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2014/12/20 04:14:23
Subject: 1850 - Orks vs space marines - BAO mission - completed
So got in a super fun casual-ish game with my friend who got some leave time in the military. I took a more fluffy list with my orks, while my opponent went ahead and brought an unbound iron hands space marines list since he has limited experience in 7th, which I was totally cool with. My list was:
ORKS
Spoiler:
CAD
HQ Big mek - sag, finkin cap, 3 ammo runts
Warboss - ma, lukky stikk
mek
Troops
30 slugga boyz - nob w/ pk and bp 19 grots - runtherd w/ squig hound
Heavy support
2 traktor kannons - 2 extra crew
2 traktor kannons - 2 extra crew
2 traktor kannons - 2 extra crew
Ork Horde Detachment
HQ Big mek - sag, 3 ammo runts, warbike (because awesome)
painboy
painboy
Troops
10x3 grots - runtherd with squig hound
Fast attack
3 deffkoptas
trukk
Heavy support
3 lobbas - 3 extra crew
10 flashgitz
SPACE MARINES
Spoiler:
Unbound space marines (Iron hands)
HQ Chapter master - loaded to the teef
Tigerus
Rest of the army
6 centurions - lascannons, omniscope
20 assault termies (why not?!)
1 eldar guardian (soooo...yes)
Space marine pre-game strategy Basically he plans to combat squad all the termies and place them in reserve, while leaving the centstar, tigerus and chapter master, who has a tellyportor homer, on the table (eldar guardian will also deepstrike...). He hopes to get goi so he can deepstrike his centstar around then slowly deepstrike the termie squads nearby so they don't scatter (actually a pretty legit strategy if he can keep his homer chapter master alive).
Ork pre-game strategy Well this game already has ingredients of epic sauce in them just based off the lists, although that guardian totally throws off my strategy!! So basically I'm hoping to get master of ambush and infiltrate my boyz blob, gitz, and bustas near my enemy to get in a good alpha strike. Deffkoptas and sag biker mek will try to just drive/skimmer around blowing shtuff up, while the MANz missiles just do their thing. If I can get master of ambush I hope to be able to just table him turn 1 since all he'll have on the table is his centstar.
Psychic powers
Spoiler:
Tigerus gets goi, prescience, and misfortune (not bad)
Mission is BAO number 4, so there is a total of 6 objectives (3 for each) with maelstrom missions being capture obj. 1-3 on a roll of 1,2, or 3 or kill an enemy unit on a 4+. We roll to see who goes first and...
This message was edited 1 time. Last update was at 2014/12/23 05:29:21
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.
2014/12/21 21:25:45
Subject: Re:1850 - Orks vs space marines - BAO mission
Spez marines go first!
I also forgot to mention it's vanguard depolyment. He reserves his whole army other than the centstar, which is hiding in a corner behind a ruin. There are about 6 small to medium size ruins, some sand dunes, and a few eldar pillars spread out on the battlefield, so plenty of area and los blocking terrain overall.
I deploy my artillery and MANz missiles, with my lobba squad hiding behind a ruin where my obj 1 is. I reserve all my grot squads. Finally, I infiltrate my boyz blob, tankbustas, and flashgitz as close to his centstar as possible, thanks to master of ambush. If I can get lucky and seize initiative I may have a shot at ending the game first turn.
I roll to seize and...
Turn 1
Spoiler:
I roll a 4! worth a shot.
Marines: 1 - capture obj 1
2 - destroy an enemy unit
Marine movement: In a flash of psychic mischief, he teleports his centstar to the exact opposite corner, right behind my lobba's (uh oh).
Marine shooting: Instead of shooting at my artillery, he opps to shoot at my MANz trukks. After a barrage of lascannon fire, I am left with no transports for either of my MANz!
Orks: 1 - capture obj 1
2 - destroy enemy unit
Ork movement: Neither my bustas or flashgitz are in range now, so the bustas flat out towards the cents, while the flashgitz hover around midfield to keep their options open once the termies start coming in. One MANz squads heads towards midfield, while the other heads towards the centstar. Both big meks shuffle a little to get los on the centstar.
Ork shooting: The big meks take aim and fire at the centstar, both landing direct hits. After the dust settles, the sag's are able to kill off two centurions as well as his warlord, the chapter master! Now dats sum good shootin.
Pretty productive turn for the orks. My opponent gains one maelstrom and first blood for destroying my MANz trukks, and I gain one maelstrom for capturing obj 1 as well as slay the warlord.
