Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Saturday, April 20, 2013

2000 Chaos vs Orks

2000 points, Purge the Alien.
Chaos - Typhus
2x20 Zombies
1x21 Zombies
3x10 CSM (all marks of nurgle, 2 squads with double plasma, 1 squad with a flamer and missile launcher)
3x2 Obliterators with mark of Nurgle
Aegis Defense line with Quad-Gun

Orks - Ghazghkul
Warboss with mega armor
2x29 Shoota Boys
3x15 Lootas
3 Battle Wagons with Supa-Kannons (forgeworld?)
Aegis defense line (no gun)



Chaos went first, no night fighting.  Typhus was with Zombies in middle.  All obliterators were deep-striking (the battle wagons were armor 14, so shooting lascannons at armor 14 with a 4+ cover save seemed like a bad idea, although in hindsight, this bit me in the ass - more later).

Chaos Turn 1 - Killed some lootas, moved up.

Ork Turn 1 - Supa Kannons killed some marines and zombies, but with the 4+ defense works going through the deployment zone, the kannons didn't do much most of the game, other than lure my obliterators into giving up some kill points.

Chaos Turn 2 - 1 Dragon and 2 squads of oblits come in, and stick right were I placed them.  The dragon hits a unit of lootas and breaks them, 6 inches from the edge of the board, and only ran 5".  The obliterator squads each double fire a side shot on the closest battle wagon - the first squad rolls snake eyes, and the other 2 got 1 hit, which was saved.

Orks Turn 2 - One of the units of lootas shoot the dragon down.  Only 1 penetrating hit, and the dragon explodes.  This game was not all about dice, the list had some weaknesses, and I made some tactics mistakes, but there were 3 critical dice rolls that turned what would have been a close game into a massacre - this was the first one, 15 loota shots exploding a dragon.  The rest of ork shooting didn't do much, the obliteratiors made most of their saves.

Chaos Turn 3 - Other Obliterators and Dragon come on.  I flame and attack the lootas, trying to break them, and I do break another unit, which ran 4", but the edge of the board was 5" away.  I do break the first unit of lootas a second this time, and they run 2", still not off the board (but they don't rally the next turn, and finally run off the board).

Ork Turn 3 - Another unit of lootas (that had just rallied) fired 10 shots, and killed my dragon - this was the second critical roll).  Gazgul, the warboss, and the shoota boys charge Typhus and the zombies.  I thought this fight would go better.  He declared Waaah!, so he had a 2+ invuln save, so I used the zombie sgt to fight in Gazgul's challenge, thinking that Thypus would clean up, but in the end, he only killed 2 orks, and then failed 3 of 4 look out sirs against powerclaws, and died (this was the third critical roll that I failed).  One of my obliterators get charged by other units of boys, and die (the powerklaw killed both of them)

Chaos Turn 4 - By not things are looking grim, I only have 1 kill point, both dragons, and my warlord are gone, and none of them accounted for themselves, or even soaked enough fire to have been valuable as a fire magnet.  I can still roll the backfield if my oblits kick in, there are alot of soft targets for oblits, but this wasn't their day.  I charge the unit of boys, and I flame some lootas.  The rest of Typhus's zombies die.

Orks Turn 4 - Gazgul moves up, but his unit doesn't make the charge through cover.  The Oblits kill some orks, but the poweclaw kills one of them.

Chaos Turn 5 - I can't stop throwing good after bad, and throw my other oblit unit in to help against the boys.  I kill some more orks, and then lose the last oblit from the other squad.

Ork 5 - Orks kill the last oblits, gazgul's squad kills a unit of CSM

Chaos 6 - The game is over now, but I try to kill gazgul, I do one wound.

Orks 6 - Gazgul declares a charge against my back CSM, but fails the charge.

Thoughts - While most of the game, I rolled really well, when it really mattered, the dice went against me hard, and I lost my 3 biggest hitters before they had a chance to make a difference.  Dice you can't control though, so what could I have done different?

1. Even though the dice went abysmal in that I failed 3 of 4 LOS, and then failed all 3 invulnerable saves, it was very unlikely that he was going to survive 3 orks with powerclaws, even 1 at a time, since his weapon was unwieldy, and they would have all still gotten their attacks in - so I should have stayed back and shot them some more.

