Visar inlägg med etikett Warhammer. Visa alla inlägg
Visar inlägg med etikett Warhammer. Visa alla inlägg

måndag 16 mars 2015

Tyranids Vs Astra Militarum 1750 pts Picture Batrep



Anders is back in Sweden and he brought some new toys, the Astra Militarum!
pretty much wysiwyg all the way, with a commisar and a psyker in the big unit of infantry, and led by Pask in a punisher backed up by a standard leman russ.


I tried out the Skytyrant formation, 2 units of 10 Gargoyles form up with a flying hive tyrant to form one unit. It's a sweet way to have a melee Tyrant on the ground that can still move fast (12" due to all being jump infantry, basically). Instead of taking Tyrant guard who will slow you down considerably.
the downside is that in Purge the alien, this is 3 VP, 4 because it's my warlord.... And of course we rolled Purge the Alien as the objective!

I tested using 2 Tyrannofexes with Rupture cannons, and I gotta say I loved them, but I can see enemy vehicles getting any form of cover save would make them nigh useless because they only fire two shots each at bs3, and while being s10, they're only ap4 so your best bet is to hope for weapon destroyed or stunned, shaken is good too against tanks that fire blast or template weapons.
They did take out Pask pretty quickly though!

I lost most my little gribbles really fast due to well, all the freaking guns AM can poop out.
My Gargoyles just made it into close combat with, just to finally die there, but hey. They delivered the Tyrant safely, and he ended up sweeping the entire unit a turn later, netting me 3 vp's!
But the tyrant later fell, and in the end I only had my big Tyrannofexes left and a single carnifex, as the game ended. I think it was something like 11-9 to Astra Militarum, it was a freaking bloodbath!


fredag 30 maj 2014

7th Edition: Rules that have changed!

I will be taking a closer look on all the 'smaller' changes that were made in 7th edition, this means I won't be talking about the bigger changes like Unbound or the Psychic phase.

First off, night fighting has been changed to if it's on (turn 1) it gives all units stealth. No more max range or shrouded at one range band and stealth on another. No more if not night fighting on turn 1 it comes at turn 5. Now it's just plain and simple, if on: Turn 1 = all units have stealth! Easy to remember, thank the Emperor!
(Poor dark eldar, but it's believed that their new codex is coming soon).

Templates on building firepoints or vehicles that are open topped hit the occupants now. D6 hits with the template weapons Strength and AP. This is something I've heard people asking for like forever so it's nice to see it included. My Sternguard vetarns with combi-flamers and a heavy flamer are rejoicing and can't wait to drop pod and torch some Ork Trukks.

And they shall know no fear no longer gets the extra 3" regroup. Nice as it felt a bit cheap to get it as well as just getting to move and shoot etc like normal. Made ATSKNF a bit too good.

Sniper got a slight buff so they are now strength 4 on vehicles instead of 3. Meaning they can glance Armour value 10 now. I like it as it means that at least they can try to shoot out vehicles and when my Space Marine Sniper unit with a missile launcher fires at a vehicle, maybe the snipers get to shoot as well instead of just the missile launcher.

Assault vehicles got a little better as they can assault out of their vehicle even if it got shot to hell/blown up. The only time they cannot is if they arrived from reserve/outflank etc. My mental image of how this would work is a bit strange (guys charging out of a vehicle after it got blown up with them inside!) but I'm not complaining. Every little buff to assault is good at this point!

Area terrain got rolled into difficult terraint so now Difficult gets you a 5+ cover save.
Charging through difficult now reduces your charge range with -2 inches, a lot easier to remember than the old rule!

Jink got a major change, it now gives 4+ cover instead of 5+, but you have to choose to jink or not and if you jink you can only fire snap shots! A risk/reward kind of rule, I love it!

Split fire and Counter-attack does no longer require a Leadership test, nice improvement making these rules both better and faster to play with.

Smash now only lets you do one attack, instead of halving the number of attacks rounding up. Easier and Monsterous creatures got a bit of a nerf. Which is good because I felt like many times it wasn't even a question wether they should Smash attack or not.

