Thursday, September 18, 2014

Iron Hands Help? Getting Rusty...

I played a low-pressure game at the FLGS last week using (because I'm lazy) the same list I'd used in the last games of the 40K League.  My opponent was a fairly new player, and he wanted a 1500 point game (about his 5 game ever).  He has started to develop a Iron-Hands based chapter of Space Marines, called the Sons of Eos.

His list for the night was basically this:

Librarian Epistolary (level 2), TDA, Force Staff, Storm Bolter, Biomancy
10 marines, FL, ML, Rhino
10 marines, PG, ML
5 Tactical Terminators, AC
Landraider, 2xTLLC, TLHB
Stormtalon, TLAC, SHMs
Dreadnought, TLLC, DCCW/SB
Dreadnought, AC, DCCW/HF, Drop Pod, Deathwind Launcher
5 Scouts, 4SR, 1 ML



Overall, I won the game 11-6, but that was not the important part.  I was, however, as foreshadowed in a prior blog post, using TeleTiggy rather than his evil twin PyroTiggy.   I had rolled up Invisibility, Shrouding, Dominate, plus the primaris Shriek, and of course force. It was sort of fun as a difference from PyroTiggy, especially when Tiggy and the Sternguard were being assaulted (first by a terminator survivor) and later by the Epistolary and a tactical squad), while invisible and shrouded.

The last night I played against a different player - who ALSO had Iron hands:

Chapter master on Bike, all the Clan Raukan Relics he could carry
6+ Bikers, double plasma
Ironclad Dreadnought (melta, flamer, siege drills), Pod w/ deathwind)
5 Scouts (shotguns, combigrav, MB), Landspeeder Storm w/ MM
5 Scouts (shotguns, combigrav, MB), Landspeeder Storm w/ MM
Techmarine, Thunderfire Cannon
Knight, Thermal Cannon

I won this game as well (about 14-9 if we'd completed the last turn).  Teletiggy rolled up some horrendous spells this time (Hallucinate, Terrify, Dominate, nothing great - no invisibility or shrouding, and he periled on Turn 5 but survived).  

Screw all that, what I wanted to focus on was - do you have any advice for novice iron hands players?  I thought it odd the first player wanted to use a librarian (out of character for iron Hands?), but what is the cornerstone or focus for Iron Hands?  The second player was a bit more polished but I think he had too many points in the Knight and Chapter Master.  Ps...this time I largely ignored the Knight, focusing instead on the Chapter master and bike buddies, before switching attention over to his scouts. Since the first game - I found that in the Clan Raukan book there is a Librarian force weapon relic I wish I had access to as an Ultramarine!

For your homework or pondering - I'm drawing on the two primary sources here - the Space Marines Codex (of course), and the Clan Raukan book seems to be a must.  And then there are two really good favorite sources for further knowledge I'd recommend -

http://www.bolterandchainsword.com/forum/195-iron-hands/

and

http://imperatorguides.blogspot.com.au/2014/01/7-days-of-glory-iron-hands.html

What are your thoughts?  Do you have a favorite Iron Hands list?


Thursday, September 4, 2014

Maine 40K League Performance


OK, minor confession.  I was not documenting any battle reports for the past 60 days or so because I was playing in the first ever state-wide Warhammer 40K League and I did not want to be giving out any pointers or information that might have given my opponents better intel and make it easier for them to stomp on my Third Company Ultramarines.

This was an interesting event, and I look forward to the next season.  It is something you might be able to do in your own state.

For you organizers out there - in a nutshell - one of our local TOs (Thor at Creative Twilight) was asked to set up a state-wide league, and I think he was very successful .  Thor created a league website and facebook page, and then sent out notices on various forums for 40K in Maine that you could join the league as simply as signing up, giving plenty of time for this FREE event. All you needed to disclose was your email address and what store you wanted to play at.  He ended up with a final pool of 32 players, which were then divided into 5 groups based on their store preference.  I was assigned into the Halo Stars (division), and divisional play consisted of 6 games.  The top 2 leaders for each Division were then invited to go to The Complex, a games store in Scarborough (Pine Point), Maine, for a three game championship event to crown the Maine 40K league Champion.  Of the players 10 invited to the championship round, 8 drove in from around the state to play in the final games.

