Played a game last weekend with my orks. Myself and a new player, Herman, combined 1500pts each to fight vs Sean's 3000 pts of chaos. Since this was an apoc level of points, Sean pulled out a banebade. Waaagh!!! Gonzaa and the Necrons vs the Forces of Khorn - Pitched Battle to Capture and ControlTHE CHALLENGER: Would you like some cheese with your Khorn?Forces of Khorn
Kharn the Betrayer
Khorny Demon Prince - wings
5 Khorny Terminators - a chainfist
5 Possesed - rolled furious charge
20 Chaos Marines - HBs
10 Lesser Demons
5 Havocs - 3 ML, 1 LC
2 Defilers with lots of guns
Predator Annihilator - HBs
and a Hellhammer!THE DEFENDERS: Green and yellow make...death!Waaagh!!! Gonzaa!
Biker Warboss - Power Klaw, Kombi-skorcha, Cybork
10 Kommandos - Klaw nob
3 Mega Nobs - Kombi-skorchas, trukk
2x 12 trukk boys - Klaw nob, trukk
10 scoring nobs - loads of upgrades, trukk
3 kans - grotzookas
3 wartrakks - rokkitsNecrons
Destroyer Lord - orb, phylactery
The table was 6x8" with some light terrain. We won the roll for picking turns and decided to go first (and avoid some of that ordinance). Our objective was on the far right, a wierd little factory building. Sean's objective was a crashed dark eldar skimmer on the far left.
I deployed everything on the left as far forward as possible. Herman set up on the right, further back. Sean did not seize initiative.Turn 1 - Defenders
Oops, didn't get a good photo until my forces had already moved. My transports scream forwards 18", getting into good spots for turn 2 charges. Kans advanced and kill 2 zerkers. The wartrakks deal 2 wounds to the demon prince (who is out of cover). Necrons were largely out of range, since they deployed so far back.Turn 1 - Challengers
The hellhammer decides the destroyers cannot live, and unloads on them.
Three destroyers die permanently (out of orb range). Various shooting explodes a killa kan and two trukks (both roll 5-6 on ramshackle, leaving their mobs unharmed).
Another trukk explodes, killing 5 snakebite boys inside, and pinning the remainder. Karn, zerkers, and demon prince charge and destroy the nob trukk. The explosion kills two berzerkers, lol.Turn 2 - Defenders
Kommandos arrive on the left flank to charge the chaos marines guarding the enemy objective.
The warboss skorches the marines, then joins in.
I move my nobs and meganobs into ideal cooking positions. 5 skorcha templates kill 5 berzerkers, then i charge in with nobs and meganobs to kill the rest and demon prince.
A meganob is lost in the process to a chaos power weapon. My wartrakks shoot at Kharn (he's on his own), putting two wounds on him. Herman's monolith manages to fry two evil sunz orks along with 4 of the middle zerkers with a badly scattering shot. Sunz charge the zerkers anyway, tying combat.Turn 2 - Challengers
Chaos terminators beam in behind the necrons, gunning down a few. Lesser demons appear next to my nobs and psych themselves up for a charge.
One of the berserkers fighting my evil sunz turns into a greater demon!
The hellhammer turns its massive guns on the ork army for the first time, Gaaagh!!
4 nobs, a meganob, and a killa kan vanish in a huge crater. More shooting from chaos vehicles clip another nob, but I make Ld. The lesser demons charge the remaining nobs.
The nobs take one wound, then strike back killing several demons (+ no retreat, heh). The greater demon and leftover berzerkers easily kill off my remaining evil sunz. Kharn charges the warboss from behind, slaying him.
The kommandos don't do too well this cc round, and are destroyed, leaving chaos still in control of their objective!
The possesed (down to 2 at this point), charge a unit of warriors, wiff, and are destroyed. Turn 3 - Defenders
The wartrakks shoot at Kharn, missing. The single remaining kan gets two direct hits, blasting 3 havocs! My one remaining meganob makes a suicidal charge at a defiler, and is cut to pieces.
The no longer pinned snake bite boys mob charges into the lesser demons, helping out the nobs. The demons are wiped out, so I consolidate the snake bite boys in front of the nobs. Turn 3 - Challengers
More chaos shooting wipes out the snake bites and two wartrakks. This does prevent Kharn and the 2 remaining chaos marines from charging.
Sean manages to gun down Herman's orb lord and chop up quite a few warriors with terminator power weapons. (enough to phase out next turn if the lord doesn't WBB).Turn 4 - Defenders
The necron lord rolls a 6 for WBB. With his phylactery, he comes back to life with 3 wounds again! A ton of warriors stand back up.
My nobs charge Kharn and his buddies, killing them. Orks now control the chaos objective. Unfortunately, my ride appears so I have to pack my minis up. (orks phase out?)
Two more turns followed with chaos slowly chewing up warriors that were being teleported through the two monoliths for rerolls.
The necrons finally phased out turn 5 or 6. Considering the amount of big guns chaos still had, I don't think we would have won if I had stuck around. Result:
The challenger wiped out the defenders.
VICTORY for the Forces of Khorn!Analysis:
This battle was very interesting. I completely forgot to bring a KFF mek this battle, oops. It wasn't as crippling as I would have thought, as my vehicles got in a turn of movement before dying. My positioning vs the chaos infantry was great. They only charged me on my terms and my units largely got their charges/flamers in early for maximum damage.
The hellhammer and other ranged vehicles really dominated the table. I was deployed too far from them to respond, focusing on capturing the enemy objective. The necrons didn't have any real antitank (no heavy destroyers), so we just had to deal with the hellhammer, pred, and defilers shooting all game. Perhaps we should have let chaos take the first turn, so we could deploy in range to strike those big guns. MVP:
Lots of units performed well. I was really impressed with the meganobs. They're amazing with kombi-skorchas. I only wish there was a 4th one in the mob. They need just a little more size to stay effective.Hero(es) of the game:
The nobs were great again. Trashing several chaos units and taking an objective. I only wish this unit had more skorchas and fewer rokkits.
BONUS CATEGORY:Most Dangerous Enemy of the game:
Obviously, the hellhammer was a big problem. It can move at full speed, fire everything, fire everything at different targets, rear armor 12, ouch. I probably could have damaged it with the warboss, but there's probably a good apocalypse response to it. I'll have to look through the ork apoc entries and find something good vs those sorts of vehicles. I'm not quite ready to lug a stompa around yet.
Hope you enjoyed the game!