Episode 39: Let's Have a Talk (Orks vs. Imperial Guard 1500 Points) [League Game]

Thursdays can only mean one thing, a new week for my League! This time there was a pairings issue and I actually got matched against Ian, the gentleman I played a few weeks back with Dark Eldar. Because of that our pairing got broken and I didn't end up with an opponent. Thrown into the uncaring winds of fate I did what anyone would do and took to Facebook. Fortunately someone was available the same day, Simon and his Imperial Guard coming to the rescue.

SPOILERS FOR THE GAME
WILL ALSO BE ADDRESSED IN THE POST-GAME VIDEO
SKIP TO THE ARMY LISTS TO AVOID

So this game was extremely one-sided, as a lot of my games have been. There are a bunch of reasons for this, for example my lists are usually much better than my opponent's list. I put a lot of time into streamlining my armies and I have a lot of experience in making lists, I also know where to go to get good feedback. I think I've also caught onto 8th Edition faster than many players, things like the really small rules interactions that can add up to big advantages. Lastly I'm a rules fiend so I always know most of what my opponent's army can do and I know if something sounds fishy or not, this comes up almost every game where I'll call out a few rules that someone has remembered incorrectly.

All of that can make for one-sided games. While I think I'm far from the best player I seem to be doing quite well locally, although I'm looking forward to some epic smashings in the future. Because of everything I'm going to focus less on my play and more on my opponent's play in the Post-Game section of most Battle Reports. I think that will let me speak to people who don't see the mistakes that were made and could benefit from them. So look for that from now on.

SPOILERS OVER
SPOILERS OVER
SPOILERS OVER


Orks

Da Rippa (Warlord w/ Legendary Fighter)
Warboss on Warbike w/ Big Choppa and Attack Squig
Big Mek on Warbike w/ KFF
Big Mek on Warbike w/ KFF
Weirdboy (Da Jump)
Weirdboy (Warpath)

30 Shoota Boyz & Nob w/ Big Choppa
30 Shoota Boyz w/ 2 Big Shootas & Nob w/ Big Choppa
30 Slugga Boyz & Nob w/ Big Choppa
30 Slugga Boyz & Nob w/ Big Choppa
30 Slugga Boyz & Nob w/ Big Choppa


Imperium

Creed (Warlord w/ Tenacious Survivor)
Pask w/ Leman Russ Executioner, 2 Plasma Cannons and a Lascannon
Lord Commissar w/ Powerfist
Primaris Captain
Primaris Ancient

5 Hellblasters

5 Intercessors
5 Intercessors

10 Infantry Squad Guardsman w/ Vox
10 Infantry Squad Guardsman w/ Vox
10 Infantry Squad Guardsman w/ Vox

10 Veterans w/ 3 Plasmaguns and a Lascannon
10 Veterans w/ 3 Plasmaguns and a Lascannon
10 Veterans w/ 3 Plasmaguns and a Lascannon

3 Autocannon Heavy Weapon Teams


Scenario & Deployment
The Relic (ITC Combined Arms) | Hammer & Anvil

Uh-oh! I've long said the answer to Orks is just enemy Infantry, they're among the most cost-effective ways to deal with pure Boyz. While Simon has some things that aren't great against me such as Pask and the Veterans I think this is a pretty well-rounded list on the Guard side. The Primaris are.....kind of out of place. I don't think Primaris Marines are any good outside of Hellblasters and even they're dicey although the new Transport will help them a lot. As Simon told me though they're just fill points as he's still building up his army, which makes total sense.

I'm taking my usual Ork stuff, I decided to go Boyz heavy at 1500 and leave most of the bells and whistles at home. Just enough to help support me and do some Charges against Vehicles, although I didn't know what I was facing before the game.

Hammer & Anvil is the worst deployment for me, not only is it going to be a long slog but I don't have room to use Da Jump as effectively as I want to. I'm really hoping to make the Charge Turn 1 into something, no matter what, just to put a threat in Simon's face. Overall the Missions is....okay for me. I can get Destroy a Unit easily and I can hold the Objectives very well against such a static Guard list while also denying them from Simon. As I've long said Orks do well on Missions since they're so aggressive, my plan here is to push the Guard way into their Deployment Zone and then run up a win from there. We'll see how that panned out.