For all of my games, IIRR, we played new 7th Edition Maelstrom missions.  All of the games were played at 1500 points (the recommended level) except for one of my first (which I lost, in part not being prepared to play at a large limit). The players could play whenever and wherever they wanted, and win/loss/draw was reported and confirmed electronically to the league website.  Players agreed between themselves what missions and points to play at for the Divisional games.

In the Divisional games, I came out as 3 wins and 3 loses, which (being a tough pool!) actually qualified me to move up.

Overall, I played nearly the same list for each divisional game (although we were allowed to do whatever we wanted, including even changing points or armies). I modified that list just a bit for the championship round:

Librarian Tigurius (PyroTiggy)
Sternguard Squad (9, 2 MG, 4 CMG, MB), Drop Pod, Deathwind Launcher
Tactical Squad (10, MG, CPG, MM, MB), Drop Pod, Deathwind Launcher
Tactical Squad (10, MG, CPG, MM, MB), Drop Pod, Deathwind Launcher
Devastator Squad (5, 3 ML), Rhino w SB
Devastator Squad (5, 2 PC), Rhino w SB
Landspeeder Typhoon Squadron (2, HB/TML)
StormTalon (1, TLAC, SHM)



The Divisional games had given me some pretty good practice with the list, even though I most often forgot to use the Ultramarines Chapter Tactics or Tiggy's warlord trait to my best advantage.  In some games I had issues with remembering the psychic phase.  Eventually the games helped to get us all better at the flow of 7th Edition.  

The best games may have been the Championship round games!

Game 1 - (Table 4) - Vs Necrons.  Maelstron Mission #1

My opponent had a pretty interesting list consisting of a Lord, C'Tan, Sniper Necrons, Small barge, Barge, Destroyers, heavy necrons, and regular necrons.



He deployed forst and went first.

This game went horribly wrong for me from the start, and turned into an uphill battle.

On turn 1, PyroTiggy and the Sternguard drop in the board center near the C'Tan, looking to take it out on the first turn and maybe get some wounds on other nearby Necron units that had moved up.  I have some great Pyro spells - it is looking good.  First Psychic phase of the game - Tiggy rolls up enough dice for me to try to do all 5 spells...I choose the first spell - the one that gives him a 4++ invulnerable and essentially prescience for the rest of the phase.  Then I roll 66 - 1 - 56 - 4 - 55.  Get it?  Perils. Removed from game if not passing a leadership check.  Failing Leadership.  Taking down 4 sternguard with him.  Sternguard break and run. OMG!  The 5 remaining sternguard are running away.  In snapshooting, I get a single wound on the C'Tan.  In the Necron player turn the C'Tan kills off the Sternguard. We played the full time limit, but my opponent was a bit slow, so we only completed 4 turns in 2.25 hours...I ended up with a draw at 9 maelstrom points for the effort.  At the end, I was still looking good, and if the game had continued with time I'd have won the game. Card wise, I was able to draw just 10 cards in 4 turns.  Blech!

I was tied for last place in points.

Game 2 - (Table 4) - vs Demons of Khorne. Maelstrom Mission #2

My opponent was playing an all-Khorne demon army, led by a Bloodthirster.  He had the Hounds (and character), Skulltaker, large swarms of bloodletters, bloodcrushers, heralds, and a soul grinder.  Overall, his army is meant to get into close combat as fast as possible.  I realized I have no idea what to expect from these guys!



My opponent deploys first and goes first.  He moves towards my deployed units.  PyroTiggy and the Sternguard try to drop in on his flank, but deviate towards the table center, between his Khorne dogs and Thirsters.  The Tactical pod drops in next to his soul grinder.  PyroTiggy casts the 4+ cover save spell on the Sternguard, casts force, and then lets go with a few flame spells (some are denied).  Tiggy gets a perils check from the collar of khorne and takes just a wound.  I kill off the Dogs for first blood. My opponent has to remove a bunch of bloodletters and the soul grinder explodes.  On turn 2, he assaults Tiggy/Sternguard and the tactical squad, eliminating the tactical squad and sternguard.  Tiggy lasts another round of combat or two with his 4++ before  he is swept away.  In the mean time, I'm getting points from tactical cards and wrecking/eliminating all of his un-engaged units.  Those drop pods kept on working.

