Saturday, 24 October 2020

Battle Report - Orks vs Necrons

Hello!

Time for another 40k 9th edition battle report - the Orks are back, taking on the new codex Necrons, playing Frontline Warfare from the main rulebook (4 objectives, classic 'dawn of war' deployment) at 2000 points. I was playing against regular opponent John, who's Necrons did not have the best of times in 8th edition, but the new book seems like a different beast entirely.


I took another list built around the core of a big blob of Feral Orks, that seemed to be working fairly well. I added in some expensive heavy hitters that I hadn't used for a while - the Gorkanaut (upgraded with the Slug Gubbin kustom job from Saga of the Beast) and a big mob of Flash Gitz in a wagon with Da Booma. Not as 'lean' a list as it could be, but I thought suitably varied to give the Necrons a fair try out. My secondary objectives were Engage On All Fronts, Raise the Banners High (I wanted to use the banners I'd made!) and the mission specific Vital Ground - extra points for holding the central objectives and/or the one in your opponent's deployment zone.

Feral Orks Battalion

HQ: Warboss (kombi-skorcha, attack squig, Relic: Da Killa Klaw, Warlord Trait: Follow Me, Ladz!, Da Biggest Boss), Big Mek with Kustom Force Field, Weirdboy (Warphead, Powers: Da Jump, Warpath)

Troops: 2x 30 Boyz (Powerklaw), 2x 10 Boyz (Powerklaw)

Elites: Painboy, Nob with WAAAGH! Banner

Fast Attack: 2x 1 Deffkopta (Kopta rokkits)

Heavy Support: 10 Flash Gitz (2 ammo runts), Gorkanaut (kustom job: Slug Gubbin), Battlewagon (kustom job: Da Booma)


John was running an in-your-face horde/melee style board control list, so this was going to be quite an intersting matchup. He had a Novokh (+1 to charge, +1 AP in first round of combat) battalion, and spent a bunch of CP on things - additional relic and warlord trait, plus Hand of the Phaeron to upgrade his overlord to demand his will be done twice a turn. His secondary objectives were to Thin Their Ranks (no brainer really), Vital Ground and a new Necron specific objective, The Treasures of Aeons, which gave him additional points for objectives selected by me, effectively doubling up on Vital Ground. Also as a note, the Praetorians (I think) were proxies for Lychguard.

Novokh Battalion

HQ: Overlord (Warscythe, Relic: The Orb of Eternity, Warlord Trait: Thrall of the Silent King, Hand of the Phaeron), Cryptek Cronomancer (Entropic Lance, Prismatic Obfuscation, Warlord Trait: Implacable Conqueror, Relic: Veil of Darkness), Skorpek Lord

Troops: 2x 20 Warriors, 10 Immortals (Tesla carbines)

Elites: 10 Lychguard (Warscythes), 5 Skorpek Destroyers

Fast Attack: 5 Canoptek Scarabs, 5 Canoptek Wraiths

Heavy Support: 3 Lockhust Heavy Destroyers (Gauss Destructor cannon)
 

Deployment saw us split our forces to go around the big central ruin. I placed my Boyz and characters centrally and on the left flank, facing off the Wraiths and Destroyers, with the Battlewagon full of Flash Gitz on the right against the Warrior blobs. My Deffkoptas took up flank positions to push up for Engage On All Fronts. The Gorkanaut was placed on the Tellyporta, while the Immortals were held in strategic reserve. I think ultimately going first wasn't going to be a huge advantage for this game since we had both deployed pretty defensively and didn't have much long range shooting (I had made sure the Battlewagon was out of range of the Lockhusts on turn one). John did win the roll though and chose to start off first.




First turn, plenty of Necron shuffling, not much else. The Destroyers advanced with no good targets, while the Wraiths moved onto the objective on my left, and the Scarabs onto the one on the right. A unit of warriors managed to line up some shots on the Battlewagon, using Disintegration Capacitors to ensure some automatic wounds on 6s to hit. John rolled well and racked up a load of wounds, but I also rolled well on the saves, only taking 4. No points scored, but the 'crons were sitting on 3 objectives.



