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

Monday, 8 July 2024

Mystic Games RTT: Game 1- World Eaters vs Orks

I recently attended a 34-player RTT, held by Mystic Games in Witney. Game 1 saw my World Eaters take on Scott's Dread Mob Orks. The mission was Take and Hold, with Hammer and Anvil deployment and hidden supplies (extra objective). 

This tournament took place after the recent balance update, so those rules were in effect. However, the event was still using the Leviathan missions, as it was held very close to the release of the new missions cards and they couldn't guarantee that everyone could get a set in time.  

My army consisted of:
Angron
Lord Invocatus
Master of Execution (Berserker Glaive)
Kharn
10 Berzerkers
5 Berzerkers
Rhino
Rhino
10 Jackals
10 Jackals
2 Spawn
3 Eightbound
6 Exalted Eightbound
3 Exalted Eightbound

I had made a couple of changes since the last tournament list thanks to the points drops in the recent dataslate. I was able to drop a unit of Eightbound, which gave me enough points to take Kharn and a second Rhino for the 5-man squad. 

I like the Berzerkers, but the 5-man didn't really do a lot in my previous games. They don't have the damage output on their own, but are good for holding objectives. Adding Kharn would seriously boost their damage output, and the extra Rhino would be good for keeping them safe and getting them around the battlefield. 

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
With this army, I wanted to go for an all Primaris force. I added a number of elements from the Indomitus boxed set to my existing collection to bulk out the force. 
The army was led by Kor'sarro Khan, who provides some nice buffs to the army in assault. He was backed up by a unit of Assault Intercessors in an Impulsor. A second Impulsor would carry the Assault Intercessors and Primaris Chaplain. I gave him the relic Crozius and the Chogorian Storm warlord trait for extra attacks on the charge. 
I added two units of Intercessors and Infiltrators as troops choices to provide some firepower and objective grabbing ability. 



I then added a number of faster elements, including the Outrider squads and Warsuit, to threaten the Orks early and add some firepower. Two units of Inceptors would provide more anti-infantry firepower, while the Eradicators should deal with any vehicles I came up against. 

Tuesday, 22 October 2019

Video Battle Report- Orks vs T'au

Today I have another video battle report. This was actually the first time I've played the Orks since the codex came out all those months ago. In this game, they are taking on Chris' T'au in a maelstrom of war mission. 

Wednesday, 14 November 2018

8th Edition Warhammer 40k Ork Codex Review: Part 4- HQ Units

The next part of my Ork Codex review will take a look at the HQ units in the codex. 



HQ Units
Warboss
The Warboss is one of the main HQ units in the codex, and the one that I imagine most players will select to lead their army. 

He is a bit of a combat monster, with WS2+, S6 and 4 attacks. He comes with a Power Klaw, allowing him to hit on a 3+, at S12, AP-3 and D3 damage per wound. He has T5 and 6 wounds, as well as a 4+ armour save. He is fairly durable in combat, but suffers from lack of a good armour save and little way to get an invulnerable save (barring the Bad Moons warlord trait). 



He hits hard in combat, but can fall quite easily to an enemy unit that has high strength, high damage attacks. 

He provides some very strong buffs to the army. He allows Infantry units within 6" to advance and charge. This is a very powerful ability for the Orks, who mostly want to be in combat. This can help you get into combat a turn or two early, which makes a big difference against the enemy firepower. 

He also provides some morale benefits, allowing you to pass a morale test for D3 mortal wounds for nearby units. May not be of much use to Orks, with their Mob Rule, but could come up useful every once in a while. 

For only 85 pts, the Warboss is a bargain, and a great HQ unit to lead your army. 

Ghazghkull Thraka
The Big Boss of the Orks is back to lead the great Waaagh! against the rest of the universe. 



He ups the durability of a regular warboss, going up to T6, 8 wounds, a 2+ armour save and 4+ invulnerable save. This makes him very strong to enemy attacks. He also remains at movement 5, unlike other Mega armour models that generally move at 4". 

He gets 6 attacks in combat, hitting on a 2+ with his power klaw, so a nice bonus for doing more damage in combat. 

He also gets the same abilities as the Warboss, allowing you to advance and charge, as well as giving morale boosts to nearby units. 