Flying monsterous creatures can't charge while swooping (not new?) but they can also not charge right after they change into gliding, meaning they will have to wait a turn to charge. This is nice as before you would get a flying hive tyrant in your face, it would shoot the living daylights out of your poor unit, blast it with psychic powers and then charge and clean up the left overs.

Walkers have hammer of wrath now! a slight boost to assault oriented walkers like Ironclad dreadnoughts, deffdreads and the upcoming Gorkanaut.

Armourbane now says roll an additional d6 for armour penetration whereas the old rule said roll 2d6 for armour penetration. Almost the same but I guess you can now stack d6's for armour penetration with armourbane.

There's no more Git 'Im boss or whatever it was called in challenges. Now instead if one of the units that the challengers were with has no one else to fight, they will actually start hitting the opponents challenger instead!
As before they just stood there looking on, and every 5 on-looker would give his sides challenger a free re-roll.

Also in a challenge if one side defeats the other challenger and causes excess wounds, these wounds go onto the unit! So a sergeant challenging out a nasty enemy character and so getting annhiliated won't do much to stop the 'nasty enemy' from killing the sergeants men with the excess wounds it caused.





tisdag 22 april 2014

White Templar progress. Chapter master


Here's my Chapter Master for the white templars.
I have decided to repaint my Iron hands Honour guard into white templars and later get a Master of the Forge as the HQ for them instead.


My WT leader sports two lightning claws and artificier armour, he's a pure close combat beast.
The only ranged weaponry he has is the orbital bombardment and an auspex!
Characters with no ranged weapons might as well have an auspex, its 12" range and ability to lower the opponents cover save might come in handy...maybe.


I might give him the Armor Indomitus, at least in some games. a 2+ invuln every now and again might keep him alive against MC's and other nasties.

måndag 17 mars 2014

White Templars progress #1


So I started work on my White Templars, here's the Captain...



...Well, here he is, I switched out his torso and helmet. SO much better!


Here's the Crusader squad...


After I primed them I (of course) changed my mind. One thing that makes Crusader squads unique is the ability to go chainsword+bolt pistol instead of just Bolter so I switched out all their arms!
I even had to fix an extra left arm from a pair of arms meant for the gunner on an attack bike to make it work with the bits I had. 


Then I finally repainted their arms and started giving them some colour.
Of course on the first guy I did the shoulder pad all wrong, carefully filling in the trim with black. Only to then realize it should be white...


Switched the heavy weapon for a power sword (same amount of points!) for some extra punch in melee.
What's extra juicy is that because that guy isn't a character like the sergeant, he can't be challenged out and dealt with! Nifty.


White Templars. A bunch of total badasses, and quite literally the reverse colour scheme of the Black Templars.


FOR THE EMPEROR!

måndag 10 mars 2014

Clan Foraks new Allies: The White Templars!

For some time now I wasn't quite happy with having a home-made Tech marine
So I started thinking of how to make him into a Captain instead, and if so what weapons he should bring.

Theeeen I started thinking maybe I wanted to be able to use the Relics from the main Space marine book. Which I can't with Clan Raukaan. And also if I had another chapter my Marines wouldn't be all black and retardedly boring to paint. So I was looking up if I could ally Raukaan with 'vanilla' Iron hands so I wouldn't have to keep track of two different chapter tactics, and also I could then tackle painting Brazen claws. That would be a cool dream/nightmare to paint but it would look really cool.
But you can't ally like that because they have the same chapter tactic. Bummer.




This Allied Detachment will consist of a Captain, 5 Sternguard and a tactical squad.

So I started looking at other successor chapters and chapter tactics, because I didn't want to pick one of the way too common founding chapters. Some that I like the most are the Silver skulls, Storm lords and yeah...Brazen claws. But looking at chapter tactics Storm lords use the White scars one and that won't benefint me more than to give me hit & run. Sortof not worth it. Silver skulls could be quite good because of the Ultramarine chapter tactics. Well, at least the tactical squad doctrine.



