Battle Report: Astra Militarum vs. Orks (2,000)

An absolute cracker at the shop today with an experienced orkist, as we test the FIGHTAN orkz in 7th edition.

Astra Militarum (2,020 pts)

Leman Russ Punisher: Hull Heavy Bolter, Multi-Melta Sponsons, Knight Commander Pask (230 pts)
Leman Russ MBT: Hull Heavy Bolter (150 pts)

Company Command Squad: Officer of the Fleet, Flamer, Vox Caster (90 pts)
Chimera: Hull Heavy Flamer (65 pts)

Ulmar (the Incompetent): (50 pts)

Veterans: 3x Plasma Guns, Lascannon, Vox Caster, Forward Sentries (140 pts)

Veterans: 2x Meltaguns (80 pts)
Chimera: Hull Heavy Flamer (65 pts)

Veterans: 2x Meltaguns (80 pts)
Chimera: Hull Heavy Flamer (65 pts)

Hellhound: Hull Heavy Flamer (125 pts)

Vendetta Gunship: (170 pts)

Armoured Sentinels: 3x Autocannons (135 pts)

The Emprah’s Mighty Flow’ry Meadow: (525 pts)

Aegis Defense Line: (50 pts)

Orkz (2,000 pts)

Warboss: ‘eavy armour, power klaw, TL-Shoota, bosspole, da finkin’ kap (~102 pts)

Painboy (x2) (100 pts for both)

Boyz (x30): Slugga & Choppa (220 pts)
Nob: Power Klaw, Bosspole

Boyz (x30): Slugga & Choppa (220 pts)
Nob: Power Klaw, Bosspole

Deff Dread: 4x DCCW’s (100 pts)

Morkanaut: Grot Riggers (250 pts)

Mek Gunz: 2x Traktor Kannons, 3x Bubble Chuckas (~150 pts)

Stompa: Grot Riggers (800 pts)

Mission & Deployment:

We rolled up a Tactical Escalation, which is where you have tactical objectives equal to the turn number, in a Hammer and Anvil manner.  The objectives were deployed by a nearby Tau player, known for his impartiality (provided this battle was serving The Greater Good).

For Warlord Traits, the Orkz picked up both “Like a Thunderbolt” (Reroll all dice when determining run moves or charge ranges — OUCH) and Master of Fate (which re-rolls the D3 for random VP from tactical objectives).

The Guard Commander, who served as the Warlord (stripping Pask of his “Old Grudges”),  became a “Grand Strategist”, and sent the Armoured Sentinels, Hellhound, and one unit of Melta-Veterans outflanking.  Ulmar drew Prescience as the primaris and Forewarning (4++ for a unit within 12″).

Orkz won deployment and deployed thusly:

The two foot mobz hid behind the hill and the walkers (which could easily be mistaken for a large, albeit spikier and WAAGHier hill).  Mek Gunz on the Orkz left flank.
The two foot mobz hid behind the hill and the walkers (which could easily be mistaken for a large, albeit spikier and WAAGHier hill). Mek Gunz on the Orkz left flank.  The Kunning Morkanaut is tucked in behind the Stompa providing a 5++ to just about anything important.

The Grand Strategist that he was, the Guard Commander deployed to counter:

Command Squad is in the near Chimera, Plasma Veterans in the Building.  Aegis was deployed as a speed bump for incoming assaulters.  The Meadow was deployed in the back, but could pretty well see the entire battlefield.  Pask was in a forward position, with Vanilla Russ behind.
Command Squad is in the near Chimera, Plasma Veterans in the Building. Aegis was deployed as a speed bump for incoming assaulters. The Meadow was deployed in the back, but could pretty well see the entire battlefield. Pask was in a forward position, with Vanilla Russ behind.  (My car keys were required to anchor that piece of terrain so it didn’t fall over forwards [LOL])
The Orkz retained first turn, and Guard declined to seize.  Handshakes, and the clash of the titans was underway!