2. I dropped obliterators near the trucks, but then didn't kill them.  They made very little difference in the game, but they would have been 3 kill points - I thought the lootas would be a softer target, but it didn't work out that way - they kept failing leadership rolls, and then stopping 1" from the edge of the board.  I'm not sure that standing back and shooting at the trucks would have done much good, but they could have focused fire on gazgul's group.

3. Maybe there were too many zombies.  They were there for holding objectives, but in a non objective game, they didn't really contribute anything, other than absorbing shots from lootas and the Supa Kannons, which is something I guess.

I was going to use this list at a small tournament, next week, but it got crushed so badly, that I am thinking about doing something much different, but then I won't have a chance to test it.

Monday, April 15, 2013

Chaos v Orks - 2000 points

Well, I played 2000 points against orks last week, I started to take pictures, but then I forgot, so I think that all I have is the initial set up.


Overall Board

Chaos Side


Orks

For 2000 points, I had 2 units of 33 Zombies, 2 units of 2 Obliterators, 1 Unit of 3 terminators with combi-meltas, 2 heldrakes (one with cannon, one with flamer), Aegis Defense Line (quad gun), 3 units of CSM with mark of Nurgle and 2 plasma guns), and Typhus - everything except zombies and dragons have mark of nurgle.

Orks had 3 units of lootas (2 in trucks), a unit of nob bikers with a biker boss and medic, gazgul and 30 boys, and 2 or 3 fighter flyers (I think 3).

The game is Emperors will, and we were playing long table, first turn was night fighting.

Orks T1 - Not knowing what to do with the zombies, the bikers actually moved away from the front line, to support the mob of boys (my oblits and termies were deep-striking).  He moved his trucks up and his lootas shot some zombies.

Chaos T1 - Moved zombies up - they got in the way of the CSM - I meant them to be a screen, but they quickly became an obstacle because of the way I deployed them.

Orks T2 - The bikers were still in the backfield.  His lootas killed some more stuff.  2 of his planes came on, and he made sure that they were out of range of my gun (I put it too far back), and shot some CSM, but nothing serious.

Chaos T2 - I deep striked some oblits and the terminators with lord in front of loota trucks, my dragons came on, and the flamer killed a lot of a unit of lootas, making them run, while my autocannon pinned the nob bikers (until we realized they couldn't be pinned).  Between my termies, 1 unit of oblits, and my autocannon, I killed both trucks containing lootas, giving me first blood.

Orks T3 - The bikes decided to come back to the front, but they have too far to go to charge this turn.  Lootas shoot, his flyer shoots.

Chaos T3 - One of my terminators is dead, so my lord falls back into the zombie squad, and I have the terminators assault a loota squad, I shoot, flame and vector strike the other 2, so two of the loota squads are running away with less than 5 people, and 1 is wiped out.  I try to deepstrike my remaining oblits too close, and they scatter into the bikes, and back into reserve.

Orks T4 - The bikes hit my terminators, and massacre them - as expected.  2 of his flyers go off the board, the other one comes on, and he mis-calculates the range, my quad-gun brings it down.  Both of his units of lootas rally, and he pumps all his loota shots, and boyz shots into my dragons, and brings one of them down.

Chaos T4 - I try to charge the bikes with the zombies, but roll terrible, like 3 inches to assault through cover.  My oblits land near his shoota boys with gazgul.

Ork 5 - His flyers come back on, and kill my other dragon.  He split his biker boss and charges the 2 remaining CSM in the far left squad (the other CSM squad is still trying to get around zombies to shoot at lootas), while the rest of his bikes charge Typhus and about 16 zombies.  The Boss takes a wound in overwatch, from a plasma gun, and then takes a pistol to the face, dying before he gets to attack.  Typhus loses several zombies, and kills several orks, activating his force weapon.  Gazgul declared the charge (he was going to attack with all of the orks, but right before he ended his movement phase I told him I deep-striked my oblits there to lure his orks off the objective, so he seperated Gazgul.  Gazgul took some wounds, but killed both oblits.

Chaos 5 - Typhus kills the rest of the bikers, with 2 zombie wounds to spare.  Gazgul, caught in the open, takes as much fire-power as I can spare, which enough to do the last wound needed to kill him.

