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Made in us
Mekboy Hammerin' Somethin'





The Armies:

Grom Nom Nom the Waaagh-mperor's War Band

HQ - Grom Nom Nom da Boss

(Big Mek w/ KFF and PK)

Troops -

11 Shoota Boyz w/ Nob (BP/PK)

11 Shoota Boyz w/ Nob (BP/PK)

19 Slugga Boyz

Transport -

1 Trukk w/ RR

1 Trukk w/ RR

1 Battlewagon w/ Armor Plates, 2 Big Shootas, and a Deffrolla

Fast Attack -

1 Deffkopta w/ Buzzsaw

1 Deffkopta w/ KMB
-----------------------------------------------------------------------------

Dark Eldar's Succubus Cult -

HQ -

Succubus w/ Hydra Gauntlets

Troops-

5 Warriors riding in a Venom w/ Splinter Cannon, Chain Snares

5 Wyches w/ Hekatrix, Haywire Grenades in a Venom w/ Splinter Cannon, Chain Snares

4 Wyches w/ Hekatrix, Haywire Grenades in a Venom w/ Splinter Cannon, Chain Snares

Elites-

3 Mandrakes

Heavy -

Ravager w/ Darklances, Flicker fields, and Chain Snares

---------------------------------------------------------------------------------------------

Imperial Guard 412th Cadian Mechanized Infantry

HQ-

Lord Commissar w/ A lot of fancy upgrades

Troops-

Platoon:
PCS
1 x Infantry squad w/ Missile Launcher, sniper
1 x Infantry squad w/ Autocannon, sniper
1 x Vet Squad w/ Heavy Flamer, Flamer, grenades and power fist
1 x Vet Squad w/ 2x Melta, 1 x Plasma
1 x Storm Troopers (Kashirkins) w/ 1 Plasma gun, 1 Plasma Pistol

-------------------------------------------------------------------------------------------

Space Marines Expeditionary Force

He wasn't very forthcoming with his army list. Needless to say, it was a gak ton of scouts.

This message was edited 2 times. Last update was at 2011/03/30 04:52:10


 
   
Made in us
Mekboy Hammerin' Somethin'





Game type – Capture and control, 1 objective in each person’s deployment

Deployment – Dawn of War, Table Halves

Forces on Table –

IG - Platoon with Lord Commissar, Chimera

SM – 2 x 5 man scout squads and Command squad w/ Brother Captain

DE – 1 venom full of wyches, 1 Venom w/ Succubus and wyches

Orks – 1 Trukk w/ 11 shoota boyz and a nob w/ PK and BP; 1 Battlewagon w/ Big Mek and 19 slugga boyz

Friendly objective was placed in the center of our table half, the enemy objective was placed on the right half, surrounded by IG and av14 walls as cover.

Enemy deployed scouts in a crater on the far left of the table, and another squad covering the flank of the IG on the right of the table. The command squad was deployed as far forward as possible, ready to press on the friendly right flank.

IG deployed in an infantry castle formation behind the walls, fairly close to the right table edge with the chimera holding the center, and the command squad sitting on the objective.

Orks deployed as close as possible to the IG on the right flank, hugging the right table edge, the battlewagon in front blocking LOS for the trukk for the most part.

DE deployed the venom with wyches and the succubus to meet the Marines head on, while the other wych venom attempted to stay behind the Ork vehicles to get cover.

IG and Marines won the first turn, Orks and Dark Eldar Fail to seize the Initiative.

Turn 1- Order

The only movement of note is the CC squad moving closer to the venom, sensing the battle to come.

The shooting phase sees the venom untouched thanks to flicker fields and my battlewagon unharmed thanks to the KFF from Grom Nom Nom.

Turn 1- Entropy

The venom moves closer and prepares to strike; it disgorges its passengers within assault range of the choppy marines.

The battlewagon moves up 12”, the trukk moves a bit farther, staying on the left side of the wagon, attempting to avoid as much fire as possible. The venom does the same.
Shooting sees the venom dump a lot of shots onto the Marines, though all but one make their saves. The battlewagon and trukk couldn’t shoot due to movement.

