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

Thursday, December 18, 2025

Da Skulltakaz Deathskull Warband

 "Da Skulltakaz" Deathskull Warband





 Army List:

Da Skulltakaz 

  • Warboss: slugga, power klaw, cybork body, eavy armor (100 pts)
  • 21 x Ork Boyz: slugga, choppa, Nob w/ power klaw, boss pole (166 pts)
  • 21 x Ork Boyz: shoota, 2 x big shootas, Nob w/ power klaw, boss pole (176 pts)
  • Da Bonepickaz - 29 x Gretchin: blasta, 2 x Runtherds (107 pts)
Total: 549 points


Unlike my previous Ork army (and indeed pretty much every army I have ever collected), I decided to start by building and painting an entire legal force before getting sidetracked on other units. (What a concept!) I really owe it to the Contrast paint range as it lets me knock out big blocks of infantry much faster than before so I can get big units done without losing my excitement (and sanity!). 

This gives me a solid core for my army, wherever I decide to go next. Two big mobs of boyz should be the heart of any respectable warband. With 44 Wounds at Toughness 4, they should be able to withstand some punishment. One mob is armed with shootas and two big shootas to keep the army from being completely one-dimensional, but I definitely don't want to get into an extended firefight with marines. A big blob of gretchin gives me lots of bodies to absorb damage and tie up enemy units, or they can be split into two legal 15-grot mobs if I need to spread out to grab multiple objectives or table quarters where the mission calls for it. And the Warboss with S10 power klaw gives me my hammer to smash up any 'ard stuff.

While I have a lot of bodies, the army is lacking mobility, firepower, and armor (is that all?). Next, I need to add some vehicles, walkers, and big guns!

Skulltakaz Warboss - Uzrog Mag-Kull, Boss of Badlanding

Uzrog was an aspiring nob of the Skulltakaz warband making a name for himself as a dead 'ard fighter when he was badly mauled while hunting a massive Horned Squigmaw. Despite having his right arm ripped away by the sharp horns, Uzrog was able to cleave the Squigmaw's head in two with his trusty choppa. Even with the traumatic injury, he somehow slogged back to camp, where he was forced to cash in all the teef from his kill to get a painboy to stitch him up before he bled out. However, he chose to keep the massive horns for himself rather than trade them for a crude bionic arm made of rusted scrap. He mounted the impressive horns on his helmet as a symbol of his toughness and for the good luck they would surely bring, coming from such a worthy adversary. With these massive horns mounted on his already outsized head, he earned the moniker Mag-Kull, which roughly translates as "great skull" or "big head."

The lack of a replacement arm meant he was forced to learn to fight one-handed. Over the months he proved adept enough to survive in a kulture of combat, but was never successful enough to scrape together the teef required for expensive bionics. However, with the mustering of the Skulltakaz as part of the mighty WAAAGH! led by Snagrod, the Arch-Arsonist of Charadon, his luck would change. 

In his first action during the invasion of Badlanding, he was part of his warboss' retinue when they got into a good scrap with a unit of Imperial walkers. During the fighting, Uzrog was charging one of the walkers when he slipped in a pool of blood from a dead guardsman. At just that instant, a plasma cannon blast that had been aimed squarely at his head missed him and instead vaporized his unsuspecting warboss! Picking himself up, he tapped his lucky horns and then leapt at the offending walker. He grabbed its chainsaw arm and directed it into the walker's own leg, severing it easily and toppling the walker. He was then able to pry open the hatch and get at the squishy pilot with his choppa. 

The loot from this conquest of so many walkers was impressive and Uzrog immediately laid claim to the magnificent chainsaw that proved so deadly. Using his share of his now dead boss' teef (like a true Deathskull, he was not above looting any corpse, no matter how esteemed), he was able to get the chainsaw and its engine mounted as a massive oversized bionic limb. Thus armed, he was able to win the inevitable challenge for leadership of the Skulltakaz warband, and by extension, became the Boss of Badlanding. He would report directly to the Arch-Arsonist, Snagrod, and be on the front line of the clash with the Imperial forces of Rynn's World.

And as for the guardsman corpse that inadvertently saved his life with its pool of slippery blood, he claimed the skull, had it cleaned by a grot, and now wears it around his neck as another lucky talisman. With the boldness of one who believes he has Mork's own luck combined with the improvisation learned by a one-armed fighter (and of course his massive chainsaw arm!),  Uzrog Mag-Kull had the makings of a truly deadly warboss who would cause havoc for the Imperial forces during the Badlanding and Rynn's World campaigns. 





Friday, November 28, 2025

Da Bonepickaz - Gretchin Mob

As expert scavengers able to get into tight spots and out again with an armload of interesting bitz, Gretchin play a crucial role in Deathskull kulture. Being equally adept at nabbing shiny gubbins from other orks as looting mangled corpses, they help ensure the right components get to the right meks to construct the tribe's war machines. The Skulltakaz employ a considerable number to also help collect and clean the skulls that give the warband their name.

Da Bonepickaz:









About 20 years ago when grotz only came in monopose metal, I bought a box of WHFB goblins to convert into 40k Gretchin to bolster the ranks. I finally implemented my idea, using some small metal gun sprues that may have originally been from Necromunda, although I have long forgotten where I got them. The goblins are a bit bigger than the plastic grotz, but it ends up just looking like the natural variation in size in a highly variable race. The banners help convey the sense of large units and both use the skull/bone motif of the Skulltakaz. 

I made 30 grotz and two Runtherds. In 4th Edition, you need one Runtherd per 10 grotz, so I could field these models as two units of 15 with one Runtherd each, or one unit of 29 with two Runtherds. This gives me some flexibility to field small mobs, such as for when there are many objectives all over the battlefield, or one larger mob that can soak up a fair bit of firepower before dispersing. 

I painted them with a more yellow-green than the mossy-green of the orks, to indicate they are smaller, younger, and generally weedier than their brutish cousins. The Warboss in turn will have browner skin than the orks. 

I was struggling to get good photos that show the colors accurately with my phone. I may have to invest in a proper camara with a lens and stand at some point. 

Looking forward to seeing them out on a battlefield sometime soon, swarming all over a beleaguered squad of marines! 


Monday, July 21, 2025

More Skulltakaz! Shoota Boyz!

I finished my second big mob of Deathskulls for the upcoming Rynn's World campaign using 4th Edition rules. Any ork warband without at least two huge mobs of boyz is not worthy of the name, I say. Just like last time, I assembled 20 boyz before I remembered the nob so once again, I have 21 in the mob. Oh well, unlike humans, orks do not care about neat organization into multiples of ten. The nob leads as many boyz as he can inspire (and bully) into following him!

I kept the same paint scheme and once again, everyone gets a skull - or part of one - for good luck. But I updated the bases. The previous version was a little too muddy looking. I went with a drier frozen base and a black rim for visual dead space between the base and the board. I am happier with the result. 


