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Batrep; Blood Angels vs Orkz (1700 points)


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Well, this is I believe my first real batrep on these forums! Sorry for not having any pictures to go with it, but we did not bother to make pictures because it was Grey Orks vs Grey Blood Angels in a wooden valley covered by grey terrain ;-)

My close friend and I have been testing many armies for a while now, and we both felt we had serious 1700 points armies now that we could test against each other, so this battle is finally worth a good batrep!

In the future, once our armies and terrain becomes less grey, I will start adding Pictures to these Batreps!

 

The game was, as said, 1700 points, Orks vs Blood Angels. The objective was Capture and Control with Pitched Battle deployment. This played out well as we places our highest hill in the middle of the battlefield which is great with pitched battle deployment.

 

My army was:

- Librarian with Plasma Pistol (had points left :P) using Shield of Sanguinius and Unleash Rage.

 

- 1 Sanguinary Priest with Jump Pack and Power Weapon (joined Sanguinary Guard)

- Sanguinary Guard with 1 infernus pistol and Chapter Banner

 

- Tactical Squad with Flamer + Missile Launcher in a Rhino

- Assault squad with 2 meltaguns and a Thunder Hammer for the Sergeant

- 8 man Death Company with 1 Power Fist, 3 Power Weapons and the rest Boltguns in a Land Raider (the normal version); They got joined by the Libby

 

- Baal Predator, the Dakka build

 

- Auto/Las Predator

 

The whole thought behind the army is a combined Mechanized/Jump Pack list. Using the Armor to move up and the jump infantry for counter charges and/or baiting enemy assault specialists.

 

The Orks were (not 100% sure this was the exact list, but it was close)

- Warboss on Bike

- Big Mek with Burna

 

- Burna Boys in a Battlewagon (joined by Big Mek)

- 3 Mega Nobz in a Trukk

- About 12 Loota Boyz

 

- Nob Biker Squad (5), including Painboy, Boss Pole, Waagh Banner, etc..

- 2 Trukks filled with Shoota Boyz

 

- 3 Deff Koptas

- 1 Warbuggy

 

His army is all focused around speed. His shooting is so massive, especially from the Burnas in the Wagon and his Lootas, that even Power Armor and FnP is not enough to be safe. The Wagon with the Big Mek is not the biggest threat, but his Kustom Force Field is a real pain in reducing the effectiveness of my shooting on his many vehicles.

Another thing he did was add Rokkits to any vehicle that could have it. This prooved to come out great for him, as you will see in the battle report.

 

----

 

Wow.. this is already getting huge, sorry if the text is too long to still interest you. For those that are still interested, here goes the rest!

 

Deployment:

 

We rolled off and he won, he choose to go first and deployed his objective and his entire army as close to the central hill as Pitched Battle allowed. Only his Lootaz stayed back in a position that prooved to be perfect for the entire game! No cover, but a good firing position that allowed him to fire every turn.

 

I then deployed next and put my objective also close to the hill, but in some cratered terrain. I placed my Rhino with Tacticals just outside the craters, and my Land Raider and Auto/Las pred next to the Rhino. The last two vehicles were out of Line of Sight of all his Rokkits, and with a good first turn move option to my right flank. I deployed the Sang Guard and RAS on the board, behind my vehicles.

My Baal Predator was deployed 'alone'. On the other side of the craters that the Tactical Squad was guarding. He moved as close forward as allowed by the deployment with one thought in mind: Scout move 18 inch, pop smoke, and put the pressure on his Lootaz early on.

 

Then came scout moves, and the Orkz saw through that possible move, using his Koptaz to scout move such that I could not legally move forward with my Baal Predator and stay out of 18 inch, or 12 inch in cover, of enemies. So I choose to use my scout move to pop the smoke launcher on my Baal, knowing he would be a prime target for all the Rokkitz where he was standing now.

 

Finally, Red Thirst. I rolled a 1 for both my Sang Guard and my Assault Squad. Perfect Red Thirst results!

 

 

Turn 1:

 

The roll of for Seize the initiative was a 2, so the Orkz were first.

 

His first turn were mostly moving his vehicles forward. Moving most of his army over the flank where my objective and the Baal and Rhino were at. Only moving his Trukk with Mega Nobz, 1 Shoota Boyz trukk and his Bikers up the other flank. His bikers turbo boosted to already be about 18-24 inches from my Land Raider.

His shooting did nothing this turn.

