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Author Topic: Battle Report: Orks vs Chaos 1500 Points  (Read 1554 times)

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Offline dog_of_war

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Battle Report: Orks vs Chaos 1500 Points
« on: August 31, 2015, 09:38:51 PM »
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.

Offline dog_of_war

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Battle Report: Orks vs Chaos 1500 Points - Please Merge
« Reply #1 on: August 31, 2015, 09:53:24 PM »
Chaos Turn 4

Movement: Obliterators choose to stand their ground on the top of the wall to hopefully impede an ork tide from overwhelming them next turn. Havocs plant two feet in the scorched earth around them as well.

Shooting: Havocs take aim at the little they can see of the kommandos, who failed to completely hide themselves with a poor consolidation move last round. Lots of wounds, but the cover save bolstered by the kommandos stealth, only sees them lose one man. Fearing the walkers the most, the obliterators choose to use lascannons on the kans. The kans take 2 penetrating hits and the lead kan goes down. The kans pass the cowardly grots test with ease.

Ork Turn 4

Waaagh! is called.



Movement: Snikrot and friends along with 3 koptas rush the havocs in an effort to remove them from the hill. Kans and dreads move to rush the obliterators. The remaining Kharn killers move in to take the mid-objective. The rest of the boyz rush the field in an attempt to swarm the obliterators.

Shooting: Dreads, kopta, boyz and kans fire rokkits and hot slag into the obliterators and fail to peel any wounds off them. Koptas and kommandos fire into the havocs and a rokkit takes out an autocannon toting marine. Ork boyz run their little hearts out.

Assault: kopta charges the obliterators and manage to be vapourized by two overwatch lascannon hits. With overwatch out of the way the rest of the motley crew attempts to make their charge distances. By using their mighty ork intellect, as a gift from Mork (or was it Gork), the orks order their charges in order to link as many units to the combat as possible. Boyz being the closest, they attempt their charge. They roll a 4, but use their 'ere we go to change that to a 7. To save ourselves from constantly re-gluing the breaking parts from the models that kept falling of the wall we simply measured the models that made it to the top and put them off to the side. In total 6 boyz made it on top of the wall, 7 boyz and the power klaw nob made it within the engaged in combat distance. By the pile in move the rest would be engaged as well. The kans make their charge distance and are both engaged, with one kan on the wall. One dread easily makes it, but the furthest misses hitching up with an engaged model by an inch.

Three koptas and kommandos charge the havocs, a lone kopta goes first to take the overwatch and escapes unharmed even-though he fails his charge range. All others easily make their 1" charge.

Fight 1 Boyz/Kans/Dread vs Obliterators



Obliterators wind up their power fists and 3 boyz go down. The warlord makes it into the combat on his pile in move, but the big mek fails to be included. The warlord strikes and removes the head of the wounded obliterator with his killchoppa.

12 boyz = 48 attacks = 27 hits = 6 wounds = 3 failed saves

The low numbers on the dice I got on the wounds luckily transfered over to his saves. Only one obliteratror left with a single wound. The kans and dread strike and manage to triple kill the last obliterator.

Fight 2 Kommandos/Koptas vs Havocs



Havocs champion challenges and Snikrot gladly accepts. Champion wounds Snikrot twice, but he makes a lucky T-Shirt save to stay in the game. The havocs attack the rest of the kommandos and kill a boy. Snikrot exacts his revenge and cuts off the champions head. The boyz and koptas strike the rest of the havocs off the board.

Chaos defeated.

Orks 3 VP for 1 objectives secured (grots from secondary detachment unfortunately) 1 VP for Line Breaker 1 VP for Slay the Warlord and 1 VP for First Blood
*edit forgot to add the mission vp for heavy kills*

Orks 8 vs Chaos 1

Ork Thoughts: I really did not expect Kharn to be so lethal. He almost completely decimated an entire unit of boyz on his own and he easily aced a couple of kans. Had he hit my lines in a full unit and with full wounds he very well could have turned this battle.

