Episode 30: No Pictures, Some Text (Orks vs. Imperium 2000 Points) [No Pictures, Super Rambly]

Hey guys, I got in a game today that I wanted to talk a bit about. I'm not going to do a full Battle Report for it since it was kind of a bad game, not bad in unfun or one-sided, it was just super sloppy. My opponent was playing his first 8th Edition game and I forgot my Movement Trays at home so things were not off to a good start.

I took a variant on my Green Tide list, dropping all the Weirdboys and the Trukk (save one Psyker), instead picking up more support elements. Here's the quick and dirty:

Zardsnark
Warboss on Bike w/ Big Choppa and Kombi-Rokkit
Big Mek on Bike w/ KFF and Rokkit
Big Mek w/ KFF, Rokkit, and Grot
Painboy w/ PK and Grot
Grotsnik
Weirdboy
6x 30 Boyz w/ 3 Rokkits and Big Choppa Nob (5 Choppas, 1 Shoota)

I think is the best Green Tide list I can build at the moment. The Rokkits are a great inclusion as they give me some game against Transport Spam, Flier Spam, and so on. Smite will just not do it, a canny player will never fall for it. Zardsnark is Forge World model recommended to me by a reader, he's incredibly good for the minor point increase over a normal PK Warboss on Bike and really helps out with Vehicles.

I went up against a weird Imperium list, here's a super quick rundown:

Inquisitor w/ Needle Pistol and Null Rod
3x Acolytes w/ Needle Pistols
3x Demonhosts
Immolator w/ Twin Heavy Flamers

10 Sisters w/ Flamer and Heavy Flamer, Imagifier
Rhino

8 Assault Terminators, 3 TH/SS, 5 LC
Land Raider Crusader
Emperor's Champion

Chaplain w/ Jump Pack

Sniper Assassin
Skull Faced Assassin
Stealthy Assassin

20 Crusaders, even split, w/ 1 PF and 1 PA

3 Penitent Engines

This is a pretty fluffy fun list, we ended up playing Kill Points since he didn't want to play The Relic. I'm not going to get too much into the game, I ended up winning as we called it with him having the Chaplain, the Inquisitor, the Emperor's Champion, a Rhino, 6 Sisters, and the Sniper Assassin versus a Warboss, a Big Mek on Bike, two full Boyz squads, two half full Boyz squad, and an almost empty Boyz squad. This was also heading into my Turn 4, so I'm likely to nearly table him.

Some highlights were the Land Raider Crusader holding up 30 Boyz for two full round when it only had four Wounds left, the Emperor's Champion killing my Warlord and Zardsnark, and a huge combat in the middle which started on Turn 2 and didn't end, involving 4 Boyz units, a Weirdboy, a Painboy, the Crusaders, the Land Raider, the Terminators, the Emperor's Champion, and Zardsnark.

While the game was a pretty average game, I did learn some things of importance:

Rokkits Are Good
I killed two Penitent Engines, put 6 Wounds on the Land Raider, killed a few Sisters of Battle/Crusaders, and that was all in two turns. Rokkits are worth the cost and will really help me deal with Rhinos, Razorbacks, and general Tanks where I can live without killing them but I need to drop their BS. They also give my units something to do early game, so I can either Advance or be a little slower and shoot.

Shootas Are Great
I'm going to bump to two units of Shootas. Typically the one I have if my Da Jump target but having another one leaves me with a unit in the back that can contribute. I almost always have a unit that does nothing in the game because they can't get in, this would let me do some work with them.

KFF + Painboys Are Great
I could see the disappointment on my opponent's face when he'd unload the Crusader and kill like five Boyz. It's really easy to position the Boyz sqauds so they each have a KFF, a Painboy, and a Warboss and I can split the army easily. Painboys also give me badly needed Powerklaws, Grotsniks is particularly good, and I could have opened the Land Raider much earlier this game if I focused it properly.

Zardsnark Is Good
For barely more than a regular Warboss he's pretty good. I wish he didn't have Big Shootas since they're literally useless compared to Dakka Guns for me but his five, 2+ Powerklaw attacks are amazing. He'll definitely be my go to can opener and his threat range is absolutely insane. I could have used him much more effectively this game, he put five Wounds on the Crusader then died, instead he should have been terrorizing the Sisters and more backline stuff.

