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Thaiss (Orks) vs Matt (Marines)

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Thaiss (Orks) vs Matt (Marines)

Postby mattjgilbert » Wed Jul 30, 2008 11:39 am

Played Thaiss’s Orks last night in our first 1500 point 2-player game of 5th ed (previous games have been 500 or 1000 point ones to get a grip with the rules). Monday night there was only three of us so we tried the “broken alliance” 3-player mission. Good fun. Much silliness (like my librarian having to go in the middle of the table, failing to activate in the first turn and then having to wait 4 other player turns before he got to go again... which he didn’t as he was dead by then..).

The forces for last night’s game were (roughly from memory):

Marines (me):
10 man tac squad + serg with pf and melta gun + rhino
9 man tac squad + serg with pw and flamer + rhino
5 man tac squad with ML
5 man tac squad with hvy bolter and plasma gun
Master (storm bolt, master crafted pw, frag, iron halo, putiry seals, term hons, melta bombs)
Whirlwind
Vindicator
10 man dev squad (3 hvy bolt, 1 las)
3 bikes (1 plasma gun)
3 bikes (1 melta gun)

Orks (Thaiss):
Warlord with klaw on bike
Biker mob (10+)
20 ‘ard boyz
Weirdboy
10 Lootas
2 boyz mobz (20 in each probably), nobz with klaws, trukk each, shootas
Storm boyz (maybe not quite 20, can’t remember)

We both took combinations and/or units we might not normally field to see how they worked with the new rules.

Seize ground mission was rolled up with 3 objectives. Quarters were rolled for deployment zone and Thaiss won the roll to choose a side and quarter. He then deployed first putting nothing in reserve). I then deployed, again with nothing in reserve. Neither side had scouts or infiltrators. We realised after deploying that winning the roll meant that Thaiss could have chosen whether to deploy first or second – he wasn’t compelled to go first. I didn’t bother to try and seize the initiative – I was happy for the Orks to go first which meant I got the last turn of the game to take objectives.
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Postby mattjgilbert » Wed Jul 30, 2008 11:42 am

Turn 1
Vindicator in woods has no cover from the lootas shooting and is immobilised. Rest of Ork army advances. Marine bikes do a volte face and move back deeper into their deployment zone leaving the 5 man tac squad with ML to shoot a trukk they could just see past the admin building (we said this was a large intact building, AV13, single entry point, every window a firepoint and holds 30 models). ML hit but trukk made its 4+ save. Vindicator wanted to shoot the building but the 45 degree angle, especially when immobile is a real killer and it couldn’t bring the gun to bear and only managed to kill 1 stormboy. Fire from devastators and direct fire from whirlwind killed a bike or two and failed to hurt a trukk.

Turn 2
Stormboys jump in front of vindicator safe in the knowledge a waaagh! and an assault will get them into contact with it for p-klaw action. Trukk moves round to take on 5-man squad with ML. Bikes continue to zoom across back edge of table. Other trukk disgorges orks ready to assault dev squad. Weirdboy rolls teleport and him plus the ‘ard boys deep strike (only 3” scatter) right in to the heart of the marine quarter.

Waaagh! Declared. Stormboys only move 2”. Still 5” from vindicator in the wood. Lootas shoot but do nothing. Only 1 bike can fire at a rhino and misses. ‘Ardboyz open fire on the whirlwind (it needs to die says Thaiss) but then realises he cannot do math and only the big shootas have a hope of hurting it. Which they don’t. ML team reduced to 2 models due to fire from lootas and trukk/boyz on board.

Stormboyz roll 4” for assault move, failing to make it. They are now very worried. Devastators assaulted with a couple of kills on each side. Devs lose but hold and pile-ins occur.

Tac squad with p/f disembark to fire on ‘ard boyz. Both bike units move to fire on ‘ard boyz. Rhino carrying master was hidin behind vindicator now moves round side of wood and unit get out. 2 remaining marines from ML squad move towards stormboyz.

