Episode 32: The Dark Re-Vengeance (Orks vs. Dark Angels 2000 Points)

It's Fourth of July week for those of you in the United States and that can only mean one thing...I'm gonna play a lot of Warhammer. Inside. Out of the heat. Away from the sun. And warmth.

I kicked the week off with a rematch of Dark Angels versus my Orks, my Tau are currently sitting in some paint remover and waiting on the correct bases to show up from Amazon. I'm up against Michael and his burgeoning Dark Angels, now with a few more games under his belt and some tweaks to his army.


Orks
Zhardsnark Da Ripper (Warlord w/ +1 Attack on the Charge)
Warboss on Warbike w/ Big Choppa and Attack Squig
Warboss on Warbike w/ Big Choppa and Attack Squig
Big Mek on Warbike w/ Kustom Force Field and Rokkit Launcha
Big Mek on Warbike w/ Kustom Force Field
Weirdboy (Warpath)
Weirdboy (Da Jump)

30 Shoota Boyz w/ 3 Rokkit Launchas and a Nob w/ Big Choppa
30 Choppa Boyz w/ 3 Rokkit Launchas and a Nob w/ Big Choppa
30 Choppa Boyz w/ 3 Rokkit Launchas and a Nob w/ Big Choppa
30 Choppa Boyz w/ 3 Rokkit Launchas and a Nob w/ Big Choppa
30 Choppa Boyz w/ 3 Rokkit Launchas and a Nob w/ Big Choppa
30 Choppa Boyz w/ 3 Rokkit Launchas and a Nob w/ Big Choppa


Dark Angels
Captain w/ Relic Blade and Master-Crafted Boltgun
Librarian w/ Force Stave and Boltgun (Mind Worm & Aversion)

Dreadnought w/ Heavy Flamer and Assault Cannon
5 Terminators w/ Assault Cannon
5 Terminators w/ Assault Cannon

6 Scouts w/ Sniper Rifles and 1 Missile Launcher
10 Tactical Marines
10 Tactical Marines
Rhino
Rhino

3 Inceptors

Predator w/ Autocannon and Two Lascannons
Predator w/ Twin Lascannon and Two Lascannons


List Discussion in the Post-Game Thoughts Video at the end of the Battle Report


Scenario & Deployment
The Relic | Hammer and Anvil

We played on a fairly average city fight board, a few Craters to spice things up. Me and Micheal decided pre-game that the ground flood of all the Ruins and the counts-as Ruins in the middle would block LoS, I highly recommend this as 8th Edition requires LoS blocking terrain in a high volume.

For Deployment I tried out my new, theory-crafted, formation or running Orks in 12x3 bricks to as to get three units in range of each KFF if needed, this worked out well and didn't hamper my movement or unpacking of the list. Each "flank" had a Warboss and a Big Mek, I put a unit in the back center and one more on the right. The back center unit is my Da Jump target so they don't need to be taking up space. Zhardsnark and a Weirdboy held the middle so they could go where I needed.

Michael dropped everything in a pretty balanced fashion. Both the Inceptors and Terminators went into Deep Strike, as they almost always should and he did this as the first three deployments which is the best way to do it. One Rhino with cargo went on each soft flank, the Predators and Captain went on my right along with the Scouts. A Dreadnought and Librarian reinforced on the left.

Michael finished deploying before me and since we are doing ITC Rules (highly recommended), he got +1 to go first and indeed won the roll. However I was able to Seize the Initiative and took the first turn to try and avoid some shooting.







Orks Turn 1

Movement Phase
I Advance with everything except most of the Characters, keeping my general formations. The Pink Boyz just move as does their Weirdboy with Da Jump. Zhardsnark stays in the middle but tightly wrapped with infantry and my other Weirdboy does much the same. My focus is on retaining my KFF bubbles, which I manage to do on everyone but the Green Boyz who have two models out. My positioning continues to need refinement.

Psychic & Shooting Phase
I decline to use any Psychic Powers, Da Jump wouldn't be able to get me into the Scouts as there isn't enough room to place all my guys and there's no other target I want to hit. I resolved to just wait until next turn and see what Michael does. I also have no need to cast Warpath since Michael is unlikely to Charge me.

Shooting sends most of my Rokkits into the Rhinos, doing 3 Wounds to the rightmost one. Dakkaguns just bounce off the Transports as I don't have many good targets.

Charge, Fight & Morale Phase
None to be had.






Dark Angels Turn 1

Movement Phase
Both Tactical Squads jump out of the Rhinos but hold their positions outside of Rapid Fire range. Predators also both shuffle up to get in Stormbolter range, the Captain moves to put his Aura on the right flank units (my perspective). Lastly the Librarian moves up a bit to wedge in near the Rhino and the Inceptors come down on the right flank, near the Ruins.

Psychic & Shooting Phase
Aversion goes onto my Green Boyz, giving them -1 to Hit until the next Dark Angels Psychic Phase. All the Dark Angels shooting then comes online, focusing on my White and Green Boyz on the right flank. It's clear at this point that Michael wants that to be his strong flank as he has a bit more over there and is dumping all his shooting into it.

When the Phase is done I've lost 11 Orks from the White unit and 9 from the Green. Things could have been worse but the KFF really helped me out even though I rolled a bit cold with it.

Charge, Fight & Morale Phase
Since both my units can leach Leadership from the back unit I'm okay, although they would have been fine on their own.







