Showing posts with label orks - evil sunz. Show all posts
Showing posts with label orks - evil sunz. Show all posts

Tuesday, 5 April 2022

Crusade battle 1 - Ambush

 


At GamesHub we have started our own small Crusade group as a change of pace from regular matched play and the ongoing league. I played some Crusade games against my friend Gary last year to get the basic hang of things although I felt that I made some mistakes so I have reset my list for this. 

I built my new list around the basic Patrol detachment and made sure to include at least option per basic battlefield role. So no flyers or super heavies. The Redemptor Dreadnought basically replaced the heavy support. One thing that irked me a little from a fluff perspective is that I cannot start with a chapter master so I have to have chapter master, Arthurus, as a "captain" and work up. He'll always be my chapter master regardless though. Not sure why that was needed but hey ho.

From my starting Requisition Points (RP) I bought another 10 supply so that I could add a Redemptor Dreadnought, my chosen relic (always the Burning Blade) and made my Bladeguard Veterans into veterans of the indomitus crusade. This left me with 1 RP which I decided to keep for now.

My crusade force is thus the following:


+ HQ +

Primaris Captain Arthurus [5 PL] The Burning Blade, Warlord

Heavy bolt pistol, Master-crafted power sword and Relic shield: Master-crafted power sword, Relic Shield


Primaris Lieutenant Agrippa [4 PL] Bolt pistol, Master-crafted auto bolt rifle


+ Troops +

Assault Intercessor Squad #1 [10 PL]

9x Assault Intercessor: 9x Astartes Chainsword, 9x Frag & Krak grenades, 9x Heavy Bolt Pistol

Assault Intercessor Sgt: Astartes Chainsword, Plasma pistol


Intercessor Squad #1 [10 PL] Bolt rifle

9x Intercessor: 9x Bolt pistol, 9x Frag & Krak grenades

Intercessor Sergeant: Plasma pistol


Intercessor Squad #2 [10 PL] Bolt rifle

9x Intercessor: 9x Bolt pistol, 9x Frag & Krak grenades

Intercessor Sergeant: Plasma pistol


+ Elites +

Bladeguard Veteran Squad [5 PL]

2x Bladeguard Veteran: 2x Frag & Krak grenades, 2x Heavy Bolt Pistol, 2x Master-crafted power sword, 2x Storm Shield

Bladeguard Veteran Sergeant: Heavy Bolt Pistol

Indomitus Crusade Veterans (Centurius Service Studs).


Redemptor Dreadnought #1 [10 PL] 2x Fragstorm Grenade Launchers, Heavy flamer, Icarus Rocket Pod, Macro Plasma Incinerator


+ Fast Attack +

Invader ATV Squad [4 PL]

Invader ATV: Multi-melta


++ Total: [58 PL] ++


Adam turned up with his Ork horde and quite frankly I was shocked. For the same Power Level he outnumbered me something silly. I really did not expect him to have so much when my force was rather limited. Without sounding defeatist, I could tell this was not going to be a good match for me. I had expected a warboss, weirdboy, three lots of boyz, and probably some lootas and a deff dread. Instead, he had a warboss, warboss on a giant squig, a huge block of boys, a unit of stormboyz, some snaggaboyz, some squig riders and three megaknobs. 

He got a lot more for his supply than I did. It got worse when we rolled for the mission and up came Ambush. I have played this mission before last year under match play against a friend's daemon army. In both instances I was the attacker and for a ambush style mission, it's really not in the favour of the attacking player. I did however become the attacker and I went for the option of splitting my force so that I got to go first. The plan was to try and do as much damage as I could before he could retaliate. It did not go well.

I had forgotten that Orks were now Toughness 5 and that made a big difference. It took one Intercessor squad with the Rapid Fire stratagem to bring down the stormboyz. I could have gone for the big blob of boyz but I didn't think I could drop enough of them where the stormboyz could be in my face straight away. Come Adam's first turn and he was in my face straight away. The boyz surged up and into my intercessors. They held out for three turns before they were dropped and Lieutenant Agrippa lasted an extra turn due to some good armour saves but he went down under those choppers. 

The ATV didn't last long and was crumped by the deff dread although I did knock a minimum number wounds off with the multimelta. Everything else spent the game in close combat. The assault intercessors did well but they were overwhelmed by sheer number of dice. My army was geared to a lot of shooting and I wasn't able to bring it to bear enough. Even when the second half of my army came in, they got a round of shooting in doing minimal damage before they were stomped by the meganobz and the snaggaboyz.

