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Made in se
Fresh-Faced New User





Flawless host (me)

Hq:
Terminator sorcerer
Mark of slaanesh
Combimelta
Familiar, personal icon
Lash of submission, wind of chaos

Elites:
Dreadnought
Tl. Autocannon, H.flamer, Dccw

Terminators x3
Chainfist, heavy flamer, combimelta, combi plasma, powerweapons x2
icon of chaos glory


Troops:
6x Noise marines, sonic weapons x6, icon
Rhino + havoc launcher

5x noise marines , 4 sonics + blastmaster, icon


Lesser daemons x10



Heavy support:

Obliterator.





Orks:

I'm a bit unfamiliar with orks, i'll do my best to recount it.

Hq:

Big mek
cybork body, 'eavy armor
Shokk attack gun


Big mek
'Eavy armor
Shokk attack gun


Troops:

Deff dread
+2 DCCW

Deff dread
+2 DCCW

Boys x20
choppa+ slugga
powerklaw nob, bosspole

Gretchin x 15
+runtherd


Heavy support:
Battlewagon
4x big shootas
Red paint


flash gits x8
more dakka


Mission: Capture and control, Pitched battle

I win the roll and decide to go first, picking a good side with some barricades and planting my objective behind a low wall.

I deploy the blastmaster squad next to the marker behind the low wall, gaining a save and giving none.

Oblit plops down next to the barricades.

Dreadnought gets deployed next to the oblit, as forward as possible.

Rhino + passengers get plopped down inbetween a forest and the dread, blocking a firing lane to the right.

Sorcerer and his "retinue" are going to deepstrike.
Deamons wait in the warp.

( i know it's debated, but we've always played that ic's can deepstrike with a joined squad)

Basically i've bunkered up around the best pice of cover available and the home marker, setting up a refused flank in the process.


Orks deploy:

Mek with cybork body + the gretchins watch his home objective, killy cannon of death at the fore.

Mek #1 gets put in the corner with a good firing lane.

Deff dread #1 & 2 flanks them on either side.

battlewagon with embarked flash gits is put in center field, as far forward as possible, as always.

Boys go behind the wagon.




Csm turn 1:

Movement:

Dread keeps his cool and clanks forward to get a better view.

Rhino moves up 6" , just edging the copse of trees in the middle of the board

oblit rolls a 6 and shuffles to a good firing lane.


Shooting:
Dread fires tl. ac at deff dread #2, one hit, no damage.

Rhino fires havoc launcher at the gretchin unit, rolls a hit and kills zero gretchins, damned cover.

Oblit fires lascannon at deffdread #1 , blows a claw off it.

Blastmaster fires on single frequency at the big mek in the corner, rolls a hit.. Bye bye mek.


Ork turn 1:

The deff dreads barrel forward, battlewagon moves 13".
boys slog up behind the cover of the wagon, trying to stay out of the view of the sonic weapons.

Shooting:
Mek rolls str 6 and fires on the blastmaster squad, hits 1 which is saved by cover.

dreads run 6"


Csm turn 2:

Dreadnought rolls a 6 and goes nuts, runs full steam at the battlewagon.

Nothing comes in from reserves.

oblit move 5"
Rhino stays put . (csm dread is in the way )


Shooting:

Dread runs 5" and stops 3"from the wagon.

two passengers fire at the leg on an ork boy thats sticking out behind the wagon, kills 2 boys.. hehe

havoc launcher fires at the gretchin, kills one.

oblit fires lascannon at the unscathed dread and stun it.

blastmaster fires at the damaged dread, hits but does no damage.

Assault:

Dread crashed into the battlewagon with an unholy rage and ferocity.
one glance and one penetrating hit later, all thats left is a smoking crater and pieces of flash gits strewn about, a few of them sprawled on the ground looking oddly

unphased. (exploded, killed 4 gits, one boy was blown apart in the explosion.)


Ork turn 2:

The boys move up to the edge of the crater of what used to be their cover save.

damaged deff dread moves through the diff terrain and rolls a 4.


shooting:

gits rolls 4 for ap and fires at the blastmaster squad.. one wound is saved.

Mek rolls str 9 and fires at the bm squad, but the shot sails off into the distance.

the damaged deff dread runs 3" towards my dread.

boys run 2 inches forward into the crater.




Csm Turn 3:

Dread has calmed down now.

Termies+ sorc come in, i place them next to the gretchin mob within roasting range and roll a hit on scatter.

Daemons come in as well, they take form in front of the rhino off that squads icon, within assaulting range of the gits.

dread tries to move through the crater towards the damaged deff dread but rolls a 2

Rhino squad disembarks with a full view of the boys mob.

Oblit moves 6" into melta range of the damaged deff dread.


Shooting:

Dread fires everything at the boys mob.
2 tl. ac shots, a heavy flamer, and a tl. bolter, killing 2 boys....

Havoc launcher blasts apart one git and they fail morale and start legging it. (daemons looking a bit peeved in the process)
rhino bolter fails to wound.

Rhino squad fires on varied frequency at the boys mob, no wounds.

