Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Monday, February 14, 2011

Da mOrkanOrk's Geerage Mob - Finished Deff Dread Pics

I will be posting updates of both finished and work in progress models for my 1500/2500 point double Big Mek Deff Skullz list.

Here are my two main Troop choices for my growing Ork army;

Gortrak Muk Ra, Da Dawg Crusha
(Deff Dread, Troop Choice)

Gortrak Muk Ra has earned the title "Da Dawg Crusha" from his very first battle since being encased into a Deff Dred. Against the Dawg Beakies, Gortrak, along side a mob of Boyz, fought an old, strong Beakie by the name of Logan Griminar. This Grimnar guy fought like he was one of the boyz himself, but being nothing more than just a special 'ummie, he fell under the mighty power of Gortrak's crushing buzzsaw grabbas. His Grot Rigger is Chip.


Ol' Sweaty Gur Prakka, da Immoblz
(Deff Dread, Troop Choice)

Ol' Sweaty is an old Ork, barely able to walk by himself anymore. He was put into a Deff Dread because a useless Ork is a dead Ork, and Ol' Sweaty will fight untill the day he dies. Fighting along side Gortrak, Ol' Sweaty was immobilized by a Dawg Beakie's Melta thingy. After the Ork victory, the surviving Orks laughed and threw rocks at Ol' Sweaty because he couldn't move the entire battle, hence the title given to him, "Da Immoblz". Ol' Sweaty's Grot Rigger, Chunk, fixed the broken servos in the left leg, allowing Ol' Sweaty to step on and crush three Orks that were taunting him seconds earlier. The surviving Orks from THIS battle ran away as fast as they could!

Sunday, February 13, 2011

Deff Skullz Pictures

Okay, I found some time and took a few pictures of my Deff Skullz. It isn't much for now, but I will have more pics up soon.

I haven't painted in years, so please, go easy on my delicate soul, lol :P



Monday, December 6, 2010

1000 Hellion Gangers versus Orks

I will be playing my good friend Mike and his Orks.

- Hellion Ganger List -

Baron Sarthonyx

10 Hellions
Helliarch w/ Stunclaw

10 Hellions
Helliarch w/ Stunclaw

9 Reavers w/ 3x Heat Lances

9 Reavers w/ 3x Caltrops

- Dirty 'ard Boyz -

Warboss w/ Power Claw

7 Nobs w/ Random Nobby shit like Power Claws, 'Eavy Choppas, etc...
Trukk w/ Red Paint Jearb

20 'Ard Boiz

3 Deff Koptas w/ Buzzsaw, 3x Rokkits

2 Killa Kanz w/ Grotzookas


Combat Drug rolled was Pain Token

Alrighty, lets get this mudda fugga going!!!!




Game Spoilers Bellow, read after the Video...


















This is a classic example of what I like to call "Playing the List" and not the opponent.

I had made a list, adn in my mind I wanted to do certain things, regardless of the Mission type. This is a big no no. What do I mean specifically?

Knowing full well that my opponent only had a single Trukk to get to my rear lines, the best course of action would have been to blow the Trukk up with my Heat Lance toting Reavers. What did I do? I got too caught up in the Reaver's Bladevanes, and I just got all giddy at the possibility of using the Bladevanes on the 3 Deff Koptas.

This game could have easily been a win for me if I was thinking with a more level head, but, my Dark Eldar blood lust got the best of me, and oh well!

After the game, the comment came up that it was shitty to fight a tricked out Nob Squad at 1000 points. I disagreed wholeheartedly. If I would have just blown up his Trukk on his side of the table, I could have held my Objective, and on turn 5 send in a Reaver Squad to contest his. If the game went to turn 6, I could send in the other Reaver Squad to contest.

I basically rolled out the red carpet for the Nobs, let them get into my back field, and just part their shitty Trukk on my Objective.

Oh, my Hellions running off the table on turn 1 didn't help much either, lol. But thems the breaks!!

In the end, the game was very fun for my opponent, and that is all that mattered to me.

Reavers... I love these guys. They are so much fun. They are proving to be a very, VERY fragile unit for what they do, but their awesomeness far out weighs their suicidal tendencies. I liked the split between two units of Reavers, with one dealing with Anti-MECH and the other Anti-Infantry.

