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Author Topic: 1250 Orks vs. Ad Mech: Vital Intelligence  (Read 901 times)

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Offline Roboknee77

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1250 Orks vs. Ad Mech: Vital Intelligence
« on: September 14, 2019, 04:36:46 PM »
1250 Orks vs. Ad Mech: Vital Intelligence

Orthos IV: Act 2

   Their forward base destroyed, fighting a war on two fronts, and with ammunition and spare parts running perilously low, mechanicus forces find themselves on their heels during the struggle for Orthos IV.  They have, however, at great cost, managed to obtain one of the coveted relics in Ork hands, albeit a severely damaged one.  It may prove a valuable lead in discovering a larger trove.
 
   The current situation necessitates re establishing contact with high clergy to upload precious data on the artefact for processing, request a badly needed resupply drop, and to obtain further orders.

   Scans of a nearby derelict mining facility indicate that its communication relays could be repaired and their signal amplified, enabling at least temporary contact with the orbiting cruiser Eye of Deimos. 

   Inconveniently, a sizeable Ork looting party happens to be also scouring the facility. Time is of the essence, so scout forces have been ordered to secure communication terminals with utmost haste. (Thanks to Uncle Tungsten for the introduction).


   This is the first part of the 2nd narrative arc for my Orks and Uncle Tungsten's Ad Mech of the Orthos Campaign found here.  The round information is not up yet, but basically the Ad Mech are trying to narrow down the location of ancient atrifacts and the Orks are trying to find the location of the Ad Mech vessel to use it to leave the planet.

Enemy

Mars Battalion: Cybernetica Cohort Specialist Detachment

HQ:
Tech-Priest Dominus
Tech-Priest Enginseer

Troops:
3 Kataphron Breachers
5 Skitarii Vanguards
5 Skitarii Vanguards

Elites:
Cybernetica Datasmith
5 Sicarian Infiltrators

Heavy Support:
2 Kastelan Robots

Stygies VIII Battalion:

HQ:
Tech-Priest Dominus
Tech-Priest Enginseer

Troops:
5 Skitarii Rangers
5 Skitarii Rangers
5 Skitarii Rangers

Dedicated Transport:
Skorpius Dunerider

Elucidian Starstriders Patrol:

HQ:
Elucia Vhane
Janus Draik

Troops:
Nitsch's Squad (5 Voidsmen & Aximillion)

Elites:
Knosso Prond
Larsen van der Grauss

Auxiliary Support:

Elite:
Eversor Assassin


Ork Forces
Bad Moons Battalion

HQ:
Warboss on Warbike w/ Attack Squig, Shoota, Da Killa Klaw, Best Armor Teeth can Buy (trait)
Big Mek on w/ Slugga, Choppa, & Kustom Force Field

Troops:
10 Gretchin
10 Gretchin
10 Gretchin

Elites:
15 Tankbustas

Heavy Support:
2 Smasha Gunz
2 Smasha Gunz


Evil Sunz Battalion

HQ:
Bik Mek on Warbike w/ Headwhoppa's Kill Choppa & Kustom Force Field
Weirdboy (Warphead) w/ Warpath & Fists of Gork

Troops:
11 Shoota Boyz & Boss Nob w/ Big Choppa
11 Shoota Boyz & Boss Nob w/ Big Choppa
11 Shoota Boyz & Boss Nob w/ Big Choppa

Dedicated Transports:
3 Trukk w/ Big Shootas

Mission, Terrain & Deployment
   In the scenario, Vital Intelligence, there are 5 objectives laid out like an X on the map along diagonal lines across the board.  one is at the center and the others at the mid-points of the lines running from the center of the board to the corners.  Each round a d6 is rolled to determine which is active to score more victory points, or all of them if a 6 is rolled.

   The terrain was set up as a ruined mining facility.  There was a mix of ruined buildings, platforms, drilling towers, and pipelines throughout to offer some cover and break line of sight.

   We rolled and got search and destroy for the deployment.  I won the roll and picked the southwest corner.  Uncle Tungsten got the Northeast Corner and set up his army back and in cover.  I deployed my trukks as close to the edge of the deployment zone as possible while setting up the smasha guns along the edges of the zone for line of sight and range.  The grots were deployed as screens and the Tankbustas in the rear to protect for jumping.  Tungsten got to pick who went first and picked himself and I failed to seize the initiative.

Ad Mech Deployment

Ork Deployment

Top of Turn 1
   At the start of the round Tungsten rolls to see which objective is active and rolls a 4, the North west objective near a bunch of small buildings.  He cautiously moves forward and with limited targets weapons in range focuses his fire on one of my trukks and strips it of 7 wounds and that's the extent of his first turn.