Deployment from me was fairly even, I put one Shoota Boyz unit in the back and spread everything else out, another Shoota unit on the left. Da Rippa went on the left as well and both Weirdboys went in the middle. Simon spread out a bit as well, Pask was in the middle with the Space Marines on my right. Most of the Guardsmen went on my left but one Veteran unit claimed a Ruin which had an Objective in it. Creed hangs out in the tall building will all of his targets for buffs.

Since I finished Deploying first I got the +1 for First Turn, a rarity, and won it, also a rarity. Simon attempted to Seize the Initiative but failed, giving me an extremely important Turn 1.








Orks Turn 1

Movement Phase
My Objectives this Turn are to Hold Objective 2, one of which is on the edge of my Deployment Zone and I can easily hold as I move up, as well as Destroy a Unit. My hope is to get enough guns into the Autocannons that I can do the job even if I don't get a Charge off from Da Jump.

Everyone Advances except the Characters, staying in their lanes since matchups are pretty decided and I am fine with them. My melee units are on the Space Marine side and my shooting is on the Guard side, perfect for me. My Da Jump Weirdboy Advances and the Purple Boyz move up a bit to be in range of his ability.

Psychic & Shooting Phase
Da Jump goes onto the Purple Boyz, dumping them on my left flank and within a 10" Charge of two Infantry squads. I decline with cast with the other Weirdboy, I wasn't going to need Warpath on any targets this turn and there's no Smiting to be done so why risk Perils?

Shooting sees most of my guns go into the Autocannons, dealing 3 Wounds, with some spare shots going into each Infantry Squad and killing 1-2 from each. All my Warbikes were out of range and since this list isn't really heavy on shooting I'm happy with the outcome.

Charge, Fight, & Morale Phase
Using my re-roll for 'Ere We Go I'm able to get into both Infantry Squads, losing two Orks to Overwatch. In combat I blow up the unit on the left and leave the other on 5 models and losing nothing back from the few return swings. My Consolidation ties up both Pask and the Autocannons, drastically reducing the amount of shooting I'll be taking on Simon's Turn.

One Guardsman gets executed by the Lord Commissar as they fail Morale.

Score
0 | 0










Imperium Turn 1

Movement Phase
Simon chooses Destroy a Unit, almost impossible against Orks on Turn 1 in this game, and Hold Objective 1 which he has in a ruin that's under no pressure from me.

Not much moves except the Primaris who all walk up into Rapid Fire range. Pask and the Autocannons both Fall Back. I was able to encircle the remaining Infantry Squad, keeping me in Combat since they can't Fall Back.

Psychic & Shooting Phase
Creed gives "Get Back in the Fight" to the Autocannons, Re-roll 1's to Hit to the Veterans, and has the Infantry Squad Fight, although they do nothing. All of the Space Marines shoot into the Red Boyz, killing about half of them as I refuse to pass almost any Invulnerable Saves, while most of the Guardsmen shoot my Blue Boyz and kill a few. Overall I'm still in good shape and still have a healthy unit in Simon's lines which he is going to struggle to shift.

Charge, Fight, & Morale Phase
Both the Lord Commissar and a fresh Infantry Squad Charge the Purple Boyz in an effort to clear them out, the Marines hold their ground. I lose a few Orks from the Commissar and one from the Infantry Squad but my strikes back kills the damaged Infantry Squad and takes 6 models from the other. Unfortunately I won't be able to Consolidate into Pask again because of the Lord Commissar and friends.

None of my units run since I have a unit for the Red Boyz to leech off of with Mob Rule.

Score
0 | 0







Orks Turn 2

Movement Phase
Having achieved both of my Objectives I roll Destroy a Unit and get a friendly unit within 12" of the enemy Deployment Edge. Destroying multiple units is no problem this turn and I planned to Da Jump my Pink Boyz behind enemy lines anyways for further disruption.

Again everyone Advances except the Warbike Characters, unfortunately I'm a bit restricted on the right flank and won't be able to get as many models into Combat as I want without some big Charges. My Blue Boyz are aiming to surf off the Infantry Squad and get deeper into the Imperial lines, I don't consider the Marines much of a threat so I'd rather clear out the shooting elements and then sweep around.

