Episode 44: It's Like Deja Vu All Over Again (Orks vs. Salamanders 2000 Points)

Twoooo games in twoooo days. Among my favorite phrases in all of Warhammer, and perhaps the world. This time I was playing against Jacob and his.....Salamanders. Which are all Primaris. Same as my last game. Hmmmmm.

I'm still preparing for my tournament on Sunday so that means Orks, Orks, and more Orks. I have no complaints about my current list even after throwing it into the teeth of some pretty good counters. I've been able to pull out the wins even in these situation which feels great. I still don't think Orks will be able to compete against the truly gross armies that you can make right now (all of which are Imperium) but that's a pretty good spot to be in for a Joe Schmoe Xenos Faction. I'm continuing to try to play fast which mostly involves Movement and the Psychic Phase. Weirdboys are a significant slow down factor because I constantly have to measure all the Orks in range of their ability. To this end I think I'm going to pick up a ring to use as a template, I probably dedicate nearly 10 Minutes per game just to measuring out all that crap.



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)

Primaris Captain (Warlord w/ Iron Resolve)
Primaris Chaplain
Primaris Lieutenant
Primaris Lieutenant w/ Power Sword

Primaris Ancient w/ Standard of The Emperor Ascendant
5 Reivers w/ Grav-Chutes and Combat Knives
5 Reivers w/ Grav-Chutes and Combat Knives
Redemptor Dreadnought w/ 2 Storm Bolters

5 Intercessors
5 Intercessors
8 Intercessors

3 Inceptors

5 Hellblasters
5 Hellblasters
Repulsor w/ Twin Lascannon, Las-Talon, Onslaught Gatling Cannon, Icarus Rocket Pod



Scenario & Deployment
Big Guns Never Tire (ITC Variant) | Hammer & Anvil

Ugh. At least I have a shot at going first this time. Once again I'm playing with a long field and little room to Deep Strike although Jacob's list is much more well-rounded, which plays into what I'm bringing. We're also doing an ITC Mission which means I get Objective Secured and can apply pressure via Maelstrom Objectives.

As typical I deployed with four units of Boyz of upfront, then Characters, then units in the back. Jacob has a lot of Deep Strike to threaten my Weirdboys with so I need to be very careful about keeping them bubble-wrapped. Jacob mostly bunched up on the left although the Repulsor with the big Intercessor unit, Chaplain, and Lieutenant went on the right. I put my Weirdboys down last, allowing me to focus them on the left although one went right to Da Jump my Pink Boyz.

My priority was the Inceptors, which were in Deep Strike along with the Reivers, and the Dreadnought. Jacob also has a brutal combination of re-roll 1's to Hit, 1's to Wound, and the Banner which allows his guys to shoot/fight when they die on a 3+. This combines with the Auras and the Salamanders Chapter Tactic since it doesn't say once per Phase. I expect this to be a very common build with all kinds of fun things. Like Guilliman. Kill me now.

Fortunately I was able to win the roll to go first and Jacob failed to Seize the Initiative so I'll be able to get up the board and hopefully not get torn up too badly.








Orks Turn 1

Movement Phase
For Objectives I have Destroy a Unit and Hold Objective 1. Objective 1 is in my Deployment Zone so I'll easily have that and if I can get a Turn 1 Charge I'll likely kill a unit and also get First Strike as a tertiary score.

I Advance everything except for my Pink Boyz. With how Jacob positioned I can Deep Strike on the left, get some good shooting into the Intercessors, and if I make the Charge tie up quite a few units.

Overall I kept the same positioning, I don't want to start pulling away from the right just yet since it would allow the Repulsor and its cargo to run wild. My Purple Boyz spread out to cover the backfield against shenanigans.

Psychic & Shooting Phase
I debate putting Warpath on my Pink Boyz but decline, I'm unlikely to need the extra attacks to kill 5 Intercessors that I also shoot and I'm almost certain to Perils which puts me in a hole early. In hindsight I should have done so, because healing is done in the Movement Phase I can pick up both Weirdboys and I get much better odds at wiping out whatever I Charge.