He is pretty expensive at 235 pts, so not sure if he is worth it. You can get a bunch of characters much cheaper to buff your army more. 

Thursday, 8 November 2018

8th Edition 40k Ork Codex Review: Part 3- Relics and Psychic Powers

Part 3 of my 8th Edition Ork Codex review will take a look at the Relics and Psychic Powers available to the army. 

Shiny Gubbinz (Relics)
The Orks have access to a number of useful Relics to add to the characters in the force to help them demolish the enemy even further. 

Da Dead Shiny Shoota
A Kustom Shoota that is 18", Assault 12, S4, AP-1 and 1 damage. 

This gets an extra 8 shots and AP-1 over a regular Kustom Shoota. This is actually pretty good, and you should be able to get a decent number of hits if hitting on a 5+ (along with the extra shots). This is a solid choice, but I don't know how often you will see it, as there are simply better Relics available. 

Headwoppa's Killchoppa
A big Choppa that is +2S, AP-2 and 2 damage. In addition, to wound rolls of 6+ inflicts 2 mortal wounds instead of normal damage. 

Again, a very solid relic to take. The chance of doing multiple mortal wounds on a 6+ is a great bonus. This is strong when added to the Monster Hunters stratagem, allowing you to do 2 mortal wounds on a 5+. 

Supa-Cybork Body
Gives the bearer a 5+ Feel no Pain type save against wounds. Cannot make a Doc's Tools roll for this model if you do so. 

This is a great upgrade for your warlord, as most Ork characters struggle to get an invulnerable save. Gives them a chance of staying alive for longer. I think this is a useful Relic to take in the army. 

Tuesday, 6 November 2018

8th Edition 40k Ork Codex Review: Part 2- Stratagems

Welcome to part 2 of my 8th edition 40k Ork codex review. This part will take a look at the stratagems available to the army. 

Stratagems
The Orks get access to a great number of useful stratagems in the new codex. Some of these are generic stratagems available to other armies, while they also get some unique ones to help too.

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

Welcome to the first part of my 8th edition 40k Ork Codex review. This will take a look at the special rules, Clan Kulturs and Warlord Traits. 

I have been eager to see what the new codex has to offer for the Orks. They were a pretty strong index army, even as other codexes came out, so was keen to see how they would boost the army in the new book. 

Special Rules
Dakka! Dakka! Dakka!
Each time you roll an unmodified 6 to hit with a ranged weapon, the hit roll succeeds, regardless of modifiers. In addition, you get to make an additional hit roll with the same weapon (which cannot generate further hits). 

This new special rule was previewed a while back. Overall, I like it. With Orks, it was very easy for some armies to stack up the modifiers to hit against them, making it literally impossible for your ranged weapons to even hit certain units. This ensures that you will also be able to count on your firepower to some degree in the army, rather than making it a waste of points. The bonus shots for rolling a 6 to hit are also a great bonus, both for large volume units such as Shoota Boyz, where you might get lots of hits, or for smaller units, like Tankbustas or Lootas, where every extra shot and hit with their powerful weapons are a great boost. 

'Ere We Go
You can re-roll charge rolls for this unit, and can choose whether to re-roll any or all of the dice. 

This got even better from the index version and is a huge boost for the combat effectiveness of the Orks. Getting to re-roll one or both dice is a big boost to the army. Imagine the situation where you need a 7" charge and roll a 5 and a 1. Under the new system, you can choose to re-roll the 1, giving you great odds of making the charge. Under the old system, you had to re-roll both, giving you roughly the same odds of making the charge or forcing you to use a command point re-roll on the 1 to give you better odds of making the charge. 

The other big bonus is that it allows you to re-roll charge rolls, not only "failed" charge rolls. For example, say you were multi-charging two units that were 3" away and 7" away. If you were to roll a 4" charge, you could contact the first unit, but not the second. You could not re-roll for free as you have not failed a charge. In the new rules, you have the option to re-roll one of the dice to allow you to have the chance of catching both units without the risk of failing the charge overall in many cases. This is also great for giving you the option to roll further on charge and opens up more tactical options, such as consolidating into other enemy units to tie them up in combat or getting further to surround a unit and stop them from falling back in the following turn. 