Sunday, June 29, 2025

M32 Battle Report 3: Blood Angels Raid on Ork Fuel Depot

 "Surprise insertion. Eliminate all six targets. Rapid extraction before the enemy can respond."

-Captain Garo, Blood Angels Second Company


Background:

The Ork invasion of Xhorik Prime is well underway. Battles rage across northern Bhorivor and northeastern Kozar. After a number of early defeats, including the loss of Vayya and its mines, the planetary defenses are stiffening as reserve regiments are mobilized to the front lines to stall the ork advances. But with Imperial garrisons under pressure along the entire front, and no effective reserves arriving from Unimund, any hopes of an effective counterattack by the humans are still far from realistic. The priority for the Imperial forces is to slow the Orks and buy time for reinforcements to arrive. 


Scenario:

We played the Raven Guard First Strike scenario from IA8: Raid on Kastorel-Novem. The space marines would be arriving Deep Strike and had to destroy at least four of the six ork fuel tanks. The fuel tanks count as immobile vehicles with AV12 and any Vehicle Destroyed or Explodes! result would destroy it. Alternatively, all attacker units are assumed to be equipped with demo charges which can be attached by assaulting the fuel tank, causing them to automatically explode at the end of the assaulting player's next turn. Night Fighting would be in effect for the entire batttle. 


Belligerents:

Blood Angels Space Marines

  • Captain
  • Terminator Squad
  • Assault Squad
  • Assault Squad
  • Tactical Squad
  • Tactical Squad
  • Tactical Squad
  • Dreadnought


Orks

  • Warboss
  • Meganobz with trukk
  • Tankbustas
  • 'Ard Boyz
  • Slugga Boyz
  • Slugga Boyz
  • Shoota Boyz
  • Warbikers

Wednesday, February 5, 2025

Da Skulltakaz







Like most Deathskulls, Da Skulltakaz are more superstitious than the average ork. They use blue warpaint and blue hair squigs as they believe this brings good luck. They also go into battle with a cleaned and dried skull of a vanquished foe, usually choosing the most recent or the most powerful enemy. They believe these skulls give them a portion of the deceased's power in battle and this belief gives them immense courage and belief in their inevitable victory. They are equipped with a motley variety of weapons that they have scavenged from past battlefields or built themselves from looted parts.

Da Skulltakaz were one of the many Deathskull mobs at the vanguard of the ork invasion into the north of Bhorivor. To the Imperial defenders, they were perceived as extremely brave, or stupid, for running directly through incoming fire to get to their enemies, believing in their lucky paint and totems to see them through. Although they suffered heavy casualties, their headlong charges were enough to dislodge many Imperial defense lines. The sight of an enemy adorned with so many skulls of their fallen comrades, running heedless through oncoming fire, was unnerving even to veterans. 

Sunday, January 5, 2025

First Model of 2025 - Evil Sunz Nob with Power Klaw

 This model has been sitting half-painted since I lived in Pittsburgh, so at least 2016. I have not been playing or painting orks much so I never had much incentive to finish him. After some really fun games with the orks last weekend, I decided it was time to give him life. He will give some needed muscle to my shoota boyz, who currently lack any power weapons or power klaws and struggle to kill tougher foes in melee. 





With this guy, I am committing my boyz to be Evil Sunz. Up to this point, they were just sort of generic orks with red and black, but no real Evil Sunz iconography. I always wanted to do every kind of ork army and did not want to commit. I decided I am going to use my red "Blitzdreg Boyz" as Evil Sunz and then create other warbands of other klans that can combine together to form bigger and more diverse armies. 

I am also testing a new basing method for my orks: a brown base with white crushed rock, as opposed to a white base with white crushed rock. (Of course this one is dominated by the large piece of slate painted to match the original Xhorik terrain.) The orks' current bases are ok, although I do not love them. This one is also ok, but I am still not sure if this is what I should use going forward. 

Monday, December 30, 2024

M32 Campaign: Phase 1 Summary

We just finished the most packed weekend of Warhammer we have ever played. We managed to fit in three full scale pitched battles of 1500 points per side and three special scenarios. These games represented the first phase of the Third Xhorik War. Hopefully, I will get around to battle reports eventually, but I will start with a quick recap while it is still fresh. 


Battle 1: Cleanse

Hive Fleet Tarasque vs Planetary Defense Forces

After furious initial fighting with the ork invaders, the battered Planetary Defense Forces (PDF) were then set upon by a new threat: a novel type of Xenos. As the orks swept down into Chirosov Valley, the humans still held the mines and hills east of Vayya while the city itself was under siege. In the snowy hills, there were erratic and unreliable reports coming in about monsters appearing out of the snow and attacking. Then the garrison at Outpost Zeta-47 went silent. An expeditionary force was sent out to clear the threat and recover the outpost. The Tyranids were looking to sweep all resistance from the area so it could be harvested by ripper swarms. The PDF soldiers peered into the billowing snow, wondering what they would face at Outpost Zeta-47...

A mass of Tyranids streams through Outpost Zeta-47 toward the PDF line.


Result: Tyranid Major Victory

The PDF's first encounter with the Tyranids resulted in defeat and the loss of the expeditionary force. The few survivors brought back clear intelligence on the nature of the new threat. 


Battle 2: Secure and Control

Hive Fleet Tarasque vs Dagzag's Speed Freaks 

As the Ork forces of General Woundwart and his two Warbosses, Dagzag and Ugwurr Grimzod, pushed south out of the frozen north, they were attacked in the rear by the awakening Tyranids. Although initially limited to ambushes of small Ork patrols and isolated bands, the Tyranid numbers were growing quickly. As the fighting intensified with both the humans and the Xenos, Woundwart ordered Dagzag to take his mobile forces to secure needed supplies. However, swarms of Tyranids were also patrolling the same areas. When the two sides clashed in a sector with particularly good pickings, the Orks saw it as a chance to have a good scrap and collect some loot. 

The Ork and Tyranid lines clash. To the victor go the spoils.


Result: Ork Major Victory

Dagzag and his boyz smashed the Tyranids and secured significant amounts of loot for the Ork forces, including weapons and forcefield technology.


Battle 3: Seek and Destroy

Hive Fleet Tarasque vs Blood Angels 2nd Co.

Jumping ahead, the Third Xhorik War has been raging for nearly a year. The Planetary Governor has been frantically calling for aid , ever since the loss of the major cities of Vayya and Ironton and most of Bhroivor north of Chiros Nova. The continued delays and excuses from Unimund have raised his suspicions, but he has no proof of disloyalty yet. With Imperial forces engaged on a thousand warzones across the galaxy during the dark time of the War of the Beast, there were no armies to spare. Finally, the Blood Angels strike force Belarius arrived: a single Vanguard-class Light Cruiser transporting the 2nd battle company plus reserves elements from the 7th, 8th and 9th companies.

