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måndag 27 januari 2014

Iron hands Vs Orks. 1250 pts Tourney batrep

First of all I want to say thank you to Anders for his awesome article on the new Tyranid Codex, if anyone wants to write a guest article you're very welcome to shoot me a mail at hollstrom@mikepic.se and we can discuss it!

Now on to the Batrep!


So, my second Tournament battle was against the Orks Anders had just faced. Let's see if my small space marine army can survive the green tide of Da WAAAAGH!


We played the Scouring with deployment on the long table edges, The Orks won the roll off and elected that the Marines get first turn. Night fighting was on turn 1 as well.

my Army list for the tournament. <-

I deployed in the way I feel I SHOULD deploy this time (unlike in the last batrep, where I deployed like a total dumbass!), My Cenutrions in the centre, backing up my tactical squad and my honour guard.

Then my snipers deployed in a forest on my right, holding an objective and my Attack bikes on my left flank.



The Ork army I was facing included A warboss on a warbike with a power claw, cybork body and 'eavy armor (this is what I remember he had anyway). Two Deffdreads all kitted for melee. A Battle wagon full of shoota boys, a truck with 12 shoota boys, 10 gretchin with a mek with a shock attack gun, 8 lootas, a dakka jet and a single deffcopta.



A few more units than I field...

On turn 1 I dead great, the emperor was with me and we where chilling and shit!
My Drop pod landed in front of the warboss and battle wagon, after a long discussion and thinking I opted to shoot the battle wagon, instead of my intended target the Warboss. (I figured I could bring him to one wound, and if he charged my heavy flamer might finish him, and if not the ironclad would get to strike first).
But considering the battle wagon had a deff rolla and there was a deffcopta that could drive a rokkit in my rear armor, as well as a nearby deff dread. I figured I might have to go for first blood at least.
I shot the battle wagon, blowing it up. then I orbital bombarded, there where no real juicy targets so I shot it at the now disembarked Boys in a way that it would also hit the warboss. it was a direct hit and killed all but one shoota boy and put a wound on the warboss (dangit, I could have killed him!).

Next my centurions opened up and made scraps of the Deff Dread that was threatening my Ironclad Dreadbert.



My attack bikes single multimelta failed to do any harm (by missing) and the snipers did nothing of worth.

Orks turn 1 began and he moved his second Deff dread to his right flank, closely followed by the trukk.
The deffcopta swung around and took off a hull point of dreadbert, and the shock attack gun rollde double 2's allowing me to place the large blast. s4 isn't enough to really do much to his trukk/deff dread so I put it in the ruins on the lootas and killed one of them.
The warboss then charged and took another wound from overwatch due to the heavy flamer! He was now down to one wound but of course I totally failed to wound him in close combat and he killed poor dreadbert! Emperor, don't go! The battle has just begun! T__T


On my second turn I moved up my attack bikes to get within 12" of the Deff dread, to blow it up with the multimelta in Melta range. But of course I missed again!
The Centurions finished the job instead and wrecked it. My Drop pod failed to kill the lone Ork that actually passed his Ld test!
My tactical squad, holding on to an objective, fired their heavy bolter on the trukk but despite hitting with all three shots the trukk remained unscathed due to cover saves.

Snipers fired at the warboss, but failed to wound him. And the Honour guard simply moved up, trying to get to close combat.



The Orks Trukk moved up and spilled out Shoota boys near the attack bikes, the warboss also moved up into charge range of the honour guard, but was a bit hesitant to charge these elite warriros, especially since their champion has to declare/accept challenges meaning he would fight the warboss and possibly slay him.
Luckily the Dakka jet didn't appear on this turn.



instead the shock attack gun fired, direct hit and strength 7. killing every single Honour guard (two due to Look out sir!), leaving only the Chapter Master standing... Uh oh!


The warboss charged, my overwatch unfortunately missing. And since both struck on initiative 1, we pulped each other to death, in a pure epic fashion!


Then the shoota boys put a wound on the attack bikes, and then charged them. 2 heavy bolters, a multimelta and 3 twin-linked bolters managed to only kill one Ork on overwatch. Then they killed two Orks in melee, but lost an attack bike and another took a wound.