Thursday, 30 August 2018

Video Battle Report 2- Orks vs Sisters of Battle/Inquisition

Today, I have my second video battle report. In this game, my Orks take on Angus' Sisters of Battle in a 2000 pts maelstrom of war mission. 

Thanks to everyone who gave me feedback on the last video, I've hopefully incorporated most of the suggestions to try and improve the video. Some of the changes are:
  • 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. 
As always, I hope you enjoy the report. If you have any more feedback, please don't hesitate to comment below and help me improve as I do more reports.


Thursday, 22 March 2018

Battle Report 139- 2000 pts Orks vs Space Wolves

This week's battle report sees the first outing for my Orks in 8th edition 40k. I would be taking on Ben's Space Wolves once more in an Eternal War mission.

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)
Dakkajet-6 Supa Shootas (D)

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

In my final game of the tournament, I would be facing Mark and his Ork army. The third mission of the day was Targets of Opportunity with the Vanguard Strike deployment zone. This is the mission where you only get one turn to score your three cards, having to draw new cards each turn. 

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. 

My army consisted of:
Brigade Detachment
Captain on Bike- Thunder Hammer, The Shield Eternal, Twin Boltgun, Iron Resolve Warlord Trait (C1)
Captain with Jump Pack- Lightning Claw, Combi-Melta (C2)
Librarian with Jump Pack- Force Stave, Boltgun, Null Zone, Psychic Fortress (L2)
Lieutenant with Jump Pack- Power Axe, Master-Crafted Boltgun, Bolt Pistol (L1)
5 Scouts- Boltguns (S1)
5 Scouts- Boltguns, Sergeant has Bolt Pistol and Combat Knife (S2)
5 Scouts- Bolt Pistols and Combat Knives (S3)
5 Tactical Marines- Bolters, Heavy Bolter (TS1)
5 Tactical Marines- Bolters, Heavy Bolter (TS2)
5 Tactical Marines- Bolters, Missile Launcher (TS3)
Company Ancient- Standard of the Emperor Ascendant, Chainsword (A)
5 Vanguard Veterans- Jump Packs, 5 Pairs of Lightning Claws (VV1)
5 Vanguard Veterans- Jump Packs, 2 Chainswords each (VV2)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Plasma Pistol (AS1)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Power Fist and Meltabombs (AS2)
5 Assault Marines- Jump Packs, 2 Plasma Pistols, Bolt Pistols, Chainswords, Sergeant with Power Sword (AS3)
6 Scout Bikers- Twin Boltguns, Astartes Shotguns, Combat Knives (SB)
Thunderfire Cannon. Techmarine Gunner (T) with 2 Servo-arms, Plasma Cutter, Flamer, Bolt Pistol (TC)
5 Devastator Marines- 2 Heavy Bolters, Plasma Cannon, Bolters (D1)
5 Devastator Marines- 3 Missile Launchers, Bolters (D2)

The Biker Captain was my warlord.

Thursday, 1 February 2018

Battle Report 130- 2000 pts White Scars vs Orks

This week's Battle Report sees my White Scars take on Ben's Orks. 

I have been following the Frontline Gaming series on updating White Scars for 8th edition with great interest. It talks about using the White Scars Chapter Tactics to their best extent. Based on the suggestions, I've had a look at changing my list around a bit to further suit 8th edition. I purchased some Assault Marines, Scouts and Vanguard Veterans from ebay to add to my army. 

My army consisted of:
Battalion Detachment
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

Part 2 of my Chapter Approved 2017 review will look at the new Faction rules for the Orks and Imperial Knights. 

Orks
Warlord Trait
An Ork warlord can take the Might is Right warlord trait, giving him +1 strength. On a warboss, this will take them up to S7 base, so they will be able to wound most vehicles on a 4+ without any additional weapon. With a Big Choppa, this will take them up to S9, with a Power Klaw, up to S14. This is great, allowing you to wound most vehicles on a 2+ with a warboss with a Power Klaw. This would allow your warlord to tear through most enemy vehicles or units with ease. I can see this being a great warlord trait for an Ork warboss to take. 

Thursday, 9 November 2017

Battle Report 123- 2000 pts White Scars vs Orks

This week's battle report sees my White Scars take on Rhys' Orks in a 2000 pts Maelstrom of war mission. 

