Once again I take out my eldar with dark eldar allies force out for a spin and end up playing against an Ork force.
Eldar/Dark Eldar 1500
Farseer – 155 (Warlord)
Eldar jetbike, mantle of the laughing god, [Hallucination, puppet master, terrify]
10 Dire Avengers – 130
Wave Serpent – 145
Holo field, Twin-linked scatter laser, shuriken cannon
3 Windrider jetbikes – 61
Shuriken cannon
3 Windrider jetbikes – 61
Shuriken cannon
2 Vyper jetbikes – 140
2x Bright lance/ shuriken cannon
8 Warp spiders – 152
5 Shining Spears – 160
Exarch, star lance, hit and run
The Baron – 105
5 Warriors – 60
Blaster
Venom – 65
2x splinter cannon
Beastmasters – 161
3x masters, 5x khymeara, 4x razorwings, venom blade
Ravager – 105
Orks 1500
Warboss – Warlord
(scoring unit) w/ Nobz
Mega Armour, attack
squig
4 MegaNobz
Combi-skorchas
Trukk
Armour plates, ram
25 Shoota Boyz
2x big shoota, nob,
Klaw, boss pole
25 Shoota Boyz
2x big shoota, nob,
Klaw, boss pole
10 Tankbustas (In
looted Wagon)
3x bomb squig, Nob,
Klaw, boss pole
30 Stormboyz
Nob, Klaw, boss pole,
eavy armour
Looted Wagon
2x rokkits, armour
plates, boarding plank, ram, grabbing klaw
Looted Wagon
Boom gun, 2x big
shootas, Ram, ard case
3 Kannons
A very different ork
list to what I have fought in the past. Previously it was all boys in battle
wagons, but this has a few more targets, and a unit you don’t normally see in
an ork force, Tankbustas. I have a fair few tanks so they will have plenty of targets
unfortunately.
The Mission
Rolling for mission
we get Emperors will, with hammer and anvil deployment, not quite what I want
as it will prevent my movement with bikes, not something I need against a horde
of orks. Rolling for deployment zone the orks win and select the right hand
side. Again the orks win first turn and set up first. Both boy mobs set up on
his left flank (well from the centre to the left), effectively stopping me
moving that way thanks to the sheer number of models. Between the two mobs the
warboss’s trukk is placed, ready to speed straight towards my lines. The
two looted tanks go centre, the one with tankburstas go in front of the other.
Kannons are placed on the hill to have a dominating view of the table and
finally the storm boys hide behind a bastion.
I was rather unsure
what to do against this army but I went with my gut feeling anyway. On my left I
set up my warp spiders with vypers hiding behind a ruin, the venom was placed
behind them. In the centre the ravager hides behind a ruin. Slightly to the
right I place my beastmasters, I hide the wave serpent behind the tower and the
farseer in placed far right, hiding from the kannons but still able to see the
boyz. I reserve the two bikes and shining spear unit.
Steal the initiative:
No
Night fight: Turn 5
The Battle
Orks turn 1
Before anything else
the roll to see if the orks in the looted tanks are behaving themselves, they
are this turn. The looted transport moves straight forwards 12 as does the
trukk on the other side of the table. Both boy mods hoof it on foot trying to
chase the trukk. Taking to the sky the storm boys move 16 inches straight
towards the warp spiders.
Shooting phase and
the boys both run forwards, one running 6 inches, the other running 1. Making
the loudest noise, the boom gun on the looted wagon targets the warp spiders,
it scatters 8 inches and lands harmlessly somewhere else. Snapshots from the
tankburstas streak towards the vypers and 1 hits, penetrates but thanks to
hiding behind the ruin I pass the cover save. Frag rounds from the kannons
smash into the warp spiders and inflict 5 wounds, but I pass all the saves. To
finish off the phase the trukk goes flat out.
The storm boys are
close enough to charge the warp spiders and declare a charge, 1 boy dies to
over watch then they fail to make the charge.
Eldar turn 1
Psychic powers to
start, the farseer casts terrify on the closest boy mob and they fail to deny
the witch, they pass their leadership test though. More importantly now the
orks aren’t fearless I can cast hallucination on them, which again isn’t
denied, and they are pinned this turn. Now I can move, and the venom moves to
face the storm boys, as do the warp spiders. Moving back the wave serpent faces
the trukk, and the beastmasters move forwards to charge the trukks contents
when it gets wrecked. The ravager moves a little to face the looted tanks. To finish
the phase the farseer moves forwards.
Shooting and the
farseer boosts 36 inches into this deployment zone. Unloading all 3 of its
guns, the wave serpent shoots at the trukk and takes off about 5 hull points,
wrecking it. We roll on the ramshackle table and it skids towards the beastmasters
and they bail out. Unloading lance and shuriken, the vypers manage to deal 5
unsaved wounds, killing 2 nobs and wounding a third. Hitting the looted wagon
with boomgun twice, the ravager gets 2 penetrating hits, and blows off both of the
bigshootas off the tank. Combined shooting from both the venom and warp spiders
kills off 10 boyz.
Assault phase and the
beastmasters charge into the meganobz, the warboss issues a challage and the
baron accepts. In the challenge the baron fails to inflict any damage but
thankfully the barons shadow field holds up. The sheer number of attacks from
the razorwing flocks gets enough rending hits to kill off the rest of the
meganobz. At the end of combat the warboss takes his moral test and fails, he
gets cut down by the beasts.
