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Hello Fraters! Having lurked and occasionally posted over the last few months I have decided to create a WIP log to document my re-entry to the hobby. This was going to be a Raven Guard-based log as I have a Strikeforce to build but I have already paused that plan, bought Kill Team Octarius and started some terrain painting. This is very much WIP as I test out washes and contrast paints and basically learn to paint. I only painted a few minis when I was at school, I think it must have been around 1989/1990. Edit: title updated to reflect that I have now bought two KT boxes and have been painting Genestealers to refresh my v.1 Space Hulk game.
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- Kill Team
- Space Hulk
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I think of this guy as "The Grey Hunter", out on a solo slog across Fenris to slay a monster between campaigns. Think he's probably the sole survivor of his pack, and maybe fresh home from a rotation in the Death Watch? Converted from a chaos warrior. Going to experiment with some snow effects to do up the base, and then weather the cloak to match. Would love c&c if you've got any - i know its not the best photo so might be hard to comment.
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- black templars
- Firstborn
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Aeldari vanguard try to retake relics stolen by Orks. I lost 1-2 in a nail biter. Had I made one more save on that last turn, I'd have pulled it out. Can't ask for much better. Thanks for looking.
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Fellow Warbosses! A new age of war descends on the galaxy. The Beast of Armageddon is gathering his Great WAAAGH!, Gork's Grin has split the 'umie empire in half, and the tin 'eadz look to be getting ready for a big ol' scrap. So, how do we feel about it? As of right now, there isn't a whole lot to really dig into, but that doesn't mean there isn't anything to talk about. What excites you? What scares you? What are you most looking forward to? What do you hope to see, so your Orks can continue to krump with the best of them? I'm hopeful we don't have to wait too long on our 9th edition codex, because I wanna see the cool things they do for Orks in Crusades, the new, structured narrative system. Sadly, as one of the last 8th edition codex, I don't anticipate getting our 9th in the next year
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Hello Guys! I have been a hobbyist for (records expugned from the Administratum by inquisitorial decree) and have been on this forum for almost the same amount of time.In all of these years i've had different threads in different parts of the forum, but trying to keep them attractive to new viewers and getting feedback has been quite difficult, all the more credit to each brother that has given me their thoughts whenever i posted something new of course. So i was thinking last night that it might be easier to merge my separate armies into one thread, tat way i can update it constantly when i paint something new, because i always work on different things at the time. So, i'd like to start this album with some of the minis i've already painted from different armies. I hope you like them I'll be uploading some of my Orlocks soon, though i still have to paint their bases
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- DIY Chapter
- Necromunda
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Air War Scelapa Prologue 971.M30 - Scelapa, Dread Clouds, Yiaxes Sector, Ultima Segmentum Following orders derived from XIXth Legion command, the 22nd Grand Company (Tactical), supported by the 289th Falkan Grenadiers and 72nd Heavy Fighter Wing, along with select forces from Legio Ferrax, preemptively deploy to the Imperial frontier world of Scelapa to ward the civilian populace against the encroaching tide of Waaagh! Gargunz. This particular Ork enemy, as demarcated by numerous Legion records, has followed a pattern of large scale attack-and-fade strategies, and the Primarch Haedran has devised a plan to to cut off Gargunz Skyscreama's advance and decapitate the enemy leadership in a bait-and-flank maneuver. Scelapa, positioned adjacent to the direction of Skyscreama's advance, is the crux upon which this scheme rests. To the men and women stationed on and above Scelapa, such high strategies are worlds away. There is only to imminent and unavoidable green tide that will soon arrive at their door. For Captain Perrus Nimeon, from his position of system command onboard the XIXth Legion heavy cruiser Scarlet Covenant, this means an inevitable air campaign against the formidable Air Waaagh! of Gargunz Skyskreama's notorious Nite Ridas, the greenskin's preeminent air combat unit, equipped with baffling radar-cloaking and night-flying technologies wrought in fetid xenos laboratories. The air defense will rely on dead reckoning and regular reconnaissance to detect raids. Random encounters will result in knife-fighting and close range engagement. The 22nd Grand Company (Tactical) is far from helpless. Operating from their duty station onboard the Covenant, 3rd Ordinal's premier fighter outfit, the 11th Strike Squadron, the "Rebeleventh", drills incessantly in orbit and planetside, skirmishing in mock asymmetrical combat to prepare for the Nite Ridas' offensive. Alongside them, providing long-range patrol and reconnaissance duties, are the newly minted 72th Heavy Fighter Wing, the "Sept-Duece", in fledgling Thunderbolts. In the coming war, the pilots and crews of these units know their actions with dictate the fate of Scelapa, the Segmentum, and the Great Crusade Dramatis Personae Scelapa Air War - The Defenders - Haedran Durendal* The Clearch Primarch, XIXth Legiones Astartes "Cardinal Guard" Perrus Nimeon Captain, 22nd Grand Company (Tactical), 5th Cohort "Star Warriors", 3rd Ordinal, XIXth Legiones Astartes "Cardinal Guard" Titus "Late" Laterno Captain, 11th Strike Squadron "Rebeleventh", 3rd Ordinal, XIXth Legiones Astartes "Cardinal Guard" Georgea "RAGs" Myteon Flight Colonel, 72nd Heavy Fighter Wing "Sept-Duece", Tactical Air Command, Falkan Expeditionary Air Forces, Falkis - The Aggressors - Gargunz Skyskreama* Warboss and Flyboss-in-Cheefz, Waaagh! Gargunz [COGNOMEN UNKNOWN] Ground Forces Warboss, [uNIT COGNOMEN UNKNOWN], Waaagh! Gargunz Loffa Grotsnipa Flyboss, Nite Ridas Stelff Skwadron, Waaagh! Gargunz *Though not present at the engagement, marked individuals provided limited strategic command.
