the_forgefather Posted March 28, 2010 Share Posted March 28, 2010 It was his real first game and because we didn't have the time to make a bigger list we decided 500 points. So here is my list and the Ork list: Salamander Space Marines: HQ Librarian: Terminator Armor w/ Storm Bolter. Psychic Powers: Smite and Force Dome. 130pts TROOPS Scout Squad 1: 4 Scouts/1 Sergeant, 5 Bolt Pistols, 4 Combat Blades, 1 Power Sword. 90pts Scout Squad 2: 4 Scouts/1 Sergeant, 5 Bolt Pistols, 5 Shotguns. 75pts FAST ATTACK Land Speeder Storm: Heavy Bolter. 50pts HEAVY SUPPORT Devastator Squad: 4 Devastators/1 Sergeant, 1 Boltgun, 2 Heavy Bolters, 2 Missile Launchers, Signum. 150pts Total Points: 495 Total Models: 17 Goff Orks: HQ Big Mek: Warbike, Kustom-Megablasta (?), Power Klaw (?), Ciborkbody (?). 250pts (that's how much he said this guy was) TROOPS Slugga Boyz Squad 1: 15 Boyz/1 Nob, 2 Big Shootas, 1 Big Choppa, Bosspole. 126pts (?) Slugga Boyz Squad 2: 17 Boyz, 1 Rokkit Launcha. 126pts (?) Total Points: 502 (?) Total Models: 34 DEPLOYMENT Since it was such a small game we decided to play on a smaller table (about 2 and 1/2ft.), so we played an Annihilation game and since it was such a small table we decided to make deployment 6" instead of 12". As said before; a 2 & 1/2 foot square table with a small forest in the middle-right and a big hill with bushes to the middle-left, and finally a small ruined building at the middle-bottom. I rolled a 6 to his 2 for choosing sides & deployment but let him take the first turn because I didn't want him to counter deploy so I could get good LOS, I chose the South side (with the ruined building) and he got the Noth side (open field). Ork Deployment: He deployed Slugga Boyz 2 behind the small forest and Slugga Boyz 1 facing the center of the open field, then placed his Big Mek between his two squads. Salamander Deployment: I placed my Devastators in the ruined building and joined my Librarian to them, put Scouts 2 in the Land Speeder Storm and Scouts 1 to the left of the ruined building behind the big hill. Ork First Turn I made a Scout move with my Storm behind the ruin because I was afraid his Rokkit might get lucky and blow it up. MOVEMENT: He moved Slugga Boyz 1 straight up the field, Slugga Boyz 2 moved up to get a better shot at my Storm, and Big Mek moved behind the trees. SHOOTING: Slugga Boyz 1 tried running but tripped cause they rolled a 1, Slugga Boyz 2 shot a Rokkit at the Devastators but missed because an Ork fired it, and the Big Mek fired at the Storm but missed someth'n terrible. ASSAULT: Nothing in range so the Orks were sad. Salamander First Turn MOVEMENT: I moved the Storm from behind the building right in front of Slugga Boyz 1 and Scouts 1 moved up a bit to be in range of the Slugga Boyz too. SHOOTING: My Storm, all my Scouts, and Devastators (with the help of my Librarian's Storm Bolter) reduced Slugga Boyz 1 from 16 to 6 Boyz, but they passed their LD test =( ASSAULT: Didn't want to risk it yet so my Marines sat back and waited. Ork Second Turn MOVEMENT: The Big Mek declared a Waaaagh! and got all of the Boyz riled up so they all moved forward! Slugga Boyz 1 wanted to take on some Scouts so they moved right in front of Scouts 1, then Slugga Boyz 2 moved toward the Storm and the Big Mek charged through the forest toward the Devastators and Librarian. SHOOTING: Slugga Boyz 1 shoot at Scouts 1 but their Scout Armor held, Slugga Boyz 2 saw how killy the Storm was so they shot everything they had (even picking up some rocks!) at the fly'n ting and with some much Slugga shots and rocks hitting it the crew were Stunned and they broke off their Heavy Bolter. The Big Mek must of been think'n that the Boyz behind him were gonna charge towards the Space Marine firebase with him because he was out their alone, and to make matters worse for him he rolled a 1 for Fleet of Foot :confused: ASSAULT: Slugga Boyz 1 assaulted Scouts 1 and killed two Scouts before the well trained Scouts dispatched 5 of the Nob's Boyz, but since he knew he was da' biggest Ork there he knew as well that he could take on some puny 'ummies by himself, a.k.a he passed his LD test. Slugga Boyz 2 charged the Storm but the Orks just got madder because they couldn't jump high enough to reach it because they missed with all 67 S5 attacks! And the Big Mek sulked because he wasn't in range to assault the Devastators. Salamander Second Turn MOVEMENT: The Storm moved 12" away from the impendening danger of all of those Boyz trying to pull it out of the sky and Scouts 2 deployed out side their transport and moved a bit to get ready to charge Slugga Boyz 2. My Terminator Librarian saw the Big Mek Waaaagh! out of the forest to kill him and his young Brother-Marines, so he would have none of that and proceded to Smite the Ork for his impudence. SHOOTING: Since Slugga Boyz 2 were so nicely packed together my Devastator Sergeant told his Brothers that they needed to get some higher kill ranks to become real Tactical Marines so they launched two Frag Missiles and six Heavy Bolter rounds, which wiped 7 out and the Sergeant blasted one away with his Boltgun. The Scout Sergeant said that his Scouts could do better than that so they killed 4 more Orks with their Shotguns, which this finally caused Slugg Boyz 2 to break for it! The Librarian Smited the Big Mek and the lightning seared his body and caused the Orkish technology to overload, killing him dead. ASSAULT: Slugga Boyz 1 Nob kep fighting and killed a Scout and the Marines failed hit and wound the big Ork, making him more confident as a result but the Scouts held firm. Scouts 2 still wanted to show up the Devastators so they charged the falling back Ork Boyz, who changed their minds about running and wanted to fight, but weren't fast enough to react to the speed of an Astartes Warrior and got wiped out. Ork Third Turn ASSAULT: The Scouts were desperately trying to bring down the Nob but kept missing with their attacks, but the Sergeant finally saw an opening and went for it -stabbing the great Ork in the abdomen and slicing up clean through its thick head. Total Kill Points: 3 for Salamanders, 0 for Orks. I think if he didn't put so much points into his character he would have had more points for more Orks because at least a third Slugga Boyz Squad of 15 or higher could have easily overwhelmed me with numbers and got my Devastators or Librarian locked in close combat. He said he is still trying to figure out how to play Orks in 40k because he has a Fantasy Ork army but he now realizes how different Fantasy is from 40k. So hopefull nex fight he will have a great green tide come against a small green rock! lol He did have a good time playing though :wub: Link to comment https://bolterandchainsword.com/topic/196148-salamanders-vs-orks/ Share on other sites More sharing options...
