Tried to keep this one a little less technical, but still kept a lot of the play by play. Embedded the photos to keep up with the flow of the battle. Please note that a lot of the close combat photos are taken before the charge, as it was just too crowded and confusing after. Typical ork conflict.
FOC 1 Primary Detachment [863]
Warboss ('eavy armour, Attack Squig, Headwoppa's Killchoppa)(99)
Warboss ('eavy armour, big choppa)(69)
19 Slugga Boyz + PK Nob (155)
19 Slugga Boyz + PK Nob (155)
Kommandos x 10 + Snikrot (160)
Deffkoptas x 1 Rokkit-Launcha (30)
Deffkoptas x 1 Rokkit-Launcha (30)
Killa Kans x 3 Grotzooka (165)
FOC 2 Secondary Detachment [634]
Big Mek (KFF) (85)
9 Shoota Boyz + PK Nob (105)
Grots x 10 + Runtherd (35)
Deffkoptas x 1 Rokkit-Launcha (30)
Deffkoptas x 1 Rokkit-Launcha (30)
Killa Kans x 3 Grotzooka (165)
Deff Dread (grot riggers) rokkits x2 (90)
Deff Dread (grot riggers) rokkits x2 (90)
(1497)
Kharn The Betrayer (160)
Khorne Berzerkers x 8 + champion w/ power weapon (196)
Chaos Rhino (35)
Khorne Berzerkers x 9 + champion w/ chain axe (208)
Chaos Rhino (35)
Noise Marines x 6 sonic blaster + 1 champion w/ doom siren (171)
Chaos Terminators [Mark of Khorne] (245)
x 2 pair of lightning claws
x 1 chain fist
x 1 reaper autocannon
x 1 champion w/ pair of lightning claws
Chaos Bikers (125)
x 2 TL Bolter
x 1 Flamer
x 1 Melta
x 1 champion
Havocs (115)
x 3 autocannon
x 1 heavy bolter
x 1 aspiring champion
Obilterator x 3(210)
Eternal War Mission - Big Guns Never Tire
3 objectives rolled (Pictured as purple D20 in photos)
One one chaos hill, one on ork hill and one mid board.
Deployment - Vanguard Strike
(1500)
Warlord Traits
Chaos - Hatred Incarnate (auto-include)
Ork - Prophet of the Waaagh!
Chaos wins the roll and chooses to setup first.
Chaos Deployment
Both rhinos move up to the edge of the deployment line with a clear lane to run straight at the ork line. The rhino on the outside edge carries Kharn. The bikes flank the middle rhino, the noise marines flanking the bikes. The Havocs take the back hill on the objective, which they cannot unfortunately claim, but it looks like the chaos army is going on full out attack and banking on there not being an ork left. The obliterators and terminators are held in reserve.
Ork Deployment
Kan wall sets up along the deployment line, in the biggest gap of line of sight terrain blocking. Dreads line up behind the kans. The mek joins the shoota boyz and positions himself centrally to the kans and dreads. Each warboss takes a unit of slugga boyz and flanks the kan wall. Grotz hold the hill objective at the back of the DZ. All 4 koptas and Snikrot and the red skulls hold in reserve.
Orks fail to seize the initiative
Chaos Turn 1
Movement: Both rhinos move full distance towards the ork line and pops smoke. Bikes move up behind the middle rhino and use him as cover. The noise marines are out of range of any units and decide to move into a better firing position.
Shooting: Rhinos fire at the closest ork mob. Only firing snap shots, only 1 ork dies to hot lead. Only one of the bikes is in range of the same ork boyz unit and the boyz take another casualty. The havocs take aim at the middle unit of kans. Three penetrating hits, none of which are stopped by the kustom force field. One kan succumbs and a second loses a hull point and is only shaken. Test for cowardly grots and they pass.
The turn ends with the orks weathering the paltry incoming fire, as little more than pesky gnats.
Ork Turn 1
Movement: The kans move up reforming their line. The dreads follow in behind and the big mek and his shootas take the middle. The warlord and his boyz form an eager line behind the far line of the kan wall, while his sub-boss takes his boyz and makes a surprise move of retreating them back behind the kan wall away from Kharn's rhino. Essentialy we want to be the ones charging Kharn with our boyz and if we have to take a charge, force him to engage the walkers first.
Shooting: Far dread fires his rokkits into the middle rhino and both miss. The second dread waits to see what the kans can do. The full strength kans fire into the same rhino, 5 hits on the rhino, 4 on the bikes he's shielding. The rhino takes 2 penetrating hits and 1 glancing hit. He makes one save with his smoke cover. No explosions, from penetrating hits, so he loses 2 hull points. The bikers take 3 wounds and only save 1 losing a normal biker and their champion.The second unit of kans fire into the same rhino and manage to cause a final penetrating hit that strips off the last hull point. First Blood. That forces the berzerkers to disembark. They choose to disembark on the side opposite the dread still waiting to unload his rokkits.
