|
I want to start this battle report off by saying that this was a more friendly battle between my brother and I. So in addition to some "why the hell not" strategies, we are also playing on a custom table in our basement. The lighting is poor for any photos I upload in addition we make use of whatever items we have on hand for terrain. In addition, I apologize for the painting on my orks as they will appear like black dots or will be hard to see. They got little attention due to their codex in 7th, hoping they turn out better in 8th. The Blood angels should be slightly easier to see because their paint scheme includes white but I will do my best to label everything that I can.
I know that 8th edition is not out yet. But when they leaked rulebook and indices were found I immediately made copies of everything, knowing they would be forced to be taken down eventually. No I will not distribute do not even PM me. I will also be pre-ordering my books as well. With this in mind any rules questions you have or any mistakes you notice please feel free to contact. I will also edit this in pieces and submit. This way it shows up turn to turn and can give me some breaks.
Ive temporarily removed the images until I can get them uploaded properly...they aren't even that great of quality to begin with.
ORK ARMY LIST: 1500
Battalion Detachment
HQ
Warboss
-Powerklaw
-Attack Squig
-Kustom Shoota
Weirdboy
-weirdboy staff
Elites
Painboy
-urty syringe
-killsaw
Burnas x 5
-4burnas
Spanner
-kustom mega blasta
Troops
Boys x 30
-slugga & choppa
Nob
-Powerklaw
-slugga
Boys x 30
-slugga & choppa
Nob
-Powerklaw
-slugga
Boys x 30
-slugga & choppa
Nob
-Powerklaw
-slugga
Heavy Support
Morkanaut
-Kustom Mega Kannon
-Kustom Mega Blasta
-2 twin big shootas
-2 rokkits
-Kustom forcefield
Killa Kan x 1
-Skorcha
-Kan klaw
Flier
Blitza-Bomba
-2 Boom Bombs
-2 Supa Shootas
-Grot piloted Big shoota
Blood Angel Army List
Battalion Detachment
HQ
Sanguinor
Brother Corbulo
Elites
Sanguinary Guard Ancient
-Chapter Banner
Sanguinary Guard x 10
-mix of swoirds, axes, powerfists
Death Company x 15
-chainswords
-3 powerfists
Troops
Tactical Squad A
-Plasma Cannon
-Plasma gun
-Combi-plasma
Tactical Squad B
-Heavy Flamer
-Flamer
-Combi-flamer
__________________________________________________________
So my initial strategy relied on keeping the blood angels units boxed up. I knew that during deployment if I spread my ork boys out too much, the blood angels would deploy in one corner or the other. To counter this I took the weirdboy with da jump to move orks where I needed them. I also assumed that the boys squads would take massive casualties so I positioned the painboy to give 2 units the ability to ignore wounds on a 6+. The burnas are inside the morkanaut who would flank his units.
Our Mission was an eternal war mission 2 which had us scoring VP for units destroyed, in addition to first blood, slay warlord, and linebreaker.
Blood angels finished deploying first...naturally, so they decided to take first turn. Orks roll to seize the initiative. I rolled a 4 :/. oh well.
Blood Angels Turn 1
Blood angels units move forward towards the orks, enough to get into bolter range.
The plasma cannon in Tac squad A fire at the Killa Kan. 2 attacks rolled, 2 Hits, 2 wounds suffered, no saves. rolled 1 damage each. okay!
Bolters from both Tactical squads fire at ork unit B. 9 hits. 7 wounds. all saves failed,1 painboy save = 6 dead orks.
Orks Turn 1
Orks move up towards blood angels. Morkanaut moves nearly 12" towards Death Company. Blitza Bomba- moves 35" over top death company to drop a boom bomb.
1 d6 for each model in unit up to 10 total on a 4+. I roll 10 dice, get 5 mortal wounds on DC. 1 wound ignored by black rage. ignore wounds on a 6+.
Psychic phase: Weirdboy casts da jump. Warp charge roll of 7+. waagh energy = plus 1 on roll for every 10 orks within 10". Weirdboy has 51 so +5. I roll a 6so he passes with an 11. if this roll takes total to 12 or higher automatic perils. lucky for me it didn't.
