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Marines versus the Greenskins - Vengeance


Kierdale

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Last game Here.

Mission: Purge The Alien (kill points. In our last battle my opponent had only three units, so I was a little worried about this result)

Deployment: Hammer and Anvil (deploy on the short edges)

Thousand Sons Codex: Space Marines, 756pts

Librarian Har-Khebu- bolt pistol, force maul. Gate of Infinity, The Avenger. Warlord Trait: nothing useful 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

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OpFor Space Orks. 765pts

Badmoon Ghazghkull Thraka. Warlord Trait: Dust of a Thousand Worlds. 225pts

Mad Dok Grotsnik. 160pts

Meganobz: 5 meganobs with a mix of kombi-shootas. 200pts

Trukk. Red paint. 40pts

Ork boyz mob 1. 10 ork boys, shootas, stickbombs. 70pts

Ork boyz mob 2. 10 ork boys, sluggas and choppas, stickbombs. 70pts

I was a little surprised he didn't go for at least a small squad of Lootas this time.

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Close up of the Badmoon-version-of-Ghaz:

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For warlord traits we have a rule between us that we roll the die, then can choose from that result on the three tables. He rolled a 3: The Dust of a Thousand Worlds, Master of Manoeuvre or Master of Ambush. With no infiltrators that eliminated the last choice. I was worried he's go for Master of Manoeuvre as I didn't want Ghaz' and his boys turning up in his trukk on one flank, but he chose to take Dust of a Thousand Worlds (though didn't expect to get much mileage from it) as he was worried I might table him before Ghaz' turned up from reserves.

I unfortunately rolled a 5: Target Priority - we were playing for kill points, so no objectives = useless. Tenacity - I'd usually love some free FnP...but again: no objectives = useless. Divide to Conquer = He wasn't going to reserve anything = useless. Ah well! :jaw:

Deployment

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I won the roll for first turn and decided to take it. I knew Ghaz', Doc Grotsnik and the meganobs would be in the trukk, so it would need to be taken out ASAP. His mobs were a secondary concern. I decided to put the thunderfire cannon atop the hill in my DZ and the Devastators on the far right. The board had a river almost cutting off that corner: he'd either have to wade through the water (and hopefully be slowed down) or go round, either way it would be a harder position to assault. I put two of the marines in the forest.

I wondered about combat squadding the scouts and sending five bolter-boys to Outflank but since we were playing for kill points it would be better to keep them all together. I put them on my left, the heavy bolter and Telion in the edge of the forest, the rest of the squad strung out between there and the T-fire. Finally I put the librarian and tactical squad in the middle. They'd be able to fire at least the missile launcher at the orks no matter where they deployed and, with Gate of Infinity, be able to redeploy quickly as necessary.

He deployed the shootas boyz squad on my far right: aiming for my Devs it seemed. Ghaz' and his retinue in their trukk were deployed mid-right, a ruin keeping them out of sight of the Devs. :jaw: And the other boyz mob (sluggas and choppas) was deployed in the middle. A bit hidden by another ruin.

Let battle commence...

Marine Turn One

Night Fighting was in effect for the first turn, unfortunately.

Not wanting to advance, I opened fire. Started with the tactical squad, the missile launcher and plasma gunner were in range of the trukk so both fired, managing to take off one Hull Point...if it weren't for the Shrouded save. No effect.

The Devastators opened up with a barrage of frag missiles at the right-hand boyz mob and, unfortunately, only managed to turn one boy into mushroom soup.

The scout squad fired on the leftmost boyz mob to no effect.

The thunderfire fired on the same mob and took out five of them with airburst shells: denying them the Shrouded cover saves! The didn't run, however.

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Ork Turn One

The trukk sped forward 13" through shooting at my tactical squad failed to do anything.

The two ork squads advanced and ran forward.

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Marine Turn Two

With the trukk speeding forward I had to stop it. The tactical squad were in danger of being charged even if I did pop the trukk, so I had librarian Har-Khebu use Gate and teleported them over to the left side of the battlefield, out of Ghaz's way and in a better position for both taking on the 5-strong boyz mob on the left and for going for Linebreaker...

I moved the scout squad forward out of the forest and began running them forward, thinking that Ghaz' would soon be unleashed and I'd best keep my distance.

