Monday, 8 July 2024
Mystic Games RTT: Game 1- World Eaters vs Orks
Friday, 18 August 2023
3D-printed Ork terrain
This week, I have some 3D-printed Ork terrain that I painted up for the Ork board at the gaming club. These were a really nice set that I ordered off ebay, which were a good quality print with little clean up required. I painted these up in a similar style to the GW Ork ruins.
First was a basecoat of a dark brown. Then I painted in the coloured sections with acrylic paints, using green, black, blue and red sections. After that, I used Ryza rust in various sections, then drybrushed it with Leadbelcher to finish it off.
Sunday, 3 January 2021
Winters SEO battle report- Deathwatch vs Orks
I recently got to play Winters SEO again, this time my Deathwatch take on the Orks using the new Marine book. Follow the link to watch the game.
Thursday, 24 September 2020
9th Edition 40k Battle Report 213- 2000 pts White Scars vs Orks
Welcome to my first battle report of 9th edition 40k! With everything that has been going on with lockdown and the pandemic, this was the first opportunity I had to play the new edition of the game. In this report, my White Scars Primaris army was taking on Sandy's Orks.
In this game, we were playing Resupply. This mission has three central objectives and one in each player's deployment zone. In battle round four, one central objective is removed, while another is removed in battle round 5.
My army consisted of:
Battalion Detachment (White Scars)
- Kor'sarro Khan
- Primaris Chaplain- Chogorian Storm
- 5 Intercessors- Bolt Rifles
- 5 Intercessors- Bolt Rifles
- 5 Infiltrators- Bolt Carbines
- 5 Infiltrators- Bolt Carbines
- 5 Assault Intercessors- Heavy Bolt Pistols, Astartes Chainswords, Plasma Pistol
- 5 Assault Intercessors- Heavy Bolt Pistols, Astartes Chainswords
- 3 Eliminators- Bolt Sniper Rifles
- 3 Inceptors- 2 Assault Bolters
- 3 Inceptors- 2 Assault Bolters
- 3 Eradicators- Meltarifles
- 3 Outriders
- 3 Outriders
- Incvictus Warsuit- Incindiary Cannon, Fragstorm Grenade Launcher, 2 Heavy Stubbers
- Impulsor- 2 Storm Bolters, Ironhail Stubber, Shield Dome
- Impulsor- 2 Storm Bolters, Ironhail Stubber, Shield Dome
Tuesday, 22 October 2019
Video Battle Report- Orks vs T'au
Wednesday, 14 November 2018
8th Edition Warhammer 40k Ork Codex Review: Part 4- HQ Units
Thursday, 8 November 2018
8th Edition 40k Ork Codex Review: Part 3- Relics and Psychic Powers
Tuesday, 6 November 2018
8th Edition 40k Ork Codex Review: Part 2- Stratagems
Mob Up (1CP)- Used at the end of the movement phase. Two infantry units with the same datasheet within 2" of each other may join up if one has less than 10 models and one has more than 10 models.
This was the stratagem introduced in Chapter Approved last year. It is quite situational, but useful for denying your opponent kill points if the mission has them and you can meet the criteria. It is also a way to perhaps increase squad sizes of certain units to gain more benefit from stratagems. For example, you could mob up a couple of units of Lootas and get both units affected by the same stratagem.
Medi-Squig (1CP)- At the end of the movement phase, select a Character within 3" of a Painboy. The model regains D3 lost wounds
This is a solid stratagem to help keep your characters alive for longer. Used in conjunction with the Painboy's abilities, you can potentially heal 2D3 wounds on a single character in one turn. A good roll will put most characters back to full strength. Very useful.
Snagga Grapple (1CP)- Use on a Deffkilla Wartrike that Falls Back. Select a unit within 1" before they fall back. On a 2+, they suffer D3 mortal wounds.
The Deffkilla Wartrike is a vehicle that has some great close range firepower and combat ability, so getting into combat is a good deal for it. The ability to fall back and deal mortal wounds is pretty strong. This gets better when combined with the Blood Axes Kultur, allowing it to still shoot or assault.
Monday, 5 November 2018
8th Edition Ork Codex Review: Part 1- Special Rules, Clan Kulturs and Warlord Traits
Thursday, 30 August 2018
Video Battle Report 2- Orks vs Sisters of Battle/Inquisition
- Less shakycam!- I got a stand to support the camera, which has hopefully improved the standard of the video. This makes panning the table easier and should help prevent motion sickness from viewing the battle report.
- More overview- I've tried to give more of the battlefield a view with wider shots and some panning shots during the game.
- Longer maps- I've made the maps last a big longer on the screen to allow you to take in the details. These have also been made full screen to allow more of the details to be picked up.
- Background music- I've added some background music throughout the turns to reduce some of the noise interference from moving the camera. Let me know if this is too loud or too quiet.
- Army list- I've added a title screen for each army with a list of the units. This allows you to get an overview of the force before it is described for each army.
- More tactical overview- The video is a bit longer than the last one. It is still under two hours, I was aiming for closer to an hour to be honest. However, this one features a lot more tactical analysis of the game, rather than just seeing every dice roll. Angus and I discuss any major tactical decisions or choices as they come up to go through our thought processes as the game progresses. We also have a 10 minute wrap up at the end of the game about the choices made during the game and how each side could have been improved.