With only my tactical squad, snipers and centurinos left in the fight (attack bikes getting bogged down in ork boys and therefore kinda useless) I decided to move the Tac.Squad up towards the central objective (which was worth 4 points, they were sitting on a two pointer). They did in the process get their meltagun in range of the trukk so they made it explode.

centurions caught wind of the deffcopta, and split fired between it and the lootas. faling to wound the deffkopta but killing another loota (or two?). The Snipers decided to finish off the deffkopta and actually managed to do so!



Then the Orks retaliated with the dakkajet coming in on a mighty WAAAAAAGH!
Its guns chewing through most of the tactical squad, leaving about 4 marines standing. The Lootas finishing them off. Almost! one brave Marine was still standing.
The Shock attack gun fired at the Centurions and managed to hit with strenght 8, killing one of them.

the fight of the boys vs the attack bikes ended with 0 wounds on both sides. What a stalemate! But it was more worth it for the Orks, tying up my fast attack so it couldn't move up and shoot at the shock attack gun.

The combined fire of the two centurions and the snipers flakk missile put two hull points off the dakka jet and immobilized it. The lone Tactical marine passed his Leadership test and moved up to cover in the centre.



The Dakka jeft flew on, and managed to kill 3 out of five scouts, killing the missile launcher!
The lootas then finished the job on the tactical marines, the boys killed the attack bikes, and the lone ork boy from the battle wagon hid behind a rock, claming an objective as well...
The shock attack gun once again hit the Centurions, but this time with a strength 6 shot, only causing one wound.

With not much left the centurions shot at the dakkajet, hoping to score a point for killing a fast attack before it moved off the board edge. It dove/dodged and didn't take the hits that got through. But we later read that Immobilized flyers can't evade so we recounted is as a kill.

the lone sniper tried to shoot the shock attack gun, but whiffed.
The ork boys moved towards another objective on my left flank, the one were my attack bikes deployed. the dakka jet flew of the board (and then we realized it was really dead!). the shock attack gun missed the centurions but the lootas killed the last scout. My Centurions moved up to try and stop the gretchin from scoring the central objective worth 4 points but fell an inch short from denying it, and failed to kill enough of them to stop them from reaching it! they would have had to kill two more, but alas one of the missiles scattered way off and Grav weapons only wound on a 6+ against opponents with no armour saves.

It was game over!

I had two centurions standing and I scored 4 points, 2 for killing two fast attacks (dakka jet and deffcopta), slay the warlord and First blood.

The Orks had a total of 13 points! from objectives held by the Gretchin, the lone Ork boy, the other ork boys, slay the warlord and linebreaker.

Good game that started out ridiculously well for me on turn one and then a few large blast ap2 shots later looked really grim, and then I lost with only two models still standing!






söndag 26 januari 2014

Tourney pictures. Orks Vs "New" Tyranids

Just some pictures from another battle, I wasn't around to watch the entire thing but I do believe the Nids won, the cover saves helping them a great deal against the custom-made shokk attack gun!







The next batrep will be my Iron hands against these Orks!

fredag 29 november 2013

1250 pts Picture batrep! Iron Hands vs Tyranids.


Trying out some 1250 pts lists for an upcoming tournament, I brought my Iron Hands:
5 Honour guard, 4 with power swords and 1 power axe + the Chapter banner (giving re-rolls to morale/pinning tests as well as +1 attack).
10 Tactical marines, flamer, heavy bolter and a combi-flamer for the sarge.
3 Attack bikes with Heavy Bolters
A drop pod with an Ironclad Dreadnought
3 Centurions with 2 Grav-cannons and the sarge had a Twin linked Lascannon and an Omniscope. all three had missiles launchers as well.

The Nids had about the same list as in previous battles (Tervigon, Flying Hive tyrant, termagaunts & hormogaunts, hive guard etc) But this time no genestealers, and instead 3 warriors, one with a corrisve blast weapon of some kind. a Trygon as well.



the game was Big guns never tire with Dawn of war as a deployment. Night fighting was on first turn.

I got first turn and dropped the Dread right behind the Tervigon, shooting off two wounds out of six directly!
My Chapter master tried to call in an Orbital bomardment on the clumped up Termagaunts and warriors but it scattered and nearly hit the drop pod!
Anders was not aware that Chapter masters had this ability, so maybe it was for the best that it missed.

The Centurions, having night vision thanks to the Omniscope, shot of a lascannon at the warriors, causing one to die outright (instant death due to the high strength of the lascannon). Though the Grav cannons were out of range because they had moved, and I forgot to fire all three missiles launchers.