Ork squad A moves far into the back field to try and potshot Sanguinor and charge him.
Shoot
The morkanaut shoots at the Death Company and kill 4 with the KMK, and the big shootas kill 1 more.
Orks in backfield shoot 7 pistols at Sanguinor. He is closest. I hit 3 wound 2. Sanguinor took 1 wound.
Charge
Ork unit A tries to charge sanguinor. He throws grenade but does no damage. I roll....4 and 2 for 6 not far enough. reroll the 2 because Ere we go. and roll a ...2.
Morale
The Death Comapny are the only unit capable of getting hurt this turn, so they take their morale after losing 9 total and they roll an 11 and lose 2 more to morale.
Blood Angel Turn 2
The sanguinary Guard arrive via jump pack assault. All units move towards the back field to deal with the ork squad A. Brother Corbulo revives 1 DC model. (can do this every turn)
Plasma cannon from Tac squad A fire at morkanaut with an overcharged shot. rolls 1 hit, uses 1 CP to reroll. gets a 3 on d3, so 2 shots. 2 hits, 2 wounds. Morkanaut with KFF makes 1 invuln and takes 2 damage...16 remaining.
DC shoot at Ork squad A. 6 hits, 4 wounds, 4 dead orks.
Sanguinary Guard fire angelus bolt guns. 4 hits. 2 wounds. 2 dead orks
Sanguinary Ancient fire and kills 1 more. Tactical squad B fires at ork squad A. 11 hits, 9 wounds, no saves for 9 dead orks.
charge:
DC charge orks and get an 8. 2 wounds from overwatch both saved.
Sanguinor/Sanguinary Ancient and Corbulo all make successful charges on ork squad A
Fight phase
Ancient with Powerfist kills 1 ork
Sanguinor kills 5 orks.
Corbulo kills 3 orks
DC , 9 hits, and 9 wounds wipes ork squad A for First Blood. Units now consolidate away.
Orks turn 2
Orks move towards Blood Angels deployment zone. Blitza-bomba flies over Sanguinary guard. Drops boom bomb causes 4 mortal wounds= 2 dead sanguinary guard.
Psychic
Weirdboy casts da jump a 2nd time. yes i know this didn't work the first time and it may not work again but it was so fun to do. They land in backfield right where the Blitza-bomba used to be. I rolled a 10 for the warp charge and add 1 for my waagh energy. for an 11. it passes
Shooting
The ork squad B fires all 23 pistols at the DC. 2 wounds total, 1 saved = 1 dead DC
Morkanaut shoots at DC and whiffs all shooting attacks. He even puts 2 mortal wounds on himself as KMK overheats.
Blitza-bomba shoots and kills 1 tactical marine from squad A.
Charge:
Ork squad B attempts to charge the DC. overwatch gets 3 hits but no wounds. I then roll a 5 and 2. too short. re roll the 2 and get....a 1. The dice are killing me on charges.
No casualties due to morale this turn.
Blood Angels turn 3
The Blood Angels start their move by moving towards the ork boy squad that just da jump'd, and the morkanaut. He keeps Sanguinor the ancient and Brother corbulo all relatively close to gain their stacking abilities, including +1 S, and extra attack and rerolling 1's to hit.
Brother corbulo revives 1 dead Sanguinary guard.
Shooting phase:
The plasma cannon once again fires at the killa kan. He decides to overcharge the shot. rolls 2 attacks. 1 hits the 2nd rolls a 1. He uses a command point to reroll the overheat and fails on a 2 instead. Rolls the hit and wounds the can for 2 more damage. The bolters from that tactical squad also fire at the killa kan and they wound it 3 times. But I make all my 2+ saves. The kan is in terrain and very obscured.
The 2nd Tactical squad decides to try it's luck and shoot at the Morkanaut but after all the hits there were no 6s to wound.
Charge Phase:
The Death Company decide to charge the ork squad B. AFter overwatch the orks killed 1 DC. The DC roll charge distance 10 and make the charge. They are also charged successfully by the Sanguinary guard. They didn't make base contact but did land 1" away. The Sanguinary ANcient also successfully charges as well as the Sanguinor.
