Episode 43: Don't Call It a Comeback... (Orks vs. Salamanders 2000 Points)

Do I even do Battle Reports anymore? Do I even play 40K anymore? I was under the assumption I just worked all day and then collapsed into a chair.

WELL NO MORE!

I'm back on track with games and preparing for a tournament on Sunday. *excited noises* Today I got in a game with the first person I ever played 8th Edition against, Edward. Normally an Ork player Edward decided to take his Primaris Space Marines army since he didn't want to play the mirror-match. I was all for that since I think my Ork build man-handles most Ork armies so there's not a ton of information to be gained there, although it would have probably been a fun game.

I'm running my same Shoota Boyz list with a very minor tweak in Characters. For now I'm focusing on getting faster at playing the army while also keeping my positioning correct. This is hands down the hardest part of the army to get right, I have 6 extremely important Auras and also have to manage my Smites with models around each Weirdboy. In practice I just overload hard right away and then play it safe later on, or skimp early until I can eat through the screens. Anyways, that is my focus now and as I keep playing this army.



Orks

Warboss w/ Big Choppa & Attack Squig
Warboss w/ Big Choppa & Attack Squig

Big Mek on Warbike w/ Slugga and Kustom Force-Field
Big Mek on Warbike w/ Slugga and Kustom Force-Field

Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy
Weirdboy

Mad Dok Grotsnik
Painboy w/ Grot Orderly

29 Shoota Boyz and Nob w/ Shoota and Choppa
29 Shoota Boyz and Nob w/ Shoota and Choppa
29 Shoota Boyz and Nob w/ Shoota and Choppa
29 Shoota Boyz and Nob w/ Shoota and Choppa
29 Shoota Boyz and Nob w/ Shoota and Choppa
29 Shoota Boyz w/ 1 Big Shoota and Nob w/ Shoota and Choppa



Salamanders (Space Marines)

Captain in Gravis Armor w/ The Salamander's Mantle
Primaris Lieutenant w/ The Burning Blade (Purchased w/ Command Points)
Primaris Librarian w/ Force Sword

Primaris Apothecary
5 Reivers w/ Grapnel Launchers
Redemptor Dreadnought w/ Heavy Flamer, Gatling Cannon, Icarus Rocket Pod, 2 Storm Bolters

5 Intercessors
5 Intercessors
5 Intercessors

3 Inceptors
3 Inceptors
3 Inceptors

5 Hellblasters
Repulsor w/ Heavy Stubber, Gatling Cannon, Twin Lascannon, 3 Stormbolters



Scenario & Deployment
Big Guns Never Tire | Hammer & Anvil


I deployed in a pretty normal formation, four units up front and two in the back to protect my Characters from all the Deep Strike and to be potential Da Jump targets. Overall I'm as pressed forward as I can be and have my Weirdboys up front since Smite is the literal name of my game.

Edward put the Inceptors into Reserve but deployed everything else specifically to limit my Deep Strike options, completely cutting off everything but his front lines. Definitely a solid move by him since getting into Combat is one of my best ways to mitigate offense. The Hellblasters and one Intercessor unit went into the Repulsor which didn't really matter since I have so many more Deployments no matter what configuration Edward used.

The Forest in the center of the board was agreed to block LoS in totality but the first level of the Ruins didn't block LoS as per usual for ITC Rules.

Unfortunately I failed to Seize the Initiative so I am finding myself in a bit of a spot.

Pre-Game Thoughts

Well this looks brutal. 9 Interceptors? That's 18 Heavy Bolters. With a Captain. And Lieutenant. And guys to stand in the way of the T5, 3+ Save models so I cannot Smite them and will have a hard time shooting them. The rest of the list is fine as generally Primaris Marines are just not worth the points, including Interceptors, but they counter me pretty effectively.

We decided to play a Rulebook Mission since I forgot my tablet and Edward didn't have the ITC Packet on him. I then rolled Hammer & Anvil which is the worst possible deployment for me in a Mission where my opponent has no requirement to advance. So not quite a true test of a tournament game since most TO's won't run Eternal War Missions but close enough.