Whirlwind fires direct at ‘ard boyz 6” away. Direct hit and all 21 models covered. Thaiss gobsmacked to realise the hit is S5 AP4 and not S4 AP5 like he thought (played too many games against DA whirlwinds...). “I don’t think I’d have gone there if I’d realised that...”. Whirlwind + 2 bike units + 10 man tac squad + 5 man tac squad (on an objective) leaves a huge steaming pile of charred green flesh where 21 Ork models used to be...

Vindicator shoots stormboyz. Tac squad and master shoot storm boys. 2 other marines shoot storm boyz. 2 remaining storm boyz decide not to run – the famous boss pole doing its job.
Devs/boyz in combat... devs lose again but hold again.

Turn 3
Ork Bikes change direction and head back round towards the main marine line. Trukk full of orks move back out of LOS and back towards objective. 2 remaining stormboyz jump behind 2 marines close to sandbag wall.
Bikes shoot 5-man marine unit killing all bar the heavy bolter. Lootas kill 1 of the two remaining members of the ML team – I remove the one closest to the stormboyz. Devs finally wiped out in combat but Ork unit only rolls a 2 for consolidation and decides to spread out a bit due to the whirlwind 15” away...

Stormboyz declare charge on last remaining ML team member. Because I removed the closest model in the shooting phase, the shortest route now crosses the sandbag wall. Marine is 2.5” away. Stormboyz roll a 1 and a 2 for terrain. I laugh.

Master and his unit have left the meter running so pile back in the cab and tank shock the stormboyz on the way to the objective near the admin building. Stormboys fail despite the boss pole (which kills the remaining Ork leaving only the nob). He falls back (we thought it would be towards the closest edge as there were no players table edges for quarters but then reading it showed it was the long table edge on Thaiss’s side (he “selected” this as his edge at the start of the game as part of choosing a quarter). Remaining ML team marine moves to within 12” of the fleeing stormboy nob and on to the base of the admin building. Other 10 man tac squad move up to within 2” of the reduced boyz mob who killed the devastators and are now spread out to some degree in the ruin. Their rhino moves round the other side of the ruin ready to line up a ram against a trukk next turn ;)

Vindicator crew twiddle thumbs and load up a game of frogger on the dashboard to pass the time until they can shoot something. Surviving hvy bolter and 10 man team kill about half the orks in the ruin. Whirlwind kills another bike. Marine on admin building hits but fails to kill fleeing storm boy nob. I declare assault from 10 man tac squad on Ork boyz and then it’s pointed out to me that I may just have fired their bolters so cannot do that. @%#&@

Turn 4-5
Ork trukk backs up to near the objective behind the admin building. Stormboy nob continues to run passing his DT test as he lands in the wood with the objective in the middle(ish) of the table. Other empty truck stays near ruins to help shoot. Bikes pass DT tests to enter ruin ready to take on 10-man tac squad. Ork mob in ruins move out to take on hb guy.
Lootas take main gun off vindicator. Trukk over by admin building shoots obscured rhino heading its way but the cover saves the rhino. Bikes shooting and subsequent assault kills entire tac squad and locks a marine bike unit. Trukk kills hvy bolter guy. Ork boys shoot and assault marine bike unit, killing them. Thaiss thinks he can then use the consolidation move to spread out the boyz in such a way that the whirlwind will be unable to shoot them without hitting either the vindicator or the bike units locked in combat as the orks boyz move between them.

Rhino carrying master moves 12” alongside admin building. Whirlwind moves back. Rhino rams trukk doing nothing to either vehicle. Trukk moves, rhino tries again next turn but has to pivot first putting it’s back end in DT. “Anything but a 1 I cry”. Rhino is immobilised...

