Hello!
Back for game two of 9th edition, and this time I brought the Orks! WAAAGH! I was playing against fellow DZTV patron Sharpy aka Jonathon (j.sharpe0608 on instagram) with his Khorne Daemons, at 2000 points of matched play Four Pillars goodness. With limited shooting and lots of punching on both sides, it was going to be a bloodbath. We did technically play on a 6x4 board, but a significant chunk of the board was some awesome industrial dock scenery, so in avoiding going into the sea we were almost at the new minimum board size anyway.
I took a classic battalion, using the Feral Ork specialist mob from Saga of the Beast for the first time. This meant a chunk of my force had no benefit, but all my boyz, non-mega nobz and some characters could advance 3d6 pick the highest, and had a 6 inch pile in move. I also used a pregame stratagem from the book to make my warboss 'Da Biggest Boss' for +1 attack, wound and a 4+ invulnerable save. Rounding out my pregame spending, I upgraded my weirdboy to a Warphead. For my secondary objectives I took Thin Their Ranks (since there were quite a lot of daemons about), Assassinate (he had 5 characters that I imagined would be getting stuck in) and the mission specific one, Siphon Power.
HQ: Warboss (kombi-skorcha, attack squig, Da Killa Klaw, Might is Right, Da Biggest Boss), Mekboy with Kustom Force Field, Weirdboy (Warphead, Da Jump, Warpath)
Troops: 30 Boyz (slugga/choppas, Nob with powerklaw), 30 Boyz (slugga/choppas, Nob with powerklaw), 20 Boyz (shootas, 2 big shootas, Nob with powerklaw)
Elites: Nob with WAAAGH! Banner, 10 Nobs (9 big choppas, 1 pair of killsaws), 5 Meganobs (2 kombi-skorchas/powerklaws, 3 kustom shootas/powerklaws)
Fast Attack: 3 Deffkoptas (kopta rokkits)
Heavy Support: Battlewagon (killkannon), Battlewagon (deffrolla, 4 big shootas)
Transport: Trukk
Into the fight phase, and it got interesting, with a lot of CP being thrown around. Jonno elected to fight first with the Prince since the pink boyz were looking like interrupting. He killed a chunk of them, but left me on more than 20 models still and within range of the WAAAGH! banner. I interrupted anyway and used my 6 inch pile in to get as many models around the Prince as possible, including the klaw wielding Nob - who proceeded to roll a batch of ones and twos to hit anyway. The Boyz stripped some wounds off, before losing more to the Grinder. The Skullmaster/Battlewagon combat was fairly uneventful, and the last Deffkopta got predictably smashed. With both of us eyeing up 'attack again' stratagems, Sharpy activated his warlord Prince once more to smash some more boyz, bringing me below 20 to remove my +1 attack and out of range of the +1 to hit from the banner. I proceeded to fight again anyway, but the klaw whiffed once more, though the Boyz did well to drop him down to a few wounds. The promptly failed morale, but thanks to the new rules a few stuck around - though not for long...
My turn 2 and I picked up a few points for holding and siphoning one objective. This turn was going to be a big scrap - I started carefully considering where I was going to charge before realising Jon had no command points left, so I'd be free to attack first everywhere. With that in mind, the Meganobz got out and wandered over to the Bloodletters, the Nobs hopped onto the landing pad to eye up the Bloodthirster, the white Mob swarmed up to the Flesh Hounds now on the left objective, the yellow mob got out and lined up against the Prince/Soul Grinder along with Warboss Redtoof himself and the Pink boyz ran away, with their suspiciously similar replacements returning on the other side of the board after I used the Unstoppable Green Tide stratagem. Thanks to the new edition morale rules this stratagem seems like it'll be a lot easier to get off!
Fighting broke out across the board. The yellow boyz dragged down the Daemon Prince (after the powerklaw failed, naturally), Redtoof obliterated the Soul Grinder with ease, the Meganobz cut a healthy swathe of Bloodletters down (and more fell to morale later), before the Nobz bashed the Bloodthirster - who rolled pretty well for his saves (mostly 3+ thanks to his exalted armour) and got away with 8 wounds remaining. Fighting back he smashed six of the Nobz! I chose to use the stratagem at the end of the turn to automatically pass their morale. Two of the Meganobs were brought down as well by the Bloodletters.
Then things got interesting. That Skullmaster managed to finally chip the last wounds off the Battlewagon - which promptly exploded! That's D6 mortal wounds within 6 inches!
When the smoke cleared, the Weirdboy and the Skullmaster were both gone, while my other three characters were wounded and I lost a load of boyz from the two nearest units. Ouch - but points for Assassinate!
As the dust settled at the end of turn 2, the shape of the battle had changed drastically. Blood was flowing everywhere (though not so much from the Flesh Hounds at the top of the battlefield, somehow surviving the charge from the reinforced pink mob!) However the Khorne forces still held two objectives and successfully siphoned both at the start of their turn, putting them into a fairly handy lead on the points.
Turn three and there was decidedly un-khorne activities. The Bloodletters and the Flesh Hounds left combat in order to secure Engage on All Fronts again and avoid the wrath of Orks striking before them. The Bloodthirster stayed in though, even though the Nobz would go first - as it happend this was the right choice as they got murdered. Elsewhere Karanak and the other remaining Flesh Hounds charged the Yellow boyz to think their numbers and keep them away from the objective, and the two other Bloodletter units held and siphoned their objectives. There was a moment of glorious bloodshed however as the remaining Daemon Prince charged out to cut down Redtoof in the centre (don't worry, there are always more Redtoofs.)
Turn four saw more objective points scored for the Daemons and more running away. The badly wounded Bloodthirster fled from combat, while the Prince did the same, landing on my home objective to stop me scoring that. Karanak fell back, while the Skull Cannon moved up for a cheeky charge on my remaining wagon. I imagine all those daemons were gnashing their teeth and stomping with rage after Khorne willed them to claim battlefield superiority rather than fighting to the death. 9th missions are certainly making us think!
I started my turn 4 scoring a handful of points, and knowing that I needed to score big in turn 5 and probably max out Assassinate. To that end the pink Boyz held their objective and wandered over to smash the Bloodthirster. The Meganobz stumbled over to hit the Prince and secure my home objective with the Big Mek. The yellow boyz surrounded Karanak and the remaining few Bloodletters on the right objective, between shooting and melee finishing them off. Finally the white mob moved up around the Skull Cannon to get a 8 inch charge on the Bloodletters on Jon's home objective, succeeding and thanks to their 6 inch pile in, stomping them into the ground.
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