The shoota boyz fire into the now transport-less berzerkers and cause 7 hits, 3 wounds, and only 1 failed save. The second dread, seeing the first transport go down, is eager to wreck a second and fires his rokkits into Kharn's transport and hits it, but fails to cause any damage. The bikers take their morale test for suffering such heavy losses to scrap metal and roll box cars. They bolt 13", close to the edge of the table. Hopefully they stay running scared and we don't see them after next turn.
Orks 1 VP First Blood
Chaos Turn 2
Reserves: Terminators and Obliterators both show up.
Movement: The chaos player has a hard time deciding where to drop the terminators, as the board is littered with scenery and ork boyz. He wants to be close enough to the boyz to charge next turn, but afraid to take a charge on his turn. He decides to move in close to hopefully hit the rear armour of my kans and finally feels confident that he would dominate an ork combat. Almost mishaps, and ends 2" from the board edge. Getting freaked out by how the he was to a mishap, the obliterators drop down on the opposite corner, looking to put the hurt on the full strength kans. Unfortunately he mishaps off the table. He rolls a misplaced and I put them behind line of sight blocking terrain in his DZ, thankfully avoiding a round of some terrible weaponry.
The bikers regroup, barely passing, rolling an 8. Kharn decides to disembark with his berzerkers, his rhino goes on to ram the walker missing a hull point, but results in no damage to either party. The middle berzerkers move in to hopefully charge the shoota orks and their big mek. The noise marines sit tight, fearing retribution from the kans, hoping the orks come to them.
Shooting: Khorne berzerkers fire into the shoota boyz and the KFF only stops 1 wound and the boyz lose 4 of their own. The havocs fire into the short handed kans that are well out of range of the KFF. They cause 2 pens and 1 glance, but with the pesky rhino blocking a good shot, the kans make both cover saves on the pens. The glance falls on the kan closest, which is luckily the one without the lost hull point. Reaper autocannon fires into the recently damaged kans, both shots hitting, but he fails to glance, even on rear armour. Combi-bolter does nothing.
Assault: The berzerkers declare their charge into the shoota boyz, the big mek able to take down the lead berzerker with his little slugga. They roll well with charge range. Not wanting to multi-assualt the kans, the berzerkers have to wiggle into the narrow passage and that unfortunately leaves one out of the fight.
The champion issues his challenge and the big mek accepts, hoping the powerklaw nob can put some more hurt on the rest of the berzerkers should he go down. 3 Shoota boyz die and the big mek takes a wound. The boyz cause no damage, but the big mek aces the champion. The nob cuts 2 more in half. The boyz lose combat by 1 and pass their morale test.
Ork Turn 2
Reserves: 3 out of 4 koptas arrive. Snikrot grins and joins the fray.
Movement: Snikrot comes in behind the havocs, but stay out of sight. Koptas move on the board. One comes on the far edge to stay just in range of the noise marines, but far enough to force them to move if more than one want to fire at him. The second comes in on the oppsoite side of the wall of the obliterators, directly behind the surviving rhino. the third comes on directly in front of Kharn, hoping to ace the warlord with a rokkit to the face.
Kans and dread march towards the noise marines. The warlord and his boyz make a move to help out the shoota boyz. The damaged kans turn and advance on Kharn's unit and the dread shimmies up to the rhino to use as a play toy. The warboss and his boyz go to make a move on the terminators.
Shooting: Twin kans fire into Kharn's unit causing an unbelievable 20 hits. This results in 6 dead berzerkers and leaves Kharn with only one wound left. Seizing their opportunity the two koptas on either side of the berzerkers open fire, eliminating a further marine.
The other kans fire into the noise marines, even though they can only see two, we're hoping the scatter moves in our favour. Gork (or Mork) smiles down today because the kans rack up another 16 hits on the noise marines. And after some terrible saves, the only one left standing is the champion. The remaining kopta relishes in his chance and eliminates the champion.
One dread fires his rokkits at the only visible bike and makes a lucky shot, blasting him to bits. The other dread, looking fun some fun fires his rokkits into the last rhino, but sadly misses.
The boyz fire their sluggas into the terminators and force them to make a total of 2 save, 1 which fails and a lightning clad terminator bites the dust.
Assault: The warlord and his boyz easily make the charge range of 1" as do the other boyz with a guaranteed 1" charge distance with no overwatch results. The kans look to try and charge Kharn hoping to finish him off. Kharn fires his plasma pistol in hopes of taking a kan out in over watch and it overheats! Luckily for chaos he makes his armour save. Dread charges the rhino.