Thursday, 22 March 2018
Battle Report 139- 2000 pts Orks vs Space Wolves
I've been playing a lot of maelstrom missions recently, but decided to give one of the new Eternal War missions from Chapter Approved a shot for this game. We decided to do a toss up between Dominate and Destroy and Ascension. This was actually a mistake, as I mixed up the rules for the two missions.
For this mission, we would be using 6 objectives. Players gain a point for each objective they held at the end of their turn, as well as a kill point for each enemy unit destroyed. In addition, we used the Ascendancy rules, meaning that Characters control the objective if they are in range. In addition, they score bonus points for each consecutive turn they hold the objective. This was totally a conscious effort to spice up the mission and not down to me confusing the two scenarios.......... honest.
My army consisted of:
Battalion Detachment
Warboss- Power Klaw, Kustom Shoota (W)
Big Mek- Kustom Force Field, Slugga, Choppa (BM1)
30 Ork Boyz- Shootas, 3 Big Shootas, Nob with Power Klaw (BM1)
30 Ork Boyz- Sluggas, Choppas, Nob with Power Klaw (BM2)
12 Ork Boyz- Sluggas, Choppas, Nob with Power Klaw (BM3)
Trukk- Big Shoota (T1)
12 Ork Boyz- Sluggas, Choppas, Nob with Power Klaw (DM3)
Trukk- Big Shoota (T2)
15 Lootas- Deffguns (L)
Deff Dread- 2 Scorchas, 2 Klaws (DD)
21 Stormboyz- Sluggas, Choppas, Nob with Power Klaw (S)
Battalion Detachment
Warboss- Big Choppa, Kustom Shoota (W)
Painboy- Urty Syringe, Power Klaw (P)
10 Grots (G1)
10 Grots (G2)
Kustom Mega Kannon (MG1)
Kustom Mega Kannon (MG2)
Kustom Mega Kannon (MG3)
I decided to take a mix of units as this was my first time out with the Orks. I thought the Painboy was a HQ unit by mistake, so thought I had 2 Battalions, but wouldn't have been able to field them due to lacking a fourth HQ unit.
I took two big mobs of Boyz to move towards the enemy army. They were backed up by two Warbosses, allowing them to advance and charge and giving them some morale mitigation. In the backfield, I had two units of Grots, three Mek guns and Lootas. The faster elements of the army were the Stormboyz and two units of Trukk Boyz.
Wednesday, 14 March 2018
GFTW Tournament Game 3- White Scars vs Orks
The board featured some more fantastic scenery with a lot of line of sight blocking terrain and a large section in the middle. This would be useful, potentially forcing Mark to split his army to come at my gunline.
The Biker Captain was my warlord.
Thursday, 1 February 2018
Battle Report 130- 2000 pts White Scars vs Orks
Captain- Bike, Power Fist, Shield Eternal (C1)
Librarian- Jump Pack, Force Stave, Might of Heroes, Veil of Time (L1)
5 Scouts- Bolters (S1)
5 Scouts- Bolters (S2)
5 Scouts- Close Combat Weapons, Bolt Pistols (S3)
5 Assault Marines- Bolt Pistols, Chainswords, Flamer (AM1)
5 Assault Marines- Bolt Pistols, Chainswords (AM2)
5 Assault Marines- Bolt Pistols, Chainswords (AM3)
Battalion Detachment
Captain- Jump Pack, Master-Crafted Bolter, Power Axe (C2)
Lieutenant- Jump Pack, Power Fist (L2)
5 Tactical Marines- Heavy Bolter (TM1)
5 Tactical Marines- Missile Launcher (TM2)
5 Tactical Marines- Missile Launcher (TM3)
5 Vanguard Veterans- 2 Pairs of Lightning Claws each (VV1)
5 Vanguard Veterans- 2 Chainswords each (VV2)
10 Sternguard Veterans- Special Issue Boltguns (SV)
Rhino- 2 Storm Bolters (R)
6 Scout Bikers- Twin Bolters, Shotguns (SB)
5 Devastators- 3 Heavy Bolters (D1)
5 Devastators- 2 Missile Launchers, Lascannon (D2)
The army is based around the Space Marine characters, who can hit hard in combat and can buff nearby units. The Jump Pack units also benefit from the White Scars Chapter Tactics, as they can fall back from combat and still shoot and assault.
Sunday, 3 December 2017
Chapter Approved 2017 Review: Part 2- Orks and Imperial Knights Faction Rules
Thursday, 9 November 2017
Battle Report 123- 2000 pts White Scars vs Orks
Wednesday, 10 May 2017
It Ain't Easy Being Green- The Evolution of Orks in 40k
Thursday, 29 December 2016
Battle Report 91- 1500 pts White Scars vs Orks
Thursday, 6 October 2016
Battle Report 79- 1500 pts Orks vs Tyranids
Thursday, 23 June 2016
Battle Report 63- 1500 pts Orks/Grey Knights vs Blood Angels/Daemons
Friday, 17 June 2016
Double Trouble- Ork Army Review
I am going to look at the individual units and see how they performed and where they could be improved.
Warboss
The Warboss was a close combat monster. Whatever he went up against generally died thanks to the power claw giving him S10 instant death attacks against most units in the game. He performed well in the third game, where his S10 attacks were able to instant death the Grotesques, making them much easier to deal with.
The Waaagh ability was also useful, ensuring that I could always get a turn 2 charge off with most of my mobs and saving me from another turn of shooting. I would take the Warboss again.