The Orks have nothing to assault yet, so they happily stay in their metal boxes and psyche themselves up.

The wyches and the succubus assault the marines and neither side does much damage. A wych falls but the unit rolls double ones for their morale check and stay locked in.

--We made a mistake on DOW, as all things not specifically in reserve should have come in on the movement phase of turn 1.--

Turn 2- Order

Once again, no movement. IG rolls for storm trooper reserves but they don’t come in, none of the scout squads come in either. Chimera rolls in, as it wasn’t in reserve in the first place and comes in on the right side of the IG defenses and prepares to fire on the now exposed trukk.

Shooting sees the scouts out of range in most areas, a heavy bolter shakes the venom.

IG do considerably better as the chimera blows up the trukk with its multilaser killing 4 boyz in the resulting explosion. Morale was low, but thanks to the brave sacrifice of one boy, a boss pole to the face keeps them in the fight. The venom hiding behind the battlewagon gets sniped by an auto cannon, killing 2 of the 5 wyches who make morale and stand their ground.

The marines manage to best the wyches in combat after making a few armor saves and FNPs and consolidate towards the objective, which is still a good 3 turns away if they had run.

Turn 2- Entropy

The battlewagon moves closer to the imperial lines and prepares to weather one more round of firing before it smashes through the wall and into imperial lines. The size of it is daunting to the poor troopers ahead, but they prepare to fire once more. The trukk comes on from reserve and heads to stall the marine command squad, unloading the boyz at a distance that could be 6” by a fraction of a millimeter. The other trukk boyz…now called the foot boyz as their ride was smashed now run towards the chimera for revenge.
A deffkopta with buzzsaw outflanks in the perfect strike position for the chimera that just rolled in and leers at it greedily.

The DE all move on, several ravagers with dark lances and prepare to fire. Our side’s confidence boosted now that our model count is a bit higher. The three wyches run back to claim our objective as their fighting ability was seriously hampered.

Ork shooting sees a big shoota from the wagon take out the one guardsman that didn’t duck, and the trukk boyz that just arrived manage to hit a whopping 50% of their shots and kill a marine in the CC even after armor and FNP save. Unfortunately, it put the orks out of assault range…easy come easy go.
DE shooting is a bit worse, as the venom’s shots are all saved by armor, aside from a lone scout that was a bit too curious for his own good. Dark lances proved to be less than effective, having only one pen for the round and having it reduced to a shaken result.

Assault was equally as fruitful, as the deffkopta charges in and manages to weapon destroy, immobilize, and stun the chimera that just came in. Least it can’t shoot next turn.

Turn 3 – Order

IG roll for reserves and still the storm troopers fail to come in. However, all the scout squads come in, most outlanking on our right side, one heading for the deffkopta, one for our home objective. The veterans in the stunned, immobilized chimera get out and move towards my battlewagon, putting two meltas and a plasma gun, firing right at side armor.

Scouts shimmy into charge range of my kopta, and shooting range of the wyches.

Shooting sees the venom that was shaken a turn earlier have its weapon destroyed, but amazingly it’s still running. The other DE units remain untouched due to flicker fields or simple misses.

A shocking amount of firepower is brought down against the battlewagon. The meltas both penned and would have blown the wagon up but it was saved both times by my KFF, more than warranting its fifty point price tag. A few missiles and autocannon shots later and the wagon was still standing, and poised to strike.
The CC marines fire at the boyz in front of them, causing no wounds, and prepare to strike. The outflanking scouts kill all the wyches in shooting and the other scouts cause no wounds on the kopta.

The IG choose to stay where they are. The command squad charges the boys, who manage to kill the apothecary of the squad and one more generic marine. Combat resolution falls in favor of the CC squad but the boyz hold their ground.

The scouts charge the kopta, causing no wounds and receiving two unsaved in return. The scouts hold fast.
CC marines lock into assault with the boyz.

Turn 3 – Entropy

DE and orks roll for reserve. Mandrakes come in, finding their way into the backfield near the scouts hiding in a crater. The other deffkopta held in reserve is busy getting some food and can’t be bothered to help his brothers in arms.