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- The Cardinal Guard
- A Broken Throne
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I´ve been slowly building up my Orks and have tackled some of the bigger boyz. First up three Mega Nobz, one Goff, one Bad moon and one Blood axe. I´ve got two more to paint one blue deathskull and one red Evil Sun. Proppa powah rangerz! The sixth mini is awaiting how well meks in mega armour will be in the next codex, otherwise he´ll be a Snakebite. And some Nobz with all manner of weaponry, the blood Axe will be a squad leader for future kommandos.
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Edit: I suppose an introduction is in order. I've been a member of the B&C Community since 2009. I've been playing 40k since 2004, when a friend of mine had been gassing on about "Orks with a K, because those LotR Orcs aren't big enough." I finally asked him what the hell he was talking about, and he gave me a copy of Codex: Orks (the one written in 2000 by Andy Chambers). One read through and I was hooked. Greenskin for life. Orks have remained constant through thick and thin in 40k for me; my Astartes armies have been a riotous roulette wheel of color (Ultras, Salamanders, Black Templar, Crimson Fists, and finally Alpha Legion). Anyway, that's the boring part. What I love about Orks: big mobs of boys supported by ranged grots. Brutal close assaults, Nob assassination squads, trukks filled with specialists whizzing by and lightning the whole world on fire/replacing the air with rokkits. I'm going with Goffs due to Mek Boss Buzzgob. I love (and will always cherish) the Dreadmob list and will do it again as soon as Kastorel-Novem is updated. However, it somehow slipped my notice that he was a Goff! Whatever works, this means I get to toss Ghaz into my lists when Grokgor is asleep, or something. Speaking of: my Waaagh's background. Back when I was in college, I used to play a buddy who had a Salamander army led by Vulkan He'stan. One day, my warboss managed to beat He'stan down three different games in a row, using different army lists. After the third time, my friend disgustingly said: "I hate your warboss. He's a Salamander-killer." I had been flirting with the name "Grokgor" (Grok being my WoW ork warrior's name, "Gor" meaning "bad"), but on that day, Grokgor Wyrmsmasha was born. I did a head swap with a Finecast Ghaz and an original metal warboss (helmetless one with a big choppa), and his legend began. He's been given a bike, mega armor, and I occasionally flirt with the idea of going back to the original model, but Grokgor shall remain. Below is a picture of the first Goff I've done. A simple slugga boy, not yet dry from the wash. Pictures and updates will come as models and units are completed.
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So I have a few pics of some games this week. I have had a super busy week so excused the rushed report, but here are the short notes: It was a 2K Maelstrom game.... it was pretty intense. More so than I thought it would be with Orks. Basically here's what I brought, unfortunately since the new codex came out I haven't had the heart to rip arms off of my sword Strikes, (which hardly got used in 7th), and put on Falchions, but two of the squads were WYSIWYG and 2 were Falchion loaded. One NDK is just a heavy, the other is a GMNDK. Razorback (missing turret) is an Assault Cannon. 2 Purgation squads are in there too. (Psilencers x2 and Psycannon x 2) The rest is pretty vanilla... 4 Pals, 1 Apothecary w/Cuirass. Voldus, and Draigo. The Orks army. I have to say it was not one of his stronger lists, but it had a good mix. He's played a lot of the massive body count armies... very annoying, but this was more trukks, more elites for him, and therefore less bodies, but he has been testing a Gorkanaut (I think it's called). Anyway I do get first turn. He's lined up poorly in my opinion though and this could be where I get a huge advantage if I don't mess it up. Beginning of the game: My first turn I alpha the heck out of him to retain some slight advantage. He has lots in trucks and I see the limitations of my non-Lascannon oriented force immediately... here I was hoping to Stormbolter him to death. The GMNDK comes down and Voldus launches Vortex. ! I love that about this edition... my Vortex is back baby! Take that dirty , green space mushrooms! The Vortex is a big one! It doesn't get the extra mortal wounds, but it is bin in the way it hits 4 squads including a Dread, and the Gorkanaught. I baby smite as much as typically can be done, and a well placed Purge Soul rips more off of the Gorkanaught. I don't waste most of my shooting on the Gorkanaught... because I need to wittle down some units. And I do. I get first blood at this point on a truck, and I think I've got a huge advantage here with his deployment so I get the GMNDK into CC with Gorkanaught... oh they will write such great prose about this moment on Titan... won't they???? Yea, so .... Not really! The Grandmaster waltz's in and hits but only does two D3 wounds!!! (Since I can only roll as low as a 3 that's as good as it gets for me)!!! That hammer needs batteries or something. I even blew a command point. So as you can clearly see the Gorkanaught had it's way with the GMNDK! The Gorkanaught pulled back and out of it's gut comes the Nobs with Heavy axes....But hey I remember this! In 7th I wiped these guys no problem..... Well frag grenades aren't needed in 8th, and ANYTHING can adjust a Terminator (2+ save). So the Nobs come out, and they are.. shocking S6 with these axes, 2 wounds each, and -1 AP!!! When did this happen? They come out with a banner dude, and lay the beat down, and the Gorkanaught easily finishes off the GMNDK. So now things have changed. I move up everything and try to crack vehicles, but the Orks are now in the lead, and have Slay The Warlord. The Paladins move in and do not let the image of their based in GM slow them down.... - My NDK (Heavy) does some good work here, we look really good now as the Paladins and Voldus start to take down boys, but they are cheap... dispensable. - I have some points from this, but he's still leading. The weird thing is the game keeps swaying HUGELY back and forth. I finally have the tipping point I feel when I get the Morkanaught down BUT it explodes on the way down!!! - The ensuing explosion causes 12 wounds on my stuff!! Insane. He's laughing now. Voldus took 2 (after killing the robot) and the Apothecary took a few.... very bad... Strikes went down... it was bad. - I get some points around the board, his copters come in flanking and steal a few points... I have to react, and it looks like I'm going to have to table him. - My Purgation squads are big in this game. I sit them in front of the Razorback and spew out Psilencer shots, and Psycannon shots (the Psycannons weren't worth it in my opinion. The Assault Cannon just does more for the buck). - I gun down the Nobz with axes... they are incredibly good now and cheap (too cheap?) At this point the NDK hops across the board with Gate, and I am down to the Razorback about 2 squads of 3 model Strike squads.... Voldus, and one NDK. I get the points I need literally in the last turn to pull off a crazy narrow victory! Orks are a lot different. Anything affecting saves is hard, but one thing I forgot to mention in this battle was a squad of Rocket Boyz in a Truck.... after I got through an assault with my Paladins they just got VAPED by the Rockets! -AP plus each unsaved wound is 3 Damage! So every lost save is a dead Strike, or a dead Paladin. That was incredibly rough, and made me really doubt the continued use of Paladins. But I have to hand it to my Ork opponent, this felt nothing like 7th edition Orks vs. GK.