Orkz Turn 1:

All hands push forward (except the artillery battery), and everything runs with the exception of the Stompa, which lets it rip with everything it has.

The horde surges forward, aided by the Thunderbolt-y Warboss.
The horde surges forward, aided by the Thunderbolt-y Warboss.

Flash Gitz would be green..er with envy to see this thing open up.  4 Plasma Veterans die to the Supa Gatla (failing many 3+ cover saves due to Forward Sentries), and 1 more dies to a barrage of Supa Rokkits directed at the Company Command’s Chimera, which takes 2 hull points and is Immobilized in the barrage.  Stompa’s Deff Kannon successfully knocks a hull point off of Vanilla Russ, but isn’t able to get through the armour on the Chimera (weird eh?) and the Meadow.

Worth noting, the Warlord trait allowing everything to re-roll their run result really paid off, as the orkz surged forward a minimum of 4″, but an average of 5″ across the Board…

Astra Turn 1:

Most of the Guard stand pat in their formation.  Ulmar (the Incompetent) casts forewarning on Pask’s unit of Leman Russes, giving them a 4+ Invulnerable Save, anticipating a charge from the Stompa.

Ulmar... What the hell am I going to do with you...?
Dammit, Ulmar… What the hell am I going to do with you…?

The power gets through, but Ulmar takes a wound and loses the rest of his Warp Charge for the turn.

Just about everything in the Guard’s gunline is directed at the Stompa, but the Kustom Force Field provided by the Morkanaut was improbably strong.  Around 6-10 successful Invulnerable saves are rolled (!!!), but 8 Orkz go up in smoke as collateral damage.  Vanilla Russ also knocks out one of the Bubble Chuckas, but doesn’t do enough damage to roll a morale check on the sniveling grotz.

Pasks' Fusillade is refused by the Morkanaut's Force Field.
Pasks’ Fusillade is refused by the Morkanaut’s Force Field.

That did not go well, but at least neither side has secured an objective.  After 1 turn, game still needs its first score.

Orkz Turn 2:

All hands surge forwards, because ORKZ!  Most things don’t shoot, eschewing the dakka for MOAR SPEED.  And they do this, once more, due to some incredibly hot rolling from the Thunderbolt Warboss.  The Guard start to sweat a bit more…

The most damage is caused by the Deff Kannon on the Stompa, which  knocks 4 hull points off of the Meadow, one hullpoint off of the Vanilla Russ, and vaporizes the Melta Veterans’ Chimera which was cowering behind Pask.  The explosion kills 8 of the veterans.  The remainder are killed by the Kustom Mega-Kannon on the Morkanaut.  (OUCH.)

Stompa cares not for Aegis Defense Line speed bumps, and rolls an 11 (!!!) for charge distance.  Once the Stompa gets in, Pask is a dead man.  A shrine to the Emperor will be built on this location.

STOMPA GONNA STOMP.  Pask's final moments can be best described as *SPLUT*
STOMPA GONNA STOMP. Pask’s final moments can be best described as *SPLUT*

First blood in-hand, the Ork also scores a victory point for destroying the Chimera and Veterans, good for 2 VP.

The Ork "backfield" is also their vanguard.
The Ork “backfield” is also their vanguard.

Astra Turn 2:

OW.  The Company Commander’s ears are reeling with the casualty reports coming in.  Time to show off the Grand Strategist he really is!  The Officer of the Fleet calls in the Hellhound, Melta Veterans and the Vendetta Gunship.

That Stompa needs to die.  Ulmar, feeling the urgency, DOESN’T SUCK for a change.  He gets off both Prescience and Forewarning off on the Baneblade, which is definitely feeling the power…

Everything directed at the Stompa, the combined firepower of the Meadow, Vendetta, and Vanilla Russ succeed in knocking off 5 hullpoints off of the Stompa.  Not even half way of the full 12 that this thing has!  Things are not looking good for the Guard back-field units…

Meanwhile, Hellhound and Chimera use their outflanking Flamers to great effect, forcing the grotz to abandon their guns and flee.  At least something’s gone right!