Shooting claims two Intercessors between the Pink Boyz and some stray shots from the units that Advanced.

Charge, Fight, & Morale Phase
My Pink Boyz are able to make the Charge, only declaring the Intercessors. I lose 1 model from Overwatch but get 11" which allows me to Pile In on the Dreadnought, as well as the other Intercessor unit. The Captain Heroically Intervenes although the Lieutenant and Ancient decide to hide in the ruins.

Combat wipes out the Intercessors, giving me my Maelstrom Objective and Fist Strike. I lose a few models to the Captain but since he doesn't have any Strength buffs he's not doing too much in Combat. The Dreadnought also claims 4 Boyz and the other Intercessors claim a few more.

This leaves me with 14 Boyz and I use 2 Command Points to make them immune to Morale. They certainly wouldn't all have ran but I want as many models in Jacob's face as possible early game so it was worth the cost to me.







Salamanders Turn 1

Movement Phase
Jacob rolls Destroy a Unit and have three units in his Deployment Zone with none of mine.

To that end the Dreadnought Falls Back from Combat, hoping to shoot again later. The Repulsor floats out from behind the ruins but is still hanging back. Finally the Inceptors drop in behind my lines while the Reivers decide to delay their arrival.

Psychic & Shooting Phase
My Purple Boyz get ripped into by the Inceptors, kill 7. Most of the remaining army is in single shot range, or out completely, only inflicting a few losses from the Hellblasters and Repulsor. Overall this was very few losses so I'm in good shape heading into Turn 2.

Charge, Fight, & Morale Phase
Nothing Charges to reinforce the Captain and Intercessors and Jacob begins with the former, only killing a few. I drop another Intercessor and then lose another few models in return. This leaves me without having to contend with Morale, nearly guaranteeing I'll deny Jacob his Maelstrom Point.







Orks Turn 2

Movement Phase
I score both my Maelstrom Objectives for a good start to the game and I have a commanding position on the Relic although I'm not going to pick it up until later. This time I roll Destroy a Unit and hold Objective 1 again, so far excellent rolls.

Again all my units Advance except the Purple Boyz who backpedal to handle the Inceptors in case I can't Smite them off the board. I'm still holding strong on the right until the Repulsor is empty as I don't want to get flanked or have units behind me. I manage to heal the damage taken from Da Jump last turn.

Psychic & Shooting Phase
Three Smites go onto the Inceptors, removing them all for a few Wounds on various Weirdboys. Unfortunately I'm just out of range from the other units so my offense is still being bottled up.

Shooting puts a Wound on a Hellblaster but I have no other real targets with the ongoing Combat and everything else being a bit back.

Charge, Fight, & Morale Phase
I try some long Charges into the Captain but fail both of them, needing an 11 or so on both.

In Combat I drop another Intercessor and lose 8 Boyz, forcing me to use another 2 Command Points to stay in Jacob's Deployment Zone and get a Maelstrom lead. This certainly puts a dent in my Command Points but I think it's worth it since Maelstrom can be hard to catch up on, especially with the options Jacob has.










Salamanders Turn 2

Movement Phase
Jacob scores 0 Points as he failed to wipe out any of my units and couldn't keep my out of his Deployment Zone, not a bad reward for 4 Command Points. He rolls Destroy a Unit and hold Objective 2 which is in the ruins Jacob has under control.

Everyone jumps out of the Repulsor which then flies over to the right and the cargo goes left. Nothing else moves but one of the Reiver units comes down on my left flank, closest to a Weirdboy.

Psychic & Shooting Phase
Shooting primarily goes into the Blue and Red Boyz as they're the closest threat, removing about a third of each unit. The Reivers put 2 Wounds on my Weirdboy and Pistols kill a few Pink Boyz. Again I didn't take much damage although I'm not doing much in return so the game is in a weird spot.

Charge, Fight, & Morale Phase
The Reivers fail their Charge into the Weirdboy, sparing him for the coming turns.