Wednesday, October 27, 2010

Dark Eldar versus Orks - Game 3 of 45

This game, I revisit my good old Ork opponent, Mike.

This is a 1500 point battle. So lets have at it!

As was pointed out Comrade_Nikolai and Anglacon in my comments section, my Wrack units are not built correctly. There needs to be 10 Wracks for 2 Liquefier Guns. Thank you guys again for pointing this out! I will fix this error next time I use these units. Such is the life of a tester, right?

Whoops! I also forgot that you reroll Poisoned wounds against opponents in CC under certain circumstances! I never did this once in this game, as I never used Poisoned weaponry before in CC. I guess I forgot rules all around, huh? ha!


- Heamonculi Coven -


Ancient Heamonculi w/Hex Rifle
Ancient Heamonculi w/Hex Rifle

Heamonculi w/ Archangel of Pain, Liquefier Gun
Heamonculi w/ Venom Blade, Liquefier Gun
Heamonculi w/ Venom Blade, Liquefier Gun

10 Grotesques w/ Liquefier Gun
Aberration

9 Wracks w/ 2x Liquefier Guns
Raider w/ Flickerfield, Torment Grenade Launcher

9 Wracks w/ 2x Liquefier Guns
Raider w/ Flickerfield, Torment Grenade Launcher

9 Wracks w/ 2x Liquefier Guns
Raider w/ Flickerfield, Torment Grenade Launcher

Cronos Parasite Engine /w Spirit Bomb

Cronos Parasite Engine /w Spirit Bomb


- Ork Horde -


Ghazghkull Mag Uruk Thraka

Big Mek

10 Nobs w/ 3 Power Klaws, 3 Big Choppas
Mad Dok
Trukk w/ Red Paint

20 Boyz w/ 'Eavy Armor, Slugga and Choppa
Nob w/ Power Klaw

3 Deff Koptas w/ 3 Buzzsaws and 3 Rokkits

5 Storm Boyz
Nob w/ Power Klaw

3 Killa Kanz w/ 3 Grotzookas


- Why I Took My (Dark Eldar) List -

For nearly a decade I have always tried to make Heamonculi lists with no real avail, since all that was available for Heamonculi as Troops were (Kabalite) Warriors. Now, with their own troop type, the Wracks, I can finally make a list based around the supreme torturers of the Galaxy, the Heamonculi!

I really didn't put too much tactical/power thought to my list. I just wanted to make it as themed for Heamonculi as possible. I was going to toy with Uriel, but I wanted to geek out with tons of Heamonculi over a single Heamonculous.


- Mission and Deployment -

- Capture and Control, Dawn of War. Ork won the Deployment Roll, and chose to go first.

- Ork places 3 Koptas in Reserves to Outflank and 5 Storm Boyz in Reserve to Deep Strike.

- Ork Deploys 20 'Ard Boyz and Big Mek in the center to hold an Objective.

- Dark Eldar places an Objective in the corner, deploys nothing. and places nothing in Reserves.

- Dark Eldar attempts to Steal The Initiative and fails. Ork goes first.

For the Dark Eldar, the plan was to completely ignore the bottom left Objective, and instead fight to death in the center of the board!



- Ork Turn 1 -


Killa Kans clamor onto the battlefield, followed by a noisy Trukk filled with Nobs accompanied by Ghazghkull himself.


- Dark Eldar Turn 1 -


Grotesques, corralled by two Ancient Heamonculi, walk onto the battlefield. Three Raiders filled with Wracks and Heamonculi fly into striking postitions, with the far right Raider going Flat Out. Finally, two slow and ponderous Cronos Parasite Engines crawl into view of the 'Ard Boyz.

Both Cronos Engines fire their Spirit Bombs into the 'Ard Boy horde, killing 3 Orks total. Their spirits are syphoned into the storage vessels within the Cronos Engines. Both Cronos gain 1 Pain Token.

(Grotesques, in their stupidity, forget to Run! The Ancient Heamonculi are not pleased...)


- Ork Turn 2 -


The Orks, for some reason, forgot their Reserves!!

