Korloth Darkwolf Posted December 10, 2010 Share Posted December 10, 2010 I got in my second game of 5th Edition last weekend (and due to work haven't had a chance to write up a battle report until now). It was also the first time my DC only list had played a one on one game. My first game was a 5 player apoc game. My list was as follows: Astorath + 9 JP DC (1PW) 6 DC (1PW) in TLLC Razorback 10 DC (1PW) in Rhino 10 DC (1 PF, 1IP) in Rhino 1 DC Dread with Talons in Drop Pod The opposition was a Thraka based Ork list (I'm not entirely sure of the exact mob breakdown but here's the best summation I have) Thraka, Pain Boy, Banner Nob and Klaw armed Nobs in a Trukk 20 Ard Boys inc Nob 20 Shoota Boys inc Nob 20 Boys inc Nob 4 Deff Kopta 4 Biker Boyz Game Setup The game was objective based with 4 objective markers placed upon the board. The objectives were a missile silo, an ammo dump, Ork tent and a Tyranid Bio-Mass. This meant that the Orks only needed to seize and hold a single objective to win as the DC army had no way of holding any objective markers. It was a case of annihilation or nothing for the Blood Angels. The game board was laid out as shown above and the deployment zones were in the corners with the towers with the Orks starting at the Ork tent and the DC deploying in range of the silo and ammo dump. Deployment The DC deployed first, the pair of Rhino’s positioned near the tower and ready to move out into the battlefield to deploy the frothing loonies inside where they were needed! Astorath and his JP DC unit stationed themselves around the crater ready to move towards the ammo dump. The Razorback stationed itself on the missile silo offering a full view of the centre of the field. The Orks deployed around the ruined tower and the Ork Tent objective. A 20 strong mob of Shoota Boyz with a couple of rockets were holed up in the tower. A 20 strong mob of Ard Boyz were poised to seize the Bio mass objective. Thraka’s Trukk, the 4 Deff Kopta’s and the Biker Boyz started around the base of the tower and a 20 strong boyz mob were behind them (ready to back up their Boss and definitely not hiding out of sight!) Turn One – Orks The Ork force stole the initiative and moved first. The Ard Boyz moved to take the Bio mass objective while the Ork vehicles rumbled into the centre of the field. Thraka was obviously determined to head long charge into the DC – behind his screen of Bikes and Koptas. The Boyz moved towards the ammo dump. The Orks shooting started with the Trukk and the Koptas aiming their weapons at the 2nd Rhino. The barrage of shots resulted in immobilising the Rhino next turn. The same happened when the Shoota Boyz and Bikerz shot at the 1st Rhino. The rest of the mobs ran a little (1” in the case of the Boyz!) towards their objectives. No assaults. Turn One – DC With the Rhino’s both immobilised they couldn’t move forward. 10 DC with bolters (+ infernus and power fist) disembarked from Rhino 1 and moved into firing positions in front of the silo. Astorath moved his unit across the crater in to a position to fire upon and then assault the Bikerz. The Razorback’s DC support squad deployed and moved towards the Ard Boyz, knowing that they weren’t in assault range (but the Ork’s would be next turn) but having little choice due to the Black Rage. A single Drop Pod slammed down behind the Thraka's Trukk and deployed its payload of a DC Dread with Talons(+ H. Flamer). The Razorback fired upon the Deff Kopta’s missing badly. The 6 man DC squad were just in range to rapid fire and did so on the Ard boyz, killing one. The 10 man DC squad and Astorath’s JP unit fired upon the Bikerz killing one and wounding one. The Orks fled, robbing Astorath’s unit of an assault target and leaving them out in the open. The DC dread, unable to assault this turn, took out its frustration by flaming the back end of the Trukk, immobilising it. The flaming burst also caught and wounded a Kopta. As the Bikerz had run away there were no units in assault range. Turn Two – Ork The Bikerz, unable to rally, were destroyed while trying to find a way through the wall of Ard Boyz. The Koptas moved over the top of the ammo dump and positionedthemselves to fire upon the nearest Rhino, the Ork pilots thinking that the immobile target was obviously the most dangerous. Thraka jumped out of the Trukk with the Nobz and Painboy and moved to assault the stranded JP unit. Thraka, still incensed at the Bikerz lack