So this is my first battle report, I plan on doing some for an upcoming tournament and I need the practice.
I completely forgot to take pics of the first 2 turns

But it was a dawn of war and the first 2 turns comprised of almost nothing.
This is a game with fellow dakkaite Slackermagee for a Armageddon campaign we are starting.
*Note: My deffrollas are magnetic so I can take them off when I have too, just in case the diapering rollas confuse you.
Objectives in order of priority:
1. an
HQ must control the center objective
2. 1 objective is placed in each corner section, troops can control them, others can contest
3.
vp/
kp (cant remember what one we were doing, doesn't end up mattering)
My triple battlewagon list:
Hq
Warboss - power claw,
tl shoota, attack squig, cybork, eavy armor, boss pole
Big mek with kustom force field
Elites
5x loota squad
5x loota squad
Troops
6x nobs + painboy - 1 w/ power klaw, boss pole, 1 w/ power claw, combi rokkit, 1 w/ Whaag banner, 1 w/ combi skortcha, big choppa
1w/ power claw 1 w/ Big choppa, combi rokkit painboy, all with cybork body
Dedicated transport - Battle wagon - 1x big shoota, deff rolla,
rpj
10 strong grot squad - 1x runthearder with grabba stick
19 strong slugga squad - nob with powerclaw, boss pole
19 strong shoota squad - nob with powerclaw, boss pole
Fast attack
3x Warbuggy -
tl rokkits
Heavy support
Battle wagon - 1x big shoota, deff rolla,
rpj
Battle wagon - 1x big shoota, deff rolla,
rpj
Slackermagee's space marines (may not be perfect):
Chaplain with jump pack
Libby w/ storm sheid
8-10 sterngaurd, 2x plasma cannon (deployed with libby)
8-10 assault marines (with chaplain)
Grumio the dreadnought w/ assault cannon and heavy flamer
Devastators w/ 4x rockets
1
tac squad with 1 las cannon, flamer, power weapon
1
tac squad with
MM , melta and power fist - Also a rhino for these guys
1 5 man scout squad
We roll for deployment: Dawn of War
Roll for first turn: My opponent wins, chooses to deploy and go first.
As I said I didn't take pics till turn 3, but deployment and the first 2 turns, nothing happend
His deployment: He combat squads the
tac squad with the flamer and las cannon, puts the flamer squad into some cover (will show in first pic) and the las cannon on top of a building.
My deployment: I don't want him to have any chance at doing anything to my wagons, so I leave everything off the board.
I attempt to seize the initiative but fail. On to the game!
SM Turn 1: He simply moves onto the field, Now this pic is from turn 2, just ignore my orks, inbettween turn 1 and 2 he simply shuffled around and shot some stuff.
Explanation: Because this is a end of turn 2 pic I have altered this pic to show what happened
Red is the first deployed
tac squad, combi squaded with the flamer down in the bush and the las cannon on top of that building there.
Black: Assault squad with chaplain
Yellow: That second
tac squad in there rhino, it's got a
MM and a melta inside, gotta watch out for that.
Pink: GRUMIO!
Brown: Sterngaurd with libby
Blue: Devastators
he stayed in basically between turn 1 and 2, his
devs ran for that rock with the step stones but rolls a 1 and doesn't make it, ends up looking like this:
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Ork turn 1: I move onto the feild, now this is the same pick, now just imagine everything back diagonally 12", the way their back is facing.
If you notice in the pics the 3 standing statues and the broken one in the center, these are the objectives. Now when I came on I really needed to go thru the 4th standing statue I ask what I can do to get my wagon there, it's decided I can deffrolla the objective and destroy it, removing it, so I do and succeed, good times.
Some small changes:
Black: were my wagons came from, the buggies were tucked in behind them for the first turn
Blue: Had a loota squad that ran into here
Red: This loota squad moved under that building, the bottom floor has no windows so they can't see, I need a 3 on my run to get the the next foor, rolled a 1, stuck on the bottom floor this turn.
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SM turn 2: He rolls for his scouts which are in reserve and fails.
Sterngaurd open up into my lootas standing on the bridge (outlined in blue in pic 2) with there plasma cannons, causes 5 wounds, I fail 2 saves.
Devs for lack of a better target fire at my center wagon, holding my
kff and nobz, rockets do nothing.
Las cannon opens up on the same target but fails to hit.
MM in the rhino fires, not in melta range and fails to hit anyways.
Nothing else is in range, lootas on the bridge fail their check and run. Turn goes to me.
Orks turn 2: Every thing moves up to the position you see in the first 2 pics, lootas have too move and do so, up to the second level.
2 Rokkit buggies are in range of Grumio(dread), both hit but fail against his armor, I'm not too worried about the meltas in the rhino, I got my
kff and if he does end up opening one then his rhino is close enough to charge anyways. I make sure my front is facing those
devs.
This is the end of turn 2, unmolested:
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SM turn 3: Scouts come on by my lootas.
He then decides to
GOI behind my battle wagons with his libby and serngaurd, presumably to hit my backside with plasma cannons and force me to split my force. He places them, notes how dangerous his placement is and wouldn't you know it? Scatters off the table, rolls for mishap, and his unit is destroyed, OUCH! I feel bad for ya bud.
This is a pic of him measuring himself off
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His
devs open up into my buggies, 2 hit, 1 glance and 1 pen,
kff saves the glance and the pen causes a 1 thanks to squad rules.
This is negated as Grumio hits them with his assault cannon making that 1 go too a weapon destroyed.
