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Space Marines vs Orks (Heri vs Heri)

2011-09-05 1000 Points Seize Ground Pitched Battle

Orks HQ Warboss (Cybork, Powerklaw, Bosspole) Troop 5x Nobs w/ Pain Boy (2x PK, 3x Big Choppa, Cybork, Grot Orderly) Transport Ork Trukk (Red Paint Job) Troop 30x Boys w/ Nob (PK, Shootas, Bosspole) Troop 30x Boys w/ Nob (PK, Slugga/Choppa, Bosspole) Fast Attack 1x Deffkopta (TL Rokkit Launcha) Fast Attack 1x Deffkopta (TL Rokkit Launcha) Heavy Support 2x Killa Kans (Rokkit Launcha x2) 8 Kill Points

Space Marines HQ Captain (Lightning Claw) Troop 10x Tactical Marines (Sergeant w/ Power Weapon, Flamer, Missile Launcher, Combat Squad) Transport - Razorback Troop 10x Tactical Marines (Sergeant w/ Power Weapon, Flamer, Missile Launcher, Combat Squad) Transport - Razorback Elite 5x Sternguard Veterans (3x Combi Flamer) Transport - Razorback Heavy Support Whirlwind Heavy Support Whirlwind Heavy Support Predator (Autocannon, 2 Heavy Bolter Sponsons) 12 Kill Points

Battle Set Up Planet Mella


This is the fourth battle of the campaign on Planet Mella. With the Space Marines having the next choice of opponent, they decided to mount a tactical advance on the Orkish horde. The greenskins had been preoccupied dealing with the Necrons, just the opening Captain Buck found would give his Astrogar Marines an opportunity at launching an attack. This time they would take plenty of long range weaponry and flamers to help deal with the Ork spores and control the Ork advance. All ready the Orks had won multiple territories and capturing the Ork bases would be key.

Warboss Burnkill was pleased with his boys and how well hed managed to show the metal boys who was boss. No sooner had he returned to prepare another offensive that he saw the beakies off in the distance setting up near the ruins hed just captured from them. He was happy that his deffkoptas and trukks were ready to roll out. Hed received more boys to reinforce those who had fallen against the metal boys. em beakies nevah learn dere lessonz he thought to himself.
The goal for each side would be to retain as many tactical points as possible while denying the enemy the advance. There were plenty of ruins and tree lines to take advantage of as you advanced.

Set Up

The Space Marines won the roll and chose to go first. The Orks tried to seize initiative but didnt succeed. There were a total of 4 objectives and a pitched battle deployment was rolled. The Space Marines rolled with all their tanks with firing lanes. The Orks all deployed behind tree cover and held each Deffkopta in reserve to try and Outflank (to wreck the Whirlwinds). Each Combat Squad deployed outside of their respective transports as well. The Nobz and Warboss deployed in the Trukk.

End of Turn 1

The SM Whirlwinds were obnoxiously efficient. They managed 2 direct hits on the Slugga Shoota boys causing them about 15 wounds in the first round of combat. Everybody else advanced and the marines managed to shake the Ork Trukk with a missile launcher. All the Orks advanced and ran where possible. The Kans fired 2 shots at the Razorbacks but missed.

End of Turn 2

Again, the Space Marines used the Whirlwind to thin out the Ork ranks but the Orks used FNP on the basic squads limiting their losses. They reduced the slugga squad to less than 10 and the shoota boys by about 5 or so. The missile launcher immobilized the Ork Trukk but it was too little too late. During their turn, the Orks called a Waaagh! and got into close combat. The Kans destroyed the RB turret and then wrecked the tank in CC. The Shoota boys wrecked the other RB. The Warboss and Nobs ignored the RB and charged the Sternguard and captain, destroying him in combat. The Slugga boys just managed to hit cover (neither Deffkoptas came in).

End of Turn 3

The Sternguard were wiped out in close combat and the Whirlwinds managed to thin out only a few more slugga boys. Reeling the Marines did use flamers on the Shoota Boys and then charged them in CC. Slowly but surely they managed to start whittling down the Orks (forcing a bottleneck and denying them their Nob PK). During the Ork turn, both Koptas came in and the bottom one managed to shake the whirlwind. The Warboss and Nobs destroyed another combat squad and consolidated towards the Whirlwind (who the other Deffkopta missed). The Kans charged the Marines who managed to shake one Kan. The Kans killed a single Marine. The Marines in turn reduced the Orks to 9. The Slugga boys managed to charge the predator and destroy the turret.