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- Battle report
- Grey Knights
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So I fairly recently got my entire Ork backlog painted up; only took me 3ish years to do it! This is the current state of the Waaasgh! And yeah, there's probably more coming eventually. All of the pics are with my phone, so they're not super great, but should give a sense of my skillz. I've broken up the pics into "sets" First up, Characters:
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Hello fellow Ork enthusiasts, I’m pretty new to blogging and forums but have been on b&c for about a month in the Space Wolves section (boo!). I’ve spoken to a few of you guys out there on the forums but thought I might post my Orks here in the Ork section. My Deathskulls Warboss Bluetoof... He’s a looter so I’ve decided he’s looted a Badmoons shoulder pad and blood axe kommando camo trousers (blue of course). He’s got a genestealer skull on his head (from chaos terminator trophy rack) like the old 2nd edition Deathskulls did. Since making him GW has literally released a box of skulls so I’ve got no excuse not to go skull crazy and put skull hats on all my guys. This is my most recent Ork, Waaagh banner... I’d been saving this skull for something special. It’s from an old metal Orc shaman. I think I thought it was gonna be for a weird boy but I’m going to go more techno for him. And a Big Mek with KFF I tried to convey the idea that he’s fixing things and he’s been disturbed. He doesn’t like being disturbed! Hope you like them. I can’t wait for the codex to come out and am really hoping for Cult rules. Especially Deathskulls!
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- Orks
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My second game of 8th edition. Deathwing vs Orks. We're both still learning the rules so mistakes were made (like forgetting to use CP's) We played 1500 pts because it's better to start lower. One funny thing: Altough both lists were 1500 pts (ish), the ork list had 20+ power level difference. My List: Battalion detachment Belial Chaplain in TDA: Crozius and SB Apothecary Ancient 2x 5 DW terminators with AC 1x 5 DW Knights 3x5 scouts with sniper rifles Ork list The mission was the relic. I deployed Scouts, Apothecary and Standard bearer, kept rest in reserve. I managed to steal the Initiative, so I moved only the terminator characters. The DWK appered close to the relic, with the Characters close by. The game was shakey in the beggining because the DWK took the brunt of the fighting. They managed to survive with the relic, always retreating and with the rest of the DW making a wall between them and the relic. I managed to face the mobs one at a time with Terminator shooting, Belial CC prowess and re-rolls and Ancient extra attack. Overview Scouts. Those pesky Sniper rifles took out both HQ's, a couple of storm boyz and some wounds in Trukk, Warbikes and other boyz. Thanks to Belial re-rolls the accuracy was kept high.. Apothecary: He healed single wounds and revived 3 dead terminators. He is definately a keeper in this sort of army because every model count. Ancient. Not only he was a force to be reckoned with in CC, giving the extra attack to the rest of the Terminators. DW terminators: AC was ace and at 12" those 4 SB shots made dents, paired with re-rolls from Belial. In CC they were no slouches . Belial: Buffed the army and everything he touched in CC, melted. Chaplain: Gave re-rolls to Belial and other squads and pulled his weight in CC. DW knights. They only soaked fire. I missed them not having firepower. I see no reason to have them instead of normal terminators at this moment. Maybe because they had to keep relic safe and I didn't want to risk them, but in such a small army, the Firepower of another DW squad would have helped much more. Having 2 wounds per terminators makes them more resilient but stuff like missile launchers have to be cleared from the table because they'll make short work of multi-wounds. All in all a fun game to learn 8th Ed. Thanks for reading.
