It's another report with the new Ork book
, with the third iteration on the Green Tide list taking on JP's Custodes
. The previous two versions of this list had got the better of Space Wolves
and then Sisters of Battle
, but the big golden boys would prove much tougher to shift.
We played the GT2021 mission Overrun, which is a hold two, three and more mission with six objectives, and used a terrain set up intended to be in line with the upcoming LGT, which James is attending (along with Andrew from the last reports), so it was tournament practice time.
My list had evolved from last time to include more units of troops and a second Warboss by taking an additional patrol detachment. To free up the points I have notably sacrificed a lot of the support characters, so no force field or feel no pain - I was finding the effects were pretty minimal anyway. I've also slipped in some recently painted units, Beast Snagga Boyz and some Gretchin!
Snakebite Battalion and Patrol
HQ: Warboss (attack squig, kombi-skorcha, powerklaw, Brutal but Kunnin, Super Cybork Body), Warboss (big choppa, kustom shoota, 'Ard as Nails, Headwoppa's Killchoppa), Weirdboy (Da Jump, Warpath), Weirdboy (Fists of Gork, Jabbin' Fingerz)
Troops: 4x 15 Boyz (powerklaw), 2x 15 Boyz (powerklaw, shootas), 2x 11 Gretchin, 18 Beast Snagga Boyz
Elites: 15 Kommandos (bomb squig, distraction grot)
Fast Attack: 5 Stormboyz (powerklaw), 5 Deffkoptas (specialist mob: Boomboyz)
For my secondaries I took Green Tide from the Ork book, Banners and No Prisoners. I wasn't necessarily expecting to score big on them but I would be aiming to get as high on GT as possible early on before all my larger units died, and the others should come pretty naturally from just playing the game. I deployed all across the line, as one might expect, with characters fairly central. Knowing where the Venatari were placed once all my basics were down, I put the Beast Snaggas and the Kommandos on the opposite side of the board! Stormboyz and Deffkoptas stayed in the sky for now.
JP's Custodes list was almost all infantry, obviously built to take ground and hold it indefinitely with a load of shields, then bunch from the deadly Venatari and a blob of Terminators. He was running the Dread Host for a strat to get bonuses to charge out of deep strike. I forget all the details of the list, but both his Shield Captains were buffed up with 3+ invulnerable relics and defensive warlord traits.
HQ: Bike Shield Captain, Terminator Shield Captain
Troops: 3x 4 Custodian Guard (storm shields), 2x 5 Sisters of Silence Prosecutors, 5 Sagittarum
Elites: 5 Allarus Terminators
Fast Attack: 5 Venatari (pistols and bucklers)
His secondaries were No Prisoners (a no brainer against my 159 model list), Banners and Engage. So pretty similar to me! Under the warchful eyes of the Squig, he hid the majority of his force behind ruins, with the Terminators and their boss staying off the board.
We rolled off and I got first turn. At the time I wasn't sure if I wanted to go first or second (not that I had a choice), but in hindsight, it was quite an important roll.
The Orks moved up across the line, advancing pretty much everywhere, except the units designated to raise banners and a couple of potential combats. In the psychic phase I managed to Jump one of the Boyz units up to the far left corner, which, assuming the Kommandos made a first turn charge, would give me the full 5 for Green Tide.
As it happened, they did, making short work of the Sisters of Silence parked on the objective here. Three banners raised, full points for the Tide and a lot of early pressure and board control, a good start for Da Boyz.
The Custodes countered hard in their turn, wiping out the Kommandos with ease and the Venatari using their double shoot to kill 14 of the 15 Boyz who teleported in. Amusingly the lone Nob passed his morale to stick around and be annoying.
WAAAGH!!! Turn two, as seems to be the norm, saw the Waaagh declared, and the Boyz surged forward, surrounding the defenders on the flanks. The Deffkoptas came in to eye up the Venatari while the powerklaw Warboss (Redtoof himself) snuck into the corner of the ruin opposite them. In the psychic phase I put Fists of Gork of Redtoof and Warpath on the Beast Snaggas. The Deffkoptas shooting produced a lot of dice rolls but only one dead Venatari. Then the charge phase...
Glorious combats all across the board! I got slightly lucky and all of my charges went off. Importantly Redtoof made it into the Venatari, while the Custodians on the flanks were surrounded by multiple units. They did prove to be very tough though! With storm shields they still got a 2+ save against choppas, and even with 5 attacks each on the Beast Snaggas, hitting on 2s because of the Warboss aura, they only brought down two of them with the help of the white Boyz mob. Still, every Custodian that falls is a big blow, and 3/10ths of a point for me!