The Devs ignored the closing 9-ork strong boyz mob for a moment as the trukk was in their sights...and they managed to take off 2 of it's 3 hull points, though only Stunned and Shook it. Not enough...not enough.

...so I tried the thunderfire. Surface blasts for strength 6 and I managed to take out the last HP!

My opponent rolled for the trukk's Ramshackle effect: Kareen!...the dice caused it to rocket forward 12" before exploding! That took it to the foot of the hill atop which the techmarine and T-fire were positioned! The cannon survived flying debris and, when the smoke cleared, Ghaz', Mad Doc Grotsnik and the five meganobs were Pinned in the rubble. Yes! A VP and First Blood to me!

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Ork Turn Two

Ghaz' and his boys were pinned and so did nothing this round except glare at techmarine Sept who just trashed their ride.

The boyz squads advanced on the tactical squad and Devs.

Marine Turn Three 2VP - 0VP

The scouts continued to advance and run forward as their shots would likely have no effect on the gone-to-ground Ghaz'.

It was either this turn or last that the librarian and tacticals shot up three of the 5-ork strong boyz mob.

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The Devs took out another Ork from the other squad (had some unlucky scatter rolls: blasts kept going off the table!).

I knew that Ghaz' and his retinue would eat up the techmarine and T-fire in their turn so I had the cannon lob shells at them. The cannon shot itself due to scatter (and passed it's save, thank the God Emperor!) and managed to put a single wound on a meganob. I only ever scratch those bastards.

Ork Turn Three 2VP - 0VP

The three remaining slugga/choppa boys advanced toward the tactical squad and a lobbed stikkbomb took out one marine. Their other shooting was ineffective. They charged and my marines dropped one with overwatch. The remaining two died in close combat with the marines before they could land a blow. Another VP for me there.

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The other orks continued their slow slog toward the devastators and shooting managed to drop the bolter marine.

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It must've been Turn 3 that Ghaz' and his retinue ate techmarine Septu. One VP for the greenskins.

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Marine Turn Four 3VP - 1VP

The tactical squad, not capable of harming Ghaz' and co. headed upboard for the enemy DZ.

The scout squad had also been moving in that direction (if I could take out the other boyz mob, add Linebreaker to the already-got First Blood then I'd have a win) but after killing the tech marine, Ghaz' was too close. I figured I could try to rush the scouts across teh river in the top-right and hope that it would slow Ghaz'...then remembered that his Warlord trait gave him Move Through Cover! We had a laugh about that as my opponent had thought it would prove useless.

Sergeant Telion thus ordered his boys to about face and take aim. Two stalker-pattern bolter shots at the Mad Doc..no good. Three heavy bolter shells and eighteen bolter shells at the ork warlord and his retinue...and not a scratch. Still, they'd hold up Ghaz' for a bit...

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- Oh how very true that graffiti was...

Over on the other side the Devastators killed off all but three of the shoota boyz, who then did not flee.

Ork Turn Four 3VP - 1VP

Ghaz's charge took him, the Doc and meganobz into combat with all but the heavy bolter scout.

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All but the heavy bolter scout died and the orks consolidated onto that poor scout. Glad that it held them up a little longer though.

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The far-right shoota orks (3) managed to assault the devastators, losing one to an overwatch krak missile (bet that was messy!) and one in close combat with a missile launcher-wielder in the wood who was killed in return. The rest of the marines piled in on the one survivor...

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Marine Turn Five 4VP - 2VP

The Devastators finished off the one remaining shoota boy (a third VP) and consolidated, manoeuvreing to put Ghaz' and his retinue in their sights. If need be I could put a fair few kraks into their hide from a nice distance. By this point he had to kill all my units and table me if he was going to win.

The heavy-bolter scout failed to kill any nobs before being torn apart...Ghaz' and his retinue consolidated in the direction of the tactical squad and librarian, who were by now in the top-right corner of the table, deep in the enemy DZ.

All I needed now was for the game to end this turn...

Ork Turn Five 4VP - 2VP

He unleashed the Waaaaarghh! and stormed Ghaz, the Mad Doc and meganobs across the battlefield. I was starting to get worried: my librarian and tacticals were now somewhat in a corner. Not much space to run...though Gate might save them, particularly if they scattered away from the orks...

My opponent rolls to see if the game continues and...it ends! Linebreaker and a cheer from me: my first win since getting back into the hobby a bit over a year ago, and a groan from him: his first loss (out of a total of 7 or 8 games).