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I think Green Tide is the best Ork build, as I always have. I've seen Kan Walls, Mork/Gorkanaut spam, Mechanized, Jump Pack spam, it all has too many weaknesses. Green Tides loses to the truly Tier 1 lists, Stormraven spam, Conscript spam, probably Tau Commander spam (notice a theme?) but it's a super viable army. I've given up even trying to beat Stormravens, they're the best thing in the game until the meta pushes them out. Ironically a meta where Stormravens are the best would be great for my list since people will load up on Lascannons and other big guns which do nothing to me.

Anyways, sorry for the super truncated and rambling Battle Report. I played incredibly sloppy as did my opponent, I just didn't have my head in the game. It would have been a complete blowout if I played better, I threw Zardsnark away, didn't get Grotsnik into much, wasted so many turns fighting the Land Raider and Immolator. Oh well, all lessons for the future. Hopefully I can do better this week in other games.

Episode 29: The Red Games Go Faster (Orks vs. Dark Eldar 2000 Points)

The week of games marches on, potentially crushing my life under a tidal wave of Warhammer 40K games which consume my every being and render my into a homeless plastic junkie. But for now it's pretty fun. So that's good.

This time I got another game in with Dan, a local player that I played a 1000 point game versus Necrons with and got pretty smashed. I asked to play against his Dark Eldar this time around, which he'll be playing in our upcoming league, since I've played quite a few Necron games and wanted to get a broader feel for the game. To. The. Lists!


Orks

Warboss on Warbike w/ Big Choppa and Shoota
Warboss on Warbike w/ Big Choppa and Shoota
Big Mek w/ Kustom Force-Field & Grot Oiler
Big Mek w/ Kustom Force-Field & Grot Oiler
(Warlord w/ 6+ Save)

Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy (3x Da Jump & 4x Warpath)

30 Shoota Boyz w/ a Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob

Trukk w/ Big Shoota


Dark Eldar

Archon w/ Huskblade and Splinter Pistol

9 Kabalite Warriors w/ 1 Splinter Cannon, 1 Shredder, 1 Blast Pistol/Agoniser

Raider w/ Dark Lance, Bladevanes

9 Reavers w/ 3 Blasters & Grav-talons, 1 Agoniser

10 Hellions w/ 1 Agoniser

5 Scourges w/ 4 Dark Lances
5 Scourges w/ 4 Blasters
10 Scourges w/ 4 Splinter Cannons, 5 Shardcarbines

2 Cronos w/ Spirit Vortexes

1 Voidraven w/ Voidraven Missiles

1 Razorwing w/ 2 Dark Lances
1 Razorwing w/ 2 Dark Lances


List Thoughts

I'm taking the same list as always although I put in two Big Meks. I love this list overall but I'm not sure whether two Big Meks, two Painboys, or a combination are what I should go with. It's really close and I have to play with it a lot. The Big Meks are really hard to position.

Dan's list looks really cool. I love the Dark Eldar fliers, they're really powerful multipurpose units and are a big threat to my Characters/Trukk if I don't position things correctly. Similarly the Scourges can hit from anywhere and give a reactionary element to the army. The list is overall super fast, not strange for Dark Eldar, although the Cronos are kind of an anvil unit. Overall I wasn't super familiar with Dark Eldar, I've seen the Venom/Flier spam list but I wasn't knowledgeable about Hellions, Bikes, and so on.

As per usual there's some things I'm scared of and some things I don't care about. However most of the Dark Eldar is actually of some use against me, most of the Fliers I'm going to ignore because they don't shoot all that much against me, and of course the anti-armor Scourges. Everything else is actually a threat in some way, although the Cronos are probably low on the totem pole. Dan's army is a lot more maneuverable than me bu I have a lot more durability so it's my job to take the punch and then deliver two back.

Scenario & Deployment
The Scouring | Hammer & Anvil


We actually rolled Kill Points AGAIN but decided not to play it since first of all I'm tired of playing it and it's also a big advantage for me with proper play. So we rolled again an got The Scouring, which is much more interesting.

Most Objectives went down pretty centrally, which was good because with Hammer & Anvil having them end up in the Deployment Zones can be really hard to get on. My army is a bit slow in Hammer & Anvil while Dan has nothing that can camp except maybe the Fliers with some planning. Random Game Length complicates that though.

I did my typical spread, just pushing hard up front and this time I did leave room for my Meks to get up front, along with my Warbosses. Getting better! However I noticed an issue with my deployment where I need to deploy Boyz units in a 7x4 row. Using my templates this has two places horizontally and one vertically, that makes it way easier to stay inside of KFF range as I start moving and make deployment less congested. This can lower the amount of coverage I have on the table but I spend so much time Advancing I think it's okay.

