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Bat Rep: Orks vs Marines http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=1454 |
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Author: | Suvarov454 [ Sat May 13, 2006 11:04 pm ] |
Post subject: | Bat Rep: Orks vs Marines |
Epic Armegeddon Orks vs Space Marine Points: 3000 Winner: Orks FORCES 'Uge Warband West 500 Tactical Detachment A 500 + Warlord + Supreme Commander + 4 Razorbacks 'Uge Warband East 500 + 1 Rhino 'Uge Blitz Brigade 350 Tactical Detachment B 450 8 Gunwagonz + Captain 4 Flakwagonz + 4 Razorbacks + 1 Rhino Blitz Brigade 150 4 Deth Koptaz Tactical Detachment C 450 + Chaplain Big Blitz Brigade 350 + 4 Razorbacks 8 Gunwagonz + 1 Rhino + 2 Soopagun Oddboyz Tactical Detachment D 400 Evil Sunz Warband 250 + 4 Razorbacks + 2 Nobz + 1 Rhino Bad Moon Warband 250 Devastator Detachment 400 + 2 Nobz + 2 Razorbacks + 1 Land Raider Fighta Sqwadron 200 4 Fighta-Bommaz Assault Detachment 175 Landa 200 Assault Detachment 175 Landa 200 Land Speeders 250 5 Tornados Land Speeders 250 5 Tornados Say, can someone give me some advice on how to specify "preformatted text" in an EpiComm forum? |
Author: | Suvarov454 [ Sat May 13, 2006 11:04 pm ] |
Post subject: | Bat Rep: Orks vs Marines |
Background, Force Selection, and "A Kunnin' Plan" I've been collecting miniatures to fill out my armies on eBay recently, and I noticed that one of the sellers lived near me. I got in contact with him and he plays Epic, and is just selling off the stuff that he has extras of, or won't get around to painting in this lifetime. He has a regular opponent, so I went from having no people to play Epic with to having two opponents! What bliss! Today was our first game. Because Kyle and I both collect Orks, we shared command, and faced Rich's Marines. Kyle likes fielding 'Uge formations and Blitz Brigades, and he has 2 Landaz, so I build "a kunnin' plan" around these two facts. Kyle would play two 'Uge warbands, and at least one Blitz Brigade, and would provide an "anvil" force. That would leave it to me to provide a "hammer", and I'd build it around an air assault force using both Landaz and my 4 Fighta-Bommaz. I have always wanted to take a Big Blitz Brigade with two soopagun Oddboy upgrades against a Marine force, and I had just enough points in my part of the army to swing that. I remember a great Ork Tactica suggesting stretching Big Warbands across the width of the table, using smaller formations to soak the first activations of your opponent and rolling forward in an unstoppable green tide. I planned on attempting something similar in this game. |
Author: | Suvarov454 [ Sat May 13, 2006 11:13 pm ] |
Post subject: | Bat Rep: Orks vs Marines |
Terrain, Objectives, Garrisons, and Deployment We used the Tournament Scenario rules to set up the board with a scattering of hills, woods, ruins, and scrub, and a couple of buildings facing some really great seedpods called "gumballs" that I picked up years ago (they're the spiky things near the buildings in the shots). I set up the Take-and-Hold objectives on the Marine half in the West, nearish to the centerline of the table; one was in a copse of trees near the West edge, and the other was in some scrub on the top of a hill in the center of the Marine's line. The Marine commander also set up the two TnH for the Orks nearish to the center: one in some ruins far to the West and one in the open in the East. Hehehe, he must never have read that tactica article! The Marines garrisoned both Tornados, one behind the trees, and one behind the hill. The Orks spread both 'Uge Warbands across the entire table. Looking at the objective and garrison placement, I planned to do my air assaults in the West, so that's where I deployed my Big Blitz Brigade; I was going to move it up to shoot up my target and provide some support shooting for my air assaults. The Marines responded by depoying everything they have in the East. ![]() |
Author: | Suvarov454 [ Sun May 14, 2006 12:02 am ] |
Post subject: | Bat Rep: Orks vs Marines |
My family has returned from visiting my in-laws, so I'll have to continue this batrep later tonight. I apologize for all of you who compulsively follow the boards and suffer palpatations when you see a partially complete batrep. You know, guys just like me. ![]() |
Author: | The_Real_Chris [ Sun May 14, 2006 3:58 am ] |
Post subject: | Bat Rep: Orks vs Marines |
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Author: | Suvarov454 [ Sun May 14, 2006 4:14 am ] |
Post subject: | Bat Rep: Orks vs Marines |