of back bone and the scorch marks on his immobile Trukk declared a Waargh! The Koptas fired upon the Rhino, failing to cause any damage. The Boyz fired upon the DC dread, again failing to damage it. The Shoota Boyz fired upon the JP unit killing two with their rockets and Thraka’s mob bought down another JP DC before they charged. In the assault phase the Boyz charged the DC dread, losing 3 in the melee without causing any damage in return. The Ard Boyz lost 3 Orks to the 6 man DC squad, killing one in return. Astorath in an unrivalled show of ineptitude managed to fail to hit anything, the remaining JP DC followed suit with them only managing one wound on a Nob before they were wiped out completely. Thraka taking his vengeance by tearing Astorath’s head off! The Nobz and the Boss consolidated onto the Ammo Dump. Turn Two – DC Seemingly unfazed by watching Thraka stamp on Astorath the 2nd Rhino units deploys and moves towards the Deff Kopta’s. The other unit moves towards Thraka. The 2nd Rhino, now empty, drives straight at Thraka. The Boss and his Nobz move out of the way unharmed but just into range of the 1st DC units infernus pistol. The Razorback fires upon the truck and again misses. The newly emerged DC unit rapid fired at the Deff Koptas bringing down two of flying bikes. The other DC unit fired upon Thraka and his mob, wounding the Pain Boy and killing a Nob. In the assault phase the 1st Rhino’s DC unit charged into Thraka’s mob, killing a Nob but losing 6 DC. The other unit fared better by wiping out the Kopta’s. The Razorback support unit took out an Ard Boy but lost another marine in the process. The DC dread decided to finally get going and killed 10 Boyz. Turn Three – Orks With all bar the Shoota Boyz in combat or immobilised there was no Ork movement. The Trukk fired upon Rhino 2, failing to damage it. However the Shoota boyz take it out in style, catching Thraka in the blast as it exploded to rocket fire, though the Orks and DC came through it unharmed. In the combat phase the DC dread wiped out the remaining Boyz and consolidated towards the Shootas. Thraka wiped out the remains of the DC around him without reply, consolidating again onto the Ammo Dump and the Ard Boyz kill one and lose two in their combat. A short but bloody turn. Turn Three – DC The DC Dread moved towards the Shoota Boyz visible in the tower, with a view to assaulting them. The remaining Rhino moved up the field. The DC squad from Rhino 2 moved towards Thraka and his Nobz. The Razorback again missed it’s target, this time Thraka. The DC moved up around the crater to take aim at Thraka and his mob, the rapid firing bolters taking down the Pain Boy and a Nob. The Stormbolters on both the Drop Pod and Rhino failed to hit anything. The DC dread however toasted 7 Shoota Boyz in the tower. The Razorback support squad lost another member to the Ard Boyz without a reply. Thraka was wounded by the charging DC unit but took down four of the DC in reply. The DC Dread continued to chew its way through the Orks by wiping out the remainder of the Shoota Boyz and consolidating back towards Thraka. Turn 4 – Orks The Trukk managed to repair itself and moved away from the DC Dread towards the Missile Silo. It also fired off a shot towards the Rhino but failed to do damage. In combat the Ard Boyz wiped out the remaining members of the Razorback support squad, consolidating towards the Silo. In the other combat three DC marines fall as Thraka’s mob loses three Nobz. Turn 4 – DC The remaining Rhino moved towards the Silo and fired upon the Ard Boyz, missing completely. The Razorback also failed to damage a single Ork. The DC Dread charged into the Thraka-DC battle. In combat the DC Dread wounds Thraka as all the remaining DC are killed. Turn 5 – Orks The Trukk moved up behind the Rhino and the Ard Boyz moved in behind the Razorback. The Trukk opened fire on the Rhino but failed to damage the tank. The Ard Boyz fired everything at the Razorback and it was destroyed under the weight of fire, having failed to do any damage to anything in the whole battle! In the combat the DC dread wiped out the remaining Nobz, leaving Thraka alone. Thraka responded by ripping the DC Dread's melta arm off! Turn 5 – DC The Rhino fired on the Ard Boyz, failing again to do any damage. The DC dread finally took down Thraka and consolidated towards the Trukk. Turn 6 – Orks The Ard Boyz swarmed over the Silo, firing everything