Combat kills the remaining Pink Boyz although I do claim another Intercessor and do a Wound. My unit was able to kill 8 Intercessors, tie up some shooting, deny 2 Maelstrom Objectives, and stop the Dreadnought from shooting for a turn. Not bad.







Orks Turn 3

Movement Phase
Once again I completed both my Maelstrom Objectives which gives me a nice lead, although Jacob will also score two on his upcoming turn. This time I rolled Destroy a Unit and control Objective 1, which should be simple to do.

I really need to get into Combat this turn so everyone runs up again, the Green Boyz form a circle around the back of my army since there's still a Reiver unit in Reserves. Again I intentionally leave the Relic alone, I'd prefer to see all the Reivers come down first and then grab it with a Warboss and get out of dodge.

Psychic & Shooting Phase
Smites kill the last 2 Intercessors from the smaller unit and also 3 Reivers, I'm still out of range to Jacob's bunker but I am chipping away.

Shooting kills 3 Intercessors from the large unit on some awesome dice rolls, hitting on 6's isn't so bad when you have 100+ shots.

Charge, Fight, & Morale Phase
My Purple Boyz, a Warboss, and two Weirdboys Charge the Reivers, I definitely want them done to secure my Objectives. All the Blues get into the Captain and both the Red Boyz and 'Ard Boyz combo into the Intercessors and friends.

All in all I do 5 Wounds to the Captain, kill an Intercessor, and finish off the Reivers to get Destroy a Unit. I lose 12 Red Boyz back as the Characters take a heavy tole, 3 Blues also bite the dust. I wasn't quite able to get the 'Ard Boyz in where I needed but they're in Combat now and after Consolidating they're in position for next turn. My 'Ard Boyz also grab the Dreadnought in Combat with a Pile In so no more shooting from that monstrosity.

Sadly I wasn't able to get my Purples back onto Objective 1 so I surrender that. I should have daisy-chained them onto the Objective as they didn't even swing, the Warboss killed the Reivers by himself. It's very important I don't surrender the Maelstrom lead since I'm practicing for a timed environment so this was a pretty dumb mistake.













Salamanders Turn 3

Movement Phase
Jacob got both of his Objectives for a score of 4-2 in my favor. Jacob rolls hold Objective 2, which is in the ruins, and Destroy a Unit. These are pretty likely with the ongoing Combats so I really have to make sure I score both of mine at the next opportunity.

With most things locked up the Repulsor moves to Charge the 'Ard Boyz, the Reivers also come down with an eye on the left flank Big Mek.

Psychic & Shooting Phase
My Big Mek takes some Pistol shots, ending up with 3 Wounds done. I lose a few other models from the Hellblasters and Repulsor but mostly all my units in range are either in Combat or are Characters. At this point the game is getting pretty grindy so shooting is definitely not going as far as it could.

Charge, Fight, & Morale Phase
The Repulsor Charges the 'Ard Boyz but the remaining army holds tight to avoid Smites and incidental Ork fists. I take no damage from the Repulsor but use 2 Command Points to Counter-Attack with the Blue Boyz. This finishes off the Captain, netting me Slay the Warlord and getting rid of a powerful Aura.

Jacob goes to the Dreadnought, killing 4 'Ard Boyz who then manage to deal 3 Wounds to the Intercessors. I then get punched back pretty hard which kills all the Red Boyz.






Orks Turn 4

Movement Phase
Having only scored one Objective last turn I'm up to 5-2, about to be 5-4. I roll two Destroy a Unit results which should be simple with the Reivers and damaged Intercessors.

I position a Weirdboy, Warboss, and Painboy to Charge the Repulsor, if I can get it down a profile I should be able to limit its output for the rest of the game. The Green Boyz also move towards it. My Purple Boyz and remaining uncommitted elements Advance towards the Reivers, as does my leftmost Big Mek.

Psychic & Shooting Phase
As always the Smites rain down, killing 3 Hellblasters, the last Intercessors, a Wound on the Repulsor, and claiming 2 of the Reivers.

Shooting does a Wound to the Hellblasters and kills another 2 Reivers.