Turn One Kyle had the Warlord, and my luck is notoriously bad, so I had him make the Strategy Roll. We tied. The rules say that in the event of a tie, the side that lost the roll last turn gets it this time. The rules don't say what to do if you tie on Turn One, and before I could recommend that we use the "player with the next birthday" solution recommended in the rules, the Marine player suggested a reroll. I followed the "smile and say, 'whatever you say'" rules suggestion and so we rerolled. And tied again. ![]() We rolled a third time and the Orks won initiative for turn one. Making the most of the opportunity, and celebrating the lack of air defences, I had the Fighta-Bomma Sqwadron scream in to shoot up the Tornados on the far West flank. I only rolled one hit, which was saved, and I thought to myself, "it's going to be one of those days then... oh well." My, how I was wrong! The unopposable strafing run, however ineffectualy it was this time, must have shaken the resolve of the Marine commander. Instead of choosing to use the Tornados to delay the advance in the West, he doubled the Tornados (and their whopping one blast marker) over behind the hill containing the other Tornados. This action caught me completely off guard, and I wasn't entirely happy with it. I wasn't expecting to have the West and its TnH objectives all to myself, and the Tornados which I was planning on air assaulting had escaped. Not having any better idea, I bought time by having Kyle double his Koptaz up and hide behind the now abandoned copse of trees. The Devastator detachment advanced up to the ruin right in front of them, and fired at the Eastern Warband, getting five hits. One boy saved, leaving 2 dead boyz, 2 dead groz, and 3 blast markers. As Kyle has previous experience with these Land Speeders (all bad), he doubled the 'Uge BB up (intermingling with the Eastern Warband, and providing some cover to da Boyz, at my suggestion) and shot at the second Tornados. All the Flakwagonz and some of the Gunwagonz were out of range (because he had spread out in case the East Warband needed some supporting fire), and he wasn't able to roll any 6's, so the only outcome was placing a blast marker. Tactical D advanced up, deployed in a line (with the infantry touching the tanks) and shot at the 'Uge Blitz Brigade, scoring hits on two Gunwagonz and 1 Flakwagon. One Gunwagon saved, so 3 blast markers. To make sure I got some use out of my Oddboyz this turn, I doubled the BBB up near the Koptaz in the gap between the two forests and shot at the second Tornado detachment. I covered all 5 Tornados with the barrage templates, but I only managed to hit two of them, leaving the detachment with 4 blast markers. Tactical C did the same thing that Tactical D did, landed five hits on the 'Uge BB, but three tanks made saves, leaving two more Gunwagonz dead, the blast marker count at 6, and the formation unbroken (for now). At this point, the Tactical formation with the Supreme Commander is sitting all alone against the back edge of the board, with the infantry still in the transports. I decide that now is a good time to conduct an air assault. The Landa comes screaming in, drops in front of Tactical A, disgores the Evil Sunz Warband straight into base contact, and I manage to trap 5 of the Tactical stands inside their transports (the last Razorback is just out of my reach). In the assault, I trade 2 Boyz for 2 Razorbacks and the Rhino, and 2 Marines die inside their transport, making the Orks up by 5. Both sides roll 6's, and the Supreme Commander's Tacticals (and the Marine's BTS goal) are completely obliterated (one Marine stand dies when it's transport is hacked down)! WAAAGGHH!!! I consolidate back over the Landa to put Boyz between it and Marines, and I spread a little towards the Marine Blitz objective. This ends up being a mistake. Tactical B advances and shoots at the 'Uge BB just like the previous two, scoring two hits on Gunwagons and two hits on Flakwagons. One Gunwagon saved, but the formation finally breaks, and the remaining 4 Gunwagons and 1 Flakwagon withdraw behind some nearby ruins. At this point, I decide to bring the Bad Moon air assault down on the second Marine TnH objective. There are only 3 Tornados left in the formation guarding the objective, they have a load of blast markers, they haven't moved yet, and backup is only a move or two away. As you can see, I keep my Grotz back, because I expect I'll need them in the next few turns (and I was right!) so I trade 2 Boyz for 1 Tornado in the assault, putting me up by 3. I roll a 6 again and a second Tornado detachment evaporates! Truely Gork and Mork are smiling on me! The Assault Detachment closest to me decides to get a little payback for the Emperor, and engages the Evil