Overall I was expecting a hammering this game and I was going to rely heavily on Smite to get me through. It's going to be very hard to get to the Repulsor/Dreadnought so hopefully I can tie up the latter and just....ignore the former. I'm also going to have to kill the army as quick as I can to limit the re-rolls, sadly a decent portion of the army has Fly which is a problem.

Since I can't rely on the Mission it's just rush at the Marines and see what happens. I likely won't be able to get much out of Da Jump because of the Deployment although it's still a good tool for just pushing up the board. Overall I felt pretty dicey about the game and it feels like a lot will come down to my Psychic Phase and my ability to roll 5++ Saves.








Salamanders Turn 1

Movement Phase
There's very little movement from the Primaris side as the Repulsor backs up a bit but stays within 30", same as the Dreadnought. All the Inceptors come in although only one unit is in shooting range, the others are hiding and preparing for next turn.

Psychic & Shooting Phase
Veil of Time goes on the Reivers, Edward was under the misconception that this allowed them to go first against Chargers which I corrected on my turn.

Shooting was the calm before the storm with most shots coming from the Repulsor and Dreadnought. This killed 4 of the Blue Boyz with some good defensive rolls from me and most guns being out of range except the Gatling Cannons, Lascannons, and few Intercessor shots.

Charge, Fight, & Morale Phase
The Salamanders are not looking for nor in range for Combat and I'm nowhere near taking Morale tests so we pass over to me.






Orks Turn 1

Movement Phase
Advaaaaaaaance. Everything runs as far as it can although I move the Weirdboys up a bit far and am almost out of Da Jump range. Overall I retain my general positioning and move up the board since there's not much else I can do.

Psychic & Shooting Phase
Da Jump goes on the Green Boyz although I decline to cast Warpath on them. My goal is to get them on the right flank and pick the Reivers off to get an easy unit and also start boxing the Salamanders in, which I shouldn't require extra Attacks and Wounds on my Weirdboy for. I do get one Smite off on the Inceptors and do 6 Mortal Wounds, wiping the unit.

Shooting doesn't get me much except 1 Reiver, most of my army is out of range and/or LoS.

Charge, Fight, & Morale Phase
I attempt a Charge on the Reivers since the one casualty pulled them out of Overwatch range, however that means I need a 12. Overall it was probably a mistake to shoot the Reivers since a successful Charge would have gotten more casualties and moved me up the board for the risk of one Overwatch shot.



The amazing, disappearing Inceptors.



Salamanders Turn 2

Movement Phase
Nothing moves except the Inceptors and surprisingly the units in the Repulsor stay inside, which is slightly less shooting coming my way. The fly-boys backup while staying within shooting range.

Psychic & Shooting Phase
Might of the Ancients goes on one of the Inceptor Sergeants and Veil of Time goes on the other unit, this is when I corrected Edward on how the power works.

Shooting is mostly concentrating on my Green and Purple Boyz as Edward is attempting to remove individual units. I've mentioned in the past that I don't think this is the way to attack my army but it's how most people feel comfortable playing. Both units go to barely over 10 Models as the Green Boyz have no defensive Auras. They also take a Shock Grenade from the Reivers so no Overwatch for me.

Charge, Fight, & Morale Phase
The Reivers Charge my Green Boyz but roll horribly and kill 1, I pull 1 down in return. In Morale I use 2 Command Points to keep the Green Boyz around as they've taken enough casualties to run and don't have any nearby units to keep them in line, in this game I'm going to need every body I can get.






Orks Turn 2

Movement Phase
This Turn I need to hit pretty hard so almost everything Advances again as I hope to get some Charges off. My Painboy and Grotsnik manage to heal up the few Wounds my Weirdboys took last turn and I position my Big Meks to cover as much of the army as I can. My Warbosses get some poor Advance Rolls so I have to leave a few stragglers from the Blue and Red Boyz in order to get them in their Auras.