Charge, Fight, & Morale Phase
The Warboss and Big Mek Charge the Reiver Sergeant while the other Big Mek crashes into the Lieutenant and Chaplain. All the Characters on the right Charge the Repulsor, I decline a Charge with the Green Boyz just to save time and they're unlikely to do more than a Wound. Ideally I would make that Charge but I'm practicing for a time sensitive environment so wasting time positioning all those guys for no real payoff would be a bad decision. Finally the Blue Boyz Charge both Hellblast units, losing 2 models.

I kill off the last Reiver, netting me my other Maelstrom Objective, I also drag down a Hellblaster and the Chaplain. 2 Wounds go on the Dreadnought and I bring the Repulsor down to 5 Wounds. In return all of my Blue Boyz die save the Nob and a lot more 'Ard Boyz go down. Sadly the Big Mek also gets smashed. I use my last 2 Command Points (having used some re-rolls during the game) to keep the Nob around as he's tying up a whole Hellblaster unit.











Remaining Turns

Jacob takes his turn, Falling Back with the Repulsor. My Nob dies to Pistols and the Repulsor kills some more Gren Boyz. Combat has a few more 'Ard Boyz go down and I drop the Dreadnought to 7 Wounds. At this point Jacob concedes the game, I'm likely to finish the Hellblasters with Smites and get some models into the Lieutenant and Ancient in the ruins. The Repulsor is on its last legs and likely to go down from some Character Charges, and of course I can grab the Relic with the Green or Purple Boyz.


Major Victory for the Orks!


Post-Game Thoughts

Once again I don't have a ton to blab about regarding this game. That might not be surprising since it's very similar to the last game I played. I do feel Jacob's list is much stronger and more optimized that the last Salamanders one I ran into, the Ancient is just so insane with that Banner and Salamanders push it even further. Without it Jacob kills quite a few less models, at least 20.

Regarding lists I think the Captain certainly needs to either be fightier via another Relic or upgraded to a Chapter Master, depending on the game. The list could also use more anti-tank, there's really only the Repulsor and the Dreadnought in Combat. Hellblasters are alright against vehicles but they're fragile. I mean Primaris armies don't have many options against vehicles outside of taking Predators, Dreadnoughts, stuff like that so it sort of is what it is.

I continue to be unimpressed by Reivers, they don't have a strong role. They aren't great in Combat, they're just Marines with Chainswords and +1 Attack. Leadership plays no role in the game right now in most situations, the most popular units/Factions are pretty much immune to it. Their Grenades are great in a Combat army, although I'd probably just want to take more guys. They're fairly cheap but unless an opponent has some undefended shooting units they have no solid targets. And in that case you can simply take a minimum Assault Squad or something like that.

Once again the game itself was pretty straight-forward, I did have a major blunder where I didn't hold the Maelstrom Objective on my side of the board. My positioning was good and I got a lot of healing done with the Painboys who continue to show their worth. Running a ton of Smites has certainly shown its weaknesses, which I knew about. This typically happens when there's a few extremely effective units that I cannot shoot, hiding behind units that I also cannot shoot. I also think I need to get more active with Warpath and Da Jump, typically I've been doing them Turn 1 and then kind of abandoning them.

In this game I wanted to make sure that I could protect my Characters which may not have been necessary. Bolt Pistols do about half a Wound on average to a Weirdboy under a KFF and I wasn't able to block all the Charge angles so might as well risk that. Hammer & Anvil makes it tough because there's not enough room and one of the benefits is the distraction of being at multiple angles.

Overall I'm happy with the armies performance and it's been a lot of fun to play. I've had some tough games in terms of composition and/or Scenario but continue to come out with the wins. I still have lots of small things to improve at as I illustrate every game but that's part of the fun of playing.

I will do my best to do some Battle Reports for the tournament this week but the rounds are short so there may be a lot of end of turn pictures. I have to start out playing one of the toughest entrants as I'm undefeated in the League and similar scores go against each other. We'll see how it goes.

No comments:

Post a Comment