Orks turn one, and Da Boyz got movin'. I planted a flag on my home objective, while a big blob of character supported Boyz moved up on the Wraiths. The Battlewagon trundled forward, while the Deffkoptas zoomed over to enemy territory. In the psychic phase Durrork the Weirdboy did good, putting Warpath on the unit lining up the Wraiths and Da Jump on the other big unit to put them in the far left corner, eyeing up a charge on the Lockhust Destroyers.

In the shooting phase the Battlewagon fired the full 12 shots from it's blast weapon into a warrior unit, with fairly disappointing results. The Flash Gitz then opened up, splitting fire to try and remove the Scarabs and hurt some warriors. They did good, but left the Scarabs with 3 bases on the objective, which was worrying, until I rolled a 6 for their crazy show offs rule, meaning they all had to fire again at the scarabs, wiping them out.


In the charge phase the Boyz went in to the Wraiths, while the other mob failed to make it to the Destroyers. I also took a gamble and charged the Deffkopta into a warrior blob to ensure I had Engage with all four quarters. Luckily it survived the return attacks, even with stratagem support, on a single wound.


The Boyz fought hard, with a load of buffs and playing the strat to fight twice, but the Wraiths proved tough to shift. Both rounds I killed two, but one got back up! Still, I had a big obsec unit on the objective so it was a success.



Necrons turn two, and it was time for some big moves. The Wraiths fell back, able to charge again they were looking at hunting some characters. The Destroyers lined up targets, the wagon for the Lockhusts and the Boyz on the objective for the Skorpeks. The Warriors marched up to claim the other objective, while the Cryptek used the Veil of Darkness to move himself and the Lychguard behind my lines on the right. The Immortals arrived to counter my jumped Boyz in their deployment zone.


In the shooting phase the Lockhusts opened up on the Battlewagon, blasting it apart. The Flash Gitz were then torn into with Gauss weapons, halfing the unit even after they Looted the remains of their ride. The Immortals were a bit disappointing however with their Tesla output, only clearing a few boyz from each big mob, though they did cause a mortal wound on my Warboss with their Malevolent Arcing stratagem, as well as one on the Wraiths!



In the charge phase the Necrons got some good rolls to make in to all their targets, bar the Lychguard who were no longer in range of the Flash Gitz after casualty removal. In addition to Wraiths and Skorpeks, a Warrior blob mobbed over the Gitz on the right flank (while holding the objective), killing a couple, and the newly arrived Immortals plowed into the Boyz on the left. They didn't do much damage in combat, but their toughness 5 enabled them to hold up the Boyz for a long time. The Overlord also sauntered up to the damaged Deffkopta and dispatched it with ease.

The Wraiths killed off the Painboy (who had not stopped any wounds yet until this point - rolled a bunch of sixes for himself but not enough) but Redtoof heroically intervened and took two of them out to show that he was Da Biggest Boss. The Skorpeks and their Lord blended through the boyz in an impressive display, dealing enough damage to kill them all with one wound to spare. A big deal obviously as I would otherwise have been able to bring the Boyz back with the Unstoppable Green Tide stratagem. Going into my turn two the Necrons once again had control of three objectives and I though it was looking a bit ropey for the Orks.



Turn two movement, I didn't have too much to do. The remaining Deffkopta lined up a charge on the Lockhusts in the backfield, while Redtoof lined up to fight the Skorpeks, and eventually get to that big shiny boss behind them. The Small boyz mobs moved up to line up charges as well, supporting Redtoof on one flank and relieving the Flash Gitz on the other, who fell out of combat. This left the Weirdboy to hold my home objective (who managed to get a perils and reduce himself to 1 wound. Oh Durrork...). Then, there was a flash of green light...


And the Gorkanaut appeared! It's Slug Gubbin ripped into the red Warriors, while it's rokkits combined with the Deffkopta to fell a couple of the Skorpeks. Elsewhere slugga fire was surprisingly effective this round, knocking down a few necrons.


A big charge phase saw the two little mobs make their targets, as well as Redtoof piling into the Skorpeks. I used some valuable command points on Ramming Speed to ensure the Gorkanaut made it into melee with the Lockhusts (after the Deffkopta had eaten the overwatch and been utterly annihilated). 



