Showing posts with label orks. Show all posts
Showing posts with label orks. Show all posts

Playing: Trukk Spam Shooting Spam


























Messing around with army builder tonight I put together the following Ork list. I wanted something less than conventional that used different models but still offered reliable shooting and solid CC capabilities . I always enjoy Ork lists that combo shooty with choppy and I think they are among the most effective. This one delivers that while using trukk spam, a difficult challenge if not properly supported.

Orks - 1500

HQ

Warboss (Power Klaw, Cybork)
Warboss (Power Klaw, Cybork)

Troops

Nobz x4 (Combi Skorcha, Combi Rockitt, Bosspole) w Trukk (Ram)
Nobz x4 (Combi Skorcha, Combi Rockitt, Bosspole) w Trukk (Ram)
Boyz x12 w Nob (Power Klaw, Bosspole) w Trukk (Ram)
Boyz x12 w Nob (Power Klaw, Bosspole) w Trukk (Ram)
Boyz x12 w Nob (Power Klaw, Bosspole) w Trukk (Ram)
Boyz x12 w Nob (Power Klaw, Bosspole) w Trukk (Ram)

Heavy Support

Big Gunz (Ammo Runt x3)
Big Gunz (Ammo Runt x3)
Big Gunz (Ammo Runt x3)

Elite

Loota x5
Loota x5
Loota x5

That's an awful lot of shooting coming across the table on the first turn with re-rollable cannon shots and loota spam. The shooting is meant to counter your opponents firing lines. You might not blow everything up right away, but every shake or stun puts your trukk boyz that much closer.

The nobz are a cheap utility unit. They offer a variety of methods to deal with horde or vehicles. Paired with the Warbosses they can do some damage even to tougher MC units.

Obviously the trukks are getting blasted sooner or later but by the time they do you're hoping everything is already in their lines.

Nothing spectacular here and it's always hard to find a reason not to use deff-rolla wagons but if I'm playing trukk spam this is how I'm going to do it.

Batrep: Orks vs. Blood Angels (2000)

I was anxious to playtest my most recent ork list creation that was featured here. The list was inspired by a list Stelek had created over at Yes the Truth Hurts. I was interested in the list variant so I thought I'd give my version a try against some quality competition. Shep was happy to oblige with his version of Blood Angels:

Shep's Blood Angels - 2000

HQ


librarian with strength 10 power
command squad with 4x plasma guns in assault cannon razorback

Elite

sanguinary priest with hand flamer x2

Troops

5x assault marines flamer power weapon hand flamer in assault cannon razorback
5x assault marines flamer power weapon hand flamer in twin las razorback
5x assault marines flamer power weapon hand flamer in twin las razorback
5x assault marines flamer power weapon hand flamer in twin las razorback

Fast

baal predator with heavy bolter sponsons
baal predator with heavy bolter sponsons
baal predator with heavy bolter sponsons

Heavy

whirlwind
predator annihilator with lascannon sponsons
predator annihilator with lascannon sponsons


We play a pitched battle with 4 objectives to get. Shep wins the roll and chooses to deploy and go first.

Deployment:


Shep lines up most of his army on one side with the whirlwind tucked in the corner and then puts all his baal predators together on another. I place one loota unit in a ruin and the other two on the ground in the center of my deployment for maximum reach. The nobz are in front of everything and then 3 wagons and the buggies behind.

From 40k_824


From 40k_824


From 40k_824


I fail to seize the initiative. Shep goes first.

Turn 1:

BA

Baal Preds unload into my far right loota squad killing 4 of them. Whirlwind shoots indirectly at the bunched up units of 10 lootas but they make ALL of their cover saves. Baal preds and razorbacks shoot into nob bikers and put a few wounds on the unit. Razorback fire wrecks a buggy.


Orks

Entire army moves forward aside from the lootas and the dred. Nob bikers go max speed with a turbo boost. Wagons move forward 13" and remain clustered together for the KFF save. Buggies move forward 12" and fire into the predators shaking one and wrecking another. Lootas fire at razorbacks and stun one and wreck another. The lone Loota wrecks the command squad razorback.