The Space Marines quickly discovered that the novel species of Xenos was using the subterranean tunnels beneath Ironton to grow their strength out of the frigid winter weather and safe from the Ork and human armies. A small strike team was assembled to enter the tunnels and eliminate the aliens. Yet swarms of scuttling, clawed shapes soon started tracking the Blood Angels intruders and it quickly became unclear who was hunting whom. There would be no prisoners and no mercy in the darkness of the tunnels.

Marines of the Blood Angels 2nd Company clear the catacombs of Xenos threats.


Result: Space Marine Major Victory

Chaplain __ purged the tunnels of genestealers and his men were able to flame the brood nests, reducing the numbers of Tyranids emerging from under the city. The Space Marines also realized how dangerous this new foe was and that clearing every city block by block would be too costly for their small force.


Battle 4: Orbital Strike Alpha (Rain of Blood)

Blood Angels 2nd Co. vs Orks

While Chaplain _ was leading the attacks on the Tyranid nests, Captain _ of the 2nd Company was seeking an opportunity to slow down the marauding Orks using his limited resources. With part of his strike force occupied with the Tyranids, he did not feel the time was yet right for a pitched battle; the Orks were too numerous. So he decided to strike where a small action could have an outsized impact. The Orks had captured a fuel refining plant and were making use of it to keep their Speed Freaks raiding parties active across a wide expanse. Cut off the fuel and it would limit the Orks' mobility, making it easier for the Space Marines to choose an engagement on their terms, without endless Ork reserves arriving. They would launch a Planetfall assault directly from their cruiser, using drop pods for the tactical squads and dreadnought, teleportation for the terminators, and finally the assault marines making direct orbital entry using jump packs. The attack would occur under the cover of darkness, hopefully catching the Orks completely off guard. The objective was to destroy as much of the stored fuel as possible. 

A Blood Angels raid is driven off by a fierce Ork counterattack before they can complete their mission.


Result: Ork Major Victory

Due to limited intelligence and bad luck, there were more Orks present at the refinery than anticipated. One silo was quickly destroyed, but the raid soon became bogged down into close quarters fighting, with most of the marines failing to reach the fuel silos. Captain __ had no choice but to pull his remaining men out before they were completely overwhelmed. The Orks would continue to have access to ample fuel stocks for the time being. 



Battle 5: Take and Hold

Xhorik D-87th Drop Troops Veteran 3rd co. vs Hive Fleet Tarasque

After a year of nearly continuous combat with the Tyranids and Orks along their northern and eastern borders, several regiments of drop troopers had become quite adept at dealing with their new foes. Additionally, with losses of manpower running at an unsustainable rate (it takes much longer to train the elite drop trooper regiments than standard rifle companies), the Imperial High Command sanctioned a program of development and administration of experimental combat drugs. The goal was to keep the veteran units in the field longer, fighting at higher efficiency with less rest. It also had the added benefit of making them more aggressive, improving reaction speed, and dulling fear. These new regiments were identified by the inclusion of a D in their regimental number, as in the D-87.

These specialist forces were often used to strike specific strategic targets rapidly and then hold them until the armored regiments could arrive. One such target were the ridgeline outposts in the Uhtar Mountains that would prevent the aliens from invading the Kozar district. The 3rd Company of the D-87 regiment was ordered to take and hold one of these outposts against an advancing Tyranid force. 

Despite reaching the bunker, the D-87 veterans are forced to cede the field to the more numerous Tyranids as darkness falls.


Result: Tyranid Narrow Victory

The fighting around the outpost was particularly fierce, with both sides suffering heavy losses. As the fighting extended into the evening, the fall of darkness thwarted the X-87th's aim and they had to pull back, yielding most of the strategic ridgelines to the Tyranids. 



Battle 6: Fuel Tank Raid

Xhorik D-87th Drop Troops Veteran 4th co. vs Hive Fleet Tarasque

Drop troop scouts and sniper teams had observed something unexpected: the Tyranids were seeking out and consuming vehicle fuel. As a hydrocarbon, the fuel consisted of the same elements as all life (only extremely energy-dense) and could thus be used to grow the hive fleet. Raids were undertaken by veteran D-companies of drop troopers to destroy any fuel supplies that had fallen into Xenos control before it could be utilized by the hive. 

D-87 veterans attach a melta bomb to a fuel silo as another burns in the background after being struck by a Hellstrike missile from the Valkyrie. Tyranid defenders race toward the attackers.


Result: Imperium Major Victory

The drop troopers were able to launch a series of rapid grav-chute insertions to destroy the fuel stores. They were dangerous missions and losses were significant, but the Tyranids would be denied this important resource.

Saturday, December 21, 2024

Sniksnazz Explains Beakies

Ol' Sniksnazz, by virtue of being the oldest living ork, acted as the tribe's historian. He was the keeper of the ancestorial memories and what counted as ork 'kulture': stories of the biggest and most important wars and warriors. He passed these memories along as stories told around the fires at night. It had been some time since he regaled the 'yoofs' of the camp with his recollections of the Ol' Den Days when the ork rok had been destroyed in orbit during the Third Xhorik War, causing catastrophic climate change to the planet of Xhorik Prime. This was the seminal event in their history, even giving them their name: The World Wrecka Tribe. But it was hardly the only story Ol' Sniksnazz knew.

As feral orks, they could never truly threaten the major mining and refining centers of the planet. They had been limited to raiding isolated outposts and caravans. They had never posed enough of a threat to warrant notice from the Red Brotherhood space marines stationed on the planet to protect its output of the critical Kleinhaurker ore. The marines were preoccupied with bigger threats. So it had been left to the PDF garrisons to deal with the nuisance of the primitive orks. 

After the World Wreckas had been subjugated under the newly-arrived Blitzdreg Boyz, they were equipped with upgraded technology: guns, vehicles, and artillery. Their ork instincts had kicked in and they had taken to the new weapons with glee and aptitude. With the two tribes united under Warboss Filgakk Skullsplitta, they now waged a true war across the planet, attacking cities, military installations, and mining centers. The PDF was overwhelmed and defeated in multiple pitched battles. The orks rejoiced at finally being able to smash their long-time foes and oppressors. However, their attacks now started to interrupt the flow of Kleinhaurker and finally brought down the attention of the space marine garrison at Thorrosin.  

After a few clashes with the Red Brotherhood, the orks of The World Wreckas came away suitably impressed with the fighting prowess of these new foes: superhumans who could best an ork in hand-to-hand combat, something most of them had never seen. Orks appreciated martial prowess when they saw it; the stronger the foe, the better the fight, the more glory to the victor, after all. At night, around the fire (the acquisition of technology did nothing to change this custom of the formerly feral orks), the 'yoofs' asked Ol' Sniksnazz to tell them more about these admirable warriors. 