 

My first turn had my Baal Predator moving backwards 6 inch, not wanting to get Koptaz on his Rear armor, and firing his weapons at the Koptaz. They were in the Big Mek's force field, but firing still killed one of the 3. The Rhino's Missile Launcher fumbled and missed the Koptaz (the missile launcher did not hit his intended target once the entire game!) But the Deff Koptaz fumbled their leadership check and ran.

The other half of my army moved to the right flank, the Land Raider in a straight line to the Bikers, guessing the max movement was not far enough to unload my DC so I kept the crazies and Libby inside. The Auto/Las Pred followed suit as did the jump infantry, moving my meltas up a bit.

Shooting that turn I had one major target: The Trukk with Mega Nobz. My meltas were just in range so I fired them, Penetrating hit! and then Wrecked! The Nobz piled out outside of Charge Range.

 

Turn 2:

The Orkz were not happy with the result of turn 1, but he was happy with the fact his Bikers were now in perfect position! His move saw him race his boss through a gap behind the Land Raider to be ready for a multi-assault vs the LR and Assault Squad.

His one shoota boy trukk moved up to support the Mega Nobz, as his Battlewagon moved over the hill, the other vehicles following suit to stay in cover.

His Koptas rallied and moved back towards the Baal.

His shooting had some surprising effects this round! One rokkit from his buggy managed to go the side armor of my Auto/Las pred, penetrating hit! Wrecked!

Then another rokkit was fired at my Land Raider and glanced it, shaking the crew of the LR. Finally, the fire of the Lootaz was again focused on my Rhino and managed to penetrate and wreck it as well. Yes, that was the third penetrating hit and third wrecked result so far! My Taticals moved out of the Rhino and into the cover of the craters.

His assault phase had him charging my Assault Squad and Land Raider. But here his luck turned. His Boss and 1 Nob only killed 6 of the Assault Marines and the Thunder Hammer killed a Nob back, ending in a combat result that killed 1 more of my marines (the downside of Red Thirst..). And all his power klaw attacks on the Land Raider fumbled! That was around 12 Str 9 attacks, none of which even glanced!

 

My turn 2, I had to make use of what he offered me. The first thing I did was unload my DC, which was within range to charge the Mega Nobz this same turn. Second I did was jump the Sang Guard over the assault with the Bikers. His pile in meant I could just jump my entire squad over them for a counter assault from the rear. But also, his pile in meant I could not come in b2b with the Boss himself..

Finally, my Baal moved back 6 inches again to be able to fire all it's weapons.

My shooting was a mixed blessing. The Missile Launcher again fumbled, not hitting the Trukk with Boyz that was closing in, and the Bolter fire did not glance one hit.

I decided to fire my Baal at the now available side armor of the Battlewagon, thinking it's armor was 11. Only to find out it was 12! So I rolled, 4 hits after rerolls, 1 hit ignored by cover.. and no 6s to penetrate his armor.. I should have used this shooting on the trukk!

Speaking of Trukk, the trukk with boyz that supported the Nobz got shot by my Land Raider. Gotta love PotMS! Who needs extra armor on a LR anyway?

Last bit of shooting came from my DC on the Mega Nobz, the Plasma Pistol did 1 wound, which prooved to be important!

The assault phase now became brutal. I charged my DC into his Mega Nobz, his smart placement not allowing a multi-assault on his Boyz nearby, and the Sang Guard charged the Nob Bikerz.

The DC did exactly 5 wounds before initiative count 1. That was just enough to wipe the Nobz out and not get Power Klaw attacks back!

The Sang Guard, with their 25 power weapon attacks on the charge, totally wiped the Nob Bikerz out, only leaving the boss in play because nobody was b2b with him.

The Boss attacked my remaining 3 RAS and slaughtered them. But he failed both his leadership and iniative check vs my Charging Sang Guard and got killed.

 

All his Nobz dead in 1 turn of assault! Blood for the blood go.. oh wait..

Turn 3:

 

Well, after the slaughtering of turn 2, it was now his turn again. He moves his Boyz that got shot out of their Trukk into Cover, moved his Battlewagon towards my Tacticals that were no longer in their Transport and moved his buggy, bikes and other Trukk around my objective.

His firing resulted in 1 dead Death Company Marine, the Baal Exploded through the volume of Rokkit fire against it, and 7 Tactical Marines died because of the Burnas (more would have died but I placed the Tacticals such after their vehicle wrecked he could not get more than 3 in any flamer template).

With his assault types dead, he ended the turn. But man did his shooting hurt me again! Never say Ork shooting isn't dangerous.. and this army was made to hurt in volume. I was lucky so far that his Lootaz kept rolling 1s on their d3 to determine their shots though. Next to the Rhino in turn 2, nothing was hurt by them yet.