From 40k_824


Turn 2:

BA

Whirlwind fire nukes the remaining lootas and almost wipes them out. Both units then fail LD tests and run off the table. Baal predators unload into the nob bikers and put single wounds on the majority of them but kill none. The Warboss eats two wounds from plasma and lascannon fire. The librarian detaches from the command squad and then charges the nob biker unit in a suicide attempt to destroy the Warboss and rubberband the unit away from the razorbacks. The Warboss dies in the assault, the nobs that attack back fail to kill him.

Orks

Grots arrive and move into the ruins aiming for the objective. Wagons finally get into range to do some damage: One deffrolla's a razorback and wrecks it. Marines spill out. The remaining two surge onto forward objectives. Buggies shoot at the whirlwind and destroy the weapon. Another buggy unit blows up a razorback and then another wrecks a predator. The deff dred shoots into the command squad unit on foot and kills one marine. In the assault phase the nobs finish off the librarian and then consolidate towards the marines hiding behind the wrecked razorback.

From 40k_824


From 40k_824



Turn 3:

BA

Razorback moves forward onto a middle objective and the baal preds split up, several move towards the middle objective threatening the nobs. Another moves towards the grots eyeing the rear objective. Shots are dumped into the nobs again: Plasma from the command squad, lascannons, and baal pred shots. The nobs take several more casualties. They fail their LD test but the bosspole saves them. A predator explodes a wagon and the grots fall out and sit on an objective. A baal pred shoots at grots nearby the objective but they go to ground and only take one casualty.

Orks:

Buggies continue to wreck vehicles: They weapon destroy a predator and stun and immobilize another razorback. Another wagon deffrollas a razorback full of marines and wrecks it. The deff dred moves to protect the nearby grots and threaten a razorback close by. The nobs assault the marines that have fallen out of the razorback and wipe them out. They consolidate towards the center of the table.

From 40k_824


Turn 4:


BA

The marines take a swing at the wagon with melta bombs that just deffrolla'd them and immobilize it. Baal preds wreck the deff dred but ignore the nearby grots that have gone to ground. The other preds fire into the nobs and thin the unit significantly, only 5 remain.

Orks

Buggies move onto an objective to block with the grots and finish off the whirlwind. The hobbled nob biker unit moves towards the razorback sitting on an objective and a nearby baal predator and assults both of them but only manages to immobilize the predator.

From 40k_824


From 40k_824


Turn 5:


BA

The last 2 Baal preds and the lone uncrippled razorback finish off the nob bikers. The marines finally successfully assault the wagon standing in their way and blow it up. The grots fall out and stand on the objective. The predator tank shocks them and kills a couple but they hold their line. Plasma spam destroys a buggy unit.

Orks

The Buggies take pot shots at the marine unit sitting next to the objective and kill a couple of them. The last remaining wagon drops it's grot payload into the forest to score the objective and then deffrollas the last predator and wrecks it. The other grots run towards the objective where the baal preds are sitting.

From 40k_824


From 40k_824



Turn 6:

BA

The baal preds turn their attention to the grots camping their objective and fire as best they can but the grots are in cover and go to ground once again and can't be moved. On the opposite side the marines can't deal with all the grots on the objective but do manage to contest the objective. The lone operational razorback sits on an objective scoring it.

Orks

Buggies are able to contest but not scare anyone. Grots do the same for two of the objectives and manage to score another.

The game ends.

Orks tie Blood Angels 1 Objective to 1 Objective.


From 40k_824



From 40k_824


From 40k_824


Analysis:

I don't have a whole lot of experience playing against Blood Angels. But they seem pretty straightforward to play against. Basically marines that move quickly. My list performed like I thought it would and it was interesting to see exactly how much firepower the Nobz were able to soak up. It took Shep a full 5 turns to finally get rid of them and at that point I still had 2 wagons crashing into his vehicles that were largely ignored by most of his anti tank fire for the majority of the game.

The grots are a bit tricky since they are so terrible and do nothing aside from assist with objective taking. That said they are difficult to get rid of when they decide to go to ground and putting them in an AV14 vehicle certainly helps their survivability.

I think this list has a lot of promise. I may make some changes to make my troops a bit less flimsy. Running a minimum nob squad in a wagon is an idea I don't hate and therefore unlocking another heavy slot. The dred was a nice deterrent but ultimately unexciting but I'm not sure what to replace it with. Perhaps a squadron of shooty kanz or maybe I keep the dred but give it skorcha's instead.

