Duck and Cover

Close Encounters of the Green Kind

30 000pt Battle Report - Chaos vs Orks

by Chaos Overlord Peter Ramos

 

The fabric of space shook and unraveled. A rent appeared where only the blackness of space once was. From it emerged death. Khornite champion Kirelius Bloodsoul gazed the doomed system from the holographic projector on the bridge of the space hulk Soulflayer.

He looked upon the planet Chryellos, principal planet of the Cicada System. Its wealth in metals and manufacturing facilities would give chaos the needed resources to wage the "Long War". Reports from cultists before leaving the Eye of Terror suggested defenses would be light. Not that it mattered. First Champion Kirelius had the might of the Black Crusade behind him. For the first time in over two thousand years a Crusade of unimaginable size would confront the Imperium. Kirelius as Master of the World Eaters had won the right to lead it to victory. He smiled. The memory of the vanquished champions of the other chaos powers filled him with pride. How they had howled before he took their souls. The thought stirred the bloodlust within him and a vicious snarl appeared upon his demonic face-whatever laid ahead it would be more blood for the Blood God!

Reports filtered to Kirelius and he found himself disturbed. The Cicada System had seemed to no longer be in the hands of the Imperium. Orks, he spat in disgust. By the reports an enormous force of these creatures had occupied the main planet. Orks… his mind whispered. Humans knew fear; Eldar cringed before chaos, but Orks… They were foolish, stupid to a fault, but they knew no fear. Not of chaos or anything else he knew of.

Gargant mobz, Mega-gargants, hordes of ork infantry and vehicles, enough to stop the Crusade before it begun. Bile arose in the mouth of Kirelius. His victory would not be taken from him. The Black Crusade would land and destroy them.

A hideous roar erupted from his throat a with a hiss he spat, " Today they shall learn what it means to fear!"

Blood for the Blood God!!!

 

Special Rules

  1. Only 8 objectives were used but each was worth 10 VP, not the standard 5
  2. For the orks, we used double clans. This means there were TWO of each clan. View this as two Waarghs in alliance. Each clan had its own break point and VP values
  3. Alternate flyer rules were used (see Incoming! #1). This means flyer phase is after movement but before combat phase.
  4. A total of 175 VP's were needed to win.

Black Crusade - the army of Chaos Undivided!

Khorne Tzeentch Nurgle Slaanesh
Bloodthirster
(3 Groups)

1 Fleshhound det
1 Bloodletter det
1 Juggernaut det
1 Cannon of Khorne det
1 Demon Engine det

Cost: 1200 each

Lord of Change
(3 groups)

1 Flamer det
1 Horror det
1 Disc Rider det
1 Doomwing det
1 Firelord

Cost: 1300 each

Great Unclean One
(2 groups)

2 Plaguebearer det
2 Beast of nurgle det
1 Contagion det

 

Cost: 1200 each

Lord of Pleasure
(3 groups)

1 Fiend det
1 Demonette det
1 Beast Rider det
1 Hell Strider det
1 Hell Scourge det

Cost: 1100 each

Bloodthirster

1 Troll warband
1 Beastman warband
1 Chaos squat det
1 Dreadnought det
1 Demon Engine det

Cost: 1400

Lord of Change

1 Troll warband
1 Beastman warband
1 Chaos squat det
1 Dreadnought det
1 Silver Tower det

Cost: 1450

Plague Tower

1 Troll warband
1 Beastman warband
1 Chaos squat det
1 Dreadnought det
1 Chaos Magi

Cost: 1300

Lord of Pleasure

1 Troll warband
1 Minotaur warband
1 Chaos squat det
1 Dreadnought det
1 Hell Knight det

Cost: 1500

Primarch Angron

World Eaters Legion
1 Rhino det
1 Land Raider det
1 Thunderhawk
1 Terminator det
1 Banelord Titan

Cost: 1550 + Titan

Primarch Magnus

Thousand Sons Legion
1 Rhino det
1 Land Raider det
1 Thunderhawk
1 Doomwing
1 Warlord Titan

Cost: 1500 + Titan

Primarch Mortarion

Death Guard Legion
1 Rhino det
1 Land Raider det
1 Thunderhawk
1 Terminator det
   

Cost: 1550

Primarch Fulgrim

Emperor’s Children Legion
1 Rhino det
1 Land Raider det
1 Thunderhawk
1 Subjugator det
1 Questor det