Master and his crew scream round to objective and pile out behind sandbags and next to Ork trukk. Unload all weapons. Vehicle and passengers cannot move or shoot. I think great! Orks then get out and we look up the rule. Only PASSENGERS cannot shoot. The disembarked boys can although Tahiss realises he has now blocked LOS to the marines from the Lootas. Lootas shoot the rhino instead getting penetrating hit, rolling a 6 and blowing it up. No casualties from surrounding models but vehicle replaced with a crater.. Marines take some casualties in the ensuing shooting phase and master rolls an 11 for the Ld test. Marines move back using the purity seals to good effect and running through the crater. Orks choose not to assault and stay on their side of the sandbags. Orks will win if the game ends at this point as they have 1 objective to the marine’s none.

Whirlwind fires direct at Ork boyz. The template fits without covering the combat or the vindicator (about 3-5.. either side to spare!). Shot scatters slightly and covers 2 boys and 1 marines biker in combat. All three die. I remove the marine biker further along who is in b2b with the Ork warlord which means he’ll no longer be engaged in the next combat! Orks fail Ld test and fallback away from the objective and they are only 3 models now so cannot rally so will not be scoring for this objective... Whirlwind has little to target and misses anyway next turn.

Despite not having 6 power klaw attacks come against them the marine bikes still manage to die in combat. Thaiss consolidate towards vindicator.
Single marine enters the admin building claiming it for his own (a silly victory seeing as it’s not actually worth anything gamewise!). Proceeds to sniping single shots at distant Lootas killing one.

The game doesn’t end and we have a turn 6.

Turn 6
Stormboy nob exits the table. Boys fall back more. Trukk moves up to rhino determined to use wrecking ball for a laugh. Warboss detaches and moves towards the Whirlwind. 3 remaining bikes move to back of vindicator. Thaiss attacks the rhino with the wrecking ball rolling some dice. I suggest he might want to go back and have his shooting phase first. Some swearing comes from the other side of the table. We pretend like that didn’t happen and a couple of marines die to shooting from the

Ork trukk/boyz over by the objective. Lootas have no target. Ork bikes charge vindicator and we have a debate about whether the vindicator is in cover or not and whether that means the bikes need to take DT tests. Vehicle is in woods. Back end of it is about ½” outside the wood base. We think this means as the bikes are attacking this point, they are not having to cross any terrain to get here and so no DT tests are required. Glancing hits manage to stop it moving and firing again. Warboss finds he is 6.5” away from the whirlwind...

Single sniper marine in building hits and wounds but loota makes a cover save.

Whirlwind fires direct at trukk doing nothing – no point firing at unwounded warboss. Master and unit auto-rally (7” away from nearest enemy) and move back towards objective with a good roll of 6” for terrain. Decide to heroically assault even though the boyz have a power-klaw in there. Marines kill 6 orks. All return attacks including power klaw miss or fail to wound. Boss pole cannot save orks who die to SA. Marines consolidate around objective.

Roll dice. Game ends. Marines win 1 objective to none. :terminator01: :hello2



5th ed things to remember:
Wait until all shots fired before removing models... you have to allocate now and can’t be so blasé about which models get removed. Easy to forget in early games as the new mechanisms sink in.

Re-learn cover and LOS and think more about where you place stuff.

Remember you can block your own LOS or give the enemy a cover save by putting your own units in the way. Conversely of course you could use friendly/enemy units to give your more valuable units a save with careful movement.

Think carefully about assaulting if it means you might be left in the open.

Assaults are deadly and can easily be over in a single round.

Don’t forget about running.

Still not had a chance to go to ground yet!
Last edited by mattjgilbert on Wed Jul 30, 2008 11:46 am, edited 1 time in total.
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Postby LordMalekTheRedKnight » Wed Jul 30, 2008 12:22 pm

great batrep Matt! :D

congrats on the victory too (and the battle was suitably decided by a heroic last-ditch charge against the odds!). 8)

would be even better with some pics next time... ;)

cheers!

mattjgilbert wrote:Turn 2
Stormboys jump in front of vindicator safe in the knowledge a waaagh! and an assault will get them into contact with it for p-klaw action.