This was a really fun game overall and I enjoyed playing the list. Primarily because new looks at old codices always interest me. The quest for the perfect ork list continues.

Tactica: New Look Orks


Stelek has put together an interesting list over at his Yes the Truth Hurts. I thought it was a good list to further investigate. Since I probably know Orks better than any other codex I really wanted to weigh in.

I thought his list was interesting in that it tried a couple of things that aren't typical in any of my Orks lists.

1) It uses both Nob Bikers and Battlewagons
2) It relies primarily on grots as the basic troop choice.
3) It runs Kanz but isn't a Kan Wall.

I thought I'd run down these three items and offer feedback on his strategy.

Nobz:

For the first item, running both bikers and wagons I think is a sound choice. However I don't like his execution. My issue with mid-sized Nobz units thorough experience is that they either tend to struggle against the true power units or are overkill against the lesser units. In short they either don't do what they are designed to do or are over-costed and we'd rather spend points on something cheaper. With this in mind my current strategy with Nobz is to either run them as a minimum size to unlock wagons or as a maxed out death-star that can challenge anything. In this list Stelek runs two mid-range nobz, one in a wagon and the other on bikes. I think he's better off running one massive bike unit and have no apologies for it. I've changed the list with this consideration.

Grotz:

Stelek doesn't like Ork Boyz. His logic is that troops are fail if they don't have a dedicated transport. Since the trukk forces boyz into a unit size that makes them suck along with the fact that trukks are terribly flimsy he doesn't like trukk boyz either. Barring that option the last remaining choice is to put the boyz in a wagon. I happen to like this idea. He does not because he believes you're investing too many points into a unit combo that screams target priority. That's a 130 + point wagon with a standard 20 man boy unit with upgrades to the nob up to 160 we're looking at a 290 point troop. I don't agree with this but for purposes of this article I'm going to give him the benefit of the doubt. The revised list shall have zero Ork boyz. Grot spam it is.

Kanz:

I tend to like Killa Kanz. But only in a list with a significant number. His list doesn't really offer them a consistent 4+ save and I consider that a problem. They double as fire support / anti tank and I don't hate the idea but my experience with them in that role is they tend to get dealt with when they are going to be a threat to the opponent and it's generally an easy task. All that said, the biggest problem with Kanz is they are sitting in the heavy slot. That means I have to use less wagons. I don't like that so I'm not going to run them. In their stead I'll try something different: I'll use a deff dread and declare it a troop with my KFF ability.

In addition to the above Stelek's list also features a deffkopta unit. I don't hate them at all but I find buggies to generally be a better value if they can ensure themselves cover saves for the majority of the game. This list enables that easily. I prefer a cheaper buggy unit over the koptas with the understanding that I'm losing scout potential.

So considering Stelek's list I'm going to revise it as such.

Orks - 2000

HQ

Big Mek (KFF, Burna, Cybork)
Warboss (Warbike, Squig, Powerklaw, Cybork)

Troops

Nobz x10 (Cybork, Stikkbombs, Warbikes, Powerklaw x3, Diverse Wounds) w Painboy
Gretchin x10 w Runtherd
Gretchin x10 w Runtherd
Gretchin x10 w Runtherd
Gretchin x10 w Runtherd
Deff Dread (CCW x2, Big Shoota x2)

Heavy Support

Battlewagon (Deffrolla, Red Paint, Armor Plates, Big Shoota)
Battlewagon (Deffrolla, Red Paint, Armor Plates, Big Shoota)
Battlewagon (Deffrolla, Red Paint, Armor Plates, Big Shoota)

Elite

Loota x5
Loota x5
Loota x5

Fast Attack

Warbuggy x2 (TL Rockitt x2)
Warbuggy x2 (TL Rockitt x2)
Warbuggy x2 (TL Rockitt x2)


I'll go along with most of what he's getting at here. We both agree fire support is key. I even ratchet it up further with a third loota unit and another squadron of buggies. Stelek likes Kanz for counter-assault purposes. I go with a shooty Deff Dread to save our precious heavy support slot and then use a whopping three wagons with deffrollas on the cheap carrying our grots. The wagons are relatively svelt at 170 points (130+40) instead of the standard 290 carrying a boyz unit. Mobile troops are crucial and this strategy allows for that. Our 4th grot unit will sit in reserve and only show up to camp out the local objective.

