A couple of changes to the orks....no dakkajet or stormboys, replaced with another wagon with 20 Boyz
We played the konor mission, i defended, so dawn of war, but i have 50% of the table and 3 objectives....i put these left flank in the open between hills and infront of my woods, centre on the back side of a hill and right flank behind a ridge on a hill
Tom deployed his wagon with nobs and boss, gork and morkanaught, boys on right flank, lootas on hill overlooking the battlfield. The other wagon and boys in the centre.
I deployed my surge as far forward on the centre obj as i could, surrounded by both firewarriors squads, pathfinders coldstar and fireblade, kroot camping between the centre and right flank obj, ready to be where they were needed within a turn. Into the woods and rocks near left obj went xv25s and keel.....right opposite the main bulk of toms big hitters. Keeping the xv8s their drones and qfmander in manta
Turn1......i fail to seize...even with a reroll. 1 down 6 to go...
Tom moves every thing up. So now i have g&m anaughts and wagon about 13 inches from xv25s on left flank and 30 or so boys in charge range of my centre line.....cmon take the bait.
Opens fire, 4 dead firewarriors and 1 pathfinder.
Assault phase....first mob of boys assault my centre, infantry kill 5....cmon surge....wow cds is amazing...tom was pretty salty when the ss had finished shooting...5 orks were left to emerge from the smoke to make it into combat...thats 11 cofirmed kills, orks kill the firewarriors down to a man, and he killed one ork in return....he's getting a red rambo style headband this week. Battleshock time.....its a 6....2 rambo headbands!!
Xv25s move forward and throws beacon about 6 inches from toms main thrust just on my side of the bottleneck. Keel moves up in support, all crowding yhe objective. Firewarrior falls back from combat, the other squad move around to fill the space for the next ork squad to hit, right where the last one did. Coldstar bounces across the table to give his support to the suits. Xv8s arrive about 3 inches infront of toms main thrust. The qfm 9in away next to the coldstar
Markerdrones onto wagon and naughts, 2 on each. Pathfinders all miss...wtf?!
Qfm hits wagon full of nobs....3 wounds.....i roll 3d6 damage....total 7....oh well
Xv8s open up 6 fusion on wagon 3 on the closest naught.....wagon.....this isnt going so well, another 5 wounds and flamers do 1 or 2 more...leaving it on 1 wound...the naught loses 5
In the centre the firewarriors that didnt fall back obliterate the remainder of the ork boys. The surge opens up onto the wounded naught taking it down to 4 wounds in 1 go....kustom force fields really suck!!!! Everything else did nothing as s5 at t8 isnt effective at all
17 wounds on the Battlewagon
20 wounds on the naught....
At this point, to say im concerned is an understatement...ive played all my cards and all i can see is that ive killed a mob of boys...i do have a naught and wagon on their last profiles.....i feel like ive lost already...i have 2 choices here, change my plans and go conservative or stick to my guns and see out my plan
I choose the latter
The drones charge the wagon!!! Make it in....do 1 wound....tom makes his save....that would have been epic....no damage in return
Orks turn 2
Tom gets the damaged naught out of the way, opening a gap for the nobz, boss and other naught to assault through......the boys get out of the wagon in the centre and get ready to assault the surges area again....the damaged wagon falls back also
Did you know that a morkanaught with 4 wounds (lowest profile) shoots as good as a fully funtioning riptide without any buffs.....disgusting! Just thought you'd like to know
Goodbye drones....goodbye pathfinders.....suits make all their saves bar 1
Tom makes a mistake and charges with his nobs first into the suits......get the marsh mellows....7 mega armoured nobs die.......then the boss charges them.....xv25s ftgg and strip 2 wounds. Gorkanaught assaults them, keel ftgg overcharge s and does 2 damage
Orks in the centre mustn't have notices the ork paste they ran through to get to the firewarriors......same result as before....only the nob left and the warboss on that flank
Tom hits my suits with around 700 points of orkses and kills 4 of them.....paying for the bodyguard upgrade was points well spent....that extra wound each stopped tom consolidating into my xv25s and keel and both commanders
My turn 2
Time to take stock of the situation, whats happening, what do i have left, what can i do.....
Left flank i have a naught on last profile, unhurt naught, some meganobs and warboss and flagbrearer guy, battlewagon with deffroller, and another wagon on last profile and 10 lootas on their hill
Centre 1 nob 1 boss
Kroot advance towards the surge getting next to the obj and within ftgg range
Commanders retreat a little towards the surge, xv8s do same, as do xv25s and keel....im abandoning the left flank obj....as long as i can hold the centre im good as the right flank obj is directly behind my remaining forces now
Xv25s wipeout the nobs
Keel xv8s and manders hit the unhurt naught doing 10 damage
Surge throws everything into the same naught.....turns out it was a bit of overkill....phew, still under a lot of pressure though
Roll d6.....kaboom....uh oh
Its pretty tight in this area.....xv8....3 wounds... xv25....2 wounds...keel...3 wounds....qfm....3 wounds....coldstar 3 wounds....ungh that hurt
Warboss takes 1 wound as does flag guy.......wagon loses final wound
Kroot shoot at warboss in the centre.....mostly miss and makes all saves
Its now a matter of what do we each have left
Naught on 4 wounds
Wagon with deffroller....17 wounds left
Everything advancing towards the surge and suits....
Naught and lootas.....kills the xv8.
Wagon assaults qfm
Flag guy goes into coldstar with a warboss and Mekboy
Other warboss into kroot
Nob into fireblade
Ftgg wiffes except the surge, good bye nob.......
Fire blade moves between the surge and theboss
The keel and xv25 fall back towards the surge but making sure be characters are closest for shooting.....
Kustom force fields really suck......have i mentioned that yet?
Surge does about 10 wounds to the wagon. Every one else either wiffes of gets saved.....
Orks turn 4
Orks press forward....getting really close to the mid obj now...its a matter of inches and a lack of models hurting us both now...down to about 6 each.....bar the lootas that are too far away on the hill to do much now
Shooting......does nothing to the surge
Kff makes all the guys that charged the surge survive.....toms dice were running hot....really hot, we were making a bit of noise by this stage so had a bit of a crowd.....by we i mean i was, he made all his saves bar 2
Fireblade lives through combat with a warboss.....another rambo style headband to paint this week
Wagon kills a xv25
Tau turn 4
Fireblade falls back
Surge falls back,suits fall back and keel gets ready to assault
Surge finishes off the wagon
Kff strikes again.....thankfully tom doesn't roll this many 5s when he shoots is all i can say, so boss, mek and flag guy all survive
This is it...all or nothing,;if i fail this he will be able to get the objective
Surge charges mek
Suits charge boss
Keel charge flag guy
Suits kill boss, just , keel wiffes......surge kills the mek, luckily...
Tom concedes....he cant get the lootas across in 2 turns and he doesnt have much left apart from the naught that was on 4 wounds from t1 and the flag guy
That was really close.....a matter of inches at one point
The plan worked....to an extent, i would have thought 13 fusion shots into 2 vehicles would have killed them both.....that made it tough as the flamers had nothing to hit....same for the xv25s, but i guess thats just dice...
Surge and infantry performed fantastic
I dropped t1 instead of waiting a few more turns, dawn of war and the mission didnt help, but it worked out ok i guess. Keel was underwhelming....didnt do much but gives the flank a bit more toughness and presence
Ill play a few more games with the list before i start making changes but the keep is going to have to do something to stay....