Mek (cyborg body, Bosspole, Poker Claw,
KFF)
11 Kommandoes w/ Snikrot
12 Burna boys
17 Boyz w/ Nob
17 shoota Boyz w/ Nob
12 shoota Boyz w. Nob
– 2 Boyz & Nob Falling Back
Truck
–DESTROYED
2 DeffKoptas
Battlewagon Slugga Choppa Boyz
Battlewagon Shoota Boyz
Battlewagon Burna Boyz
================================================================================
Post Game Analysis: The Finals at Adepticon is a tough field and I really think most, if not all, games come down to who makes the least mistakes and how much of an advantage is your opponent able to get from those mistakes. Like I said during my pre-game Analysis, with
IG vs Orks it’s who gets the drop on their opponent first and this was just the Orks time.
I would like to commend you Tomb King on getting your 56th Imperial Guard to the Finals. I didn’t get the chance to ask you about your Qualifying matches so it was nice to check out your Battle Reports. I would also like to thank you again for the photos of our game and you have inspired me to take more photos and better notes during my own games.
Hope this helps everyone see what the Green skins had planned for this Epic Battle of the 56th and the Evil Sunz.
Cheers,
Warboss Dugg