The hero of the game was the redemptor dreadnought. He came in, blasted the deff dread before tearing it apart in combat. Adam charged his warboss on squig into it, doing nothing and then being crushed just as easily. Unfortunately the dreadnought did go down afterwards but I felt he had done his job.

In the end I was tabled turn 5. I didn't even bother count the victory points as it was blatantly in the hands of my opponent. We shook hands, congrats in order and we discussed the game. It was fun if frustrating. I had really expected to do better than I did, although if the mission had been different, the outcome might have been more in my favour. With Ambush, the Orks started far too close to me and I really needed to gun them down and doing it with only half an army for three turns was tough. Good game though and hopefully in the future, I'll have better luck against Adam's greenskins.


I was lucky that only two units ended up with battle scars. Poor Lieutenant Agrippa lost a leg and the Bladeguard are suffering fatigue. I choose not to use any RP to heal those injuries as neither really impact them at this time. In the future I may change my mind. As for Marked For Greatness, that really had to go on the redemptor dreadnought. He did best of all in the game and deserved those extra XP. I am left with 2 RP and I decided to keep them. I won't add more supply and another unit or two just yet. I want to accumulate a couple more points before I do so, if I can. 

I'm hoping to get another Crusade game soon. At the time of writing this I was supposed to be playing against Adam's brother and either his Necrons or Chaos Knights Crusade list, but we've had to postpone. I have a free evening coming up and I'm going to try again then.


Tuesday, 5 March 2019

Outpost 772 - Vigilus

This battle was a skirmish between the invading Ork forces and a small gathering of Genestealer Cultists. The Orks had mobilized and begun a major assault upon the megasprawls of Vigilus. One such target would finally bring the Genestealer Cults out into the open - that of mining outpost 772. The Cult could no longer wait out the war in the shadows, but had been forced to rise up and combat the invaders.

1300 points.
Genestealer Cult (Twisted Helix) vs Orks (Evil Sunz).
Mission: Special.
Deployment: Special.
Battle Zone: None.

This game was my first go at using 40K's Dawn of War cards. The game was supposed to be a regular battle against friend Multch but in the end we decided to try out the strange randomness of these cards. We ended up with a mission resembling The Relic and the deployment was an odd opposed T-shape, with one player (myself) taking a 24'' block on one short edge and my opponent slab in from the far end. This gave the Orks a close start to the objective at the center but there was no way that I was going to survive that deployment.

I had the first turn and while most of my forces stayed put, I advanced one brood brother squad up my right flank in hopes of getting to the objective, while the rockgrinder trundled forward on my left flank to clear some space with the flamer. I didn't get much shooting done but I was able to burn down and shoot out a unit of grots who were being used, with a stratagem, as meat shields.

On the Orks first turn Multch performed his usual trick of acting Da Jump, to teleport a huge block of boyz into my back lines. His main force snatched the objective and then over the next few turns, much to both our surprise, he moved those boyz into my own deployment zone. Those greenskins weren't go to give up on a good fight. The orks didn't have a great shooting phase although they did tend to target the rockgrinder (which kept making those sturdy construction rolls) and the vengeance weapon platforms, although they didn't take too much damage.

Turn two, and I was on the defensive far sooner than I had expected to be, although I should have expected Da Jump if I'm honest. On my right flank the brood brothers moved up so that I had a good line of sight to the enemy weirdboy. A hail of heavy bolter and lasgun fire swiftly brought him down before he could do anything else unnatural. Elsewhere my shooting continued to follow my usual path, with hardly any damage inflicted. I also managed to pop up the hybrid squad from hidden tunnels and using their hand flamers, burn down a few orks. Also, as usual, they get gunned down right afterwards!

As the game progressed I found my poor cult being surrounded with no way out. Orks may not be the best shots but sheer weight of firepower was swiftly dropping my forces. The weapon platforms soon went bang and Multch brought his one and only deffkopter on along my right flank, where with a mixture of rocket fire and assault, it took down the heavy bolter team with ease.