Dan put the Fliers really far back and the Scourges in Reserve. The Raider hid out behind a ruins while the Hellions and Reavers each took a flank, Cronos backed up the Hellions. This seemed like a good spread, Dan has the speed to redeploy should he need to so there was an option of a refused flank after dropping all the Scourges but I could have easily just arrived in waves and easily covered my Characters.

Dan finished before me and I failed to Seize the Initiative so first turn goes to the Dark Eldar. Dan also gave +1 Strength to Hellions and +1 Attack to Reavers via their Combat Drugs.










Dark Eldar Turn 1

Movement Phase
Putting his superior speed to use, Dan moved the Fliers up in a V formation to get some shooting done but not expose them to Smites/Shooting just yet. Hellions and Reavers also moved up to get within Charge range and do some shooting. The Raider held a mid-field position, although in range of Shooting for the passengers, and one unit of Scourges with Dark Lances came down on my bottom-right to try and have a go at the Trukk.

Psychic & Shooting Phase
Shooting was a nice spread, Dan cleverly is trying to get my units under 20 models to get rid of my bonus attack. I think this is the way to go against Orks because it's just not reliable to blow up a few units and have them take Morale but stripping the +1 Attack is a reasonable goal.

My Red Boyz lost 6, Unpainted Boyz lose 2, Smurfs lose 2, Ardboyz lose 2, and the Dirty White Boyz lose 10. Some of these units were not under the KFF Auras because I'm still working on my Deployment, as I mentioned I will be trying the 7x4 formations in future games. Overall the casualties weren't too bad for the guns Dan has.

The Scourges do some amazing whiffing, missing with three shots and then I make a KFF Save on the last one. We played Deep Strike as you do NOT take a -1 to Hit with Heavy Weapons, that's how I read the rule at least. I'd love a correction/citation if I'm wrong though.

Charge, Fight & Morale Phase
Dan does a Charge with the Reavers and Hellions, making both and I don't do anything with Overwatch. Dark Eldar decide to start with the Hellions as they're fragile and I'm extremely likely to counter-attack. I also lose another two Dirty White Boyz because of the Grav-talon on the Reavers, which takes away my +1 Attack. Curses! My Big Mek does a Heroic Intervention as I'm pretty sure all the Reavers will die before Dan gets a turn again.

The Hellions hit well and take me down to about half the unit. I also made a positioning mistake, not allowing a little gap for my Warboss since he could have gotten in and helped. I used 2 Command Points to activate the Dirty White Boyz and killed 3 Reavers, removing 9 attacks.

Dan punches back, killing a few more guys but I hang in there. My Mek chips in for a wound and my Red Boyz kill all but two of the Hellions. Dan uses two Command Points to pass his Hellion Morale check and the Reavers pass on their own.

Score | 0-0
















Orks Turn 1

Movement Phase
Well I've taken the punch, now it's time to go on offense! My Weirdboyz exit the Trukk and the unengaged Boyz rock up the table. My hope is to get into the Cronos and Raider while just generally taking control of the middle. This will allow Dan to use his Scourges more effectively but I think I have the numbers to weather the storm. My Big Meks advance to try and keep the 5++ Save going and the Warbosses move up to let me Charge.

Psychic & Shooting Phase
Warpath goes on the Pink Boyz and I Da Jump them to the left, eyeing the Cronos. Unfortunately I place the unit poorly and deny myself tons of LoS for shooting, I could have easily gone back a bit more and gotten my shooting! Just a mental error. I also throw a few Smites into the Scourges and kill them all, taking a Perils on the Da Jump Boy and one Smite Boy.

Shooting kills the remaining Hellions with Pistols and puts a Wound on the Reavers. I try to Dakkgun the Raider/Cronos but don't get through.

Charge, Fight, & Morale Phase
My Warboss goes into the Cronos, absorbing the Overwatch easily, and the unpainted Boyz/Pink Boyz join him with some good Charge rolls. My other Warboss gets in on the Reavers and my Smurfs crowd around the Raider. I do use 'Ere We Go on one Charge after some consideration and ended up making it.

I start with the Pink Boyz on the Cronos since the Reavers aren't too scary of a Counter-Attack at this point and I don't mind if Dan blows two of his last three Command Points. The Pink Boyz severely wound one Cronos, Dan then Counter-Attacks with them and kills 3 Unpainted Boyz, healing a wound. I then go through my Chargers, killing a Cronos and wounding the other, killing all the Reavers but one, and doing 8 Wounds to the Raider.