The Ad Mech advance methodically


Bottom of Turn 1
   I spread out my forces to engage multiple targets, but first one group of Gretchin advance to get in range of objective 4 to secure the active objective.  The first trukk advances north to shoot at a group of rangers and wiping out 3 of them with heavy dakka.  The wounded trukk limps toward objective four while the big mek follows to provide force field coverage and to repair it as well.  The third trukk drives east toward objective 5 and rams the enginseer, each doing 2 wounds to the other.  The smasha guns fire ineffectively.  Finally the Tankbustas are jumped onto the central objective, 1, and more dakka the dunerider to a fiery death.

   At the end of the round we count up objective, I hold 3, including the active one, to Tungsten's 1.  I also get a point for First Blood.

Orks 5, Ad Mech 1

Spreading out to engage multiple targets

Here come the Tankbustas
Running Down an Enginseer

Top of Turn 2
   Objective 4 remains the active objective for this round and the Ad Mech begin their counter-attack.  The Starstriders arrive this turn, mostly behind cover but the voidsmen manage to shoot the gretchin holding objective 4.  The grots that survive run away to grovel another day.  Deemed a priority threat, the tankbustas come under heavy fire from the infiltrators that arrive on the scene, who manage to wipe out the squad.  The breachers and the kastelan robots destroy the previously wounded trukk, killing 2 boys, who disembark onto objective 1.  In the southeast oil field the enginseer withdraws from combat with the trukk and the rangers that survived the dunestrider explosion along with two groups of vanguard and Janus Draik fire on the trukk, destroying it and killing 2 of the orks inside.  I get a lucky roll and the trukk explodes spectacularly, killing 5 vanguard, 2 rangers, the enginseer and deals 3 mortal wounds to Janus.  Janus and the vanguard then assault the boyz, wiping out 6 more while the boyz kill the last two vanguard.

The smoking crater where a trukk used to be

Before the explosion
Infiltrating their own deployment zone
Fire on those cowardly grots
Janus is a good fighter

Bottom of Turn 2
   The orks spirts raised by the spectacular explosion of the trukk in the oil fields press forward.  The warboss drives through the wreckage of the trukk to gun down 2 vanguard and klaw to death 4 of the 5 rangers, remaining locked in combat until the next round.  The boys finish off Janus and secure objective 5.  The lone surviving trukk drops off it's group of boyz and races back to objective 4 to take control of it and hold off the starstriders.  The boyz disembarking from the trukk, along with the boyz on objective 1 and the big mek kill off the infiltrators.  The trukk boys proceed to charge the breachers and hack them to bits and pieces.  The dominus intervienes and kills 4 boyz.

   As the turn ends, I have orks in superior numbers at all objectives, scoring 6 points.

Orks 11, Ad Mech 1

WAAAGH!

Trukks can hold objectives too
Da Boss is Dead Killy
Ad Mech Command under Attack

Top of Turn 3
   At the top of the turn Objective 4 is once again active.  The Ad Mech make a last ditch effort to find the information they need but it may be too late.  The Dominus withdraws from combat to allow the kastelan robots to finish the boys threatening the Ad Mech Command.  The starstriders and two lone rangers fire on the trukk holding objective 4 with little success and even less in combat.  In retaliation the trukk runs over their dog.  In the oils fields, an assassin shows up and along with the vanguard wipe out the last of the boys holding the objective there and engage the warboss in close combat.  Da boss eviscerates the assassin and his attack squig devours a vangaurd.

   At this point my opponent concedes as by the end of the turn we'll both score 3 points and he doubts he be able to catch up.

An Assassin appears

Engaging the Warboss
No more Assassin
This is the Party Trukk and Everybody is Invited


Final Score:
Orks 14, Enemy 4

Post Mortem
   This was good game for my orks, coming off of a drubbing by the Deathwatch and a close loss to the Iron Hands (report to be posted "soon").  I was able to apply lessons learned in those battles to good effect here.  I had multple threats my opponent had to account for and I moved agressivley while taking objectives.  For example, my opponent had to bring his infiltrators into the game in his deployment area to kill the tankbustas instead of coming in on my flanks and starting to harass my smasha guns.

   The coolest moment, and I think pivotal, was the trukk explosion in round 2.  It prctically wiped out half of the Ad Mech forces in that area.  It kept my boyz from coming under heavier fire and let my boss come in to wipe out the sruvivors.

   As I've made mistakes in the deployment department before I don't think Tungstens cautious deployment helped him.  He was only able to take 7 wounds off a trukk in his first round.  My army was basically at full strength and able to "Alpha Strike" in the bottom of turn 1.

Anyway, thanks for reading, and as always, thanks to my opponent.

Offline Wyddr

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #1 on: September 16, 2019, 06:26:47 AM »
Nice report! Looks like the mobility of the Trukks came in handy, letting you spread out so quickly. What did you think of them?