Orks Turn 2

Movement Phase
All my upfront units Advance and I blow a Command Point to get a better roll on the Red Boyz, they need to make a Charge this turn. The Pink Boyz and 'Ard Boyz walk in order to fire their Rokkits normally, all the Characters move normally and I relocate the Warboss on the left to the right, still leaving him within range of the Red Boyz.

Psychic & Shooting Phase
Warpath does on the Green Boyz to counteract the -1 to Hit, Da Jump puts the Pink Boyz in the back of the Dark Angel lines. My hope is to tie up some of the Predators and maybe the Dreadnought, I don't like the look of that Heavy Flamer.

Shooting puts Rokkits into the Inceptors, killing two, and I put five Wounds on the Lascannon Predator just with the Shoota Boyz. I also manage to kill four Marines from the left Tactical Squad, the right unit makes a bunch of Armor Saves and hangs tough.

Charge, Fight & Morale Phase
'Ere We Go! My Green Boyz Charge the Rhino with the intent of Consolidating into the Tactical Marines, I'd rather take their punches than their Shooting and a Charge. White Boyz get into the Rhino and last Inceptor, on the left my Warboss Charges the Tactical Squad and takes a Wound. The Red Boyz Charge the Rhino and Tactical Squad, I'm just trying to tie up as much as I can. Unfortuantely the Pink Boyz fail all their Charges, even with a re-roll, and lose three to the Predators.

In Combat I kill three Tactical Marines on the left and put a few Wounds on the Rhino. The Inceptor gets dragged down and I do another two Wounds to the Rhino. In return I lose two Green Boyz and a Wound on the Warboss. My White Boyz Consolidate towards the Scouts and Rhino.

Michael uses two Command Points to make the Tactical Marines immune to Morale and I didn't take enough damage to force any checks.














Dark Angels 2

Movement Phase
Intent on hitting back the Dark Angels Characters move to the right flank and the Dreadnought trudges to the Pink Boyz. Both Terminator units come down behind my Blue Boyz on the left flank.

Psychic & Shooting Phase
Aversion goes into the Green Boyz again but I'm able to Unbind Smite, Aversion went off on too high a roll. What little shooting is open kills eleven Pink Boyz and ten Blue Boyz, I pull some good casualties to pull the Blue Boyz out of Rapid Fire range.

Charge, Fight & Morale Phase
Hoping to hold the backfield the Dreadnought makes it in, taking a Wound from Shootas. My Weirdboy Heroically Intervenes in to poke with his stick. The Captain also gets into the White Boyz. With a very canny Charge from the Dreadnought I won't be able to Pile In with all my Boyz and the Nob will also be out, lessening the retaliation.

Fight Phase goes well for me as I kill the Captain and put a few Wounds on the Dreadnought in return for three models each from the Pink and White units. My Greens also take another casualty but keep chipping away at the Rhino and Tactical Squad, dragging another one or two down. The other Tactical Squad is wiped out, as is their Rhino, but it doesn't Explode. My Red Boyz Consolidate towards the Dreadnought.

Again there's no relevant Morale so we move right along.















Orks Turn 3

Movement Phase
We're going for the throat now but have a lot of Terminators to deal with. To that effect the 'Ard Boyz and Blue Boyz both head that way, 'Ard Boyz Advancing. All my available Characters also go towards the Terminators, although the wounded Warboss and a Big Mek keep pressing forward to tie up more stuff. Red Boyz prepare to Charge the Dreadnought and get as many in as they can while my final Weirdboy moves for a Smite on the Terminators.

Psychic & Shooting Phase
I try to Smite the Dreadnought but I'm stopped with a clutch double sixes from Michael, however one Terminator goes down from another Smite. Shooting dumps all available Rokkits into the Predators and Terminators, killing one and dealing a Wound along with some Pistols and Dakkaguns. I'm also able to finish off the Predator with some really good rolls.

Charge, Fight & Morale Phase
With a flurry of Charges I send the Warboss into the Librarian, the Big Mek into the Predator at the cost of three Wounds, the Red Boyz into the Dreadnought, and everyone but the 'Ard Boyz who fail their roll into the Terminators, mostly into the center unit.

Combat is bloody as I kill a unit of Terminators and two from the other, leave the Dreadnought with one Wound, the Librarian with one Wound, the Rhino with one Wound, and the Tactical Squad down to four. In exchange my Big Mek in the Terminator combat takes three Wounds, my Weirdboy dies to the Dreadnought, my Warboss takes three Wounds, and I lose a few Boyz.











Dark Angels Turn 3

Movement Phase
There's no Movement as everything is in Combat and the Scouts hold their position.

Psychic & Shooting Phase
Mind Worm goes off on the Warboss but Smite fails, leaving me with one Wound. Snipers and the Missile Launcher take out five 'Ard Boyz.

Charge, Fight & Morale Phase
Again we go into a bloody Combat Phase. The Librarian fails to finish off the Warboss and dies in return, my Big Mek also does a Wound to the Predator. Finally the Dreadnought succumbs as does the Rhino, which Explodes finishing off the Tactical Squad, a Scout, and a few Boyz. I pull down the last two Terminators leaving my Big Mek on one Wound remaining.

At this point we decide to call the game, I have a lot left and Michael only has a Scout Squad which will be double Charges and shot up badly next turn, along with a Predator which will also be triple Charged and probably take a lot of Rokkits.







Major Victory for the Orks!


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