Psychic & Shooting Phase
Da Jump goes off again onto the Pink Boyz, putting them, barely, between the Veterans and the Primaris blobs. They're unlike to do much this turn but it does achieve on of my Maelstrom Objectives and gives my opponent a hard unit to think about. Warpath goes on the Green Boyz at the cost of a Wound on my Weirdboy from Perils of the Warp.

Shooting is just a few potshots at the Veterans in the ruins and Primaris since almost everything Advanced or is in Combat. One Intercessor unit takes 3 Wounds, the other takes 1, Shoota Boyz just keep proving their worth!

Charge, Fight, & Morale Phase
My Warboss Charges both Intercessor Squads, taking 1 Wound for his trouble. The Red Boyz Charge all the Primaris unit, losing 2 models. I'm able to use these to tie up the Captain and Ancient which means my Warboss isn't in much danger. The Green and Blue units also get in to help me move up the board.

In Combat the Lord Commissar and Infantry Squad falls, allowing me to again Consolidate into Pask. Simon Counter-Attacks with the full Intercessor Squad, killing an Ork or two. After all my Chargers I've killed one Marine unit, left the other on 3 models, and killed 2 Hellblasters in return for very little. Most of Simon's damage came from the Ancient letting models attack as they die, his dice rolls were truly awful.

Score
2 | 0 for the Orks










Imperium Turn 2

Movement Phase
Simon did hold his Objective last turn but didn't destroy a unit. This turn he rolled Objective 2, which is in the ruins on my right side where his Veterans are, and destroy a unit. My Red Boyz are looking shabby but I can almost certainly stop him from holding the Objective by moving my Pink Boyz.

Pask again Falls Back, not having fired a single shot this game, while one of the Veterans units move to try and cover his retreat. Everything else is either in Combat or holding still.

Psychic & Shooting Phase
First Rank Fire, Second Rank Fire goes onto both Veteran units and the Autocannons get re-roll 1's to Hit. All this manages to almost wipe out the Purple Boyz. Some Pistols go into the Reds and kill more of them.

Charge, Fight, & Morale Phase
I intentionally removed casualties to let the Captain get out of Combat and Charge the Warboss, at this point the game is tilting a bit and it's all in fun. Simon does just that, killing the Warboss with the Powerfist, while the rest of his units leave my Red Boyz on 2 models. In return I finish off the Intercessors and put two Wounds on the Captain.

There's no Morale checks to make so we go back over to me.

Score
2 | 1 for the Orks



Orks Turn 3

Movement Phase
Again I achieved both my Objectives last turn, this time I choose hold Objective 1 and 2, combining them both for 3 Points. I can simply move both Big Meks back and get this done but I'd rather move one back and steal the other from Simon.

My Blue Boyz Advance to remove the Veterans in the middle and again tie up Pask, Da Rippa goes with them while the Big Mek moves back to the Objective. Pinks just move up normally since I have no Warboss near them to allow for an Advance and Charge. The other Big Mek just moves up to help cover Pask but also Charge something if needed. Finally what remains of the Purples prepare to take care of the Autocannons.

Psychic & Shooting Phase
Smite goes on the Captain, doing 3 Moral Wounds and 2 back to me for Perils. I also Smite the Hellblasters, doing 2 Wounds. Shooting kills a few Veterans on the right and one Autocannon, as well as removing a few central Veterans.

Charge, Fight, & Morale Phase
My Big Mek Charges the Hellblasters while the Pinks and Blues each get into a Veteran unit, losing a model each. The Purples Charge the Autocannon and Da Rippa goes for a greedy re-roll to try and get Pask but instead can't get into anyone.

In Combat I kill the Captain and the Hellblasters, along with both Veteran units and get models into Pask. In return I lose one Red Boy, keeping the unit around, and some more Green Boyz from a Counter-Attack by the Captain.

At this point Simon concedes the game as he only has the Primaris Ancient, Creed, one Veteran unit, and Pask left who's in Combat. I have two nearly full units, two depleted units, and a half strength unit along with Psykers, Big Meks, and Da Rippa.

Score
4 | 1 for the Orks


Major Victory for the Orks!


Post-Game Thoughts


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