This is part of the series for The Mighty Green Machine... and although I am only at teh 1250pts level my opponent was not prepared to play such a small game, so he trimmed down and I added stuff to get to a 1500pts game... This was for fun, as Art is a great player and we do not feel the need to be competitive vs each other.... So expect mistakes, and chaulk them up to playtesting or the WTF factor, OK...
The Mighty Green Machine. (SupREME-10 Aka moc065)
Lord with ResOrb
5 Immortals
10 Warriors
10 Warriors
5 Destoryers
5 Destroyers
3 Tomb Spyders
3 Heavy Destoryers
1500pts, 2 SU's, 10 KP's, PO = 9/39 with 42 figures.
Da Orkz (Art)
Warboss in MegaArmour ++
4 Nobs in Mega Armour ++
Trukk ++
12 Boys in Trukk PK nob ++
12 Boys in Trukk PK nob ++
12 Boys in Trukk PK nob ++
11 Rokkit boyz PK nob, in BattleWagon ++
11 Burna boyz PK nob, in BattleWagon ++
1500ish, 4 SU's, 13 KP's, 59 figures.
We rolled Annihilation with Dawn of War Set-up and Art had first turn...
Orkz set-up -- Warboss, nobs and their Trukk. Simple, crude and very Orky...
TMGM ser-up -- Or not, I simply left my army off the table and decided to let them arrive on turn 1... Hell the Orkz were going to be rushing me anyway, so no need to give them something to shoot at.
Orkz turn 1His army arrives and moves forward to prettywell cover most of the table.. with nothing to shoot or assault, his turn was pretty fast.
TMGM turn 1I bring my whole army is as a Phalanxe with Flank support from the Destroyers (not that smart; but it can be fun)...Reserves.
I then unleash a crap load of shooting into the MegaKnobSquad, and here is waht was left of it (note the Warboss took a wound too)... OH, yeah... my useless Heavy Destroyers missed all three shots on a Battle Wagon full of Rokkit boyz (teach me to use them before the paint is done).
I then run the Tomb Spyders forward as Shock Absorbers and pop a Scarab on each of them.. placing to ensure there is not too much room between them (as I wanted to see some CC with the MegaKnobSquad.
Orkz turn 2 Waaagh... rush, unload, move... some shooting (killed one Heavy Destroyer with the Rokkit boys), and into assault they go... the Warboss broke off to get an extra assault... (note the one guy standing on the left actually is marking the possition for the whle ork squad, but terrain made it tough to set the figures there).
On to Assault... and here it was not so good for the Necrons; but they did OK... Warboss did not get wounded and crushed one Tomb Spyder... the two MegaKnobs got reduced to one before they put a wound on the Tomb Spyder, and killed its babies. And the Boys actually drew vs the Warriors with both sides taking 3 casualties (not bad for Necrons).
TMGM turn 2WBB was a total Fail.
Not a whole lot happening but I did repossition the Immortals and Warriros a little... the shooting had me waste the Warboss with the Warriors (my hidden objective vs Art is always to kill his HQ).. And my Destroyers vaporized a squad of boys... but it took all ten of them to do it (sad)... Finally in anouther epic fail, the Immortals managed to remove a weapon from the Ork Trukk (wow). The Tomb Spyder assaulted his trukk and wasted it instantly... and in CC believe it or not, the Warriors win combat and run over the Ork Boyz (I was so amazed that I didn't even consider a consolidation move)
Orkz turn 3.Da Orkz continue to advance on the Necrons.. Art then unloads his Rokkits into the Warrior Squad with Lord (only 2 + lord live)... and his Burna's are in prime realastate to start cooking... so 55 hits on the Warriors, 22 hits on the Warriors and Lord, and 11 hits on the Immortals later.... and guess what... not so many Neconrs standing anymore (I deserved this, for keeping stuff bunched up, not looking at where/how I removed casualties, etc -- besides, the look on Art's face as he roll of the 88 dice {using both hands} was worth it)... His other boys dis-embarked but due to Waaghing earlier, they had nothing to do... so into CC went his MegaKnob with the Immortals (killing one)..
TMGM turn 3WBB has the Lord failing and the Immortal too... woot.
Ok so the Immortals are stuck in but I move the Destroyers and try and play little "Staying alive" as I continue... I did shoot a trukk of the field, so it wasn't a total loss, and the Tomb Spyder immobilized the Rokkit Battle Wagon in CC while the Immortals held on...
OK we were not sure what turn we were on, so we did a little replay to check and also added up KP's... Orkz=6 TMGM=6... and we figured out that we were on to start turn 4... Yes we were playing that fast (about 30 minutes so far total).
Ork turn 4Art continues to move and basically sets up to try and head off my Destroyers... he actually says... I think that Phase Out is possible if I can get to them... Anyway, his Rokkit boys get out of the vehicle and shoot one squad of Destroyers but only down 1... He also roasted my Tomb Spyder 11 times; but the TS survived (barely - babies got killed) While in CC the Immortals get wasted (without so much as lifting a finger) and then he consolidates towards his Trukk
TMGM turn 4WBB gets the Destroyer back up.
OK, so I do another move to get away from Art's Burna squad, and to get LOS on his Rokkit guys... I then shoot the Rokkit dudes and kill all but 1, he then starts running away (coward)... My Tomb Spyder now assaults the Immobilized Battlewagon and wow, all I manage is to destroy 4 weapons... (Unbelievable)...
Quick math has us at Orkz=7 and TMGM=7 so all I have to do is stay alive and I might get a Win for KP's...
Ork turn 5The running rokkit boy keeps running (obviously).
Art moves everything towards the closest Destroyers and unloads all ammo into them... Rokkit does nothing, Trukk shoots (because we forgot the weapon was destroyed) and does nothing. And then the Destroyer Roast goes into full action, with 33 hits with the Burna Flamers (if its legal to move 13" and shoot from an open topped vehicle ~~ f--king Red paint). Anyway... the Squad is vaporized (T=5 didn't help)... but they are in range to WBB, so on to the Necron Turn.
TMGM turn 5WBB = total fail (actually rolled 1,1,1,1,2 ~~ unf--king believable). Ok, I needed 4 to get up; but my dice sucked for most of the game... so the end was sad...
Sorry about no pictures for turn 5; but my army was Gone... That will teach me for playing that fast, etc... anyway we had a blast and the whole game took about an hour (getting figures, everything)....
I want to thank Art for another great game... You made it awesome my friend, and your paint on the Orkz is coming along to be truely amazing... The rust effect is insanely good in real life. I would also like to once again thank GW Halifax, Dave the Redshirt made some great comments and bantering (as usual ~~ and we love him for it)... and the peanut gallery was appreciated too; seriously, we do enjoy guys cheering, bnatering, etc... (all except for the comment on what we should be doing back in turn 2ish... as it was for fun, so tactical advice was not asked for not desired by either of us). Finally I want to thank Gary for his comments on the figures, and for showing us some of his ever growing Dark Eldar army... Oh and your next on the list, so get 1750pts ready...
As always, Comment are welcome.
EDIT... on review of the game and rules, it was found that Orks can not move a battletank 12" and shoot with it, as it is not a "Fast" vehicle.. thus Art was unable to actually do what happened and the game will be considered a
"Draw" as the Necrons had more KP's earned; but the game might have continued further as well. Re-Match to settle it at later date.
SupREME-10
Necron Cell 100111