At the end of Turn 5, my opponent is swept clean of the table, and we ask what to do (we are playing for total points for the day - I have 30 minutes left!). We roll for the game to continue to turn 6.  Chaos winds blow, and my opponent is able to drop a demon unit (horrors) onto the table center! The fight continues a bit longer and we end at the end of Turn 6, I win 25 to 3. In this game I scored on 13 cards.

Game 3 - (Table 1) - vs White Scars / Grey Knights.  Maelstrom Mission #5.

My opponent is a player from my own FLGS, and is a very tough competitor.  He has won his two prior games and unbeknownst to me run up a point gap in the field from some high point victories.  He has a White Scars chapter master with hammer on a bike, a white scars biker unit, two full tactical squads with drop pods (to combat squad), Stormtalon, Hunter(!!!), Grey Knight Terminator Librarian, Nemesis dreadknight, and a unit of Grey Knight terminators with halberds and fists.



When we place objectives, I look to spread them as wide as I can.

I have to deploy first and go first.  Tiggy and sternguard drop in the back corner to get the bikers and successfully eliminate them (the Chapter master was deployed separately).  My first tactical pod drops in and does little.  The tacticals and eventually sternguard/Tiggy are eliminated by the end of turn 2. BUT they did the job of delaying the enemy advance towards the table center!  The enemy drop pods arrive onto my backfield - on turn 2 and in the center.  I eliminate the backfield tactical combat squad halves, and on turn 3 eliminate their pod.  I then wipe out the tacticals and Hunter.  I stay about 3-4 points ahead of my opponent the entire game. At the end, my Stormtalon is jinking around chased by two missiles!

Turn 4, his (wounded) Chapter Master on Bike assaults my plasma cannon dev squad (occupying the second floor of a ruin).  I wound him!  He rolls a 1! OMG.

The game was full of ups and downs, and at the end (time called) we were a few points apart.

I won, 12 to 10.

Awards Ceremony
I finished the day with a draw and two wins!

In the awards, your game points for the day are tallied.  Overall, I came in 2nd place, just 4 points down from the Maine 40K League Winner! It was awesome!  Both of us play at the same FLGS (we were in different Divisions).

The games were all fun, and I like the format.  The Maelstrom points method of monitoring performance seemed to work out well, and it made every game important, and use of time management was very key.

Other players at the Championship round - Dark Elves (Beautiful army, very detailed, trophy for best painted), SpaceWolves (unbound! 5 dreadnoughts, 3 pods, 2 new SW flyers, and a new forgeworld landraider variant), a Space marines(Iron hands?)-knight allies list, and a Astra Militarum (IG)  Armored Company (Just the tanks, baby, just the tanks, plus a superheavy...).

So overall, in the league total for all 9 games, I ended up 5-3-1, which ain't too shabby.

PyroTiggy died in every Championship round game, but his performance was very important to my game record.  Overall, none of my units really earned MVP status.  They all played as a team, and they all did their jobs very well.  If I tweaked the list one more time, I'd be torn about either dropping the 3 MBs on sergeants and just adding a 4th ML to a dev squad, staying as-is, or replacing one of the units for something comparable but better.



All for now, yep, it is my first 40 Trophy...it's awesome!

Ming



Friday, August 29, 2014

Review of my 2013-2014 Gaming Year


For those of you who used to read my blog over the years here and back at B&C, I benchmark the start of the gaming year at August 15+/-, coinciding with what had been the HardBoyz tournament prelims.  The following is my W/D/L record for the past four years, nearly all as 3rd Company Ultramarines.  

2013-2014 Record for Third Company: 19 Wins 1 Draws 11 Losses
2012-2013 Record for Third Company: 21 wins 3 Draws 17 Losses
2011-2012 Record for Third Company: 18 Wins 7 Draws 15 Losses
2010-2011 Record for Third Company: 35 Wins 10 Draws 30 Losses

As last year's blog post, I have normalized each year to get a measure of improvement, giving a win 3 quality points, a draw as 2 quality points, and a loss as 1 quality point. The game year averages then become:

2013-2014 QPS = 2.258
2012-2013 QPs = 2.097
2011-2012 QPs = 2.075
2010-2011 QPs = 2.066

The first thing that really sticks out is that I'm average (Still a solid "2") and improving. Pretty much on average every game could have been a win or loss. Anyone reading my reports could come up with the same conclusion.  Most of my games can hinge over a single deciding point or set of dice results, which remains for me, pretty cool.  I'd rather have fun games than one-sided struggles.  