Final battlefield (pardon all the dead bodies, my opponent likes it if we leave them on):

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Final Result = 5VP - 2VP

On Reflection...

What Worked

Knowing from my last game that I couldn't take out Ghaz' and so would have to run away keep my distance from the very beginning.

Positioning the devastators to take advantage of the river and terrain. That forced his boyz mob to take a longer route and so I could keep hammering them. Some luckier dice and I don't think they'd have made it to combat.

The thunderfire cannon. Never quite causes as much bloodshed as I'd like, but I had never thought of using it against ork vehicles before. It did a good job.

The librarian, as always, makes up for a lack of rhinos, with Gate of Infinity. Throne bless him.

Facing a legal list this time. I made sure as soon as we started setting up that he did have two proper Troops choices, explaining that a trukk does not count.

What Didn't

Perhaps, on reflection, I could have sent the scouts moving upfield earlier (from the very beginning) but I'm not particularly kicking myself about that one.

Not a lot went wrong, to be honest. Some luckier rolls and I might have put some more wounds on the nobs, but nothing that would have changed the outcome.

We'll be having another game against each other by the end of the year I expect and half of my wants to play it careful again and try for another win (I want to see how this army fares when it comes to objectives), but the other half of my says "Take your plasma command squad. Have some fun. Put those mega nobs DOWN!".

We'll see how I feel on the day.

I do know we're both joining a Planetstrike game at our local GW on the 25th.

Well, either way, I think you made the right moves for the most part. I find the thought of marines, the badasses of the galaxy, looking at Ghaz and going "... No" quite hilarious.

 

I understand on an intellectual level that it's very hard on your free time and wallet to collect orks and have them all painted (how much does GW stuff go for in Japan? Must be ridiculous at like 3500 yen each tac squad box >.> ), but I still feel disappointed that no one runs green tides anymore.

Well, either way, I think you made the right moves for the most part. I find the thought of marines, the badasses of the galaxy, looking at Ghaz and going "... No" quite hilarious.

Yes, it sat ill with me having to retreat my marines across the board and play "chase me, chase me" for the rest of the game. If it happens in many more future games I can see it getting boring (or me getting a vindicator...).

 

I understand on an intellectual level that it's very hard on your free time and wallet to collect orks and have them all painted (how much does GW stuff go for in Japan? Must be ridiculous at like 3500 yen each tac squad box >.> ), but I still feel disappointed that no one runs green tides anymore.

Again, yes. Thankfully there is the hobby shop Yellow Submarine in a few locations in Tokyo (e.g. Shinjuku, Akiba'). They sell boxes of GW stuff for the same price as GW but they also sell some unboxed sprues cheaply. Some are from starter boxes (AoBR terminator squad for 2,500 yen...very good indeed. 9 or 10 orks for 1,200...deffkopta for 700yen) some are simply unboxed squad kits (marine scouts for about 75% for example, IG hvy weapon teams 80% of the normal price). That's a good way to pick up bargains.

 

Today's game was actually part of a national campaign GW-Nippon has started from today. I'll post some info about it tomorrow. Got to hit the sack now.

GW Japan started a national campaign as of yesterday:

Chaos Rising

 

It's all in Japanese (Spartan, you told me you wanted more Jpnz practice :D ) but the basics are:

Various battlezones (with special rules for each)

All races can take part, some pro-Imperium, others Anti-

You score points depending on game results and other achievements (slaying opponent warlord in a challenge, downing an enemy flyer, busting up a fortification, etc).

It's running from Nov 11th to Feb 2nd.

 

Yesterday's win netted me 30 honour points (assuming they let us have 30 for a 750-point game). I haven't yet emailed them our results.

  • 1 month later...
Cant wait, really like your style of report, pics make it very clear whats going on.

 

I also like the smaller battles, makes a pleasent change from my games which generally run at 2,400 a side lol

Thank you, Spafe.

The latest battle report is here.

At the moment, unless we play at the local GW, we play at my community center and I can book a room for 4 hours. The latest game was 1,000 points and we just finished in time. I don't think we can play bigger games...not until we get things moving quicker (less looking up rules to check them).

 

I made some counters with turn numbers in different colours for each side this time, mainly to help me keep track of images when writing up these battle reports. It helped a lot!

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