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[PICS] CLEAR THE CITY Pt1 - Grots vs Adeptus Arbites - Panic vs ArbitorIan - 1500pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

So, we played two games over the New Year week, and this is the first. The Grot Kan Wall has managed to blast it's way into an Imperial City and, as always, the last line of defence are the Adeptus Arbites. Will they manage to save the Important Reic from the greenskins' clutches? Read on, gentle dakkanaut, and find out...


Panic's Grot Kan Wall [Orks, 1500pts]



* Big grotmek [eavy armour, cybork body, KFF]
* Big mek [power klaw, eavy armour, cybork body, KFF]
* 5 Mega Armoured Grotz [1 rokkit, 1 scorcha]
* Dreff Dredd [2 big shootas]
* 28 grots [3 herders, 1 prodstick, 2 grabstick]
* 15 grots {2 herders, 1 prodstick, 1 grabstick]
* 15 grots {2 herders, 1 prodstick, 1 grabstick]
* 3 Buggies [TL rokkits]
* 3 Buggies [TL rokkits]
* 3 Buggies [TL rokkits]
* 3 Killa Kans [big shootas]
* 3 Killa Kans [rokkits]
* 3 Killa Kans [grotzookas]


ArbitorIan's Adeptus Arbites [Sisters of Battle & Imperial Guard, 1500pts]



* Judge Jacobus
* Cyberhound Team [Battle Conclave of 3 DCA]
* Combat Team [10 Battle Sisters, 2 flamers] in a Repressor
* Combat Team [10 Battle Sisters, 1 multimelta] in a Repressor
* Dominion Team [5 Dominions, 2 meltaguns] in an Immolator [TL multimelta]
* Dominion Team [5 Dominions, 2 meltaguns] in an Immolator [TL multimelta]
* Retribution Team [5 Retributors, 4 hvy bolters]
* Exorcist
* Exorcist

* Psy-marshall [Primaris Psyker]
* Patrol Team [10 Veterans, grenadiers, 2 plasmaguns]
* 3 Sentinels [multilasers]


Pre-game

We rolled for The Relic, with regular deployment, the Adeptus Arbites winning the roll and deploying first. The Psy-marshall elected to take telekinisis powers in an attempt to get Objuration Mechanicum, but failed and ended up with Crush and Assail. The Arbites then deployed, with both Combat Teams in the centre in their Repressors, and the Patrol Team backing them up with Jacobus and the Cyberhounds. the rest of the force deployed around the big building in one corner.



The Grots then lined themselves up, Kans and Meks in the centre and buggies on the flank.



And the two armies square off for the central relic - the grots attempt to steal the initiative but fail, so first turn the the arbites.




Arbites Turn 1

All the Repressors and Immolators gun forwards, the Dominions making use of their scout moves to get within melta range of the Dredd.



The big push forward means that both Combat Teams can swarm the relic, capturing it.



And the Exorcists open fire, but the shooting phase is pretty average. They manage to explode one of the the central Kan unit, and stun another, and the Psy-marshall crushed the arm from one of the grotzooka Kans, but the rest remain intact.



The advance Dominion team fire at the Dredd, but fail to cause any harm, leaving themselves quite exposed out there!




Grot Turn 1

The grot line then clunks forwards, the Dredd and nearby Kans lining up on the Dominions, but only managing to kill one with shooting.



They then multi-charge, reaching the Immolator as well. The Arbites are very lucky with their Light of the Emperor saves, and only lose one man, but break and fall back. The Immolator is exploded.



The rest of the turns shooting is pretty much as expected - the majority of Arbites make their saves and Kans keep klunking onwards.




Arbites Turn 2

Both of the Combat Teams pile into their Repressors, taking the little green flag with them and reversing the maximum 6". The rest of the army redeploy to cover their tracks.



The Arbites line then opens fire, targetting the Kans and, with combined fire from the Exorcists, Sentinels, depleted Dominion squad and retreating Patrol team, explode three Kans and wreck another. The Retributors also take out the first buggy of the game.



The retreating Dominion squad on the bridge then rally and explode one Kan, wrecking another in assault with a krak grenade. Only one boltgunner remains,



At the end of the turn, the Arbites have the relic and almost all of the Kans are out of action. The Buggies and Dredd, however, are practically untouched.