at the Rhino and finally destroying it with the Nobz Power Klaw in combat. Turn 6 – DC The DC Dread flamed the Trukk but failed to damage it. Turn 7 – Ork and DC The Ard Boys remained on the Silo with the Trukk moving forward, keeping itself between the DC Dread and the Ard boyz. The DC dread followed the Trukk and flamed it again, destroying its weapons. The game ended here with the Orks holding one objective and therefore victorious. It was a good game and really could have swung either way. The DC's really poor heavy weapon gunnery skills let me down. If the Razorback had actually done any damage to anything it may have altered the outcome a bit. I was impressed at the 6 man squad holding up the 20 odd Ard boyz for three turns even if they eventually let the side down. Astorath and his JP unit have yet again failed to kill anything (last game they were wiped out in one turn by Dante and a 6 man SG unit with Priest suffering from red thirst!). I was most impressed with the level of damage a single DC dread with Talons can do against mobs. I have played two games with this list and the same two factors have caused issues in both games. I need to improve the effectiveness of the DC on the charge and also need to increase the anti armour wargear. With this in mind I will change the list a bit for next game. I'm going to swap one of the Rhinos for a HB Razorback and drop the Rhino squad down to 6 men. With a bit of extra tweaking to the JP and 10 man squads I should be able to fit in either Lemartes and spilt the JP unit or a foot slogger Chaplain for the Rhino. I'm undecided but the foot slogger would allow for a few extra power fists and infernus pistols. Anyhow hope you enjoy the report as much as I enjoyed writing and playing it! Link to comment Share on other sites More sharing options...
Redo Posted December 11, 2010 Share Posted December 11, 2010 Like your maps and enjoyed your report. Looks like the orks got the jump on you with a few charges but your dread had a field day. Anyday is a good day when a dread takes down a nob unit and their fearsome Ork Warboss, even if you lost. Good luck for the next battle. Link to comment Share on other sites More sharing options...
bulley Posted December 11, 2010 Share Posted December 11, 2010 The maps were awesome have to say. HB is decent, but probably in a DC list having a Heavy Flamer (or better still - a couple) still havea str5, that auto hits, and vs troops re-rolling wounds - pretty nice. Its going to get up in the face off the enemy. If your after HW support prob best to find a way to get a "stationary" non-dc tank or dread, but if your dead set on just DC really then going to need lasplas's on some razors. Link to comment Share on other sites More sharing options...
Korloth Darkwolf Posted December 11, 2010 Author Share Posted December 11, 2010 The maps were awesome have to say. HB is decent, but probably in a DC list having a Heavy Flamer (or better still - a couple) still havea str5, that auto hits, and vs troops re-rolling wounds - pretty nice. Its going to get up in the face off the enemy. If your after HW support prob best to find a way to get a "stationary" non-dc tank or dread, but if your dead set on just DC really then going to need lasplas's on some razors. Cheers for the replies. I like reading and writing battle reports, though it's been some time! I eventually want to be able to field any combination of Razorbacks. I'm building the turrets with magnets so I can swap out the weapons easily. This list will stay DC only (apart from a pair of Stormravens come Feb!) for the time being but will evenutally make up part of a much larger force once I get around to it! With regards to the LasPlas Razorback - does it fire both weapons at the target (ie lascannon and tl plasma guns) or is it a case of one or the other? Link to comment Share on other sites More sharing options...
bulley Posted December 11, 2010 Share Posted December 11, 2010 Its both, and yes in 12" the Plasma Gun can rapid fire (so 1 str9, and twin linked x2 str7!) Also on weapon destroyed the opponent does infact have to choose - its not a turret destroyed, its either the cannon or the plasma (everyone around me always chooses the cannon, much to my joy - TL plasma gun is awesome) I run x4 razorbacks at 1500 and x2 are lasplas, but I am seriously contemplating x4, they really are that good. Link to comment Share on other sites More sharing options...
