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I arranged to play a fun fluffy game with my Death Korps in the way they were intended - line infantry with lots of artillery backing them up. They were facing off against another big mass of infantry - in this case savage Orks under the command of warlord Ghazghkul Thraka.
The Krieg have multiple heavy weapon teams (7x autocannons 3x lascannons) supported by 7x line infantry squads (3x grenades 3x flamers and a plasma gun)
There's 3 platoon command squads with 2x melta and a powerfist and the force is led by two company commanders,
One with a master of ordinance and one of the autocannon teams, the other with a melta gun and the company banner.
Backing them up is a pair of Leman Russ tanks, one with 3x heavy bolters and a Demolisher varient with a hull heavy flamer.
There is also a hellhound flame tank on the far right flank, 3x cyclops demolition charges and 6x Death Riders held in reserve.
Finally for artillery support there are two quad cannons and a medusa.
The Orks were sporting 3 30 man boys squads, 3 killa kans, a deff dread, 10 lootas up in the building, a mek with Kustom Force Field on his left flank next to two of the boyz mobs and a deathstar with 10x nobs, painboy and Ghazghkul in a Battlewagon.
The game type by mutual consent was pitched battle with 5 objectives. The objectives are the blue substation next to the red building, just above the Russ barrel, the red plasma reactor next to the straight sandbags in front of the Ork boyz, the chemical missiles by the autocannon teams on the silver building, the supply crates in the middle of the board and a water pumping station behind the silver building in the Ork deployment zone.
Winning the roll to go first I deployed my forces fairly evenly and waited for the Orks:
Krieg Turn 1
The men of Krieg were well used to artillery engagements. The first volley of fire was well controlled and ripped down the Ork line. Autocannons stunned the squadron of Killa Kans halting the advance for a turn,
The Demolisher advanced along a magma vent to get range on the Ork infantry,
The Hellhound began purifying Orks on the right flank and the percussive thud of artillery deal a savage blow to the squad holding the plasma reactor. Demolition charges skimmed across the ruined cityscape to deter a headlong advance by the Orks.
Ghazghkul Turn 1
With the guns finding their range the Orks surged forwards trying to engage as fast as possible.
Fire from the Lootas rang out but impacted harmlessly off the thick ceramite and plasteel plating of the Hellhound.
Ghazghku 's Battlewagon rolled forwards and shooting from the Boyz holding the plasma reactor wrecked the demolition vehicle in front of it.
Krieg Turn 2
The impetus of Ghazghkul's advance caught the Krieg gunners off-guard. Their shots went wildly off course, the Hellhound continued to do terrrible damage to the Orks on the Krieg's far right flank:
But combined shooting from the Demolisher and Medusa only managed to destroy the Zap Gun on Ghazghkul's Battlewagon. the Demolisher also, critically, managed to immobilise itself attempting to cross the firey terrain which would prove fatal in the upcoming engagement.
The Lascannons dueled with the Lootas, their shots harmlessly pattering off cover, but it did annoy the Lootas quite a bit...
Ghazghul Turn 2
Bellowing his WAAAGGGHH!! Ghazghkul ordered his troops into the assault.
Krieg officers yelled at their men to fix bayonets as the greenskins lunged forwards smashing into their outer lines:
The enraged lootas fired back at the lascannons and wiped them out with their high calliber weapons.
In deadly close quarters fighting the Orks did terrible damage to the Kreig infantry but their resolve held and the Orks were held in place at the frontlines
However the impact of Ghazghkul's charge was too much for the left flank to hold. The Company Commander was slain along with his command squad and the heavy weapons team. The Leman Russ was also ripped apart by the brutal cleavers of his cybork Nobs, exploding in a gout of flame and ordinance.
Krieg Turn 3
The Death Korps were trained to meet the enemy in close combat so they prepared to counter-charge. The cavalry were still absent which forced the commanders to make a desperate move - calling in artillery on Ghazghkul's squad at point-blank range.
However the coordinates were critically mis-entered and the stray shot took out almost an entire squad of infantry.
Nevertheless the surviving Watchmaster ordered his special weapons holder to use his flamer, dealing at least some damage to the warboss.
Resigning themselves to their fate, the survivors charged into the melee while a third infantry squad charged the battlewagon in a failed attempt to disable it:
Further down the line the other infantry squads as well as the company commander and banner charged the surviving Boyz on the right hand flank.
Battle well well and truly joined
Ghazghkul Turn 3
With his boyz stuck in the supporting elements of Ghazghkul's force moved to tighten his grip on the battle.
Fire from the Killa Kans and Battlewagon wiped out the infantry squad after their failed assault on the Battlewagon.