So that's the list. Good fire support. An incredibly powerful death-star unit. Wagon spam that must be respected carrying cheap troops to boot. A counter-assault unit to keep our opponent honest.

Do you like an Ork list without Boyz? Is this counterassault good enough? What about combining Nob Bikerz with Wagonz? Lot's of tactics to consider here. Maybe I'll try this list out in the near future!

Batrep: Orks vs. Guard (2000)

Shep and I got a 2000 point game in recently as testing for an upcoming GT I may be attending in early September.

This was Shep's golden ticket earning list from the Conquest GT last month.

Imperial Guard Glass Cannon (2000)

HQ

Company Command Squad (Melta x4) w Chimera (Heavy Flamer)
Company Command Squad (Melta x4) w Chimera (Heavy Flamer)

Troop

Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)
Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)
Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)
Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)

Heavy Support

Manticore (Heavy Flamer)
Manticore (Heavy Flamer)
Manticore (Heavy Flamer)

Fast Attack

Vendetta (Twin Linked Lascannon)
Vendetta (Twin Linked Lascannon)
Vendetta (Twin Linked Lascannon)

Elite

Psyker Battle Squad x 8 w Chimera (Heavy Flamer)

Pretty impressive glass cannon offering here: Tons of front loaded firepower designed to shock and awe early along with plenty of mobility to grab objective late.

The Ork list I countered with I outlined in this article here: A pretty standard Battlewagon rush list but with a significant amount of fire support.

Mission Type:

Spearhead / Capture Control

We place our objectives in the opposite corners. Shep wins the roll and opts to go first. This single roll already lowers my odds considerably. IG is very difficult to beat, often insurmountable when going second.

Shep deploys like so with his scout move:

From 40k_Batrep


I consider a number of options here and end up just deploying my fire support. I leave all my troops, wagons, HQ's and fast attack in reserve.

From 40k_Batrep


I'm forced to cram most of my army into the forest to get area terrain cover. Without it the Manticores are free to rain fiery death onto my fire support indirectly and I'll get no cover at all.

I attempt to seize initiative as doing so would be a significant benefit. With over 20 lootas and 3 twin linked kannonz I could knock down his shooting significantly or at least stun his fire buying me time for the reserves to show up.

I fail to seize.

Turn 1 - IG

Shep unloads on my lootas and kannonz. Multiple Manticore blasts rip into my infantry blowing the majority to bits. Here is a picture of the aftermath.

From 40k_Batrep


He wiped the 14 man Loota unit with several barrages and then a weaken resolve from his Psyker Battle Squad. The Kannonz were also wiped out with his first round of shooting. I did manage to keep a couple of small loota units alive although one was pinned with a failed leadership test.

Turn 1 - Orks

I am able to retaliate with a single 4 infantry loota unit. I wreck a vendetta.

Turn 2 - IG

Shep moves towards my objective with a troop chimera and prepares for my reserves with the rest of his army. He manages to run off an additional loota unit and the rest of my kannon crew. He doesn't roll too well with this blasts though so I still have a surviving loota unit of 3 remaining.

From 40k_Batrep


Turn 2 - Orks

Ork Reserves:

Wagon with 19 Boyz + KFF
Wagon with 3 Nobz + Ghazghkull Thraka
6 Warbuggies

I get very lucky with my reserve rolls. That is crucial to my split deployment strategy.

I move on with my wagons full speed and position my buggies for rockitt shots on his vehicles. I keep everything within KFF range so when he shoots back I'll benefit from cover saves. Ghazghkull debarks from his wagon and positions himself for a charge.

I am able to wreck a CCS chimera with rockitt fire and stun a second one. My 3 lootas stun one of his vendettas sparing my wagons from some LC fire for one more turn. Ghazghkull assaults and blows up the stunned vehicle along with a number of the CCS inside.