DE move another close troops choice to our objective and prepares to destroy the scouts threatening it while the venom sprints around the board. Mostly stationary, considering how fast dark elder are.

Now the fun starts. The battlewagon decides it doesn’t like the way the IG are looking at it, and rams them. First it rolls to destroy the wall, scoring a 6 on the pen result, then over a helpless infantry squad, sending it into disarray and destroying part of the unit that couldn’t regroup, and finally slamming into the center chimera, blowing it up. Very good, all things considered. The boyz closest to the last remaining chimera run towards it, trying to get into position to multi assault.

DE shooting sees 6 dark lances obliterate the scouts as they had no other dangerous targets to fire at. Orks fire at the fleeing squad, making sure they’re unable to regroup.
The nob decides to lay some hurt, reducing the squad to a single assault marine and the captain with only one wound left. But combat once again goes to the marines, and even with boss pole encouragement the snipa boyz run off the table and live to fight another day. The marines consolidate out of LOS behind the trukk.

The kopta and the scouts trade blows, but nothing comes of it. Tie combat.

Mandrakes assault the squad of scouts in the crater, locking them in combat.

Turn 4 – Order

Nothing moves. Literally, nothing. Everything is locked in combat or wants to shoot heavy weapons. Stormies are still asleep at the wheel.

IG turn their combined might on the battlewagon for a second time onto the battlewagon. Gork and Mork were watching over this vehicle as it makes all its KFF saves from meltas, missiles, and plasma alike. The charge will not be stopped.

Scouts continue their hunt for DE vehicles, managing to blow another weapon off the venom.

Scouts and mandrakes trade blows in assault as does the kopta and other scouts, both tie combats due to poor rolls.

Turn 4 – Entropy

Reserved deffkopta decides to sit this one out.

The Warboss (posing as a big mek) calls his waaagh as he disembarks in the midst of the imperial guard defenses. With good rolling the other boyz on the field manage to multi assault the last chimera and the scouts. The warboss and his slugga boyz move in on the unit that destroyed them last game, the flamer vets. But this time they have a lord commissar backing them up. Grom Nom Nom has waited the whole game for this, as the IG player had been talking some trash about who would win in a fight.
Everything gets stuck in.

The warboss and sluggas have a field day, as they hack the vets to bits. The warboss personally rips the lord commisar’s head off without issue. Using his fancy power sword as a tooth pick, consolidating 4 inches towards the IG objective, putting him out in the open, about to weather the combined might of the IG infantry.
The other boyz manage to dismantle the scouts and blow up the chimera, putting a wound on the kopta, the nob, and leaving a single boy…who sacrificed his life so that the nob could stay. They consolidate towards the IG defenses.

DE mandrakes finally fall in combat to the scouts, who stay where they are.

DE troops boost towards the objective, planting their flag on our home objective.

Turn 5 – Order

The stormies finally get their hand out of their pants and show up, prepping their hellguns for the shooting to come. The infantry all form a nice little circle around grom nom nom and his pals. We affectionately called it “The Ring of Death.”

Scouts shift slightly, but no major movement.

IG fire everything they have available. Lasguns, Hell guns, Meltas, plasma…even the scouts join in, firing a missile or two…or three I can’t recall. Thanks to KFF saves and pure will and determination, 5 ork boyz and Grom Nom Nom stand tall after the dust settled, ready to tear the CCS off the objective.

Turn 5 – Entropy

The Deffkopta shows up, boosting towards our home objective (useless git).

DE shift around to avoid any surprises, using their remaining dark lances to destroy what remained of the CC squad.

Grom Nom and da Boyz strike the CCS, and decimate it even with their reduced strength, consolidating right on top of the objective. The battlewagon’s big shootas chip away at the only enemy troops near the objective, putting them out of range to contest. The nob and the kopta get stuck in with a few random vets and win combat, causing them to flee off the board.

We roll to see if the game ends…1…game over.

Victory for the Orks and Dark Eldar, 2 objectives to 0.

My second game of Warhammer 40k, and my first win!

This message was edited 1 time. Last update was at 2011/03/30 04:51:11


 
   
Made in us
Mekboy Hammerin' Somethin'





Would love some C and C.
   
 
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