Cost: 2100

Lord of Battles
(2 groups)

2 Marine det
1 Demon Engine det

Cost: 1200 + LOB's

 
 
Titan Armaments
Banelord

Bloodletter Head
Doomfist
Deathstorm
Havod Missiles
Chaos Tail
 

Cost: 800, 8 VP

Tzeentch Titan

Tzeentch Head
Vortex Missile
Gatling Cannon
Plasma Destructor
Chainfist
Chaos Tail

Cost: 900, 9 VP

Slaanesh Titan

Plasma Cannon
Gatling Cannon
Chaos Whip
Chainfist
Chaos Tail
 

Cost: 700, 7 VP

Lord of Battles (x2)

both armed with:

Deathstorm
Doomburner

 

Cost: 550 each, 6 VP

 


Mega-Waargh!!

Bad Moonz Goffs Evil Sunz Deathskulls
Clan #1

2 Pulsa Rokkit det
2 Braincrusha det
1 Weirdboy Tower

 

Cost: 1500, 18 VP
Break Point: 19

Clan #1

2 Lungbursta det
2 Gutrippa det
1 extra Nobz det

 

Cost: 1350, 12 VP
Break Point: 24

Clan #1

2 Spleenrippa det
1 Gobsmasha det
1 Bowelburna det
1 Skullhamma

Cost: 1050, 10 VP
BreakPoint: 21
Skulhamma is an independent model

Clan #1

2 Stompas det
2 Dreadnought det
1 Shokk Attack Gun det

 

Cost: 1400, 14 VP
Break Point: 20

Clan #2

2 Pulsa Rokkit det
1 Braincrusha det
2 Weirdboy Towers
  

Cost: 1700, 18 VP
Break Point: 18

Clan #2

2 Lungbursta det
2 Gutrippa det
1 Gibletgrinda

Cost: 1250, 11 VP
Break Point: 20
Gibletgrinda is an independent model

Clan #2

2 Spleenrippa det
1 Gobsmasha det
1 Bowelburna det
1 Scorcher det

Cost: 100, 11 VP
Break Point: 23

Clan #2

2 Stompas det
2 Dreadnought det
1 Gibletgrinda

Cost: 1400, 13 VP
Break Point: 18
Gibletgrinda is an independent model

Mega-Gargant

5 Dragstas
Weirdboy & Minderz

Cost: 1200, 12 VP
Break Point: gargant
Weirdboy unit (150, 2 VP) indpt

Mega-Gargant

5 Stompa det

 

Cost: 2650, 27 VP
Break Point: gargant

Mega-Gargant

3 Fighta Bommer det
2 Dragstas

Cost: 2200, 16 VP
Break Point: gargant
Each flyer squadron is independent

Mekboy Gargant

 

  

 
Cost: 450, 5 VP

 
Snakebites Blood Axe Kult of Speed Renegade Mekboyz
Clan #1

1 extra Boarboyz det
1 Squiggoth det
2 Bonebreaka det
1 Squig Catapult det

Cost: 1250, 14 VP
Break Point: 23

Clan #1

1 Land Raider det
1 Wartraks det
1 Hopslat gun det
1 Tinbot det
1 Flakwagon det

Cost: 1250, 13 VP
Break Point: 25

Clan #1

1 extra Nob Bike det
2 extra Bikeboy det
2 Fighta Bommer det
 

Cost: 1200, 12 VP
Break Point: 17
Each flyer squadron is independent

Clan #1

 

 
 
 

Cost: 600, 6 VP
Break Point: 4

Clan #2

1 extra Boarboyz det
3 Bonecruncha det
1 Dreadnought det

 

Cost: 1250, 14 VP
Break Point: 23

Clan #2

1 Land Raider det
1 Wartraks det
1 Hopslat gun det
1 Tinbot det
1 Flakwagon det

Cost: 1250, 13 VP
Break Point: 25

Clan #2

1 extra Nob Bike det
2 extra Bikeboy det
2 Fighta Bommer det
 

Cost: 1200, 12 VP
Break Point: 17
Each flyer squadron is independent

Clan #2

 

 
 
 

Cost: 600, 6 VP
Break Point: 4

 
Gargant Bigmobz
Great Gargant Bigmob

RU = right upper arm
LL = left lower arm, etc

Boss Gargant

Gork Mork Head + Scorchers
RU: Observation Turret
RL: Magnum Mega Cannon
LU:Battle Cannon Turret
LL: Supa Lifta Droppa
Belly Gun + Triple Battlecannons