Game ended, Chaos 5 (First blood, slay the warlord, objective), and Orks 3 (objective).

The game was slow until turn 4, because the Ork player plays defensively, and zombies take a long time to cross the long board (especially when they can't run through area terrain), but everything did what it needed to.

Thoughts - Zombies did well.  Had the bikes charged right away, I might have lost the zombies before Typhus had a chance to support him.  I will probably start him in zombies from now on, probably the first row and then, once it takes too many losses, shift to the second wave (which will be right behind the first).  The zombies are a great tar pit against a lot of units, but, according to some quick math hammer, they were only going to last 2 combats against the bikers, which means that the bikes would be free on his turn - not ideal.

The terminators are probably out.  3 with combi meltas cost more than 2 oblits, and have less total wounds, and less fire power.

Typhus.is.a.psyker.  I went 4 turns before I remembered this, and started using his powers, which were awesome against the bikers, although I don't know if they made the difference, since the were still obliterating zombies.

I think I am going back to the flamer on the second dragon.  The auto cannon was good, and it would have pinned 2 units (it pinned some lootas too), but with 6 oblits and a quad gun, I think I need more anti-troop firepower than  anti-air / anti-vehicle.

CSM with mark of nurgle did fine.  I have no complaints, except I am probably going to give the rear detachment a longer ranged weapon - like a missile launcher.

Monday, August 20, 2012

2000 BA vs Orks

Right after the Necrons, I played the same player's Ork army.  It was too late to change lists, so I was still built for scoring vs KP (even though I built the list for a tournament that only plays KP), but at least I didn't combat squad anything.

His list was
3 units of loots (I think 14 per squad)
2 units of Squig Cannons
a unit of 30 shoota boyz
a large unit of nob bikers
2 ork fighter planes (don't remember which specific one, but they each had 3 TL guns, I think Str 7)


Turn 1 BA.  I got to go first again.  This time I kept the assault marines on the table, behind the bikes (so that they can charge sooner - maybe turn 2.  I rushed forward, using the bikes as a screen.  I have fought his bikes before so, while I respected them, I wasn't afraid of them (apparently he reconfigured them, or maybe my list was just that bad this time, because they were a lot more powerful this time).  My whirlwind killed some lootas.

BA Turn 1, right after movement phase
 Turn 1 Orks.  His bikers attacked mine, and even though he rolled badly (his boss got three 1's to wound), he wiped my bikes out (the librarian won his challenge, so he survived, and had to flee, but was caught - so ATSKNF locked him back into combat.  His lootas killed a whirlwind, giving him first blood.

Turn 2 BA - I thought about sending my jump marines into the bike combat, but I decide to jump over it instead, and try to get some points while his bikes were tied up.  (Not wanting to give him more targets for his powerfists).  I do unload my death company, so that they can charge the bikes next turn.  Unfortunately, his bikes finish mine off my librarian this turn (I was hoping that a challenge could keep my librarian alive another turn).  I did manage to assault his shoota Boyz with one unit of assault marines.

BA Turn 2, just before assault
 Turn 2 orks - His bikes shoot and charge into my death company.  His shooting removed all the power axes (He killed 7 to shooting), so I had 3 guys with bolters.  The death company died.  His shooting took out most of the assault marines who were not already in combat.  His planes came in an destroyed a rhino, and my other whirlwind.  My marines were, again, pinned coming out of the Rhino.

Ork Turn 2, after shooting.
Orks killing my Death Company
Turn 3 BA - Knowing that the tactical squad in the river is not going to get away, I move them toward the bikes, to maximize my rapid fire shots.  I position my 3 assault marines not in combat to double charge his artillery units.  His overwatch kills my SGT (I am not sure that artillery can shoot overwatch, but since it says "cannot snap-shot" in the "movement" part of artillery, my opponent argued that the no snap shot only applies if the artillery moves, and there was nothing saying he couldn't fire overwatch.  I am pretty sure I read that if you cannot snap-shot then you couldn't fire overwatch, but I couldn't find the exact rule, and eventually I quit arguing because I realized that even if I double charged, and killed both squads of squigs, it wouldn't change the fact that I was about to be tabled. 