The fight phase went well again, Redtoof and da Boyz polishing off the Skorpek Destroyers, while the Gorkanaut crushed the Lockhusts to dust. The red Warriors on the objective were left with a few standing, but the Boyz outnumbered them, leaving the Necrons with no objectives going into their turn 3. Some cheeky casualty removal from that unit also ensured I had a unit wholly within every quarter once again. 


Here's what it looked like at the end of turn two. Little skirmishes all over the place, not much in the way of primary scores for either side as the central objectives kept changing hands, but Engage On All Fronts was working for me, while John was racking up Thin Their Ranks. I had removed the main threat to the Gorkanaut and the left flank was mostly in my hands, but on the right the Necrons were still in significant numbers. Anyone's game from this point!


Turn three for the Necrons, not much chance of removing the Gorkanaut from their home objective, but John set about making sure I wasn't controlling any of the others. The Overlord activated the resurection orb to bring back most of the red Warrior unit, who, supported by the blue one, firmly controlled the right objective. Flash Gitz were easily removed by the Lychguard and the last Wraith, having finished off the WAAAGH! Banner Nob, moved in to slice up the Weirdboy who was holding my objective with one wound remaining, and tearing down the banner. The Skorpek Lord had a tough choice between fighting the Warboss or removing the Boyz from the objective, but ultimately opted to go for the points denial. He was unsuccessful, leaving a couple of Boyz left to hold the objective.

This meant going into my turn three, one of us was finally holding more than one objective for extra Primary points! I also got bonuses for Vital Ground. In this so far low scoring game, this was a big boost.



For my movement I sent the Gorkanaut up to plunge fire into the warriors and try to block them from their home objective, while the Big Mek ran past the Lychguard to draw some fire or something? He didn't really have anything to do, but he was in a quarter for Engage On All Fronts.


Then in the charge phase, there was just one thing to do - Warboss into Skorpek Lord for an epic duel (though the Orks cheated a bit by firing rokkits at him beforehand). Da Killa Klaw proved it's worth, and Redtoof crushed the big shiny tin boy.


Turn four, the Necrons matched the Orks on the Primaries from last turn, holding one in the middle and the one in my zone with the Wraith. this also scored them some secondaries for Vital Ground and Treasures of Aeons, finally. Some shooting at the Gorkanaut stripped 8 or so wounds off from Gauss weapons with stratagem use and I think a bonus from the command protocol. The Big Mek got blasted by the Cryptek, and the warriors charged in on the 'naut. The Lychguard failed a long charge to assist, but the blue unit were able to wrap around and take back their home objective. They did some more damage but took some casualties back from the claw of Gork (or possibly Mork). Elsewhere my diminished jumped mob finally finished off the Immortals.


Not much left on the board for the Orks in turn 4, and only objective held, so the Warboss advanced over to get a charge on the Wraith on my home objective, and the remnants of the Boyz on the left objective planted a flag. I'd just about saved up enough CP to bring back the full mob of pink Boyz that had been scrapping with Immortals, so the Unstoppable Green Tide ran on behind the Gorkanaut to charge the Warriors on their home objective. Between shooting and combat the Gorkanaut removed the red Warrior unit, though the pink Boyz once again failed their 9 inch charge, leaving the blues firmly controlling their objective.


Redtoof however was up for a fight, and he charged in to the Wraith...


And chopped it in half! He was however in an unfortunate position on turn 5...


The Cryptek lined up a shot with his Entropic Lance and obliterated the Warboss, thanks to a CP reroll (with nothing much else to spend it on, this was a denial of primary points to the Orks on the last turn).


The rest of the Necron turn 5 involved the Lychguard making it into the Gorknaut and utterly smashing it apart. At this point it was down to below half wounds, but they would have destroyed an undamaged one! John was left bemoaning his command protocol choices however, as if he had picked the one he didn't select for turn 5, his warriors could have fallen back and shot my Boyz for more Thin Their Ranks points.