The scouts moved out of the ruins to get a better view of the oncoming enemy.
The tactical marines, deployed on the right flank, did likewise and moved towards an objective with the Attack bikes moving up and putting some fire on the hormogaunts.


The Tyranids mostly advanced up, the flying hive tyrant was indeed not flying this game but he nevertheless made his way towards my lines, hidden (for now) behind the bastion.

the warriors fired and managed to kill a single Honour guard, failing his 2+ save and his Feel no pain as he threw himself infront of their sargeant to save him.


The tervigon charged the Dreadnought, opting to use a smash attack instead of using all of its normal attacks, he actually penetrated the armor, clipping of the Dreads Power fist! (we did an error here and had them both attack at the same time, my dread was really supposed to go first but it didn't matter really)
In return the Dread took another two wounds from the Monsterous creature! 1 left!



On my 2nd turn the Honour guard moved up to take some cover behind the bastion, awaiting the inevitable charge of the Tyranid swarms. My Centurions split their fire as one of them could see the Hive tyrant. Firing 5 shots with its Grav cannon, hitting with all of them it then failed to wound with all shots (needing 3 or higher to succeed!), the grav amps that the cannons get allows them to reroll to wound though. 
But alas! I agian rolled 5 dice all under 3, so not a single shot wounded! I then remembered his missile launcher, fired it and hit. but again failed and I needed a 2+ this time! What the hell man?

The other two centurions killed off the warriors, not having the same bad luck as their comrade.
On the right flank the Attack bikes and tactical marines decimated the hormogaunts down to a single model who scurried off after facing all that firepower.

The fight between the Tervigon and the Dread continued, but at this point someone had pointed out that Dreads ignore the Unwieldy rule of weapons so he got to strike first, one less attack though since he had lost an arm. But he still managed to strike the Tyranid down. My Ironclad Dreadnought is somewhat of a champion by now!



Turn 2 for the Tyranids saw the Hive tyrant moving around the bastion to fire 12 rerollable shots at the Honour guard, getting almost all of them to wound I then made all but two armour saves, but Iron Hands having a 6+ Feel no pain (an extra 'save' basically), I actually rolled two sixes! So no Honour guard fell to the shooting. The Hive tyrant wasn't done however and charged them, Apperantly monsterous creatures, due their Smash ability, always have ap2 (meaing they ignore up to 2+ armour saves!). My Chapter master went first however but failed to wound the damn beast (I did forget the extra attack from the Chapter banner, do'h). The foul xenos then easily slaughtered all but one Honour guard and the chapter master.
I failed their morale test and they fell back, towards the Centurions.

the Hive guard managed to put another hole in the Dreadnought, resulting in a crew shaken result.

The Trygon however failed to appear, luckily for me I felt. Even though it was looking pretty dark for the Tyranids at this point. Having lost the warriors, tervigon and the hormogaunts while I had only lost most of the honour guard.

Turn 3 for me meant opening fire on that damn Hive tyrant with the centurions, putting 10 Grav cannon shots, 1 lascannon and 3 missiles into him. Killing him outright. These guys can really hunt Monsterous creatures, holy Emprah!
The scouts did their best and shot at the termagaunts, killing one despite having a missile launcher and 4 sniper rifles.
The Attack bikes moved up, targets set on the Hive guards, while the Tactical Marines secured their objective.

On Tyranid turn 3 the Trygon still didn't arrive! Things were looking grim indeed for the Tyranids as to add some icing on the cake the Hive guard failed to take away the Dreads last Hull point too.
The Termagaunts surged back into the ruin to claim the objective there, as we realized the Hive guard, standing on the third and last objective, couldn't score points from it as they aren't a scoring unit type!



Turn 4 had the Centurions and snipers shoot at the termagaunts to no great effect, because like a total dummy I forgot the three missiles launchers the Centurions had, I could have fired a total of 4 small blast missiles into that horde of xenos!

Not that it mattered as the Dreadnought charged and killed three of them, they in return being unable to hurt the metalclad champion opted to flee, to let the Hive guard try and shoot it down instead.

The Attack bikes tried to do something about the Hive guard but only managed to do a single wound on them.


Tyranid turn 4 finally saw the Trygon appear, but as you can't charge out of a deepstrike it just sort of stood there for a turn, making its shooting attack but failing to kill any of the Marines.

the Hormogaunts failed to recover from fleeing from the Dreadnought but luckily stopped 2 inches away from the table edge, some luck there at least. 