Killa Kans and the Trukk move forward a bit.

The Big mek powers up his Super Doodad, fires on the Grotesques, and rolls a 12!! 3 Grotesques vanish into pure nothingness as Gork and Mork feast on their fat bodies.


- Dark Eldar Turn 2
-


Grotesques are forced to run into position by their Ancient Heamonculi handlers.

Cronos Parasite Engines fire into the 'Ard boyz, but fail to cause any casualties.

Three Raiders move into position, with two of them disembarking their Wracks while the third Raider gets ready to begin firing on the incoming Ork vehicles next turn.

The Heamonculi feed drugs into their subjects, and force the Wracks off of two of the Raiders. The Wracks immediately begin t douse the ruins with acids and toxins, while one of the Haemonculi joins in the fun with his own Liquefier Gun. 13 Orks melt into the plasticrete ruins, causing the remaining Orks to route and run, taking their Big Mek with them!


- Ork Turn 3 -


Ork Koptas and Storm boyz join the fight!

The Killa Kans move onward while the Nob's Trukk drives past them at full speed.

The 3 Koptas fire their Rokkits at the Raider next ot them, and 3 rokkits make their mark! Two Rokkits, though, vanish into dust as the Raider's Flickerfield leaps into the air. One Rokkit does manage to blow off the Dark Lance from the Raider.

The Storm Boyz fire wildly into the air, attempting to hit their own Raider target, but miss with every single shot. At least they made a lot of noise!

The Nobs and Ghazghkull jump out of the trukk, and Ghazghkull lets out a mighty WAAAGH!!
The Nobs and Ghazghkull run towards the Grotesques with a blind, rage fueled fury!!!

And they are short... An inch....


- Dark Eldar Turn 3 -


Wracks scramble to deal with the immediate threats to their flanks. Wracks jump back onto a Raider as more run across the battlefield to meet their opponents.

Raider quickly turn around to defend the flanks of the Dark Eldar force with thier Wrack passengers ready to fire.

Two Raiders filled with Wracks let loose their Liquefier Guns into the Deff Koptas, turning both pilot and machine into an indistinguishable pile of organs and metal.

Wracks on foot, along side their Heamonculous master, release their Liquefier Gun's acids into the Storm Boyz, fusing flesh and fuel into an explosive conclusion, killing all the Storm Boyz instantly.

One Cronos Parasite Engine misses it's target, and the rebound bounces back onto the Grotesques, wounding one of them in the process!

The Ancient Haemonculi pump thier Grotesques with drugs, and force them into close combat with the Nobs and Ghazghkull!

The combat is bloody. The Grotesques are able to kill one power klaw wielding nob, and wound 6 others, but the mighty Warboss himself brings three Grotesques down with mighty blow after blow. The Grotesques hold combat under the baleful eyes of their Ancient Heamonculi masters.


- Ork Turn 4 -


Killa Kans move further into the heart of the battle.

The Ork Trukk driver decides to take a break and read a Pentork Magazine.

In combat, the Grotesques and Ancient Heamonculi manage to another Power Klaw Ork and an Ork with a Big Choppa. Ghazghkull and his fellow Nobs destroy all the remaining opposition escept for a single Ancient Heamonculous, which is too arogant to know when to fall back, and stays in combat...


- Dark Eldar Turn 4 -


The last Wrack unit on foot embarks into a Raider, and the Raider begins to make a dash to the Objective in the bottom left of the battlefield.

The other two Raiders move into firing position, and blow the wheels off the Trukk, Immobilizing it.

The two Cronos Parasite Engines join the lone Ancient Heamonculous in combat. One more Nob falls to the Cronos' claws. The Ancient Heamonculous dies to Ghazghkull, who has had enough of this foolishness. One of the Cronos Engines takes two wounds into itself from a Power Klaw Nob.


- Ork Turn 5 -


The Big Mek and 'Ard Boyz run into the sunset as they flee off the battlefield.

The Killa Kans finally make it into combat with the two Cronos Parasite Engines.

Both Cronos get destroyed, but not before they put more wounds out into the Nob squad, and kill a Nob. The Nobs and Ghazghkull consolidate into the ruins while the Kans move out.


