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Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

Hello Dakka,

This will be my first time writing a battle report so all constructive comments and criticism is welcome.

My friend Mike came down from New Jersey to play a game while my wife did his taxes and this is the result. We both brought 2k armies, I had Dark Angels and he had Orks. Every time I play orks with MEQ I get destroyed by the local meta so I was a bit worried about this match up. We discussed a bit the weeks prior to this match and agreed to no fliers (since he didn't have any I was not about to ally with a force that I own that does to keep it fair).

The armies:

The Dark Angels Army (my Army I have started calling this setup the mobile castle setup)

HQ:
Belial with TH/SS
Librarian Mastery Level 2 (warlord)
Command Squad with Standard of Devistation

Troops:
Tac squad with plasma gun and plasma cannon
Deathwing Terminator squad with heavy flamer and Sergent with TH/SS
Deathwing Terminator squad with assault cannon and power sword
Deathwing Terminator squad with assault cannon and power sword

Fast Attack:
Ravenwing Black Knights with grenade launcher (proxy plasma gun has grenade launcher)
Ravenwing Support Squad land speeder typhoon with heavy bolter

Heavy Support:
Devastator squad with 4x missile launchers
Land Raider Crusaider with multi-melta
Whirlwind


The Orc Army (from what I can remember)

HQ:
Warboss in mega armor supported by a squad of mega nobs riding in a battle wagon (Warboss was his warlord)

Troops:
31 'Ard boyz with nob power klaw boss pole
16 Shoota boyz with nob power kalw boss pole 1x big shoota
21 Storm boyz with nob power kalw boss pole

Elite:
Defdread with 3x Close combat weapon and big shoota

Heavy Support:
10 Flash Gitz with more dakka and blasta

Spoiler:


My Dark Angels


His Orks


Mission Type: Emperors Will
Deployment: Dawn of War
Night fighting: No
Warlord Traits: I rolled on the DA table and got furious charge for my warlord and his unit. He got the one that made his warlord a scoring unit.
Psychic Power: Prescience and the Malidiction that causes the enemy to reroll successful saves.

Deployment:
He won the roll off to pick sides and deploy and he decided to deploy first. I elected to put all my DW Terminators and Belial into reserves. Belial went with the unit that had the heavy flamer and TH/SS.
Spoiler:


His deployment. Mike is giving a thumbs up that he is ready for the green tide to wash over my green marines!
His objective is in a creater to the left of his Flash Gitz (the tree in the creater).

My deployment. I have the Tac squad in the center ruins on the second and third floor (still close enough to receive the bonus from the SoD. My Devs are kind of hidden in this picture by my LRC and I chose to put my bikes at the very edge of the board to scout up behind LoS blocking terrain. After my scout moves he begins his turn as I do not try to sieze the initiative. My objective is on the bottom floor of the ruins my TAC squad is in and all they way forward.


Pregame thoughts:
Spoiler:

Dark Angels
In order for me to win the day I need some good luck with shooting. If I can do enough damage to his large squads of troops I should be in good shape. My history with fighting this army has never had any luck thinning the herd. I'm hoping this is where mixing the SoD in the LRC with the RW Black Knights Grenade laucher and rad grenades will swing this tide to my favor with more manageable unit sizes. I'm also a little worried about the potential speed of the Storm Boyz in that they could close into my squishier units in 1-2 turs with a decent run move. Not to mention the Warboss in mega armor with mega nobs. That's a lot of 2+ armor that I will have to eat through once it comes out of it's can of a battle wagon. So in the end I have 4 units at the top of my priority list. First would be the herd of boys coming my way. Second would be the storm boys and their ability to engage quickly. Third is the Battle wagon with the war boss and mega nobz. Fourth is the defdred, that thing will just shred my marines if I let it get too close! So many targets! Hopefully there will be enough firepower to spread the love around and make a dent.

Orks
The orks potentially have the weapons to wreck my army. The Defdred and mega nobs with their power klaws can do a number on my LRC if they can get a successful charge off against it. The storm boyz can potentially take out the lone Land Speeder Typhoon or contest my objective in relatively few turns. Finally the sheer number of boys can overwhelm any single unit I have if they can get into close combat with them.

Overall I give the Dark Angels a sleight advantage in this fight as the Orks do not have much in the way of long range support. No Lootas to worry about or boom guns.


Who will take the day!

Ork turn 1
Spoiler:
In general all Mike does on the first turn is move everything closer. He rerouted his battle wagon to start heading towards my land raider as he has assessed that as his primary target. Also headed towards the land raider is his defdred. He took a pot shot at my tactical squad with his big shoota scoring a single wound but I made my armor save.