4RC71C FOXX Posted December 11, 2010 Share Posted December 11, 2010 The Las/Plas Razor counts each as a separate weapon, in the same way as say a predator with sponsons has its 3 individual weapons. So if it moves upto 6" you can fire both las and plas, if you move 6-12" then you will have to choose one or the other to fire. Also they count as two seperate weapons for the purposes of weapon destroyed results. I have found from my own personal experience of playing DC only lists that Chaplains really are worth their weight in gold, but only if you can ensure that you get the charge off-which I do by using rhinos and keeping the DC in the tanks untill the turn I want to charge them. This is the only thing I would have done differently in this particular game, as if you had kept them in the tanks for an extra turn you may have gotten the chance to make the charge yourself, which is nice with the extra strength and initiative, but if you add a chaplain(or reclusiarch or astorath or lemartes :-p) into the mix then the re-rolls of hits and wounds as well is simply devastating. This is also the difficulty in using DC with jump packs that I have found, as their need to move 12" towards the nearest enemy makes them harder to ensure you get the charge unless your effectively thinking at least 1 or even 2 turns ahead. Also very clear and detailed maps which make it really easy to follow the battle :-) FOXX Link to comment Share on other sites More sharing options...
Shadow Emperor Posted December 11, 2010 Share Posted December 11, 2010 Hey love the battle report mate, good work. By the way the Nob mob is armed as follows, 1 Pain Boy. 2 with T-L shootas and power klaws, one of them had a waagghh banner. 3 with T-L shootas and big choppas. All of them had Eavy armour and cyborg bodies. Also each Nob in charge of the boyz had eavy armour, slugga and a power klaw. Cant wait to see some of the reports from the tournament whats coming up. Link to comment Share on other sites More sharing options...
Korloth Darkwolf Posted December 11, 2010 Author Share Posted December 11, 2010 Hey love the battle report mate, good work. By the way the Nob mob is armed as follows, 1 Pain Boy. 2 with T-L shootas and power klaws, one of them had a waagghh banner. 3 with T-L shootas and big choppas. All of them had Eavy armour and cyborg bodies. Also each Nob in charge of the boyz had eavy armour, slugga and a power klaw. Cant wait to see some of the reports from the tournament whats coming up. Cheers, that should put a few of the combats in a better context. As for the tournament I'll be taking notes during my games with a view to make some more battle reports! Link to comment Share on other sites More sharing options...
BLACK BLŒ FLY Posted December 12, 2010 Share Posted December 12, 2010 I really enjoyed this bat rep a lot ! I love DC armies !!! :D You killed Thrakka so that is a win to me. Great job bro. G ;) Link to comment Share on other sites More sharing options...
Korloth Darkwolf Posted December 12, 2010 Author Share Posted December 12, 2010 I really enjoyed this bat rep a lot ! I love DC armies !!! ;) You killed Thrakka so that is a win to me. Great job bro. G :cuss I love the idea of DC only lists too. Thraka mauled me badly! Him and his Nobz took down the best part of 3 DC units and Astorath. I will be adding to the number of DC dreads I field as they can really cause some damage! Link to comment Share on other sites More sharing options...
shatter Posted December 12, 2010 Share Posted December 12, 2010 'twould be nice to squeeze Lemmie into your list with Astorath.... somehow. Re-roll redundancy as well as another CC monster that's untargetable. Link to comment Share on other sites More sharing options...
Korloth Darkwolf Posted December 12, 2010 Author Share Posted December 12, 2010 'twould be nice to squeeze Lemmie into your list with Astorath.... somehow. Re-roll redundancy as well as another CC monster that's untargetable. The only way would be to split the JP unit into two and reduce the size and/or number of the Rhino / Razorback squads. The current list is lacking in wargear as it is so to try to find the points needed for Lemartes is a struggle (unless I drop one Rhino and squad altogether). I've been looking at the following list (but not sure if 3 chaplains in the list is too many) Astorath + 5 JP DC (1PW, 1IP) Lemartes + 5 JP DC (1PW, 1IP) Chaplain + 5 DC (1PF, 11P) in Razorback with TLHF 6 DC (1PF, 1IP) in Razorback with Las/TLPG 1 DC Dread (Talons, HF) in Drop Pod Comes in just under the 1500points mark Link to comment Share on other sites More sharing options...
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