Hello fellow dakkaites, this is likely my last battle report before I cover the "Trumpeter salute" tournament next weekend, hope you enjoy.
I have been playing the same group of great guys every monday for the last while, scence the
GW by my place closed. But now our store has opened up a saturday open gaming day for us so now were seeing some new blood at the shop. Today's opponent is new to the group and is playing chaos, should be good as I haven't played them in a while now.
My 1500 wagon rush list:
Hq
Warboss - power claw,
tl shoota, attack squig, cybork, eavy armor, boss pole
Big mek with kustom force feild
Elites
5x loota squad
5x loota squad
Troops
7x nobs - 1 w/ power klaw, boss pole, 1 w/ power claw, combi rokkit, 1w/ power klaw, 1 w/ Whaag banner, 1 w/ combi skortcha, big choppa
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
Its a pretty standard list, it is basically what I am taking to the tourney minus a trukk load of boyz and ghazzy
My opponent's list:
Demon Prince - wings, wind of chaos
5x Terminators - 1w/ chainfist, 1w/ combi melta, 1w/ auto cannon, 1w/ lightning claws, 1 staandard
Land raider
10x marines - flamer, melta, icon
Rhino - extra armor
10x marines - flamer, melta, icon
Rhino - extra armor
Defiler
Vindicator - combi flamer
5x havocs - 2x heavy bolter
Thoughts on his list: There is nothing here that really scares me to bad, I can dedicate my lootas and buggies to the defiler, I can tarpit the prince and likely come out on top and he only has one vindi and it'll have to get into my charge range to do anything so I can't see it being too bad, I don't want it to hit my nobz but I'm sure I can avoid it as there is only one. As for the meltas well he has got to be close to use them, and even if they pop the wagons, well they have already done there job right?
We roll for standard missions and get annihilation, good times orks vs. chaos in annihilation is just how it should be done.
The roll for deployment: pitched
And my opponent wins the roll for first turn and takes it.
This is a pic of his deployment:
He has the havocs up in the building, tacs in rhinos, termies in raider, pretty much what you'd expect. He has placed his 2
str. 10 templates at opposite edges presumably to increase his chances of hitting the nobz with them and his prince his hiding behind the raider.
*note, we are playing on a 4x4, the store is working on some new boards for us (excellent!) and as the store was busy we couldn't place 2 beside each other for they were all in use. I don't think it mattered in this game, both of us are going straight at each other, the extra 2' would have been a waste except as extra space for lootas and havocs.
My deployment:
I put my lootas on either side of that big building, mek with shootas in the middle, I wanted the sluggas on the side of the prince, if I'm gonna tarpit him I want as many attacks as I can get. And I stuck the nobz out on the left away from the prince and termies. The buggies were tucked in behind the wagons to survive the first turn. Grotz are in reserve.
I roll to seize initiative and fail.
Chaos turn 1: His land raider cuts over and forward 12" while the vindi cuts behind it 6", everything else moves 6"-12" up and the demon prince tucks himself behind a rhino and the raider.
pic of movement:
Shooting: His havocs hit my right hand lootas and kill 2 of them. Every thing else that can opens up into the
kff wagon, the vindi scatters off doing nothing, but the defiler hits and pens causing a shaken. The 1 lascannon on the raider hits the nobz wagon but fails to do any damage. At the end of the phase my lootas fail there leadership and run off the board.
pic of the end of the turn:
Ork turn 1: I simply move up while staying in
kff range. the
kff isn't moving this turn but thats fine, seeing as how he is moving up to engage me the 1 lost turn of movement shouldn't be a problem. My buggies come up the left behind the nobz wagon to take out the defiler, the last thing I want is my wagon of nobz to blow up from melta and then have a
str. 10 pie plate dropping on them so I gotta do something there. The vindi is behind that big building so I can probably stay out of sight from it with them.
pic of movement:
Shooting: Nothing to do but hit the defiler, the lootas roll a 1 for shots and do nothing, but the buggies cause a shaken and weapon destroyed (battle cannon) but it's marks negate the shaken. Not exactly what I wanted but o well at least my biggest fear from it is gone.
No assaults, I coulda hit the landraider with my warboss but hitting on 6s would have been a no go.
Pic of end of turn:
Chaos turn 2: Every thing moves up to engage my wagons and take them out, all his units pile out right infront of the wagons with meltas ready, even the prince hops over the wall right infront of the wagon with the sluggas and warboss. looks like I'm gonna have to weather a storm this shooting phase.
pic of movement:
Shooting: First all his melta opens up into the wagons right infront of them and they all miss, all of them... las cannon from the raider hits but fails to glance/pen so having no better target for the vindi he attempts to hit the side of my wagon with it, however it scatters off and right into his demon prince:
He makes his invulnerable though. His defiler, minus the big gun tries to stop my war buggies but they make the 1
kff save they had too, this turned out to be a very lack luster shooting phase for him.
Assault: Failing to do anything with all his shooting he attempts to cripple my wagons in assault so everything piles in, 1
tac squad + termies into the nob wagon and the
DP and another
tac squad into the warboss's wagon.
Unfortunately for him he is hitting on 6s with everything, and the nob wagon only suffers a stunned result however his other
tac squad manages to explode the warboss's wagon and kills 5 slugga boyz in the process.