But again the poor Hive guard failed to kill the dreadnought! (even though I had forgot all game that he had It will not die so he could have regenerated back hull points!)

On my Turn five I lit up the Trygon with both the tactical squad and the Attack Bikes who swiveled around to face this new threat, I wouldn't be able to kill it but if I put enough wounds on it now I could perhaps stand a chance in the coming melee. I did actually manage to out 3 wounds on him, wich was more than we figured would happen.

The Dreadnought chased down the Termagaunts and eradicated the whole swarm, what an MVP!
I begun to move the Centurions towards the Trygon in case there would be more turns I hoped to be able to shoot it down if it chewed through the Tactical squad, the scouts moved up towards the ruins were the termagaunts had been to try and claim the objective there.

On the Tyranid turn 5 the Trygon charged the marines and killed all but three of them, and they managed to get another wound in using their grenades.

It turned out this was to be the last turn as the dice gods decided it wouldn't go on to turn 6.
Victory for the Iron hands!

FOR THE EMPEROR!



lördag 10 augusti 2013

Army List: 1000 pts of Orks

This is (unless I change my mind...again!) The list I will be playing with next week:

Warboss - Mega Armour, Attack Squig, Cybork Body, boss pole. = 130 pts

5 Nobs, 'Eavy Armour, 1 Power Klaw, 4 Big choppas, 5 Twin-linked Shootas, Waaagh Banner = 210 pts

1 Looted Tank, 2 rokkit launchas, red paint job. grot riggers, reinforced ram = 70 pts

30 shoota Boyz, 3 big shootas, Nob with Powerklaw+Boss pole, 'Eavy armor, shoota = 240 pts

2 Big gunz, Lobbas = 50 pts

Dakkajet, additional twin-linked supah shoota, flyboss, red paint job  =135

11 lootas - mek boy  = 165

1000 pts



As usual, my warboss and nobs go in the looted tank. The warboss got mega armour this time, I usually just go 'eavy armor and cybork body, and it's usually enough. But because of that Blood Angel librarian and his force staff I'm upgrading to lower chances of getting insta-killed.
The Nobs get some new gear as well, I usually just run all with 'eavy armour and one nob with a PK. This time they all get twin-linked shootas, and Big choppas (except the PK guy, he's solid). This will give them more firepower before an assault or in case they get assaulted somewhere down the line. And because the Warboss also has a twin-linked shoota, it'll be 12 s4 shots with re-rolls before the charge, that should put a tiny dent into whatever the target is. Especially if it's not MEQ's (marine equivalent).
They get one less attack in close combat though, so I might as well get em a big choppa then to make up for it. And a Waaagh-banner for +1 ws. On the charge with 5 nobs it'll still be 16 ws5, s7 attacks and 4 more which are ap2 and s9! And then you add the warboss to that mix with 6 attacks on the charge, ws6 because of the Waaagh-banner, s10, ap2 and they should chew through anything really. Heck I should win most challenges as well (I'm looking at you, Librarian!).

the Looted Tank got a slew of upgrades because I had a few points to spare. Normally I just give it two big shootas for fire support, and maybe a reinforced ram in case I need to go through terrain or 'Don't press dat' and involuntary go through it. This time I gave it 2 rokkits which could almost be better becaue the 2 big shootas normally don't do much, and this might at least take out an extra marine, or I could try to pop a tank or a transport to help my warboss out before an assault. Red paint job is nice because you really want to get stuck in, grot riggers can also help getting things moving again, unless it gets blown up first. Too bad it can't repair and start moving in the same turn...

I went full Waaagh-tard and brought 30 boyz this time, all with shootas and 3 big shootas for even more dakka, the Nob even got 'eavy armour because, again, I had points to spare. 

I'm also finally gonna try out the Lobbas, I read Ork Big Gunz are pretty good at lower points battles, and I'm generally just hoping for some fun with these guys. 

I was gonna try out another flyer, like the burna bomma, but since it's very anti (light) infantry focused, and everything else is as well... I'm gonna try it out some other time. Instead I brought the Dakkajet again, it's way more reliable, even if it only has s6 shots. (the other two planes can't even match that!)

11 lootas with a mek (10 lootas, 1 mek), for that 5+ cover save mostly. which is nice if you can't get it from the terrain in your deployment zone, and even if you can this just gives you some more freedom in the placement. I'm also a fan of the kustom mega-blasta, it's just too bad it doesn't have the same range as a Deff gun. but if thing get too close the lootas get to pack some extra punch to scare the enemy off with at least.


