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600pts IG against Orks! With graphics! Buzzsaw and Flamer goodness!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Mekboy Hammerin' Somethin'




Lubeck

Hello Dakka!

Thought I'd tell you about my latest playtest with the IG army I'm going to purchase. I played against an Ork player at 600 points. I would've liked 700 better, but anyway.

My list:

HQ
CCS (Vox)
Chimera

Troops
Vetsquad (2 Flamers, 1 HF, Vox)
Chimera

Troops
Vetsquad (3 meltaguns)
Chimera

Heavy Support
LR Demolisher (naked)



His list:

HQ
Big mek with KFF

Troops
11 sluggaboyz, nob with PK

12 shootaboyz, nob with PK

Fast attack
1 kopta with TL rokkit and buzzsaw
1 kopta with TL rokkit

Support
1 kan with rokkit
1 kan with rokkit
1 kan with rokkit


- - -

Fortunately, I have this nice map of our table to show to you!


This was taken during turn 4, I shall elaborate what happened before.

This table was set up by my opponent. From the beginning on I found it a bit crowded with big BLOS objects, but decided to roll with it.
Mission was seize ground, deployment was spearhead. He won the roll to go first and deployed lower right edge.

Now, I was in a position I really did not like. This huge buildling was blocking most of my LZ, no way I could really fire all my vehicles weapons on my first turn. Following the green arrows, I deployed in a little stack, the LR Demolisher giving cover to the upper chimera, two other chimeras completely behind the building. I was fully aware that his koptas would strike 1st turn because of turbo scout move and jetbike stuff, but on this small map I found no way to fully avoid it. I finished deployment and hoped for the best.

I failed to steal initiative and, of course...

Turn 1, Movement/Shooting/Assault Ork:
...his koptas flew over while his army slowly advanced. Both koptas fired rokkits from side and rear into the Demolisher, but did not hit. Kans were just in rokkit range, but did not cause damage. However, in the assault phase, this lucky buzzsaw kopta wrecked my 165pts Demolisher! From that moment on, I knew that I was knee-deep in the gak.
Wait a second...I just realized that maybe there was a mistake. I think while both koptas SHOT at the Demolisher, the Rokkit-only one assaulted my chimera later and shook it! If I remember this correctly, this was, of course, not in order. Darn.

Turn 1: Imperial Guard

Movement: I dashed over the street with my chimera, trying to outflank the big mob and getting my flamer vets onto that upper right objective. Chimera was able to hit cover with its 12" movement. The other chimeras did not move.

Shooting: Chimera 3-2 fired HFlamer and MLas hat one kopta, wounding both due to flamer template. Squad 3-1 inside of 3-2 fired with meltas and lasguns and killed one kopta off.

Assault: Nothing.

Turn 2: Orks

Movement: His leftover kopta positioned itself behind my command chimera, trying to block disembarking for later. Rest of the force advances slowly. The shoota boyz slowly change direction and go for upper right objective.

Shooting: Kans fired at chimera 2-2, that one that speeded to the right. One scored a penetrating hit and, yes, I failed my cover save and he promptly wrecked it. So much for that one...Squad 2-1 gets out, passes the pinning test. His kopta fired rokkits at chimera 1-2, but failed to hit anything.

Assault: Kopta assaulted chimera 1-2 and IMMOBILIZED it! Somehow, the Emperor was not with me in this game.

Turn 2: Imperial Guard

Movement: Chimera 3-2 drives down to get into firing position on the advancing kans and boyz while disembarking its contents. Squad 2-2 advanced further to the right objective, carefully, because of the shoota boyz mob on the other side of the building. CCS disembarks from chimera 1-2, which was almost impossible due to blocking by kopta. Close one.

Shooting: CCS issues itself FRFSRF and tries to kill kopta, but fails. The job has to be done by squad 3-1, that brings their meltas on the target and quickly finish it off. Chimera 3-2, that has a bad firing angle, but can hit some boyz and kans, kills a single boy.

Assault: Nothing.

Turn 3: Orks

Movement: The whole army advances slowly, he tries to get his mek-slugga-mob to capture middle and lower left objective on the same time. Shoota boyz get ready to walk around the building. He forgets to move the Kan that was with them.