Cost: 950, net cost: 550
10 VP

Gargant #2

Battle Cannon Head
RU: Observation Turret
RL: Gatling Cannon
LU:Battle Cannon Turret
LL: Ripper Fist
Belly Gun

Cost: 700
7 VP

Gargant #3

Battle Cannon Head
RU: Battle Cannon Turret
RL: Magnum Mega Cannon
LU:Battle Cannon Turret
LL: Ripper Fist
Belly Gun

Cost: 800
8 VP

Slasha Bigmob

Boss Slasha

R: Slasha Attack Gun
L: Deth Cannon
Gutbuster

Cost: 550, net cost: 250
6 VP

Slasha #2

R: Slasha Attack Gun
L: Ripper Fist
Gutbuster

Cost: 550
6 VP

Slasha #3

R: Slasha Attack Gun
L: Cluster Buster
Gutbuster

Cost: 550
6 VP

 


Deployment

For the sake of simplicity, since to list the location of all the units would be impossible, I will refer only to the largest of groupings. In case of chaos: Khornate army, Nurgle army, Tzeentch army and Slaneesh army. In case of the orks by clan. There were two tables so I shall refer to them as table #1 and #2.

Refer to the maps for easier reference.

Table 1 deployment map

Table 2 deployment map

 

Ork Deployment

Table 1
Table one was dominated by a large woods roughly behind objectives #1 and #2 with several smaller ones at the table edges. A group of imperial buildings are on the extreme end of the table and another small group of buildings about 30 cm from the first. On the other side of the table (the one that continues into table two) was a open field with a large hill towards the center were several craters.

Objective #1 is in the building close to the free table edge, #2 in the second group of buildings towards the center, #3 in the crater in the center and #4 on the hilltop.stompa.jpg (5155 bytes)

Beginning from the free end of table #1 towards the center the orks had deployed as follows: the Bad Moons took the extreme flank at the table’s free end and were to contest objective #1. The Evil Sunz, Kult of Speed and Renegade Mekboys are next to the Bad Moons and were to contest objective #2 in the second group of buildings. They were supported by a Mega-Gargant and the Mekboy Gargant.

The Goffs, Snakebites and Deathskulls formed the centerline, backed by the Great Gargant bigmobz, they would contest objective #3 (the crater) and support the attack on objective #2 in the second building group.

The Bad Moons and Blood Axes, supported with a Mega-Gargant would contest the objective #4 on the hilltop as well as support the attack on objective #3.

 

Table 2
Table two was dominated by a large city with large imperial buildings and ruins. There were two woods that dominated the second table's free end.

The objectives were located (started with the end that continues with table one), #5 in the large imperial building, #6 in the nearby ruins, #7 in the woods and #8 on the hill at the free end of the table #2.

The orks deployed as follows: Bad Moons followed by the Goffs and Evil Sunz, these where to contest objective #5 in the large imperial building and the Bad Moons would also support offensives on table #1 for objective #4. The Snakebites and Deathskulls formed the center and contested objective #6 in the ruins. On the free end of the table, the Blood Axes supported by the Slasha bigmobz contested objective #7 in the woods. At the end of the line was the Kult of Speed and the Renegade Mekboys supported by many detachments of Stompas and a Mega-Gargant to contest objective #8 on the far hill and also support the Blood Axes.


Chaos Deployment

Table 1
The army of Slaneesh, supported by the Slaneeshi Titans and a multitude of Knights were to contest objectives #1 and #2 in both building groups. Half the Nurgle army was to dedicate itself solely to the capture of objective #3. The largest army, Khorne, straddled both tables in the center and would attack objectives #3 and #4 on table 1.

 

Table 2
The Khorne host was to attack objectives # 5 and #6 on this table while the other half of the Nurgle army would attack objective #6. The Tzeentch army supported by a Tzeentch Warlord would have to contest objectives #7 and #8 in the woods and hills to the end of the battlefield.


 

The Battle of Chryellos

The Crusade has arrayed itself for battle. The might of Chaos undivided lay as far as they could see. They Orks WOULD be destroyed. Khorne would demand no less.

