Showing posts with label orks. Show all posts
Showing posts with label orks. Show all posts

Wednesday, December 30, 2015

Battle Report: Chaos vs. Orks 4000 pts

I'm going to try and get back into video battle reports. This one leaves a little to be desired but a lot was going on and I was a bit rusty at narration. 

Epic game though, with lots of rarities to provide entertainment along with the ultraviolence. 

Enjoy!


Monday, May 18, 2015

Tournament: Alamo 2015


Another fun Alamo GT this past weekend. This year I worked real hard to finish my Bad Moons Mek Mob Orks so I could finally roll into a big tourney with my Stompa, Da Big Bullybot. 


The list included a Great Waaaagh! Detachment:

Big Mek (mega force field)
Mek (kustom mega blasta)
1 squad of 5 Burna Boyz (3 Meks with kustom mega blastas)
2 squads of Gretchin
2 Deff Dreads (rokkits)
1 squad of 5 Killa Kans (rokkits)
Stompa

To that I added a CAD:
Big Mek (da Fixer Uppers)
Mek
2 squads of Gretchin
1 squad of Lootas
3 Mek Gunz (traktor kannons)

The Meks and Burnas all rode in the Stompa to give a 4+ invuln against shooting and lots of repair rolls every turn. He was tough and never did go down in any of my 5 games. Early game he puts out a good amount of shooting, and late game he's just a big bully (eh? eh?) stomping and kromping around. Honestly, he's usually not doing too much damage and a careful player can usually kill everything else I have and outplay the mission on him. He can only be one place at once, and some assault units actually can tear him up with relative ease. 

Each mission had a typical primary with a  maelstrom secondary and random tertiary objectives.

Game 1 - Ultramarines


I had a great first game against Eric's Ultras, which included Calgar and some assault termies in a Redeemer, drop pod of tac marines, a second squad of tacs on foot, and Tigurius walking around with 5 grav centurions. The primary was objective-based, Dawn of War. Tiggy and Co. stayed far back and invisible for pretty much the whole game, and shot the Stompa a lot, but I repaired him back up to full every turn. Eventually he charged into the big bot with Calgar and got stompalomped. Loota shooting and a Deff Dread had whittled his bodyguard down already and he just didn't get enough hits in to damage the big boy. We drew the primary and Eric won the secondary.

Game 2 - Necrons


Another fun game with old buddy Will. The primary mission was Emperor's Will. He had a necron list with a Nemesor and Lychguard decurion with a Praetorian formation as his auxiliary. I tried to keep away from the Lychguard nightmare as long as possible, krumpin up warriors and praetorians on my right side, but staying out of the middle also kept me from getting his Emperor's will and from scoring enough maelstrom objectives. Will came away with the win, and the Stompa came away with 12 HP (moral victory).

Game 3 - Tyranids


Kenny had a cool big bug army with a couple Tervigons, 2 broods of 2 shooty Carnifexes, an Exocrine, a big gaunt brood, a small gaunt brood, a big brood of devourer-gaunts in a tyrannocyte, all led by Deathleaper. The mission was kill points. He came at me in a big wave in the middle, luckily rolling doubles for both his spawners first turn, and flanked with the dev-gaunts on one side and Deathleaper on the other. His big bugs met my big bots in the center, with Deathleaper joining in. The fexes and lictor ran through the killa kans and a single dread, but eventually I felled his hq with a single Dread klaw hit and the Stompa cleaned up everything else. I won this one primary and secondary.

Game 4 - Grey Knights


My first opponent on day 2 was playing Draigo, a librarian, a big squad of termies, a small strike squad, two storm ravens, and three dreadknights with incinerators. He attacked early with shunt moves, burning some grots and sidling up to the Stompa. They had very little effect after rolling poorly to hit in combat. Draigo and broes mishapped turn one and had to come back second turn, trying to come to the rescue, but it was too late. Lots of dakka, snappin Dread claws, and Stompa stompin got the best of the Knights, despite Draigo and his Storm Ravens taking off 7 HP from the Big Bot in the final turn. Orks win primary and secondary. 

Game 5 - Dark Eldar/Eldar


For my last game, I got paired up against my ole buddy Kings. He brought his Eldar corsair-themed pointy ear combo, including an Archon, a squad of beasts, 3 Venoms with blaster warriors inside, 2 Raiders, a Voidraven bomber, a Razorwing fighter, an Autarch, small Rangers squad, 5 wraithguard, a wraithknight, and a Crimson Hunter. This round's primary mission was the Relic. The Stompa grabbed it early on and held on for the rest of the match as the Eldar emerged from a hidey deployment to circle my forces and whittle down the walkers and grots till the Big Bot was the only thing left standing. I managed to kill almost all of his army, and the Stompa was left with just 3 HP. A very bloody game with the Eldar edging me out in VP scoring both the secondary, tertiary, first blood, and linebreaker. Game of the weekend!

I came away with second place best painted and second place player's choice army. Here are some of the other great armies that showed up to scrum:







Monday, May 14, 2007

Battle Report: Necrons vs. Orks 5-12-07

Mack vs. Pat - 1500 points - Take and Hold



Turn 1



Necrons: The necron forces advance and the destroyers take down 2 grots and 6 boyz with their heavy gauss weapons.

Orks: The orks charge forward into the fray, firing off big shootas and rokkits, and bring down 2 warriors. The looted leman russ looses its battle cannon, taking down three more warriors and wounding the VoD lord.