His army at the end of his turn.

Dark Angels turn 1
Spoiler:
On my turn I move my Ravenwing Black nights up and can just see part of his large squad of 'Ard Boyz with my grenade launcher Knight (the one with the plasma gun). Vehicles move for better firing lanes. Belial precision strikes right behind his battle wagon and storm boyz. One squad of terminators using the teleport homer on the black knights lands right beside the ruins. The third I tried to deep strike on top of the landing platform (yes we agreed before the game that I could try to land on top of it, however; if I were to scatter that part of the unit were not on the platform the whole unit was to be on the ground floor). Much to my dismay I did not land on the platform to be looming over his boys, but instead I scatter back completely off of the platform! Luckily I still have LoS under the platform to both the storm boyz and side armor of the battle wagon. Once movement was done the firing commenced! I started with the grenade launcher firing a rad grenade into the middle of his 'Ard boys. I scored a hit and 3 wounds with the rad grenade, of which he failed 2 saves! Next I fired my squad of terminators standing outside the ruins. I rolled for split fire so that I could try to use the assault cannon on the defdred and hope for a bit of luck killing it. I passed my leadership test and proceeded to put 7 wounds on the 'Ard boys of which 4 were saved. The assault cannon hit all 4 times but failed to pin the def dred. Next up was my LR. I decided to fire one of my hurricane bolters at full ballistic skill at the 'Ard boyz the other would snap fire at the same unit as well as the TL assault cannon. The multi-melta I had the Power of the Machine Spirit fire it at the Defdred (can you tell I don't like it?). Between all the dakka shot at the 'Ard boyz and some nice save rolling I killed another 9 boyz including the nob! The choice to fire the MM at the defdred was probably my best call of the match as I hit it, pinned it, and made it explode (Score one for the PotMS! Score first blood for me!)! Belial and crew also successfully did a split fire and the heavy flamer wafted over the storm boyz killing 6 or 7 by itself while the three storm bolters took two hull points off of the battle wagon! The other squad of terminators were also successful at split firing. The assault cannon went after the battle wagon and failed to glance or pin it while the storm bolters succeeded in taking out another 4-5 storm boyz. My devastators fired frag grenades into the squad of shoota boys and took out 7-8. I tried to fire the whirlwind at the flash gitz, succeeded at getting a direct hit on the roll and a direct hit on the scatter die. The gitz were destined to get hit. Unfortunately after rolling to wound and saves were done only 1 wound went through. I was not informed that they were in mega armor before the game began. Oh well live and learn I guess. The typhoon tried desperately to get rid of the battle wagon but failed to pen.

The battlefield after my turn.


His dead pile after all my shooting!

Ork turn 2
Spoiler:

Sorry no pictures for the remainder of the game as the store owner was pushing us to hurry and finish our turn so he could close up for the night.

To summarize, on Ork turn 2 Mike disembarked his warboss and mega nobz preparing to charge belial and friends. His storm boyz moved around the landing pad to get closer and try and run around my middle terminators while keeping cover from my tac squad in the middle. His battle wagon continued forward to try and support his remaining shoota boyz and 'ard boyz.

Shooting saw the flamer terminator from belial's squad go down and a regular terminator from the far right squad drop also.

Mike tried to charge my terminators with his storm boyz and fell short after over watch took out a few boyz. No such luck with the warboss and company. They succeeded in getting into combat without taking any wounds from over watch. Mike declines to issue a challenge so I issue one with my squad sergeant. Mike accepts and I move my sergeant (with TH/SS) into base to base contact with his war boss. We roll that combat first and out of all Mikes attacks he lands 2 and wounds with two. My storm shield shines and absorbs both wounds. I then roll my 2 attacks and hit with 1 and wound. He proceeds to make his 5++ saving his war boss from instant death!!! Next we roll the remaining combat and belial rolls 5 2's missing with all of his attacks. Ok I have the rest of my squad to swing with their power fists and they all miss too! His mega nobs succeed on better than average rolls and wound on all but 1. I fail my first save with belial and he gets krump'd I then fail the remaining saves for the rest of the squad! All that is left is a lonely sergent (who passed his moral check thanks to being stubborn from grim resolve) nicely tying up the war boss and friends for at bit so I can focus on other targets.

Dark Angels turn 2
Spoiler:

This is going to be the last turn and even then we get stopped midway through the turn.

I rotate my LRC a bit for a better firing lane at the boyz, move the squads of terminators closer to their respective threats. Bikers take up a rear flank to the 'ard boys securing me line breaker as I don't for see my lone terminator sergeant lasting the turn. Typhoon moves for a better firing lane on the flash gitz getting the heavy bolter in range. I only cast prescience on the devastator squad.

