Post by emptyhat on Jan 16, 2013 21:51:49 GMT -5
Tred’s List:
H.Q - Warboss big choppa
H.Q - Warboss big choppa
Troops - 10 Nobz with big choppas
Troops - 10 Nobz with big choppas
Heavy Support - Battlewagon with dakka and a deff rolla
Heavy Support - Battlewagon with dakka and a deff rolla
empty’s List
H.Q - Warboss on bike with cybork, powerklaw, attack squig
Elites - 3 Meganobz with rokkits (these boyz were riding da looted skorcha wagon)
Troops - 20 slugga boyz with a choppa nob (these boyz got to ride da battlewagon)
Troops - 11 boyz with a choppa nob, two big shootas and a trukk
Fast Attack - 3 Deffkoptas
Fast Attack - Warbuggy
Heavy Support - Looted Wagon with a skorcha and a big shoota
Heavy Support - Battlewagon with 4 big shootas
Heavy Support - Looted Wagon with boomgun and 2 big shootas
H.Q - Warboss big choppa
H.Q - Warboss big choppa
Troops - 10 Nobz with big choppas
Troops - 10 Nobz with big choppas
Heavy Support - Battlewagon with dakka and a deff rolla
Heavy Support - Battlewagon with dakka and a deff rolla
empty’s List
H.Q - Warboss on bike with cybork, powerklaw, attack squig
Elites - 3 Meganobz with rokkits (these boyz were riding da looted skorcha wagon)
Troops - 20 slugga boyz with a choppa nob (these boyz got to ride da battlewagon)
Troops - 11 boyz with a choppa nob, two big shootas and a trukk
Fast Attack - 3 Deffkoptas
Fast Attack - Warbuggy
Heavy Support - Looted Wagon with a skorcha and a big shoota
Heavy Support - Battlewagon with 4 big shootas
Heavy Support - Looted Wagon with boomgun and 2 big shootas
Chemin’s List
HQ
Primaris Psyker
HQ
Techpriest enginseer
Troops
Platoon Command squad - voxcaster, melta bombs
Infantry Squad - voxcaster, meltagun, missile launcher
Infantry Squad - missile launcher
Infantry Squad - missile launcher
Troops
Platoon Command squad - voxcaster, melta bombs
Infantry Squad - voxcaster, grenade launcher, missile launcher
Infantry Squad - missile launcher
Infantry Squad - missile launcher
Heavy Support
Leman Russ Exterminator - lascannon, heavy bolter sponsons
Heavy Support
Leman Russ Punisher - heavy bolter, heavy bolter sponsons
Cosmic’s List
HQ
Primaris Psyker
HQ
Techpriest enginseer
Troops
Platoon Command squad - voxcaster, melta bombs
Infantry Squad - voxcaster, meltagun, missile launcher
Infantry Squad - missile launcher
Infantry Squad - missile launcher
Troops
Platoon Command squad - voxcaster, melta bombs
Infantry Squad - voxcaster, grenade launcher, missile launcher
Infantry Squad - missile launcher
Infantry Squad - missile launcher
Heavy Support
Leman Russ Exterminator - lascannon, heavy bolter sponsons
Heavy Support
Leman Russ Punisher - heavy bolter, heavy bolter sponsons
Cosmic’s List
This game started with me going off to grab all the Orks I’d need while the others rearranged the table and rolled the mission and deployment, so I’m a little fuzzy on those but I think it was dawn of war and there were 6 objectives. Cosmic rolled for night fighting and let out a whoop of success when he rolled a 2, his big guns would be able to take their toll of green leather from the get go.
To celebrate Cosmic added some nifty cotton wool to the gun barrels.