Grots Turn 2

The whole grot line advances, even the grot herds in the back moving up, as two squads of buggies move around the flank to score two glances on one of the Repressors.



The Megagrotz squad advances on the remaining Dominion Team, killing two with gunfire and cutting the rest down in close combat.



And the final Kan kills the last of it's Dominion enemies and consolidates forwards alongside the Deff Dredd



The Arbites are on the run, pursued by a seemingly unstoppably Dredd!




Arbites Turn 3

The Combat Team in the damaged Repressor deploy in a gunline, as the Patrol Team move forwards into plasma range and the Psy-marshall leaves her Immolator and joins the Cyberhounds, attempting to cast Crush on the Deff Dredd but failing to hurt it.



The Sentinels and Retributors combined take out the final two buggies on the right.



And one Exorcist destroys the final Kan...



as the other Exorcist takes out half of the Megagrotz squad with a massive salvo.



The Combat Team, just deployed from their Retributor, open fire with every bolter and flamer they have at the offending Buggy unit, and manage to destroy all three!



And the advancing Patrol Team explode a final Buggy with a plasma shot and immobilise another.



At the end, the Arbites have been forced to leave a lot of their vehicles and advance again, but only two Buggies remain.




Grot Turn 3

The Arbites seem to have overextended themselves as both the Megagrotz and Deff Dredd get fantastic charge rolls and move into assault. The Dredd wrecks the final Immolator, while the Megagrotz take on the Patrol Team and Jacobus. Jacobus challenges the Big Mek and kills it, but the Arbites lose the combat in the end, but pass their break test.



The final moving Buggy zooms around the side, but fails to score another hit.




Arbites Turn 4

The Psy-marshall and her Cyberhounds move in on the Dredd, but they still can't summon the power to Crush it.



But the Exorcists manage fine, exploding the Dredd after a massive salvo of missiles.



The Sentinels on the other side of the board then start going after the Grot herds, killing...um...lots...



And the Patrol Team continue the assault against the last remaining Megagrot.



By the end of the fourth turn the board is littered with dead vehicles.




Grot Turn 4

The last moving Buggy makes a run for it behind a building, hoping that the rules allow him to get the Linebreaker point. (They don't - vehicles aren't denial units)



And the advancing grots make a great charge roll, and pile into the Megagrot/Patrol Team combat. By the end of the phase, all the Arbites are dead apart from Judge Jacobus and the Proctor.



And, with few big models left on the board, the Grots are still making a nuisance of themselves.




Arbites Turn 5

The Exorcists, without many targets left, destroy the final Buggy in the open.



But in assault, Jacobus finally goes down to the the Megagrot, and the consolidation move allows the Megagrot to approach the Repressor with the relic inside!



The Repressors have moved as far back as possible, but will it be enough?




Grot Turn 5

The Megagrot reaches the final Repressor, exploding it and forcing the squad with the relic to disembark, and also getting a linebreaker point if he survives!



But just then we roll for another turn and the game ends here, with a win for the Arbites. Relic secured!

Arbites - 4 (Relic, Slay the Warlord)
Grots - 3 (First Blood, Slay the Warlord, Linebreaker)

This message was edited 2 times. Last update was at 2013/01/09 21:57:39


   
Made in be
Deranged Necron Destroyer






great battle report, fantastic armies and fantastic scenery, you guys rock!

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
This was a Jolly good game!

Panic...

This message was edited 1 time. Last update was at 2013/01/10 15:14:15


   
Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

Don't need to say it at this point, but I will: great batrep, fellas. Are you playing the green canal terrain peices as difficult terrain? That's always going to be an uphill (or maybe underwater) battle for any footslogging force against a shooty army. Even a single crossing is typically going to be at least 2 turns of difficult terrain rolls. Overall, I think the Sisters rules with IG allies is a great analog for an Arbites force.

   
Made in nl
Stalwart Space Marine






nice batrep, and I love the markers with the flames and smoke you used! where did you get that from?

2500 pt of deathwatch
1250 pt nidz
 
   
Made in au
Loud-Voiced Agitator






Great Report.

I love the Psi-Judge model. What is it based on?
   