From 40k_Batrep


From 40k_Batrep


From 40k_Batrep


Turn 3 - IG

Shep retaliates with his lone functional Vendetta, some melta guns from the debarked CCS and more manticore spam. He shells my wagons and wrecks one and explodes another. The nobz and boyz are now exposed with the KFF. He also stuns a buggy and weapon destroys another. He attempts to weaken resolve the vulnerable boyz that fell out of the wagon but I pop Ghazghkull's WAAGH ability making my entire army fearless for the turn. This also confers him with a 2+ invulnerable save against the CCS melta fire. He survives an entire round of shooting and only takes 1 wound.

From 40k_Batrep


Turn 3 - Orks

Ork Reserves:

30 Boyz
10 Gretchin

I crash my infantry reserves on top of my objective in the far corner figuring if he's going to take that objective I'm going to make him earn it. He's split his vendettas over near that side and a single Chimera. His forward objective taking offense isn't quite as imposing as his current fire support.

From 40k_Batrep


From 40k_Batrep


On the other side I move the Nobz and battered boy unit into position to assault and aim to take additional shots with my buggies. I wreck another two chimeras and expose guardsmen and his psyker battle squad. I explode a leading manticore with a Ghazgkhull assault. Still under Ghazghkull's WAAAGH! I then run and charge all exposed infantry with my nobz and boyz and finish them off.

From 40k_Batrep
Turn 4 - IG

Shep now takes advantage of garbage time on his side of the table. My infantry are exposed and my WAAGH! now resolved. Ghazghkull reverts from a 2+ invulnerable save to a 5+ and succumbs to plasma spam. The remaining ork infantry are almost wiped out near his objective and really only buggies remain. He attempts to engage my foot orks near my objective but can't make any inroads to the marker.

Turn 4 - Orks


Ork Reserves:

Battlewagon with 19 Boyz.

I move the wagon onto the table in the middle aiming towards the chimera near my own objective. The remaining boyz shoot big shoota fire into his side armor and fail. The last of the lootas immobilizes the vehicle however and I'm able to finish it off with a massive boyz charge. On the other side of the table my buggies pepper rockitt shots into his chimeras and happen to stun one and then wreck his now missile-less manticores.

From 40k_Batrep


Turn 5 - IG

Shep wipes almost all of the remaining buggies with plasma shots and his functional vendettas and secures his objective with a troop. He doesn't have any additional firepower to deal with the massive horde of Orks on mine however.

From 40k_Batrep


Turn 5 - Orks

With the chimera nearby my objective now immobile and functionally a paper weight I consolidate onto my objective with 3 troops. The last battlewagon in from reserve is a non-factor and serves as insurance to any further turns. The game ends.

From 40k_Batrep



Orks tie Imperial Guard, 1 objective to 1.

I somehow manage to turn a severe beating in the early game into a tie. I think my reserve rolls on turn 2 were a bit over the top but still, those threats were enough to win and my army was resilient on defense enough to completely overwhelm his attack on my objective. Over 100 infantry tend to be able to do that.

I still don't like this matchup, but it's nice to see that I can still pull off a draw even if I don't go first. I'm not sure if the reserve strategy is always appropriate but here I basically nerfed his Vendetta's in the early game as they didn't have any viable targets to shoot at, and I made him use his manticore missiles on infantry instead of vehicles. My wagons still didn't last very long but he just had too many orks to kill to focus on offense once the reserves started showing up.

All in all a decent game and against the heat I was facing I'm pleased with my list.

Army: What I would have taken to the ConQuest GT

So the conquest GT kicks off this weekend to zero fanfare. What was supposed to be a 5 round GT over 2 days at a posh upscale hotel became a 4 round event over the course of one day at some recreation hall.

No air conditioning aside, this was a disaster in planning of the greatest magnitude. They didn't like the light turnout for the event so their response is to shave a day from the event and change the venue to cut costs.

Stay classy guys. Your brand is shot. I recommend disbanding your little gaming club and starting over without telling anyone.

Obviously I don't have a problem with 4 rounds of gaming in a day. But this thing is a 2,000 point tourney. The rounds are 2 and a half hours. That's over 10 hours of continuous 40k on a Saturday. I guess I'm just not hardcore enough. I consider that schedule to be masochistic. I've decided to just not bother.

I'm local mind you, so I may stop by and snap some photos in the early rounds. That's about it. I have zero interest in playing in this event, golden ticket be damned.