In my turn five, I was once again restricted to one objective, but it was Vital Ground and it did have a banner on it. I chose not to feed Boyz to the Necron Warriors, since I wouldn't get any points for it (and it was a long game - I think if it had been shorter I would have charged in just to be Orky!). And that was the end of that. As we added up the points it was looking very, very close. Both of us had been restricted on the primary objective, and were struggling to get our objective based secondaries. I did however score a single point at the end of the game for having one banner remaining - which turned out to be the margin of victory as the scored ended up (including painting) as 57-56 to the Orks! WAAAGH!

What a scrap! By a long way the closest game of 9th I've played and probably my favourite so far. A real scattered battle with fights breaking out all over the board and over all the objectives. Both armies wanted to get up close and push the opponent off the objectives, and they did so repeatedly. I think it was a good showing from both sides, and we got to see what both armies could really do. Plenty of key moments going one way then the other, meant this game was on a knife edge all the way, and then was finally won by a flag!

The new Necron book seems like it's got a lot of mileage in it, certainly allowing for much more variety in play style than the older one, and while talking about it, we didn't really think any of the units massively under performed or failed to do their job. The Immortals were probably the least effective, but their new T5 profile meant they kept a 30 strong mob busy almost all game. The Wraiths were probably the most valuable unit, despite getting hit with the nerf bat, they still held against a full Boyz mob, assassinated three of my characters before claiming a load of points for my objective. I didn't mention the Command Protocols much, but they were working away to provide little buffs through the game, some coming up at the right time, some not. I think most players will settle on an order that they will use pretty much every game with a given list, but the option for flexibility is nice once a player gains mastery over the system. It's encouraging for the future books, who knows what the Orks will get?

We both probably could have done a better job with our secondaries, Vital ground scored middling for both of us and Treasures of Aeons and Raise the Banners were both fairly trivial. Lesson learned I think - while it's good to double down on getting points for holding objectives, it's not so good if your opponent is as aggressive as you are when it comes to taking board control. Something like the new Space Marine secondary objective that gives you points for grabbing an objective off your opponent would have been really good in this game.

Anyway, I hope you enjoyed reading, this was an absolutely epic game, and I always love a tight finish. Stay safe out there.

Wednesday, 21 October 2020

Pink Burna Bomma Completed!

Hello!

As you may have seen, I painted a pink Burna Bomma for Orktober, so here are some completed pictures. I recently got a light box (you may have seen me experimenting on Instagram or twitter) so I wanted to see if it would fit in - turns out yes. Just.

So here are some pictures of the finished plane. It has flown home now, so hopefully it will do it's owner proud by exploding over enemy lines a lot! Maybe one day when we are back to 'normal', I'll get to see it in action at a DZTV event or something? Anyway, hope you enjoy:








Friday, 16 October 2020

Da Pink Plane - Painting a Burna Bomma

Hello!

Since it is Orktober, I thought I should paint something Orky, however, thanks to the big Ork Project of last year, I didn't actually have any unpainted Orks laying around, so I borrowed something. I offered to paint a Burna Bomma for one of the other DZTV patrons, and asked if there was any particular scheme he was after. "Whatever you want." Right...


So obviously I started by painting it bright pink. A bit garish, but I did in fact have a plan, inspired by images of a pink Spitfire.


I mixed up some pink with a flesh tone and then some white to apply some heavy drybrushes and some messy stippling. I think it gave a good weathered/orky paint job look.


Next jobs were black lining all the gaps between the plates with nuln oil, and repainting all the metal bits - most of which got a dollop of nuln oil as well.


I decided that since the source material had some black and white stripes, this one should too. Being Orks, there wasn't going to be any logic behind it, just some decoration slapped randomly over the plane. Using some thin masking tape, I marked up some areas and painted on the white - starting grey and working up somewhat messily. While I was at it, the bombs and missiles got some white tips.


More tape and some black, with a bit of grey mixed in for a second coat. When the tape came off it was a bit messy - the surface of the bomma is not perfectly flat so the tape let a bit of paint spill over. No matter, Orks painted it. While I was at it, I hit the canopies with some black as well.


A bit of a tidy up and then on to some weathering...


