Kierdale Posted October 29, 2012 Share Posted October 29, 2012 First game against a friend I met in my local GW some months ago. He said he had 750pts of Orks built up so we had our first game... Mission - Big Guns Never Tire (Heavy Support is scoring. 5 objectives) Deployment - Hammer & Anvil (across the length of the table) The 124th Expedition, XV Legion Thousand Sons [C:SM] 756pts Librarian Har-Khebu- bolt pistol, force maul. Gate of Infinity, The Avenger. Warlord Trait: Immovable Object (scoring! Yay!) 100pts Tactical squad Nehebkau - combi plasma, plasma gun, missile launcher. 190pts Scout squad Maahes - Sergeant Telion Maahes, 1 scout w/ heavy bolter, 8 scouts w/ boltguns. 200pts Devastator Squad Resheph - 4x missile launcher, 6th marine w/ bolt gun. 166pts Thunderfire cannon w/ techmarine Septu. 100pts My tactical squad really needs a Carroburg wash to bring them inline with my painting recipe for the rest of the army now. Too bright! OpFor 735pts That total is from me checking his list now myself. It seems he was under, though before we started he said he was at 760pts :( Ghazghkull's presence made the Mega Nobs into Troops. He claimed that the Trukk also counted as a Troops choice...which I now (having checked) know is incorrect. I'll check his list more carefully before our next game. Anyway, they were all painted up very nicely as Bad Moons. I've told him he really needs to give his Ghaz' an original name! Ghazghkull Thraka. Warlord Trait: Master of Offence (as if he needed a CC boost!) 225pts - Was VERY surprised to see him deployed. I immediately knew things were not going to be `normal`... Mad Doc Grotsnik. 160pts Mega Nobs Mob. 4 Meganobs, 2 with shoota-skorchas, 2 with shoota-rokkit launchas. 180pts Trukk. Don't remember the upgrades other than Red Paint. 50pts Lootas. 8 Lootas. 120pts A very unexpected warband! Deployment and Table He won the roll for deployment and chose the side with the most cover (probably in order to deny me it, rather than for his own use). I won the roll for turn, but chose to go second. Let them come into range. No night fighting on the first turn. Dark green blobs/templates are forest. His deployment: Lootas right at the back (I expected him to deploy further forward, but it turned out to be a good idea on his part...) Ghaz', Grotsnik and the Mega Nobs in the truk. This next photo shows the table better, my deployment and the 5 objectives: Red gemstone on the central mound. Crate of Lacrymata on the hill, bottom left (within my DZ. Intended to go for it with my Devs in the 5th turn). Command center on the hill, mid-left. Deployed Telion Maahes' combat squad there. Fat remembrancer in the building top-left. Skinny remembrancer in the forest top-right. The orks you can see on the top-left hill aren't really there. They're the ones in the truk, just put there for convenience. The Plan I deployed my Thunderfire so it would be out of range of his Deff guns but they'd be within range of the cannon's own attacks. Combat squadded the scouts and tacticals as we had 5 objectives and he had only 2 `troops`. Deployed TelionMaahes, the heavy bolter and three other scouts on the mid-right hill, taking the command center objective (a bad idea on reflection) but keeping the large forest between them and the trukk. Deployed the Devs so they could krak the trukk pretty much no matter where it moved in the first turn. Deployed the missile-launcher half of the tactical squad ready to advance either into the lower-right ruin or around in front of it, depending on the trukk's movement. The other scout combat squad, the plasma-totting half of the tactical squad and the attached librarian were deployed toward my left, intending to move up, cover-to-cover (and a bit of Gating) to get the Lootas and objectives down that end. Turn 1 His trukk moves up 13", stopping scarily close to Telion Maahes' combat squad. The Lootas didn't move. Shooting: the first mistake of the game. He at first intended to deploy Ghaz' and his squad out of the trukk but I pointed out that they couldn't after moving 13". So they fired instead. Only after we resolved the attack did I remember that everyone inside should've been firing Snap Shots. Whoops! He suggested re-rolling all that shooting but since it was our first game and I want there to be more I thought it best to be easy going and let it be. Anyway, the result was that scout combat squad (including Telion Maahes before he even got to sight down his Stalker-pattern boltgun!) killed off. Got to be more on the ball rules-wise in future, though between us we'd only had a handful of games in 6th Edition. The Lootas fired across the