- Dark Eldar Turn 5 -


One Raider makes it to the Objective in the bottom left corner, and holds it with Wracks aboard.

The two other Raiders move into the Ruins, and spout out 6 Liquefier Gun sprays into the Nob unit, yet only managing to kill the Pain Boy....

Ork Rolls for game end, and the game continues....


- Ork Turn 6 -


Killa Kans move into difficult terrain, fires their Grotzookas at the Raider, but fail to do anything to it.

The Nobs and Ghazghkull charge one of the Raiders in the Ruin, and manage to blow it up. The Wracks shrug off the pain of the explosion with their Feel No Pain.


- Dark Eldar Turn 6 -


The Raider, taking fire from the Killa Kanz, returns Dark Lance fire, blowing one of the walking garbage cans into oblivion.

The Wracks and their Heamonculous spout Liquefier Gun acid all over the Nobs, killing 1 Nob outright. The Wracks and their Heamonculous master in the Raider nearby do the same, and manages to kill one more Nob. Ghazghkull and his two Nobs hold.

The Wracks on foot charge into the last three Orks in the ruins. With their Furious Charge, they kill both Nobs, receiving their third and last Pain Token (the second one was from the Deff Koptas) before Ghazghkull can strike back. Ghazghkull in turn kills 4 Wracks, but now Fearless, the Wracks stand their ground, defiant, to the Ork Warlord of all Warlords!

With Ghazghkull 4" away from the Objective, the Dark Eldar rolls to see if the game ends, and it continues!


- Ork Turn 7 -


The Killa Kanz fire another Grotzooka volley into the Raider, Wrecking it, and sending it's Wrack passengers all over the Objective.

The Wracks manage to wound Ghazghkull twice before having 3 of their own fall to the Ork monster. Once again, the Fearless Wracks hold, shrugging off any further pain.


- Dark Eldar Turn 7
-


Wracks, lead by their Heamonculous master, leap out from a Raider in the ruins, and charge into the lone Warboss....

Ghazghkull falls to the poisons, acids and toxins of the Wracks and Heamonculi....


- Conclusion -

Dark Eldar - 2 Objectives

Orks - 0 Objectives

Victore - Dark Eldar


- Post Game Thoughts -

This is my basic Heamonculi Coven list. I will be working on this list a lot for my future games!


- Unit and Item Opinions -

Liquefier Guns. I won't spoil my other match with this list, but as you can see, these new 'flamers' are powerful. The Liquefier Gun used to be called a Destructor in the 'old' Dark Eldar codex, but only the Heamonculi could wield them. Now that units can wield them in battle, Dark Eldar are now able, for the first time ever, field mass flamers for anti-infantry. Here is the kicker...

Liquefier Guns can kill MEQ and Terminators, unlike any other flamer in the game. Like I said, I won't spoil my match against the Marines, but suffice it to say, you'll see how powerful this Dark Eldar flamer is against MEQ.

Grotesques. I love these guys. It is nice to have something that can only be instant killed by a strength 10 weapon. On paper they look meh, but in practice, my opponents always go "holy crap" and give them a wide berth, or send their strongest CC units after them to kill them. I know people online do not like these guys, but I find them fluff and powerful. Heck, you can arm their leader, the Aberration, with some nasty power weapons. I have not done this yet, but I will in the future.

With Uriel and Furious Charge, these buggers have Strength 7 on the charge. This might prove to be quite nasty as a Tank Killer!

Wracks. I love 'em. They are really nothing special, except for the fact they can carry two Liquefier Guns into combat. Stick a Heamonculous with them, and the entire unit gets Furious Charge at the start of the game! That is pretty nice :)

Cronos Parasite Engine. In this list, I found they are not needed. I start the game with so many pain tokens, that the Cronos is actually a complete waste here. All my units start the game with 2 or 3 Pain Tokens,so the Cronos is just not worth it here. Next time I run this list, I am going to shove two Taloi in here instead.

Please leave me comments, feedback, etc.... I appreciate your participation!

Saturday, October 23, 2010

Dark Eldar versus Orks - Game 1 of 45

Here is the first game, out of 45, I will be playing with the new Dark Eldar.