The fun bit! I slapped on some more metal, with streaks around the nose and the leading edges of the wings. Then some weathering powders, rust over some areas, and black smoke around the various exhaust ports and intakes. Then a little bit of green onto the canopy, and time for varnish. The whole thing got a matt spray, and the canopy got a a bit of gloss painted over. And that was that!

There will be an update somewhere down the line with the completed item, (which I'm glad to say, was well received by it's owner) or you can check out my instagram (red_toof) where I've posted some pics. Thanks for reading, stay safe out there.


Friday, 9 October 2020

Narrative Wargamer Podcast - Our First Crusades

Hello!

As you may remember, I was on the Narrative Wargamer Podcast back in August, and played a Crusade game last month against Tony, the host. Apparently he still wanted me back, so we recorded another episode, talking about our first few Crusade games. You can go here to listen, or find it on various podcast outlets.


It's always fun to have a nice chat about 40k, and especially to talk about all the fun little stories that pop up in our games, and that's what this was. In addition to the three Crusade games I've listed on the blog, we also heard tales from Tony of his second game against Tyranids, and from Cadian Dan on his first two games with his Cadian (surprise!) Crusade. I enjoyed it, so hopefully it'll be fun to listen to. Thanks for checking this out, and stay safe out there.

Friday, 2 October 2020

Battle Report - Orks vs Astra Militarum

Hello!

Back on the table again, and another 40k game against James P, this time with the Orks! 2000 points, playing the Priority Target from the Grand Tournament pack - five objectives, one central, the players get to move the corner objectives 6 inches.


I took what I intended to be a fairly strong list, focused on a big load of boyz and some hard hitting specialist units. I took a Feral Orks battalion (3d6 pick the highest advance and 6 inch pile in) and a Boomboyz patrol (+1 Strength and AP to rokkit and other explosive weapons). I also spend a few CP on upgrading characters and the Battlewagon, though I got one back for my warlord trait. For my secondaries I picked the obligatory Bring it Down and Thin Their Ranks, and the mission specific secondary - Priority Targets. This would give me points for holding one or both of the priority objectives - secretly chosen by the players from the ones that end up in their deployment zones. As long as I held mine I'd be getting 3 points a turn, so seemed a good pick.

Feral Orks:
HQ: Warboss (kombi-skorcha, Da Killa Klaw, Da Biggest Boss, Follow Me Lads!), Weirdboy (Warphead, Da Jump, Warpath)

Troops: 2x 30 Boyz (Powerklaw), 2x 10 Boyz (Powerklaw)

Elites: Nob with WAAAGH Banner, 9 Nobz (8 big choppas, pair of killsaws)

Transports: Trukk

Boomboyz:
HQ: Big Mek with Kustom Force Field

Troops: 2x 10 Boyz (Shootas, powerklaw, big shoota)

Elites: 12 Tankbustas

Fast Attack: 3 Deffkoptas (3 twin rokkits)

Heavy Support: Battlewagon (Kill kannon, 4 big shootas, Kustom Job: Forktress)


JP took a similar core to his list as last time, swapping out some ranged firepower for board control elements. Still plenty of gun though! Custom regiment rules same as before: +6 inches on heavy weapons and reroll a dice for number of shots). He also took two tank aces, to make his Basilisk a flat 3 damage and the Punisher cannon -1 AP. His secondaries were Thin Their Ranks (naturally), Engage on All Fronts and Deploy Scramblers (from the tournament pack - you have to perform an action with an infantry unit in your deployment zone, no man's land, and your enemy's deployment zone).

HQ: Tank Commander (Demolisher, lascannon, plasma cannons), Tank Commander (Punisher cannon, 3 heavy bolters, Tank Ace)

Troops: 2x20 Conscripts, 4x10 Guardsmen

Elites: 8 Bullgryns, Priest, Astropath (Psychic Barrier), Platoon Commander (Kurov's Aquila)

Fast Attack: 2x Hellhound (heavy flamer)

Heavy Support: Wyvern (heavy bolter, hunter killer), Basilisk (Tank Ace, heavy bolter, hunter killer)

Transports: 2x Chimera (heavy bolter, heavy flamer)

I think that's it? They might all be in the right slots as well!