We also remembered to roll for warlord traits this time (Warlord traits are something that Tred really likes about sixth). First Cosmic rolled, picking Strategic Traits, he rolled a second 2, giving him the option of having night fighting rules for the first turn. He was not impressed and chose not to. Next Chemin rolled, also on Strategic Traits, he rolled Strategic Genius but since he had no reserves it was useless to him. I rolled for my biker boss next and got Master of Offence which gave me furious charge... another lemon for da Lemon Steela. Finally Tred rubbed his hand and cracked his knuckles, he rolled on Personal Traits hoping to give his warboss and nobz in a battlewagon Master of Manoeuvre so they could outflank, instead of a 3 he got a 1 which gave him counter-attack while in the ork deployment zone. All in all the whole thing was a big waste of time but it was pretty funny.
At this point I was pretty much set up, Tred only had two wagons to plop down and the guard had set up first, waiting for their first round of shooting. I got a broad line set up ready to pounce on various bits of the guard line when Tred entreated me to switch my deffkoptas from their place opposite the Basilisk to screen for his Battlewagons which were facing off against the Vanquisher. So the koptas ended up on the opposite flank from the picture below.
Cosmic and Chemin Turn 1:
The guard players decided to forgoa valorous advance towards the incoming mechanized orks so this turn was restricted to gunlining it up ( and down). The various heavy weapon teams fired on my lighter vehicles and destroyed the looted wagon transporting my Meganobz ( ) leaving them stranded right on the other side of the table and also my trukk which Kareened backwards before exploding into a crater that killed 4 of the orks inside (that was actually quite funny) afterwards the Collosus droped a pin point shell on the survivors leaving only the nob alive. I think the Vanquisher had a go at one of Tred’s wagons but it sounded as though it either missed, or that the kopta screen worked out. The koptas also took some small arms fire froim Cosmic’s infantry but high toughness and 4+ saves kept them from being damaged.
Tred and empty Turn 1:
Just before we started moving I remembered to take a leadership test on the lone nob, who promptly legged it off the table (probably to go find more boyz to bring back). After that we had a turn of tactically surging forwards at full speed. The biker boss, who had been sneakily hiding behind a building sped out and turbo boosted bringing him dangerously close to the imperial lines. The boomgun wagon targeted the Basilisk but failed to hurt it, despite a direct hit, the infantry crowded around its shadow weren’t as lucky though and they lost 3 or 4 men, they then failed their leadership and fled.
My battlewagon went for the most direct route, jumping the wall into the objective rich centre of the map (I didn’t actually remember about objectives at that point though, it was just a straight line to the guard).
Thanks to their scout move the Deffkoptas were already across the table and in a position to harasses the guard line. Despite Tred’s entreaty to shoot the side armour of the Vanquisher I went for the Colossus that had flattened my boyz. Sadly the rokkits did nothing and my koptas didn’t have a buzzsaw so close combat was ineffective.
Cosmic and Chemin Turn 2:
Having read the auto-penetration thread Chemin turned all of his firepower on the biker boss but sadly (for him) most of his missiles went wide or were duds. The massed lasgun fire however did succeed in taking 2 wounds from the boss, the guard needed 6s for this so they must have switched to overcharge. Given how close to slaying the boss they were Cosmic and Chemin started turning the tanks on him. I’m not sure but I think he absorbed one of the sentinel's autocannon shots and the shots from both the Leman Russ Punisher and Exterminator before even his terminator style cybork exoskeleton was melted into slag.
The other sentinel took its lascannon shot on Tred’s nearest battlewagon but failed, this meant that neither of them could charge my deffkoptas who made it through another round without losses () Cosmic’s artillery had mixed success as the Colossus fired on the warbuggy and exploded the vehicle while the Basilisk lobbed a shell far over the top of the boomgun wagon.
Tred and empty Turn 2:
Tred and I were aware we were getting to the good bit for da Orks and continued to press forwards. My boyz on our left flank got out of their wagon hoping for a long charge, while the deffkoptas whisped away from the doomed Colossus towards the rear armour of the Vanquisher. Tred started smiling maniacally as he flipped through the book to the tank shock rules and proceeded to roll over the Colossus, the Chimera and the guardsmen around them with his deathrollers.