Psychic & Shooting Phase
I put two Smites into the Reivers which finishes them off as I take a few Wounds in return. I also get a Smite on the Inceptors on the left, killing 2 of them. In hindsight this was another mistake, I should have left at least one Reiver alive so I could use it as a Charge point for my Pink/Red Boyz. Edward is still pretty far back with his main army so I needed another turn of getting up the field and the one Reiver was never going to survive my Combat Phase. I also had no other Smite targets on the right due to range and LoS so killing the Reivers netted me nothing there.

Shooting puts a few potshots from Advancing units onto the Inceptor, netting me a Wound. I was hoping to keep him alive so I could Charge and possibly Consolidate into the Dreadnought but it wasn't a short Charge so I wanted to hedge my bets a bit. I also put two units into the Intercessors on the right, killing 2 and wounding another.

Charge, Fight, & Morale Phase
I'm finally able to get into Combat as the Blue Boyz Charge the lone Inceptor for no loss and the Purple Boyz get to the other Intercessor unit with 1 loss to Overwatch. The Primaris Lieutenant does a Heroic Intervention to help out against the Purples.

In Combat I kill the Inceptor and consolidate into the Dreadnought which kills 2 Boyz but now won't be able to shoot. My Purples pull down one Intercessor and wound another but take quite a few losses, their only goal was to tie things up and stop as much shooting as I can.

Morale doesn't cost me anything as the Blue Boyz are close enough to lend some Leadership to the Purples.












Salamanders Turn 3

Movement Phase
The Dreadnought Falls Back from Combat to the rear of the Space Marine army. Both the Intercessors and Hellblasters disembark from the Repulsor, the Intercessors form a defensive line around the Dreadnought and plasma-wielders. Edward finishes consolidating his army by moving the Inceptors back behind some crates and putting the damaged Intercessor unit up front to absorb Smites. Finally the Apothecary heals a Wound from the Intercessors in Combat with the Purples.

Psychic & Shooting Phase
Both Smite and Might of the Ancients attempt to come out from the Librarian with Smite killing a single Ork and the other power failing to cast even with a re-roll.

Shooting concentrates entirely on my Blue Boyz, removing the entire unit with a huge array of Rapid Firing guns.

Charge, Fight, & Morale Phase
The damaged Intercessors Charge into my Purple Boyz, and do two Wounds one of which goes on the Nob. I then interrupt and swing at the Charging unit, leaving only the Sergeant with one wound. I was hoping to destroy them completely as there was only 3 Wounds to get through but I didn't roll well which means I'll have to waste a Smite on that Sergeant.

The Lieutenant and other Intercessors then finish off the squad and decline to Consolidate.





Orks Turn 3

Movement Phase
Ere' We Go! Most of my army Advances except a few Characters and I'm able to get a Warboss in range of all my key units. The Pinks and Greens are wrapping around the right flank to box the Inceptors in and cover my Weirdboys, it's pretty clear at this moment that I have to win with the Psychic Phase.

I do hang a few Characters out in the wind with the goal of getting Charges off on the Intercessors/Hellblasters to limit what shooting I can, although the Vehicles are what's truly causing me problems and they're safe in the back.

Psychic & Shooting Phase
Again I drop some Smites which remove the Intercessor Sergeant, the Lieutenant, and the other Intercessor unit up front. Edward did get a Deny the Witch off as I got a few low rolls.

Shooting mostly goes into the Inceptors but only does a Wound, I also do a Wound to the final Intercessor unit on the left.

Charge, Fight, & Morale Phase
My Big Mek Charges the Intercessors without taking damage and my Red Boyz get into the Captain who's then reinforced by the Librarian and Apothecary. I wasn't hoping to actually kill any of the Characters I'm just trying to box Edward in and keep units closer to his army than my Characters are. As is I'm pretty close to winning on attrition since he has very little to protect the Inceptors and Dreadnought with now.

The Big Mek finishes off a wounded Intercessor and takes no damage back thanks to Toughness 5. Unfortunately the Red Boyz whiff completely and take a good amount of casualties in return. In Morale no one runs and I still have a good amount of Boyz clogging up the frontlines, as planned.







