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I've never played a game using Maelific Daemonology before and since I'm going to be using it extensively in the upcoming campaign with James, I decided to get a game in today. I had a weird smattering of models available, but was able to put together a fine semblance of a 1500pt Ork Warband on foot. I figured that a test game with Jason would help me get an idea of the tone to set for our narrative games to come.
1500 Pts - Codex: Orks Roster - Campaign Prep Daemonology
Combined Arms Detachment (52#, 1017 pts)
- 1 Big Mek Skar 'Ead, 155 pts (Killsaw; Kustom Force Field; Grot Oiler x1; Attack Squig; Bosspole; Da Fixer Upperz; Warlord)
- 1 Weirdboy, 70 pts
- 1 Mek, 20 pts (Kustom Mega-Blasta)
- 1 Mek, 20 pts (Kustom Mega-Blasta)
- 11 Boyz, 107 pts (Slugga)
- 10 Gretchin, 40 pts
- 1 Runtherd (Squig Hound x1)
- 1 Boss Snikrot, 60 pts
- 11 Kommandos, 140 pts (Burna x2)
- 5 Kommandos, 80 pts (Burna x2)
- 2 Deffkoptas, 60 pts (Twin-linked Rokkit Launcha x2)
- 2 Deffkoptas, 85 pts (Twin-linked Rokkit Launcha x2; Buzzsaw x1)
- 2 Deffkoptas, 60 pts (Twin-linked Rokkit Launcha x2)
- 1 Deff Dread, 120 pts (Power Klaw x2; Extra Armour; Grot Riggers)
Combined Arms Detachment (42#, 483 pts)
- 1 Mad Doc Drillteef D.D.S., 160 pts
- 1 Old Greg, 70 pts
- 27 Boyz, 213 pts (Slugga; Big Shoota x1)
- 1 Boss Nob (Bosspole; Power Klaw; Shoota)
- 10 Gretchin, 40 pts
- 1 Runtherd (Squig Hound x1)
Jason brought a list which included ubiquitous invincible Chapter Master on Bike with a command squad and Librarian. He also had a couple of Tactical Squads in Rhinos, an Ironclad Dreadnought, and a Legion of the Damned Melta squad. His list also sported a Vindicator. This list, of course, wasn't kitted out to fight Orks and he'll have every opportunity to prepare for an Ork threat in our Campaign games if he so desires.
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In the spirit of the season, we set up on some of the store's snow terrain including a FAT Mat. We rolled Maelstrom Mission 5: Cloak and Shadows (the mission with the 3 secret TacOs per player) and also decided to randomly determine a deployment type and got Vanguard Strike. I placed one objective deep into my deployment zone and the other two objectives shallowly in no-man's land in order to score them after my first move if necessary. |
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Jason had me deploy first and I stacked most of my units forward. I set up my Deffkoptas for Scout moves, put the 5-Ork Kommando squad in Infiltrate and Reserved Snikrot's squad. |
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Jason covered all of his Objectives. |
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The Vindicator is eager to blow large holes in the Ork lines. |
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I make my scout moves. |
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And jump into terrain. |
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The Orks ooze forward. I attempt to summon forth some Daemons and I fail to do so rather spectacularly. I am able to stun the Vindicator with a squad of Deffkoptas, however. |
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Jason drops his Dreadnought behind my lines and evaporates a few Grots. |
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The Bike squad begins its work on the nearest Deffkopta squad. |
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A few pot shots from the left flank Tactical Squad threatens to break a squad of Deffkoptas. |
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The center squad of Koptas is also hanging on by a thread. |
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Both Deffkoptas show unshakable morale, but the Yellow Kopta is, of course, no match for a bolstered Space Marine Command Squad. |
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The Orks crawl forward, but are within an 8" charge of the Chapter Master while the Deff Dread is 9" away. I successfully summon a unit of Bloodletters, but they mishap. |
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Responding to a drawn TacO, Mad Doc's squad turns on its heels to assault the Dreadnought. |
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The Dreadnought makes an amazing 11 on the dice and slams into combat followed by Big Mek Skar'ead's Boyz unit. |
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The combat between Mad Doc and the Dreadnought lasts for several rounds with Mad Doc unable to reliably penetrate the monster's 13 Armor with his Strength 8 Power Klaw. |
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The Deff Dread's Strength 10 Klaws make short work of most of the bikes, but the enemy holds on. Unfortunately for them, they roll a 6 on their Hit and Run attempt and remain stuck in combat. |
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Snikrot arrives after a brief Blood Raven turn. |
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The Chapter Master and Librarian finally break away 13". The Boyz and Deff Dread consolidate 6" in the opposite direction. Clearly, both parties have grown tired of one-another. |
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Poor Fred is Stunned while the Kommandos make short work of the Right Flank Tactical Squad. |
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Big Mek Skar'ead dashes towards a Rhino who's crew threatens to take an important Objective. |
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Big Mek Skar'ead's Klaw manages to cause a spectacular ammo explosion! |
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After four full rounds of combat, Mad Doc finally breaks away. The Legion of the Damned, meanwhile, have made quick work of the Gretchin. |
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The left flank Tactical Squad move into position. |
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The heavy weight of so many Boyz sends several Legion back whence they came. |
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Snikrot caps an Objective in the enemy's back field. |
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Mad Doc gets stuck in. He is lost, however, thanks to a Hallucination cast by the enemy psyker. |
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The nearly-forgotten Tactical Squad on the left flank draws a bead on Fred. |
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And he is snuffed out. |
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After a roll on the Mob Rule table holds the Boyz in combat, we compare TacOs and come to the conclusion it would be unlikely Jason will bounce back from his defecit. |
Orks have such great board presence that, when they can hang on and be durable, they are excellent at Maelstrom missions. I thought it was incredible that both walkers held on and gave their all in this game. It was really nice to see.
Obviously, I need to work on using the summoning to my advantage, but I think 2 Weirdboyz is necessary for this. This is especially true because I won't be summoning any Pink Horrors in order to boost my dice pool.
I had great fun tonight with Jason, as usual. I look forward to running Ork Psykers in Curtis' Combat Patrol League and also in my campaign with Jason.
Fun report. I'm curious to see how the summoning works out. Been playing around with an idea for a fun, 3 weirdboy list.
ReplyDeleteI hope to make better use of it next time. Obviously Pink Horrors are the most competitive choice on turn 1 and 2, but we're going for a narrative here, so I'll play a couple more games and report back later.
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