The Orks came. A large dust cloud heralded their advance. They had gained the jump on the Crusade and surged forth to engage the forces of chaos undivided. Kirelius convulsed with rage and bellowed the attack to begin. As one the World Eaters strode forth. Kirelius would personally lead them to take that lone crater in the middle of the battlefield. He grinned, such open ground would invite much blood.

 

Turn 1

Orks win initiative.

Movement - 1

By nature both armies rely on being close up and personal to achieve their best results, therefore most armies were on charge, but there were many support detachments following on advance, with artillery on first fire.

The Slaneeshi horde surged forward, Knights secured the objective #1 in the buildings along with their chaos squats and reserves of minotaurs and trolls. The Emperors Children and their primarch raced forward to secure objective #2 in the second building group, while Slaneeshi Knights positioned themselves for support fire. Questor and Subjugator Titans also lined up for the advance fire phase. Beasts of Slaneesh engaged rapidly closing elements of the Kult of Speed. Slaneesh Titan and Mega-Gargant closed in on one another.

Towards the center combined elements of the Knornate/ Nurgle army and Slaneeshi knights closed in on objective #3 in the crater. Opposing them a multitude of orks with support from the bigmob. Many ork tanks follow in advance ready to fire.

On the hilltop Khorne firmly puts its Bloodthirsters, Bloodletters and demon engines with the Banelord and Lord of Battle in support. The Blood Axes occupied all the nearby buildings and ready to shoot, elements of the Kult of Speed roaring in as well. The Mega-Gargant sized up to meet the Banelord.

On table #2 the other wing of the Knornate army threw itself at the imperial building (objective #5) with support from Death Guard Marines and greater demons. Nurgle Terminator detachments raced to take objective #6 in the ruins. Tzeentch Disc Riders flew in to support the advance. The Evil Sunz drove in and disembarked their whole clan into the imperial building (objective #5) and securing it. Boarboys charged in and engaged the Disc Riders in objective #6, close behind many Lungburstas and Bonebrekas on advance readied their weapons.

On the extreme flank the forces of Tzeentch surged forth, engaging advance elements of the Kult of Speed. The Tzeentchian Titan stood its ground and prepared its vortex missle to greet the oncoming Slasher horde. The Mega-Gargant converged on the lone Titan as well. The Blood Axe clan used its Rhinos to secure objective #7 in the woods. The remainder of the Kult of Speed secured objective #8.


Flyer Phase - 1

The sky blackened as 7 ork squadrons met 4 Doomwing squadrons, 3 Firelords and all the Thuderhawks laden with their precious cargo. The first 4 squadrons of ork flyers engaged with their Ace pilot leading his craft with state of the art flight suits to make him very dangerous in the air. He shot down two craft of the first squadron and loses one of his as he returned to base. The rest of those combats were surprisingly very even, the hand of Gork must have been with them since the Doomwings' superior dogfight skills did not manifest themselves. The final tally was two broken squadrons to two. The remaining three ork squadrons each engaged a Firelord, such that in these numbers the great bird would fall - how wrong they would be! The first Firelord, after downing one Ork flyer, was itself shot down. Then the randomness of chaos asserted itself! The second Firelord destroyed TWO fighta bommerz! The third Ork flyer not able to gain the upper hand and left as did the Firelord - but it had survived! Chaos was jubilant but its greatest feat in the air was to be seen by the last Firelord. The first tumbled out of the sky, then the next and the next. It was stunning! It had destroyed all its opponents and triumphantly returned to base!

With the skies clear, the Thunderhawks roared in. Most AA fire was ineffectual. Thousands Sons landed on objective #8 and took the objective under the noses of the nearby Kult of Speed. Death Guard landed in the nearby woods (objective #7) and engaged the Blood Axes. Emperor’s Children landed in the back lines and engaged the Pulsa Rokkits and Lungburstas while the World Eaters landed on objective #3 in the craters in the center of table #1 in the mist of the converging armies.

Kirelius and his personal guard disembark from their Thunderhawk and take defensive positions in the crater. He knows he is way out alone and support is far off. In front of him three full clans close in, there mighty Gargants prepare their awesome firepower to erase him from the map.

Kirelius smiles, they would be surprised…


Combat - 1

The blood god smiled as immediately souls were wrenched from their bodies! Regardless of the day’s outcome, he would be pleased, there would be much blood for the blood god!