- Kabal of the Budding Lotus -

Archon w/ Huskblade, Drug Dispenser, Shadowfield, Soul Trap

5 Incubi
1 Klavex w/ Demiklaives
Raider w/ Aether Sails, Torment Launchers, Ram

19 Kabalite Warriors w/ 2 Splinter Cannons
1 Syberite

19 Kabalite Warriors w/ 2 Splinter Cannons
1 Syberite

5 Kabalite Warriors w/ Blaster
Raider w/ Ram

5 Kabalite Warriors w/ Blaster
Raider w/ Ram

5 Kabalite Warriors w/ Blaster
Raider w/ Ram

Ravager w/ Night Shield, Flicker Field

Ravager w/ Night Shield, Flicker Field

Ravager w/ Night Shield, Flicker Field


- Ork Force -

Ghazghkull Mag Uruk Thraka

Big Mek

10 Nobs w/ 3 Power Klaws, 3 Big Choppas
Mad Dok
Trukk w/ Red Paint

20 Boyz w/ 'Eavy Armor, Slugga and Choppa
Nob w/ Power Klaw

3 Deff Koptas w/ 3 Buzzsaws and 3 Rokkits

5 Storm Boyz
Nob w/ Power Klaw

3 Killa Kanz w/ 3 Grotzookas


- Why I took my list -

I wanted to try to emulate my old lists from the previous Dark Eldar codex with as much Dark Lance spam as possible to see if it could be done. Yes, it can be done, but my Ravagers went from 3 Disintegrators each to 3 Dark Lances to keep my Dark Lance numbers up.

I wanted to see how effective the new Blaster range would be from Raider platforms.

I took Splinter Cannons so my foot troops could stay mobile while firing, as well as seeing how the new poison rules would work for me.

I did not know who my opponent would be when making this list. I made this list at home and brought it to my local store, The Wizard's Wall. I came across a relatively new player with Orks.

-Mission and Deployment -

Annihilation and Dawn of War. I (Dark Eldar) won the deployment roll, and I decided to go first.

-Deployment -


Archon gains Feel No Pain from his Combat Drugs.

Dark Eldar deployed two Kabalite Warrior units at the 24" Deployment line.

Ork deployed one 'Ard Boy unit, one Nob unit and Ghazgul. Ork places Storm Boyz in Reserve for Deep Striking.

Ork attempted to Steal the Initiative, and failed.

-Dark Eldar Turn 1 -


Dark Eldar moves 3 Ravagers, 3 Raiders w/ Warriors and 1 Raider w/HQ and Incubi onto the battlefield. The HQ Raider is the Raider with the small green based model on it.

Kabalite Warrior units move forward.

NOTE - The Kabalite unit on the far right is actually blocked by a cliff in front of them, represented by the trees. They cannot draw line of sight in front of them, and they failed to move up the cliff face during their movement.

Even with re-rolling night fight, shooting is ineffective.

- Ork Turn 1 -


Ork moves Bigmek onto the battlefield behind his Nob unit, and does not join the Nob unit. Ork moves Trukk, Killa Kans,and Deff Koptas onto the battlefield. 'Ard Boyz move forward into the forest.

Deff Koptas fire at the raider holding the Archon and Incubi, and Destroy it. Archon and Incubi disembark to the left, are not pinned, and take no wounds.

- Dark Eldar Turn 2 -


All Dark Eldar units move forward, except for the Kabalite Warrior unit on the right, which cannot seem to get up the cliff!

Dark Lance fire from the the Ravagers and Raider, along with a Blaster shot or two, manages to destroy the Trukk (which the Ork player was trying to get his Nob unit in next turn!) and Wreck and Destroy two Killa Kans.

Mass Splinter Rifle and Splinter Cannon fire from a Warrior unit tear through the Deff Koptas, killing them all.

- Ork Turn 2 -


Storm Boyz arrive behind Dark Eldar's Ravager and do not scatter.

All Ork units move forward.

Shooting is ineffective.

Orks call WAAAGGH!!

Nob unit lunges forward and engages the Incubi unit. 'Ard Boyz charge and engage Kabalite Warrior unit in the forest.