Turn 3 - Orks - His bikes killed my tactical squad, his lootas killed most of my other tactical squad, and I lose an assault marine.  By the end of this turn, I have 1 assault marine not in combat, 6 assault marines in combat (I am winning against the ork boyz), and 3 tactical marines.  We call the game.

Thoughts.   Normally I build pretty good lists, but even considering that I was built for scoring, and my opponent built for KP in a KP game, my list was not good.  You can't win a scoring game if you don't have any units left on the table.  I think part of the problem was all the points put into bikes.  Maybe I used them wrong, they are not assault bikes, so charging them at the enemy is no good.  Using them as a screening unit didn't work well, because if you are screening something into melee, then the bikes are going to end up in melee also - which they are not good for (at least not against a real assault unit).  They aren't scoring, so they can't replace tactical marines in rhinos.  I am not sure what to do with the bikes, but for now I am taking them out of the list.

Saturday, July 14, 2012

1500 BA vs Orks, game 3

So, a third game against orks.  I wanted to try some new stuff, so I took out the Death Company and a whirlwind, and added some Assault Termies, a Storm Raven, and Brother Corbulo, so I had:

1 Libby in Termie armor with a stormshield,
 Brother Corbulo,
a Stormraven,
a 5 man dev squad with 4 missile launchers,
1 assault squad (2 flamers and sgt had twin plasma pistols and a melta bomb),
2 tac squads with MM and flamer,
and 6 assault termies (3 with TH/SS and 3 with 2 claws).

My opponent had:
 2 nob biker squads (1 medic, 1 melee weapon, and 2 power claws, + a biker boss in each squad )
 and 3 squads of 4 lootas

The game was relic and the deployment was hammer and anvil (I don't have my book handy, but I think that is what the second one was called).  I went first. (my BA are blue because I bought the marines on ebay, and am a lazy painter).


BA Turn 1 - I rushed everything toward the football.  I don't know why I kept the tac marines in cover, since he didn't have any ranged weapons that would overpower my 3+ sv.  I made sure Brother Corbulo was in front of the termies, so I could test his bullet catching ability (during the whole game, I never used LOS with corbulo, since there was no Ap 3, so the only difference between him now and him in 5th is that he was able to have all of the wounds assigned to him, which made a difference, but was not game-breaking).  Did a few wounds, which he passed around with LOS, but nothing died.

Ork turn 1 - Shot at some stuff with lootas.  first fired at Brother C and the termies.  Brother Caught 8 loota missiles and shrugged them off, and my opponent didn't shoot at that unit again for 3 turns.  Granted it was probably frustrating to watch him eat all of the missiles, but it's not a stretch to believe that a squad of termies could  make 8 2+, 5+ (armor and FNP) saves, anyway).  Bikers moved up (both units tried to charge my terminators, but he rolled a 3 and a 6 for charges, and he was mover than 6" with both units)


BA Turn 2 - I was all set to grab the relic with my termies when my opponent reminded me it had to be a scoring unit, so I moved them to screen while I moved my remaining full tactical squad up.  I also dropped some assault marines behind the bikes and flamed some.  My Storm Raven came in, but failed to inflict any wounds.  I concentrated all of my fire power on the far bike unit, because I was confident that my terminators could take out the other, which they did, forcing them to flee 17 inches (not enough to be off the board)

Ork Turn 2 - His bikers rallied and one unit of Lootas shot down my Stormraven and it crashed onto my damaged tactical squad, doing 3 wounds, all of which were saved.  Another unit of lootas killed most of my assault marines in the water, and his unit of 2 bikes charged and destroyed my 3 tactical squads.

Turn 3, my jump marines grab the relic, and his lootas shoot them to death, along with killing all but 1 of my devastators.  It was a really short turn, and nothing really happened.

BA Turn 4:This is the last picture I took of the game, the start of turn 4.  Not much happened from here.  My tactical squad grabbed the relic, Brother C and the Libby left the terminators and joined the Tacticals.  The remaining Terminators charged the lootas, and concentrated fire took out the group of 2 bikes.

Orc Turn 4: He moved his bikes into the river and charged my tactcials, after his lootas shot my terminators down to 1 guy with claws.  He charged, but my Librarian and Brother C, at the rear of the tactical squad, managed to finish the nobs off.