End of Turn 4

In Turn 4, the Marine tanks were mostly shaken so they tried tank shocking the Orks and succeeded in doing that to the Slugga boys. The Nob had to take a wound to try and not flee but failed. The flamer/sergeant marines managed to cause the shoota boys to flee as well after they took more wounds in CC. They managed to shake another Kan in CC and lost another Marine as well. The remaining missile launcher took out the bottom Deffkopta. During the Ork turn, the Warboss and crew began advancing towards the ML Marine squad while the Kans continued CC. The Marines chose to fail their morale and one squad managed to flee while the other stayed.

End of Turn 5

No longer shaken, the Whirlwinds both shot at the Nob squad and managed to inflict 2 wounds after FNP (causing one Nob to die). The Razorback destroyed the remaining Deffkopta. The Predator used its sponson weapons to destroy the sole nob. One combat squad advanced to an objective while the other squad lost combat and chose to fail its morale check. They broke from combat and the Kans consolidated towards the ML squad. Seeing the mad rush to gain objectives, the Nobs rushed the top Marine objective while the Kans slaughtered 4 of the marines with the ML. The ML ran away and managed to regroup. I rolled a 4 so the game continued to turn 6.

End of Turn 6

Both Whirlwinds kept firing at the Nobs but only inflicted one further wound. One marine combat squad secured the bottom Ork objective and the other approached the top Ork Objective. The Predator fired and manged to destroy on Kan. The Razorback tried shooting the trukk but failed to damage it. During the Ork turn, the Orks were content to hold an objective and force a draw. In hindsight they shouldve destroyed a WW. The Kan destroyed the remaining Missile Launcher Marine. I rolled a 4 so the game continued to Turn 7.

End of Turn 7

Again the Whirlwinds tried one last time to wound the Nobs with one shot. The other Whirlwind shot at the Trukk but the template finally scattered. The Marines that were on foot towards the top objective managed to get in the Razorback and hitched a ride. The RB tried shooting the trukk but failed to wound. The Predator used its sponsons to finish up the remaining Kan. The Ork Warboss and Nobs stood still. Game over.

Post Game

Well, rather than worrying about objectives, the Warboss shouldve charged a single Whirlwind at least to get another KP. Sadly I realize as I write this that the Trukk is open topped so I shouldve gotten a weapons destroyed and vehicle wrecked roll (which wouldve brought a Ramshackle roll on). Templates were great early on but once the Orks got into CC, the usefulness of the tanks faded rapidly. Power Weapons were great on the Sergeants but when they fought the Kans, same issues. For once, they rolled a mad number of 6s with Krak grenades. Space Marines had 2 objectives and the Orks held a single objective. Space Marines win!

Thoughts
Interesting game. Once again, misjudging the charge distances of Orks and foolishly advancing probably cost me a few Kill Points and my zealousness in terms of using the flamers cost me as well. I had no idea what to do with the Sternguard so I managed to move them into a horrible spot. Had I left them behind I probably wouldve killed much more Nobs than I did. Of course not rolling the correct result for the Trukk hurts too. Though it couldve resulted in an Ork trukk in my face.

On the Ork side, the Flanking was nice but going first wouldve resulted in two dead Whirlwinds most likely. Putting a buzzsaw on them might be worth more than the extra boys (or putting Rokkit launchas on them and the Kans). Being able to use Lootas and Burnas might change some of my tactics.
Warboss Burnkill was infuriated that his boys had failed him. Forced to get one of his Meks to repair his trukk, he executed one of his Nobs and warned the remaining Nobs that any further failure would result in a similar fate. Burnkill still new that he still had plenty of loot to use for his warmachines. Plus hed made them beakies pay dearly and their victory would be short lived. Hed even smashed up their capn nice and good with his Power Klaw. As an Apothecary tended to Captain Buck, he received a full report from his two Sergeants. Theyd managed to seize the Ork holdings and had enough vehicles leftover to contest the remaining ones. Theyd captured their old territory but at quite the cost. Theyd get reinforcements from the fleet in orbit. But time and time again, hed underestimated the Orkish advance and the speed at which they could move. Next time, he thought, I need to make sure we keep firing and push our tactical advantage.

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