First Fire
Around objective #1 Pulsa Rokkits crashed into the midst of trolls and minotaurs rending them to bits, one rokkit overloaded and exploded with great force destroying everything around it, an unfortunate Subjugator Titan was caught in the blast and destroyed. More Pulsa Rokkits came in, destroying more minions such as trolls, minotaurs and beastmen. In anger, the Cannons of Khorne barked back, with a terrible bite! The first shot destroyed the building the Blood Axes were hiding in (close to objective #4) and most of the Blood Axe infantry was killed. The second detachment fires an accurate shot into the great imperial building (objective #5), it shook and fell! With it ALL the Evil Sunz boys killed in one shot! Little was known at that time but the ruins of the imperial building would be known as the Maelstrom, it would suck in hundreds of units into a close combat carnage of unparreled ferocity!

Plague catapults showed their worth by lobbing disgusting filth into the midst of the Boarboys, killing many. The nearby Nurglings just laughed! Objective #6 in the nearby ruins on table #2 was secure and the survivors of the Contagion attacks would be wiped out in close combat by chaos Terminators. Magnus roared and fired at a deflektor dragsta but failed to penetrate the shield. The Tzeentch Titan fired its vortex but it went wide and failed to consume the Slasha Gargant. There was little else in the manner of initial fire.

Close Combat
Close combat was brief and resulted in the annihilation of both Kults of Speed on both tables! The Emperor’s Children made quick work of the Pulsa Rokkits and Braincrushas it engaged. The Death Guard easily outclassed the Blood Axes and took objective #7 in the woods on table #2. Both armies readied for the massive amounts of reserved advance fire each had.

Advance
Titans on both sides fired. The Mega-Gargant failed to do much damage to the Slaneeshi Titan but managed to slay several Knights. The Slaneeshi Titan could not penetrate the deflektors of the nearby Renegade Mekboy clan.

On the center stage shots poured in onto the Banelord and his shields fell away. Before it was too late he unleashed all his firepower, not at the Gargants that tormented him but on to the exposed Kult of Speed and Blood Axes. After all his missiles and weapons were fired, more than twenty units perished! More shots slammed into him, but his armor thwarted them, a ball round fell on his leg and bounced of the armor and slew many nearby minions and demon engines.

Finally a shot penetrated its reactor and the Princeps struggled to shutdown the reactor, all seemed lost.

The Slasher mob on table #2 poured in the shots to the Tzeentch Titan, using their powerful long ranged weapons, shield after shield went down and then it was naked. A single shot from the Slashas deth cannon, a horrible ork anti-titan weapon, pierced the reactor casing. It went critical and exploded! Many beasts of Nurgle and Plaguebearers nearby were incinerated by the blast.

Firepower by the Renegade clan on table #1 tore into Fulgrim, the Emperor’s Children primarch. At last he fell, but arcane magics were at work and the body was trying to regenerate itself. The orks honed in much firepower to annihilate the World Eaters who had T-hawked in to the crater objective #3, but the hand of chaos shielded them as they became invisible and immune to such damage!

The oil-belching monstrosities the orks used crept closer. As one they coughed forth a sheet of lead and death. It closed the distance quickly to the position held by Kirelius and his band. Before the shots hit, the whole command disappeared! The orks were stunned and mulled about having wasted their fire.

Kirelius laughed. Simpletons these orks. Once they figured out the chaos magic shielded them it would be too late. A horde or demons were closing in to support them.

Following this the Thousand Sons on objective #8 unleashed a mystic vortex at the nearby Kult of Speed, half the kult vanishes under the attack! Retaliation is quick as the building they are in is destroyed by Gargant attacks and the survivors are mopped up with Stomper firepower. Objective #8 falls into ork hands.

In the center of table #2 several bolts of change and demon engine attacks destroy all the Boarboys from the Snakebite clan and secure the whole central front (objective #6) since the rest of the ork army was far behind.

Luck was also with the orks as multiple shokk attacks versus Slaneeshi Titans yielded miraculous results (many hit and doubles rolled!) and several of these Knights fell under the onslaught of rabid snotlings!

Magnus fell prey to the Mega-Gargant on table #2's free end - after many renting wounds his soul was finally cast back into the warp. More fire poured in from the orks and all T-hawk transports were vaporized were they stood. Chaos counter fire was sporadic and ineffective, inflicting minor casualties.