BA Turn 5 - Somehow my lone termie makes it to the lootas (a 6 difficult terrain roll and a 9 inch charge though cover.  I kill 3 lootas and survive the counter attack.

Ork Turn 5 - The other 2 groups of lootas fire at my tactical squad, killing the librarian, brother C, and 3-4 marines.  In CC, my terminator kills one more loota before he is overwhelmed.

We roll a 1 and the game ends.  Had the game gone another turn, there is a good chance I would have lost the last 5 guys of the tactical squad to combined fire power of about 38 loots, in which case I would have lost.  As it ended, it was 4 - 2 (he got first blood from my raven and we killed each others warlords)  I might have been on his half of the board in the end, but I don't think so, and we didn't measure since it didn't matter.

I only remembered to use my psyker powers the first turn, and then I remembered to activate my force sword on the 3rd turn (to kill is warlord), so I did not get my money's work from the librarian.  The Stormraven was underwhelming as well.  The whirlwind did a good job denying the lootas (he lined them all out of range of the whirlwind, so even though it didn't get many kills, it added to my control of the battle space in a positive way.  Whirlwinds are alot less useful against multi-floor ruins, half the turns I attacked the bikers with it, even though they were sub-optimal targets, because I just didn't care about killing 1-2 lootas.

Sunday, July 8, 2012

1500 BA vs Orks


Game 2

Played 1500 BA vs Orks today for second game (he made a few changes after our first game):

Blood Angels
1 Reclusiarch - Bolt Pistol and Crozius Arcanum
19 Death Company with Boltguns. +1 Hammer, +1 Powerfist
2 Full Tac Squads (+1 Plasma gun, +1 Lascannon, SGT armed with meltabombs)
1 Full Assault Squad (+2 Flamers, SGT armed with meltabombs and 2 plasma pistols)
2 Whirlwinds
1 Devastator Team (5 Marines with 4 Missile Launchers, SGT has meltabombs)

Orks
4-5 Ork Bikers (medic with squig, most of them had power claws)
Boss on Bike
3 units of 15 lootas
Shoota boyz (20-30) led by boss 
Aegis defense line


Game was Emperors Will, map was Hammer and Anvil.  Looked like it was going to be a tie, since he looked like he was going to camp 60+ orks on his objective. (The white squares are objectives and the picture only shows the significant terrain, there was more stuff - lows walls, aegis defense barrier, etc, but none of it game into play, because I Jumped In or Outflanked past it all).


My warlord got outflank, so I outflanked the death company with the reclusiarch (which ended up being a big game changer).  He put his boyz in reserve, and all of his lootas out of range of my whirlwind.

First turn very little happened, except his bikes moved up the side, everything else was out of range.

Second turn, my assault marines jumped in and burned the right unit of lootas, and chased them off the table.  The double plasma pistols failed me, as my sergeant blew himself up with gets hot!  He brought his ork boyz into the gap left by his lootas, shot my jump marines to death, and his bikes assaulted, and destroyed, one of my whirlwinds.  He moved his loots up, so that he could start shooting some of my Marines.


Turn 3: He assaulted my Tactical Marines (by now he has been shot up for 3 turns - since that unit was the only thing close enough to shoot at by my entire army, so that almost everyone in his bike squad is down to 1 wound.  My death company killed his boyz (but his warboz killed my reclusiarch in a challenge - although he had to make 3 invulnerable saves at 5+ to do it).  I've realized that my marines are going to lose the objective, so I start moving across the water.

Turn 4: My death company shot up the second unit of lootas, killing 13 /15 of them, but also putting them out of charge range.  His bikes assaulted my Devastators (by now he was down to 2 bikes, his boss and a nob). His nob won the challenge, but my other 4 devastators killed his boss before he could attack, making it a tie. My last tactical squad was down to 2 people, and they ran for the objective.


Turn 5:  I moved my tactical squad to the edge of the river, shot the last 2 lootas in the squad that was in the river (although I should have not shot, and charged them instead, to get closer to the last unit of lootas).  My devastators killed the last bike.  My opponent surrendered before his turn, as he no longer had any scoring units, and there were no other points available to him (I had the VP for first blood, linebreaker and killing warlord, he had the vp for warlord.  Just for fun, he rolled to shoot his lootas at the DC, but only got 1 shot each, and didn't bother rolling for wounds.