Ork turn 2
Again both looted
tanks are fine, the tank bursters move towards the venom. The storm boys jump
forwards 18 inches and surround the warp spiders and venom. The boy unit that
can act moves forwards.
Slugger shots from
the storm boys manages to kill 2 warp spiders somehow, and they fail their leadership
test and run 7 inches. Shooting from the looted transports rokkits get 2
penetrating hits but the jink save prevents any damage. The tankburstas shoot
as well at it and manage to wreck it straight away. Again using frag shells the
kannons manage to lock on with all the shots and kill off a warp beast and a
flock of birds. The looted tank targets the beasts as well killing 3 warp
beasts. The boys are just in range of the beastmasters as well and combined
shots from both mobs kill off 2 warp beasts and a master.
Assault phase and the
storm boys charge into both the dark elder warriors and the warp spiders (who
manage to really). Both the eldar units kill a single ork boy, but then I lose 4 warp spiders and a single dark
eldar warrior. Both units run, the warp spiders are cut down but the warriors
manage to escape.
Eldar turn 2
All the bikes appear
from reserve and face the storm boyz. The farseer moves towards the kannons,
the vypers face the storm boys and the beastmasters move forwards backed up by
the wave serpent.
Shooting starts with
the farseer casting puppet master on the kannons, they fail to stop it and a
grot targets a kannon at the tankburstas ride, the shot its and explodes the
looted tank in a single shot, killing 4 of the orks inside, they take a
leadership test and fail, but the nob kills a boy and re-roll and pass, they
fail their pinning test though. The ravage kills the looted tank and it
explodes in a spectacular fashion. Shots from all the bikes and the vypers kill
off the storm boys.
Assault phase and the
farseer moves out of sight of the ork boys and the beasts charge into the boyz,
but roll double 1 and fail. The overwatch killed a bird base.
Orks turn 3
The boys move up towards
my line.
The tankburstas
release the squigs! And they both manage to explodes the vypers, removing them
in a single turn. Shooting from the kannons destroys the ravager as I forgot to
move him last turn, so no cover save. The ork boys unload their shots on the
beast masters and the sheer number of shots kills the baron!
Assault phase and
both ork boy squads declare charges, one on the beast masters (they fail the charge)
and the other charges the wave serpent (again fails). That was some bad
rolling.
Eldar turn 3
Again I cast terrify
this time on the kannons and the grots run for it! I move the wave serpent back
from the boys, the bikes all spread out, the spears go forwards, one bike squad
towards the boys and the other moves towards my objective.
Shooting from the
wave serpent kills 6 ork boys and the shining spears shoot at the tankburstas
killing 2, they run for it.
Assault and the
beastmasters charge the ork boys but they sheer number of shots from overwatch
kills off the unit.
Ork turn 4
Not all orks are
green, the tankburstas are yellow as they keep running (terrible joke I know).
The boys keep moving towards my objective and in the shooting phase they run.
Eldar turn 4
The dire avengers get
out of their transport and face the smaller boy mob. One bike squad goes
towards his objective and the others face the orks.
Shooting and the
bikes boost towards the objective while the rest of the army kill the small ork
mob in a single turn.
Ork turn 5
Again they move
towards my objective and charge the wave serpent wrecking it in combat.
Eldar turn 5
The bikes grab his
objective and the other unit grabs mine. The spears go behind the orks.
Shooting from the
army kills half of the mob off, then the dire avengers charge in first,
followed by the shining spears. The nob issues a challenge which the spear
exarch accepts and cuts down the nob with a single strength 8 wound. With my
higher initiative I kill off all but 1 ork, who runs for it and gets cut down.
I table my opponent
and win the game.
Post-Battle
I am really starting
to like my list, and the farseer is crazy when he has the right telepathy
powers! Being able to remove fearless from an ork unit then pin it in place,
was devastating. The bikes, I’m unsure about the bikes but they are doing
useful things by staying in reserve. So what did I learn?
·
Reserve:
Keeping the shining spears and bikes in reserve let me put them where I needed
to when the storm boys started wrecking my face. I would never outflank the
spears even though they have the ability, they are fast enough to get to where
they need to without risking getting shot by interceptor shots. I really like
them and will probably use bikes again.
·
Telepathy:
it is crazy powerful, and in tournaments I will definitely use him, but I want
to try other powers with him in future, still on the bike though.
·
Beastmaseters:
I was stupid with them this game, they should not be running into squads with
that many over watch shots, and even if I had go into combat I would have got
ripped apart by the sheer number of attack the orks would have put out. I need
to target smaller units, like the nobs.
Well I really enjoyed
this game, and I hope it came across. Let me know what you though.
I really like reading your reports, not least because your lists tends to be varied and interesting. Keep up the good work - please.
ReplyDeleteThanks man I will try.
DeleteI completely dig that farseer setup. I wish there was some way for IG to get a psyker like that (baring allies) but I'll just have to content myself with big guns.
ReplyDeleteHow're you finding Shining Spears? I've always liked that unit and its good to see them being effective in a few players' lists.
I quite like the shining spears, they don't look very good on paper in my eyes but they perform admirably on the table. Only major issue with them is if the exarch dies they lose hit and run, making them next to useless as you really do not want them getting bogged down.
Delete