The grotz flee as their artillery pieces burn in the torrent provided by the Hellhound and Chimera.
The grotz flee as their artillery pieces burn in the torrent provided by the Hellhound and Chimera.

The Guard manage to score 1 VP on their turn, so after 2 turns we’re sitting at 2-1 in favour of the Orkz.

Ork Turn 3:

The orkz start to fan out, the Guard line having been broken in Turn 2.  A photo summary might do better than a text summary here…

Stompa charges and vaporizes the Vanilla Russ...
Stompa charges and vaporizes the Vanilla Russ, Capturing Objective 1 for a VP.  At the end of the turn the grot riggers repair a hull point to bring the total back down to 4 out of 12.
Red mob charges and wipes out the veterans hiding in the Ruins, and  Ulmar goes down with them.  Company Command Squad can only look on in horror from their immobilized Chimera.
Red mob charges and wipes out the veterans hiding in the Ruins, and Ulmar goes down with them. Company Command Squad can only look on in horror from their immobilized Chimera.
The other mob charges and destroys the second unit of Melta-veterans, still in their transport.  As you can see, there is nowhere safe for the unit to bail out, so the unit is torn to shreds attempting to escape.  Certainly an experience the Guard Commander can learn from...
The other mob charges and destroys the second unit of Melta-veterans, still in their transport. As you can see, there is nowhere safe for the unit to bail out, so the unit is torn to shreds attempting to escape. Certainly an experience the Guard Commander can learn from…

After its all said and done, the Orkz score 4 VP this turn, taking a commanding 6-1 lead.  But Maelstrom is a harsh mistress, and the Guard fight on.

Astra Turn 3:

The guard are quickly running out of units in order to capture objectives, and a lot of things are running amok through their lines.  And that stompa still needs to die!

The Officer of the Fleet brings in the outflanking Sentinels, who come on behind the Stompa.  Clearly they’re pretty hung over, connecting with only 1 shot out of 6.  That shot finds home though.

Autocannons directed at the rear arc on the Stompa...
Autocannons directed at the rear arc on the Stompa…

The Meadow back-pedals and puts another pair of hullpoints on Stompa, bringing the total to 7 out of 12.

The Meadow strikes home for 2 more hullpoints...
The Meadow strikes home for 2 more hullpoints…

Vendetta, lacking maneuvering options to put shots on the Stompa, flies through and immobilizes the Deff Dread which is now pulling back to hold a mid-field objective.

Vendetta hits the Deff Dread mid-field.
Vendetta hits the Deff Dread mid-field.

Hellhound, very appropriately fearing for their lives facing the mob of Orkz, try to maneuver through some foliage, but promptly immobilize themselves.  Regardless, the flames kill 17 of the mob, who are still dispatching the Veterans who were unable to escape the Chimera.

Hellhound did his work again, accounting for around 300 points of damage.  I might need a second one of these things...
Hellhound did his work again, accounting for around 300 points of damage through 2 turns. I might need a second one of these things…

At the end of the turn, the Hellhound is behind enemy lines, good for a Victory Point.  Guard are running out of time, Orkz are in front 6-2 after 3 turns.

Ork Turn 4:

Casualties are starting to pile up on both sides, but the Orkz are the force at present that are more free to maneuver.

The Morkanaut, which is retreating to capture a back-field objective, plants a blast on the side arc of the Hellhound, and vaporizes it in one shot.  The boyz that were lining up to charge it appear disappointed, but are impressed, none-the-less.  2 Boyz were too close, and go up in the explosion.

The Stompa holds his ground on the victory point, preferring to shoot the Company Command Squad’s chimera, blowing it to pieces.  The Squad bails out the back, and are charged by the foot mob lurking nearby.  The Company Commander survives, but falls off the back of the Board inside of 2 turns.

The grot Riggers fail to repair the damage on the Stompa this time.