Maelstrom: orks - 1 marines - 1
Turn 2
Spoiler:
Marines: 1 - capture obj 2
2 - destroy enemy unit
Marine movement: All of his reserves come in! Two termie squads deepstrike near my boyz blob, one at midfield on his obj 2, and the final one near his centstar in my deployment zone. They all scatter a few inches, but none of them mishap (including the guardian!). Cents shuffle a little to get clear los on my MANz squad.
Marine shooting: The centstar fires at my MANz, leaving no survivors!
Orks: 1 - capture obj 2
2 - destroy an enemy unit
Ork movement: Tankbustas continue heading towards his centurions, flashgitz do not move so they can be as accurate as a grot Nothing else moves.
Ork shooting: Flashgitz fire at the termies on his obj 2, killing only one thanks to his 6+ fnp. Big meks fire again at the centstar, this time killing both a centurion and Tigerus. Shooting from the rest of the army kills off a couple more termies from various squads.
Marines manage to score both maelstroms this turn, while the orks score only one.
Maelstrom: orks - 2 marines - 3
Turn 3
Spoiler:
Marines - 1 - capture obj 3
2 - capture obj 1
Marines need to get at least a couple termie squads in combat this turn if they want a shot.
Marine movement: Two termie squads move up towards my boyz blob, one of them getting within charge range. Termie squad in my deployment moves well within charge range of my deffkoptas with the big mek (Doh! forgot to move them back last turn). Centurions shuffle a little more and take aim at the flashgitz trukk.
Marine shooting: Centurions fire and blow up the flashgitz trukk.
Marine assault: Termie squad declares a charge on my boyz blob, but falls a few inches short. Other termie squad charges into my deffkoptas no problem, though I believe my koptas manage to kill a termie in overwatch. In assault, he kills off two deffkoptas and leaves the other with only one wound. I believe I kill two termies in return. I pass moral and then hit and run out of combat.
Orks: 1 - destory enemy unit
2 - capture obj 2
Grot squad comes in onto obj 2.
Ork movement: This time I remember to move my biker mek back . Flashgitz move up towards centurions, as well as the tankbustaz and my other MANz squad. Boyz blob move back to avoid getting charged by both termie squads. Both big meks shift to get los, one on the termie squad that will be able to charge the boyz blob next turn, and the other on the centurions.
Ork shooting: One big mek shoots at the cents only killing one this turn. The other big mek then takes aim at the termies, rolls for strength and... (YEEEEEESSSSSSS!!!). Of course this happens to be the first time all game my sag scatters and I only manage to hit one termie . I do roll for destroyer table though so he is a really dead termie . Firing from my flashgitz and the rest of my army finishes off his termie squad on obj 2.
Orks score both maelstroms this turn, while marines score none. Man these sag big mek's have been INSANE this game so far.
Maelstroms: orks 4 marines 3
Turn 4
Spoiler:
Marines 1 - capture obj 2
2 - destroy enemy unit
Marine movment: The two termie squads close in on my boyz blob, but before that happens...the now vortexed sag blast from last turn scatters onto the wounded squad, killing all of them! well that works .
The other termie squad in my deployment zone chases after the MANz squad, closing within charge distance.
Marine shooting: The centurions fire at the tankbusta trukk, and blows it up.
Marine assault: Termie squad makes the charge against the MANz squad and kills them all, only taking one or two casualties in return.
Other termie squad charges my boyz blob, but only one termie is within range to charge. My boyz overwatch with their sluggas...and kill the one termie! (slugga boy gets promoted).
Orks 1 - kill an enemy unit
2 - capture obj 2
Ork movement: Boyz blob moves in to assault the termie squad. Tankbustaz move in to assault the centurions.
Ork shooting: I believe I kill another centurion with the flashgitz, and a termie from both squads with the sag's. (oh I think the lone guardian was killed by grots this turn too... )
Ork assault: I make the charge with the boyz blob, and easily wipe out the termie squad.
The tankbustaz make the charge against the cents. In assault I believe he kills three tankbustaz and I kill one centurion, losing assault and making a break for it.
The game is basically over at this point. My opponent stills has like two termies and one centurion left. We continue playing anyways, and the next turn his centurion dies as well as a termie in assault with my biker mek. The game then ends with his lone termie survivor. I take primary and secondary, as well as linebreaker and slay the warlord.
Turn 5
Spoiler:
sorry game ended already
Post-game analysis
Spoiler:
Even though the game seemed sorta one sided, it was actually a really fun game for me and my opponent.
Dang I forgot how good sag's are. They pretty much single handedly destroyed around 2/3 of my opponents army, though I rolled really well with the scatter die this game. Going forward I think I'll keep the big mek on the warbike with sag, because not only is it awesome boosting around 12' on a bike shooting a pie plate, but it's also insanely good!!
This message was edited 3 times. Last update was at 2014/12/23 05:28:57
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.