We made a joke that because the battle was done on my table half and not his, the Lootaz must think it's still target practice and not dared to use their Dakka on cardboard targets! ;-)

 

Then, my turn 3. The right side was nearly cleared, only a few Shoota Boyz left for my DC to clean up. So my Sang Guard moved to the other flank, keeping spread so not to create a good target for the Burnaz in the Wagon. They used their shooting phase to run 5 inches to close in to support the Tacticals. The Tacticals stayed strong in their cover, but the Missile Launcher again fumbled. And my DC got ready to Charge the Shootaz.

My Land Raider moved only 6 inch so he could fire both his Lascannons against the Battlewagon, and this prooved to be very succesful! One hit got through the cover, and penetrated. Destroying the Wagon! The resulting explosion took out 3 Burnas and the Buggy that destroyed my Auto/Las Pred before (double 6s for penetration and result, the same luck he had that destroyed the Pred, poetic justice!), and also wounded his Big Mek.

The assault resulted in the DC wiping out the Remaining Shoota Boyz, but the Libby got a wound from his plasma pistol just before the charge.. ouch!

 

Turn 4:

 

Things got dire now for the Ork player, but he still had 1 up on me. He still had scoring units in a Trukk, while my Tactical Squad was down to 3. So he used all shooting he had left on the Tacticals, including another 1 shot per model for his Lootaz, while his Trukk pulled back towards his own objective again.

His shooting in the end meant there was still 1 Tactical marine left, the constantly fumbling Missile Launcher.

So his Burnaz Charged, wanting to take the cover the Marine was in. Their initiative was still lower than the Marine's though, so he had a chance for one counter attack: rolled 6 to hit, 5 to wound, and the Burna failed his 6+ save.. the first kill of the game by the Missile Launcher guy.. done in close combat!!

Of course, the Burnas totally wiped the poor guy out after this.

 

My turn 4, I had to check my Rage rule for the DC. The Lootaz were 25 inches away up the right flank.. the Burnaz were 24 inches away up the left. I knew then that although the DC did a lot, they would be out of the game now. A shame, but they did their work! Now they started walking, then running, towards the Burnaz.

The Land Raider stayed in his corner, still having a firing at the 2 remaining Koptaz, but he failed his shots at them. All the destroyed vehicles around him meant he had little room left to move, so I decided to not move him anymore and just focus on firing.

The Sang Guard though, still hungry for more, moved towards the Burnaz. Shooting took out 2, then the Charge did the rest. Total wipe out of the squad without anything in return. Consolidation put them back in cover as I knew the Lootaz still had a good opening on them.

 

Turn 5:

 

This could be the final turn, and the Orks knew it! The Trukk moved to the objective and unloaded the Orks, not wanting to risk a wrecked result that could move them off the objective.

The Lootaz did what they had to, firing at the Sang Guard, rolling a 6 to give them 3 shots per model this turn. And because of wound allocation and bad rolls for important characters I lost both my Sang Priest and Chapter Banner! Talk about bad luck..

He knew the way all things stood now my DC would run to the Shootaz holding the objective and be able to shoot at them because of Relentless. So instead he decided to sacrifice his Koptaz and moved them closer to the DC.

 

My turn, I moved my Sang Guard forward. Knowing that this turn I might not be able to move the shootaz off the objective yet, but if we get a turn 6, my Sang Guard would reach them! No injuries from jumping out of and into difficult terrain thanks to good Dangerous Terrain rolls!

My DC was forced to go towards the Koptaz and their shooting already destroyed the two before any assault would happen.

My Land Raider was able to just turn and fire all his weapons at the Shootaz. Only his Storm Bolter was just out of range.

This shooting, despite cover and him going to ground, took out 3 boys, just enough to for a LD check.. which they passed!

 

So.. it now all came down to end of game roll.. on a 1 or 2, the game would end.. My opponent let me roll and it was a: 5!

Game on!

 

Turn 6:

 

So, turn 6. The Orkz knew now they had little chance to win but had to give it their all.

Again he moved a unit forward to kite DC away from a firing option at the Shootaz. This time it was the last remaining Trukk.

He moves his Shootaz in such a way that I could not again fire all the LR's weapons at them.

And all his shooting was again focused on the incoming Sang Guard. This shooting took out 2 more, and to my annoyance the Infernus Pistol was still alive! In this turn of pre-assault shooting I'd have rather had an Angelus boltgun..