This would actually be pretty horrible for those poor guardsmen.
The cramped conditions worked against the guard lines and Tred was able to get off untold hits against them with his two wagons, whose passengers also started gunning down the survivors with shootas and combi-skorchas.
Meanwhile I was preoccupied by having my boomgun wagon target the Basilisk again, this time I pinged it and left it stunned. The deffkoptas had more luck with the Vanqusher’s rear than they had with the, now flattened, Colossus and the poor tank was horribly violated by rokkits and left a smoking hulk.
The boyz managed to charge the nearest squad of guard and quickly beat them into paste. They were still about 3-4 inches from being able to melt back into the ruins but I rolled a one so they lolled about right in front of the Punisher looking orkishly stupid.
Chemin and Cosmic Turn 3:
Things were starting to look a bit bad for the imperials but there was still hope. If they could check the battlewagons then Tred’s nobs would be a long walk away from the Basilisk and the Leman Russes could pull back, first though they needed to clear the center of bad moon boyz.
If there was ever a job for a punisher it was this: The tank pivoted to line up all three heavy bolters on the mob and let rip.
When the dust settled a good number of boyz, including the nob had been felled but a worrying number of orks still remained.
Cosmic was really getting the hang of being an imperial commander at this point because I heard him swearing to Chemin that if he couldn’t reduce the orks to nothing he’d turn the Bassilisk on them despite how close they were to the Imperial lines.
In the end it didn’t come to it and Chemin cleared them up like a pro turning both lasgun and warp lightning on the mob until they were reduced to a rubbish and unthreatening two boyz.
On the other side of the board Chemin and Cosmic both threw everything they had at the wagons but if it had an effect I didn’t notice.
Tred and empty Turn 3:
The wagons tank shocked again rolling over more of the Imperial line, crushing the sentinels and the Chimera. The Chimera veterans bailed out into a flame storm of skorcha fire and were incinerated by the wagon nobz.
The Deffkoptas continued their role as vanguard and slammed into a missile launcher squad ahead of the wagons; and the Meganobz continued to run towards the Imperial lines, trying to outpace the wagons before the fight moved on.
This time the boomgun failed me. Having seen how far of the board the Basillisk had fired in turn one they tried to see if they could match the range by firing way past the Imperial artillery piece.
At this point things were looking grim for the Imperials but they weren't out of the fight. They probably still had a shot at the objectives (which the Ork players had completely forgotten about) and Tred and I were starting to compete for kills (or I was just trying to kill steal, one of those two things).
The last two boyz decided to charge Chemin’s Primaris who was attached to a pistol and sword armed PCS. Unsurprisingly the I3 guard slaughtered them before they could land a blow.
Cosmic and Chemin Turn 4:
The imperial line tried to reassert itself but was hampered by its lack of firepower against AV14. Their main weapon against the wagons, the Basilisk was able to fire again but had been drawn into a grudge match with the looted boomgun wagon, which it missed again (this must have been really frustrating for Cosmic because artillery templates seem to be his favourite thing with guard and he was having some rotten luck). The Punisher and Exterminator did have a lot more luck swatting flies and they gunned down all of my poor deffkoptas. From the photo it lools like one of Tred’s battlewagons had taken a hit and was a hullpoint down.
Tred and empty turn 4:
It was getting late and there were trains to be caught so we sped through this as a final turn. The Meganobz finally made it to the guard and took out the last missile squad, from this point they would be racing one of Tred’s battlewagons head to head.
Most of the other ork units missed or were too far away to engage so the battle ended with the Imperial guard bloodied and unable to control the field but still able to make an ordered retreat with their survivors.
In conclusion things started of well for the guard. They nailed two out of five transports before they could move. It was just the battlewagons that proved to be too tough/lucky. If they could have stopped them then the Orks would have probably have been flattened by the artillery and anti-infantry Leman Russ.
(Chemin also needs to finish painting those feudal guard. They'll look great with those purple feathers and bronze shoulders.)