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- Deathwing
- Battle report
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- It is the 35th Millennium - The Imperium is in turmoil. Faith wars with rationality as the Ecclesiarchy and Administratum tussle for power. In disgust, the Ur-council of Nova Terra has led a fifth part of the Imperium into secession, striking out to forge a new destiny of their own. Seers speak hauntingly of the half-remembered terrors of Old Night, as warpstorm activity increases across the galaxy. The veil grows thin. Against a galaxy in flames, as mankind falls on itself, the Blood Angels stand as bulwark in the east. Even as the eyes of man turns inwards, the Angels strike out at the gathering horrors of the galaxy. - The Alien Wars begin - +++ + What are the Alien Wars? + + The Alien Wars Setting + The Alien Wars is a project that invites you to make a model (or more) that fits into the Nova Terra Interregnum of M35, a period of instability in the Imperium that saw the resurgence of Xenos threats against a divided Imperium. What is the Nova Terra Interregnum? Find out more by jumping to this post. The broad groupings are: Xenos – major and minor; the Xenos are in the ascendant across the galaxy. OrksThe orks of the Charadon Empire Eldar Saharduin Ymgarli Fomn Secessionists – Imperium Minor; those loyal to Constantium/Nova TerraThe Nova Terran Imperium Principal worlds of the Nova Terran Imperium The Frateris Constantium Old Imperials – The Greater Imperium; loyal to Ancient TerraThe Mechanicus sub-cults The Inquisition: the Chiron Cabal Astartes – Studiously neutral – mostly... This is a broad brief; intentionally so, because there's very little written about this period of 40k history. There are a few hints here and there, but it's very open for your ideas. I encourage you to think in the Rogue Trader spirit – the galaxy of the period is full of mystery and potential; and you're more free than ever to come up with something new and exciting, with every opportunity to do something that you've always wanted to do. +++ + How do I get involved? + Build your model (or models) and share it: Here in the thread – I'd love this to become a repository of people's ideas. On the + Death of a Rubricist + Facebook group On Instagram, using the #alienwars hashtag. Painted models, with a short piece of colour text (~500 words) explaining how they fit in the setting, are the gold standard. +++ [+Original first post+] +++ + Squad Raphael, Third Company + (Or, in the mannered language of Baal circa 191.M35: 'The Wards of Furiel under Lord Dahavauron, Prince of the Erelim; 3rd Strateia of the Host of the Angels of the Blood.') Sinistro a Dexter: Brother Donato (Duhael 4:12) Brother Malatesta (Durbael 2:17) Sergeant Raphael (Furiel 8:04) Brother Farnese (Shemhamphorae 1:20) Brother Barbarigo (Durbael 4:11) Sinistro a Dexter: Brother Lucian (Abacyel 3:12) Brother El-Aster (Ambriel 1:01) Brother Mephisto (Rashin Rast 2:05) Brother Thaddeus (Saditel 4:04, called the lost) Brother Engel (Narieal 4:10) +++ Wait, what? A lot of the above likely sounds like gibberish! The naming scheme above is a development of one I made up for my May You Live Forever project, the details of which can be seen here. The plan The army I'm building is a modern take on the Blood Angels Third Company army from WD139, one of the first issues I read, back when I was a nipper. This is a bit of a love letter to 40k, then and now; and combining what I think is the best of both. The originals: My interpretation so far: +++ [Original first post]
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- Orks
- Sisters of Battle
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"Listen up ya gitz! Mork may have tried ta eat us, but I'z too ard and too flash for dat. Now he'z gone and spat us out into da biggest fight any Ork's ever seen! Dem oomies may be busy duffin each other up, but we'z gonna show em how ta do it proper! Now quit yer bellyaching and get ready for krumpin! WAAAAAAGH!" - Attributed to Warboss Nazgit Flashdakka. Thought destroyed by the formation of the great rift. Later seen leading an assault on Proxima Cragallum. Record sealed by inquisitorial order. Greetings fellow bosses! With the new edition of 40k, a new waaaagh was in order (after selling my last army at the beginning of 7th.) That meant a batch order of green and yellow paint, a ton of Boyz and most importantly of all version 3.0 of Nazgit Flashdakka! Nazgit has been my boss since the beginning of Gorkamorka, when he started out as just another Morka nob. His trusty Klaw and bionic bonce have been with me ever since, tearing up the tables through most of fourth and fifth edition, before taking a breather for sixth and seventh. Now, with the galaxy in utter chaos, Nazgit and da lads are back and ready for a fight! http://i.imgur.com/6MnodJx.jpg Next on the table is a mob of thirty slugga boyz, that just need their bases finishing up. So an update will be coming soon. Until then, stay flash!
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What's your favorite Ork Clan, everyone? My personal favorite are the Blood Axes, what with how they use camoflage and actual tactics, being rather intelligent for Orks, and their use of Kommandos and Stormboyz.
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Tactics Time! :D Now, I am no Orks expert, nor even an Orks player yet. But they are very much on my radar at the moment (I have two "Start Collecting" boxes in my cart right now). And 8th Edition rules are such a drastic departure from 7th that a clean slate has been applied to the game, giving everything a degree of playability. It's a great opportunity for us to playtest units, weapon options and army lists. It's also past time we got an Ork Tactics thread started. :) For some added benefits, here's a link to Da WAAAGH!'s Tactics forum: http://www.the-waaagh.com/forums/index.php?showforum=4 To kick things off - the Brigade Detachment. At 2000 points, it is definitely a possibility, as every compulsory slot has units that cost <50 points. This allows you to meet the minimum requirements whilst still creating a themed and competitive army. 12+ Command Points is nothing to sneeze at! So my question is this... What would you take in a Brigade Detachment?