Made in gb
Ghastly Grave Guard



Uk

That was great pleas do more. I love your grot army!
   
Made in ca
Newbie Black Templar Neophyte





That was a great batrep ^^

I've never seen an Arbites army before, looks great

 d3m01iti0n wrote:
Gotta man up if youre gonna wear the black and white.

 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

the_Armyman wrote:Don't need to say it at this point, but I will: great batrep, fellas. Are you playing the green canal terrain peices as difficult terrain? That's always going to be an uphill (or maybe underwater) battle for any footslogging force against a shooty army. Even a single crossing is typically going to be at least 2 turns of difficult terrain rolls. Overall, I think the Sisters rules with IG allies is a great analog for an Arbites force.


We always play the as difficult and myseterious, though I forget what the mysterious roll was this time - whatever it was it didn't make much of a difference. However, we play all the bridges as open ground.

HumeyKillar wrote:nice batrep, and I love the markers with the flames and smoke you used! where did you get that from?


They are from Litko, though GF9 also make some.

http://www.litko.net/products/Flaming-Wreckage.html#.UO6hc7ZQhzc

Ashwaster wrote:Great Report.

I love the Psi-Judge model. What is it based on?


Thanks - it's a conversion from the Mongoose's 'Female Psy-Judge' model

http://www.mongoosepublishing.com/miniatures/judge-dredd/the-justice-department/female-psi-judge.html





   
Made in gb
Longtime Dakkanaut






London UK

yeah,
I do like playing with my grots, but they did a lot better in 5th!
ArbitorIan and I discussed why this Kan wall is much easier to beat now in 6th.
Sure the KFF vehicle obscured save is weaker now at 5+. But it's more than that!...

In 5th the grots laughed off shaken/stunned results as the squadron rules kept them walking, getting closer...
High glances and Low penetrations blew arms off a Kans and every now and then a Kan popped!
Kans could take few glances and a couple of Pens and still be walking (probably with no arms! left)
The wall just kept getting closer and closer being blown apart bit by bit.
The Grots still lost a lot of games, but they did win a few!
But more importantly people I played with agreed the games were exciting!

In 6th Buggies and Kans were given only 2 hull points, which on weak armour vehicles is a death sentence,
on AV 10 or AV 11 two glances are fairly easy to get! stunned/glanced twice and your dead.

In this game, Arbitor Ian killed 19 vehicles and not one of my Kans made it past the half way line.


We could argue that this was because arbites are a gun line army?
But I think the fault lies with the 6th ed mechanic of always losing a HP's to glances is too harsh.


Not sure what to do to keep this army Viable in 6th?
I can add more Deff Dreds and Battle Wagons but that will mean dropping buggies and kans, at which point this army loses it's fluffy grot soul?!
Which would be a Bummer.

I think I'll make small changes, keep playing, but not expect much from the little fellas... They could have got a draw this game!

Panic...

This message was edited 1 time. Last update was at 2013/01/10 15:51:05


   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 Panic wrote:
We could argue that this was because arbites are a gun line army?
....
Not sure what to do to keep this army Viable in 6th?
I can add more Deff Dreds and Battle Wagons but that will mean dropping buggies and kans, at which point this army loses it's fluffy grot soul?!
Which would be a Bummer.


While it's true that the Arbites are a gunline army, they're nothing when compared to Tau, regular IG, or even certain SM builds. I imagine the situation would be even worse with those armies.

Since the Kans are still good value it makes sense to keep them, but they always end up as the first targets because they're the most obvious things to shoot at. You have Buggies and Meganobz, but the Meganobz are too slow to be a threat, and while the Buggies are fast, they're not really THAT effective. They only managed to inflict two Hull Points this game and I was ignoring them for the first two turns!

It seems like you need some units that can be more pressing threats, so that the enemy has to divert fire from the Kans. Either great big dangerous things like more Deff Dreds or Mega Dreds (or putting the Megagrotz in a Battlewagon), or fast things like Kommandos, Bikes etc.

Also, the Kans are often bogged down shooting when their real strength is in assault - maybe taking the cheapest weapons and always would free up points elsewhere?

   
Made in gb
Longtime Dakkanaut






London UK

yeah,
 ArbitorIan wrote:
..Also, the Kans are often bogged down shooting when their real strength is in assault - maybe taking the cheapest weapons and always would free up points elsewhere?

