This had to be the last turn of the game. We spent too long sharing our Adeptus Titanicus enthusiasm before we got started. And then paused for a bit of a blether, without really meaning to, around the end of turn 2, so ran out of time. Ooops. Did get all the way through turn 3, though, so at least we had a kind of conclusion.
The ork advance slowed as everyone moved forwards at a walk, so they could fire. The gretchin "bravely" crowded in front of the skarboyz & goffs. In the cathedral the boyz moved out from the Machine Curse, although in practise there wasn't much they could do against my pred. The mega-armoured nobz had rallied. But they were out of position.
Ork shooting was ineffective. At least as far as they didn't kill any Word Bearers! A couple more kustom kombi-weapons detonated in their users hands and the squad broke! I think this was my second favourite moment, the first being blasting that pesky dread.
In the close combat phase, my daemonettes finished off the boarboyz. They basically munched their way through without any problems. This is when I realised my mistake; if there had been a fourth turn, they had no other targets and were out in the open in front of the kustom kombi-weapon team. It had worked out in my favour, because the orks were broken. But this was not a target rich environment.
My right flank after the close combat phase:
In the psychic phase, there was a little bit of back-and-forth. The only important thing that happened was the weirdboy using 'Eadbutz on Jarmin Moon. It stripped a wound off him and prevented him from casting any powers. With Locke's Machine Curse in play, the phase came to an end.
My movement phase saw the daemonettes running towards the kustom kombi-weapon mob. Basically in "play like there's another turn" moment, as it felt wrong to do anything else. 1st & 2nd Coterie shuffled around, with Dol Barack & Locke both moving to make shots. Then everyone let rip! I did a poor job of focussing my fire and blew chunks out of whatever felt good. So I made a bit of a mess in general, just didn't finish any squad off completely, so no bonus victory points for my mission:
No close combat this turn, straight on to psychic phase. Jarmin Moon FINALLY got to melt a gretchin with his Hood of Hellfire, which was satisfying if a little of an after thought. In the final act of the battle the weirdboy tried to Brain Bursta Gul Karnak and I, rather pettily, played the Daemonic Attack warp card. It auto-nullified the power (nice), but the orks only draw the ire of the daemon on a d6 roll of a 6, instead of 4+. The die rolled and bounced and skittered...and came up a 6! The weirdboy got nommed and I got to end on a high point
Here's the final state of the table:
There's a nice pile of ork casualties on the top left I managed to thin out the horde on the bottom left and between my noise marines and daemonettes, my right flank is pretty much unopposed at this point.
The game was great fun. The report probably sounds a bit one sided, and I know I've forgotten a few details along the way, but there are a couple of places where I was really lucky and a different die roll would have meant, e.g., the dread survived. I only lost 2 CSM and 1 noise marine! But that's largely because the orks were running forward all the time and couldn't stop to fire en masse. They needed to get into melee to score victory points, I just had to destroy things. If there had been some transport vehicles, or even if the boarboyz had been on my left with the vehicle squadron, then I think my opponent could have disrupted my gun line and upset my plans a little. What really told here was that each of my marines is better quality than an ork and that this was the first time my opponent had used orks. He learnt a lot about how they function, and I think a second dread is coming my way And I was very lucky with the hits on the skorcha's fuel tank, with a bolter, and the dread dying from one meltagun hit. Always aim for the legs!
Things I would have done differently. Well, one missile launcher can't do jack against a dread. If I was choosing the army again, I'd either ditch 3rd Coterie for another 3 daemonettes or swap the missile launcher for a heavy bolter. Another pair of sustained fire dice might have finished off that gretchin screen. Or I'd have filled out 1st Coterie with more Veterans of the Long War. Psychic power selection worked out well. Locke had nothing to do once the ork vehicles were destroyed. He could have been handy on the other flank, keeping the kombi-weapons non-functional. But I had to keep psykers 16" away from noise marines or risk them damaging themselves.
Against a horde like this, I was able to force plenty of Break Tests, so Jarmin Moon really only needed one further power to force Ld tests. Next time I'd have him take an Adeptus power and hope for something blasty, like Lightning Arc. He was my man of the match. A persistent pain who was able to use his Hood of Hellfire to draw out nullifies, contributed in the shooting phase (he shot a gretchin) and piled up the summoning point with Pavane of Slaanesh. He even had a shot at the ork Warboss with Beam of Slaanesh. I might promote him to Master Sorcerer, and a 3rd power, as a reward He's definitely going to get paint (sometime in the next decade...).
Deployment-wise, I took too much of a risk by putting 3rd Coterie and Jarmin Moon on the L-shaped platform. I should have put 2nd Coterie up there, in front of them, to shield my more valuable assets. I'm happy with the rest of my positioning. 1st Coterie weren't ideal, but the best I could do with them having to be out of sight.
During the game I should have done better at remembering my mission; complete destruction got bonus victory points. I should have left my predator in place for one more turn, to use those 5 sustained fire dice on the gretchin, and risked the dreadnought's lascannon. As it worked out, Gul Karnak toasted it anyway so it would have been less of a risk than I thought. I could have just ignored the boyz mob in the cathedral, they had no targets bar what I gave them. I think I'd have kept everything the same on my right. My daemonettes ran out of targets, but did a sterling job of protecting my noise marines position. If I'd had more, I would have brought a trio in very early on my left (psychic phase of ork's first turn) and used them in melee asap over there.
Edited by Achinadav, 05 August 2018 - 01:00 PM.