Jump to content

1500 points vs Orks


waaanial00

Recommended Posts

1500 Crimson Fists Vs Orks

 

Crimson Fists

 

;)

 

Librarian

Avenger, Machine Curse

 

 

:D

 

Dread

2 x Twin Linked Autocannons

 

Dread

Twin Linked Lascannon, Missile launcher

 

7 Sternguard

Rhino, 2 Combi Plasma, Power Fist

 

 

:D

 

Full Tactical

Rhino, Power Fist, Melta, Missile Launcher

 

Full Tactical

Rhino, Power Fist, Plasma gun, Missile Launcher

 

:)

 

2 Landspeeders

MM

 

2 Landspeeders

Typhoons

 

:)

 

Thunderfire Cannon

 

 

 

Orks

 

;)

 

Big Mek

Kff, Power Klaw

 

Big Mek

Kff, Power Klaw

 

:)

 

30 Ard Shoota Boys

Nob, PK

 

11 Trukk boys

Nob, PK, Trukk

 

12 Trukk boys

Nob, PK, Trukk

 

Deff Dread

4 DCCW

 

Deff Dread

4 DCCW

 

:)

 

3 Killa Kans

Kustom Mega Blasta

 

3 Killa Kans

Grotzookas

 

3 Killa Kans

Grotzookas

 

 

Note: this was a highly proxy army to figure out if he wanted to buy the kans, the substitues were Chaos Terminators so LOS was less blocked by them and they were able to bunch up a lot closer

 

 

Board description

 

Decided to go for less terrain this time around to see if my list works as well with less cover.

 

Large 5 level storey in North East, 4 storey building in South West with a small 2 storey ruined bell tower just South west of that and a small hill to the North as well. There was a small hill in the far South East.

 

 

Mission and deployment

 

Was Capture and control (1 objective each) and Spearhead.

 

My opponent won the roll off and deployed first choosing the North West table quarter.

 

I placed my objective on the second story of the bell tower and the Ork player put his objective on the top floor of the large building.

 

 

Ork deployment

 

Deployment was simple. All 9 of his Kans lined up in front of his ard boys with the Dreads to the West and one KFF within 6" of it all. His two remaining Trukks and 1 KFF hid behind the Large building.

 

 

Marine deployment

 

I combat squadded my Tacticals placing 1 Missile squad on 1st and ground floor of the bell tower and the second missile squad on the top and 3rd floor of the smaller building. The other two combat squads deployed in the shadow of the building almost on the midway line.

 

My Thunderfire deployed in open ground next to the bell tower to give it good LOS to his Ard boys. My Rifleman and other dread deployed just in front of the Rhinos and my Typhoons deployed just east of them. My MM Landspeeders deployed directly behind the building out of LOS.

 

My Librarian and Sternguard deployed out of LOS near the bell tower.

 

I failed to sieze the initiative.

 

 

Ork turn 1

 

His kan wall pushed forwards with his ard boys and Dread following suit. 1 Trukk stayed put whilst the other one drove East alongside the back of the 5 Storey building.

 

He was out of range with everthing so he ran slightly forwards.

 

 

Marine turn 1

 

I moved my Rhinos out 6" with my Dreads coming still in front of them and my Typhoons slightly poking their noses out of the cover.

 

My Sternguard zoomed 12" up to the East side of the low hill, crucially I didnt block LOS to my Thunderfire.

 

Shooting started with my Rifleman dread killing 1 Kan (immobilised), my Typhoons killing the other 2 (immobilised and explodes - killing 1 ard boy) and my Lascannon dread killing a Deffdread. After consulting with my opponent it turned out that I had killed his KMB kans.

 

My thunderfire cannon then blasted into the ard boys and killed 13 of them, despite his 4+ armour save. He looked a bit distraught at this point.

 

A good strong start by me.

 

 

Ork Turn 2

 

His remaining Kans and deff dread shambled forwards, some getting out of LOS of my Typhoons. The boys moved forwards as well, towards my objective.