Salamanders Turn 4

Movement Phase
Edward is determined to kill some of my Weirdboys this turn meaning he needs to clear some models out of the way. The remaining Intercessors Fall Back while the Hellblasters move up to shoot the Big Mek, the Inceptors move back over the crates right in front of the closest Weirdboy.

Edward considers Falling Back with all his Characters to be able to shoot the Red Boyz but decides not to, hoping he can get enough damage in the Psychic Phase and and from Pistols to remove them.

Psychic & Shooting Phase
Smite and Might of the Ancients are both stopped by my Weirdboys.

Shooting in now stymied from hitting almost any of my Characters, although the Hellblasters do put 4 Wounds on the Big Mek and my Weirdboy gets smoked by the Inceptors who also take out a few Pink Boyz. The Dreadnought and Repulsor open up on the Pinks as well, removing most of the unit.

Charge, Fight, & Morale Phase
Charges from the Hellblasters and Inceptors go off into my Big Mek and Red Boyz. My Big Mek manages to survive by making all his Armor Saves and then kills a Hellblaster while the Red Boyz are wiped out without being able to attack.








Orks Turn 4

Movement Phase
At this point I can enter mop-up mode a bit. What's left of my army Advances as everyone will be in range of a Warboss. Healing goes off from both my Painboys as they did all game, I think at this point they'd healed nearly 10 Wounds. This puts a Weirdboy back to full and gets a Wound back on the Big Mek.

Psychic & Shooting Phase
My Psychic Phase is predictably brutal although Edward does stop two Smites as my bonuses are drying up. Even so I kill the last of the Intercessors and Inceptors, leaving the army wide open.

Shooting does nothing as I Advanced and Edward makes the few Armor Saves I inflict on him.

Charge, Fight, & Morale Phase
An avalanche of Charges goes off with Grotsnik and a Weirdboy getting into the Hellblasters, the 'Ard Boyz getting into all the Characters and Hellblasters, and a few Weirdboys plus a Warboss making contact with the Apothecary.

Combat has me killing the Apothecary, leaving the Captain on 1 Wound, and killing the Hellblasters. In return my Warboss dies to the Captain and Librarian while I lose a few 'Ard Boyz.






Remaining Turns

Edward Falls Back with the Librarian, Captain, and Hellblasters. I block one of his Psychic Powers, the other gets a Perils which does 3 Wounds. Shooting removes a good chunk of the remaining 'Ard Boyz after which Edward Concedes the game. On my next turn I'm going to melt the remaining Characters and likely take Wounds off the Vehicles while surrounding them and controlling two Objectives just in case the game ends so there was really no way out.


Major Victory for the Orks!


Post-Game Thoughts

Ordinarily I think I lose this game easily, 9 Inceptors with a Captain is really hard to deal with when I have no applicable shooting. I'd have to chew through the whole army, even the Vehicles, with proper positioning to really get to them. Having a Rulebook Mission means I can't apply any Maelstrom pressure so Edward can just bunker up. That's the main issue with the Core Missions, they don't matter and the game becomes gunline vs. gunline.

The Salamanders list wasn't optimized of course, no Ancient or Lieutenant are some obvious changes and the Chapter Master upgrade is pretty much a no-brainer for the army in this matchup. All in all the army obviously has issues with armor or high Toughness threats although it was a good test of how much punishment I can absorb.

I probably should have been a bit more aggressive with Deep Striking my units up and trying long Charges, that'd be my only option to get through the army and into the Inceptors. Weirdly I don't have much to say about this game, it really came down to Edward misplaying the Inceptors so I could kill them before I took too much damage. I'm well aware that my army can be shot up by a tooled up anti-Infantry army but that's very rare right now. That's just not really the meta right now and even in a casual setting people often run tanks, monsters, etc.

That's all I've really got this time, no video where I ramble for 30 Minutes. And that may be the best prize possible. :P

No comments:

Post a Comment