I start my shooting with the RW Black Knights again with their grenade launcher. It hits and I score a couple more wounds from the rapid firing Plasma Talons. The terminators on my right flank fire at the 'ard boys and score a couple wounds. The Tac squad (still in range of the SoD) unloads on the shoota boys scoring a few wounds (my dice really didn't like my shooting this turn). The LRC on the other hand had a bit of luck in that the PotMS succeeded on hitting side armor of his battle wagon and pinning it then making it go boom! (Score another one for PotMS!). Everybody passes their moral checks and I start to assault into his storm boyz. I survive over watch and make it into combat ready to finish off the squad and do so. This is where we are forced to call the game. My victory with 1 objective, First Blood and Line Breaker to Mike's zero objectives. 5-0 Dark Angels win.

This message was edited 6 times. Last update was at 2013/03/12 16:35:13


 
   
Made in gb
Sneaky Kommando




Hereford

Flash Gitz??? This batrep is only going one way!!



Automatically Appended Next Post:
And the 31 boyz, and 21 Stormboys units are illegal.
Boyz can only be 30, with the nob being an upgrade to one of the boyz!!! Same goes for Stormboyz whose max unit size is 20!!

This message was edited 1 time. Last update was at 2013/03/11 20:24:01




13'000 points ish (13/3/9)
Approx 80 points of Skorne!!!

Greyplastic Marines (Not stuck together) 500points 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Flash gitz are also heavy suppourt.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

Vichyssoise wrote:Flash Gitz??? This batrep is only going one way!!



Automatically Appended Next Post:
And the 31 boyz, and 21 Stormboys units are illegal.
Boyz can only be 30, with the nob being an upgrade to one of the boyz!!! Same goes for Stormboyz whose max unit size is 20!!


phatonic wrote:Flash gitz are also heavy suppourt.


What can I say, I don't know orks so I don't know what max squad sizes are (all I really know is that they can pack a lot of bodies on the board if they really want to). He was fairly confident that the flash gitz would be troublesome for my terminators and I must admit, having never played against them before, I was wary of them myself. Legality of lists aside we were there first and foremost to have fun, which we did. I will ammend his list about the flash gitz being heavy support and not elite. Thank you for information.
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

No worries, looking forward to the battle report

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

Updating as I get a chance to here at work. I should be able to finish it tonight after work.
   
Made in au
Fresh-Faced New User





Sorry i just want to clarify, you can move your ravenwing bikes and then deep strike after they've moved?
   
Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

They took their scout move of 12" then I used them to deep strike at the beginning of my turn.
   
Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

Game complete.
   
Made in us
Fixture of Dakka





San Jose, CA

Good report for your first try. This looks like a game of extreme dice, with you having both really good and really bad luck. But you still take it.

I think you guys should have a rematch. Ending on Turn 2 is too early to call it a game.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

 jy2 wrote:
Good report for your first try. This looks like a game of extreme dice, with you having both really good and really bad luck. But you still take it.

I think you guys should have a rematch. Ending on Turn 2 is too early to call it a game.



Thank you jy2.

I agree that turn the turn 2 ending is really premature and would really like a rematch. It didn't help that Mike forgot about the spring forward that Sunday so we started a couple hours late, and there was another player there that we were going to include because he had been waiting since the store opened for someone to play so we waited for him to put together an army list so more time waiting (another player came in as we were getting deployment started looking for a game so he went there).

All in all we had a blast and it was Mike's first 6th edition game so we were going a little slow so that he could ask questions about rules and order and such. Hopefully we will get more time to play so I can take more pictures and put together a more complete battle report.
   
Made in us
Regular Dakkanaut





Just curious but why the SoD with very little to use it?
   
Made in us
Stalwart Dark Angels Space Marine




Upper Easternshore Maryland

Mixing the SoD with the LRC made for a very big concern for my opponent. I used it as a spearhead to get shots in while the rest of my guys hung back and waited for the tide to approach. Adding in the Rad Grenade from the Ravenwing Black Knights ment I was hitting on 3's rerolling and wounding on 3's. From my experience it did a great job stemming the green tide. Since it is AV 14 all around it is a tough nut to crack. Essentially I extended the range of my gunline by a considerable amount giving me more time to Dakka the horde. I consider the LRC my mobile castle and as such kept it in range to maximize it's effectiveness while keeping my enemy at the far end of charge range once they got done moving. All in all I found this list to synergize very well with multiple parts supporting each other.
   
 
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