Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Okay, I recently started a freind on his SM army and we put together what I thought was a pretty good list (I posted it on the SM army lists forum). I decided to give him a shot at my Orks last night after he spent all week assembling models. Here's what he had:
Space Marines 600pts
Captain with Storm Bolter and Power Sword, Terminator Honors
5 Tac marines with a plasma gun
5 Tac marines with a plasma gun
5 Assault marines with a plasma pistol
5 Dev marines with 2 missile launchers
Dreadnaught with standard kit
Og "Da Boss" Grotstompa
Warboss with Big Shoota, Choppa, Heavy Armor, Bosspole
Nob with Slugga and Choppa, Big Horns, Bosspole
20 Slugga Boyz (or 2 units of 10)
12 Shoota Boyz with 3 big shootas
Dreadnaught with 2 big shootas
Wartrack with twin-linked rokkits
2 Kannons with Grot krew
I didn't take real good notes, so I'll just give an account from memory.
It was played on a 4x4 ft board. I had a large rock mountain and a few small hills, one large hill, some ruins, and an industrial piece which we called a water-purification plant. I also had a few small copses of jungle trees, but it's mostly desert terrain, so we just said the trees were part of an oasis and the water plant was an objective that both the Orks and the Marines thought was valuable enough to send a patrol force to secure.
The Marines had got there first and spread out to defend it. The Devs took up a position on the west side near the trees with a good view. They could see on both sides of the rock mountain which somewhat divided the Ork's side E-W. The assault squad set up behind the plant, as a mobile reserve force. the two tactical squads set up on either side of the plant, and the commander and Dread set up on the east side with the tac squad, intending to move towards some ruins that were slightly forward of their position.
The Orks faced a large hill, beyond which lay the objective. On their east side were some smaller rocks and hills which would provide good cover but also be slow to navigate through. On the west side was the large rock mountain which they would eventually have to go around, either to the right or left of it. Og "da Boss", in an uncommon fit of cunning, decided to send the buggy around to the west of the mountain, while everyone else would basically make a straight dash toward the water plant, going over or around the large hill.
Turn 1. Orks get to go first, and they crest the hill with the Large squad of Slugga Boyz, led by Og himself. The dread moved forward to the east of them, going around the big hill but avoiding the rocks. Moving up along the side of the mountain were the Shoota boyz led by the Nob Smakdab. Once the boyz had started their mad charge, the grots moved up their kannonz, hoping to get onto the hill to get a good field of fire. The Orks let fly with all their big shootas for good measure, but only made the marines duck a bit. The buggy flew forward around the other side of the mountain to come in view of the Devastators, but had moved too far to shoot.
The marines saw their opportunity. The tac squad led by the captain moved into the ruins on the east side, and the Dread moved up alongside the ruins. The devs shot at the buggy and stunned the crew, while the other tac squad offed a couple of shoota boyz at long range.
Turn 2. Now the Orks could see their enemy, and their blood was really boiling. WAAAAGH!!! Git um, ladz!! yelled Og as he spearheaded the charge toward the ruins. The slugga boyz moved off the front of the large hill, flanked by the dreadnaught and the shoota boyz, while the Grots moved the Kannons onto the hill and prepared a good firing position. Lots of big shoota fire blew rubble to bits and splintered the ruins, but did no damage to the Marines there.
The space marines now were ready to lay down some firepower. The dreadnaught and tac squads killed only six slugga boyz, however, which was a bit of a lame performance. The devs killed another 2 shoota boyz with frag missiles and bolter fire. All in all, pretty disappointing.
Turn 3. Having gotten off lightly in the marines shooting phase, I was beginning to like my chances. All units surged forward except the stunned buggy. By next turn I'd be in charge range. With nothing else to do but lay down lead with the big shootas, their luck finally improved, and 2 tactical marines from the ruins were picked off.
This was the last good turn of shooting that the marines were going to get. They hosed down the slugga boyz for all they were worth, killing about 6 with rapid fire and shaking the dread with the assault cannon. On the other side, the devs blew the buggy sky high with a couple of krak missiles, while the other tac squad picked off a couple more shoota boyz.
Turn 4. This was what I'd been waiting for. Even though the marines were in the firm cover of the ruins, I had enough numbers to do some damage. I fired with all my big shootas. The 3 from the shoota boyz killed another tac marine on the west side of the water plant, leaving only 2 (who easily passed morale). The dread and Og blasted the tac squad in the ruins as they plowed in, and killed another. In close combat, the marines struck first, beating down 2 slugga boyz, though the captain whiffed. The slugga's and Og accounted for all the rest of the tac squad, but the Captain foolishly held his ground as the Ork mob piled into the ruins and consolidated away from the marine Dreadnaught. The Ork dread backtracked a bit to get around the other side of the ruins in hopes of charging the marine dread next turn. On the west side of the board, the shoota boyz decided to charge the tacticals, and though they made their waagh check, the boyz had a lousy performance and left it to Smakdab, who in a stroke of luck offed the two remaining marines. They consolidated toward the front of the water plant, hoping to hunker down and hold the objective as long as possible.