Redtoof swung after the boyz, going in with 8 power klaw attacks at strength 14, and getting to go again with each that didn't get to the damage stage. In spite of this he only killed one Venatari! However that was a minor issue, I had scored some points (full for GT again, 3 banners and 10 primary), a lot of board presence and was denying JP from scoring any primary points in turn two. It was a very good turn.
However, for all my board control I did kind of slip up and leave a big terminator shaped gap in the centre of the board. Combined with the Sagittarum their firepower culled most of the Beast Snaggas, while they lined up a charge onto one of my objectives...
On the left flank more Custodians and the biker Captain came out to play, peppering my Boyz with firepower and preparing some more charges.
Success for both the Terminators and their Captain, going into some shoota boyz on my right objective. I interrupted here in order to pile forward and stop him getting models on the objective, but thanks to their S8 axes ignoring my Snakebite trait, they butchered the whole unit and marched onto it anyway.
The biker Captain hopped over the wall that Redtoof had charged through, cutting down a few boyz in the process, but more importantly getting those sweet Engage points. The Custodian guard also charged into my Warboss to support the Venatari, but between all their combat and the pistol shooting, the boss still lived, and cut down another of the flying boys.
My turn three, I was down to two banners, but scored a decent amount of primary points thanks to an objective held in enemy territory. I decided that I would try to clear some annoying threats from my lines, though I'd probably leave those Terminators alone for now, they are a bit too beefy! Boyz moved into he biker Captain, while the other Warboss (Bluetoof, obviously) looked at taking the head of the Terminator one. I dropped in the Stormboyz to hold my central objective.
Shooting was largely Deffkoptas, this time their Rokkits took a chunk out of the Sagittarum. Also notably one of the grots managed to wound an Allarus Terminator!
With a bit of assistance from the Weirdboy, Bluetoof and the Shield Captain fought a bloody duel, leaving both with a single wound remaining! Elsewhere the combats ground on, Redtoof managing to still hang on and take out those Venatari, while my remnant boyz units dragged down more guard with sheer weight of dice. Importantly I was holding two objectives in the Custodes lines, so with the one the Terminators were occupying in mine that gave them only 5 Primary.
Custodes turn three involved trying to kill what they could and ensure some objectives would be held. The Terminators got revenge on the grots by shooting them all to death, before they marched over and massacred the Stormboyz, taking down another of my banners. The bike Captain jumped out of combat to land next to another of my objectives. Hilariously he is objective secured while the eleven Gretchin standing there are not, so he claimed it and took that banner as well. More shooting and fighting diminished my Boyz on his side of the board, meaning after this I no longer had enough units of 11+ models to attempt to score Green Tide, I was at 13 points on that for the rest of the game. It wasn't all good for them however, as Bluetoof took down the Terminator Captain with a mortal wound from his Killchoppa.
More points for Engage and a banner for the Custodies, but being starved for Primary points meant they were slipping well behind.
Turn four saw more grinding fighting, with the Deffkoptas and Boyz eventually dispatching the Guard on the flank objectives. I once again ignored the Terminators, aside from a bullish Bluetoof bellowing a challenge at them and failing his charge. The Custodies finally picked up 10 Primary in their turn, holding two of mine and one of theirs, and butchered some more Boyz that were nearby.
Turn five, and the Orks were in complete control of the board, having now cleared all the Custodies on their side, Redtoof went into the last Sisters squad on their central objective, killing them with Skorcha and Klaw. The Deffkoptas had a go at the Terminators, scratching their paint a bit, before combing with the Weirdboy to finish off the last Captain with mortal wounds and spinnin' blades. This left the Custodies with a single unit left in their turn - the Terminators, and therefore no way to score banners, engage or primary points. They opted to try and maximise their No Prisoners points by culling the remaining Gretchin.
I didn't remember to record the final score, but it was pretty decisive, something like 75-35 in the Ork's favour, the big swing coming from the Primary points, though the Custodies did eventually get 138 wounds for No Prisoners, so it's not like I had many models left! Oh well, plenty more where they came from! WAAAGH!!!
Fun game with lots of death on both sides, but undeniably one sided in the score (I think this might have been equally so as the Tyranids vs Guard game
we played, but roles reversed). I think it was definitely a bad match up for the Custodies, I was able to pretty much do exactly what this list is supposed to do - overwhelm. To that end, getting first turn definitely helped, though I'm not sure the Custodies would have done much on turn one to stop me, they would at least have been able to spread out a bit more and defend their objectives. Overall I'm really pleased with how this list is going, and I think I'm homing in on the 'right' variant for me. I missed the obsec on the Grots and also missed the Snakebite key word on the Koptas, so I think the next change will only be minor - the Gretchin will be the 'Orrible Gitz specialist mobs.
Anyway, hope you enjoyed the report, and stay safe!