The phase ended with a resurgence from chaos, the crippled Banelord brought its reactor on-line and regenerated 4 shields! Khrone howled his delight, fire erupted in a woods in the orks backlines where most of the Bad Moons were, in a moment all the Bad Moon boys were incinerated! Even though the Death Guard had secured the wood objective on table #2 one of them had perished, woe to the orks as a hideous plague came from that body and slew the Blood Axes to a man! The only sadness for chaos was that Fulgrim could not regenerate his wounds and was lost.

In such carnage turn one ended.


End of Turn 1

6 objectives were in hands of chaos, one in dispute (objective #5) and one in Ork hands (objective #8)

Chaos 103
Orks 68

Chaos demon engines receive bonuses next turn.


Turn 2

The mantle of invisibility has disappeared and the orks with rage moved towards their position. Looking to his lines a horde of demons closed in as well.

It was going to be close…

Orks win initiative.

Movement - 2

Now that both armies are in striking distance all subtlety is lost (if there was any to begin with) and each went for the other's throat.

On table #1 the remainder of the Evil Sunz attack the Emperor's Children in objective #2 at the second building group. The remaining bikes support them and they are counter charged and overwhelmed by Demonettes, Slaneeshi Beast Riders and Fiends. The Renegade Mekboys and most of the vehicles of the orks remained on first fire orders but the presence of chaos was such that they engaged even those units in close combat. Slaneeshi Knights, smelling blood, moved in to clean up as well with help from the Slaneeshi Titan. The Mega-Gargant closed in. By objective #1 on the free table edge (table #1) Knights, Minotaurs and greater demons moved in to engage elements of ork boys to dispute control of that objective.

In the center, chaos rushed to support the World Eater that were now not invisible from a huge ork onslaught of Nob bikes (which engage in close combat) and Deathskulls. Many demon engines and a Lord of Battles with supporting minions close in to help the chaos marines. On objective #4, the Banelord stood atop it surrounded by Juggernauts, Bloodletters and demon engines. The Lord of Battles closed in to shoot up what was left of the Bad Moons and Evil Sunz. The Gargant mob and Mega-Gargant closed in on the Banelord.

The Maelstrom had begun, the Goffs moved full body into the ruins while Bloodthirsters, Juggernauts, and Disc Riders, Horrors, Flamers of Tzeentch and others countercharged them. Orks supported them with Gutrippas, Bonebreaks and other tanks while their Nobz lined up in the nearby woods with their kustom weapons. Deathdealer demon engines now did the same. There were close to 60 individual models engaged in this assault!

Fleshhounds charged at the Weirdboy towers that are now charged with energy, many Stompa units and Blood Axe Land Raiders snap fired and gunned down all of them!

Another Fleshhound detachment struck deep into ork lines and pinned the Snakebite boys, knowing they will be destroyed, but keeping them from joining the fray.

Mortarion joined his childen in the ruins, backed up by marine and chaos squat firepower.

Around objective #7 Lords of Change moved into the woods to consolidate the hold on the objective as the Mega-Gargant moved and sat on objective #8. Slashas moved up to engage. The Plague Tower, previously silent, moved into range of the Renegade Mekboy clan.

All was ready for the final confrontation.


Flyer Phase - 2

The remaining ork flyers came in prepared for the worst - and they got it! The orks were routed from the air as they lost every single aircraft with no losses to chaos! The two remaining Firelords made their attack runs and obligated the Weirdboy towers to shoot at them, one tower unleashed all its energy and vaporized the two Firelords!


Combat Phase - 2

First Fire
The orks wanted the Banelord dead. They opened up with the Weirdboy tower and downed all its shields after which a scattered shot blew off the missile rack that was already used. Shots from the Mega-Gargant flew in, weapons were blown off, but it still stood. Long range shots from the big mob clan rammed home and finally one pierced the head, the mighty machine succumbed and was destroyed! Shots from the Gargants ripped into both Lords of Battle, destroying them both, but not before they had shot and broken the Deathskulls and Bad Moons.

More shots from the Cannons of Khorne and plague engines killed more boys from the Goffs, Blood Axe and Snakebite clans. Pulsa Rokkits this time were falling wide with minimal casualties.

The massed Goff nobs with kustom weapons fired a massive barrage and manage only to destroy a singe demon engine (due to their enhanced saves). Mortarion’s deathwind was thwarted when the first victim stops it on a roll of 6!

