Last weekend I had a cheeky visit to Warhammer World as part of a meet up with the Old Wolves discord group. I brought my Orks, and some Death Guard for Cris, who gave me money for them and came all the way from the USA for the meet up! She also brought a 1250 point force of Black Templars, so we had a classic Armageddon battle, on one of the awesome Warhammer World themed boards.
My 1250 points was a bit of a take on my Green Tide style Snakebite lists. I had Warboss Redtoof (Brutal but Kunnin' and Super Cybork Body), Weirdboy Durrork, three units of 15 Boyz, 15 Beast Snagga Boyz, 15 Kommandos, 3 Deffkoptas, 3 Meganobz and 11 Grots.
Cris took a couple of Crusade squads, some Assault Intercessors, Bladeguard Veterans in an Impulsor, a couple of Redemptor dreads, a Techmarine and all lead by a beefy Primaris Chaplain on bike. As you can see, they were watched over by a purple squig!
In fact, both armies were accompanied by crocheted squigs made by my wife. So far the mascot has been doing pretty well for me and my Orks!
We used the Open War cards to generate a scenario, and here it is. A very aggressive deployment, three objectives, one of which will be worth two points, and a spooky twist to make morale more punishing.
Deployment - a classic for the Orks, lining up on the edge of the zone, while the Marines held back a little behind the defensive line. Kommandos held up in a ruin next to an objective and the Koptas stayed in the sky.
Orks got turn one, and we rolled for the priority objective - it was the single one on the right flank, by the Kommandos. My turn was pretty much just advancing forward and covering all the objectives. Come at me!
Templars turn one, and the Crusaders made their move, charging into my forward unit of Boyz. The rest moved up and poured some fire down - the Redemptors made a mess out of most of the Kommandos, leaving only a couple left after morale. The Crusaders and Boyz exchanged some blows, both losing some but sticking around with a few models.
Orks picked up a bunch of points, and were ready to WAAAGH!
WAAAGH! Called on turn two, lots of units advancing up for some charges. Grots stayed back to hold an objective, while the remaining Kommandos abandoned theirs, leaving it in the hands of Beast Snagga boyz and Deffkoptas. A unit of boyz decided to ignore the third objective in favour of charging Assault Intercessors.
Shooting was basically just Deffkoptas and was underwhelming. Time to get stuck in! Both the characters did good work to clear up Crusaders, the Boyz cut down the Intercessors and the remaining Kommandos chipped a few wounds off a Redemptor before being pounded into the ground like a tent peg.
Going into Templars turn two, the Orks held most of the objectives and had pushed forward, but were ripe for a counter attack.
Here come the Templars! Bladeguard disembarked and lined up a charge on the purple boyz. The Redemptors marched forward and hosed down the Beast Snaggas with plasma, melting them into burning green goo. The Chaplain gunned his engine and swept round the flank to claim an objective and spray the Gretchin with bolter fire. The Bladeguard set themselves a pretty low bar by making a very low charge roll and only killing a few Orks, leaving most of the mob out of melee and free to charge in next turn.
After turn two the Templars got a score on the board, but were trailing 6-1.
Right, time to get rid of one of those Redemptors. Between Rokkits, smite and Hitting 'em 'Harder Meganobz we did bring it down.
Elsewhere, the blue mob aided by the Wierdboy knocked out the Impulsor (Durrork was having a pretty good game) and the purple mob charged the Bladeguard, accompanied by the remaining pink Nob, who somehow survived all the return attacks.
Time for some real aggressive moves from the Templars. The Redemptor marched forward, cutting down two of the Koptas with plasma, before charging in to take the last one off the priority objective! The Chaplain decided those grots had to be purged, and left his objective to try and claim theirs. He reduced them down to a few models, but even with the twist, grot rules and below half strength combing to mean the grots were running from attrition on 1-4, they stuck around! Another point for the Orks but two for the Templars.
So that other Redemptor had to be moved off the objective! In addition the blue mob was going to join in against the Bladeguard to make sure they couldn't go onto the objectives. The Chaplain would just have to be left alone to do what he wanted. The purple boyz eventually died but the Bladeguard were having a bit of a nightmare and were unable to clear their way through the mob, and really struggled to finish off that one pink Nob!
Over the course of turn four the dread cleared it's way through the Meganobz and the Weirdboy, finally turning to smash down Warboss Redtoof. With the Chaplain controlling one objective and the other ignored, it all came down to who controlled the priority. With Redtoof fallen, I played 'Orks is Never Beaten' to strike at the damaged Redemptor...
Thanks to it's 5+ invulnerable due to it's vow, the Redemptor survived on one wound, after passing one last key save off the Brutal but Kunnin 'reroll' attacks. And with that it collected the priority objective points at the end of the game leaving it tied at 7 all!
Amazing, brutal game! Both sides ground down to one or two units and a stalemate on the objectives. Of course it's always fun to have a big melee mash up, so this was always going to be a bloody one! Regardless of result, I'm always a fan of a game being close enough that it's decided by a final dice roll.
Anyway, hope you enjoyed, because there will be a fair amount more Ork battles coming soon! Thanks for reading, stay safe!
Was an absolutely pleasure to play! Look forward to our next battle! ~Cris
ReplyDeleteThose squigs are amazing!!! I love the fact that Dreadnoughts are making a strong comeback in 40K gaming. Redemptors are such a solid investment. Sounds like a really fun game, close ones are always the best :-)
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