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Edit: Some gits pressed da wrong button and most of my pictures disappeared from the internet. In response I started a blog, https://redtoof.blogspot.co.uk/ I'm plannng to post some (fairly lazy) battle reports here. Hopefully they will be in some way educating and/or entertaining. Here is the first one: 2000 points, Orks vs Chaos Space Marines. Me vs two opponents with 1000 each. All still learning the rules. My list was a Battalion with a spearhead detachment. Warboss Redtoof, big mek Gubbinz, wierdboy Durrork Orkora, nobz, 2 trukks, 70 boyz, tankbustas, lootas, deffdread, kans and kannons. My enemies were 2 daemon princes, 2 defilers, melta havocs in a rhino, contemptor, Leviathan and 2 decimators loaded up with mortal wound guns. The Mission was contact lost, though I think it was mostly forgotten in favour of smashing stuff. http://i1164.photobucket.com/albums/q565/dan_wellington1/BE86B589-20D8-4B89-B586-9BC3D37CB0AD_zpsptcfw3b5.jpg Deployment looks like this. Two wedges of stompiness. They went first. http://i1164.photobucket.com/albums/q565/dan_wellington1/56F73E66-9540-41EB-9383-F9C31F1C3F54_zpspkjskhaf.jpg Chaos stomp forward. Shooting is not so effective thanks to heavy weapons, apart from my lootas getting mortal wounded to death. The defiler did the Warp time up in my face. http://i1164.photobucket.com/albums/q565/dan_wellington1/3B468389-86B8-45B2-A611-DA2276B65F9C_zpsdqufevq2.jpg That defiler charges into the front of my formation. My movement is severely hampered. Feels like this might have been a cunning plan if the defiler wasn't so expensive. http://i1164.photobucket.com/albums/q565/dan_wellington1/A39E7ACB-AD42-42E7-B1B5-A12E9D84A90A_zpsxx53v8ec.jpg Redtoof and his Nobz get out. He orders the boyz to get out of the way so the deffdread can get in. (Gubbinz fixed up the damage it took so it was back to full.) http://i1164.photobucket.com/albums/q565/dan_wellington1/89C44CBF-7E07-4C1A-8A67-9D42CE868006_zps12c1vh8m.jpg Problem solved. http://i1164.photobucket.com/albums/q565/dan_wellington1/FDC73D96-9E94-44FB-BD61-93D08430E309_zpsylyawtb7.jpg The chaos follow the defiler into the meat grinder. http://i1164.photobucket.com/albums/q565/dan_wellington1/0A4B7F56-6D48-45E3-A5EE-80A11AE16536_zpsq3hrkxw4.jpg Shooting takes out the dread. The leviathan charges Redtoof after the Nobz are reduced by the defiler. Warlord slain. http://i1164.photobucket.com/albums/q565/dan_wellington1/ABC65112-0D39-45B2-BEA2-021728DD5925_zps0xeppmjd.jpg Not in any way motivated by revenge, the tankbustas, kans and my characters converge on the Leviathan. http://i1164.photobucket.com/albums/q565/dan_wellington1/BBF34CB9-C690-4F70-914F-86DB434680B6_zpscnucwwuj.jpg Jobs a gud 'un. Tankbustas are tasty. http://i1164.photobucket.com/albums/q565/dan_wellington1/D9C89C2B-B39C-4047-96AB-B2344C818FEA_zpsqeo0xdry.jpg Kans and bustas charge the defiler and get a bonus stompy monster kill this turn. http://i1164.photobucket.com/albums/q565/dan_wellington1/7C5B8AE0-47E1-4420-9D2D-D087640396F2_zpsxionfjlp.jpg Iron warriors rhino does an admirable impression of a wall and blocks many of my boyz reaching the contemptor who is eating his way through their buddies. http://i1164.photobucket.com/albums/q565/dan_wellington1/D069D8F9-4B66-47F1-B95A-B744D9C62538_zpsy5w7g83n.jpg Chaos decide (wisely) that the kans have to go. Between two princes, the Decimator and the havocs, they are wiped out. It's ok, they were only grots. http://i1164.photobucket.com/albums/q565/dan_wellington1/99777AA6-6C32-4C9A-8390-3817700B8B5E_zpspvkhbhku.jpg Rhino goes, the boyz get to pile in on that contemptor. http://i1164.photobucket.com/albums/q565/dan_wellington1/8ED4BA68-4D02-4682-8D8D-EB59E38E45FB_zpslyfxyjy6.jpg So my last two tankbustas in melee with the prince happened to have rokkit pistols. They finished it off in the shooting phase, allowing my two remaining Nobz along with Gubbinz and Durrork to pile into the second prince, killing him as well. I also throw buckets of dice at the contemptor and finally kill it. With the leaders gone, the last few turns were just mopping up Havocs then claiming some token objectives while the last Decimator back-pedalled into his deployment zone. In the end a solid victory 15-4. Learning points: Tankbustas are good took out the first Decimator so fast I didn't catch it in the report :p Kans are good. Try a big unit with a wierdboy casting Warpath on them for 5 attacks each. Wierdboy is quite good at bashing stuff. Lootas probably need a battlewagon to hide in because they are super vulnerable. A big unit of orks can grind down a dread over a few turns. Rolling lots of dice is still fun. :)
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Edit, 9th edition stuff starts here. Page 17, post number 404. Hello! First I'll reintroduce myself. Once upon a time and for many years I was uberwolve here on the B&C. I just changed my name because it's the one I use nearly everywhere else. I've been playing Orks Since 3rd edition and suffered through the last 3 editions as best I could. I was ready to get rid of everything and then the announcement came. 8th edition was coming! And 8th edition is here! I played my first two games yesterday and enjoyed both of them. It was refreshing. This will be an ongoing thread. The first game was only 1000 points just to get my feet wet. As in editions before there are things that play out much as you expect they would regardless of the rules changes. For example feeding the enemy one unit at a time, which they then destroy goes as you'd expect...Poorly. But I quickly learned what my opponent had in mind and tried out a few of the new rules. Having lost the game but successfully probed his head movies for "tactics." That's right. He was going to have a huddle around a commander to get reroll 1's and hid behind a wall of razerbacks... and shoot me to bitz! I did however manage to BBQ his commander with my Burna Boys! (Take that!) I managed to get slay the warlord and that's it. We called it in 3 turns, he had a blast! Game two. 1500 points. I traded out a few units and were were ready to go. Secure and control, table quarters (Old school cleanse deployment.) I deployed in a corner packing the trukk, Battle Wagon Weirdboy, 30Boys and 3 Kannons with krew under my KFF. (Easily and with room left over.) I put Komandos and 2 solo Deff Koptas in (what ever it's called where you don't have to set them up)... reserve/outflanking/hiding/scouting/ I wasn't sure where to put my 30 Stormboys but they were forward and to my right side. I set up 15 grot in front of my kannons and 10 more on my objective. Burnas boys and Banner Nom were in the trukk and 4 Nobs with big choppas were in the Wagon. Whitescar Space Marines went first. Two Stomtallons?