 

His KFF and trukk zoomed 18" East to try and support his advancing line.

 

Shooting from the grotzookas killed 2 Marines from my Missile combat squad in the building, I rolled a shockingly good number of saves. Deff Dread ran behind the building.

 

 

Marine turn 2

 

Moved my 2 Tactical Rhinos 12" West. Moved my Dreads West as well to get some better angles on the Kans. Also moved my Typhoons across to get some shots in as well.

 

My MM landspeeders popped out of cover to get within LOS of the lead Kans.

 

My Sternguard Rhino pushed North again to try and block the Trukk from driving around and killing my Thunderfire.

 

Shooting was a little less impressive this turn. My thunderfire only killed about 3 Orks and my combined shooting only shook 1 Kan from the lead squad and killed another one from the back squad. He was quite lucky with his cover saves.

 

 

Ork turn 3

 

Moved his Killa kans forwards again with the dread and boys following suit. His trukk with Kff trundled towards my Sternguard's Rhino and the boys and Mek got out (he was using Warbosses as Proxy models for his KFF Meks so I initially thought I was done for).

 

Shooting from the boys knocked off one of my Multi Meltas from a Landspeeder and shook the other.

 

It would appear that my Thunderfire cannon made an impression as the front rank of killa kans unloaded their grotzookas into it. The techmarine stood firm as 4 kannons unleashed their assortment of nuts, bolts, shell casings etc. The majority of which peppered harmlessly off his ehanced Power armour. However he must have tripped on some shell casings and impaled himself on a spike as he only passed 2 of the 3 2+ saves required of him.

 

The other two Killa kans shot at my missile squad however I managed to make all my armour saves.

 

The Mek and boys charged, however they were only able to imobilise and stun it.

 

 

Marine turn 3

 

I disembarked my Sternguard and Librarian then pushed them North, so I could get LOS (and a beautiful covering with my Avenger) on his whole squad.

 

My Rhinos pushed 12" to park outside of the big building, the guys getting out. The Lascannon Dread headed towards my bell tower. The MM landspeeders moved 24" towards the bell tower as well.

 

My rifleman pushed out North West to get a better angle on the last pack of killa kans.

 

Shooting saw 1 more Kan getting toasted from the rear squad. I managed to kill all but the Mek (who was wounded), a boy and the Nob from the trukk boy mob. That was due to some decent Avenger action and some rather nice dragonfire rounds. The Orks held, however the bosspole had to be employed on the last Boy for them to pass though, the boy did not survive.

 

The rifleman killed 1 of the two Kans in the rear and forced the other to not be able to shoot. Combined missile fire from the two tacticals stopped 1 of the lead Kans from shooting.

 

My Typhoons punded the ard boys causing enough wounds to take them down to 8 Orks. They passed their LD check and were fine though.

 

I managed to run my Melta combat squad up to the first storey.

 

 

Ork turn 4

 

Kans continued to shamble forwards, now within shooting range of my objective camping squad. His boys moved up to be within shooting range of my other missile combat squad.

 

The big mek and Nob survivors moved up to the Sternguard. His other trukk boys disembarked and moved up to the first storey next to my melta combat squad.

 

Shooting saw 1 marine dropped from my objective camping squad due to Grotzooka fire. The Ard boys hot up all but 1 bolter marine from the other Missile combat squad (who held). His Meks trukk killed a sternguard.

 

He assaulted my Sternguard with his Mek and Nob, putting his Mek in base to base with my Librarian. His other trukk boys charged my Melta tactical squad.

 

The Mek got killed by my librarian before he could swing with his Klaw and my sternguard cracked the Nobs skull with the butts of their bolters before the power fists could do anything. I massacred between the Rhino and the Trukk.

 

My combat squad fared much worse with the Marines failing to inflict any wounds and even the Power Fist missing. He had no problems wiping me out though and he masacred up 1 storey.

 

 

Marine Turn 4

 

Concentrated on defending my objective whilst making a small break for his.

