Krazed Killa Kan
Minnesota, land of 10,000 Lakes and 10,000,000,000 Mosquitos
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Hello, Dakkaites. After reading a few reports here, I decided to try my hand at bringing one of my battles to the forum. Unfortunately, I don't have any pics of the battle - my phone, the only camera I can take up to my FLGS, was dead at the time. However, I can describe it as best as I can. First off, the promised scenario. The owner of my FLGS, who is also running its league, likes to think up strange scenarios for the group to try out each week. While some of these are great fun, others are not so much. This one tends towards the second category, as it can be very one-sided with a bit of luck. Here's how it works: The deployment zone is, for starters, completely messed up. Think of a giant jigsaw puzzle with a central no man's land, and you've got the gist of it. How the battle works, is that one player is the attacker, the other the defender. The attacker has to go out and 'capture' enemy models by getting them into close combat, beating them, and then having each individual model take a leadership check. Any failures result in the model becoming a prisoner of war, the model(s) themselves joining the attacking unit. The defender gets regular MVPs for kills during the game; attacker gets 10 times the points value of models captured that are still around at the end of the game. 15 times if the models are in the attacker's deployment zone. The defender also loses 2x points for any models of his own that he kills during the game (by shooting at a squad with prisoners and having them die). Attacker gets 1/4 VPs for anything he kills, as well. If you can get all that, here's the general state of the armies. Space Wolves (Me) - heavily mechanized, running 4 Rhinos with 10-man Grey Hunter squads, 2 Vindicators and 4 Land Speeders (2 each of MM/HF and HB/AC). I also decided to test out a squad of Thunderwolf Cavalry where my Lord is, running a 4-man squad. Orks (Opp) - Horde Orks led by Ghaz and another Warboss. 2 giant Slugga Boyz squads, and 1 big Shoota Boyz squads, with Meganobz paired up with Ghaz in a Trukk. He took a few Deff Koptas for fast attack, and a lowly 3-man Nob squad that did bupkus the entire game (Oh, and a 46-point Grot squad that sat in the middle of the board and did nothing). Orks wins the roll for first turn AND for determining which role he gets, so I'm the Attacker going second. Turn 1, top After deployment, the Orks decide to hold off their fire for now - the Wolves are just too far away for a reliable first turn charge (and getting too close would result in an early counter-charge). So after a few potshots with the Koptas and Shootas, a single Rhino is destroyed, the Hunters setting themselves up to charge one of the Koptas next turn. Turn 1, bottom The Wolves move up and unleash their fire, taking out a fair sized chunk of the Mob as well as destroying a couple of the Koptas. Unfortunately, this means that the Hunters were unable to charge the Koptas they had planned to assault, and are set up as a martyr unit to draw the rest of the Mob into the open. Turn 2, top The Orks declare the Waaaghhh! and charge in, dealing minor damage with a few Koptas (including dropping the Hunters to 6). One squad of Sluggas heads towards the 6-man Hunters, the second squad goes to face the Speeders, the regular Warboss charges the Wolf Lord's Cavalry, and Ghaz takes his squad of Meganobz to assault a Vindicator and Rhino. Through some sheer luck, the turn goes somewhat poorly for him - The orks manage to do only minor damage to Speeders, 2 Grey Hunters survive the assault to deal a few wounds to the Mob, and the Warboss managed to get himself captured without doing a single wound to the Cavalry. However, the loss was somewhat made up by destroying a Vindicator. Turn 2, bottom The Cavalry begins to retreat (as I realized that the single Warboss model, at 15x points cost, would be 1650 points - a mere 200 less than the absolute max my opponent could get) to survive to keep a hold of the prisoner. The remaining Wolves launch a counter-assault to try and take out its losses, but a lot of poor luck (and Ghaz not failing a single save) mean that one squad of Wolves is fleeing the field, and the other is locked in a hopeless combat. The Meganobz, however, are wiped out. Turn 3, top The Orks continue their charge, immobilizing the Vindicator (as well as stunning it) and sending a second Grey Hunter squad running towards the edge of the battlefield. Ghaz moves to assault the Cavalry, hoping to retrieve the prisoner before they escape with him. Meanwhile, the MM/HF speeders are destroyed, and one of the two HB/AC loses a gun. The last Rhino, which had been sneaking up behind terrain to charge the Shootas, is destroyed by a Kopta shot from behind. Turn 3, bottom The Cavalry take their cue and launch a counter-charge on Ghaz, taking him out in a single, swift stroke. Sadly though, he passes the Leadership test and is removed as a casualty (Getting both Bosses would have been enough to send me up to a huge victory). An intact Rhino moves over terrain to try and blockade the approaching Boyz squad, and successfully prevents them from pulling off a huge attack on the Cavalry. Turn 4, top The Orks demolish the Vindicator and Rhino, and manage to shake both remaining Speeders. They take chase towards the few remaining squads, and it seems that the Wolves might lose this one. Turn 4, bottom (It's at this point I learn that I can voluntarily walk off the board to cut my losses, and still keep the prisoners for their full 15x points value) The Wolves pull a quick retreat, sending the Speeders and Cavalry back to base with their prisoner. The last Grey Hunter squad, now at 6 men, begins running towards the board edge. Turn 5, top The Orks give one last attempt to finish off the Grey Hunters for a few more kills. They take out one more with Rokkits, but it's not enough to cause a Leadership, nor send them below half strength. Turn 5, bottom The last Grey Hunters flee the battlefield, leaving a very confused Ork mob left without either of its Warbosses. Final score: 1771 (Wolves) to 1070 (Orks). Suffice to say, it was an interesting game for me, though I wish I had known about the ruling earlier; had I known, I might have just pulled out on turn 2 after taking the Warboss, and managing a much larger victory.
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