Maybe if they are armed with flamers they will seem less important? dunno...

Panic...

   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 Panic wrote:
yeah,
 ArbitorIan wrote:
..Also, the Kans are often bogged down shooting when their real strength is in assault - maybe taking the cheapest weapons and always would free up points elsewhere?

Maybe if they are armed with flamers they will seem less important? dunno...
Panic...


I meant more 'just arm them with the cheapest thing so you can run them every turn'! Maybe running, crowded around a Mek in a Battlewagon?

   
Made in gb
Longtime Dakkanaut






London UK

yeah,
ArbitorIan wrote:While it's true that the Arbites are a gunline army, they're nothing when compared to Tau, regular IG, or even certain SM builds. I imagine the situation would be even worse with those armies.
very true... so what are we left with? a 2nd rate gunline beating a third rate Foot combat army?

ArbitorIan wrote:I meant more 'just arm them with the cheapest thing so you can run them every turn'! Maybe running, crowded around a Mek in a Battlewagon?
I could stick a second Deff Dred in there and arm everything with rockets? With minimal grot squads...

Panic...

This message was edited 1 time. Last update was at 2013/01/10 17:32:42


   
Made in us
Willing Inquisitorial Excruciator





Pittsburgh, PA, USA

 ArbitorIan wrote:
While it's true that the Arbites are a gunline army, they're nothing when compared to Tau, regular IG, or even certain SM builds. I imagine the situation would be even worse with those armies.


Sisters are a medium-range, shooty army with weak CC ability. They're only lang-range threats are the threee HS choices you have in your list. Which, admittedly, were strong in this batrep against your opponent's list. More of a bad matchup than anything else.

 ArbitorIan wrote:
It seems like you need some units that can be more pressing threats, so that the enemy has to divert fire from the Kans. Either great big dangerous things like more Deff Dreds or Mega Dreds (or putting the Megagrotz in a Battlewagon), or fast things like Kommandos, Bikes etc.


Panic needs something that's going to be on the enemy''s doorstep by turn 2 and also be a big threat. Unfortanately, that means Nob bikers. I know it doesn't fit with the theme, but it's really the only thing I can think of in the Ork list that really fits the bill. Maybe someone with a deeper grasp of Ork tactics has a better idea, though?

   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

I have a dream list at 2000 points of 18 Kanz, 4 Grot Mobz, 2 KFF Big Meks, and 2 Mobz of 3 MegaNobz each with a Battlewagon. For 500 more points than you played, you can double your AV11 Rokkit Kanz (hitting 50% of the time) and ditch your AV10 Rokkit Buggies (who only hit 56% of the time). The BWs spread out your KFF range and can keep up with the Kanz when they Run. The MegaNobz also have a 12+2D6" assault range when it comes time to strike. The AV14/12 BWs will be hard to crack, but if your opponent is shooting at them, then they aren't shooting the Kanz. If they do blow up your BW, that's only 4 S4 hits for 2 wounds taken on 2+ Armour. What do you think?

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
How are you getting 18 Kans in a standard List?

Battlewagons sound good.
I've started work on making rokkits for the Kans and DeffDreads.

Panic...

   
Made in gb
Lone Wolf Sentinel Pilot





where am I? *looks around* Well i'm...errr...I...I...don't know!

Great batrep. Grot armies always look like fun! The amount of destruction here was quite impressive, although I think that was due tot he high number of vehicles as opposed to anything else haha
I agree with you Panic in that the rules for hull points on glances is too harsh, I think it would be much more balanced if every penetrating hit took a hull point off as well as anything else while a glance remained relatively superficial (ie. crew stunned/shaken, weapon destroyed, etc.)




MAY YER BOLTER NAE FALTER!!!! 
   
Made in us
Shunting Grey Knight Interceptor




Incredible batrep, incredible models, incredible battlefield.

Saint Celestine: I used to think that being an immortal warrior of the God Emperor made relationships impossible. But then Gamers For Marines Getting Laid introduced me to a man just like me!

Justicar Thawn: Thanks GFMGL! 
   
Made in ca
Rampaging Carnifex




West Coast, Canada

Fantastic!