Taktikz

My Tactic is pretty Orky I suppose. Rush forward with covering dakka from the lootas, lobbas and the dakkajet. Get the Looted tank into the enemies tough guys, show them who's boss and then hopefully mop up everything that's left. 

thing that can go wrong, getting the looted tank stuck or blown up means foot slogging for da boss. which means a lot of incoming fire onto him and his nobs. Boyz alone won't save the day, their job is mainly to engage another unit to give the boss some space, and prevent stuff from getting to my fire support. 
Sure they can kill a lot of things, and put out a pretty insane amount of shots (54 shoota shots and 9 big shoota shots), and they're still good in close combat as well. One day I'm gonna do a whacky list and make a mob of 30 'Ard boyz (4 pts more per Boy, giving them a 4+ armour save), just for kicks. It will probably be a humongous waste of points.

We'll see, I need to try some less 'standard' lists soon. Because it's pretty fun to try out different lists!

onsdag 7 augusti 2013

Orks vs Chaos Space Marines with Daemon allies Picture Batrep!


This one's a really old batrep, so I've forgotten a lot of details I'm afraid.
Anyways, it's my beloved Orks against my buddy Caspers Csm+daemons!
On the top picture my lootas (burnas standing in as lootas, anyway) take up a pretty darn good position for raining dakka on the enemy.


The oh so brave Word bearer chaos space marines form a konga line behind their leader in his rhino as they begin the approach towards the Ork line.


My, at the time, only primed Ork warbikers dash out, coming near an archeotech ruin, triggering some toxic defence system that kills two bikers and puts a wound on the nob!
He then redeems the blunder somewhat by sniping the csm champion in the konga line with his dakka gun.


My boyz pour out to respond to the nasty threat of the Chaos, gleefully cheering as it looks like it could be a good scrappin' ahead! 


Pink horrors appear from the warp to join the fray, next to the herald of Tzeentch! ...


three flamers of tzeentch also materialize, but they do so next to the unit of boyz. Luckily they scatter and so their disgusting flame attacks don't do as much damage as they could have.
My warboss and Nobs decide to jump out the looted tank and mow down these pesky daemons before they cause any serious harm to my boyz.


the Chaos space marine Rhino approaches as the Nobs and warboss slay the Flamers. But as they're about to hop back into the looted tank...


The driver decides to Press dat'  and drives off, right into the main body of the enemy army. It is immediately destroyed on the csm's turn.  This is also really bad because my warboss was wearing Mega armour, giving him a 2+ save but also the Slow and purposeful special rule.


instead of charging into the soft and squishy (and very shooty!) Pink horrors, my warboss now has to fight the Warlord of the word bearers in a challenge instead!


My warboss slay the Chaos lord in single combat, only to be assailed with the combined firepower of the pink horrors and the chaos space marines.


The nobs slowly get whittled down from the shooting and the close combat that follows.
But the warlord stands firm, killing pink horrors and traitor marines left and right!


all by himself versus both marines and daemons? Not a problem if you're a super badass Ork warboss!
He actually kills them all eventually! He would probably had died if it wasn't for the brave warbiker nob who managed to kill the csm champion who had a powerfist, earlier in the game!

WAAAAGH!

tisdag 6 augusti 2013

My Ork army, so far!


A snapped a couple of pictures before the latest battle of my entire army of Orks so far and this is what I got!



One of the earliest thing I got was Killa kans because they're super cool  and have ballistic skill 3, wohoo!
with AV 11 they're actually pretty good as the enemy has to direct its heavier weaponry towards them to bring them down, they only have two hull points each, but as there's three of them and they cost about 45-55 points each and roll in a walker squadron so it's really like having 6 hp... kind of!
despite only having weapon skill 2, they still hit on 4+ against most things, and do have strength 5 (x2 because they have dreadnought close combat weapons) and ap 2, so they're actually good to get stuck in with against some targets, especially if it's a unit that can't hurt them in melee (anything below strength 5!)