This was the first time I had taken on Orks in 8th edition, so was interested to see how they would fare against the White Scars. This game was played at Battle Bunker and we were playing Tactical Escalation (number of cards equal to turn number) with Vanguard Strike deployment. 

My army consisted of:
Battalion Detachment
Khan- Moondrakken (K)
Lieutenant- Master-crafted Bolter, Chainsword (L)
10 Tactical Marines- Meltagun, Bolters (TS1)
Rhino- Storm Bolter (R)
5 Tactical Marines- Flamer, Bolters (TS2)
Razorback- TL Assault Cannons (Rb)
5 Scouts- Camo Cloaks, Sniper Rifles (S1)
5 Devastators- 4 Missile Launchers, Armorium Cherub (D1)
5 Devastators- 4 Heavy Bolters, Armorium Cherub (D2)
Stormtalon- TL Assault Cannons, Typhoon Missile Launcher (ST)
10 Sternguard Veterans- Special Issue Bolters (S2)
Drop Pop- Storm Bolter (DP)
10 Vanguard Veterans- 3 Pairs Lightning Claws, 2 Thunder Hammers and Storm Shields, 5 Bolt Pistols and Chainswords (VV)
6 Scout Bikers (SB)
5 Bikers- 2 Meltaguns, Power Axe (B1)

A bit of a different White Scars army to try out, not so many Bikers this time round. I decided to take a unit of Devastators with Heavy Bolters after seeing how well they have done in my regular opponent Maurice's Crimson Fists army. I also extended the Vanguard Veterans to 10 models to give me a bit more combat punch and decided to try out the Stormtalon as well. 

My warlord was Khan and he took the Tenacious Survivor warlord trait (I don't think he could take the White Scars trait as I was using Index Khan). 

Wednesday, 10 May 2017

It Ain't Easy Being Green- The Evolution of Orks in 40k

Welcome to the latest in my series of articles looking at the evolution of different aspects of 40k. This time I will be looking at the evolution of the Orks from the 2nd edition codex to the current state of the army as 7th edition comes to an end. I am not planning to cover every aspect of the codex and army, but will look at general trends in how the greenskins have evolved over the course of the 6 editions to become what they are today.

The Orks have come pretty far in the many years they have been in 40k, developing their own flavour and playstyle over the course of many editions. Orks are generally regarded as one of the most "fun" armies available to play. Much of this comes from the randomness inherent in their rules over the years as well as being one of 40k's best armies when it comes to kit-bashing and conversion work, especially on their vehicles. Unlike the standardised tanks of the Space Marines and Imperial Guard, no two Ork vehicles in an army need ever look the same.

I first started with the Orks with the release of GorkaMorka (more on this to come), building up my mob and fighting with my friend's mob for many glorious battles. This gave me my first taste of kit-bashing when I decided to convert one of my wartrakks with parts from a toy car in order to give the vehicle an increased transport capacity (in GorkaMorka, how many Orks could ride in a vehicle was determined by how many Ork models would actually physically fit on the model). My first forays into using Orks in 40k came midway through 3rd edition when the same friend decided to sell off his starting Ork army and I bought it. This gave me a warboss, two large mobs of unpainted boys and a few vehicles with which to start my warband. I have been playing Orks ever since then. They have remained one of my favourite armies, and though they have fallen on hard times in more recent editions, I still have a special place for them in my 40k collection.

While researching this article, I came across another nice article on the development of the Orks from Rogue Trader to 3rd edition. This is well worth a read for anyone looking for information on the earlier years of the Orks.

Thursday, 29 December 2016

Battle Report 91- 1500 pts White Scars vs Orks

This week's battle report sees my White Scars take on Tony's Orks. When I arranged to play Tony, I was originally going to take my Guard for a classic Ork/Guard match up. However, I discovered that I don't have my Codex with me in Newcastle, it must be packed away in a box back in Glasgow! 

I took my White Scars instead, but opted to go for a different, milder army than I would normally take to make for a better match up.