 

My turn 6, The Land Raider moved 12 inch so they had a firing solution on the Shootaz. Only the Heavy Bolters allowed though, but it took out 1 of his Boyz and wounded the Nob. Now they only had a 6+ if they went to ground!

The DC was succesfully baited by the Trukk and their shooting did nothing against the Armor 10 this turn.

The Sang Guard moved up, shooting killed 1 more of the Boyz, leaving 6 left, and the resulting assault meant 5 more dead Boyz.. the last of course failed the Leadership and the Initiative check meant a dead squad.

 

End of turn 6, next turn rolloff resulted in a: 3! So the game was over, ended in a tie in Objectives. A small victory for me though because of having more than double the KPs scored as he had at the end of the game. But this is no tournament, so this counts officially as a draw!

 

Which was a shame because I believe that with 1 more turn I could have possibly tabled him..

 

 

Conclusion:

To conclude, this was a great game! On the edge all the time and we both had our ups and downs throughout the battle.

I loved the combined arms of Mech and Jump Infantry playstyle. Unit of the match for me was my Sang Guard. They killed both HQs and the critical last troop squad in the critical last turn. But nothing truly underperformed. Only the Tacticals did not do much more than hold their objective for a few turns, in part because of bad rolls for the Missile Launcher.

The Orkz, for me, the unit of the match were the Koptaz. Their missiles hurt me many times, their scout move ruined my initial plan with the Baal and their heroic sacrifice meant he kept a chance at winning near the end. I'd say his Lootaz underperformed, but that was only in the first half. In the second half they were a real threat to my Sang Guard and they did destroy the Tactical Squad's Rhino..

 

I love 1700 points games, it's a great point total as it allows many nice tools but still forces one to make critical choices in their army list.

For now, I will not change my own list at all and just see how this works against multiple foes.

 

Any thoughts and comments are welcome! And bravo to those that read all through this ;-)

Just a couple of things: You were 50 points under by my count, you don't get armor against Dangerous Terrain Checks, and Nobz aren't S10 with a Power Klaw, only S9 on the charge, S8 the rest of the time. Also, if he was able to charge your Land Raider with the Bikers, you were close enough to charge him- they move 12" and charge 6", you can move 12", disembark 2", 1" base, and a 6" charge for 21". Just something to remember for next time.

 

Congrats though, I'm glad Sanguinary Guard are working for you.

Thanks for taking the time to read! I know it is very detailed and a long read, but without pictures it's hard to get a real idea how it went.

 

@Dingareth

About the points, I think I missed a few things in my list description.. like a Power Fist on the Tactical Sergeant, a Storm Bolter on the Dakka Pred and one other upgrade somewhere (I think extra armor on the rhino). So that about explains the 50 points. Thanks for noting it though!

About the Dangerous Terrain.. indeed, you were right! That is also not how it went thinking back, I just passed both checks and got no wounds.

And the LR situation was that I had already moved the LR 12 inch and then eyed it to decide that I did not have the 9 inches to get a charge off, so I kept the DC safely in the LR. Really glad I did that because if those bikers got the charge the DC would have been dead for sure. And now the DC had the chance to take 2 KPs in the next 2 turns.

Also.. the Str situation was correct. Only his Boss has S10 I believe. I also forgot to add that he misplaced his painboy without any Klaw to be in contact with the LR and not my Assault Squad.

 

And yes! i am very happy the Sang Guard is working for me. I just love how much killing power they have on the charge with a banner and Sang Priest in there. Also the FnP helps make the 2+ more awesome as long as I don't get power weapons or AP2/1 against me. Their mobility is what I use to make sure that they avoid these things.

I only feel that the Sang Priest is actually the weakest link in the squad. Because it is only 6 bodies I always have to assign wounds to him, and 3+/FNP just isn't as good as the 2+/FNP that the rest of the squad has. But he does make up for it with higher WS and more power weapon attacks. I won't remove him from the list, but I always need to remember that a round in the open with lots of incoming high AP shooting could possibly kill my FC/FNP guy and give the enemy a KP.

 

@Hazerdous

Yeah, me and my buddy are practicing and theorycrafting a lot! We both got back in the hobby this spring and did not feel we had enough time to get good experience for the GT in The Netherlands, which was last week. But now we made ourselves a mission to prepare a good, tournament size, list to go there next year! And indeed, killing Orks is a great thing.

 

And hey.. come on.. turn 2 had such Close Combat slaughtering.. it deserved a praise to the Blood God :P If Khorne was looking over the battle, he would be pleased. Even if it was not done in his name. I think, in points, about 1/4th of entire battle was killed in that one turn.

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