Thoughts:  I was a little worried after first games that my army was too dependent on the whirlwinds, and if I hadn't happened to bring them and happened to be facing orcs, I would have been in trouble - however, he kept everything out of range of the WW the whole game, so at most, I got a hit on one bike per turn, so they were not game changing.  I like having the cheap sergeant.  They are not going to win a challenge against an IC (although one of mine did), but having that powerfist nob inflict 1 wound toward combat resolution,  instead of 4, saved my devastator squad.  Getting the charge, my death company did much better than the first game, basically tying up his backfield, leaving the bikes with almost no support (still don't know if 19 is needed). Two of my characters killed themselves with plasma this game, bad luck or time to change?  Is three units of troops enough at 1500?  First game I finished with all 3 troop units on an objective (even if one of the only had 1 man), this game I was down to 2 tactical marines.  Outflank saved the day, without, the death company would have ate a lot of missles to get across the board, and his boyz probably would have been able to walk across the field to his objective - so mobility might be a factor in future games.

Saturday, July 7, 2012

1500 BA vs Orks


Played 1500 BA vs Orks today:
Blood Angels
1 Reclusiarch - Bolt Pistol and Crozius Arcanum
19 Death Company with Boltguns. +1 Hammer, +1 Powerfist
2 Full Tac Squads (+1 Plasma gun, +1 Lascannon, SGT armed with meltabombs)
1 Full Assault Squad (+2 Flamers, SGT armed with meltabombs and 2 plasma pistols)
2 Whirlwinds
1 Devastator Team (5 Marines with 4 Missile Launchers, SGT has meltabombs)

Orks
4-5 Ork Bikers (medic with squig, most of them had power claws)
Boss on Bike 
3 units of 12 lootas
hardboyz (15-20?) led by boss
Aegis defense line
2 kans

Game was the Scouring, and Deployment was Dawn of War. (trying to find vassal to include pictures, until then, instead of a blow by blow, I am going to just put the hi lights / comments)

Whirlwinds payed for themselves big time.  The person I was playing had several armies, I knew I would probably be playing Orks, IG, Salamanders or Necrons.  I took the whirlwinds because I knew they'd be decent against everything but the IG parking lot, and even then I could glance some vehicles.  The caused a group of lootas to run off the board after their first turn of shooting, and then destroyed his hardboys (bad rolls kept him in the water for 3 turns, and very few got out of the water alive.

I was careless with the death company.  They were across the river from the bikes; I moved close to get rapid fire shots (was still a little short), I thought the river would stop the bikes from getting the charge, but it didn't even slow them down.  Even with about 24 rapid-fire shots, I only got 2 hits and no wounds on overwatch.  Even without the charge, they lasted 4 rounds of combat - the change to fearless made made a big difference.  By the time the death company was dead, there were 3 wounds, each with 1 wound left.  

The devastator squad was demolished on turn 1 (broke and ran off board after losing 3).  

Tactical Squads did well, but I made a mistake - moved plasma gun and lascannon to front (for best shot), and they were the first casualties when I got hit with lootas.

Assault Troops did well-ish.  They dropped in, and broke a group of lootas, and then finished them off when they rallied.  They got assaulted by two 'kans.  The Sgt killed one with melta bomb.  Second one killed all but one marine.  The marine eventually killed the 'kan with krak grenade (immobilized one turn, and then glanced to death next turn)

Thoughts:  double plasma pistols didn't really do anything.  Since the assault marines are taking out soft targets, I didn't really gain anything by having plasma or being able to select targets.  Make sure to keep heavy weapons in back of squad.  Devastators didn't do much for me this game, but I will keep them for now - although might add some extra marines for absorbing wounds.  The melta-bomb worked brilliantly when the squad got hit by the 'Kans, striking at weapon-skill makes a huge difference, especially for 5 points.  The death company did not rock quite as much as I thought it would (I thought 19 was going to be over-kill, I imagined walking down the middle of the field killing everything in range, and then just walking my tactical squads onto the objectives.)