Fight 1 Sluggas & Shootas vs. Berzerkers
The bezerkers choose to focus on the few remaining shootas, hoping to remove the Big Mek in the process. Fortunately for the orks, only one shoota boy goes down.
19 slugga boyz = 76 attacks = 44 hits = 22 wounds = 6 failed saves
As there were only 5 berzerkers left, the big boyz and the lone shoota left, leave the fight disappointed.
Fight 2 Sluggas vs. Terminators
The terminator champion roars a challenge and the warboss accepts. Terminators hit first and manage 5 kills before facing the tide of green flaying limbs and sharp, pointy objects. The terminator champion unleashes into the warboss and causes a wound. Warboss hits back, forcing 4 wounds and the champion makes all save one. One more trophy for the rack.
13 boyz = 52 attacks = 24 hits = 15 wounds = 2 failed saves
Now the nob has his chance and he easily removes the last terminator with his power klaw. Another triumphant victory for the boyz.
Fight 3 Kans vs. Kharn
The remaining berzerker and champion are pushed to the side by Kharn, as their weapons are useless and he turns to face his foe. He originally misses twice, but thanks to his hatred of the orks, makes his re-rolls and thanks to the the awesome power of the Gorechild he annihilates the two kans, causing one to explode, causing 3 hits on the orks now behind the kans and 3 on the bezerkers. Only 1 ork goes down from the resulting explosion.
Fight 4 Dread vs. Rhino
Dead rhino
Chaos Turn 3
Movement: The chaos player faces some tough decisions. Do the havocs try and distance themselves from the kommandos? Does Kharn engage the orks?
The havocs stand their ground, hoping to cause as much damage to the on-coming orks as possible. Kharn, being like minded and never one to walk away from a fight moves in to charge the boyz. The obliterators that have been hidden by a poor deepstrike, move over cover to climb a wall and get a good bead on the orks. The bikes make a frantic move to cover the havocs rear from the kommandos. They still possess the multi and flamer, so the can definitely make an impact.
Shooting: Bikes manage two kills on the kommandos. Kharn and the remaining berzerkers fire into the boyz and kill a boy. Autocannons and heavy bolter fire into the few heads peeking out of the kommandos and thanks to Snikrots amazing cover bonus, they only lose 1 more. This forces a morale test, but luckily they just barely pass. The obliterators choose assault cannons and fire into the warlord and his boyz, 8 wounds, but thanks to the wrecked rhino we get to make some cover saves and lose only 4 boyz.
Assault: Kharn and remaining berzerkers charge the boyz, some lucky sixes and snake eyes for saves see remaining bezerker and champion go down in overwatch. Bikes charge the kommandos, no kills in overwatch.
Fight 1 Kharn vs. Boyz
Kharn roars a challenge, as chaos champions do, and the ork side uncharacteristicall
y decline. Maybe the boyz are itching too much to be left out of the fight. Kharn selects the nob to slink off in shame and the fight continues. In 6 attacks, Kharn rolls an unbelievable 5 1's. Luckily his warlord trait kicks in and is only stuck with a single 1. 4 boyz go down without a fight. The warboss and boyz fail to make a wound stick. Kharn wins by 4, orks fail morale test, but get a breaking heads on their mob rule roll and lose 3 more boyz. The fight continues.
Fight 2 Bikes vs. Kommandos
Bikes hit and the orks lose 3 kommandos. Snikrot hits back and the flamer bike goes down. The rest of the kommandos strike and fail to wound thanks to the high toughness of the biker. The kommandos roll snake eyes and stay in the fight.
Ork Turn 3
Reserves: last kopta comes on, joins 2 others on the board to go after the obliterators.
Movement: The kopta near Kharn rushes in to join the fight. The closest dread turns and marches to see what all the fuss is about with that lone red beaky. The warlord and boyz, followed by the big mek and routine march on the obliterators, so too the kans and dread.
Shooting: koptas fire into obliterators, no unsaved wounds caused. Kans fire into the same unit and manage to take a wound off the lead. Dread follows suit and firs wildly missing.
Assault: Dread and kopta charge in to help the boyz with Kharn and make it.
Fight 1 Boyz/Dread/Kopta vs Kharn
Kharn issues his challenge, boyz decline and the nob steps back again. Kharn hits, as he is only in base contact with the kopta and boyz, his attacks go towards the boyz. The warboss and 2 boyz succumb to Gorechild's wrath. Boyz and kopta hit back, kopta fails to wound, but the boyz manage enough to strip Kharn's last wound before the dread needs to hit.
Slay the Warlord VP Ork.
Fight 2 Kommandos vs Biker
Biker fails to hurt the orks. Snikrot kills the last biker before the kommandos and exact any vengence.