Sniksnazz grumbled. He wanted to be fighting, not talking. But he instinctively knew his role in the orky 'kulture'. He knew the younger orks needed to be inspired to emulate the great warriors of the past and fight harder against the klan's enemies. After enough badgering by the gathering audience, he acquiesced with a grunt and a nod. He gazed around the fire, fixing each ork in turn with his one-eyed stare. Once the audience was silent, he began.

"So, ya wanna know 'bout da beakies, huh? I know da story. Da tribe caught a 'umie once, years ago. Da 'umie told one uv da ol' orks, and dat ol' ork told Ol' Grodnog, and Ol' Grodnog told me, and now I'm tellin' you lot. Beakies been around fer a long, long time. Not as long as da Boyz, but fer a long time.

It’s like dis... 

We all know how da 'umies is all soft and pink. So fer years and years and years da Boyz wuz beatin’ em up all over da galaxy. Da only good fights da boyz could find wuz wit uvver boyz. 

Den a real big boss of da 'umies comes along. Dey call him da Emp-Roar cuz he could yell so loud all da 'umies ‘ad ta listen to ‘im.  Da Emp-Roar figgers out how ta make 'umies tough like da Boyz. He makes 'em bigger and puts 'em in supa’ 'eavy armor and gives 'em proppa' shootas instead of dose weenie zap guns most 'umies use. Dese were da beakies. 

Wit 'is beakies, da Emp-Roar launched da Great Krooz-ade. Dis wuz da biggest Waaagh! da 'umies ever dun. Dere wuz loads uv beakies split into lots of klanz, each wiv a big Warboss called a Prime-Ork cuz dey wuz da biggest and baddest fightas, just like da orks. Da Prime-Orks and da beakies kroozed 'cross da stars and krumped ever-body in da galaxy. 

Finally, da only ones left fer dem ta fight was da biggest ork boss and 'is boyz: Urlakk Urg, da biggest ork dat eva' lived. Urlakk wuz Overlord of Ullanor, da biggest tribe, spread ova' twelve worlds. Sinz bosses get bigga' wiv da more boyz dey lead, Urlakk wuz da size of a deff dread!"

The listening orks looked at each other in awe, clearly interested in this part of the story. 

"It was da biggest scrap of da whole Krooz-ade. Da Emp-Roar brought da best beakie klanz and da best Prime-Orks. Dere was fightin' across the whole system at the same time - and da' boyz wuz winning! So da biggest and best Prime-Ork made a kunnin' plan. Dey called 'im Orrus and he had black armor and his nobz 'ad red and black mega armor. 'E wuz da best 'umie fighta dat eva lived. Dey zoomed past all da fightin' and went straight to Urlakk's fortress. Most uv da beakies wuz smashed up good and proppa' by da boyz, but Orrus and ten of da mega beakies made it to da top of Urlakk's fortress to face da Overlord 'imself and 'is best nobz. Orrus and Urlakk smashed each uvva wiv dere klaws and da whole fortress shook! Dey kept smashin' each uvva but dey wuz both too 'ard ta die."

The orks crowded around the fire were growing visibly excited, some clenching their fists, others stomping the dirt, still others growling and clenching their massive jaws. Ol' Snikksnazz couldn't help but grin as he felt the Waaagh! energy building up around him. Too crippled to fight, telling these stories was the only way he could experience the communal excitement and sense of unity that came from the psychic bond of the Waaagh!, something all orks needed. 

"Finally, after fightin' for hours when all da uvva beakies and boyz wuz ded, Orrus knocked down Urlakk Urg... and den picked 'im up and frew him off da top o' da fortress! Urlakk Urg went splat! And dat was da end uv da war, cuz wivvout ba big boss, all da boyz wuz fightin' each uvva as much as da 'umies."

The audience was shocked. A few even stood and shouted out. One boy punched his neighbor and set off a short scuffle. Sniksnazz felt the peak of Waaagh! energy diminish slightly, but the underlying intensity continued to grow, with an unmet need to fight and smash. 

"Oi! I told ya dat Orrus was called a Prime-Ork, didn't I? But dat's not da end...  

Da boyz gave da beakies such a good fight dat da biggest and best Prime-Ork, Orrus, had all his boyz paint dere armor green like da Orks! And all da 'umies knowed dat da green beakies wuz da best, even da Emp-Roar knowed it. 'E made Orrus da biggest boss, called da Waaagh!-Masta of all 'umies.

After dat, sinz dere wuz no one else good left ta fight, da Prime-Orks decided to fight each uvver. Orrus sed he was da best and wanted ta lord it ova da Emp-Roar. So da 'umies fought da biggest war eva'. Dey called it Da Orrus ‘Urty cuz Orrus smashed up da whole galaxy and wuz ‘urtin’ all da uvver 'umies fer years and years.

Finally, 'is green boyz get all da way to da Emp-Roar’s planet. Loads uv beakies and millions of squishy 'umies wuz fightin’ ova da planet wiv tanks and 'umie gargants and wot not. Den Orrus fought wiv da Emp-Roar’s best Prime-Ork: da red one.  'Is boyz was da red klan and his name in 'umie wuz “Bloody” cuz he killed so many dat he wuz always covered in blood. It was da Red boss vs da Green boss, a supa good fight. Da red boss was fasta cuz his armor was red but da green boss was ‘arder and he had a big klaw. So Orrus krumped Bloody and made him all bloody. Hur hur hur." 

This had the desired effect and the gathered listeners roared their laughter, cheering for Horus. As the one who defeated the orks of Ullanor, he had their respect and awe. 

"So da Emp-Roar got mad dat 'is best boss was ded and he tellyported onto da ship to fight Orrus hisself. Dis wuz an even bigga fight cuz da Emp-Roar was a weird-boss and had brain powaz. He only beat Orrus cuz he used his weird boy powas on him. But Orrus krumped him in da proppa' way and da Emp-Roar was so smashed up dat 'e went into his Golden Frone and eez  neva come out since. Orrus died and iz boyz went into da warp. Dey painted der armor black to be ’arder like Goffs and dey been raiding da 'umies ever since. 

Now da 'umies fink da Emp-Roar is like Gørk and Mørk and da beakies try to impress him wit dere fightin'. Dey are tryin' to be as 'ard as Orrus. And dat's why da beakies fight so good. 

 Now dat’s a good story! Ever-body got krumped! Da end."

The orks around the fire cheered, some firing their sluggas into the air, others howling into the night. Now they were truly inspired to get back into the fight with the space marines and re-live the glory of Urlakk Urg and the orks of the past against these worthy foes, the beakies that smashed the galaxy.