Then I started looking at Black Templars. Now I do like their feel and their chapter tactics a lot. In fact it was one of the possible chapters I chose from when beginning to play Space marines. But they are also nearly entirely clad in black so I googled to see if they had any successor chapters. Two were rumoured to be of Black Templar descent. The Red Templars and the White Templars. Now I didn't want red space marines, it just looks like blood angels, but the White templars would contrast nicely with my Iron hands without looking too far off, being almost exactly reversed in colours!





Then a thought hit me that sealed the deal. Black templars (or White ones in my case) have access to crusader squads and 3 characters! As an Iron hands player I have access to zero special characters, and what I like about IC's is those that either switches around unit types or gives buffs to the army. And bott IC's of the Black Templars do give buffs, and the Emperors Champion is just a total badass.

Altough Black templars are reknown for being an assault oriented army and I'm building a more shooty army with my Iron hands I thought this might be a bad idea too. But after reading a lot of tactica and stuff about the 6th ed Black templars it seems they are quite good as a shooty army now as well.
For example, unlike the other vanilla space marines, Black templars can take a 5 man crusader squad and still have both a heavy and a special weapon. As well as a combi-weapon on the sword brother (their sergeant). That's a lot of firepower on a small squad.
And in the other direction they can take a Crusader squad with 10 space marines and 10 scouts (initiates and neophytes), for a rather cheap price, if you don't equip them for close combat they are a formidable unit to bunker down on obectives with, heck they're good at that even if they only have bolt pistols and chainswords.


So White Templars it is! They have almost no fluff what-so-ever apart from their homeworld being Sanctum.
So my guys are a Crusading Templar chapter that focuses more on ranged combat.

FOR THE EMPEROR!


fredag 7 mars 2014

Maximum Raukaan!

So I wanted to try to maximize the benefits of Clan Raukaan in an army list. What they do is that they can put Dreadnoughts of any kind as Elite or Heavy, they can also field two techmarines for pretty much any HQ and three for a Master of the forge.

Now the Master of the forge also grants the ability to field dreads as elite/heavy but I brought one anyway because it fits the whole Iron hands theme, but you can just substitute him for something else. Altough in a shooty list the conversion beamer is pretty much the only long range weapon the HQ's can have.



Onto the list!

1 Captain with artificier armour, Traitors bane and a storm shield.
a five man Command squad with an apothecary and company champion, 3 grav-guns, riding in a Razorback.
This is my warlord in his sweet ride. Would have been nice to fit a Techmarine in the razorback as well, but he just won't fit!

1 Master of the forge with the conversion beamer and the Ironstone.
Sitting back and holding the line, repairing walkers and buffing their IWND, and blasting fools with the conversion beamer.

4 Techmarines, all with the Servo harness. I could go for 5 but I don't see it as necessary.
Sprinkle them around the army to repair vehicles, sticking some in the tactical squads to buff their combat abilities some with their weaponry and 2+ armour.

2 Dreads with assault cannons and power fists. following the Rhino or the captains razorback around as bodyguards.

2 Ironclad dreads in drop pods, with 2 hunter-killer missiles. Dropping down on the enemy to take out their heavy vehicles.

1 ten man sternguard veteran squad in a drop pod, loaded with combi-flamers and heavy flamer, dropping in on turn 2 or later to clean up infantry. (and allow me to alpha strike the two ironclads on turn 1)

3 nine man tactical squads, plasma gun and sitting in Rhinos. Nine in size so the Techmarines can fit in there.

1 Stormtalon gunship with Typhoon missile launcher. To come in and shoot stuff or provide AA support.

3 more dreads, two with twin-linked autocannons on both arms,  Venerable so they don't blow up as easy
and one of them with a missile launchers and plasma cannon for some blasting, extra armour to stop it from being stunned.


so that's 7 dread, 2 dropping down turn 1 to cause havoc and 5 to stand back and light the enemy up!
lots of techmarines to keep everything alive and a solid core of tactical marines in transports to take and hold objectives. The sternguards should help taking enemy held objectives as well!

Pretty gross. And to be honest, kind of one sided and boring to collect (unless you're REALLY into painting dreadnoughts) And if you want to go for a better shooty list I'd suggest thunderfire cannons, devestators and devestator centurions instead of all dreads.