Holding 3 objectives is worth D3 victory points, and then a whack of other objectives plus Slay the Warlord brings the total up to 12 VP in favour of the orkz, 2 for the Guard.

Astra Turn 4:

Finally, the Stompa reign of terror comes to an end.  The Vendetta dropped into hover mode for 2 hull points, the Sentinels punch through once more on the rear arc for 1, and the Meadow gets the last hit through with a Lascannon.

The final shot on the Stompa comes from a Lascannon on the Meadow.  It explodes impressively, for D3 (2, as it turns out) Victory Points.
The final shot on the Stompa comes from a Lascannon on the Meadow. It explodes impressively, for D3 (2, as it turns out) Victory Points.

Not having to use the Baneblade Cannon, the Meadow takes a pot-shot accross the Board at the Orkz which terrorized the outflanking Melta-Veterans, leaving 3 boyz standing.  The meadow didn’t fire at the nearer mob, because that’d be a bit Danger Close (he had been tank shocking them for 2 turns trying to inflict additional casualties…)

Destroying the Stompa was good for 2 more Victory Points, so the Ork lead is reduced to 12-4.  With 3 units left on the table (Sentinels, Vendetta, and the Meadow), the guard are feeling their chances are winding down…

Turns 5 & 6:

The rest of the game proceeds rather quickly, with so few units left on the table…

Morkanaut attempts to charge the hovering Vendetta, but comes up short.
Morkanaut attempts to charge the hovering Vendetta, but comes up short.
Stompa gone, the Flow'ry Meadow defends itself from the Ork Horde...
Stompa gone, but finding itself over-run, the Flow’ry Meadow defends itself from the Ork Horde…
...and is eventually brought down by the hulking Warboss' power-klaw.
…and is eventually brought down by the hulking Warboss’ power-klaw.

Hilariously, the Meadow blows up in the biggest way possible, but the blast scatters off of the mob that killed him.  If the blast had scattered onto the Warboss and squad, it would have left the Orkz with 1 unit left on the table (the Morkanaut), and 2 units available to kill him outright, the Vendetta and the Sentinels.

Had the Guard been able to kill the Morkanaut, the Orkz would have been tabled, resulting in a Guard victory.  This didn’t end up happening, so the Orkz prevail with a truly emphatic >18-5 Victory over the Astra Militarum.

Debrief:

The score accurately reflected the flow of the game, but it still felt close at the end of the day!  Both the Guard and the Orkz had 2 units left on the table, but the Orkz were able to stay mobile and complete their objectives, while the Guard were busy defending themselves and trying to stay alive (and mostly, failing to do so).

One of the biggest gripes I’ve read on the internet about the new Ork Codex is the new mob rule, which didn’t really come into play here.  The large mob size of each of the units resulted in a relatively low impact.  Maybe 2-4 orkz died due to internal squabbles.  In a mob of 30, this can be absorbed.  In a mob of 10, this might be more of an issue…  I would anticipate seeing more units on foot as a result.

The lack of mobility via Trukks (which are a bit more unreliable) is somewhat mitigated with solid running, the new WAAGH, and ‘Ere We Go, which just about every unit has.  The ability to run and then charge when a warboss calls a WAAAAGH!  Is huge, and was keenly felt this game.

It’s a solid book, and anyone who says otherwise needs to check themselves.

The guard handled themselves well, but a poor turn 1 put them on the back-foot almost immediately.  From that point on it was trying to recover and put more hullpoints on the big walkers, which didn’t really pan out too well for Pask and Company.  This might be a case of some horrific rolling on the Guard, or some really hot rolling of the Orkz, making every single one of the KFF saves on the first turn, except for the boyz who were caught in the explosions.

As always, playing this particular Ork Boss was a running riot, and I’m looking forward to further shenanigans between our respective warbands in the future.

Happy WAAAAAGH!’ing!

-Oak

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3 Replies to “Battle Report: Astra Militarum vs. Orks (2,000)”

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