Urlakk Urg, Overlord of Ullanor

 

Saturday, February 19, 2022

3-Way Battle: Secure the Orbital Relays

Background:
In the 41st millennium, the Xhorik System is engulfed by war. An ork raiding party known as the Blitzdreg Boyz has attacked Xhorik Prime, in an apparent attempt to acquire the ultra-rare ore known as kleinhaurker, required for the manufacture of the lightest grades of ceramite. Due to the kleinhaurker's criticality to the Imperial military-industrial might, the planetary defense forces (PDF) were bolstered by a small garrison of the Red Brotherhood space marine chapter. As the war ground on and casaulties mounted for both sides, the Imperials called for reinforcements. Luckily the Dauntless-class light cruiser Purifying Flame of the Hydra Legion chapter was in the vicinity and able to come to the aid of their beleaguered brethren. Captain Draco's first objective was to lead a strike force to secure a beachhead in order to establish and fortify his supply lines with orbit. 

Meanwhile, the industrial south of the planet ceased sending their tithe of war machines and men requested by the planetary overlord for the defense of the northern mining regions against the orks. After several weeks of no communications, the PDF and space marines could only assume the south had been attacked and cut off by orks. The reality was far worse. The strain of the war effort combined with all PDF and Adeptus Arbiter forces being called to the front lines left the local populace ripe for the manipulations of Chaos. The kindling was laid and dried and all that remained was to add a spark. 



Scenario: Secure the Orbital Comm Relays

The three forces found themselves converging on the abandoned Imperial outpost at the same time. The orbital comms equipment there was highly valuable and coveted by all sides. 

The traitor militia needed to silence any word of their treachery for as long as possible as they continued to build up forces and use the element of surprise against the surprised planetary defense forces.

The Hydra Legion needed to control one of the rare sites on Xhorik Prime's northern hemisphere where reliable communication with orbiting ships could be continually maintained. 

The Blitzdreg Boyz needed to maintain control of their newly conquered territory and ensure Filgakk could give orders to his widely dispersed forces.


Primary Objective
Each comm relay objective controlled at the end of the game: 3 VP

Secondary Objectives
Slay the Warlord: 1 VP



Army Selection:


The Hydra Legion Planetary Strike Force - Logan

Captain Draco: Power Sword, Storm Shield, Artificer Armor - 140
Dreadnought: twin-linked lascannon, twin-linked autocannon - 130
Terminator Squad: assault cannon, chainfist - 200
Tactical Squad Alpha (7): veteran sergeant, flamer - 99
Tactical Squad Beta (6): missile launcher - 99
Tactical Squad Gamma (6): plasma gun - 113
Razorback: twin-linked lascannon, storm bolter - 80
Devastator Squad (5): two heavy bolters, two lascannons - 130
Land Raider Crusader: multi-melta - 260

Basilisk Wolves (5) - 125

Total: 1376



Traitor Militia - Pete

Force Commander: power sword, plasma pistol, refractor field, Alchem-Jackers, Warrior Elite: 155
Ogryn Squad / Ork mercenaries (5): carapace, power axes - 315
Grenadiers (15): melta gun, flamer - 105
Grenadiers (15): plasma gun, flamer - 105
Militia fire support (10): 3 missile launchers, 2 lascannons - 135
Leman Russ Battle Tank with lascannon - 150
Leman Russ Vanquisher with heavy bolter - 155
Leman Russ Demolisher with heavy bolter - 160
Medicae (3) - 40

Total: 1320



The Blitzdreg Boyz - Phil

Warboss Filgakk Skullsplitta: 'Eavy armor, shoota, power klaw - 99
2 Meks with kustom mega blastas - 30
3 x Meganobz with killsaw and bosspole - 135
19 x Boyz with nob with klaw and boss pole - 154
14 x Boyz with shootas, 1 x rokkit launcha, and nob with boss pole - 118
17 x Grotz with Runtherd with squighound - 61
10 x Kommandos with burna, nob with klaw and boss pole - 145
11 x 'Ard Boyz with nob with klaw and boss pole - 150
Trukk with rokkit launcha - 30
7 x Tankbustas with nob with boss pole - 106
Trukk with rokkit launcha - 30
7 x Warbikes with nob with klaw and boss pole - 148
Warbuggy with twin-linked rokkit launcha - 25
Skorcha Trakk - 35
Killa Kan with rokkit launcha - 50
Total: 1316


Battle:

The battlefield was split into six equal wedges, designated as Zones 1 - 6 in the picture below. Deployment zones would be any three non-adjacent wedges. Once deployment zones were picked, an orbital comms relay objective would be placed equidistant between the deployment zones. The center circle would be no-man's land.

Logan won the roll to select his deployment zone first and he selected Zone 2 for the elevated cover for his Devastator Squad. Pete's traitor militia was next. Now that a zone had been selected, his only options were Zone 4 or Zone 6 and he chose the latter in order to keep the bulk of his infantry out of line of sight of enemy guns early. Phil's orks were left to deploy in Zone 4. The deployment and turn order followed the same sequence.




Battlefield and Deployment

Saturday, September 9, 2017

Tankbusta Nob: Da Sarge

A couple of years (I can't believe how the time flies) after working up one of my favorite units I have ever done, my techno-savage tankbustas, I have finally built and painted their nob.

Known as "Da Sarge", he is one of Filgakk Skullsplitta's most veteran and grizzled nobz. He was recently put in charge of the World Wrecka tankbustas to give them a leader with detailed knowledge of Imperial vehicles... and most importantly to keep them in line and ensure their loyalty to da boss. Da Sarge started life as a Blood Axe and even fought as part of an ork mercenary company for desperate Imperial commanders on the Eastern Fringe. Fighting alongside Imperial vehicles gave him a deep understanding of their strengths and weaknesses that make him a very efficient tankbusta now. And it is where he picked up the extremely strange habit (to orks) of smoking cigars. Now, older even than Filgakk himself, Da Sarge commands a lot of respect from da boyz and acts as a "big boss" commanding a number of nearby lesser nobz and their units when the warboss is leading the main charge.

His boss pole is covered in trophies from destroyed tanks and their crew. His face is lined and creased, his skin tone brownish with age. And he is never seen without his trademark "seegar".

Friday, August 25, 2017

Weirdboy

This is my first weirdboy since Second Edition. He is from my World Wrecka tribe of techno-savage orks that are descended from the survivors of the Second Xhorik War. He is a mad prophet who doesn't understand his own psychic abilities. He thinks his ancestors' bones are what gives him his visions and powers so he carries them around and talks to them.The staff helps him focus and direct his psychic energies, with the copper wire providing a direct conduit from his brain. He also uses his staff to discharge his power into the ground when it builds up dangerously without a suitable target, such as in the buildup to a battle or during a warbike race around camp (that's the source of the crater at his feet). The hood and googles also help him keep his powers (a little more) under control rather than blasting anyone he happens to be looking at during a surge of Waaagh! energy.



Part prophet. Part Gimp. All mad.


More below the break.

Sunday, August 6, 2017

WIP Ork Characters: Tankbusta Nob and Weirdboy

After the last six or seven months working on the beginnings of a Horus Heresy White Scars army, I am back to working on my first true love: Orks. I finally made a nob for my tankbustas and then I cobbled together a weirdboy so I could add some psychic mayhem to our games.


