Sunday, November 16, 2014


Pretty much says it all!  1500 points, Ultramarines vs Orks.

Sergeant Scipio of 1st Company and Tigurius looked at the tactical display from their location on the battle barge.  Both were grim with determination.  The Ultramarines had arrived at Vortengard Spiral to defend the hive spires from the ork Waaagh, minus Chaplain Cassius and select units from 1st Company and 6th Company, who were fighting Hive Fleet Gorgon at Styxia.  The Orks were still building in strength, and larger ork war machines had been spotted advancing.  The Ultramarines were to launch a combined ground and pod assault on a large ork warband nearing the Styxian front lines.  Besides 1st Company 2nd squad, 3rd Company 2nd, 3rd, 7th, and 9th squads were assigned for the attack.

One of my close friends had not played 7th Edition yet and wanted to get is some game time.  I travelled from wayyy up the Coast of Maine and we got some time to get in a good game. He wanted 1500 points, so I grabbed my 1650 point Standish Standoff list and trimmed out one deb squad, and gave Scipio a auspex and the two tactical squad sergeants got melta bombs to even up the points.

Waaagh Sedgehammer
The Green Tide Formation from the Waaagh! Ghazghkull Supplement.
100 Ork Boyz in one giant mob, all with sluggas, choppas, stickbomz
Warboss, Eavy Armor, Big Bosspole, Power Klaw.

Stompa - deff kannon, mega choppa, skorcha, supa-gatla, twin linked big shoota, 3 other big shootas, 4 Supa Rokkits. 790 points!

Scenario:  The Scouring - Dawn of War Deployment

Overall, we both made mistake in the game, but it was more for fun than anything else.  We decided to call the game a draw at the end of turn 5, because he was under pressure to leave and head back north.  Overall, if we'd played turn 6 and we'd taken the end a bit more seriously, the Stompa likely would have been gone (it was down to 1 hull point) and if we'd gone to turn 7, I might have been able to pound the remaining horde down further.

Frankly, with more practice, this ork horde list should be able to stomp the Ultramarines and leave me with a bad loss.  I think that he could have assaulted my marines with the horde on Turn 2, pretty much wrecking and eliminating some of my key units and warlord.  The ork player had decided against that approach, however, content to go after a 3 point and a 4 point objective along the far marine right flank.  It was fun for practice!  I think we both got something out of this.

I'd never played vs a Stompa (12 hull points!) so in the early game I just focused on the mob with most of my army, while the Stompa seemed content to "slowly" advance on the objective that was worth 4 points.  Of course, slowly meant 12 inches a turn...but then it got shiny object syndrome and turned back for a turn to explode 3rd Squad's drop pod.  The sergeant of 3rd Squad will get a ribbon for keeping the orks occupied turn 3 to turn 4.

Here are some shots of the game and further comments:

Orks deploying.  101 Orks and one Superheavy walker. I'm outnumbered 2-1 and the Stompa is something to worry any marine commander.

Yep!  Old School Armorcast! The objective in the foreground was for a single point...the Stompa loost 2 hull points crossing dangerous terrain, and lost 9 more hull points to marine short of what it needed...

Shot at the end of turn 1.  My two pods came in on the Ultramarine Left Flank, the predator covers a 3 point objective, the sternguard pod is near a 2 point objective.  Shooting had removed about 2 ork boyz for the cost of 1 marine from the dev squad in the right (ruins) - the dev's rhino was near the 4 point marker.

View during turn 2, the devs had to keep going to ground in their fortification to get a 2+ cover save vs the Stompa's massive firepower.  The devs kept snapshooting krak missiles at the stompa when they could!

Turn 3 - Squad three had arrived the bottom of turn 2 and attracted the attention of the orks.  Squad three was a distraction until the top of turn 4.

Orks are all bunched up in the corner on Turn 3 at this point.  The Stompa had ist back turned in order to eliminate Squad 3's drop pod, and that opening cost the superheavy vehicle some hull points in the following Ultramarine shooting phase.

Gunner!  Pour on the lascannon fire!

Orks on turn 4 swarming around the sergeant of 3rd Squad.  He'd fall as a casualty to 30+ slugga shots as the orks ran past.

Turn 5 and the stompa had crashed into the ruins, and when the rhino exploded, the nearby Devs became casualties in the explosion! They rolled snake eyes for saves!  The Stompa is sitting on a 4 point objective! Surviving ork boyz and the warboss are not far behind on a 3 point objective!

That's a wrap - gave ends turn 5 calling it a draw.  Ultramarines Squad 2 was closing on on a 1 point objective and had linebreaker.  Marines were in control of 7 points of objectives and had linebreaker.  The Orks had 7 points and first blood (for the 3rd Squad drop pod).  The Stompa had a single hull point remaining, and the Warboss was leading about 35 remaining boyz.  If we'd had time, going to turn 6, the Stompa would have wheeled around to probably fire on the jinking Landspeeders or the predator.  In response, the marines planned to try to take the last hull point off, or other options.  I think that my list really needs to do the math required to take a Stompa out faster than 5 turns...that would help with my current problem with knights.

All for now!  Thanks for reading!

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