(the small ones) came right up and started shooting. Killing loads of Stormboys. (Who were being bossed around by Zagstruk.) Over all my opponent was trying to figure out what to do. He'd changed his commander on foot out for the same but on Bike and added a biker Chaplin.(And the two flyers) Ork turn. Lunch time! Burna boys hop out of their trukk, now acting as two mobs of 5 burnas. Trukk and Battle wagon move out towards the enemy as fast as they can. Stormy boys set up to charge the flyer on my right (Burnas were looking at the one on the left.) Weirdboy gets +2 to casting Da Jump and sends to Boys all the way to the other side of the table.9" 1MM away from the Marines rear Rhino. I decided to bring up all my reserve units right then and right there as well. Now I have 4 units right to his rear right flank. Shooting. Burna boys cook the heck out of the Storm talon. (I learned in game one that 1 mobs of 5 is actually better than 1 mob of 10. Rolling 1 D3 for each mob gives me, it seems, better odds of more shots. I managed a might 1 for one mob and 2 for the other 5, 10.) The storm talon was left with 1 wound remaining. My Storm boys charged his other flyer and made contact then Zagstruk charged as well. Both units were as close as they could get so the charges were easily made. The boys mob managed a might 12" roll for their charge range and contacted the rhino and the Chaplin and avoided dragging other nearby units into combat, much to the dismay of the Space Marine player. (A lesson in model placement.) The rhino was left with one wound. The Orks rolled out 92 attacks, none bothered to try to swing at the Chaplin. Hitting on 3+ is amazing. Wounding on 5+ is old hat. We're used to it. An amazing first turn that left a very shocked opponent. (Terror is my favorite weapon. Shock and Awe! ) The drags the space marines into combat for the next 3 turns while the Orks fight for all their worth! Form this point on he has no real plan. His storm talons go to hover mode, Shoot poorly and try to move a bit. Nothing much. One tries to run off really far to my right to escape the storm boys. His shooting is fairly pointless over all. His army is locked down. My next turn the trukk and battle wagon move into charge position , transported units get out.( in the correct order) My bruna boys ran towards the Battle wagon with plans to get on board as soon as they could get close enough. (1 mob of 5 remain at that point.) And Huzza for assault weapons that don't roll to hit! Burnas hit the talon 10 times and it explodes! My kannons take aim and hit the other talon 3 times wound 3 and 2 get through, it had taken 2 damage already. Kannons roll a total of 9 damage. KA-BOOM! Talon no more! Charge phase. Wartrukk charges a Razorback as does the Wagon (with Deff Rolla.) Truk makes it in, wagon rolls in(No over watch against the battle wagon thanks to the trukk!) My Big choppa Nons charge and can all fight. My def Koptas and komanado were all stuck in at this point ( it's all a blur what turn is this? haha.) Long story short, the Rhino transport had been destroyed, my Kopptas were in and only one had been wounded my Komandos had killed an attack bike. (Marines have too few attack to divide up and do much with.) He had two units of 5 in the rhino of which 4 models got out due to disembarking and not having room for more models. (Good tactic, play it right and it could do more for you.) The scrum was on and the clock was running out. I was nearly out of boys bur had enough units still there to tie him up and fresh units rolling in, the war trukk and Battle wagon. Deff rollin down maines several units buffed by the WAAAGH banner nob. he game came to a close with my 4 units on his objective to his one commander. He wanted to call the game, just like he always does before he takes a big loss, I played out my turn for the win. I owned both objectives and had line braker, he had first blood. Neither warlord had been killed. This battle report was all over the place, I'll do better next time. Lessons. Burna Boys are Madness! Da Jump is fantastic! 30 boys isn't enough. Needs more Orks in my list. 30 Storm Boys has a place but I probably could have done more with less. Single unit Deff Koptas work. Remember how forced Disembarkation works. First you see how many models you can set up with in 3", the rest are dead, now roll to see how many of the models you set up live or die. 4 of his models got out but it could have been 4 in any combination from the models of either unit. A Re Roll can be a single dice. and you can't reroll a reroll. So no spending a command point to reroll one dice and then using a reroll on two dice(as in charge distance) Fixing a vehicle is done at the end f the movement phase and by models outside and within 1" of a vehicle. Big Choppa Nobs mob is kinda cool! Remember to use command points when it looks like you may super fail a LD test! Keeping models from "running off" is good. Would have maybe been good for keeping his models locked up in combat but it's a double edged sword. It could draw them closer to where you don't want them. My opponent has now played 4 games. His plan to hide his squads behind T7 rhino walls was and is to be expected. Easy plan for deployment seems reasonable. He seemed shocked at the loss of his commander in the first game and his Chaplin in the second game. Both provide some kind of buff. Remember to look for ways to shut those down. None of my characters died or were even wounded. WAAAAAAGH Da 8th edition Orks! WAAAAAAAAAAAAGH! Thanks for reading. More Mayhem to come! Hope to have pictures next time.