Meanwhile Kommandos outflanked and assaulted the quad cannon on the Krieg left flank.
The battle raged on the Krieg front lines with the guardsmen taking the brunt of the damage, still their iron resolve held firm and the game continued into turn 4.
Krieg Turn 4
Finally the (slightly proxied) Death Riders turned up, sweeping into Ghazghkul's band of Nobs with their devastating explosive lances. The huge number of power weapon wounds ended up killing Ghazghkul and demoralised the Nobs so badly they failed to do significant damage to the infantry. With the combat at a critical point they broke and fled only to be cut down by the vengeful guardsmen.
Meanwhile the Hellhound having toasted some Lootas the previous turn moved into position to roast the squad holding the plasma reactor, burning everything to a crisp except the Nob who ran for his life.
The Medusa tried to take out some Killa Kans, unsuprisingly scattering wide, but the surviving quad cannon did manage to break the Lootas in the building, reducing them below 50% and so causing them to flee off the board:
Consolidating out of combat the Death Riders formed up to screen the missile objective and the remnants of the infantry squad and platoon command squad grouped up as best they could to offers support.
Orks Turn 4
With their boss dead the Orks faltered. The battlewagon, Kommandos and KillaKanz poured fire into the Death Riders, killing three and causing the rest to flee off the board.
The Mek's squad on the far right flank finally concluded their combat, killing the last of the Kreig soldiers but realising the game was almost done made for the pumping station objective near their starting point. The other squad was clearly more shaken up however, loosing combat with a single guardsmen remaining. The last four Orks broke and ran, the guardsman consolidating towards the supply crate objective.
Krieg Turn 5
With darkness setting in the battle the battle was clearly about to end. Both sides were horribly depleted with casualty rates near 90% on both sides. Still, there were important objectives to consider, and despite killing the Ork Warboss the Krieg were facing defeat.
The Hellhound moved to incinerate the Mek's squad as best as it could while the Medusa and surviving melta-gunner took aim at the Battlewagon. Sadly the inept Krieg gunners missed their mark again, the shot scattering only 3 inches but still failing to penetrate with the half-strength blast. Meanwhile the nerves of the melta-gunner also failed him and his shot went wide.
The Quad gun and the hellhound had a successful round of shooting however, the mek's squad depleted to just a single slugga boy, a Nob and the Mek himself. However their resolve held, passing their morale, even with the -1 for the quad gun's pinning check, thanks to boss pole.
Orks Turn 5
The still operational Battlewagon drove over to the chemical weapons objective to take and hold it, the Deff Dread eviscerated the lone guardsmen on the center objective and the Mek secured the water pumping station to snatch a win.
Things swung back and forth several times. The Orks took a real pounding on turn one from all the template shooting. Then the Krieg lines buckled really badly on turn 2-3 as the Waaagh hit home. The arrival of the cavalry on turn 4 as well as the attrition finally grinding down the Ork killing power on the right flank really brought things back near to being even again by the final turn.
Technically, the men of Krieg lost this battle and their Siege Company was reduced to tatters, but the loss of the warlord Ghazghkul was a much worse blow for the Orks since it robbed the Waaagghh of its driving force. While, yes, admittedly the Orks did also poison/sabotage the water supply so probably many civilians will die too... this is the ultimately the Imperial Guard and there's plenty more where they came from!
Perhaps they won't win a swift victory over the Orks, but on the other hand they held the line, however precariously, and so I'm certainly claiming some kind of moral victory here. When you fight a battle and both sides are reduced to below 10% of what they started out with, everyone's a winner really!
Last edited by Korona; March 29th, 2011 at 02:04. Reason: spelling of Ghazghkul!
Copy, Improve, Innovate
You do know why you lost, right? NEVER assault Orks. Instead, make him waste his turn assaulting you and then shoot them.
That's the "downside" with Krieg - they count as stubborn in combat so the Orks were still locked assault with the remnants. The only option was to fix bayonets and charge! At least they have +1 WS so I mean that makes it a fair fight with an Ork, right??
Copy, Improve, Innovate
So he won because he has a nob left from a troops squad to hold an objective - wow thats a close game
1 man lol
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
Hope, is the first step on the road to disappointment.
Oooops I forgot about the stunned turns into shaken thing, still so did my opponent - maybe the grots were just that supprised they stopped moving for a bit! TBH they weren't that important anyway.
The Forgeworld lists will give you a very cinematic game but aren't really competitive lists. We were after a fun bash with lots of our toys though, still I'm pleasantly surprised just how exciting and close things ended up being.
Copy, Improve, Innovate
For a really fluffy Krieg battle, play the table lengthwise but give the Orks an extra 500 points.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!