Offline Roboknee77

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #2 on: September 16, 2019, 11:23:22 AM »
Thanks Wyddr.  I would say they were okay.  They offered maneuverability first turn and I was able to get out to a good lead thanks to them.  Against small arms fire, they took a lot of shots to destroy, which let the boys that survived their destruction not have to deal with that for 1 turn.  But once the Trukk is gone, 12 boys will probably only get one round of action before they die.

In a game I played Yesterday against McComas they performed much worse.  Two trukks died in the top of first round and I lost one unit of boys from one and about a third from the other.

So if I can "Alpha Strike" the're helpful.  If not, they're not worth it.

Offline SKEETERGOD

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #3 on: September 18, 2019, 02:16:35 PM »
Another great victory for the orks.

Good Stuff!!  :) Glad to see the speed freak is becoming strong in you....         

One trick I use is to charge in with the truck and cause a little damage, then on my next turn the boys disembark, the truck "falls back" and then the boys charge in. Also if you have a spare point or so laying around a grot for the truck seems to work pretty good to. Repairing a point just before the full squad of marines blast away seems to keep the truck alive another turn.

The trucks are mainly there to be a boy/boss delivery system, and are pricey but expendable tools to get the boys in combat, and the boys are a nob/boss delivery system to take the casualties so the nob/boss gets in and does some serious krumping.

I am also happy to see you taking a biker boss, you will soon become addicted to the need for speed and I see a unit of nob bikers in your future. Since you already have a mek with KFF on a bike you are well on your way to feeling the need for speed.

Good Stuff! Now go do more good stuff
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Roboknee77

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #4 on: September 20, 2019, 09:17:42 AM »
Thanks for the encouragement Skeeter.  :)

When I put together the new Deffkilla Wartrike I will probably try to figure out a good speed freaks list.  Until then I have to work on the non-gunline part of my war band.

I will remember that tactic if I can get a trukk to survive long enough to charge an enemy unit and/or long enough to disembark troops at my choice instead of when the trukk explodes.  ;)


Offline Wyddr

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #5 on: September 20, 2019, 09:59:14 AM »
The only way I see that you can get a Trukk into combat is if you bring lots and lots of Trukks (like, maybe 5). They're pretty easy to kill, especially given our metagame.

The advantage lies two-fold, I think:
1) Flexibility and mobility to account for sudden shifts in the objectives or deployment snafus. This is situational, but highly useful. 

2) An added layer of disposable wounds that has to be stripped off before it actually hurts what's inside. To take advantage of this one, though, every Nob should be carrying a Power Klaw. Those 12 orks need more bang for their buck. Buy them Big shootas and stuff. Invest a little bit in giving them a punch.

The trukks themselves should be stripped down to bare bones. No wrecking balls, no extra weapon options, no upgrades--there just *aren't* any upgrades worth it considering how quickly they'll pop against lascannons and Neutron Lasers and massed plasma or autocannons.

Offline SKEETERGOD

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #6 on: September 24, 2019, 01:11:35 PM »
Well I don't get to play the big games anymore like you guys do, I do get to play smaller games. My current list is three trucks with wrecking balls, big shoota and grot. Three squads of 10 boys, one squad is shootas the other two are choppas. The choppa boy squads have nobs with PKs and the shoota boy squads has a nob with big choppa and big shoota. Three warbosses, one with the klaw, one with ded shiny shoota and one with headwoppa. and three megatrakk buggies. Comes out to less than 50 power points. (we play power points rather than try to unscramble the point system from the codex and the index lists)

Against my son who has IG who takes two leman russ tanks a bunch of squads of troopers, Yarick, a commander dude and a chimera with ogres. Then against my daughter who takes her crimson fists with cannons and stern guards and captain heroic. And my buddy Matt who has dark eldar with three raiders full of squishy stuff. So, you can see my gaming is limited.

I used to play much larger games until my LGS closed, so now I am just "have army will travel" kind of finding games.

So, maybe in larger games like you play, you should double the amount of what I take. I am too lazy to figure out points so if you feel like it go ahead and then double the amount of trucks and boys and bosses and you most likely have the points to double the megatraks too.

My other list which is all bikers and deffcoptas is a very shooty and fast list, but second floor objectives make it hard to win those kind of games so I have to try to table my opponent to win.

My two teef
 
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Wyddr

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #7 on: September 24, 2019, 05:12:20 PM »
Hey, if you want an app that will do points calculating for you, check out Battlescribe! It's pretty good!

Offline Roboknee77

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Re: 1250 Orks vs. Ad Mech: Vital Intelligence
« Reply #8 on: September 27, 2019, 03:36:34 PM »
I'll second what Wyddr said about battlescribe, it really helps once you get the hang of it.  We play about 1500 points and that averages about 85 PL for Orks, give or take.

The trukks I do take are already the bare minimum, you have to take a big shoota.  Maybe 5 would be threatening, they all shouldn't die in one turn.  I'll have to see how much that runs and see what I can do from there.

 


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