Sunday, February 26, 2017

Bat Rep 11: The Red Brotherhood vs. Da Blitzdreg Boyz


ARMY SELECTION: 1410 Points

Da Blitzdreg Boyz: Battle Forged Combined Arms Detachment - Phil

  • Warboss Ugruk: 'Eavy armor, shoota, power klaw, boss pole, Da' Lucky Stikk
  • Painboy
  • Mek (with 'Ard Boyz): kustom mega blasta
  • Mek (with Shoota Boyz): kustom mega blasta
  • 'Ard Boyz: 11 boyz with 'eavy armor. Nob with boss pole and power klaw.
    • Trukk with rokkit launcha
  • Slugga Boyz: 19 boyz. Nob with boss pole and power klaw.
  • Shoota Boyz: 14 boyz. Nob with boss pole. 1 rokkit launcha.
  • Grotz: 17 gretchin. Runtherd with squighound.
  • Tankbustas: 7 boyz
  • Meganobz: 3 Meganobz. 1 with killsawz. 1 with boss pole.
    • Trukk with rokkt launcha
  • Kommandos: 10 boyz. 1 burna. Nob with boss pole and power klaw.
  • Bikes x 7. Nob with boss pole and power klaw.
  • Warbuggy with twin-linked rokkits
  • Skorcha Trakk
  • Killa Kan with rokkit launcha 


The Red Brotherhood: Battle Forged Combined Arms Detachment (Mostly) - Pete
  • Company Captain Kane with Artificer Armor, Teeth of Terra, and Storm Shield
  • 5 Tactical Terminators. 1 Assault Cannon
  • Squad Alpha: 10 Tactical Marines. 1 flamer. 1 missile launcher.
  • Squad Beta: 6 Tactical Marines. 1 plasma gun. 
    • Razorback with twin-linkd lascannons and storm bolter
  • 5 Devastator Marines: 2 Heavy Bolters. 2 Lascannons 
  • Land Raider Crusader with Multi-melta, 2 x Hurricane Bolters and twin-linked Assault Cannon.
  • Dreadnought with twin-linked lascannon and twin-linked autocannon.
  • White Scars Tactical Squad: 8 marines. 1 with plasma gun.
  • Allied Xhorik 87th Drop Troops squad: 10 Troopers. 1 with grenade launcher. 

PRE-GAME
Mission: Control the Kleinhaurker (Mission 2 from IA:3 The Taros Campaign, "Assault on Missile Silo Decima")
Primary Objective: 2 VP if you hold the primary objective at the end of the game. The attacker can get 1 VP for destroying the objective (it can still be held after being destroyed). The objective has AV13 (we reduced it from 14 in the actual mission because our armies are a bit smaller than the 1500 points recommended) and it can be shot or assaulted. Glancing hits have no effect. Penetrating hits roll on a damage able that reduces the remaining AV. If the AV reaches 0, it is destroyed.
Secondary Objectives: Slay the Warlord, First Blood.
Game Length: 7 turns. The defender can attempt to end the game early by rolling under the remaining armor value on 3d6, beginning at the end of Turn 4.

Roll for attacker/defender and orks are defender.
Deployment Type: Long table edges
Roll for deployment zone selection and orks pick western edge.
Defender (orks) deploys and goes first.


Warlord Traits: 
Warboss Ugruk: +1 to run and assault rolls for units within 12" of Warlord.
Commander Kain: Causes Fear with Fear tests on 3d6.

Campaign Impact: We decided that if the orks held the (undestroyed) objective at the end of the game, they could use the Kleinhaurker to build battlewagons for future games.

Sunday, February 5, 2017

Bat Rep 10: Da Blitzdreg Boyz vs. Hive Fleet Tarasque: 850 Points

ARMY SELECTION: 850 Points

Da Blitzdreg Boyz: Battle Forged Combined Arms Detachment (Phil)
  • Warboss Grimsmak: 'Eavy armor, shoota, power klaw, boss pole
  • Painboy
  • 'Ard Boyz: 12 boyz with 'eavy armor. Nob with boss pole and power klaw
    • Trukk with rokkit launcha
  • Shoota Boyz: 14 boyz. Big shoota. Nob with boss pole and klaw.
  • Meganobz: 3 Meganobz
    • Trukk with rokkit launcha
  • Bikes x 7. Nob with boss pole and power klaw.
  • Warbuggy with twin-linked rokkits
  • Skorcha Trakk

Hive Fleet Tarasque: Unbound (Bill)
  • Broodlord with rending claws and 9 Genestealers with scything talons
  • 10 Genestealers
  • 5 Warriors with 3 deathspitters, 1 devourer, and 1 barbed strangler. All have scything talons.
  • 2 Zoanthropes with Warp Blast, Warp Fields, and one that never got used 
  • 10 Termagants 
  • 10 Termagants
  • 10 Termagants
  • 10 Termagants
  • 11 Hormagaunts

PRE-GAME
Mission: Purge the Alien
Primary Objective: 1 VP for each unit destoryed
Secondary Objectives: Slay the Warlord, First Blood, Linebreaker
Random game length.

Deployment Type: Long table edges
Roll for deployment and Tyranids win, opting to deploy and go second
We decided not to roll for night fighting.

Warlord Traits: 
Boss Grimsmak: Units within 12" of Warlord can use his Leadership
Broodlord: Gains Outflank.

Monday, December 12, 2016

Ork Treadbike - First Painted Model in a Year

Since the last update, I moved across country. I finally have my painting and modeling area setup again and just finished painting my first new model in over a year.

My latest Ork warbike was inspired by this weird thing I saw while searching the internet for inspiration one day last year before we moved.


 Watch out. Bad ork biker comin' through!

Monday, February 15, 2016

Bat Rep 9: Red Brotherhood vs. Da Blitzdreg Boyz - 1205 pts

ARMY SELECTION: 1205 Points

Da Blitzdreg Boyz: Battle Forged Combined Arms Detachment (Phil)

  • Warboss Filgakk Skullsplitta: 'Eavy armor, shoota, power klaw, boss pole, Da' Lucky Stikk
  • Painboy
  • 'Ard Boyz: 12 boyz with 'eavy armor. Nob with boss pole and power klaw.
    • Trukk with rokkit launcha
  • Slugga Boyz: 22 boyz. Nob with boss pole and power klaw.
  • Shoota Boyz: 14 boyz. Nob with boss pole.
  • Grotz: 17 gretchin. Runtherd with squighound.
  • Tankbustas: 7 boyz
  • Meganobz: 3 Meganobz
    • Trukk with rokkt launcha
  • Bikes x 6. Nob with boss pole and power klaw.
  • Warbuggy with twin-linked rokkits
  • Skorcha Trakk
  • Killa Kan with rokkit launcha 


The Red Brotherhood: Battle Forged Combined Arms Detachment (Pete)
  • Company Captain Kane with Artificer Armor and a Chapter Relic sword that gives Rampage and Storm Shield
  • 5 Tactical Terminators. 1 Assault Cannon
  • Squad Alpha: 10 Tactical Marines. 1 Plasma Gun. 1 Missile Launcher.
  • Squad Beta: 6 Tactical Marines. 1 Flamer. 
    • Razorback with twin-linkd lascannons and storm bolter
  • 5 Devastator Marines. 2 Heavy Bolters. 2 Lascannons 
  • Land Raider Crusader with Multi-melta, 2 x Hurricane Bolters and twin-linked Assault Cannon.
  • Dreadnought with twin-linked lascannon and twin-linked autocannon.