Deployment done, I opted to have everything on the table, with the Nobz in the Trukk and the Tankbustas in their wagon. Tried to hide units where possible but I was covering most of my deployment zone. James had a couple of guardsmen squads loaded up in the Chimeras, and had a couple of Hellhounds behind the hill on the right of the board. We rolled off, and the Guard won first turn. I splurged 3 CP on increasing my force field range to 18 inches, covering almost my entire army.

The Astra Militarum rolled out, Chimeras on the left flank and Hellhounds on the right moving up to cover objectives and screen out some ground, with the Bullgryns charging up the centre, supported by the Priest and Astropath. Then shooting happened, and I braced myself. Though I wasn't able to completely hide from the tanks, the terrain did mean James didn't have all the optimal firing lines. The Demolisher nuked my Trukk, and a few Nobz died on the way out. They looted their ride for +1 save, but still lost more due to fire from a Hellhound and elsewhere. The Basilisk targeted the Battlewagon, and reduced it to it's middle bracket, along with the secondary guns from the Demolisher. The Wyvern and the Punisher targeted my two 30-man squads, and due to some fairly poor rolling, only managed to kill 8 and 9 Boyz respectively. I was very surprised to have weathered the storm!



Orks turn one, and da boyz were on the move! I mobbed up the pink squad on the flank with the 10 blue boyz, making a unit of 32 with two power klaws, advancing up the field toward the centre. The white ones ran up towards a Chimera (which got blown up by the Tankbustas in the wagon). The Deffkoptas zoomed up the left flank to deny an objective and get some (ineffective) shots at the Punisher. I considered for a long time disembarking the Tankbustas and using Da Jump to get them in range to fire at the Punisher, but after measuring and remeasuring, I found, thanks to the Chimeras moving forward, I could have got a single Ork in range, so didn't bother. I did however put Warpath on the big mobbed up Boyz squad.

In the charge phase, the Nobz made it into the Hellhound, and the Boyz charged the Bullgryns. The Guardsmen in the Chimera that got busted wisely got out of the back and out of charge range. I managed to bring down a couple of the Bullgryns and damage the Hellhound heavily, more importantly getting in range of the central objective to deny points.



In Guard turn 2, they picked up 10 points for the Primaries, then got into position to do more damage. Two of the Koptas fell, as did the Nobz to the Hellhound in combat. The other Hellhound rolled up and roasted my 10 strong Boyz mob holding my priority objective, though luckily I still had a character nearby. The Punisher and Wyvern teamed up to cull most of the white unit of Boyz, leaving a few left. The Demolisher opted not to fire at them, instead finishing off the Battlewagon, one of the Tankbustas getting caught in the wreckage.


In melee the Boyz and Bullgryns continued to butt heads, reducing the Boyz to below 20 in exchange for a couple more 'gryns. I made a hefty mistake here, I could have used my 6 inch pile in to get boyz around the front of that Hellhound to claim the central objective!


The remnants of the white mob were looking at a failed morale check, but thinks to the extended aura range of the Warboss he was able to Break 'Eads and cause d3 mortal wounds instead, leaving them in place. Though he would then tell them to go away and get more Boyz, because at the start of my turn it was time for an Unstoppable Green Tide!



Da Boyz ran on to cover my flank from that nasty Hellhound. I would have liked to get them further up the field to do some real damage, but again the forward push from the guard tanks stopped me. It did mean I was pretty secure on my priority objective though. In the psychic phase the Weirdboy managed to cast Warpath on the boyz and not kill himself, despite rolling two perils. I got the 10 points for two objectives, keeping it close, before the Tankbustas opened up. A cheeky Tankbusta bomb polished off the central Hellhound, and the rest of them lit up the Demolisher. The Boomboyz buff really helped out, killing the command tank with relative ease. With Bring it Down, I'd now gone into the lead!



In the charge phase my lone Deffkopta charged the Punisher to force it's target priority, just about surviving the overwatch. The new white mob charged the Hellhound (and made a meal out of killing it over the next few phases), but the Warboss, who had moved up to the centre, failed the charge on the Bullgryns! The mixed Boyz mob still did good work on them, but it left Redtoof himself badly exposed, and I think his attacks in there might have been vital for the next turn.


