Played my first 8e game today against a friend at the game store, 2,000 pts, my Orkz vs his Heretic Astartes/Chaos.
My list: 1x BATTALION Detachment of Orks
++HQ++
Warboss on Warbike with Power Klaw
Big Mek on Warbike with KFF, Killsaw
Weirdboy
++TROOPS++
30 Slugga Boyz, 1 is Nob with Power Klaw
10 Shoota Boyz, 1 is Nob with Power Klaw
10 Shoota Boyz, 1 is Nob with Power Klaw
10 Shoota Boyz, 1 is Nob with Power Klaw
10 Shoota boyz, 1 is Nob with Power Klaw
++FAST ATTACK++
2 Deffkoptas with Spinnin Blades and Kopta Rokkits
12 Warbikers
++HEAVY SUPPORT++
3 Big Gunz: Kannons
3 Killa Kanz, 2 with Rokkit Launcha, 1 with Big Shoota
++DEDICATED TRANSPORT++
4x Trukk with no frills
Nomad's list, 1x BATTALION Detachment of Heretic Astartes
Typhus
Sorcerer
6 Terminators. 1 with claws, 1 with combi-melta + power first, 1 with combi-bolter + power fist (??), 2 with Reaper Autocannon + power fist
7 Plague Marines with Plague knifes, 2 with Plasma Guns
7 Plague Marines with Plague knifes, 2 with Plasma Guns
7 Plague Marines with Plague knifes, 2 with Plasma Guns
7 Plague Marines with Plague knifes, 2 with Plasma Guns
7 Havoc Marines with 4 Meltaguns
7 Havoc Marines with 4 Meltaguns
4x Rhino with a plasma combi gun
We rolled for modes and got Retrieval Mission. Nomad placed the first objective token on the centerline about 18" from short edge of the table, and I placed the second token just over 12" from the first one across clear ground so that I could potentially contest both of them; i suspected two objectives being close together would give my swarmy orkz a better chance. Nomad then placed the third token as far as he could towards the other short edge of the table, and I had a choice: place the fourth and final objective near the two that are close? or place it near the one that is far? I put it about 18" away from the lone objective towards the center, in the hopes that some of my fast units (i noted that Nomad didn't have any bikers or flyers) would be able to get to or contest an objective.
As the final objective-placer, I could pick deployment zones. I went for Search and Destroy, because each group of two objectives was basically in one quadrant. Since one objective was pretty close to the center, I could basically start on that objective and push towards the other two in my opponent's deployment area. I figured the diagonal attack with a short distance between deployment zones would help me, too.
We begin alternating deploying units. My opponent deploys in relatively few turns, since 4 of his squads are in rhinos. I am deploying 4 squads in Trukks, as well as my Kanz, Gunz, Warbikers, 3 HQs, foot Boyz, and defffkoptas (in reserve) so I get to make a couple deployments after he is locked in. We both deploy to the front. I put my Kans in front, followed by my Trukks, then a the bikers and the foot unit of Boyz. I plan to teleport the foot unit of Boyz so having them in the back won't be a problem. My Gunz are in the back on the back objective, far away from anything except the back end of the Boyz mob. Nomad keeps his terminators and terminator armour HQ in reserve and deploys his marines and rhinos all to the front, with one to the side to get a better angle on a point. I didn't get a photograph of pre-turn 1, but I do take a photo of part-way through which is below.
Top of Turn 1 (Chaos):Nomad goes first and I fail to seize the initiative. He deepstrikes in his termies and HQ behind my Big Gunz. He unloads his guys out of his Rhinos, then puts the Rhinos in front to make it hard for me to charge. He fires some shots and does some light damage to various things but fails to put a serious dent in anything but my (proxied boyz for them) grot gunners on the Big Gunz.
After the top of Turn 1:
Bottom of Turn 1 (Orks):The Big Gunz stay still. I figure they're dead anyways once the Termies get to them, so they might as well shoot accurately in the meantime. The Boyz and Weirdboy advance. Although I plan to use Da Jump, it might fail so I want the Boyz in good position. I hope that the Gunz shoot accurately at the Termies and maybe take one down.
I advance my Kans, Trukks, and Bikers. Weirdboy targeting the mob of 30 Boyz successfully uses Da Jump. The Boyz reappear behind the enemies, able to charge without interference of Rhinos.
However, I fail the charge roll and reroll for the Boyz; even 'Ere We Go will not help you if you roll a 2,1 and a 2,2 and need to go 9+ inches. I'm also not able to pop any of the rhinos with my shooting, . I do pick off a couple of marines with shooting. So I have my Kanz go in on it in melee, hoping to break it down so I can get to the marines behind. In my hubris, I thought to use a trukk full of Boyz to initiate assault with a group of marines, thinking "well, this way they'll be in melee and won't be able to Overwatch my Boyz" but in fact this just gets the Trukk stuck in assault
Top of Turn 2 (Chaos):Nomad sees the group of Boyz behind him and proceeds to focus a lot of shooting on it, causing some serious damage. His marines in assault with my Trukk hurt it significantly, but in the assault between my Kans and his Rhino, his Rhino finally goes down. His highly out-of-position Termies take some potshots at my Big Gunz but fail to destroy them. My trukk that is in assault with some marines is destroyed, and there is nowhere for the models to go; only two models make it out due to placement rules, and they end up dying.