Close Combat
Close combat began and the Maelstrom sucks in many Goffs. As much chaos magic was used to sway the scale, the Goffs break! Then it is done on table #1 on objectives #3 and #2. Chaos holds on to both objectives, eradicating all resistance!

Clan after clan starts to break under the strain of the chaos assault.

Objective #3 saw a furious close assault by Nob bikes. It was brought to heel when the World Eaters invoked their "Rage of Khorne" power. With additional chaos magic, they were slaughtered to a man. The World Eaters had broken but remained in firm control of objective #3.

Kirelius watched as the bikers closed in. The moment of truth had arrived. Speaking words of power the rage of knorne visited the chaos marines. A single roar erupted from all their throats as they threw themselves at the orks. Many died. Kirelius decapitated the ork leader himself and drank his blood in his fury.

The remaining orks fled. He had taught them fear…

Advance
Advance fire by the orks was devastating. Scores of Knights in the Slaneeshi flank were destroyed, survivors pour all remaining firepower onto the Bad Moons and Evil Sunz and kill them to a man! More ork gunnery totally destroys and breaks all the marine companies, but fail to dislodge them from their objectives. Running low on chaos cards at this moment, the orks target greater demons and they start to die in droves, 3 Bloodthirsters, and 2 Lords of Change 1 Lord of Pleasure all go back to the warp.

On table #2, two demon engine detachments rip in to the Goff nobz and slay every single one! The Goffs on table two around objective #5 were wiped out! Clan after clan breaks due to the concentrated firepower of close range demon engines and Knights. All ork clans except the Snakebites and Goffs on table #1 and the Blood Axes on table #2 are broken!

The Plague Tower got in range and breaks the second Renegade Mekboy clan, receiving minor damage. Retaliatory ork fire destroyed unit after unit of minor demons and minions. Only the reserve, which was still out of range, was safe.

Despite heavy firepower on the orks behalf it failed to take back any of the lost objectives.


End of Turn 2

In the end the orks had control of one objective (#8). All other objectives are firmly in the hands of chaos.

Chaos 233
Orks 153

Chaos winner.

The rage slowly passed and reason was once again within his grasp. Reports came through the comnet. All but one objective in the hands of chaos undivided. Most ork clans were retreating using their Gargants to cover the retreat. No matter they would escape.

Finally he looked around the battlefield. The destruction was pleasing. Not since a day 10000 years past had he seen such carnage. His head snapped back and he howled in pride. The howl was heard. In the warp Khorne smiled.

 


Commentary

Although the spread in VP's is substantial the actual VP's attributed to broken units was Orks 143, chaos 163. So in reality it was quite an even game. It was the orks' inability to secure enough objectives that lost them the game. Had they managed to hold half the objectives the game would have been a tie.

My strategy was to ignore the Gargants and concentrate on solely destroying the clans to claim victory. It was a gamble that paid of since I got to fire my Titans before they were destroyed so as to break the clans. Only the Slaneeshi Titan survived, all others were destroyed, including all but one of the Questor Titans.

I am in the habit of spending chaos cards freely. I hate to end a game with cards in my hand. I ended this one with no cards whatsoever. I believe in using cards, as a helpful situation arises, not keeping them for some big payoff that may never come. Also, I don’t worry too much about letting demons die. Too many times I have seen players fret over demons, spending cards that could be used to greater effect elsewhere. Once the usefulness of a demon is over, let it die. The card you save there can save you later, as it did in this game.

Concentrate. You know where the objectives are, all else is not important.

Getting sidetracked can and will cost you the game. My usual strategy is to let the opponent entertain himself with the Titans as my infantry closes in. Use attractive units to coax the opponent to shoot at it and not the units who will really do the job. Remember that even a lowly gretchin can hold an objective if supported properly.

Cover or not to cover? It is very tempting to always try to hide in woods and buildings - don't! All armies have ways to effectively bring them down and you'll lose much. In this game there were several examples. The shot to the imperial building, the burning woods chaos card, etc, with one die roll each time, I nearly broke a clan. Running in open cover is not so bad as one thinks since if you give the opponent something to worry about he will not go for those units. Sometimes open ground IS safe.

The whole game took 9 hours, of which 2 hours and 30 minutes was setup time. Actual game time was close to 7 hours. The game lasted two turns; the first turn lasted 4 hours and the second close to three hours.

Happy gaming!

Peter