Hello!
Yesterday I brought my Orks along to a local gaming night run by
Grim Dice Tabletop Gaming, where I played in a 2 vs 2 game, 1000 points per person. Sadly the game was cut short a little so didn't get to reach it's natural conclusion, but we did have a good laugh at some very epic/silly moments.
I took an Ork list featuring a Warboss, Weirdboy, about 60 Boyz, 5 Flash Gitz, 4 Deffkoptas and a Lobba. I was teamed up with Mike with his Deathguard list of a Lord of Contagion, Malignant Plaguecaster, 3 squads of Plague Marines, 2 Blight-haulers and a Bloat-drone. He's new to the hobby and is still learning the game so he has an excuse for unpainted minis.
Facing us were a team of regular-opponent-John's Emperor's Children (Lord, Sorcerer, Exalted Champion, Noise Marines, 2 Cultist squads, 2 Sonic dreadnoughts and a Rhino) and Colin's Word Bearers (Lord, Dark Apostle, 3 Cultist squads, missile Havocs, 3 Contemptors and a Maulerfiend). Colin has been playing for decades, so he has absolutely no excuse for unpainted minis!
We played Strategic Gamble from Chapter Approved 2018, where you have up to 3 maelstrom cards, and you can discard 2 to draw another one, that if you can score that round is worth double points. John and Colin went first...
Deployment was based largely on convenience, I lined up the Boyz opposite John while the Word Bearers and Deathguard faced each other. My Deffkoptas started off the board. In turn 1 the Noise Marines disembarked and the Emperor's Children formed a firing line against my Snakebites. The Word Bearer's walkers stomped up the middle towards Mike's force. Some fire from the dreads killed a few plague marines, while most of the guns went into my Orks, killing off the Flash Gitz (I was looking forward to using those...) and dropping one of the Boyz mobs down to 4 models. They scored a couple of points, but nothing major. The Rhino also shot off to the flank to defend an objective.
In our turn we got a very nice draw. Two objectives to secure that were currently swarming with Boyz, and a third that was being defended by the Rhino...
Da Boyz moved up, and I spent three command points on the Unstoppable Green Tide to bring the unit with 4 models left back onto the board at full strength next to the Rhino. The Deathguard shuffled back from the approaching wall of red/grey and blasted a few wounds off. The drone made a move into the centre to spit plague onto one of the Contemptors. In the charge phase I made an 11 on the charge roll to get da Boyz in, killing the cultists supporting the Rhino and claiming the objective, while denying our opponents the defend card! That was a clean sweep of cards this turn, and first strike!
Colin and John looked to hit back hard in turn 2, though they drew poorly and would not be able to score many points this turn. The dreads continued moving up while the Noise marines once again lined up shots on the Orks, butchering a full unit of Boyz, while the Havocs thinned down another with their frag missiles. John sent his Lord and one of the Sonic dreadnoughts over to deal with my encroaching boyz...
After shooting and melee, that's a lot of dead boyz! Just the Nob left on one wound, until John remembered to do the tongue attack from the steed, which killed him!
Elsewhere the Word Bearers Contemptor charged the Bloat-drone, taking a handful of wounds in overwatch, before the Maulerfiend piled into the last Boyz unit. Sadly for Colin it was built in a previous edition where magma cutters were good, so it was unable to put much hurt on the remaining Boyz. The Warboss bashed some 'eads to keep them in line. Inevitably the Contemptor smashed the drone, but Mike played the Death Guard stratagem to make it explode automatically, doing a mortal wound to the Dread, the Mauler and the nearby Dark Apostle!
In our turn 2 we drew an Ork card that called for my Warboss to kill a unit, and a couple of difficult ones, which we discarded and drew No Prisoners for double points. With lots of slightly damaged Contemptors about the shop, we could potentially score very highly this turn.
Smites and Pestilential Fallout from the Weirdboy and Plaguecaster dropped the Maulerfiend down by a significant amount, while also causing a wound on the Death Guard psyker thanks to a double 6! Shooting from the Deathguard was much more effective this turn, getting their plasma guns into rapid fire range of the dreads and using Veterans of the Long War on one of the double blight launcher units, as well as a maximum damage multimelta hit from one of the Blight-haulers. They downed two of the Contemptors, causing one of them to explode and hurt the Dark Apostle again, as well as my Weirdboy (who got a bit lucky in surviving, since Hellforged units deal d6 damage to psykers when they pop) while my Koptas arrived to chunk some wounds off the third.
In the assault phase my characters piled into the daemon engine, and thanks to the Warboss striking with 5 attacks at strength 6, he managed to bash the last two wounds off the beast! The fiend then exploded, thanks to a command reroll, which killed off the Weirdboy! I wasn't too bothered since this gave us 3 killed units (including one by my Warboss) and after the D3, 5 points that turn, putting our total up to 9.
With time running out, and Mike and I far ahead on points, Colin and John drew their cards and made their moves. Amusingly one of their objectives was to kill a psyker, which they had just done about two minutes ago. My remaining boyz and exposed Warboss did not last long, though the Deathguard proved resilient. (Disgustingly so). The Havocs managed to get shots off at the Plaguecaster, though he took the krak missiles to the face and only lost 1 wound. Elsewhere a few wounds were plinked off the haulers.
In the charge phase the injured Dark Apostle attempted a charge on the Nurgle psyker, who overcharged a plasma pistol, rolling a one. Mike used a command reroll, turning it into a six! One wound roll and a failed save later, 2 damage killed off the Apostle! On the right flank Colin's last Contemptor attempted a multicharge (at John's suggestion) into a Plague Marine unit and the Blight-hauler. Of course, Mike rolled another 6 for over watch with the Multimelta, dealing another 6 wounds, just enough to finish it off! John's Lord made up a little for the embarrassment by charging the Plaguecaster and turning him into rotten Bolognese with his lightning claws, but in doing so he had to leave an objective unsecured.
With that we ran out of time. The Chaos Space Marine alliance had done some significant damage to my force, but the Death Guard were holding strong. John still had most of his army left, but Colin's force had been gutted. So roughly even in terms of models, but we were still way ahead on points, and had a turn in hand, so it was a victory for Da Green Team!
Great fun game, thanks again to Grim Dice for hosting, and hopefully we can do it all again next week!