table...and I must say that Gork (or was it Mork?) was really smiling on Ghaz' and his boys today. They took out three bolter-marines from the missile launcher-combat squad and the remaining two broke and ran! Thankfully not too far. My turn. The two survivors of the missile launcher-squad moved toward the lower-right ruins. The Devastators land three krak missiles on the trukk and wreck it (rolled Kaboom on the Ramshackle table...and he then forgot to roll hits against the troops inside. Probably wouldn't have had any effect anyway). Ghaz, the Mad Doc and the MegaNobs piled out...and another mistake was made (as much mine as anyone's): he placed them within 6" (rather than 3" as it should be, no?) of the trukk. This got them into cover behind the lower-right ruins. Not good. They were slightly visible to the Thunderfire though so I fire it at them, managing to put only a single wound on a mega nob. Not good. Not good at all. Didn't manage to do anything with the rest of my forces: not knowing at the time quite how tough Ghaz' was I was divided between getting my way up the board or waiting and taking on the big Ork... Did get to use the destroyed vehicle marker I'd recently made... Turn 2 The position of forces at the start Ghaz' and his boys moved in on and assaulted the marine and missile-launcher marine remaining from one combat squad. Butchered them. Lootas take down two scouts from the remaining scout combat squad. My turn: it's only turn two and I've already lost ten men. I'm being eaten! I want to save the Thunderfire so I get it moving away from Ghaz'. Realising he'll eat anything thrown at him (if only I'd realised this in turn one!) I get everyone but the Devastators moving up the table. I try to use Gate of Infinity to get the librarian and combat squad of Tacticals up the table but go and roll a double 6! The Devastators I decide to have make a brave last stand, firing kraks at Ghaz' (who, thanks to his nobs, counted as T4 rather than T5)...ineffectively. The swine made every damned save that managed to wound him. I had some very unlucky rolls this turn. Turn 3 Ghaz' and his nobs eat their way through the Devastators and move to almost encircle the techmarine with his Thunderfire trundling away as fast as it can. ...and it was this turn that he forgot to fire his Lootas. Lucky for me! Knowing that the techie would be eaten in the next turn I shot the Thunderfire at the Lootas, taking out (IIRC) four of them. The scouts ran up the left side of the table, hoping to go unnoticed and be able to get to the fat remembrancer in the ruins to the top-left. The librarian managed to get Gate to work this turn and jumped, along with the plasma combat squad, to the middle of the board. Sadly their bolter fire only took down one Loota. The Gate didn't actually scatter. On reflection this one time I really wish it had scattered....preferably taking them closer to the Lootas ;) Alas, not. And a funny shot of techie Septu at the end of the turn. Perhaps calculating, to several decimal places, just how long left he had to live... Turn 4 Septu gets eaten by Ghaz'. He and the mega nobs consolidate toward the plasma-combat squad in the middle of the board. Uh-oh... The Lootas fail to kill any of the plasma-combat squad. The three remaining scouts leg it for the ruin, top-left. The plasma-combat squad and librarian advance on the Lootas, firing and taking them down to two. Perhaps should have gone for another Gate, on reflection... At this point I knew the game had a chance of ending at the end of the next turn, and that he had only Ghaz' with his nobs that could score, while I had the scouts, tacticals and a scoring librarian. I could win it... Turn 5 Ghaz' and his nobs move up and shoot my plasma-combat squad in the back (hey, I thought they were Bad Moons, not Blood Axes?!) taking out the sergeant with combi-plasma, the plasma gunner...and the librarian. That leave me with two scoring units to his one... He then declared a Waaargh! :( I quibbled Ghaz' effect on the Waaargh here. He explained it as instead of rolling for charge range, the dice count as 6s automatically. Which sounded like an automatic 12" charge. It didn't put Ghaz' and his boys into combat with the surviving marines (and at this point I forgot that a failed charge means the chargers don't move. Another mistake to mark up). Thus they ended up right behind the remaining three marines. Lootas shot ineffectively. The 3 scouts sprinted into the small ruin, surrounding the quailing, fat remembrancer as a bodyguard. The 3 tactical marines sprinted for the trees and the rail-thin remembrancer within. That gave me two objectives, with