There's the good ol' looted tank that I bring as a transport for my warboss and nob bodyguard. I mainly picked it over a trukk because of AV 11 instead of 10, meaning measly bolter fire and the like can't glance it to death, it can also be kitted out with a boom gun if I feel like foot slogging my warlord and nuking stuff with the tank instead.
I have about 8-10 nobs and a pain boy but I usually just run 8 nobs with 'eavy armor, a skorcha/shoota kombi-weapon, one with a powerklaw to give it some more bite, and sometimes a whaaag banner because having a silly large amount of attacks hitting on 3+ and 3+ again on the charge (against MEQ) is pretty brutal, and then you add the powerklaw after that for mop up.
My warboss almost always have cybork body, 'eavy armor, a skorcha/shoota, powerklaw, attack squid and a boss pole. Sometimes I give him mega armour if I feel he needs it. which he will do against that pesky force staff... my tactic with these guys are simple. drive them up, lol at Don't press dat, jump out, fire the skorchas to kill stuff and then charge in and trample everything! WAAAAAGH!

I recently got a Wierdboy because psychic powers are fun, and even more so when they're random. Very Orky! I mainly wanted him to boost my army some and maybe give me a random Waaagh here and there, which can be super useful once my Dakkajet is out because it makes it fire twice as many shots.


I also have 10 lootas for fire support, very useful for dwindling down enemy units or taking out large targets and flyers, I don't ever NOT bring them because they're amazeballs.
I got 10 burnas that desperatly need a transport right now. they're kinda meh because of their small number and high cost, but right now they get to be the Wierdboyz bodyguard, their ability to turn their burnas to ap3 power weapons is nifty, so with the wierdboy they either get some ranged firepower from him, maybe a +1 attack or they could even get to deep strike mid mission. Could be good.

I have about 30 regular boyz, I usually run them on about 20 with a nob (powerklaw + bosspole is a must)

I got (so far) only 3 Ork warbikers, but I still love these guys. A bigger unit would be pretty great, altough kind of expensive, as these three, one of them being a powerklaw toting nob, cost almost as much as my Dakkajet!

I also just custom made two Big gunz. two Lobbas to be precise, but ironically enough I've only played them as kannons. because they have higher strength and ap, and are cheaper. But I will definitly run them someday as I meant to, as lobbas.

Last but not least (because I have a Blood Axe army), I have 10 Kommandos, with my home made Snikrot leading them. They're not that super great, but because of snikrot they're a good threat to enemy units who want to hang back, and because Snikrot is base strength 5 with around 5-6 attacks, and strength 6 on the charge, he can actually hurt tanks! and I always bring to kommandos with burnas, for either template use or power weapon support if they run into something nasty.

So that's my entire Ork army so far. Happy wargaming and feel free to leave suggestions and advice!
WAAAGH!

måndag 5 augusti 2013

2x Dark Eldar vs Blood Angels 600 pts picture batreps!


So I brought my new and improved Dark Eldar with me this time against the Blood Angels for two sets of battles! I had to make some last minute changes because I had forgotten to take two Troops choices, so I scaled off a few points here and there and added 5 whyches with haywire grenades for some suicidal anti vehicle support. Other than that I had my Archon with agoniser, shadow field (2+ invuln, that goes away if he fails a save) and a Blaster, five Trueborn with 4 blasters and a splinter cannon (blasterborn!), 10 kabalites with a splinter cannon riding a Raider with flickerfield, splinter racks and night shields. And lastly 3 Reaver jet bikes, with cluster caltrops and a heat lance.
The Blood Angels brought an assault squad with a librarian, a squad of tactical marines with a plasma gun and cannon and a furioso dreadnaught.


In the first battle I managed to immobilize the Furioso after trying to hit it in the back like 3 times with the heat lance, so it stood there firing it guns for the rest of the combat. My raider got blown up but only 2 kabalites died in the blast, but then another four died to bolter and plasma fire and the squad fell back after failing their leadership test.



The assault marines got in a good position behind a large rock formation before jumping out towards the Blasterborn with my archon in it who had moved up a bit to fire at the tactical squad.
They managed to get off the assault killing 3 blasterborn with hammer of wrath and gunfire, and then the Librarian accepted my Archons challenge (he didn't know what the Archon could do apperantly) and the Archon got to hit first and with ws 7 and 4 attacks with ap 3, the librarian didn't even get to strike back before he was dead. I felt kinda bad that I didn't warn him about the fact that Archons are pretty mean in a duel before he accepted, but oh well, I'll take it as some sort of wierd cosmic vengeance for the force staff to my ork warboss's face!

the assault marines however quickly killed the remaining trueborn and eventually the Archon as well, who rolled two 1's after taking 3 hits, putting him down to 1 remaining wound and no invulnerable save. I had also magically forgotten that the agoniser always wound on a 4+ instead of using his strength 3, that certainly didn't help him killing off assault marines before they could strike!
the Wyches got gunned down as they tried to assist the kabalites against the tactical marines, and then the kabalites got crushed between the tactical and assault marines, and that was that for the first game!


