Deployment: Dawn of War
Deployment
Primary Objective:
Capture and Control.
Secondary Objective:
Seize Ground. Each player placed two objectives one counted towards
the both missions. The second only counted for seize ground.
The Enemy:
2 Rune Priests
2 Lone wolves
3 Wolf Guard
3 squads of eight Grey
Hunters in Rhinos
2 squads of six Grey
Hunters in Razorbacks
3 squads of six Long
Fangs in Razorbacks
Ork deployment (no prizes for guessing where the line of boyz led to)
The Battle:
The frist wolf up was
Merv. Merv won the roll off and opted to go second, planning on a
last turn tank shock to claim objectives probably. The Ork main objective
went into a ruin to force difficult terrain tests of any last turn
rhino shocks. The Wolf objective went behind a hill out of line of
site of the boyz.
Lone Wolves start stalking
The Orks deployed the
Deff Skullz and Evil Sunz up front with the Big Mek covering both
squads from the back line. Everything else opted to walk on with the
exception of the Koptas which opted to out flank. In response the
Wolves deployed two empty Rhinos with everything else opting to walk
on.
The Boyz surged
forward. One of the shoota mobs immobilized one of the Rhino.
Everything else ran forwards In response the main Wolf force arrived
on the flank facing the Ork objective. A token force arrived on the
other flank to contest the secondary objective. While the Rune
priests, Lone Wolves and some Grey Hunters arrived in the centre to
secure the Wolf objective. The Lone Wolves ran forward the rest
provided covering fire with little effect.
Boyz start targeting transports
One mob Kopta mob
arrived and went after a lone Long Fang pack on the Wolves refused flank.
The Shoota boyz provided covering fire dropping a Long Fang. The
koptas assaulted and dropped another one but the squad remained in
play. Elsewhere the other shoota mob opened up on a Lone Wolf with no
effect.
Koptas assault Long Fangs
Day break was greeted
with the arrival of a hail of frag missiles intent on whittling down
the boyz while lascannon shots began to hit the kans. One kan was
destroyed and a few dozen boyz were fragged. Jaws opened up and
swallowed a Nob and a rocket boy from different mobs. A Grey Hunter
pack got the drop on a shoota mob and started to shred it. The
Marines fixed their rhino and started to push forward. The Orks were reinforced with another koptas mob and between the two of them they
finished off the Long Fang pack.
The Boyz started to concentrate on
the Wolf transports and destroyed a razorback. Two Kan mob moved
forward and destroyed a rhino in assault. One Lone Wolf assaulted a
shoota mob after its Boss had been swallowed by Jaws.
Lone Wolf on the prowl
The Wolves
concentrated on the two Kan mobs that were beginning to threaten
their objective. Six melta-guns and several rockets later the Kans
were in bad shape. Even worse a Lone Wolf assaulted with a chain fist
to finish of a mob while the other Kan mob was finished off in combat
with Grey Hunters.
Kans Vs melta (it is never pretty)
The koptas were gunned down then finished of
in combat. The Marine transports tried to break through to contest
the Ork objective but rokkits and klaws took their toll destroying
two more transports. The two Rune Priest tried to Jaws the Big Mek but he dodged one attack and the second Rune Priest suffered perils of the war The last play was a Grey Hunter pack in a rhino
which tried to move then run into contest range but in order to do so
they had to get past fifty boyz. That did not happen and the game
ended with both sides in control of their objectives.
Rune Priest sight their prey
Wolves try to break through to the Ork objective (thez needed to roll a Six for their run)
The Big Mek escape the Rune Priests
Lone Wolf and Grey Hunters mix it up with Evil Sunz shoota boyz.
The Result: Draw 10-10
6 comments:
Close sounding game, 60 odd orks on midfield is still a funmy sight, I did the same (with guard blobs) at warpcon and it really piuts a chip in people's plans to have so many models so close off the bat.
Did you ever think of adding in Creed and let the blob scout 6"? A blob 18" from the enemy table edge before rolling a single dice would be pretty upsetting.
I hadn't thought of that actually. That could be pretty nasty surprise for some pooor soul. I'm still trying to figure out if I Can block off a half of a table to stop skimmers who have reserved.
Cheers for putting this up Darragh, I'm glad I finally got to sit down and go back through this game again. Those Lone Wolves were a pain in that game alright - probably because I used them half-decently and they were a nuisance 'til the end.
I was a bit surprised that you didn't put a unit of Grots at the back or Kommandos to get behind people and stop incoming fire but when you've got 30-Ork mobs you're not as pushed about it. Even when the Kans are getting shot at, because it means the boys are being left alone.
I'm looking forward to a rematch at some point.
Danke Stormy, I tried Snikrot but he gets shut down way to easy in Germany. Deff Koptas were the next design step. harder-ish to shut down and faster.
Grots are always tempting but the wolves bar yourself had scouts and Grots do not like them, at all.
Duce, I think you need about 300-400 normal based dudes to cover the table. But you might get luck and have a lot of impassable terrain around.
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