Ghaz and his nobs holding the middle-of-the-table one. A win for me if the game ended here. I rolled to see if the game would end. I rolled a 6. Curse these dice! Turn 6 The nobs go for the 3 marines, shooting them in the back... ...while Ghaz' breaks off and goes for the scouts... Wiped out. On Reflection... What Worked Gate of Infinity. Getting a Perils of the Warp on my first try was pure bad luck. I really should have started using it earlier and got in closer to the lootas. What Didn't Work I never used The Avenger. Had I know I would be facing Ghaz' himself I might have taken Vortex of Doom..or Psychic Shriek. Though on second thoughts I'd only probably manage to deal one wound with Vortex before he gobbled the Librarian! Expecting to face a horde, I took the Thunderfire. There was no horde. I won't say it was a bad choice (I'm sure I'll take it again next time...and use it better), it just didn't get a chance to do some good work. Stupid placing of Telion's combat squad. Really wasted them. Should have been more patient. Held back and let them come to me. Rhinos and tactical squads. I really needed some armoured boxes to get me around faster (would've made running from Ghaz' much easier!), and I need more tactical squads. Rather than shooting the Thunderfire at Ghaz' and his nobs in my first turn I should have concentrated it on the Lootas, removed them and left myself with that entire end of the table to use running away from Ghaz' for the rest of the game. Now, after checking his list over more carefully, I realise that Mad Doc Grotsnik (and hence his unit) is required to basically chase the nearest unit. That is something I could exploit next time... I will say that, despite the mistakes made, it was a very fun game, one of the reasons being that it was so different from the ork army I was expecting to face (horde). With time left, we decided to have a small 200pts-each, FOC-be-damned, game of The Relic. He had a warboss and 18 boys, I had my Thunderfire and five scouts. He managed to steal the Initiative...the game ended in two turns! :D I will have my revenge! Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/ Share on other sites More sharing options...
I_Heart_69 Posted October 29, 2012 Share Posted October 29, 2012 Nice detailed battle report, do some more! Your friend's got some funky ideas about the Ork rules. Waaagh! is declared at the start of the shooting phase, not the end, and it only give them the Fleet USR. That means they re-roll one or more dice when working out run or charge distances. Also, you are right, Trukks do not count as troops choices: they are bought as dedicated transports for individual squads and don't take up any room on the Force Organization Chart. On the subject of the Trukk, reread the rules on destroyed transports. I believe 6" is correct, but they will also have to take a pinning test. Both of you have beautifully painted armies - build a table worthy to for them to play on! Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3223576 Share on other sites More sharing options...
Kierdale Posted October 30, 2012 Author Share Posted October 30, 2012 Thanks, I_Heart_69. The next game (hopefully in a couple of weeks) should go smoother. I'll be giving the rules another re-read beforehand, anyway. On the subject of the table, living in Japan we have apartments like shoeboxes (well, mine's a bit bigger but I don't think the misses would appreciate us gaming on top of the futon) so we use a room at my local community centre (for free, which is fantastic). Hence the 'board' is green felt! I'll be working on some more terrain though. Another building, with a second floor, and perhaps a bridge (bought some blue felt after the game for use as a river). On the subject of the Waaaargh: yes, it gives them Fleet of Foot, but Ghaz's version lets them count one of the dice as a 6, right? Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3223796 Share on other sites More sharing options...
I_Heart_69 Posted October 30, 2012 Share Posted October 30, 2012 Whoops, forgot it was Ghaz. For him, GW released some errata (which you can find on their website): "Change the third paragraph to read 'Furthermore, for the duration of the Waaagh!, all friendly Ork Infantry units automatically count as rolling a 6 if they Run, and models with the Slow and Purposeful special rule exchange it for Relentless instead. All non-fleeing friendly Ork units become Fearless for the duration of the Waaagh!'." Also it seems I was mistaken about transports as well, see page 80. Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3223798 Share on other sites More sharing options...