Fight phase:
DC fight first. He uses the powerfist and gets 2 hits at -1 WS, 2 wounds at S10. They are still within 6" Corbulo. SO 2 orks die. The rest of the chainswords whiff completely.
I then use 2 CP to allow my ork boys to attack. PK NOB attacks the Sanguinary Ancient. I am in base with him so decided to remove some of his buffs. 1 hit on4+ with my -1. He fails his save so I roll D3 damage and get a 5. ANcient takes 3 damage. I then use 6 orks who are within base contact or 1" to attack the Ancient. 11 Hits 6 wounds. He fails 1 and I kill the Ancient. 4 orks attack Sanguinor. I got 9 hits 6 wounds. Sanguinor makes 6 saves. 4 orks attack the DC. 5 hits 3 wounds. 1 failed save and 1 wound ignored by blackrage. :/ 5 orks attack the sanguinary guard. 4 total wounds with 2 failed saves. kills 1 model and puts a wound on another.
The sanguinary guard attack next with encarmine axes. 4/6 hits 2 wound = 2 dead orks. The powerfist attacks and wounds 1. 1 dead ork. lastly the encarmine swords attack and inflict 1 wound for another dead ork. The Sanguinor attacks and kills another 2 orks.
Morale:
After all of this turn I took 12 casualties. plus I roll a 5. I'm also at minus 1 from deathmasks. There were 11 orks left so 17-11-1 = 7 more dead orks.
ORKS TURN 3:
I move my ork squad C straight forward and advance 3". The killa kan moves up into skorcha range. The burnas inside the morkanaut deploy and move close to Corbulo to make him the chargeable. The Morkanaut moves close to the Sanguinary guard.
Shooting phase:
The killa kan shoots the tactical squad with it's skorcha. I roll 4 attacks wound 3 and at -1 AP the tactical squad loses 2 marines.
The Burna Boys roll 1d3 for all the burnas. I roll a 5. 12 auto hits. 3 wounds. 1 dead tactical marine. The Mek with KMB shoots and kills 1 more marine.
Charge phase:
The morkananut shoots the same tactical squad and kills 1 with his KMK but he puts 3 mortal wounds on himself. the twin big shootas kill 1 more. Morkananaut charges sanguinary guard but takes no wounds from overwatch. he is about 1.5" away so he makes the charge.
The Burnas charge Corbulo and successful make it with no overwatch wounds.
The ork boy squad C charges the tactical squad and needs an 8 to land within an inch because base contact is 9" away. I roll....5 and 1. Once again they fail...But I rerolled the 1 due to ere we go and got a ...6. An ork boy squad finally makes a charge.
So the Morkanaut attacked first. I used the crush option on his klaw of mork. This option is Sx2 for S 16. and ap -4 D6 damage. The other option is smash which allows me to roll 3 hit dice for each attack. This is useful if I need to guarantee my attacks to hit. But it's D3 damage and S user ap -2. I hit 3/4 with my crush attacks and then wound 3 on a 2+ this kills 3 sanguinary guard because all 3 rolled over 1 damage to the 2 wound models.
The burnas attack with their ap -1 weapons and cause 3 wounds but corbulo saves all 3.
The ork boys have 15 models in range to attack. 45 total attacks = 24 hits and 9 wounds. 2 more tactical marines die. The Nob from Boy squad B that have just a few models left attack next. The remaining boys attack the DC and kill 1 more DC. The nob attacks Sanguinor and wounds twice but he makes his 4+ invulnerable save.
The sanguinary guard attack the morkanaut and the axes inflict 1 wound which I save and the power fist inflicts 1 wound at -3 AP but I roll a 6+ for my 6+ save.
Corbulo kills 3 burnas.
The tactical squad attacking ork boy squad C wounds 1 which i save on a 6+.
Sanguinor kills the remaining boys from Boy squad B.
Morale. I lose my 2 burnas due to morale but everything else is fine.
Blood angels turn 4
|