Bottom of Turn 2 (Orkz):With about 15-18 Boyz of my Boyz behind Nomad, and his Rhino wall falling, I'm feeling in a good position for some assault. Over the course of this turn I move a bunch of units forward and charge with a bunch of units. I also bring my deffkoptas in from the table edge (forgot to do this during Turn 1). I send a couple of empty Trukks towards my own backfield, hoping to hide them and run them onto objectives later.
Thus begins the "
entire game-wide close combat circus" that plays out over the course of the next 2.5 turns. Nobody can shoot, nobody can move (or wants to fall back), and so Nomad and i become well-acquainted with 8e assault rules. Except for one squad of tac marines, some dedicated transports, and the terminators, everything is just assaulting.
After a couple of turns, things start to thin out. The Orks are coming out on top, mostly, and eventually his terminators wipe out my Big Gunz in the back.
--
Final Turns (4-6)Photographs stop here, since we were getting pretty tired and wanted to play quickly without stopping for them. Once it was clear the assaults were going to go in my favor, I used Fall Back with my remaining 5 War Bikes. My Psyker was still alive at this point in time, so he teleported them into the Nomad's backlines, where they got onto an objective despite attempts by his Rhino to tie them up in melee or block them off; warbikes are pretty fast. At some point, I lost a lot of boyz, as well as the deffkoptas. I had a group of 5 boyz stick on the other objective on Nomad's side, and turned my army around.
Nomad had taken "my" rear objective but one of the objectives on my side was towards the middle. Aside from his Rhinos, his only active units were the (now 4 left) Terminators and his HQ, Typhus. Unfortunately, it looked like I wouldn't be able to actually kill them. However, I had two objectives and he had barely enough units to cover two. I took down one Rhino with some melee attacks from some Boyz, and the other one wasn't in a position where it could contest the objectives I held (since I had many models on both and it didn't have the guns or melee strength to kill them).
Instead of trying to kill his Termies on the closer objective on my side of the board, I just ran a bunch of boyz, my warboss, and my big mek all into melee with the Terminators. Although my Boyz couldn't kill the Terminators, the Terminators couldn't kill them quickly enough, and this put more than 5 of my models within 3" of the objective, claiming it for me in the bottom of the 6th turn. Then, the game ended.
Final points tally for Nomad:
1 Point for first Blood
1 Point for having a unit in Blazinghand's deployment zone
3 Points for being near objective (back of Blazinghand's deployment Zone)
TOTAL: 5 points
Final points tally for Blazinghand:
1 point for having a unit in Nomad's deployment Zone
3 points for being near objective (middle of Nomad's deployment zone)
3 points for being near objective (middle-left of Nomad's deployment zone)
3 points for having more models with in 3" of objective than Nomad (front of Blazinghand's deployment zone)
TOTAL: 10 points
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Some key learnings:
1. Rhinos can be tough to crack. I got tarpitted for a turn and a half at least on a rhino that i needed to get around.
2. Ork Boyz, if they actually make it to combat, are quite decent for the cost
3. Power Klaw / Power Fist hidden in squad is very good. My Boss Nobz always made it to close combat as long as Ork boyz were available to die for them.
4. Morale can be huge. Definitely took down a lot of marines via morale, and definitely the felt strong in situations like "this mob of Boyz has 10+ models in it and can take a couple wounds no problem / this mob of boyz has 20+ models in it and basically doesn't care about morale" and felt weak in situations like "this mob of boyz is 6, 3 of them just died, now it's time to make a morale check." Boyz can use unit size as Ld for morale, this is very valuable.
5. Don't deep strike valuable units far away from the fight. I mean, this is obvious, but Nomad put 500 points of assaulty shooty powerful Terminators that were hard to kill way behind my lines, and I just ran forward away from them. During the final turns, they held objectives, but I could just swarm guys onto those objectives and let numbers make the difference.
6. It seems like the ability to fall back and move around could be really strong. Being able to fall back out of combat with my bikers, get really far away, then teleport, was good. I'm sure other groups like eldar with fast units will like this.
7. Psykers counter Psykers decently. While my weirdboy was on the field (he died in the second-to-last turn or so) he was able to occasionally stop a Psyker power if he was in the right place.
8. Assault can be huge. Maybe this is just an ork thing. Although his marines were very tough (some had T5 or FNP 5+) it seems like they died in assault just like anything else.
9. Command Points are game changers. Avoid Perils, reroll a crucial Power Klaw attack, that last Invuln save you need to make, etc. In 2k points if I could somehow get 9 instead of 6 I would.
I'll have to play more and learn more. Overall I am excited about this new edition and the various possibilities.