Shooting: I'm not sure anything happened that round. Maybe a Kan rokkit glanced the chimera 3-2, but nothing happened.

Assault: Nothing.

Turn 3: Imperial Guard

Movement: Squad 2-2 is fully aware of the Orks on the other side of the building, forms a firing line and hopes that the orks don't get a 6" move, WAAAGH! 6" run, 6" assault. The pipe provides some dangerous terrain and I count on that to slow them down at least a bit. Meltavets 3-1 have no LOS to anything and I don't want to risk putting them in LOS of 12 shoota boyz and 2 kans.

Shooting: Chimera 3-2 fails to damage a kan. That's all.

Assault: Nothing.

Turn 4: Orks

Movement: The shoota boyz on the right side move towards the pipe and towards squad 2-2. I have a bad feeling about this. Slugga mekboyz get into position on the two objectives. Kans advance slowly. Kan on the right side decides to flank the building, so the flamervets 2-2 have something to fear from their six, too. Not looking good.

Shooting: A rokkit immobilizes the chimera. This is bad, because now it will be auto-hit in CC. I'm hoping for a slight effect as a roadblock, though. Shootaboyz run towards squad 2-2 and...he forgets to declare WAAAGH! before making his running dice throw. I'm not sure this is really a problem by RAW, but he said it was that way and I was not going to stop him from refraining from a 12-boyz-with-PK-nob assault on my vets. That was really a relief.

Assault: Nothing.

Turn 4: Imperial Guard.

Movement: Flamer Squad 2-2 is out for revenge. They move into 1" distance to the shoota boyz mob and my opponent suddendly realizes there a 2 flamers and 1 heavy flamer in there....he just went "F...E...T...H" at that moment. Meltavets 3-1 try to get LOS to an advancing kan to stop it from assaulting the chimera.

Shooting: Meltavets 3-1 fail to kill the kan, there was a pen but the KFF protected it. Now, the nice part: The three flamers from squad 2-2 inflict a total of 15 unsavable wounds on the shoota boyz. Huge amount of greenskin toast there. I was really, really astonished what three vets with the right weapons at the right time could do to an orkmob. Was a pleasure to roll those dice. Needless to say, whole mob dies.

Assault: Nothing.

Turn 5: Orks

Movement: His Kans advance. Mekboyz hold position. The lone kan can't decide between going for squad 2-2 or trying to close in on my CCS by walking up the street and turn left and advances in that general direction.

Shooting: Nothing. I think he forgot to fire kan rokkits. Ah, and some shootas tried to kill the CCS, but only killed one vet.

Assault: A kan tries to assault chimera 3-2, but fails its difficult terrain test. The other kan assaults meltasquad 3-1 successfully. Those guys have krak grenades but can't hit anything with it. A vet dies, the leadership test is passed.

Turn 5: Imperial Guard

Movement: I'm in a dilemma. I know I can't win, but I try to work for a draw. I have to decide between sending my CCS to the left objective near that warehouse on the open street and try to contest it until the game ends...or, the less suicidal, but also hard way: Moving squad 2-2 away from their objective and run them to the orks right-lower home objective, while the CCS tries to get the upper right objective while avoiding the kan on the street. I go for the second way, probably not the right decision, but I sometimes get this moment where I think: "If you send that CCS down there, they're toast. One or two of them might survive the game, but come on, after the "game time" is finished, there are still Orks around that will totally beat them up. Try the less suicidal way." The use move, move, move! To get on top of that wrecked 2-2 chimera, losing one man to dangerous terrain, but my only hope to avoid that kan was to be in difficult and dangerous terrain so it would either stop or immobilize itself. A weak hope, yes, but a hope nevertheless.

Shooting: Chimera 3-2 again fails to damage a kan.

Assault: Meltavets 3-1 can't throw a krak grenade if their lives depend on it, it seems. No damage to the kan, kan kills one vet, LD test is passed.

+++Turn 6 is rolled.+++



That's how it looked that moment. Not that great, aye?

Turn 6: Orks

Movement: His street kan advances on my CCS. His left kan closes in on chimera 3-2.