Sunz, getting two stands into contact. I make the fatal mistake of counter-charging away from the Tornado support fire without noticing that puts me in 15 cm range of the Tacticals. Both of them. Support fire comes pouring in, and even though I rolled a 5 on combat resolution, all the Evil Sunz evaporated. I don't think that the Marine player thought about declaring the Landa as intermingled with the Boyz, so it was left on the field, with a blast marker. I only managed to kill one of the Assault marines, and they consolidated into the nearby ruins for some cover. Not much was left to do this turn. The West Warband took a double and executed a wheel manuver to keep unbroken ZoCs from the East Warband to the Westmost hill while still moving up to the Westmost Marine TnH objective. The second Assault Detachment doubled across the back of the Tacticals, and ended up on the edge of the Bad Moon's hill to provide supporing fire the next turn. The East Warband advanced forwards (taking the SC reroll to do it) and hit each of the tanks in Tactical B; one Razorback made its save, but 5 of the infantry stands were now without cover, and the detachment had 5 blast markers. End Phase The Ork air forces retreated off my side of the board, and everybody but the 'Uge Blitz Brigade made their rally rolls. That meant that all blast markers were back off the board, except for one on Tactical B. Turn Two The Marines win the Strategy roll handily and the remaining Tornados engage the Bad Moonz. Due to distance and the hillside blocking line of sight, they only get supporting fire from the 4 Assault stands, 2 Razorbacks, and 1 Tactical Marine. The Marines rolled very, very poorly, and only kill 1 Grot, but they made up for it by saving all four hits that I did in return! No kills (well... none that matter), and both sides have no blastmarkers, so I was up by 1. We then both rolled 6's again! Four broken Tornados withdraw to the Marine Blitz objective, the three supporting detachments each get a blast marker, and the Orks don't! The Marine player is now fairly desperate to push the Bad Moonz back, so he sustains with Tactical D and engages them again. This time, only the Assault stands can lend support fire, two of Tactical D's transports are left at the bottom of the hill (where they have no LoS), and he fails saves for three of the tactical stands in the assault, while only taking out 1 Nob, 2 Boyz, and the last Grot (I knew I was going to need those this turn!). I was up 2, and we both rolled 5's. Another Tac squad and a Razorback get hacked down, the Assault Detachment earns another blast marker for supporting a failed assault, and the broken remnats of Tactical D retreat right next to the Tornados! WAAAGGHH!!! I double the Big Blitz Brigade over beside the Bad Moonz where I can lend support to an assault on Tactical C, catch the entire formation under the barrage templates from my Soopagunz, and kill 2 Tacticals, 1 Rhino, and 2 Razorbacks. There are now 7 blast markers on 6 marines. I ask Kyle to double his Koptaz around behind Tactical C and catch them in a crossfire now that two of the stands have lost their cover. He does so, manages to hit one stand (which obligingly fails its save) and the broken remnants of Tactical C join Tactical D and the Tornados! The Devastators sustain fire at my Big Blitz Brigade (sadly, the Land Raider has no LoS), and score 4 hits. I make 1 save, leaving the formation battered, but unbroken and in a position to lend supporting fire to both the Koptaz and the Bad Moonz. The 3 squad Assault Detachment has no blast markers, sustains the initiative with an engage action on the Koptaz, and trys their best to stay out of support range of the Big Blitzers (well... almost; the Marine player must have wanted the BBB to earn a blast marker for supporting a losing assault). They get too close, and 4 Gunwagonz together with the Koptaz score 3 hits. The Assault stands fail all their saves and evaporate, taking only one Kopta with them! WAAAGGHH!!! WAAAGGHH!!! At this point the Marine player quite sensibly conceded. I was going to suggest that we at least play out the turn, just so I could see a 'Uge Warband sustain fire on 5 Marine Tactical stands in the open, but then I realized that none of the Ork's air power had activated that turn. It would just be too cruel to force the Marine player watch the carnage of two Landaz and four Fighta-Bommaz shooting his broken detachments. |
Author: | Suvarov454 [ Sun May 14, 2006 4:46 am ] |
Post subject: | Bat Rep: Orks vs Marines |