For those who are playing. Even if only 10 people end up showing you'll certainly earn your ticket. It will be grueling to be sure. Godspeed.

So here's the list I painted up and won't be playing for this tournament.

Mech Orks - 2000

HQ

Big Mek (Kustom Force Field)
Ghazghull Thraka

Troops

Nobz x 3 (Combi-Skorcha x3) w Battlewagon (Red Paint, Deffrolla, Big Shoota, Armor Plates)
Boyz x 19 (Shootas) w Nob (Power Klaw, Bosspole)
Boyz x 19 (Shootas) w Nob (Power Klaw, Bosspole)
Boyz x 30 (Shootas, Big Shoota x3) w Nob (Power Klaw, Bosspole)
Gretchin x10

Heavy Support

Battlewagon (Red Paint, Deffrolla, Big Shoota, Armor Plates)
Battlewagon (Red Paint, Deffrolla, Big Shoota, Armor Plates)
Kannonz x 3 (Ammo Runt x 3) Extra Crew x1

Fast Attack

Warbuggy x2 (TL Rockitt x2)
Warbuggy x2 (TL Rockitt x2)
Warbuggy x2 (TL Rockitt x2)

Elite

Loota x14
Loota x5
Loota x5

What makes this different from my previous mech ork lists is that I've opted to dump the 4th wagon for additional shooting and I've upped the loota count for more anti-tank. I think at 2,000 points Orks need to respect the glass cannon armies and the only way to do that is to match their shooting as best you can. You aren't going to outshoot guard or Tau, but if you can make them deal with enough threats in your backfield your wagons can run them over. If they focus on the wagons you'll simply shoot them to death.

I've dumped the deathstar nobz for a unit that's far less threatening. My 6-7 man units just weren't doing what I needed them to. They would stomp on MC's well but never matched up to the Thunder Hammer terminators that they were designed to beat. This small unit can still hurt an enemy troop and the skorcha's can flambe a horde unit if needed. Ghazghkull is in this list and can tie up a deathstar if necessary. We also get the 6" waagh which I think is important.

To stay troop relevant I'm using a 30 man boy unit on the ground. It will run to the center of the table and camp objectives. If they shell it I go to ground. If they don't respect it they get assaulted.

I'm pleased with this list. A pity I won't be playing it this weekend. Perhaps I'll log some games with it in the near future.

Batrep: Sprue Posse RTT 6/5 Featured Match - Tyranids vs Orks (1500)



The Lists

Ryan Shepard's Tyranids (1500)

HQ

Tervigon (Adrenal Glands, Toxin Sacs)

Troops

Tervigon (Adrenal Glands, Toxin Sacs, Onslaught)
Tervigon (Adrenal Glands, Toxin Sacs, Onslaught)
Termagant x 10
Termagant x 10

Heavy Support

Tyrannofex (Rupture Cannon)
Tyrannofex (Rupture Cannon)

Elite

Hive Guard x2
Hive Guard x2
Hive Guard x2

Levi Joos - Orks

HQ

Warbooss (Cybork, Attack Squig, Heavy Armor, Power Klaw)
Big Mek (Kustom Force Field, Power Klaw)

Elite

Loota x5
Loota x5
Loota x5

Troops

Nobz x7 (Cybork x7, Waagh Banner, Powerklaw x2, Big Choppa x2, Combi Rockitt x2, Bosspole x2, Ammo Runt x2) w Painboy
Boyz x18 (Shoota, Rockitt) w Nob (Powerklaw, Bosspole)
Boyz x11 (Slugga) w Nob (Powerklaw, Bosspole) w Trukk (Ram, Plank)
Gretchin x19 + Runtherd

Fast Attack

Deffkopta (TL Rockitt, Buzzsaw)

Heavy Support

Battlewagon (Deffrolla, Kannon, Plank, Riggers, Stikkbomb Chukka)
Battlewagon (Deffrolla, Kannon, Plank)

The Mission


Capture and Control - Pitched Battle

The Game

Tyranids win initiative and decide to go first. Orks choose not to sieze.

Deployment

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Objectives are pretty much placed in the far corners. Tyranids are mostly grouped up to protect their objective, with 1 Tervigon placed on far edge, positioned to take the Ork Objective. Ork Battlewagons deploy across from bulk of Tyranids. Ork Truck and Deffkopta are deployed on far edge to protect Ork Objective.