Turn 2



Necrons: Three warriors reassemble and continue their silent advance. Two more boyz and a couple of grots fall to the necrons' green beams. The monolith nears the center of the battlefield.

Orks: The leman russ again lets fly with the battle cannon and brings down one warrior. Three more warriors are killed by rokkits and big shootas.

Turn 3



Necrons: The necron technology is having a good day and 3 more warriors stand back up. A squad of warriors teleports through the monolith, and together with the flux arc, disable the orky dreadnought, blowing each of its arms off in turn. The monolith also hits a grot and a boy, and the destroyers kill four boyz themselves.

Orks: The leman russ scores a kill on the destroyer squad, and the disabled ork dreadnought is stilll able to bring down one of the warriors in assault.



Turn 4



Necrons: The ordnance blast was too much for the destroyer, and he stays down. The warrior climbs back to his feet and his squad again teleports through the monolith. The squad and the monolith open fire on the killa kans, immobilizing one and wrecking the other. The destroyers wipe out five grots.

Orks: The rokkit buggies sweep around and kill two necron warriors. The warboss slowly but surely approaches the meat grinder. The boyz charge the necron warriors, killing one and losing two in the process. They fail their morale check and fall back, also failing their mob check.



Turn 5



Necrons: Two warriors stand back up, two stay dead. They fire on nearby grots and boyz, killing several of them. The dreadnought is immobilized.

Orks: Rokkits and big shootas drop a destroyer and a few more warriors, and the warboss wades into the squad in front of the monolith, killing two of them with his power klaw. The big mek sidles up to the dreadnought and fixes up the big machine, restoring its ability to move.



Turn 6


Necrons: The destroyer and two warriors get back up. Massed gauss shooting kills 7 of the rokkit boyz, bringing them below scoring capacity.

Orks: The orks make a last ditch effort to take down as many necrons as possible. Two warriors are killed by the battle cannon. Somehow the warriors near the monolith are able to bring down the warboss. The big mek fixes up the immobilized kan, making it a scoring unit and earning the orks a few more victory points.

Necrons win, solid victory.

Sunday, May 13, 2007

Battle Report: Imperial Guard vs. Orks 5-11-07

Bully vs. Pat - 1500 Points - Take and Hold



Turn 1



Imperial Guard: Sentinels and tanks move out from behind the wooded hills to fire on Pat's approaching horde. Several orks and gretchin fall to rocket and ordnance damage.

Orks: The orks advance and chew up a couple of the Guard infantry squads. The rokkit buggies flank out on the basilisk and hit it, shaking the crew.

Turn 2



Imperial Guard: As the shaken basilisk moves into better cover, one of the infantry command squads crawls out of hiding directly in front of the advancing rokkit buggies and open fire with their special weapons, destroying them but losing their plasma gunner in the process to a weapon overheat. More orks are killed by various guard units and the battle cannon turret on the looted Leman Russ is destroyed.

Orks: The skorcha buggies take vengeance on the command squad that killed their rokkit buggy buddies, setting them ablaze and wiping them out. More guardsmen are wiped out by big shootas and rokkits on the far side of their battle line.

Turn 3



Imperial Guard: Concentrated fire kills ten grots and sends one of the squads fleeing to hide. Lascannons and tanks pour fire into the ork walkers, destroying the dreadnought and the big shoota on one of the killa kans. One of the skorcha buggies is also destroyed.

Orks: The gretchin slaver on the far side points his rokkit stick in the rough direction of the guard hellhound - a moment later and the hellhound explodes in a ball of flame. The grots move up behind, inspired by the nearby warboss in mega armor. The big mek struggles to repair the looted russ to no avail.

Turn 4



Imperial Guard: The heavy weapons again target the ork walkers, destroying their remaining shooting weapon (rokkit launcher). The second command squad emerges from hiding and opens fire on the closest slugga boyz squad, killing four of them. A few more orks die from guard shooting. The big mek again fails to repair the leman russ. An infantry squad moves to occupy the defense turret and make ready for the remaining skorcha buggy, now making its way towards them.

Orks: The skorcha buggy circles around the bunker and douses it with flame, killing 8 of the guardsmen inside. The survivors hold fast! The guard command squad behind the ork lines loses a couple of their number.

Turn 5



Imperial Guard: The survivors in the bunker man up to their best weapons and open fire on the buggy that wiped out their buddies. It explodes around them. The plasma gunner in the command squad kills one of the rokkit boyz but dies from an overheat. The junior officer kills another with his bolter. Another plasma gunner, in the building on the guard line, also falls victim to a misfire. The leman russ splatters a couple more boyz and sends their squad running for the hills.

Orks: Envious of his colleague's hellhound kill, the other ork slaver targets the leman russ with his lucky rokkit stick and fires away, destroying the battle cannon. Blast that stick! The falling back boyz mob up in time to wipe out the command squad with slugga fire.

Turn 6



Imperial Guard: The chimera fires on the rokkitboyz, killing one of them. The survivors take cover, pinned by the tank's indirect ordnance fire. Guard armor and infantry scramble to the center of the battlefield to try and overpopulate the objective area. Target freedom is granted and the hustling guardsmen drop a few scattered grots, wiping out one squad and sending the other skittering off of the battlefield.

Orks: The big mek and warboss take personal offense to the nearby leman russ demolisher, charging it with swinging powerclaws. Unfortunately for them, the siege tank was just moving too fast to hit.

The Imperial Guard win a crushing victory.