For the emperor!

tisdag 4 mars 2014

Chaos Space Marines vs. Iron hands (Clan Raukaan) Tournament batrep 1250pts


The emperors will and deplpyment on the short table edges. I've actually never rolled that deployment until now, which is kind of crazy.

my tournament army list can be found Here



The CSM player, Kim, brought a cool black/purple painted army containing a Bastion with the long range las cannon thingy, 10 havocs with 2 missile launchers and 2 las-cannons, a chaos space marine Lord, two units of 10 cultists, one of them sitting in a Rhino and the other on foot, a predator with a tl-las cannon, two heavy bolters and a havoc launcher, 10 raptors with 2 flamers,
5 terminators with mark of nurgle and a chaos sorcerer in terminator armour, the sorcerer was his warlord as well. Quite the bodyguard he got there!


He got first turn and moved his predator and rhino up on his right flank, the Sorceror and his bodyguard moving along his left flank.
the bastion fired at the centurions and managed to wound one of them.
Not much else he could do due to how far apart our armies where at this point




my scouts shuffled around a bit in the ruin to the missile launcher could get LoS on the tanks approaching and the attack bikes sped forward to try and get into range with the multimelta.
On my right flank I moved my chapter master and his honour guard up followed by the centurions.

My drop pod-ing Ironclad dreadbert had a bit of a conundrum. He wouldn't do much against the terminators with his ap3 weaponry so the only viable targets were the predator tank or going after the cultists hodling the objective on the CSM deployment.
I decided to land near the cultists and let them feel the warmth of my heavy flamer and meltagun. Deciding to hold back the hunter-killer missiles in case it would survive a turn. That was a bad mistake! I killed all but one lousy cultist, and to add insult to injury he passed his leadership test!

the chaos space marines returned the favour by blowing up the Ironclad and his drop pod.
they also fired on the attack bikes and scouts but both made their cover saves, and a scout even made his 6+ Feel no pain roll.


On my turn I decided it was time to drop some orbital bombardment on the Chaos sorcerer and his retinue.
A strength 10 ap1 hit would decimate them, but alas it scattered almost 11 inches off target.


the sorcerer cast hallucination on my chapter master and his squad, and made them unable to shoot, run and charge or strike in melee! Yikes!
other than that it was another amazing round of making 5+ jink saves with the attack bikes and 4+ cover saves with the scouts in the ruin, but I think I lost one or two scouts eventually.


Being rid of the hallucination I had two options, charge with the honour guard & chapter master or play it safe and stay in cover and hope the centurions could take care of the terminators and sorcerer.
I decided to play it safe because that bastion full of havocs had their eye on my warlord for sure!
The centurions opened up and killed two terminators and managed 2 wounds on the sorcerer, who apperantly only has two wounds, so a slay the warlord for me so the score for now was equal.


two nurgle terminators remains, luckily for them the sorcerer left them with a parting gift of fearless.

a bit of a consolation for Kim was that I forgot to move my attack bikes so they wouldn't get any jink saves this turn, I think I got a bit carried away with the centurions.

still they managed to wither the storm kinda good, only taking one wound, and then killing two raptors in overwatch, making them fail their charge!

the Centurions took another wound, but I had accidentaly shifted them around when moving so the guy who previously took  a wound was actually in the back, so no casualties!

My centurions split fire between the bastion and the remaining terminators, killing the nurgle infested tactical dreadnought wearing traitors easily, and the twin linked lascannon managed to kill a guy inside the bastion.



The Raptors closed in real good on my attack bikes, and this time easuly made the charge. 
They only managed to get one wound through though, and that was with their hammer of wrath attacks!
in return they lost one of their own, ending the assault in a stalemate.

Night fighting came on on turn 5, which was mostly good for me. my only ranged unit having night fighting from the omniscope. I decided to split fire, making one of my centurions fire on the Rhino and the other two on the bastion. I managed to immobilize the Rhino and kill another guy inside the bastion.

