Round 4: Ork Walkers vs Da Daemon Hellrazers (Orks)
Deployment: Dawn of War
Greggles Ork List: Unbound Trust in Rust! (Got pinning warlord trait, totally forgot about it)
Trust in Rust |
Da Daemon Hellrazers |
Deployment
This was pretty much stephen's deployment. He also placed his psykers and the ard boyz behind los on the left, so nothing could see them. He scouted the deff kopta's forward (after deployment), and shifted the loota's into terrain when I explained the stompa's weapon systems. (bikes are on far right, out of los. His warlord went with the mek guns, making him T7 (what an idea!) due to the rules of artillery! The Bomber and buggies are in reserve. Greggles keeps nothing in reserve!
Stephen went first, and I failed to seize.
On the left side, shooting takes out the truck, and kills a deff kopta I believe. (or maybe put s a wound on one). On the right, shooting from the six killa kans and mega dread kill all but the nob biker. Everyone passes their morale, and we go onto the next turn.
In the psychic phase, a unit of khorne orks are summoned, and promptly mishap and go back into reserves. Stephen casts ere we go (or whatever they changed it to), and decides to deep strike his psyker heavy mob in my deployment. I mention the units in close proximity to the mob of death he's bringing in, and he decides to risk it all! He hits on target. In his shooting phase, he immobilizes the gorkanaut (boy that happens a lot), and blows up a killa kan (or knocks off a hull point). Other units take damage from the loota's and warbuggies.
In the ensuing combat rounds, the blood thirster demolishes the deff dread. The mega nobz charge into the gorkanaut...and are annihilated when greg rolls a 6 on rampage (getting 3 bonus attacks). For those that aren't aware, a gorkanaut is Str 10, Ap1, rampage, at init 2. The poor mega nobz never get to swing. A huge battle is about to take place.
In close combat, I attempt to charge the deff dread into CC, and fail the charge. I make the charge with the grotzooka killa kans. One dies to a powerclaw. (But i trap the psykers in combat) I fail the charge with the stompa. I make the charge with the killa kans, who lose a member trying to get in, but do another wound to the blood thirster.
I get points for killing a number of characters in the mob during my turn.
I feel the key moment in this game was the deep striking weirdboyz. I had expected them to do something upon landing there, but they had already used up most of their warp charges. This gave me the opportunity to trap them in close combat, and prevent any more daemon orks from being summoned. I was also the most aggressive I've ever been with the walkers in this game, pushing forward immediately, and making sure there was pressure all over the board. That, combined with a lot of luck in shooting, put him on the defensive from turn 2 onwards. Even so, the damage done to the walkers was severe, as at the end of the game, I just had the stompa, a deff dread with 1 hp, the mega dread, and 2 killa kans left. Sometimes I think this list is more about clogging the battle field with wrecked walkers, then actually killing things :).
Most epic moment was the killa kans wiping out the blood thirster, needing 5's to hit, and 3's to wound. Thanks so much for a great game Stephen! Hoping for a rematch soon!