PRE-GAME
Mission: King of the Hill (custom)
Primary Objective: 2 VP if you hold the primary objective at the end of your turn. 5 VP if you hold it at the end of the game. (Center of the table.)
Secondary Objectives: 1 VP for each secondary objective you hold at the end of your turn. 2 VP for each you hold at the end of the game. (One in each quadrant.)
Tertiary Objectives: Slay the Warlord, First Blood, Linebreaker
Random game length.

Deployment Type: Long table edges
Roll for random deployment zone and marines get north edge.
Marines win roll for deployment choice and choose to deploy second.
Forgot to roll for night fighting.

Warlord Traits: 
Filgakk: +1 to run and assault rolls for units within 12" of Warlord.
Commander Kane: Re-roll 1's to-hit in melee for units within 12" of Warlord

After several recent defeats for his forces, Filgakk Skullsplitta decided to personally lead the main assault on the marines. His bellowing roars of rage would drive his boyz forward to close with the enemy as quickly as possible. Commander Kane knew this battle would come down to desperate hand-to-hand combat throughout the ruined city and had his men ready for the brutal close quarters street fighting that would be needed to break the orks.

DEPLOYMENT

View of deployment from the west. The marines deploy second to counter the orks.

Ork Deployment and Da Plan:
This mission was a sort of hybrid of Maelstrom and Eternal War, rewarding board control throughout the game and also giving a big bonus for holding the objectives at the end of the game.With objectives all over the table, I knew my best chance would be to spread out and hold as many as possible in the early part of the game. The marines would be hard pressed to contest all of them so I would try to build up a big lead early since I figured the marines would have the advantage of a late game push to try to grab the primary objective at the end with the last turn. Like always, I knew if I advanced aggressively, I could keep the marines pinned on their own half of the table where they could not threaten the objectives in my backfield, being held with weak, cheap units. Of course, I sent my biggest mobs with the protection of the painboy and the warboss to charge up the center for the main objective since they would take the most fire and had to be able to survive all game. If the marines deployed in a tight bunch or a refused flank as I expected, I would use the mobility of my flanking units to race around and encircle them.

After seeing the marine deployment, I adjusted my plan slightly. The tanks on his flanks would be tough for my trukks, bikes and buggies to deal with and would prevent me from pulling off a Gorkamorka by hitting his flanks with my speed units at the same time as my central horde hit his front line. Terminators actually have an advantage over meganobz in close combat due to their 5+ invulnerable save so I decided to race my meganobz across the table to a more preferable matchup with tactical marines. And I decided to send the 'ard boyz into the ruins rather than race into the teeth of a Land Raider Crusader that could destroy the trukk with one weapon while wiping out the remaining mob with the other weapons.


Marine Deployment and Strategy:



The center of the ork battle line. 

Warboss Filgakk Skullsplitta leads the main mob.
The mighty mega trukk carries the meganobz down the ruined city streets.

The grotz, bikes and buggies make up the right flank on the eastern edge of the battlefield. 
The devastator squad observes the main objective from a large pile of rubble, supported by the dreadnought.
The two tactical squads advance into the ruins on the marine left: one squad on foot, the other in their Razorback.

Orks Turn 1:
With the Land Raider Crusader and terminators on the west edge of the table, I changed the plan for my trukks, sending the mega trukk racing to the eastern sector and moving the 'ard boyz and their trukk behind the ruins with the plan to disembark next turn. I briefly considered throwing the meganobz straight at the devastators, but figured all of the lascannons between them and the dreadnought would not be good and since I forgot to take a boss pole on this squad, they were in real danger of running away for the whole game if they took a casualty.

The tankbustas also ran into the ruins to get into position to shoot marines with rokkits from hard cover or to assault the Land Raider if it got too close. The killa kan moved up to claim objective 4.

The center ran forward as quickly as they could toward the primary objective but could not reach it. The grotz climbed into the ruins and claimed objective 2. The bikes sped forward with a turbo boost move for the better jink save, but stayed far enough back to be out of double shot bolter range.

A few scattered rokkits were fired to no effect and my turn was over.

The ork center advances aggressively while the mega trukk races to engage the tactical marines.
The Kult of Speed races through the eastern ruins looking to get into position to attack next turn.

End of ork turn 1.

Orks: 2
Marines: 0


Space Marine Turn 1:
The Red Brotherhood moved forward to meet the ork challenge head on.

The Land Raider Crusader moves forward and gets the killa kan in its sights...
...and promptly blows it to bits with its multi-melta before also knocking a hull point off the trukk. First Blood!
In the center, the dreadnought destroys the incoming rokkit buggy with his autocannon. 

The tactical marines in the ruins destroy the skorcha with bolter fire. The Razorback then fired at the mega trukk with its twin-linked lascannon but missed!
 The marines destroyed several light vehicles and brought down a few boyz, but failed to inflict any serious damage on the main ork threats. However, they did claim two secondary objectives and achieved first blood.

Orks: 2
Marines: 3


Orks Turn 2:
 The ork left flank just moved through the ruins trying to get into position to hold objective 4 and counterattack if the terminators tried to take it.

The ork center advanced straight up the table. The shoota boyz claimed the primary objective and fired into the ten-man tactical squad in the ruins. Due to some horrendous armor saves by Pete, they manged to kill five marines with shoota fire! I considered calling my Waaagh! and trying to charge the slugga boyz into the devastators, but I would have needed a 10" charge due to the difficult terrain and did not want to eat overwatch fire for nothing. I also figured it would be better to save it for critical charges I need to have, such as engaging the Land Raider with my tankbustas.

The right flank advanced and attacked the Razorback.

The bikes swarm the Razorback and destroy it with concentrated fire, forcing the marines to disembark and head for cover.

The megatrukk races up to objective 1, ready to unload the meganobz next turn. 

At the end of the turn, the orks held objectives 2 (+1) and 4 (+1) as well as the primary objective (+2).

This turn was light on photos because the action was getting serious!

Orks: 6
Marines: 3



Space Marine Turn 2:
With the orks in control of the center and threatening the marines' lines in multiple positions, it was time for Pete to make his move.