His las cannon and meltas (not in melta range) try for the mek's wagon (center) but they all fail at their job, and the assault marines drop back a bit.
No pic of the inbetween turns, he is basically in the same position.
Ork turn 3: Well with the loss of his sterngaurd this game is looking good for me, I still got my waagh and I'm well within range to cause some real damage this turn.
Movement: I move forward! The nobz cut left to try and hit that assault squad and rob them of the chaplain's bonuses.
Shoota boyz battle wagon shoots up to disgorge and try and hit Grumio, I have a score to settle with that dread and its going down!
Slugga boyz move up to let loose the warboss onto that rhino.
Buggies tuck in between the mek's wagon and the slugga boyz to take some shots at the rhino.
Pic after moving:
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Shooting: I fire at the rhino with my warbuggies, get a pen that passes the cover save and wrecks the rhino, hoping for a explode so I can get my boss in but what can ya do? I also made a mistake by not putting him close too his other combat squad for a back up plan but oh well.
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my lootas fired at the scouts coming in but fail to do anything. I waagh and run towards my targets.
Assault: My boyz go in to kill Grumio the dread, he puts up a good fight downing 2 boyz but the nob has a score to settle for the previous rapping of a boyz mob with his heavy flamer. The nob takes his anger out and wrecks Grumio
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The Nobz reach the assault squad and prepare to unleash some furry. Now this is where I start a hot streak with cybork rolls that would continue into the end of the game.
I believe he dealt 9 wounds and between cybork and
fnp I took NO unsaved wounds. In return I wipe out the puny beakys.
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SM turn 4: The flamer squad in the bush shuffles and prepares to hit the nobz with everything they got.
devs stay put, and the
tac squad nocked out of the rhino stays put and prepares to fire.
Shooting:after 17 bolters, a flamer template, 2 melta weapons and a las cannon this is what my nobz look like, not too shaby
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The
devs hit the shoota boyz with frags and cause something like 12 wounds, I loose 4 boys thanks to a rock I'm hiding behind.
And the scouts hit the lootas and kill 2 and they pass their leadership.
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The combat squad in the bush decides they are brave enough to stand up and stop these nobz, too bad, the emperor could have used those...
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This is the end of his turn:
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Ork turn 4: My nobz and boss turn their attention to those red marines, they look tasty.
I gotta do something about those scouts, I send my buggies to waste some shots on them.
My mek in his wagon moves to hold the center objective, its looking good here I got my
hq on the center objective and that should give me the game unless he can blow it up somehow.
My shoota boyz roll a 1 and 2 for difficult terrain and wont be close enough to assault the
devs, I can still shoot em though.
And my slugga boyz move to get towards the
devs.
I also get my grotz from reserve, they stay away from the scouts, I shoulda shot em, just for kicks.
I seem to have a lack of pics here, other than what happened to the scouts. oh well you'll see the end of the turn.
buggies looking at the scouts, the wagon in the bottom left is the mek's on the main objective:
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the buggies and lootas hit the scouts and after 4 cover saves, 1 dies.
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Assault: I'm too far from the
devs with my shootas but not with my nobz and boss from the
tac squad!
They come sweeping in, the marines deal a couple wounds but the boss was denied them when they exited the back of their rhino and he has some killing to do and takes 5 of them.
The nobz take the rest as the sargent makes an attempt to make the boss pay with his power fist but it is saved by the boss's cybork.
End of the turn, boss consolidates to the building and the nobz roll a 1:
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SM turn 5: Not much to do, everything stays put and fires
Shooting: Scouts aim for the lootas again, 3 wounds, all cover saves made.
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Devs hit my shootas again:
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Not much damage is done, enough for a leadership check, which is passed
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No assaults
Ork turn 5: Well its pretty much just a mop up.
My empty battle wagon tankshocks into the
devs, 5 wounds from the rolla one
dev drops, passes leadership, and they move off to the side.
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My slugga boyz move for the
devs and hop out of their wagon
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My boss calls the squad in the building for himself and make for the second floor.
My nobz leave the boss to his thing and move back to the objective in the bushes.
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*this is the boss heading up the building.
Shooting: Lootas and buggies fire at the scouts again, causing 1 to die, they then make there leadership.
Assault: My slugga boyz roll a double 1 for difficult terrain charging and can't make it too combat.
My boss charges the marines, they put up a good fight and cause 2 unsaved wounds but the boss shows them who's da boss and krumps the whole lot of em' and takes the top of the building.
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We roll to see if the game continues and get a 2, game over. I control the main objective, 3 of 3 secondary and forgot about the other, it doesn't matter anyways.
These are pics of the main objective, secondary objectives and the board at the end of the game:
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Well it looks like a good start for me on the campaign.
Thoughts: Well if that sterngaurd squad landed were he wanted them this obviously would have ended differently but thems the breaks I guess. I also had some great rolls for cybork on the nobz and was able to present only front armor to his guns making the wagons last till the end.
On that note, we need too play on a bigger table, this 4x4 made it hard for him I must admit, next week we will have to pull another board out and use both, as it was though I just finished another game before this one and as we were running short on time to get another game in we used close to the same table set up to save time, the first game was 750 pts though so that 4x4 was fine there.
I'm looking for feed back so feel free to leave some. I know I gotta take pics of the first 2 turns next time, I don't know what I was thinking there. I also gotta work on unshaky photos, I was in a rush to beat the clock here, I'll work harder at that next time.