 

I moved my Landspeeders up a bit to get the working melta within prime range of his Deff Dread (the KFF was not in range by now). The typhoons and Lascannon dread both moved across to try and get LOS on the Kans and dread. I was not able to manage it though. My rifleman stayed put and aimed at the Boys.

 

My plasmagun combat squad moved up 1 storey. The Sternguard moved past the trukk to get LOS on the boys. I detached my Librarian to point him at the Trukk.

 

Shooting started with my librarian casting machine curse on the Trukk and immobilising it. The sternguard followed suit by ending the lives of about 5 Orks. My rifleman managed to kill another 1. The Orks held with the Kff mek, Nob and probably 1 more boy.

 

I managed to roll the traditional 1 when trying to hit with my single multi melta, however my Missile Launcher managed to shake another Kan.

 

In assault I charged the now immobile Trukk and destroy the big shoota with a Krak grenade.

 

 

Ork turn 5

 

His Kan and Dread advance was now at my doorstep about 3" away from my belltower. The boys were desperately trying to get away from the Sternguard and the Boys had moved up 1 more Storey.

 

Shooting started with the boys trying to kill my Sternguard but they didnt manage it. The kans made up for this though shooting and killing all but my Missile Launcher guy who was sat on 1st floor of the bell tower. It was at this stage that I informed my Ork player he had made a mistake, I told him he would realise it with his next move.

 

Importantly I managed to make my Ld check.

 

He issued his intention to charge my Missile Launcher dude, only then realising that Dreads cannot climb up buildings and therefore meaning he could not contest my objective without getting his boys up there.

 

 

Marine turn 5

 

 

I moved my missile launcher up to the top floor of the bell tower. I moved my combat squad up a level (still one Storey below the other Orks). My sternguard moved up to get back within range of the ard boys.

 

My Lascannon dread and Typhoons moved around to get within LOS of the Kans and Dread, albeit through the windows of the building.

 

In my shooting phase I managed to kill the Ard boys with the Sternguard. I also machine cursed the trukk again and wrecked it, causing it to explode but not harm me. Shooting saw the end of the Deff Dread and at least 1 more Kan.

 

I ran my combat squad up to the 4th floor.

 

My opponent rolled for turn 6 but got a 2. I win again!

 

My thoughts

 

This was not at all a convincing win despite how well I killed the enemy. If he has placed his boys in the building from turn 1 or even started the climb earlier it would likely have been a draw. Also if he had charged my objective campers rather than shooting them I would also have not won.

 

However I did wreck his army, he is not going to be buying that list as it isnt quick enough. Were that a battlewagon list I would have been in a much worse state, however the game would have been played differently (my landspeeders would have been contesting his objective and mine would have been at the top of the biggest building I could find.

 

I have not written them all up but I have run this 1500 point list a number of times now (twice last week and a number of times at the start of the year), I think it plays quite well to the strengths of the Marine Codex. Its almost a gunline army but with the mobility options to be a true marine army, the important thing I have learnt is picking your battles and trying to limit the enemies cover saves on vehicles.

 

The one game I have not won with this list (out of probably 4) was against a Chaos army (I have the photos but it was last week on the trail of 6 other games in 4 days so details are sketchy). It was essentially lost by my shooting in turns 1 and 2 not being able to damage his Rhinos and me commiting to fights I had no business getting involved in.

 

Every other game I have fought with this list I have been able to dominate the first shooting phase with the following

 

Rifleman Dread

Lascannon Dread

Thunderfire

Typhoons

 

The amount of damage these things can produce is very helpful in pushing the balance in my favour, especially against a Mech army.

 

Then its all about guessing where my Sternguard and Tactical squads need to be in order to provide the best chance of stopping the enemy. The MM landspeeders are simply a way of defeating AV14 and generally I like to keep them either in Reserve or hidden somewhere on the table to be able to pounce on a valued target.

 

 

Hopefully this wasnt too devoid of detail to be of value

 

Wan

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.