manofmanynames Posted March 28, 2010 Share Posted March 28, 2010 Sounds like it was a nice battle :confused: Link to comment https://bolterandchainsword.com/topic/196148-salamanders-vs-orks/#findComment-2336583 Share on other sites More sharing options...
waaanial00 Posted March 28, 2010 Share Posted March 28, 2010 Big Mek: Warbike, Kustom-Megablasta (?), Power Klaw (?), Ciborkbody (?). 250pts (that's how much he said this guy was) Ok as it is his first game he can be sligtly forgiven for this however as you know him you might want to pass on these words: You cannot have a Kustom Megablasta and a Warbike as both options require you to replace a slugga. I am really not sure how he got to 250 points as well, the total cost of this illegal model is only 125 points... interesting. Seems like you had a much smaller Ork force to deal with than you should have. and to make matters worse for him he rolled a 1 for Fleet of Foot cry.gif Bikes cant run my friend therefore they cannot use the Waaagh special rule. If he HAD rolled a 1 during a Waaagh he would have had to have taken a wound as well (saves allowed) as its in their codex. killed two Scouts before the well trained Scouts dispatched 5 of the Nob's Boyz If this is for creativity purposes then please ignore but on the charge Orks are I3, scouts are I4 so the scouts go first regardless of whether they have charged or not. Sounds like there was a bit of rules confusion during this game, sorry if it sounds like im being critical, just trying to point out bits that sound wrong so you might know for next time. Wan Link to comment https://bolterandchainsword.com/topic/196148-salamanders-vs-orks/#findComment-2336714 Share on other sites More sharing options...
the_forgefather Posted March 28, 2010 Author Share Posted March 28, 2010 Hey thanks Wan. Yeah, thanks for pointing some things out to me, looking back I think we did get some things wrong because I wasn't familiar with the Ork Codex. killed two Scouts before the well trained Scouts dispatched 5 of the Nob's Boyz If this is for creativity purposes then please ignore but on the charge Orks are I3, scouts are I4 so the scouts go first regardless of whether they have charged or not. Yes it was just for creativity, sorry for the confusion ;) I got the initiative thing right for the Orks, just put what the Orks did before what the Marines did. But the thing that I thought was acceptable is since the Waaagh! rule said your units get Fleet of Foot (I'm hazy on the whole Waaagh! rule) I thought that would override the Warbike's rule for not being able to Run. Link to comment https://bolterandchainsword.com/topic/196148-salamanders-vs-orks/#findComment-2337273 Share on other sites More sharing options...
waaanial00 Posted March 29, 2010 Share Posted March 29, 2010 But the thing that I thought was acceptable is since the Waaagh! rule said your units get Fleet of Foot (I'm hazy on the whole Waaagh! rule) I thought that would override the Warbike's rule for not being able to Run. Its a bit confusing, even for an Ork player, so here is the chain of reasoning for it. Page 31 of the Ork codex states "for the duration of that turn, all friendly Ork Infantry units have the Fleet of foot rule...". This I suppose could rule out the Mek becasue at this point he is on a bike and therefore no longer "infantry" however lets assume that it doesnt and we move on. Fleet of Foot referrs to the "Fleet" special rule (page 75) "A unit with this rule may assault in the same turn in which it has run". Doesnt discount what is happening here so we move on to the bikes section. Page 53, "Bikes cannot run in the shooting phase". This to me suggests that he cannot run and therefore cannot assault, the fact that he gains fleet due to an army special rule doesnt mean he can break these normal rules. Still Im not sure the Ork player was trying to cheat you, there is an Ork Mek special character who can run on his bike, however this is not him. Wan Link to comment https://bolterandchainsword.com/topic/196148-salamanders-vs-orks/#findComment-2337753 Share on other sites More sharing options...
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