Guard turn 3, more forward movement from the remaining (now damaged) Chimera, heading towards my deployment zone and for it's squad to deploy scanners. The squad in the other one moved up to claim the objective, while the two characters supporting the Bullgryns advanced onto the central objective opposed by the Warboss.


Shooting from the Punisher finished off the Deffkopta and the little purple mob, removing my presence on the left flank. The Wyvern obliterated the Tankbustas, thanks to them only losing one member when they got out of their ride, leaving them on 11 models. (Note to self - take them in units of 10!) Then the basilisk fired at the Warboss, since he was no longer within 3 inches of anything. Two hits and wounds with the flat 3 damage Earthshaker cannon, and thanks to being Da Biggest Boss, he survived on one wound!

At this stage I was about to fall behind on points and was running out of bodies, but the Boyz fought hard, nearly killing the Bullgryns, but for a CP reroll on a failed save. In my turn 3 I only picked up 5 for the primary, putting me firmly on the back foot. I tried to use the Weirdboy to smite the last Bullgryn, but he rolled a third perils and exploded. He was close enough to kill the Bullgryn, but also hit the one wound Warboss, giving him an ignoble end!


The Boyz, free from the Bullgryns, managed a charge onto the conscripts on the hill, and the other priority objective. However without the movement they would have had if they had killed the Bullgryn, they were unable to get enough up the hill to claim it.

Guard turn 4 was mostly mopping up and moving out. The big white mob that finally killed the Hellhound was removed, as were a few more boyz here and there. I was left with enough boyz however to claim my objective and for them to finally take control of the hill to get the 5 points at the end of my turn for holding both priority objectives!


I wasn't expecting to have a turn 5, but due to some slightly lax target priority (which was fair enough, the guard were definitely ahead) I actually had a few boyz left and was holding two objectives for a cheeky 10 points!

Final scores, with painting included, 91 to the Guard, 72 the the Orks. A loss, but a much closer game from the last one, and I think one which hinged on a few key points. It was a fun, but exhausting game, with over 200 models on the table between us! I think if I were to take Orks like this to a tournament, I'd have to grab a dice app, because my hands were struggling with all the attacks from even a fraction of a Boyz mob!

We spoke at length about where the game was won and lost (among many other things), and I think the key element was the effective screening out of my ability to target the Punisher with the Tankbustas. If I had first turn perhaps I could busted it, instead of the Demolisher, which isn't nearly as scary for my Boyz. I think also the Warboss failing the charge, and then the Bullgryns sticking around an extra turn was quite big. Without them holding the line I might have had Boyz all over the guard flank, might have secured the other objective earlier, and might have shut down the Wyvern. Even though the guns were scary, the game was really won by the forward elements keeping me away from them. James spoke about how in 9th the static gunline doesn't work for various reasons, and how it's much more fun as a guard player to be actually moving around the board.

We also spoke about the terrain, and how much of a difference it makes now. It was a very nice looking board, but also very functional with lots of obscuring and some dense terrain. It didn't stop him shooting all his guns, but it stopped him from focusing fire effectively, splitting damage between my units and giving me a shot at this game when going second.

I've been thinking about how my army performed and what I would do or take differently. Other than dropping two tankbustas, I'm not really sure. Most of it did more or less what it was supposed to (apart from the Warboss failing to get into combat), and I was definitely in the game, being ahead after turn 2, so all in all I'm pretty happy with it. I think an army like this is a bit of a hard counter to my horde preferences, there are definitely some lists out there that just won't have the rate of fire to remove them, or their specialist units to do so will be harder to protect (e.g. Aggressors are shorter ranged and quite vulnerable to rokkit fire). Perhaps the Nobz are the weakest link in the list, but they are set up to kill marines really, though perhaps I need to squeeze in some ammo runts to die in the Trukk wreckage! I'm not for a minute saying this a tournament winning list, but I definitely think it's a good strong core for a semi-competitive game.

Anyway, we both had fun, and the game looked cool for the all important Instagram phase. Hope you enjoyed the read, feel free to let me know what you think, and stay safe!