Lessons Learned This was a great game! True, the results were quite lopsided (I may have been able to sweep my opponent from the field by the end of Turn 3), but -- as far a I can tell -- it wasn't really due to any major errors. OK, so the Marine player spent 50 point over his limit, and the Orks spent 50 points under (I didn't do the math until I started writing this report). Yeah, the Marine player should have taken some anti-aircraft and/or barrage weapons. No, it wasn't very wise to leave infantry buttoned in their transport when facing opposing air assault troops, and it was particularly foolish to do that with the detachment that was the BTS objective and had the Supreme Commander. Yes, he should have prepped the assault on the Bad Moonz with the Tornados instead of trying to break them in just one activation. Those errors are all really minor, and they could have easily gone the other way (for example, Kyle has never used his Landaz... I got to give them their maiden voyage:^). None of those mistakes taken individually can really explain why the game was so lopsided. The only conclusion I can make is that I got really, really lucky. Yes, I has a good force selection, and I used them to good effect (except for throwing the Evil Sunz away due to inattention... I've gotta watch that in the future). That would explain a win, but not a rout. Other than my first abysmal showing with the Fighta-Bommaz, I rolled extremely well. I got lots of 5's and 6's for assault resolutions, and I made just enough of my saves at just the right times to turn a string of what should have been lost engagements into wins. Add enough won engagements together, however, and the game is mine. I can't wait until I get to play again. Kyle is going to paint up the 9 Fighta-Bommaz that he has, and Rich is going to paint up his Hunters and some Whirlwinds. I, on the other hand, will be trying to get my 3000 point eldar force completely painted, without any "count as" or primered models. Next game is on 2006-06-03. |
Author: | Legion 4 [ Sun May 14, 2006 5:33 am ] |
Post subject: | Bat Rep: Orks vs Marines |
Great pics and AAR ! I like a little more terrain on my board, but I love the Seed Pods ! Are they real ? And again, nothing personal, but I dislike the E:A Army lists ... However, it works ... Thanks for sharing this ! ![]() |
Author: | The_Real_Chris [ Sun May 14, 2006 6:15 am ] |
Post subject: | Bat Rep: Orks vs Marines |
Did the marines both save their 4+ armour save when their transports died? (And the hack down chap for that matter.) |
Author: | stugmeister [ Sun May 14, 2006 2:11 pm ] |
Post subject: | Bat Rep: Orks vs Marines |
Cheers for a great BatRep! ![]() |
Author: | Suvarov454 [ Sun May 14, 2006 7:04 pm ] | ||
Post subject: | Bat Rep: Orks vs Marines | ||
Thanks! Yes, the seed pods are 100% natural. My parents had a tree(which, sadly, is no longer there) that dropped them and I had to pick them up every Autumn. The harvest would fill over a dozen brown paper grocery bags, and we burned them as kindling; all the air pockets and spikes made them very good kindling. |
Author: | Suvarov454 [ Sun May 14, 2006 7:44 pm ] | ||
Post subject: | Bat Rep: Orks vs Marines | ||
At the start of the assult, 1 Rhino had the SC and 1 Tac squad trapped inside; 3 Razorbacks each had 1 Tac squad trapped inside; 1 Razorback wasn't in HtH range, and it's Tac squad got out. I scored 7 hits; one of the loaded Razorbacks received 2 hits and every other Marine got 1. The Rhino and 2 of the loaded Razorbacks failed their saves. The trapped units all made saving throws. The 2 Tac squads inside the Razorbacks failed their saves, but the SC and Tac squad in the Rhino both made theirs. Thus, at the start of combat resolution, the Marines had 1 SC stand, 2 Tac squads, 1 loaded Razorback, and 1 empty Razorback on the field. The Orks won the attack by 5, placing a hackdown hit on all of the above. While the errata changes rule 1.7.5 to state that transported units make their normal saves when their transport is destroyed, rule 1.12.8 says that there are no saves for hackdown hits, and the second FAQ clarified rule 1.7.5 to explain that a transported units save as if they were directly hit by the attack that destroyed their transport (the example was MW or TK hits). I interpreted that to mean that the Tac squad inside the Razorback didn't get a save. At the time, I hadn't even considered if the SC should be permitted his Invulnerable Save against a hackdown (frankly, I forgot he had one). I know that later rules can provide exceptions to earlier rules (so 2.1.6 could modify 1.12. ![]() |
Author: | Suvarov454 [ Sun May 14, 2006 8:01 pm ] | ||
Post subject: | Bat Rep: Orks vs Marines | ||
I'm very glad you liked it! |
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