End of turn:
Ork turn 2: I couldn't ask for a better set up here he has all his troops outside his transports right beside my nob wagon and his raider is inline to get deffrollaed. His
DP and another
tac squad are right infront of the unit I wanted to tarpit him with and his vindi is close enough that I might be able to reach it with the shoota squad in the 3rd wagon that can move now. So I move my
kff wagon up to the right and disbark ready to reach the vindi.
The buggies move more to the left to take out the defiler. The nobz wagon calls a 12" ram through the termies to the raider, he has a chain fist right infront of it but he opts not to death or glory and moves out of the way after passing all his saves from the rolla and leadership. The wagon then precedes to ram the raider and causes an immobilized, a weapon destroyed and a shaken result and the nobz hop out ready for assault.
end of movement:
Shooting: I call a waaagh and run up with the shoota boyz putting the easily in range of the vindi, the last thing I want right now is for a unit to win close combat this turn, not be able to spread out and get slaughtered by a pie plate, boourns.
The rokkit buggies explode the defiler and the lootas wreck a rhino:
you can see the nobz set up there, unfortunately because the wagon didn't make it far enough I couldn't get the assault on the termies but they are posed to fire and assault that marine squad. The combi skortcha and combi rokkits together fall 3 of them, the rest of there shooting does nothing. on the other side of the building the sluggas fire on the
DP but do nothing.
end of shooting:
Assault: The nobz assault into the
tac squad infront of the termies on the left. On the right the sluggas engage the
DP while the boss and a couple more sluggas multi assault into the other
tac squad, the nob from the shoota mob hits the vindi while the rest of his boys multi assault into the
tac squad with the boss there.
On the left the nobz take 2 wounds and loose a big choppa to a power fist then drop the marines down to 2 models. On the right the
DP drops 3 sluggas and the marines take down 3 shoota boyz. In return the
DP takes a wound and the marine squad is reduced to 2, the vindi takes a weapon destroyed and a stunned. I win combat but he passes leadership and we all pile in.
Nobz:
DP vs. boyz:
End of turn:
Chaos turn 3: Well its not looking to good for him at this point, I've neutered a lot of his shooting and his
DP is stuck in the worst place possible. The only thing he can do at the moment is move his termies up to engage my nobz and move his vindi around a bit.
Shooting: he forgoes his shooting as he has nothing for his havocs to fire at as everything is stuck in combat. and nothing else can shoot.
Assault: His termies hit my nobz and hit them hard, but after some great cybork saves they only lose a big choppa and another wound, in return they wipe out everything.
Before:
After:
On the right the
DP drops another 2 sluggas while the remnants of the
tac squad is wiped and the
DP takes another wound:
End of turn:
Ork turn 3: Well its looking like a clean up job at this point, the
DP will fall in time and the havocs are the only other thing really left. My grotz come on from reserve and head for some terrain in the bottom right corner. I don't know if you noticed what he did with his vindi and other rhino in that end of turn pic there but they are inline with my
kff wagon. So I ram 12" and first explode his vindi and then wreck the rhino behind it:
The nobz hop in the other wagon and rams the raider again but only causes another weapon destroyed, only the heavy bolter left. The buggies turbo in behind the big building as they have no good targets anymore other than those havocs.
Shooting: Some of my lootas can see the havocs and take some pot shots, killing one:
Assault: The
DP finally falls under the weight of attacks:
The shootas consolidate to the wagon to hop in next turn and the sluggas consolidate forward towards the havocs.
End of turn:
Chaos turn 4: There is not much for him to do here, he hits my lootas in the back left with his raider's heavy bolter killing 2:
The havocs try to hit the now small slugga squad but between bad rolling and a couple cover saves from the
kff they do nothing and the lootas pass leadership.
End of turn:
Ork turn 4: I have a chance to table him this turn but it will involve ork shooting to do it. The shoota mob hops back in the
kff wagon and move 6" up while the slugga mob with warboss hoofs it. The buggies move into a firing lane to hit the havocs and the nobz in there wagon ram the raider once again and once again only cause a weapon destroyed, its now a pill box that I still need to destroy to get a table:
end of movement:
Shooting: The shoota boyz, rokkit buggies, slugga boyz and the lootas in the back fire on the havocs and kill 3 of 4:
After passing leadership I can't assault, it looks like no turn 4 table for me but that is definitely were the game is going.
Chaos turn 5: His last havoc shoot doesn't have brains enough to know when the fight is over and fires into the sluggas, doing nothing.
Ork turn 5: Shoota wagon stays still, sluggas move up to assault and the nob wagon rams again and causes yet another weapon destroyed but now that its already maxed out it finally is wrecked:
Shooting: well the shootas drop the last havoc giving me the table.
end shots:
End of game thoughts: Being more protective of his pie plate dropping weapons probably would have done him better. He got his vindi too close too soon and his defiler wasn't trying to get cover at all. I also think it was a mistake to get all his units outside there transports on turn 2 there. But I don't know what else he could have done here, he was geared to be up close and personal but thats were my orks want him, or any opponent.
Anyways thanks for reading, look out next week for some reports on the Trumpeter salute tournament in Burnaby.