Recently I played another Tempest game against Sharpy, this time with my Orks against his new Chaos Daemon codex. This was nearly my first game against the new Daemons, though I did in fact get a bit of a shortened game in the night before, and I had learned that Flamers = Ouch.
Tempest of war is always a good close game so I took a list with a bit of punch but also a bit of fun - plenty of Boyz but also a load of big chunky models, including the new Kill Rig. It was a Snakebite Battalion and Super Heavy Auxiliary.
HQ: Mozrog Skragbad (Warlord, Surly as a Squiggoth), Weirdboy (Da Jump, Fists of Gork, Super Cybork Body)Troops: 10 Beast Snagga Boyz, 2x 20 Boyz (Powerklaw), 20 Boyz (Shootas, Powerklaw)Elites: 10 Tankbusta BoyzFast Attack: 5 Squighog Boyz (Bomb Squig)Heavy Support: Battlewagon (Deathroller), Kill Rig (Frazzle, Squiggly Curse), SquiggothLord of War: Gorkanaut
Sharpy's force was a nice mix of various Daemons from various Gods. Led by a couple of Greater Daemons, a Great Unclean One that was regenerating wounds and a Bloodthirster that can only take 8 wounds a phase. There were units of Plaguebearers, Bloodletters, Pink Horrors, Daemonettes, Nurglings, Drones, Flamers and Flesh Hounds, supported by a Chariot of Tzeentch and a Soulgrinder. A bit of everything to cover for whatever orders come from the warp aka the Tempest of War deck.
Deployment and mission: We were playing Vital Ground, which gives 3, 4 and 5 points for holding a home, no-man's land and enemy objective respectively. There were also bonus points on offer for killing enemy units but we did forget about this almost all game so when we got to the end we chose to ignore it. The mission rule was Pall of Dread, meaning the Insane Bravery strat could not be used, bit rough for the Boyz!
Deploying in corners, we both had some units off the board. The Bloodletters, Daemonettes, Flamers and Chariot were all in the warp, while I had the Beast Snaggas, Tankbustas and Shoota Boyz embarked and the Gorkanaut placed in the Tellyporta. We rolled off and I got first turn.
Orks moved up and did a bit of shooting, with little success. My secondary objectives were to get behind enemy lines, to hold three objectives and to hold both my home objective and one in the middle, the last of which was achieved. I tried to jump some Boyz over to harass the Plaguebearers on the Daemon home objective but the power failed - something that was to become a theme.
Daemon turn one and they also moved up to claim a middle objective and close the gap. The Bloodthirster showed no subtlety in leaping over the central bridge and charging into the Squiggoth.
The War God's chosen made short work of Nipper Jr, causing the Tankbustas to bail out. Only one hit his head in the fall, but thanks to the Bloodthirster's daemonic aura the morale test was a disaster and only two of the ten remained at the end.
Ork turn two and time for the WAAAGH! The Kill Rig looked to cause problems around the flank while a unit of Boyz, heavily diminished by the Bloodthirster's roar and whip, got Jumped over to the far edge of the board. Squighogs eyed up the Soulgrinder and the Gorkanaut tellyported in to lend fire to downing the Bloodthirster. Shooting was operation reduce it to 8 wounds or less, but after firing literally every gun in range at it, including the Gorkanaut's wall of lead, the monster was still stuck on 9 wounds. This meant if I were to kill it this turn I had to use the Ramming Speed stratagem on the Battlewagon to get some mortals in the charge phase - this left the Gorkanaut hanging with a very long charge into the Soulgrinder.
Unsurprisingly the 'naut failed to get in, but the Squighogs managed to do the job unaided! This also grabbed me a third objective to complete a secondary.
The Battlewagon did manage to get the wounds onto the Bloodthirster to give me a chance to kill it. Mozrog Skragbad charged in on his great white squig, powered up by Fists of Gork, and did something like seven or eight damage three wounds on the monster. Sharpy promptly saved all but one of them. Git.
The Bloodthirster opted to lash out at the Battlewagon, destroying it and securing Grind Them Down. The duel continued...
Daemons turn two saw the reinforcements arrive across the board and hit back hard.
Fast Tzeentch and Nurgle units appeared on the flank to cause some problems for the Squighogs. Shooting reduced them to two models, but in melee they did manage to interrupt and kill the Chariot, before the Screamers and Drones took them out.
The Great Unclean One charged into the Kill Rig to engage in a grinding melee that was only ever going to go one way (the way of the big guy who kept regenerating wounds.)
Elsewhere the Daemonettes and Bloodletters dropped in. The Daemonettes became a roadblock for the Plaguebearers on the Daemon home objective, charging in the cause some pain for the Boyz there but taking some heavy losses in return. The Bloodletters appeared in my back lines to deploy a teleport homer - which I assume for Khorne is basically a big pile of skulls?
In the middle of the board the battle raged on with the Bloodthirster unable to kill Mozrog on it's reduced profile, but getting hot saves once again to stick around.
Orks turn three, with the second part of the WAAAGH! still active, we tried to get stuck in where possible.
The mob at the back charged backwards and made very short work of the Bloodletters. The Wierdboy failed to Jump any of their friends though.
The Gorkanaut went on a bit of a rampage, pasting the Flamers with it's shooting and then crushing the Screamers and one of the Drones with it's claw.
The Kill Rig did eventually fall but it's cargo of Beast Snagga Boyz had already gotten out and got stuck in to making a load of blue and brimstone Horrors appear.
While finally the Bloodthirster was brought down by Mozrog, and scoring me some secondary points for No Prisoners. The Orks were fighting back hard!
Turn four and we were pretty much even - both scored 7 points on the primary every turn and that was unlikely to change. We were pretty much getting 5 points each on the secondary each turn as well.
I attempted to get the Gorkanaut into the opponent's deployment zone to finally score Behind Enemy Lines but the advance wasn't long enough, and Da Jump failed again. At the end of the turn I gave up and discarded it. I also had Blood and Guts and was looking to kill off the one Drone, the couple of Flesh Hounds and the few remaining Flamers in melee, but the Boyz failed their charge and Mozrog whiffed against the Drone, so that one was a bit of a bust, putting me behind on the Secondary scores.
Daemon turn four saw them consolidating their position by drawing weakened units back and doubling up on the objectives, and the Plague Marines finally killing my invasive Boyz mob. They scored a secondary (I think for holding home and No Man's Land objectives) to go ahead.
Orks turn five and not much to do apart from claiming those objectives. I got a slightly favourable draw and had to Raise a Banner and Hold the Line.
It eventually fell to Daemons turn five, and a 58 point draw unless the Daemons could break the Ork lines and deny the secondary points. The only model with the speed to do so charged the shoota Boyz mob to get the distance, but was unable to survive the overwatch and return attacks, nailing on that draw. Even Stevens.
Anyway, thanks for reading and I hope you enjoyed the report. There will be plenty more Orks in action soon as well, so check back for that! Stay safe out there.
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