The Reaver Sergeant passes Morale and I pass the turn, having earned First Blood.

Score | 1-0 for the Orks












Dark Eldar Turn 2

Movement Phase
Dan got a good punch in the mouth last turn so he has to recover now. All the Fliers gun it over my army, dropping bombs and looking to get some shots on the Weirdboyz. I lose several models from the Smurfs due to the once per game mine. Meanwhile the Reaver Withdraws as does the Raider, after dropping off its cargo.

Both remaining Scourge units come down, the Dakka Scourges eyeing the Red Boyz and the others hoping to help with the Weirdboyz. Dan's list has some great counters to that little package I take, so many Deep Strikers and Fliers!

Psychic & Shooting Phase
Two Weirdboyz die to the Jetfighter and Scourges, the Trukk also takes 7 Wounds but is still holding strong. Kabalites dump into my Smurfs, killing quite a few, and the Reaver Sergeant does nothing along with the Raider. All but two of my Red Boyz go down to the Dakka Scourges, leaving me without a unit close to them. My Ard Boyz take most of the attention from the Fliers but they roll poorly and my Force Field Saves are on point so I lose very few.

Charge, Fight, & Morale Phase
With no Charges from Dan we go to fighting. The Cronos puts down another couple of Boyz and heals but then drowns in a tide of attacks and the Warboss. My Unpainted Boyz Consolidate towards the Kabalites since I ended with them. Luckily the Cronos doesn't blow up all over my face.

I use two Command Points to pass Morale on the Smurfs and let the Red Boyz run since they have no friends around to leech Leadership from.

Score | 1-0 for Orks











Orks Turn 2

Movement Phase
The back and forth continues but I feel comfortably ahead. My goals for this turn are to finish off the vulnerable elements and then start coasting to a Scenario win with superior numbers. However those Dakka Scourges are a problem and will require a Warboss to help with.

Weirdboyz hold fast while my Ardboyz just move to try and help with the Blaster Scourges. My right Warboss goes after the Raider while the Smurfs/Unpainted/Warboss are looking for the Kabalites. My Big Mek just Advances to try and survive and the Pink Boyz hold still since I plan to Da Jump them into the Dakka Scourges. Finally the White Boyz are aiming for the Reaver Sergeant.

Psychic & Shooting Phase
Da Jump on the Pink Boyz fails, even with using a Command Point for a re-roll, which is really unlikely but things happen. I Smite the Jet off the table, it doesn't explode, but I take some more Perils without casualties.

Pistols put a Wound on the Reaver and kill all the Kabalites, with help from the Warboss, while the Raider is unmolested. Having failed to jump into the Scourges and put 60 delicious shots into them the Pink Boyz just stand around.

Charge, Fight, & and Morale Phase
My Warboss goes into the Raider, taking a Wound from the Dark Lance, and my two units plus Warboss get into the Archon. My Ard Boyz fail a Charge into the Scourges, even with a re-roll, and lose a few for their trouble. The Trukk then tries but dies to Overwatch without exploding, and the Weirdboyz man up and get in with two taking no damage. Finally the Reaver gets Charged.

In the fight phase I kill everything but two Scourges as the Archon's 2+ Invulnerable can't hold out forever against my insane volume of attacks. Luckily the Raider doesn't explode. We have no relevant Morale Checks but I do pick up Slay the Warlord.

Score | 2-0 for Orks

At this point Dan decides to call it as he has two Scourges left, the Dakka Scourges, and two Jets. I'm likely to lose my Weirdboyz next turn and some other models but then the Ard Boyz are going to finish off the Blaster Scourges, I'm almost certain to get a Da Jump off and kill the Dakka Scourges, and then the Fliers cannot do enough damage to keep me off the Objectives as I just crowd around the KFFs. I'm also at decent odds to kill off one of the Fliers if they get too close or at least drop one a profile to lower the offensive output.











Major Victory for the Orks!

Post-Game Thoughts

Episode 28: All Your Tomb Worlds Are Belong To Da Boyz (Orks vs. Necrons 2000 Points)

The week of a million games marches on! Today I got an after work special in with Matthew and his Necrons. Me and Matthew have played a few times before in Age of Sigmar, including in tournament play, and I've managed to get the better of our encounters. However 40K is a new game and Necrons are looking quite tough. Anyways, to the army lists!