In the eastern sector, the small tactical squad quickly moved away from the incoming bikes and toward the central objective. The tactical squad in the ruins fired at the massive mega trukk and destroyed it, but the meganobz emerged from the wreckage unharmed. The dreadnought lent its fire support but was only able to wound one meganob with its twin-linked autocannon due to rolling a 1 to wound with the twin-linked lascannon.

In the center, the devastators bring down five more slugga boyz while the Land Raider Crusader delivers reinforcements: Commander Kane and his terminators. Meanwhile, the Land Raider fires everything at the tankbustas skulking in the ruins, but due to the cover saves only kills four and the orks do not break.

The megatrukk is destroyed by the tactical marines while the distant dreadnought wounds a meganob.

Brutal close range street fighting erupts throughout the ruined city.

Commander Kane and his terminators disembark and prepare the charge the ork mob in the flank.
The terminators kill another slugga boy with shooting before charging in. In the ensuing melee, Kane wounds the nob, Grodzag Skartoof (who survived thanks to FNP), while using his shield to avoid the retaliation from huge power klaw. The ork boyz kill one terminator, the terminators kill 6 ork boyz and then Filgakk wades in, cutting down three terminators with his mighty blades and his lukky stick. The orks pass their morale thanks to Filgakk's presence.

End of marine turn 2. The space marines counterattack in the center while the orks prepare to counterattack on the flanks.

The marines hold two secondary objectives at the end of their turn.

Orks: 6
Marines: 5

Orks Turn 3:
I started the turn by calling my Waaagh! in order to ensure I could make several critical assaults this turn. The 'ard boyz and tankbustas both charged the Land Raider Crusader while the meganobz assaulted the tactical marines in the ruins.

In the central melee, Commander Kane slays Grodzag, while Filgakk kills the terminator sergeant.

The meganobz charge into the ruins and decimate the tactical marines and claim objective 1.

The tankbustas blow the Land Raider to bits with tankbusta bombz, while four orks died in the explosion!
The orks now held three secondary objectives and the primary objective to earn five victory points this turn.


Orks: 11
Marines: 5


Space Marine Turn 3:
With the destruction of the Land Raider, things were looking bleak for the marines. The devastators brought down five of the surviving 'ard boyz, but the orks passed morale.

The remaining tactical marines launch a desperate counter attack on the shoota boyz, but only mange to kill two while the dreadnought brought down another with his heavy weapons.












 
The remaining marines fight on heroically, refusing to give up despite their dwindling numbers.

At this point, The Red Brotherhood's only hope was for Kane to slay the ork warlord in close combat so he issued a challenge and the two old foes stepped up to meet each other once again, their weapons dripping with the blood of their previous victims.

(Remember, Kane defeated Filgakk Skullsplitta in Battle Reports 4 and 5 and Filgakk's lieutenant warboss Blakkfist in Battle Report 7. Filgakk  was looking for revenge.)

 Kane inflicted two wounds on the snarling beast before the giant greenskin struck back with a flurry of attacks. Kane only failed one save, but that was all it took to bring down the mighty hero.

Filgakk finally had his revenge as he cut down Commander Kane.



End of marine turn 3. The orks close in around the last of the marines.
Orks: 12 (Slay the Warlord)
Marines: 6 (Objective 3)


Orks Turn 4:
Laughing, the shoota boyz in the center fire into the exposed tactical squad and bring down four of the brave, but doomed heroes.

Filgakk leads his last few boyz in an assault against the devastators and wipes them out to a man.

At this point, with only two models left, Pete concedes.

End of ork turn 4 and end of game. The ork forces drive off the marines and claim the ruined city.

The remaining space marine sergeant and dreadnought fall back with the body of the injured Commander Kane, vowing revenge on the foul xenos.


Final Result:
Orks: 17 
Space Marines: 6

Ork Victory!


POST-GAME ANALYSIS:

Phil (Orks):
A resounding victory for the orks and personal revenge for Filgakk Skullsplitta!

My advantage in this type of game is to put pressure on all of the objectives right from the start, which forced Pete to make a tough choice: spread out to contest all of the objectives or stay bunched up and cede some objectives to me uncontested. In this match, Pete spread his marines out and the result was that he could not do enough concentrated damage to any part of my force to break it.

What we learned from game 7 is that his marines will win if he can divide and conquer by destroying my army piecemal: first the trukks and bikes and then the big mob, in that game. In this game, he killed a number of my units on the first turn, but not the ones that were the biggest threats to him. But his non-ideal targets were somewhat forced by what I gave him to shoot at and the fact that his units could not all target the same things together, which you need to do to destroy the toughest units.

All in all, I think I played my best game of the campaign, tactically. Each unit utilized its strengths and minimized its weaknesses, from the grotz right up to the warboss. I used hard cover effectively to reduce the impact of the marine shooting and I used my mobility to counter his counter-deployment so each of my units could be effective, such as sending the meganobz across the entire table to wipe out the tactical marines instead of trying to face down the terminators and Land Raider.

Of course, in any big win the winner is helped by some luck, such as when my shoota boyz killed five tactical marines with one volley when the law of averages says I should have caused only 1.5 casualties.

But ultimately, it comes down to positioning and match-ups. I was able to use my maneuverability to dictate the game and Pete's deployment left him over-extended where his units could not support each other as much as they needed to.

Ork MVP: When I win, it is because my slugga boyz with warboss and painboy perform well. When they don't perform, I lose. In this game, they really carried the day by soaking up a lot of shots and surviving thanks to the painboy and then hitting back hard enough to kill the terminators and the captain after getting charged in close combat (and then mopped up the devastators for good measure). Pete needed to win the big melee to have a chance at taking the primary objective and winning the game. The last three games that my warboss faced Pete's captain in close combat (Bat Reps 4, 5, and 7), the captain won every time. This time, I had enough characters to absorb the captain's challenges while my warboss wiped out the terminators and then the warboss had enough wounds left when he finally faced the captain to absorb two wounds from Kane before striking back. And Pete finally failed a 3++ and one fail is all it takes! In the previous games, Pete shot my boyz mob up more before charging in for the kill.

Honorable mention goes to the tankbustas for killing the Land Raider Crusader for the first time yet!

Ork Disappointment: Nothing under-performed in this game. Every unit was able to accomplish what I needed, even those vehicles that gave their lives on the first turn without doing any damage. They were sacrificed so my other units could survive and I felt that everything really went according to plan in this game.

Key Moment: The first round of the main melee. The nob survived Kane's attacks in the challenge because of two Feel No Pain saves, which kept the captain tied up in the second round of melee and kept him away from my painboy and warboss. In past games, that captain had assassinated all of my characters and ork boyz alone are not much of a threat unless they charge. This time, Filgakk was able to wreak havoc on the terminators unmolested, killing three in that crucial first round, and then face Kane with all of his wounds intact so he could survive the captain's higher initiative attacks.