Scout Moves

From SPRTT 0605 Batrep TvO


Deffkopta moves into cover, but takes a wound.

Top of Turn 1


From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Tervigon (a, far side), makes 9 gants, but rolls doubles. Tervigon (b) makes 10 gants. Tyranid army does some minor repositioning.

Hiveguard (a) shoots at Deffkopta, but misses. Hiveguard (b) shoots at Lootas (a) and kills 2. Hiveguard onslaughts and shoots at Lootas (a) and kills 1, leading towards them failing a leadership test and moving off board. Both T-Fexes shoot at wagon, yielding a glance in total, shaking it.

Bottom of Turn 1

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Ork Battlewagons, Truck, and Deffkopta move up towards Tyranids.

Lootas (b) shoot at Hiveguard (a) and kills 1. Lootas (c) shoot at Tervigon (c), nothing happens. Un-shaken wagon shoots at Hiveguard (a) and nothing happens. Boyz in the same wagon shoot at Hiveguard (a) and nothing happens. Kopta shoots at Gants and nothing happens.

Kopta assault gants and kills 1 gant. Gants hold.

Top of Turn 2

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Tyranids shuffle around some more. Tervigon (c) makes 15 gants, no doubles.

Tervigon (a) and gants shoot at Truck to no effect. T-Fexes shoot at Nob wagon, no effect. Hiveguard (c) shoots at Nob Wagon, glances, rolls a 6, which in Open Topped World yields a Wreck and Nobz fall out.

From SPRTT 0605 Batrep TvO


Hiveguard (b) shoot at Nobz and kill 1. Hiveguard (c) shoot at Nobz and kill 1.

From SPRTT 0605 Batrep TvO


Tervigon (c) assaults Truck but whiffs. Gants in assault with Kopta kill it.

Bottom of Turn 2

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Gretchin arrive from reserve and move onto Ork Objective. Mek wagon moves up. Truck shocks Tervigon (c) and Boyz disembark.

Orks Waugh!

Nobz run towards T-Fex. Lootas (b) kill Hivegaurd (c), destroying the unit. Lootas shoot at Tervigon (c) and do 2 wounds. Boyz shoot at Tervigon (c) and do nothing. Boyz in wagon shoot at gants and kill 3.

Nobz assault T-fex and gants. Nobz take 3 wounds, but kill everything in return.
Boyz assault Tervigon (a) and inflict 3 wounds, and 1 boy dies in return.

From SPRTT 0605 Batrep TvO


Top of Turn 3

Tervigon (c) creates 8 gants. Tervigon (b) creates 11, but gets doubles. Rest of army has minor moves.

Remaining T-Fex immobilizes the Mek wagon. Gants and Hiveguard shoot at Nob unit but only kill 1 Nob.

Gants assault Boyz that are in assault with Tervigon, killing all of the Boyz.

Bottom of Turn 3


From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Nobz move up. Truck moves to try to block Tervigon (c) and Gants.

Boyz in Wagon shoot gants and kill 6. Wagon shoots and kills 1 gant.

Nobz assualt 3 units of gants and kill all 3 units.

Top of Turn 4


From SPRTT 0605 Batrep TvO

From SPRTT 0605 Batrep TvO


Tervigon (c) creates 13 more gants. Several units of gants start to swarm around Nobz.

Tervigon and Gants shoot at Gretchin on Ork Objective and kill enough to force leadership test. Gretchin fail LD7 test twice in a row and they run off table, leaving Ork Objective unscored.

2 different gant squads charge the Nobz, who are already in combat with 2 other squads onf gants, and kill all but 1 Nob and the Warboss.

Bottom of Turn 4

From SPRTT 0605 Batrep TvO


Time is running out and the Orks have no troops left near their own objective to score. Mek Wagon is still immobilized and Nob and Warboos stuck in assault with Gants, which they are now bound to lose.

Gants kill Nobz.

Time is out. Game Ends.

Tervigon as Troop is on Tyranid objective and base is big enough to prevent teh Nobz from contesting even if they did manage to escape the assault.

Tyranids Win 1-0.