Orks

Warboss on Warbike w/ Big Choppa and Shoota
Warboss on Warbike w/ Big Choppa and Shoota
Big Mek w/ Kustom Force-Field, Grot Oiler, and Kustom-Mega Slugga
(Warlord w/ 6+ Save)

Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy (3x Da Jump & 4x Warpath)

Mad Dok Grotsnik

30 Shoota Boyz w/ a Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob
30 Slugga Boyz w/ Big Choppa Nob

Trukk w/ Big Shoota


Necrons

Overlord w/ Resurrection Orb and Warscythe
(Warlord w/ +1 Leadership Aura)

Cryptek
Cryptek

C'Tan Shard of the Nightbringer
6 Deathmarks

10 Immortals w/ Gauss Blasters
10 Warriors
15 Warriors
15 Warriors

Ghost Ark

Doom Scythe

4 Canoptek Scarabs

Doomsday Ark


List Thoughts

I have made some small tweaks to my army, bascially dropping a Weirdboy in exchange for Bikes on my Warbosses. I think this is a positive trade since not only do I guarantee my Advance + Charge Aura, which is vital for this army, but I can reach further into my opponent's army to tie up shooting units. This is very important against armies like Necrons, Tau, IG, stuff that wants to have me get into their front lines, Withdraw, shoot, rinse and repeat.

I am considering dropping Grotsnik for another Big Mek with KFF, the army suffers most from shooting and most guns have SOME AP, so with the Painboy ability I'm only getting a 6+. I also recently learned that, by wording, the KFF doesn't need to be entirely over the unit, just partially over the entire unit. I'd love two Meks on Bikes but I just don't have the points.

Matthews list is a pretty all arounder, this was his first game of 8th Edition. Warriors are super solid and the Necron backbone, although I prefer two units of twenty. The Doomsday Ark seems overpriced and conflicted with it's guns, I'm also finding that C'Tan Shards are pretty crappy. Scarabs are a good screen, hope to see more of those, The rest is all pretty standard, Immortals are awesome with an Overlord although I expect to see them with Tesla in almost all situations.

As usual I have things I can ignore and things I need to kill. The Warriors and Immortals are priority one, the Ghost Ark is also up there. Everything else is pretty whatever, they're quality attacks and that's why I'm designed to beat.


Scenario & Deployment
No Mercy | Hammer & Anvil

No Mercy again! If I get this Scenario anymore I might ask to not play it, I think it's really bad since you can get list building wins and it's boring in terms of strategy. But we marched on this time so it is what is it is. This time we got Hammer and Anvil which is probably good for my army since I can so easily envelop the Necron army unless they decide to castle up in the corner. That's one of the reason this mission sucks, in Shooting vs. Assault armies the guns will just castle in the corner to win if playing optimally.

Deployment was pretty simple, I'm just pushing up and taking up a lot of the table. My Psyker Trukk hides out in a Ruins to avoid the Doomscythe and Doomsday Ark. Grotsnik goes left, Mek goes right to get some shooting defense up and a Warboss goes on each side as well. I'm a bit more weighted towards the right since I think it will be easier for me to take, I can then sweep around and reinforce the left. Hopefully.

Matthew did a pretty even split, although the Ghost Ark went to my left with a unit inside. CTan is a bit central as are the Immortals, hiding out in some nice cover. Scarabs play interference for the Shard.

No back and forth Deployment, I dropped first and finished decently ahead of the Necrons. Matthew decided not to try and Seize the Initiative, so I got to go first without a fuss.













Orks Turn 1

Same as usual all my units Advanced with the exception of the Warbosses thanks to their sweet speed. The Mek got a poor roll and lagged behind but is still covering what he needs to. Again I neglected to leave him a hole to deploy up front, I really need to write a notecard for this as its a continual error. Same for Grotsnik although he Advanced well. Two Weirdboyz hop out of the Trukk right next to my Shoota Boyz who I did correctly deploy. Improvement!

My Psychic Phase sees Warpath and Da Jump go off on the Shoota Boyz without any Perils, an ideal outcome. I drop my Shootas on the right, my goal is to take out the unit of Warriors there since they're the only thing keeping me off that flank. Matthew decided to counter-deploy his Deathmarks to have some shots at me, however I only lost three Orks.

In Shooting I wipe out a base of Scarabs and leave a few Wounds on another thanks to the Warbikes and I pump all my Shootas into the Warriors which downs a four. I then Charge into the Warriors with the Shootas, losing another dude but making the Charge without a re-roll. I don't Charge the Weirdboy as I positioned him a bit poorly.

