My first real game of
40k since the end of 4th edition - I took some sub-par list choices (was just trying out units), didn't play as tactically as I should have, and ultimately got messed up by the terrain. But... lessons learned.
Orks - 2000 ; 6
CP
Batallion
HQ 1: Big Mek on Warbike (
KFF) - 101
HQ 2: Weirdboy
Troops 1: 30 Boyz (29 Slugga/Choppa+Nob)
Troops 2: 26 Boyz (26 Shoota Boyz)
Troops 3: 28 Gretchin
Elites 1: 10 Tankbustas+2 Bomb Squigs - 190
Elites 2: 5 Tankbustas+1 Bomb Squig - 95
Elites 3: 5 Tankbustas+1 Bomb Squig - 95
Heavy Support 1: Gorkanaut - 364
Fast Attack 1: 6 Warbikes - 162
Fast Attack 2: 6 Warbikes - 162
Dedicated Transport 1: Trukk (Big Shoota, Wrecking Ball) - 85
Dedicated Transport 2: Trukk (Big Shoota, Wrecking Ball) - 85
Space Marines (going off memory here) - 2000
HQ: Pedro Cantor
HQ: Chaplain
Troops: 4 Tactical Squad+1 Missile Launcher
Troops: 4 Tactical Squad+1 Missile Launcher
Troops: 4 Tactical Squad+1 Missile Launcher
Troops: 4 Tactical Squad+1 Missile Launcher
Heavy Support: 5 Devastators (4x Missile Launchers)
Heavy Support: 5 Devastators (4x Missile Launchers)
Elite: Sternguard (5)
Elite: Sternguard (5)
Elite: Sternguard (5)
Fast Attack: Assault Marines (3 flamers (?))
Dedicated Transport: Rhino (Stormbolter)
Dedicated Transport: Rhino (Stormbolter)
Dedicated Transport: Rhino (Stormbolter)
Dedicated Transport: Rhino (Stormbolter)
Dedicated Transport: Rhino (Stormbolter)
This'll be a short bat-rep, but I'll try to hit the key points.
Pre-deployment:
http://imgur.com/hSXobEa
We alternated placing objectives; I ended up placing my two objectives on the outsides of the map. I thought it was going to be split down the middle horizontally; my opponent put them in the trenches. - I didn't end up getting a picture of the deployment lines before the game began, but the short version is that I deployed all my troops along the midline (with everything minus the Dakka Jet and a squad of Bikers on the north side). Orkz managed to deploy all their units first, and took turn 1 for themselves.
Mid-
SM turn 1:
http://imgur.com/Qoe3dVB
Managed to take out one rhino. The Dakka Jet (
) killed 3 of the passengers. Shoota boyz were jumped to the enemies objective, and managed to take out three 2+ cover save marines with their shooting. <3
End of game:
http://imgur.com/uRCTdAA (this picture is prior to my Gorkanaut and Big Mek being killed on his turn - at that point, I called it).
Should have held back on my two objectives, and jumped into his second when it was looking like the game would be ending; I really needed to force him to come to me, instead of trying to force my way in there. Also, rhinos were damn near unkillable - I fear if my opponent brings any real battle tanks; or forbid, even a super heavy. I really don't know how we're going to tank it out
tbh. Also, I failed two charges on the Rhinos with both of my Tankbusta units; but since I didn't have Tankhammers or Nobs with Big Choppas, it wouldn't have done much anyways.
Shortest version: Terrain did me no favors, rhinos blocked the way, and were unclearable by our Tankbustas
. I should have taken an altered/revised list, and not trying to move
SM's out of their trench. Also, Devastators/Missile Launchers do serious work this edition.
Good:
1. Bomb Squigs, when they land, they do a ton of work. 2+ hit, 3/4+ wound,
d6 wounds; is this what it feels like to be a Space Marine?
2. Dakka Jet was a ton of fun to shoot with; 18 shots at 4+ to hit is FUN. Would bring again (even though I'm not 100% sure how effective they are; this one killed 6+ marines in two turns though).
3. Weirdboy with "Da Jump" is an allstar - nothing felt better than using Da Jump and deploying 26 Shoota Boyz into their frontline, and then following it up with 30 Slugga Boyz after the Shootas ate the charge. Since the weirdboy doesn't move with the squad it jumps (I initially thought it did), this frees you up to use a second Weirdboy for the +1A Waaagh! power - jumping in a buffed up horde of 30 boyz (either type) will munch any unit it touches.
4. Shoota Boy overwatch is hilarious, and can be randomly deadly.
5. Warbikers felt fun to use - they got a ton of shots, and were pretty survivable.
6.
KFF saved so many random shooting wounds; totally worth bringing at least one of these to every list.
7. 20+ Grot shooting is hilariously fun. Dangerous in numbers indeed.
Neutral:
1. Bomb squigs are great, but if they fail the wound roll (which is very possible), then they're a huge whiff.
2. Dakka Jet movement is very finicky, thankfully you can fire in a 360 arc; but positioning them over a couple turns will require a lot of forethought.
3. Gorkanaut does nothing against vehicles - sure, I rolled 11 shots for his Deffshoota (with a reroll) over two turns, but he barely put 1-2 wounds on a rhino even with his full weapon set (5+ to hit HURTS) - I was largely blocked by my own troops/terrain this game, so he never hit melee. I'll have to revise him when he manages to get into a scrap.
4. Really need a way to deny cover saves; 2+ Marines in cover/trenches is unmovable - Lobbas may be the key here.
5. Warbikers are survivable, but their damage output is pretty low, especially in melee - best to keep these guys riding around and using the Dakka Guns, and charging in only when you really need to tie something up.
6. Wrecking Balls really didn't do anything - without the ability to get increased Weapon Skill, they bring you up from 5+ to 4+ against T7, and give -1Sv; but that's not really anything
tbh, especially when you have 3 attacks, hitting on 5+. They're cheap at 3 points, but I don't expect Trukks to win melee against anything anyways, so... I'd only take them if I have points to spare.
Bad:
1. Flamers in trenches = bad time; you have to hope for an 11 or 12 to be able to charge them without eating flamer fire in Overwatch.
2. Actually, flamers in general are rough. They chew through hordes like nobodies business; and are damn solid against vehicles too.
d6 auto hits per unit is no joke.
3. Tankbustas don't seem to be very good. I'll admit I was probably unlucky (and my opponent rolled a lot of 6's for Rhino armor saves), but they didn't really do much.
4. Vehicles can deny a lot of terrain/movement by their very existence - additionally, drifting during charges/moves = a large ability to block
LoS, at no penalty. Really don't like their ability to do that, but I guess Trukks can do it too...
5. Needed more long range guns - Big Gunz/Mek Gunz will probably make their way into a lot of lists.
6. Not being able to fall back and shoot with small units on the fringe (warbikers) is a huge deal - really need to support these units with multiple others.
7. Vehicles are fething unkillable, especially since Tankbustas/Gorkanaut can't get the job done themselves. As you can see from the images, the Rhinos were a nuisance the entire game, and stopped me from doing anything.
8. Missile launchers...
d6 vs hordes, Krak vs heavy armor - they feel too versatile.
4d6 from a single devastator squad can wipe out a whole unit of boyz (since 6+ is nothing); and still threaten vehicles at a massive range.
6. 20+ Grots in melee on the other hand, not going to do anything except die. 2S and 2T is nothing; you need 6's to even hurt things. That said, if you have a Weirdboy handy, you can jump them out on your turn (provided they make it that long, haha).