Shooting: A rokkit at the CCS doesn't cause any damage.

Assault: Meltavets fail at CC, but Kan fails, too, and no one dies there. How nice, for a change! The other kan charges the immobilized chimera 3-2 and explodes it. The 6" explosion promptly kills three or more guardsmen. Really not my dice day, it seems. Street kan advances on CCS, passes dangerous terrain test, kills a vet, CCS is scared and runs off the board. I REALLY need a powerfist there, I think.

Turn 6: Imperial Guard

Movement: I know I'm doomed. However, there is ONE last hope! If I can get squad 2-2 to hold the upper right objective, while stretching it out so two or three lasgun vets are able to fire at the mek-slugga-boyz, it MIGHT be possible to kill three of them to force a LD test and scare them off the center objective! I am fully aware that this is not going to happen, but it's better to try and fail than to not try at all, so...I carefully advance some guys around the building.

Shooting: Sadly, I'm at 15" distance and have moved squad 2-2, so no long-range las-fire for me. Game is over from that point on, no assault, no turn 7.

- - -

I lost by 2:1 objectives and have lost far more points that he has.

Conclusion: I would really like to hear from you what you think about this map. In my opinion, it is too crowded with BLOS impassable stuff. No room for manoeuvering on my side, really. Almost no LOS for my guard while his boyz advance unscathed. Apart from that: I should've castled a bit more and deny the koptas the opportunity of assaulting the Demolisher. That tank could've saved the day, really. One shot and I probably would have killed enough boyz to scare a scoring unit off the table. Apart from that, I'm not sure if unit 3 (meltavets 3-1, chimera 3-2) should've been used more aggressively. My fear was, that if I put 3-1 into the (partially covered) open, they would probably die faster than they could kill stuff.

Anyway, it was a fun game. Although, again, I think I'd preferred another map.

So, what are your comments to this? Any critique on tactics? On the dice luck? On the map? Tell me!

Thanks for reading,
Witzkatz

This message was edited 1 time. Last update was at 2009/08/28 23:34:01


 
   
Made in gr
Rough Rider with Boomstick




Nice report!
Maybe you could try to keep the Demolisher in reserve? That way since you know that his koptas will come to you turn one you deny them a valuable target. They go for a Chimera they kill it the infantry blasts them to pieces, enter the Demolisher...

You shouldn't be worried about the one bullet with your name on it, Boldric. You should be worried about the ones labelled "to whom it may concern"-from Blackadder goes Forth!
 
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

3 individual dreads are bound to be a big problem; I would have put the meltavets to work there, multilasers should do ok as well (despite the KFF). It's a shame he got that first turn charge on your demolisher, as a PK on an unmoved rear demolisher=good game. I would rather have surrounded it with chimeras rather then let him have a go.

Other than that, chimera HFs spell wicked doom for orks, KFF or otherwise; for future reference, don't be afraid to "sacrifice" a chimera to a big mob of boyz, or some kans or something; disembark whoever's in it, then drive the chimera 7-10" forward (depending on how far you need to go to prevent them going around it). He's very likely to charge it (otherwise fear mad HF next turn), after which they cannot consolidate and you can waddle the infantry up and blast them up. Or drive a second chimera up (that you positioned last turn, of course) for more flaming. Just remember; Chimeras are "only" 55 points, so they're often a worthy sacrifice to then take away whatever killed it. Same goes for 10-man infantry squads, but you didn't run any so it's all good.
   
Made in au
Lady of the Lake






Good report, I liked the graphics you used in the picture. I guess that map is fair, but it also might have been a good idea to trade some of those impassible buildings for ruins. Depending on their design they can still block line of sight, but you would also be able to move through them. You would be able to see throught them, but they should be rotated to make it balanced. Just the big impassible buildings though.

   
Made in gb
Storm Trooper with Maglight





York or London, UK

Really interesting battle report. Kept my attention all the way through

Really liked the 'map idea'

To quote the Channel 4 show, Peep Show: "I'm cancelling out of shame, like my subscription to White Dwarf"

DR:90+S---G+MB++I+Pw40k98---D++A++/hWD198R--T(M)DM+ 
   
 
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