Combat takes the Warriors down to four models and I deny the Cryptek an Intervention with good positioning. In return I lose one model and Matthew uses two Command Points to auto-pass the Morale. I Consolidate into the Deathmarks to tie them up.

Score | 0-0











Necrons Turn 1

Reanimation Protocols gets five Warriors back up. With a lot of Boyz in his face Matthew did some shuffling. The Ghost Ark powerslides up to get into Rapid Fire range while the left Warriors back up to avoid a Charge. The Shard floats on over to my Shoota Boyz and the Scarabs move to block my other units. Meanwhile the Doomscythe flies over to my front lines and everyone else holds fast. My Will Be Done goes on the Immortals.

Shooting has everything on the left into my Blue Boyz, killing a good few thanks to the Ghost Ark, and the Doomscythe dumps shots into the White Boyz. Doomsday Ark goes into the same guys as does the C'Tan shots, the power (6's do Mortal Wounds) go into the Pink Boyz. Overall I take reasonable casualties but nothing crazy.

Next up is Charges, the C'Tan gets into my Boyz but the Scarabs and Cryptek decline to get in. The Shardcuts three of my dudes down, I blow two Command Points to Counter-Attack and wipe out the Warriors before I lose my +1 Attacks thanks to numbers ability. I also manage to remove two Deathmarks. In return I lose a few back but overall come out way ahead.

Consolidation gets more guys into the Deathmarks and C'Tan, I'll be focusing on clearing out the right flank and continuing with my game plan.

Score | 2-0 for Orks










Orks Turn 2

My Weirdboyz jump out of the Trukk which then moves up as I no longer care if it dies. I did forgoet about one Weirdboy since he was behind a building, whoops! Everyone else Advances except the White Boyz who will be getting some sweet Pistols into the Scarabs. My Warbosses move way up while still being safe from shooting, I'm looking to tie some stuff up with him or reinforce where needed.

Psychic Phase blows the Doomscythe down to two Wounds with Smite although I do take a few Perils. I also remove a Scarab base with a Smite. Shooting finishes off the Scarabs and does a few Wounds to the Ghost Ark, which is exactly what I needed.

Charges are all out, I have the Warboss Charge the Ghost Ark to absorb Overwatch which does nothing to him. I then get in with the Blue Boyz, Red Boyz get into the Immortals losing a few, and I get another unit into the Deathamrks on the right. I tried a Charge with the Warboss into the Cryptek but failed, I could have put him into the C'Tan but that's risky and I need him around.

Combat is brutal, I destroy the Ghost Ark which doesn't explode, however one Warrior dies from falling out. I also wipe out the Immortals with an avalanche of attacks and some poor save rolls, the Deathmarks die as well and the C'Tan takes some Wounds. In return I lose a few Boyz from a couple units.

Finally I consolidate the Red Boyz into the Warriors with Overlord, the Blue Boyz and Warboss into the Transport Warriors, and move the stuff on the right forward and into the C'Tan.

Score | 6-0 for Orks













Necrons Turn 2

At the start the Warrior gets back up and the Doomscythe heals a Wound, back up to three. My Will Be Done goes on the big Warrior unit. Pretty much everything is in Combat and doesn't Withdraw but the Doomscythe flies into my backlines.

Necron shooting kills a few more Boyz with the Doomsday Ark and a Weirdboy dies to the Doomscythe which also does a Wound to my Trukk. We then go into Charges as the Crypteks and Overlord get in. I take a few casualties on some units but kill the C'Tan Shard and the Transport Warriors. My Blue Boyz and Warboss then consolidate towards the remaining Warriors.

Score | 8-0 for Orks









Remaining Turns

I stopped taking pictures at this point but we did end up playing the full five turns because Matthew wanted to. At this point the game is totally over, I can't lose no matter what happens as the army doesn't even have enough attacks to get the required Victory Points.

Basically I did significant shortcutting on my turns which would have otherwise ended the game sooner. I killed the Doomscythe and both Crypteks along with many of the Warriors, although many of them got back up with the Res Orb. Meanwhile the Warboss is chasing the Doomsday Ark all over and smacking it around while the other begins chopping Warriors.

At the end of the game I could have easily tabled the Necrons but I'd lost one Weirdboy and killed everything but the Doomsday Ark. That is, what we call a one-sided game.

Major Victory to the Orks!


Post-Game Thoughts