I soon saw a chance to seize victory. Because the Dawn of War cards are different to regular missions, I saw an opportunity to grab the relic and run, because nothing in the cards says that the model with the relic has to stay on the table. If my plan worked, I could get the Primus onto the relic and then retreat into the shadows with a stratagem. Unfortunately although the genestealers got into combat with the orks, both the Patriarch and Primus failed their charges and before I could get in the following turn, Multch moved his big tank (I forget what it was called) in the way to deny me my victory, and he then proceeded to gun down the last of my forces.

---

A very good game and it was nice to play the Dawn of War cards, although I think I do prefer the regular missions. I had a hard time dealing with the Orks and I think horde armies are going to be a problem for the Genestealer Cult. I don't think the army has much that can handle that. Even Genestealers, although awesome if they get the charge die far too easily once their target has been brought down. It was good practice for the next time I have to face them.

---

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) [61 PL, 7CP, 1040pts] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Cult Creed: The Twisted Helix

Detachment CP [5CP]

Gametype: Matched

Insurrectionists

Stratagem: Broodcoven [-1CP]

Use Beta Rules

+ HQ +

Magus [5 PL, 92pts]: Broodcoven Magus, Familiar, Power: Mind Control, Warlord Trait: Shadow Stalker

Patriarch [8 PL, 137pts]: Elixir of the Prime Specimen, Familiar, Power: Might From Beyond, Warlord, Warlord Trait: Biomorph Adaptation

Primus [4 PL, 75pts]: Bonesword, Broodcoven Primus, Warlord Trait: Alien Majesty

+ Troops +

Acolyte Hybrids [3 PL, 66pts]: Cult Icon
3x Acolyte Hybrid (Hand Flamer): 3x Hand Flamer
Acolyte Hybrid (Heavy Weapon): Hand Flamer, Heavy Rock Cutter
Acolyte Leader: Lash Whip and Bonesword

Brood Brothers Infantry Squad [5 PL, 72pts]: Brood Brothers Leader
6x Brood Brother
Brood Brother (Grenade): Grenade Launcher
Brood Brother (Vox-caster): Cult Vox-caster
Brood Brothers Weapons Team: Lascannon

Brood Brothers Infantry Squad [5 PL, 63pts]: Brood Brothers Leader
6x Brood Brother
Brood Brother (Flamer): Flamer
Brood Brother (Vox-caster): Cult Vox-caster
Brood Brothers Weapons Team: Heavy Bolter

+ Elites +

Purestrain Genestealers [16 PL, 240pts]: 16x Purestrain Genestealer

+ Heavy Support +

Cult Leman Russ [9 PL, 175pts]: 2x Heavy Bolter, Battle Cannon, Dozer Blade, Heavy Bolter, Storm Bolter

Goliath Rockgrinder [6 PL, 120pts]: Cache of Demolition Charges, Clearance Incinerator, Heavy Stubber

++ Fortification Network (Tyranids - Genestealer Cults) [12 PL, 200pts] ++

+ Fortification +

Vengeance Weapon Batteries [12 PL, 200pts]
Vengeance Weapon Battery: Punisher Gatling Cannon
Vengeance Weapon Battery: Punisher Gatling Cannon

Friday, 25 January 2019

Furious Road - Vigilus

The battle of Furious Road was a battle the growing Ork horde and the entrenched Genestealer Cult occupying one of Vigilus' largest fuel depots. The engagement was brief lasting only a matter of hours.
Two days previously the Cult had seized control of a vital fuel reserve intended for the Vigilus PDF. With signs of Ork vehicles on the horizon, the Cult hunkered down and prepared to weather whatever was coming for the depot. Despite suffering early causalities the Cult held tight to their claim but the tide of buggies and deffkoptas's was relentless.

1100 points.
Genestealer Cult vs Orks (Evil Sunz).
Mission: Storm the Lines.
Battle Zone: None.

Week three of our Vigilus narrative saw my poor beaten up Genestealer Cult facing a fun thematic list of Ork speed freaks played by Jon. He picked Storm the Lines and it was more thematic that the Orks be the attacking force. Right away just looking at what Jon had brought to the table I knew that I had no chance so it became a case of just having fun with it and this game was a good fun one.

I set up first in my two deployment zones with my usual hybrids and genestealer squads hiding in the shadows. Jon then set up his host of buggies and deffkoptas in a line across from my bastion. I had first turn and I managed straight away to bring down a unit of two koptas. Unfortunately due to the mission having ongoing assault Jon got them back straight away on his turn one. Alsmost immediately I lost the unit occupying my bastion and he used Da Jump to leap a unit of boyz over to my lines where their shooting took down most of my remaining neophytes.