Kierdale Posted October 30, 2012 Author Share Posted October 30, 2012 Thanks again. I've downloaded both the English and Japanese versions of the FAQ. Will show him them next time. Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3223948 Share on other sites More sharing options...
Naminé Posted October 30, 2012 Share Posted October 30, 2012 Nice Batrep, and funny to see an Ork deathstar(ish) unit at 750 points :P It might have been worth firing the tremor rounds from the Thunderfire at the Nobs to slow them down. Don't worry about all the little rules mistakes; with the amount of tiny aspects in 6th edition I've yet to play a game that hasn't had a few of them at least :P It's a shame the mistakes tended to benefit his orks more then you though! Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3224276 Share on other sites More sharing options...
Kierdale Posted October 30, 2012 Author Share Posted October 30, 2012 Nice Batrep, and funny to see an Ork deathstar(ish) unit at 750 points :P Yes...not at all what I was expecting, nor prepared for! It might have been worth firing the tremor rounds from the Thunderfire at the Nobs to slow them down. A very good idea! Might've given me more time to plug them with krak missiles and get everyone else up-table. Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3224287 Share on other sites More sharing options...
librisrouge Posted November 3, 2012 Share Posted November 3, 2012 I wonder if the Tremor rounds would have actually been worth it. Mega Armor means that they already have slow and purposeful. Does that AND difficult terrain stack. Hasn't come up yet for me this edition. Looks like you had zero luck dude. I'm a little surprised that the techmarine didn't kill at least one Nob. Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3228497 Share on other sites More sharing options...
Kierdale Posted November 4, 2012 Author Share Posted November 4, 2012 Well, we're having another game -again 750pts- this weekend. We'll see how things go. I am going to ask to check his army list before we kick off. Probably going to keep the same army on my side. Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3228895 Share on other sites More sharing options...
spartan249 Posted November 8, 2012 Share Posted November 8, 2012 Good old Marines vs Orks... I used to have this clash every week, and each time it was a barrel of laughs. Honestly speaking, there isn't much you could have done here with the forces you have, as you basically have to tailor to stand a chance of really taking that out. Barring flukes, they'll just walk through your lines again and again with little resistance, as bolters are negligible and the high strength stuff that isn't AP1/2 can be soaked up by Ghazgkhull (with feel no pain via the Painboy no less... eww). Ghaz & Friends in 750 is dirty as hell :P. It's almost as dirty as GK Henchmen armies in low point levels, and not even I do that to my worst enemies (unless it's a tournament... no holds barred then lol). If you've got some sternguard or TH/SS terminators, now would be the time to pull them out, as there isn't much else in C:SM that can actually engage that head on with any chance of success. Alternately, you could take a bunch of bikers and drive circles around him lobbing plasma and a multi-melta at him. Would work well against the loota support as well, as they just turbo-boost right into their face and leave the Lootas in serious trouble if they don't kill the bikes (which they probably won't). Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3232696 Share on other sites More sharing options...
Gaius Atticus Posted November 8, 2012 Share Posted November 8, 2012 This was a brilliant report. Will you be doing more? Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3233320 Share on other sites More sharing options...
Kierdale Posted November 9, 2012 Author Share Posted November 9, 2012 Thanks Spartan and Gaius. We're having another game this Sunday so hopefully that evening I can write up the battle report. He said he might field a different army next time (still orks but perhaps not Ghaz and his boyz)...which makes planning even harder for me. If I knew it was going to be Ghaz again I might minimise my troops and put in my plasma command squad and combi-melta sternguard... As it is I think I'll go for the same army list and this time, if Ghaz does show up, keep my distance. Keep Telion back so I can actually use him...the heavy bolter's Hellfire shells too... That and make sure at the start that the army does have two proper Troop choices. That should cut down on the number of lootas or mega nobs... If it is objectives again, I'm tempted to combat squad the scouts, keep Telion and the heavy bolter in my deployment zone and have five bolter scouts outflank. What do you think? Link to comment https://bolterandchainsword.com/topic/264535-marines-versus-the-greenskins/#findComment-3233532 Share on other sites More sharing options...
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