The Big Mek with the kustom force field was lack-luster again for me. The KFF made no saves and in many cases the save I got from obscuring cover was better. I may drop him for 2 pain boyz or a Big Mek with a Shokk Attack Gun next game.

Kans are superb. When their shooting is consistent they make a huge impact and they really helped funnel the close combats to where and when I wanted them to happen. They make a great shield for my boyz. I could see on a game that tends to be more geared to vehicle take down with lots of high strength weapons and power fist/dreadnaughts, I could easily reverse the roll and have the boyz lead the way.

Boyz, boyz, and more boyz are the ticket. Having two 20 boy units was way better than all those grots and a 30 boy unit. The 10 boy shootas even held their own for a while.

Well I'm off to my workbench to retool my list and get some paint on the rest of the army to appease the dice gods. Thanks for reading.
« Last Edit: September 1, 2015, 08:22:01 AM by dog_of_war »

Offline Lord of Winter and War

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Re: Battle Report: Orks vs Chaos 1500 Points
« Reply #2 on: August 31, 2015, 10:48:07 PM »
Great report and I loved the inclusion of pictures. I'm surprised Kharn held on as long as he did, but he is a beast. Lots of excitement. I was secretly cheering for the chaos sided though lol, the fact he had a unit of Slaanesh marines in his Khorne army probably brought about the wraith of Khorne and his downfall ha ha.
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Offline Wyddr

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Re: Battle Report: Orks vs Chaos 1500 Points
« Reply #3 on: September 1, 2015, 09:04:52 AM »
Nice report--thanks!

Your opponent had a bit of rotten luck early on and, when facing a Kan Wall with an elite list like his, that's a killer. Orks can afford some bum rolls, but when you're outnumbered 2-to-1 against Orks, the early game is key. That game still looked like great fun though, even for your opponent, and that matters a lot.

Offline dog_of_war

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Re: Battle Report: Orks vs Chaos 1500 Points
« Reply #4 on: September 4, 2015, 10:23:14 AM »
The game was a ton of fun. I can't wait for the rematch. Some of the mistakes my opponent made in not using his army in concert really helped me achieve the win. The deep strike mishap and the bikes breaking were really lucky breaks on my part, as well. I believe he's going to take the obliterators as single units to help with the deepstriking and losing the noise marines to help not incur the wrath of the blood god. I think he's also thinking of adding a daemon prince as well.

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Re: Battle Report: Orks vs Chaos 1500 Points
« Reply #5 on: September 4, 2015, 11:30:36 AM »
Against Orks, I'd probably start the Oblits on the table, honestly. Noise Marines are a bit pricey for what they do, certainly, but they aren't a bad idea.

A Daemon Prince? Well, Black Mace notwithstanding, the Orks usually don't have much trouble dragging down DPs. Like, at all.

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Re: Battle Report: Orks vs Chaos 1500 Points
« Reply #6 on: September 9, 2015, 10:11:24 AM »
A great batrep, I just love it when the orks krump well. Good work and good job, thats 5 teef for your bank account.

One change to consider for your next fight is to drop the KFF and give the big mek the fixin tools to keep the kans/dreads in the fight. Maybe drop the shoota boys for burna boys and make three of them meks to add to those repair rolls.

While I am not a kan wall player, you seem to be doing well with that list, so keep on krumping.

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Offline dog_of_war

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Re: Battle Report: Orks vs Chaos 1500 Points
« Reply #7 on: September 9, 2015, 02:29:38 PM »
Thanks Skeetergod. I've been toying with the idea of dropping the Big Mek all together and taking two painboyz instead. He hasn't done much for me in the four games I've played with him. Usually the opponent just targets whatever unit is out of the KFF range. The save it gives is not stupendous anyways. I have tried running with the fixin tools and a bunch of other meks, but it seemed like a waste of points to keep trying to fix the kans that usually got aced in a single turn anyways with only two hull points. I've even considered dropping the grot riggers on the dreads as I've only taken 2 hull points in the last few games and never gained one back.

 


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