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Imperial Fist Ancient Lucriton Mecharion last salvageable visual feed upon the planet Khajir IV + + + Access + + + + + + Restricted Access: Proximity Alarm - Astartes Eyes Only + + + + + + Input Authorization + + + + + + Authorization: Astartes VII : Absolute + + + + + + Access Authorized: Khajir IV - Invasion Day ID +001 + + + + + + Loading + + + [EXCERPT BEGINS] [Operative using Iron Warriors transmission codifier – Point of Origin: Khajir IV - Southern Hemisphere] “Yankee One Whiskey Directive Kilo India Lima” <Operative Repeats for 00:01:23> “…” <Static for 00:01:24> [Operative using Emperor’s Children transmission codifer – Point of Origin: Khajir IV ] “Kilo India Lima Directive Yankee One Whiskey” [iWO] “Hellfire Protocol, phase three transitioning into Khajir IV Weapons Battery Orbit 01:00:08 ahead of schedule” [ECO] <Audible Sigh> “Reconfiguring Al-jinn, November Sierra, November Sierra. Directive Bravo Whiskey.” “…” <Static for 00:23:03> [ECO] “The facility is secure, Server Room on 80th Subbasement level, northern corridor. The Red Door.” [iWO] “Server Room on 80th Subbasement level, repeat to confirm.” [ECO] “Server Room on 80th Subbasement level” [iWO] “Unleash the Green Menace, let their Gods be heard.” “…” <Static> [EXCERPT ENDS] - - - - - - - - - - Warlord Drakon GrimGor ( Mk. 01 ) Buzzgob KillChoppa - - - - - - - - - - I started playing Orks in 3rd Edition, they've almost always been my go to Army to play in 40k since 7th Edition, which was when I took a break from them as I was just tired of trying to figure out how to use all the addendum FAQ's to make a moderately cohesive force and eventually I just gave up and started playing Marines, but since 8th Edition has rolled around my love for them has been rekindled. I still have a lot of work to do on Drakon GrimGor and Buzzgob KillChoppa, mostly adding a few more Klan colors and highlights, but for the most part you can see that I'm aiming for a Deathskullz and Goff motif. I'll be sure to add more photos of my WIP and the like, plus fluff or whatever. . . ( Unknown )
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**REDACTED ** Per Inquisitorial authority *****
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Now that we can post those filthy Xenos Scum, I figured I'd get you all up to speed. I am Rednekkboss, not because I'm a redneck (though I was brought up as one...and proud of it), but because my Ork Warband is called the Rednekkz! And yes, they have always been rather Orky, because my dice either love or hate me.... never anything in between. They have gone through several incarnations and here are some of the models in the present one. First, an underwhelming Trukk in progress..... http://3.bp.blogspot.com/-EwC72388JJ8/UjKiiUVbjQI/AAAAAAAABT4/cFTyuc12KdE/s1600/OrkTrukkWip.jpg One of the Warbosses, Kap'n Bludbeard. http://2.bp.blogspot.com/-qpp9QWLh8s8/Uh1xpXx6apI/AAAAAAAABR4/NRbmmSTUBXo/s1600/KapnBludbeard.jpg Some striped pants Freebootin' Stormboyz.... http://1.bp.blogspot.com/-XaADdW_onzo/VAkxhXzO9SI/AAAAAAAAB3M/2I0lVvrqoMo/s1600/Stormboyzdone.jpghttp://3.bp.blogspot.com/-11c8JAXZuF4/VAkxt4vX_MI/AAAAAAAAB3U/3J_K-jRJNzM/s1600/Stormbzx3.jpg Ol' Dok Wingnutz... http://3.bp.blogspot.com/-V94VkqaiZp8/VUmNvUnPEvI/AAAAAAAACQc/HHI_rX0vsbU/s1600/DokDone1.jpghttp://2.bp.blogspot.com/--javV1GT5aA/VUmNwtOxR7I/AAAAAAAACQk/ZHK_B3ftveo/s1600/DokDone2.jpg And Da Genrul Rustbutt kil Lee! Who has put in as much time standing in for Ghazzy as he has as a Deff Dred. http://2.bp.blogspot.com/-3yc75EXYDFU/Uh1yJTNE2tI/AAAAAAAABSA/vI5V3OlMXw4/s1600/DaGenral.jpg But wait... there's more. Tin soldiers! http://4.bp.blogspot.com/-w-ipxaR5dfA/VPO_E6llLjI/AAAAAAAACGg/AKJVnUOwgmc/s1600/10necrons.jpg http://3.bp.blogspot.com/-64qXiqJOtuo/VPO_L5IFwdI/AAAAAAAACGo/o4dDxWSVleg/s1600/5necrons.jpg The base colors laid in... http://2.bp.blogspot.com/-FpgNfA1gyfQ/VRTpG9ZNsjI/AAAAAAAACJA/9DVsGVBLnI4/s1600/4crons02.jpg As for the bugs and their slimy cultists. I'm stuck between a cockroach/palmeto bug like scheme and a blue crab. I have some old metal carnifexes and I have started to try and update them. They will be 10 pound by the time I'm done... http://2.bp.blogspot.com/-MQ_Kze42_dU/UwvMdqqJoOI/AAAAAAAABmw/RqsnmvGMMQY/s1600/Carapace04.jpg http://4.bp.blogspot.com/-CX7nQN45YsM/UwvMgAozJ8I/AAAAAAAABm4/65vwIt4B5o8/s1600/Carapace05.jpg http://2.bp.blogspot.com/-g1QSyQGVocY/Uvr6VrkunZI/AAAAAAAABlA/-3oEUqcS12M/s1600/Carapace02.jpg http://2.bp.blogspot.com/-ljTZqsyNyGk/UvMJJeDdMYI/AAAAAAAABkw/ptlq61hagjI/s1600/Carapace01.jpg There might even be Eldar or Aeldari or whatever as well (other than as casualties on bases) since the wife has an army she just doesn't have time for anymore. That's it for the filthy Xenos for now. Cheers Ya'll!