Oblit fires twinlinked meltagun at the damaged deffdread and even more explody death ensues!
the dread must have had nukes (or moonshine) onboard, because it created a pillar of fire of 6 inches, covering all of the daemons and 5 boys, killing one boy and 2

daemons.

Blastmaster fires at the gretchins, rolling a hit on scatter and kills 1 gretchin.

Unsure if daemons can run after deepstrike, so i didn't. (stuff can shoot after ds so they should be able to run)


Termies fire heavy flamer, roasting 4 gretchins
rapid fire bolters kill another one.

I forget to use psychic powers altogether (good use of points huh? )

Gretchins with mek hold their ground.


Ork turn 3:

Gits run into an unstable ruin and it collapses on top of them (difficult + dangerous terrain) killing them all. Didn't see the condemned sign huh?

the lone deffdread moves up towards my home objective.

Boys do a 180 and leg it towards my termies.. eager to use their choppas.

Shooting:
Mek fires of a plate at the termies at strength 4 causing 2 wounds , sorcerer takes one wound, the other is saved on 5+.


Csm turn 4:

Dread is sane. (well, debatable, but still)

daemons move up towards the ork objective

rhino squad embarks and moves up 5,9" towards the ork objective, stopping beside the daemons and behind the boys.

dread clambers around in the craters, slipping and fumbling.. moved 1" towards the deff dread.

oblit is on fire today and rolls a 6, marching straight up into melta range of the deff dread.


shooting:

rhino with 2 passengers kill 2 boys altogether.

blastmaster kills one ork boy.

dread fires on the ork mob and kills 2 more.

Oblit fires the twinlinked hairdyer at the deff dread and fries the ork alive inside his metal shell (wrecked)



Orks turn 4:

Mek moves out of the way of the boys' way, breaking cover while he does so.

Boys mob declares a waagh and moves up and over his home objective intent on inflicting choppy stabby death on my termies.


Shooting:
Boys run a full 6 and are in range to assault the termies.

Assault:
Termies kill 2 boys, breaking the fearless status.
Orks hit back inflicting 14 wounds, killing combiplas and chainfist termies and putting another wound on the sorc.
the klaw didnt get to hit due to some bad placement on his part/smart model removal on my part.




Csm turn 5:

Rhino moves 6" forward .
passengers disembark, just out of capping distance from the ork objective.

Daemons move up 4" and get out of the pockmarked landscape.

dread doesn't move.

oblit moves 3" to get a bead on the mek, now out of cover.


Shooting:

Rhino kills all but the runtherd and big mek.

Oblit fires a plasmacannon, scatters off target.

Blastmaster fires and rolls a hit on the scatter, the last mek and the runtherd explode in a shower of gore as the soundwaves hit them.

daemons run 2 "


Assault:
Everyting now piled in means a lot of return attacks, here's hoping the gods are watching.

sorc kills 2 boys

icon termie kills one.

the return attacks end the terminators lives as the boys swarm all over them both, chopping and stabbing with their, uh, choppas..
powerklaw still didn't get to do anything..


consolidation moves the boys 4 " from the home marker.



Orks turn 5:

boys move up and cap their own objective.



Orks end their turn and roll a 2..

Game over.


Result: 1-1 Draw



All in all a very interesting game..
Nice turn at the end for the ork player which was neat.
Objective missions aren't common as i always seem to roll dawn of war, annihilation, so this was a welcome change.

daemons should have come in a turn later off the termies icon and drowned the ork objective, but c'est la vie.

Csm Mvp's : oblit and blastmaster.
oblit has never killed as much in his entire life as he did in this game.
Blastmasters always rock hard when the dice are with you, and they certainly were this time.


Ork mvp's: ork boys, scoring to last man.. gotta love it, eh?


Hope you enjoyed the read, I and my ork bud certainly enjoyed the game.

This message was edited 2 times. Last update was at 2010/01/11 01:05:51


 
   
Made in us
Committed Chaos Cult Marine





Nice, goes to show ork boyz are the ones that save the day!

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in ca
Decrepit Dakkanaut





Good stuff. You may want to add the Flash Gitz to the Ork army list though!
   
Made in se
Fresh-Faced New User





Fixed the omission..

   
Made in us
Blood-Raging Khorne Berserker






Nice report - sounds like a tight match.

I'm not like them, but I can pretend.

Observations on complex unit wound allocation: If you're feeling screwed, your opponent is probably doing it right. 
   
Made in gb
Battlefield Professional





England

That was an interesting read, much appreciated.

Two small things, I'm not 100%, but I think you're right about the Daemons when they DS - I believe they can run. Secondly, I thought the Ork Powerklaw would still get to attack, I'm sure as long as he's legally placed at the start of combat, he gets his swings no matter how figures are removed.

As you quite rightly said though, c'est la vie!

 
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

Tantras wrote: I thought the Ork Powerklaw would still get to attack, I'm sure as long as he's legally placed at the start of combat, he gets his swings no matter how figures are removed.


I'm pretty sure this is correct.

40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
 
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