Archon kills two Nobs with Huskblade, and Incubi kill 2 Nobs thanks to the Demiklaive. Nob Power Klaws, with Ghaz's Power Klaw, destroy the entire Incubi Unit. Archon fails his Shadowfield save and dies.

'Ard Boyz kill 14 Kabalite Warriors. Warriors in turn kill two Orks. Warriors roll double 1's and hold! This is NOT what I the Dark Eldar player wanted at all! Now the Orks would be safe from a turn of shooting... :(

- Dark Eldar Turn 3 -


At this point, I could have easily just moved all my Raiders and Ravagers back and just fired on his remaining forces for the rest of teh game in relative safety. I decided against this for two reasons. First, I knew I had the game won already, so I didn't care about actually winning, but rather making an interesting battle report for you guys. Second, my opponent was a new player, and I refuse to table new players, or make non winnable situations for new players.

So, I decided to make a wagon wheel around the Nob squad with my Raiders and Ravagers and see where the game would go from there. Of course, I knew exactly what would happen, and I am sure it would make my opponent very happy :)

Ravager fires on, and immobilizes, the last Kill Kan.

Kabalite Warriors fire on, and wipe out, the Storm Boyz.

Dark Lance fire from all my vehicles, along with Splinter Weapon fire from inside the Raiders, kill the lone Big Mek and three Nobs from the Nob unit.

In assault, the few remaining Warriors and 'Ard Boyz fight to a stand still. Why? Pain Token on the Warriors gives them Feel No Pain, which saves my butt. This is the ONLY instance of me remembering my Pain Tokens.... After this, I forget about this rule for the rest of the game.

- Ork Turn 3 -


Killa Kan fires on, and Immobilizes, a Raider that moved last turn.

In assault, Nob squad destroys two Raiders, including the Immobilized Raider. Warriors pour out of the Raiders. One lone Kabalite Warrior becomes pinned as he flies out of his Raider.

'Ard Boyz mop up the rest of the Kabalite Warriors in combat.

- Dark Eldar Turn 4 -


Two Ravagers move about.

Dark Lance, Blaster, and Splinter Weapon fire kills the rest of the Nob unit, leaving Ghazgul alive.

Splinter Weapon fire kills 7 'Ard Boyz, but they hold and do not break.

- Ork Turn 4 -


Ghazgul assaults the 5 Warriors, and destroys them. Ghazgul consolidates into the Raider Wreck.

'Ard Boyz assault, and break, the 20 Warriors. 'Ard Boyz consolidate.

This is where I forgot about the Warrior's Pain Token, and didn't use their Feel No Pain. Oh well!

- Dark Eldar Turn 5 -



Being within 6" of the 'Ard Boy unit, my warriors fall back.

The lone Warrior runs into cover, getting away from Ghazgul.

Mass fire from my Ravagers and Raiders deal Ghazgul 3 wounds, and Destroy the last Killa Kan.

At this point, we just decided to end the game. I was too far under on Kill Points to come back, and I didn't feel like chasing 9 'Ard Boyz through a Forest for possibly 3 turns, trying to squeeze out a wipe out victory against my opponent. That is just bad sportsmanship. Now if my opponent was a veteran player, then I would have attempted to wipe him off the board.

- Conclusion -

Dark Eldar - 6 Kill Points

Orks - 8 Kill Points

Victor - !!!Orks!!!

-Post Game Thoughts -

As I mentioned in the battle report, I did not play to win after I realized I could have won early on the game. There was no point. After I destroyed my opponent's only Trukk, there was no way he was going to be able to catch me. Making the game fun for my opponent and my Blog readers was my only goal.

After this game, it felt GREAT being able to fire into hordes with Poisoned Weaponry, and actually be able to do damage.

At this point, I would gladly give up my old Disintegrators for all these poison weaponry!

The ability to finally deal with horde, with our STOCK weapons no less, is just amazing.

Warriors in Raiders is just amazing. With Poison, and the new 18" Blasters, Raiders finally feel like how they should have 12 years ago, flying gun boats!

I am not a fan of the Huskblade so far. Yeah, I instant killed 2 Nobs, but that Strength 3 bothers me a lot.

I forgot about my Pain Tokens the entire game, except for one turn of close combat. I have to get used to these things!