Turn two and I decided not to bring the reinforcements on just yet. My reason being that I didn't see anywhere that their presence would help all that much and I feared that they would just be gunned down, so I left them hiding. Shooting for me was ineffective really so come Jon's turn he surprises me by both taking out my magus, the remaining neophytes and... AND bringing down my bastion. As I have nothing on the table at the end of a turn Jon wins.

Well, that was a short game.

Even so, we agreed to play on just to see what the outcome would be. I was going to lose so it became an exercise in survival.

Turn three and I brought on both my reserves. The hybrids came on midway down my left board edge with the idea that might be able to assault some of Jon's buggies and claim some blood. The genestealers, patriarch and primus popped up in my deployment zone behind cover (mostly) to try and repel his orks that killed the neophytes. The hybrids lost two men to overwatch and failed the charge. I needed a 12 but it was worth the risk. I just didn't expect to lose anyone I guess in the attempt.

Jon's turn and he moved some boyz to intercept the hybrids and moved his biker warbosses up towards my genestealers. Much dakka dakka later and I've lost the hybrids and the genestealers. He charges my patriarch so we can have warlord on warlord action... and promptly kills my patriarch before I got to do anything.  Turn four ended when my Primus was taken down far too easily. Jon won by tabling my entire army.

---

So, despite the odds being well stacked against me I still had fun with this game. As I keep saying, until Genestealer Cults get a new codex and I can afford to buy some more toys for them I am going to struggle with everything thrown at me. A couple of nice chaps at the club have offered to give me or buy me some needed vehicle options so maybe soon enough I might have a chance. Wish me luck.

From the Shadows remains the biggest bugbear for me at the moment though. It's handy and it's thematic but it never plays out in my favour. I can't afford to not use it, especially for the genestealers, but I am considering not bothering next time just to see what difference it may or may not make.

---

+++ GSC (Warhammer 40,000 8th Edition) +++

++ Battalion Detachment +5CP (Tyranids - Genestealer Cults) ++

+ HQ +

Magus: Familiar, Power: Mind Control
. . Categories: HQ, Character, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Psyker, Genestealer

Patriarch: Familiar, Power: Might From Beyond, Warlord
. . Categories: Faction: Tyranids, Faction: Genestealer Cults, Character, HQ, Psyker, Infantry, Genestealer, Warlord

Primus: Bonesword
. . Categories: HQ, Faction: Genestealer Cults, Faction: Tyranids, Infantry, Character

+ Troops +

Acolyte Hybrids: Cult Icon
. . Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry
. . 3x Acolyte Hybrid
. . Acolyte Hybrid (Hand Flamer): Hand Flamer
. . Acolyte Hybrid (Heavy Weapon): Autopistol, Heavy Rock Saw
. . Acolyte Leader: Lash Whip and Bonesword

Neophyte Hybrids: Cult Icon
. . Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry
. . 8x Neophyte Hybrid (Lasgun)
. . Neophyte Hybrid (Special Weapon): Grenade Launcher
. . Neophyte Leader: Bolt Pistol, Chainsword
. . Neophyte Weapons Team: Lascannon

Neophyte Hybrids: Cult Icon
. . Categories: Troops, Faction: Genestealer Cults, Faction: Tyranids, Infantry
. . 8x Neophyte Hybrid (Lasgun)
. . Neophyte Hybrid (Special Weapon): Flamer
. . Neophyte Leader: Bolt Pistol, Chainsword
. . Neophyte Weapons Team: Heavy Bolter

+ Elites +

Purestrain Genestealers: 16x Purestrain Genestealer, 16x Purestrain Talons
. . Categories: Elites, Faction: Tyranids, Faction: Genestealer Cults, Genestealer, Infantry

++ Fortification Network (Tyranids - Genestealer Cults) ++

+ Fortification +

Imperial Bastion: 4x Heavy bolter, Quad-gun
. . Categories: Fortification, Faction: Unaligned, Building, Vehicle, Transport

++ Total: [73 PL, 1099pts] ++

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Crusade Battles catchup

 It's been a few weeks since I last updated and in that time I have played a further three Crusade games. I am really enjoying playing C...