My army consisted of:
Combined Arms Detachment
Chaplain- Bike, Meltabombs (with BS1 or C)
6 Bikers- Power Axe, Meltabombs (BS1)
5 Bikers- Meltabombs (BS2)
10 Tactical Marines- Meltagun, Meltabombs (TM1 and TM2)
Rhino (R1)
10 Tactical Marines- Flamer, Meltabombs (TM3)
Rhino (R2)
5 Scouts- Bolters (S)
5 Vanguard Veterans- 3 Pairs of Lightning Claws, Two Thunder Hammers and Storm Shields (VV)
10 Assault Marines- Flamer, Power Fist (AM)
6 Scout Bikers- 2 Grenade Launchers, Meltabombs (SB)
10 Devastators- 4 Heavy Bolters (DS)

I went for a mixed combat and shooting force. The Bikes, Vanguard Veterans and Assault Marines would provide some nice counter assault units as the Tactical Marines and Devastators fired at the Ork hordes. We completely forgot to roll for warlord traits, so neither side had one in the game. 

Thursday, 6 October 2016

Battle Report 79- 1500 pts Orks vs Tyranids

A brief break in my Genestealer Cults reviews to bring you this week's battle report, which sees my Orks take on Innes' Tyranids in the Crusade mission. Innes and I have fought one another a number of times, mostly in competitive practice games or tournament games. This time we decided to go for a game using slightly less competitive armies from our collections, me with my Orks and Innes with his Tyranids. 

My army consisted of:
Warboss- Power Claw, Eavy Armour, Bosspole (with B2)
Painboy (with B2)
30 Shoota Boyz- Nob with Power Claw and Bosspole. (B1)
30 Slugga Boyz- Nob with Power Claw and Bosspole.  (B2)
12 Slugga Boyz (B3)
12 Slugga Boyz (B4)
Trukk- Extra Armour (T1)
12 Shoota Boyz (B5)
Trukk- Extra Armour (T2)
15 Lootas (L)
Scorcha (S1)
Scorcha (S2)
Scorcha (S3)
3 Killa Kans- Grotzookas (KK)
Deff Dread- Scorcha, 3 Power Claws, Extra Armour (DD)

My Warlord trait was Prophet of the Waaagh, a nice bonus for my large mobs of boyz. 

Thursday, 23 June 2016

Battle Report 63- 1500 pts Orks/Grey Knights vs Blood Angels/Daemons

This week's battle report was my Friday night practice game before Double Trouble where my Orks and Tobias' Grey Knights took on Pete's Blood Angels and Dan's Chaos Daemons.
 
We decided to play the first mission of Double Trouble, but some confusion regarding the rules meant that we had each player rolling for 3 maelstrom cards each turn rather than 3 per turn. The 6 maelstrom cards per turn, added to the fact we were rolling for them as we didn't have the cards meant a lot of note taking and re-rolls each turn (I am so glad that Alex supplies the Double Trouble cards for the tournament games!).

My army consisted of:
My army consisted of (green on the maps):
Warboss- Eavy Armour, Power Claw, Shoota, Bosspole, Stikkbombs (with B2)
Painboy- Urty Syringe, Dok's Tools (with B1)
 25 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B1)
11 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole (B2)
Trukk- Big Shoota (T)
Runtherd and 15 Gretchin (G1)
Runtherd and 11 Gretchin (G2)
3 Warbikers (WB)
Warbuggy- TL Rokkit (W)
Warbuggy- TL Rokkit (W)
 Looted Wagon- Killcannon, Ard Case, Big Shoota (LW)

My warlord trait was conqueror of Cities (Stealth Ruins and Move Through Cover Ruins).

Friday, 17 June 2016

Double Trouble- Ork Army Review

As is customary at the end of any tournament, I like to take a look at how my army performed and look at what worked well in the army and what could be improved.

As a reminder, my army for Double Trouble consisted of:
Warboss- Eavy Armour, Power Claw, Shoota, Bosspole, Stikkbombs
Painboy- Urty Syringe, Dok's Tools
 25 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole
11 Ork Boyz- Sluggas, Choppas, inc. Nob with Power Claw and Bosspole
Trukk- Big Shoota
Runtherd and 15 Gretchin
Runtherd and 11 Gretchin
3 Warbikers
Warbuggy- TL Rokkit
Warbuggy- TL Rokkit
 Looted Wagon- Killcannon, Ard Case, Big Shoota

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.