Edit, 9th edition stuff starts here.
First I'll reintroduce myself. Once upon a time and for many years I was uberwolve here on the B&C.
I just changed my name because it's the one I use nearly everywhere else.
I've been playing Orks Since 3rd edition and suffered through the last 3 editions as best I could.
I was ready to get rid of everything and then the announcement came. 8th edition was coming!
And 8th edition is here! I played my first two games yesterday and enjoyed both of them. It was refreshing.
This will be an ongoing thread.
The first game was only 1000 points just to get my feet wet.
As in editions before there are things that play out much as you expect they would regardless of the rules changes.
For example feeding the enemy one unit at a time, which they then destroy goes as you'd expect...Poorly.
But I quickly learned what my opponent had in mind and tried out a few of the new rules.
Having lost the game but successfully probed his head movies for "tactics."
That's right. He was going to have a huddle around a commander to get reroll 1's and hid behind a wall of razerbacks... and shoot me to bitz!
I did however manage to BBQ his commander with my Burna Boys! (Take that!)
I managed to get slay the warlord and that's it. We called it in 3 turns, he had a blast!
I traded out a few units and were were ready to go. Secure and control, table quarters (Old school cleanse deployment.)
I deployed in a corner packing the trukk, Battle Wagon Weirdboy, 30Boys and 3 Kannons with krew under my KFF. (Easily and with room left over.)
I put Komandos and 2 solo Deff Koptas in (what ever it's called where you don't have to set them up)... reserve/outflanking/hiding/scouting/
I wasn't sure where to put my 30 Stormboys but they were forward and to my right side. I set up 15 grot in front of my kannons and 10 more on my objective. Burnas boys and Banner Nom were in the trukk and 4 Nobs with big choppas were in the Wagon.
Whitescar Space Marines went first. Two Stomtallons?(the small ones) came right up and started shooting. Killing loads of Stormboys. (Who were being bossed around by Zagstruk.) Over all my opponent was trying to figure out what to do. He'd changed his commander on foot out for the same but on Bike and added a biker Chaplin.(And the two flyers)
Ork turn. Lunch time! Burna boys hop out of their trukk, now acting as two mobs of 5 burnas. Trukk and Battle wagon move out towards the enemy as fast as they can. Stormy boys set up to charge the flyer on my right (Burnas were looking at the one on the left.)
Weirdboy gets +2 to casting Da Jump and sends to Boys all the way to the other side of the table.9" 1MM away from the Marines rear Rhino. I decided to bring up all my reserve units right then and right there as well. Now I have 4 units right to his rear right flank.
Shooting. Burna boys cook the heck out of the Storm talon. (I learned in game one that 1 mobs of 5 is actually better than 1 mob of 10. Rolling 1 D3 for each mob gives me, it seems, better odds of more shots. I managed a might 1 for one mob and 2 for the other 5, 10.) The storm talon was left with 1 wound remaining. My Storm boys charged his other flyer and made contact then Zagstruk charged as well. Both units were as close as they could get so the charges were easily made.
The boys mob managed a might 12" roll for their charge range and contacted the rhino and the Chaplin and avoided dragging other nearby units into combat, much to the dismay of the Space Marine player. (A lesson in model placement.)
The rhino was left with one wound. The Orks rolled out 92 attacks, none bothered to try to swing at the Chaplin. Hitting on 3+ is amazing. Wounding on 5+ is old hat. We're used to it. An amazing first turn that left a very shocked opponent. (Terror is my favorite weapon. Shock and Awe! )
The drags the space marines into combat for the next 3 turns while the Orks fight for all their worth! Form this point on he has no real plan. His storm talons go to hover mode, Shoot poorly and try to move a bit. Nothing much. One tries to run off really far to my right to escape the storm boys.
His shooting is fairly pointless over all. His army is locked down.
My next turn the trukk and battle wagon move into charge position , transported units get out.( in the correct order)
My bruna boys ran towards the Battle wagon with plans to get on board as soon as they could get close enough. (1 mob of 5 remain at that point.) And Huzza for assault weapons that don't roll to hit! Burnas hit the talon 10 times and it explodes! My kannons take aim and hit the other talon 3 times wound 3 and 2 get through, it had taken 2 damage already. Kannons roll a total of 9 damage. KA-BOOM! Talon no more!
Wartrukk charges a Razorback as does the Wagon (with Deff Rolla.) Truk makes it in, wagon rolls in(No over watch against the battle wagon thanks to the trukk!) My Big choppa Nons charge and can all fight. My def Koptas and komanado were all stuck in at this point ( it's all a blur what turn is this? haha.) Long story short, the Rhino transport had been destroyed, my Kopptas were in and only one had been wounded my Komandos had killed an attack bike. (Marines have too few attack to divide up and do much with.)
He had two units of 5 in the rhino of which 4 models got out due to disembarking and not having room for more models. (Good tactic, play it right and it could do more for you.) The scrum was on and the clock was running out. I was nearly out of boys bur had enough units still there to tie him up and fresh units rolling in, the war trukk and Battle wagon. Deff rollin down maines several units buffed by the WAAAGH banner nob. he game came to a close with my 4 units on his objective to his one commander. He wanted to call the game, just like he always does before he takes a big loss, I played out my turn for the win. I owned both objectives and had line braker, he had first blood. Neither warlord had been killed.
This battle report was all over the place, I'll do better next time.
Burna Boys are Madness!
Da Jump is fantastic!
30 boys isn't enough. Needs more Orks in my list.
30 Storm Boys has a place but I probably could have done more with less.
Single unit Deff Koptas work.
Remember how forced Disembarkation works. First you see how many models you can set up with in 3", the rest are dead, now roll to see how many of the models you set up live or die. 4 of his models got out but it could have been 4 in any combination from the models of either unit.
A Re Roll can be a single dice. and you can't reroll a reroll. So no spending a command point to reroll one dice and then using a reroll on two dice(as in charge distance)
Fixing a vehicle is done at the end f the movement phase and by models outside and within 1" of a vehicle.
Big Choppa Nobs mob is kinda cool!
Remember to use command points when it looks like you may super fail a LD test! Keeping models from "running off" is good. Would have maybe been good for keeping his models locked up in combat but it's a double edged sword. It could draw them closer to where you don't want them.
My opponent has now played 4 games. His plan to hide his squads behind T7 rhino walls was and is to be expected. Easy plan for deployment seems reasonable. He seemed shocked at the loss of his commander in the first game and his Chaplin in the second game. Both provide some kind of buff.
Remember to look for ways to shut those down.
None of my characters died or were even wounded.
WAAAAAAGH Da 8th edition Orks!
Thanks for reading. More Mayhem to come!
Hope to have pictures next time.
Edited by Warhead01, 11 January 2021 - 03:21 PM.