For the second match the blood angels decided to switch it up a bit and exchanged the assault marines for sanguinary guards instead! (from 10 assault marines to five sanguin's I think). I switched out my wyches for 5 kabalites with a splinter cannon. 

I got first turn this time but he siezed the initiative, and just genreally moved up with his force. The plasma cannon opened up on the new kabalite squad, direct hit and killed all of them! On my turn I flung my reapers across the table, bladevanes killing 2 marines from the tactical squad, and then hid behind a rock in his deployment zone. my blasterborn and Archon moved up as well, and greeted the sanguinary guard with 5 blaster shots, killing two guards and putting a wound on the librarian! the Blood Angels would have been better off with 10 assault marines, because the 2+ armour save of sanguinary guard was wasted against the blasters ap 2 fire! 

The Raider got in position behind a large rock (ther was a lot of them about!) and caught wind of the furioso, but the dark lance didn't manage to hurt it.

on the blood angel turn the tactical squad advanced into the ruins in the middle of the table, trying to shoot down the archon and his blasterborn, but the archon was the first model to take the hits from them, and he saved them all with his 2+ invuln! nasty!
the furioso moved up but failed its charge against the raider, luckily!
Then the Sanguinary guard charged the blasterborn, I got 3 sixes on the overwatch, and killed another 3! leaving only the librarian left to charge, and as before he didn't stand much chance against the Archon.

On my turn the reaver jet bikes swept back and in behind the furioso, hit it with the heat lance, and instantly blew it up!, the Raider swooped up and the kabalites within opened fire on the tactical squad, re-rolling to hit because of the splinter rack and ended up killing all but one marine. The pesky plasma cannon guy! He legged it out of the ruin, turned around on his turn and fire the plasma towards the Archon, scattered and hit the ruins he had just left. After that the blood angels conceded.


For the Emprah! taste plasma!

700 pts Orks vs Blood Angels Picture Batrep


Played a small 700 pts battle agains the Blood Angels, it was a smaller table and line of sight was pretty poor due to many small rocks jutting out of the ground. 

I brought my warboss,nobs in a looted wagon combo, as always. My lootas, 20 boyz and 10 'ard boyz to protect my new Wierdboy (that I upgraded to a warphead for 30 pts so he could reroll his psychic power, because Orks cast a random power on a D6, and rolling 1 is bad).

My first mistake I did was bringing lootas to such a small battlefield with so much terrain blocking LOS, as they had to move up twice before they could do anything really, which meant two rounds of snapshots and getting really close to the enemy.



I put my 20 (shoota) boyz on the right flank, and before they could get around a particulary large rock, they got assaulted by... Assault marines, and I lost pretty badly because of the high number of attacks, but the boy held for at least one turn.



A tactical marine squad had moved up into some ruins in the centre, and my wierd boy and his 'ard boyz (or for fluffnes sake, mad boyz) headed in that general direction with some cover fire from my lootas. On the first turn he had gotten of a zzzap, killing a few marines, but as they fired their guns and psychic powers before charging I rolled a 1 on the wierd boyz psychic powers, luckily I had a reroll for just this occasion...
And I rolled another 1, blowing up half of the 'ard boyz (who had a 4+ armor, but the blast was ap 3) right before the charge. in which the rest of that unit got killed. Oh you, Orks!



My second mistake was putting the looted wagon on my left flank, because what I didn't see was that the way they went was a dead end for the tank, so the Boss and his nobs had to jump out and walk. Which hurt pretty badly as the pesky stormraven entered play and gunned pretty much everything down as the assault marines charged the lootas so they didn't even get a chance to shoot at the flyer.
The warboss and nobs did however get into close combat with the terminators and the librarian. That ended pretty badly as well however because the librarian had a force staff. using a psychic power to get it to strength 10 and he then spent is other force token to use the force weapons power to give it instant death. killing the warboss in one blow!
The nobs held out pretty good though and managed to down a few terminators before getting wiped out as well.


Blood Angels Victory!