   
Made in no
Regular Dakkanaut




+1 to most of the above, great read/view!!

sisters may struggle in cc, but I have gotten a jacobius led full conclave in the face a few times and they bloody well wipe out anything...
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

 Panic wrote:
How are you getting 18 Kans in a standard List?
At 2000 points you can double the Force Organization Chart to take 6 Heavy Support options. The 18 Kanz would be overwhelming. At lower point matches, 9 Kanz just are not going to cut it anymore. At higher than 2000, most opponents will be able to field enough counters for 18 AV11 vehicles. As for their load out, I added Armour Plates so that the Squadrons could keep moving after a Stun result. I didn't worry about Grot Riggers because an Immobilized Walker would become its own unit and not slow down the rest. Having played Kan Wall in 6th more than I have, do you find that the Stun results hold back the other Kanz very often? Because all of those Armour Plates are worth 180 points. I've only got 10 Land and 2 Dreads, so I haven't been able to play test it yet.

As for Deff Dreads, you can actually take as many as you have Big Meks for 22 walkers, or 10 Deff Dreads, but now you're talking about 2500-3000 points, and most other armies will have enough fire power to shred them.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in au
Fresh-Faced New User




mango hill.brisbane.queensland

Great battle report...thank-you.
   
Made in us
Stubborn Prosecutor





USA

-Ian
Shame on you for picking on those poor little grots

-Panic
Have you thought of using the FW rules for the mega dreads IIRC they have a 5++ which would give you some more survivability. Also think about a battle wagon for the mega grots. A looted wagon with a boomgun would give you some nice long range support that you don’t have to roll to hit with. You could also take the kan idea to the extreme and just bring an all grot manned Stompa, they just have everything on them.




As always guys great report. You keep writing and I’ll keep reading, thanks again

It's time to go full Skeletor  
   
Made in gb
Longtime Dakkanaut






St. Albans

Been waiting for this one, brilliant report. Really interesting for me considering I've just started collecting a Sisters army [although your Exorcists always seem to do loads more damage than mine!]

The Relic is probably my favourite scenario and always seems to lead to really exciting games - so much so that last game we played Th Relic plus one other random scenario [we rolled random VP objectives] and it was probably the best game of 40K I've ever played.

In terms of Panic's list I think a battlewagon or two would be the way to go. Last game I played against an Ork army with 3 and I didn't manage to put a scratch on them, luckily I was playing alongside a guard player with a Manticore muhahaha. Sisters will really sruggle against AV14 as the only thing that can really pop it is dominions melta into the side.

Looking forward to the next one.

 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

We played a rematch a few days later, which I've now posted as Pt2 at

http://www.dakkadakka.com/dakkaforum/posts/list/501017.page


   
Made in gb
Dakka Veteran






Folkestone, UK

Great report as always.

It's not just Kan walls that suffer from the HP rules. All light vehicles (those that aren't skimmers) are suffering.

It's costing me a fortune to shift my IG army from a Mechanised Infantry force with loads of Chimera's into a pure foot list.

What they really need to do is give light vehicles with AV10 facings an additional hull point. AV 11 isn't much, but at least it means you're not losing transports to bolt-guns and bolt-pistols

 
   
Made in my
Perfect Shot Dark Angels Predator Pilot





Kuala Lumpur, Malaysia

I'm a new painter and an even newer gamer (just had my introductory game last week!)

I really enjoyed your BatRep... good stuff!

Mixed-Wing army has positive results thus far!

"Belial SMASH!"

3,500+ point fully painted army of Unforgiven goodness
Wins 17 Draws 4 Losses 36 Abandoned 1 Hopeless 1

"Never Forgive! Never Forget!"
So I dub thee Unforgiven  
   
Made in us
Storm Trooper with Maglight





New Hampshire, US

Well done! A most excellent use of markers and counters and printed "blast" markers. I love the staging of the blast markers, too, very theatrical...

I have learned something for my own next reports! Thanks!

   
Made in ca
Noble Knight of the Realm





Canada

Great battle report complete with beautifully painted and thematic armies, as always. A real pleasure to read.

Cf. the Litko flaming wreckage markers, what size did you use? Are those medium or large? I definitely want to get me some of those!

   
 
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