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Work's getting super crazy for me but I want to quickly get this out there, because I haven't reported any of my recent Thousand Sons games, and this was the result of a conversation I had on the forum with some of you about using Magnus because I had been getting kicked around pretty good with my Thousand Sons. If you recall, I wasn't sure if going full Magnus was something I'd regret or not. Well some of you may know I like to start my batrep's with a critical moment.... and that would be right about here.... + " Hold my spear... I got this...." + So here we go: It's Orks vs. Thousand Sons. His list is experimental, he's been having good success with a Morkanaught. He uses a few trucks, and puts 10 boyz in each one. He has a repair dude on a bike to help fix the Morkanaught, and a few Choppas in reserves. Here's my list: Setup and Game: - It's my basic list, but with Magnus this time. I'm sure it was illegal now that I think of it because I put 9 blue horrors and one 1 pink horror as a squad. I haven't really used them in 8th and thought I'd throw them into the list for something to try. They are my 4th troop choice. I guess I could have made it legal by simply making the Rubrics an elite choice. Oh well... no biggy. - We play Spoils of War, and I go first because I'm awesome. Spoils of War dictates you can never throw away "secure Objective X" cards. (not to be confused with "Defend Objective X" which I see some people still accidentally putting in the same category). - The deployment looks like this: + There be green men on Mars, but they ain't martians. Ahriman surveys the battle ground. The Tzaangors spread out. Magnus is off camera to the left, and some Orks aren't quite in the picture. + Early Game: + I figure I should hold Magnus back. I explain him to my opponent. I decide in turn 1 NOT to use Magnus. I move him with his beautiful acid trip looking wings, but no psychics, no Weaver of Fate, no Warp Time. This would be a severe under estimation on my part, and I should know by now. + My lascannon Preds open up on the Dorkbot, and I do nothing. T8 isn't that bad, but out of 4 lascanons, and 3 Autocannon shots I do 3 damage total. This doesn't look good. + I score one point for grabbing an objective, but I don't even get first blood. I have to advance a bit with Tzaangors or as usual Orks will dominate the table space. + In his turn he picks up first blood, and a point.for something else, but he puts out horrendous firepower while advancing his trucks. He smokes a squad of Tzaangors... a squad that Ahriman cast Fate on and even with rerolling 1's, I lose all but 2, and Ahriman is assaulted T1. I thought I was deep enough to protect him, I know that Orks can, advance + assault, but I didn't think it would end up on Ahriman in T1. He dies quickly to a pile of attacks. Slay the Warlord goes to Orks. I'm losing 2-1. + After the Orks kill off Tzaangors and Ahriman, I get the Rubrics out and with 4 flamers, and bolters and I kill only about 10 orks in total. They get around the moral test ,and the orks are fine. I realize the trucks are advancing on my endges, trying to leverage the Predators. I fire on them.... get this... I finally get a Pen- 6 DAMAGE, and he Ramshackles it down to 1 DAMAGE! He does it again on another lascannon shot from 5 DAMAGE down to 1! Ugh. Man is that ramshackle annoying when it kicks in. + I realize after the Morkanaught finished firing, and his army finished assaulting, I was out gunned, and probably out assaulted, but I had the psychics. On the right flank my disk sorc went to town on some dreadnoughts, but I really had trouble killing them. I had to rely on SMITE a LOT this game for vehicle damage. Too many walkers, and trucks. + Magnus is angry, and I can't blame him, I still do not cast Fate on him because I just want to see what happens.... He swoops in and joins a pile of Tzaangors in the middle. I've been here before and if you don't contain Orks early they will own the real estate and you can't get them off of stuff with Warbosses and large mobs around. + I decide to drop in the Scarab Occult (7 termies) in behind the scene to set up some reinforcement for Magnus.... + Magnus, Goats, and Scarab Occult! Now we have a game going.... or do we? + Well Magnus does what he can but the trucks are all full, and the Orks on the ground are wasted pretty good. I thoguht I'd try to put some dents into the Morkanaut but the Orks keep repairing him about as much as I can damage him. Magnus spanks down a large mob, and surprisingly the bladed Tzaangors blow up a trukk... but 10 dudes come out without losing a guy. + + The Scarab Occult fire up Smite, Hellfyre Missiles, bolters, and Soulreaper cannon.... on the Morkanaut and do one damage. Ouch. This is looking uglier and uglier. Late Game: + The Orks counter with everything they can. What this does is buy my back lines some time. I knew he'd do this... he has to, but this way I have some breathing room. I get some valuable points. He has very doable cards though, but he can't do them without killing some stuff first.... + The Ork Morkanaut opens up it's belly button and a squad of Boyz with Big Choppa's comes out. I hate these things.... sure enough he piles them into my Scarab Occult termies..... + And here we are.... the Morkanaught pours everything into Mangus..... + + The Morkanaught hits a ton. There's an Ork banner I cannot get to that has him re=rolling 1's in a radius. He hits Magnus pretty hard, and he's quickly down to half wounds even with my Invulns, re-rolling 1's. + + Magnus interrupts and splits his attacks against the two most damaging units I can see.... two Warbosses with fists. He kills both of them... barely. But the Orks continue with boyz galore, and a dreadnaught. Even without fists, Magnus goes down. + The Scarab Occult get owned pretty hard. This is why I don't like Terminators in 8th. Everything affects them... heavy bolters, fire, assault cannons, etc. In this case a cheap squad of boyz... with Big Choppa's hits a ton, and they are S7 I believe, wounding easily, reducing my save to a 3+. Each Big Choppa does 2 Damage. The Scarab Occult are easily diced up here. + So things are going pretty bad for the Thousand Sons as usual.... but it's okay, I still have... .Tzaangors! And predators (which have done nothing even with prescience running). They plink some more wounds off of the Morkanaut. The Disk Sorc I have gets me "scour the Skies" by killing a chopper, and he directs Tzaangors to take down some cheap troops for another victory point. + I'm playing for points here, it's all I have.... the Rubrics use good ol' fashioned Rhino wall to stay alive... I'm still shocked people don't play more Rhino's. This Rhino literally keeps the Rubrics alive for 2 additional turns. + The demise of Magnus has acted as distraction keeping my Rubrics alive.... The Rhino blocks the Morkanaught buying me 2 turns+ + I snag a few more points here. The Morkanaught cannot get through to the Rubrics who are roasting the Orks trying to get close... I can't kill them all, but he can't get within 8" of me for the assault without melting..... + so here we are at the end. I've been down a Primarch since T2, and I have the points to win.... I'm purely playing the objectives, and somehow my Rhino lasts through all shooting... down to 1 wound, this forces the Morkanaught to assault the Rhino instead of the Rubrics which he desperately wants to kill to so he can move around mid table easily, but it won't happen... the game ends and Thousand Sons literally win by one point.... wow, what a close one. I never thought I had a chance. Thanks for checking out the batrep!
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