With the Captain caught in melee all alone, he shouted his final set of orders to the rest of his patrol. The assault marines jumped over the water plant to shoot the shoota boyz from behind. The Devs had to move out of the trees to get a good view, so they moved towards the treatment plant. The assault squad shot a couple of shoota boyz and then assaulted, which killed all but 2 boyz and Smakdab. However, they must have been inspired by this new Nob leader, because with a combined 4 attacks they killed 2 of the assault marines! Smakdab downed another, and the combat continued, thanks to Smakdab's Big Horns....phew. In the other combat, the Captain again failed to wound with any of his attacks, and was hacked down by Og in short order. The Marine dread shot up the Orky Dread and stunned it, but then charged in and ripped out the Ork driver with its power fist. The Slugga boyz consolidated again, ready to leave the ruins next turn and make for the water plant--if they could avoid the Marine dreadnaught right in front of them.
Turn 5. Now it was getting tight. Og had the only chance now of taking out the Marine dread, but they would have to stun it or imobilize it to get around to the rear armor. I was a little shaky on the rules at this point, but we decided that if the orks were bold enough to mob it, than any orks in the rear arc of the Marine Dread would get to attack it's rear armor. So, the Orks charged in and lost 2 to power fist attacks, but managed to stun the dread with a lucky hit. The combat continued, and Og worked his way around to the back arc in hopes his surperior strength would do some damage to the walker. On the east side, the assault marines killed both remaining shoota boyz and wounded Smakdab, but he was in a berserker rage by this point and managed to kill both remaining marines. I don't think I bothered with a consolidation move because he was as close as he could get to the water plant and there was no cover to be had.
Turn 6. The Assault on the Dread continued, and again the orks lost a few boyz while distracting it enough to let Og get in some whacks from behind. He managed to immobilize it by chopping some exposed cables around the legs.
The Devastators took aim at the Kannons (which by the way, had been shooting every turn but either scattered with frag rounds or missed the dread with their shell shots) and blew up 4 of the 6 grots, sending the other two running away. In the close assault phase, the dread killed another boy or two, but Og managed to get a second immobilized result, finally destroying the Dreadnaught. They consolidated towards the water plant, but they were stairing down the devs at range, and there was little cover to be had...
It was an exciting battle, which was technically a draw because neither side had a scoring unit on the objective. Smakdab was absolutely amazing in this battle. It's the first one that particular Nob model has ever survived, so I guess he'll be back for more next time. Meanwhile, Og goes back to round up some more ladz for "anuvah go" and you can be sure he'll be pulling teef to buy some tankbusta bombs!
There is no way getting to the rear armour of a Dreadnought in CC. (Page 72 of the main rulebook for reference.)
Maybe because it can rotate its body section 360 degrees?
That is not true, you can get around to the other side of the dread with stuneed (I am not sure) or immobilized (Definetely) if you have more than on person fighting on each side. However, you are very wrong in that if you get a second immobilization it is destroyed, a second immobilization means taking off a weapon. If the dread lived, your pal's devies coul;d have taken the objective.Originally Posted by skizzik
After re-reading the rules, you are quite right, and I suspected at the time that I had them wrong, but in the interest of making it a competitive game, we agreed to give the poor Orkses a chance. It made for some fun, having a bunch of Orks mobbing a dreadnaught who is tossing them around like couch pillows while the Boss is desperately hacking away like he's chopping wood...kind of funny really!Originally Posted by Orkimedes41792
Og da Boss deffinitely needs some tankbusta bombs, and probably needs to rethink the employment of his kannonz. I think a number of Rokkits would be better, but unfortunately, neither the rokkit buggy nor the big gunz showed up. Usually i can count on them to do something really handy and earn back their points...but alas, the fickle dice of fate! In that game, both sides had their share of good and bad dice rolling.
I'm hoping for a rematch soon!
No, a pk and a choppa is the best combo, the tankbusta bombz are great on nobz (with pk glance LRs on 6s, with tbb glance LR on 4s) however they are generally not a good idea on the boss. I generally keep my boss in a unit with a pk nob because warbosses fear dreads. WHen the pk is taken of your warboss is then free to hack away, BTW tankbusta bombz and all grenades hit walkers on 6s S the choppa would have been better.
Well, I prefer to shoot Walkers rather than try to best them in close combat, but when the rokkits and kannonz fail, I think some TBBs are a decent backup. I don't have a model to represent a warboss with a power klaw, and I'm not all that interested in converting one, so that's another good reason to stick to TBBs, I think. That, and the TBBs are much cheaper.