My chapter master and his bodyguard moved up to the next cover, just barely managing a short sprint into the safety of a ruin.

the attack bikes vs raptor fight went on and the attack bikes killed two more raptors but the raptors morale held, even though they didn't get a single wound through. 

the cultists jumped out of the rhino and moved to helt the raptors, but a crater was in the way for them to get a good charge in this turn.

the chaos predator tank moved up and did its best to kille the scouts, felling one of the surprisingly durable snipers. (seriously, I rolled cover and FNP saves like a God Emperor!)


The raptors lost another of their kin without inflicting a wound on the attack bikes and finally broke morale and fled. Only for the Cultists to take their place. Which was really bad for me because that multimelta would have been really nice to get a shot off behind the predator tank!
the bastion and its inhabitants fired upon the honour guard but 2+ armour saves and cover saves were made with great success, not losing a single honour guard.

On my turn I realized I had an opportunity to get another victory point by risking my chapter master and honour guard out in the open, running across for his deployment zone. I took it and moved out of the cover and with the run move, coming about half an inch short! If the game would go on for another turn and my elite warriors would survive another turn of shooting, I could win this!

My Centurions did their best to work the bastion, grav-cannons being useless against buildings.
They only managed to kill another guy inside the bastion, not really reducing their damage output by any noticeable amount. I did do the desperate mistake of split firing and trying to kill the cultist on top of the building but his cover save was way too good.

The bastion and its occupants opened fire on the Honour guard, killing four of them!
Luckily I made my leadership test and so stood my ground, a single honour guard and the Chaper master left standing.

I was getting worried that his forces on the other flank would start to get to my tactical marines in the back that were holding on to my objective (and in doing so, not even firing a single bolter round!)
but the attack bikes and scouts held firm despite the overwhelming odds.

I managed to move into his deployment, and even rolled a decent run distance, making it into cover, should the game go on for yet another turn. 

My centurions fired at the bastion again, all to protect my chapter master and that one deciding victory point he could bring me!
the lascannon did a pen this time, and then I rolled a 5 on the building damage table, being +1 thanks to ap2 it had the result of a structural collapse, killing almost everyone inside and wounding the chaos lord operating the icarus lascannon on the roof, altough the cultist managed to survive the fall.

And with that the game ended, 5-4 to Clan Raukaan.

DEATH TO THE TRAITOR!


It was a fun game that I think could have gone very differently had I not had insane luck with the dice, or if I had managed to kill all the cultists on turn 1. That 6+ FNP might not be much to write home about but it sure feels nice to get to roll another save, and it feels even better when you roll a six on that save.

FOR THE EMPEROR!







lördag 15 februari 2014

1700 pts Iron hands Vs. Tyranids

played a 1700 pts game against Anders 'new' Nids outside of the local tournament.
Mission was The Emperors will, long sides deployment (dawn of war?)




My list was almost my usual one with 10 tactical marines, 5 snipers scouts with a ML+flakk, 3 attack bikes (all heavy bolters now), 3 Centurion Devestators with 2 Grav-cannons, a TL-lascannon and all missile launchers + the Omniscope

Chapter master with Chains of the Gorgon, plasma pistol and a thunder hammer, 5 Honour guards with chapter banner, power swords and one power axe. In a Razorback with storm bolter and TL-heavy flamer, another 10 man tactical squad with plasma cannon & plasma gun. And lastly a stormtalon gunship with the heavy 2 s8 ap3 shot weapon (thunderstrike?)



The nids consisted of 30 termagaunts, 2 Zoanthropes, 1 Venomthrope
2 Carnifexes (as one brood, with TL-devourers)
one Tervigon, a Foot-slogging hive tyrant and one flying with TL-devourers
An Exocrine and 3 hive guard.



Tyranids got first turn, I think night fighting was on. one of the Zoans hit the scouts with The Terror psychic power and managed to pin them
he then basically just moved up, his flying Hive tyrant shooting at my scouts 
(because they have the flakk ML)
despite being in area terrain, gone to ground and having camo cloaks
he managed to kill all but two Scouts with his Twin-linked Devourers






Luckily for me, he had placed his other Zoanthrope a bit off and it could not see the Razorback



On my turn I moved the razorback up, trying to keep it in some cover by the rocks up ahead.