umm... the 5th ed Ork FAQ (and the Warseer one for that matter :P) said that Stormboyz cant Waaagh. :?

mattjgilbert wrote:Turn 6
Ork bikes charge vindicator and we have a debate about whether the vindicator is in cover or not and whether that means the bikes need to take DT tests. Vehicle is in woods. Back end of it is about ½” outside the wood base. We think this means as the bikes are attacking this point, they are not having to cross any terrain to get here and so no DT tests are required.

i would have said that as long as all the charging rules are observed ("no holding back!") and no models have to actually enter the terrain to do so, then no Dangerous Terrain tests are needed. :)

if some of the models could make it into B2B with the target (for example), but only by moving into the Terrain, they they would have had to do so.

mattjgilbert wrote:5th ed things to remember:
Wait until all shots fired before removing models...

heh you should be doing that anyway (ToF, MA, mixed ranges, etc). :P

cheers :)

~ Tim
8O :D OMG - Im a Dad - of THREE!! :D 8O
:) I am "LMTRK" on The Wizards Community and MTG Salvation
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Postby mattjgilbert » Wed Jul 30, 2008 12:38 pm

re: waaagh... indeed they couldn't have. Ah well... too many new things to learn to worry about things that are "old". They failed to get there anyway ;)

LordMalekTheRedKnight wrote:heh you should be doing that anyway (ToF, MA, mixed ranges, etc). :P
_Maybe_ in 4th. In 5th mixed ranges are not an issue - if you can hit one guy you can hit them all. So you are only rolling to hit for guys that could see/were in range anyway and are then not limited to taking casualties in range. You have a whole unit to pick dead guys from but you need to wait until all wounds are rolled for (and not take guys off you know get no save from some weapons until you know how allocation is going to work). It just slows things down a fraction, that's all.

LordMalekTheRedKnight wrote:great batrep Matt!
Thanks :) No notes taken... all from what I remember! Couple of hazy bits but I think I got most of it.
Last edited by mattjgilbert on Wed Jul 30, 2008 12:50 pm, edited 2 times in total.
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Postby killmaimburn » Wed Jul 30, 2008 2:28 pm

Nice, sounds hairy :)
I'd have put the las in the 5 man and the missile with the heavy bolters (for the frag synergy) myself.

No cover for a vindie? the vindie I might have set up a squad in front (our lot find it a whole new use for termies)
or maybe you might have a read this ?
Last edited by killmaimburn on Wed Jul 30, 2008 2:29 pm, edited 1 time in total.
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World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Postby mattjgilbert » Wed Jul 30, 2008 2:50 pm

I hadn't seen that and it seems rather silly IMO.

Didn't think about using a unit of infantry to provide cover for a vehicle... have to think about whether that's a set-up I want to consider.

frag synergy...what's that? Most of my lists are knocked up in about 5 minutes. You don't think I actually _think_ about them do you!? :P


on another note..
Correct, you can only fire to the side, but it's really not difficult to shoot people in 5E given TLOS.
Here we go again... if only we had had TLOS in previous editions... :roll:
Last edited by mattjgilbert on Wed Jul 30, 2008 3:02 pm, edited 1 time in total.
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Postby killmaimburn » Wed Jul 30, 2008 2:58 pm

mattjgilbert wrote:I hadn't seen that and it seems rather silly IMO.
If you came across it by accident you'd say WOW somebody tried to fix hull down, no more when someone can only see half a tread sideways on do I still get annihilated..Same thing if you spend an extreme amount of points on an escort you may now use it as such. (my post there=FTW :D )
Frag synergy, you may opt to fire your missile launcher in frag mode thus makeing it an anti infantry weapon that goes with the heavy bolters.. the lascannon will always be the billy no mates desgined for anti tank (hence leaving him by his onesies with a few good sheilds)
Not even thinking about lists is the new cheese I hear :wink:
Last edited by killmaimburn on Wed Jul 30, 2008 3:00 pm, edited 2 times in total.
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World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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