The Ironclad Dreadbert dropped behind enemy lines and fired all his weaponry into the venomthrope, because if I could bring it down, it would be way easier to take out the rest of the Tyranids. It however failed to kill it, leaving it with one wound, as well as getting a few hits in on the carnifexes and termagaunts with the heavy flamer, killing two termagaunts. the Drop pod fired its Deathwind launcher, hitting the carnifexes and tervigon, I think it managed to make a wound on one Carnifex. In my opinion 15 points for a  s5 large blast is quite worth it if you expect to drop in close to massed infantry.

My attack bikes fired at the flying hive tyrant to try and bring it down, but failed to do so. The two remaining, and pinned, scouts shot at it as well (with snap shots, they might as well), but failed to hit it.

my plasma toting tactical squad moved up behind the razorback, with some covering fire coming from the heavy bolter on the first tactical squad.

The Centurions fired at the Exocrine, because I needed this beast dead! An Ap2 large blast hitting my honour guard? No thank you!
They felled the monsterous creature with combined missile launchers, grav-cannnons and the TL-lascannons.
One less to worry about!

The Nids once again surged forwards, the Zoanthrope (nicknamed Zoey) blew up the razorback this time, leaving a crater full of honour guard, and the chapter master took a wound! but rather him than killing off an honour guard.
 the two Carnifexes charged the Ironclad, taking wounds from its massive melee weapons and heavy flamer on overwatch, but succeeding in blowing it up. The Tervigon charged the Drop pod and turned it into scrap.

the Flying hive tyrant murderized the scouts with 11 hits from the TL-Devourers.


My honour guard nudged into the cover of the rocks, making sure to still protect the chapter master
who called down an orbital bombardment but it scattered way off target and hit nothing.

The attack bikes moved up to get line of sight on a Zoanthrope on the left flank, and managed to take it out.
The Centurions took out Zoey, the Other Zoanthrope. Ridding me of their pesky psychic powers.


The Stormtalon came in and I made the tactical error of moving it way too close to the Flying hive tyrant,
the TL-Devourers only having a range of 18" against the Stormtalons 48".
Tactical error aside the Stormtalon opened fire with its Twin-linked autocannon and typhoon missile launcher. Unfortunately, not only did the Hive tyrant survive, it wasn't even grounded!



Once again the Tyranids moved up, theTervigon hiding the venomthrope behind it and the gaunts screening the advance. 

The Flying hive tyrant moved towards the table edge, and then shot the stormtalon out of the sky by glancing off its two hull points!

the carnifexes opened fire on the tactical squad with plasmas and took out a few of them with the help of the hive guard.
The Hive tyrant (on foot) tried to charge the attack bikes that I had moved up too far, but instead failed his charge distance and managed to instead take a wound from overwatch!



on my turn I moved the honour guard up and debated for awhile wether to charge the Tervigon but suffer terrain hindrance and fight at initiative 1 (against a creature with ap2...) or tarpit myself  in the termagaunts.
I chose the latter and charged into them, slaying somewhere around 15 of them in a single go while only losing my honour guard champion. Then we remembered that he had cast the feel no pain on his gaunts and he saved 10! altough we forgot that some of those should not have gotten FNP from the wounds caused by my chapter masters thunder hammer.

the attack bikes moved back, away from the Hive tyrant. My centurions moved up and shot at the tervigon, putting some wounds on it.

when the gaunts piled in they completely surrounded the chapter master and his honour guard, thus denying the tervigon and carnifexes from charging in, so they instead moved towards my objective, the carnifexes and hive guard shooting at the tactical squad again, leaving only two standing! who failed their morale test and almost ran off the board.



on my turn the combined fire of the centurions, tactical squad and attack bikes, killed of the carnifexes and the tervigon, and at that point Anders conceded and it was gg!
I have a concern that the venomthrope, while being amazeballs, sometimes seem to almost hold the tyranids back, being a crutch almost as many units in the Tyranid army need to get across the board and into melee, but it's kind of hard to move fast and keep in range of the shrouded at the same time. Oh wel, just a thought (and having multiple venomthropes should fix that I think)

FOR THE EMPEROR!










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!