Another way to normalize the data is as percentages:

2013-2014 = 61% W; 3% D; 36% L
2012-2013 = 51% W; 7% D; 41% L
2011-2012 = 45% W; 18% D; 38% L
2010-2011 = 47% W; 13% D; 40% L

Of course, one other aspect of the numbers above is also apparent...I've been playing in fewer games (still)...in part because life is very busy these days, and also some of my improvement is that I'm seeing fewer games vs my overall lifelong gaming nemesis, RippedDragon, and more Wednesday night casual games than "3-game tournament days".      

One other aspect is that I'll soon hopefully get my 100th Win as 3rd Company (I'm actually at 95 wins at the moment). You may recall that RippedDragon achieved the 100th victory mark with his Orks over 2 years ago in 5th Edition...

One aspect of course that I'm enjoying is that in 7th Edition, most recently, my Ultramarines have proven to be really good with Maelstrom Missions, and the game sizes have been somewhat smaller (1500 to 1750 points in size).  Of course that is more of a qualitative observation than something I've collected data on. However, I did manage a win vs Orks this week...and that is a rare event...

Now that summer nears its close, I hope to see more games.  Tomorrow is the "Maine 40K League" finals, where I hope to catch up with old friends and maybe get three great games in.  We'll see about that!  Based on my numbers above...maybe I can pull out two solid wins from the three games and be in the top three players there...Wish me luck!





Tuesday, August 26, 2014

PyroTiggy is Fun

First off, I've been really busy with trips, work, and other stuff going on.  So it has been a bunch of time.  The weird thing is, I have a couple of draft blog entries in the que, but just have not finished them.  On the fly, I thought I'd just push forward one of my favorite things for 7th Edition - the fact that if you choose all your librarian spells from one discipline, it can be fun!

So, my favorite Librarian is Tigurius.  He is a level 3 psycher, with OK stats, mediocre armor, and a plain old master crafted stick to smack opponents with.  But, imaging what happens when you play a game with his spells assigned!  He rolls for three spells and gets re-rolls for the spells you don't want.  Once in play, he shines, since you can reroll your failed spell rolls!  So, what does that mean in a practical sense?

PyroTiggy.

The ideal spell set includes (he gets 4 plus force):

Force (of course, its free with the stick, which is 2+S, concussive, soulblaze)
Flame Breath (primaris, template, S5AP4,assault, soulblaze)
#1 Fiery Form (yields a 4+ invulnerable to Tiggy, rerolls every failed to wound roll inflicted by other pyromancy powers).
#4 Sunburst Nova (9", 2D6, S4, AP5, ignores cover, soulblaze).
# 6 Molten Beam (12", S8, AP1 Meltabeam).

Alternate for #1 is #2 (Fireshield, 4+cover save plus 6" dangerous terrain bubble for the unit)
Alternate for #4 or#6 is #5 (Inferno, 24", large blast, S4AP5, ignores cover, soulblaze).

So, pretty much every power (except #3) is really really good!

Remember, in this edition, a psycher can use the powers on as many different targets as possible.

Assuming that PyroTiggy gets an average roll of 4, +3 for his level, you have 7 psychic dice.  So, in an ideal perfect turn, he could roll up all 4 spells plus force successfully...with an extra dice or so to give some extra support and make it happen!  Sweet!

Of course, my dice never let me actually get perfection.  I don't know how many times I've tried to roll up a #1, rerolled it, and got #3 or #2...not that I can complain for a #2.  I also don't know how many times I tried to get Tiggy in Nova range and failed that too.

I have a few more games playing PyroTiggy.  Then maybe on to TeleTiggy!

Playing in a tournament this weekend, wish me luck!



Sunday, June 22, 2014

Pulling a Crazy Jervis

Remember the Book (and movie) the Hunt for Red October?  It brought into more common the term "pulling a crazy Ivan", to put a definition on something a submarine captain would do to shake up would-be pursuers.  It would possibly confuse or drive the opposing boat commander crazy, not knowing anything other than that a Crazy Ivan maneuver would occur at some point, and you never knew when.  The not knowing the intent or when it would occur would keep the situation tense and alert.

Well, now that we have 7th Edition 40K out, I can see one chapter of the rule book that certainly has Jervis Johnson's stamp on it.  And anytime we see something crazy happen in the 40K rules, I'd propose we call it a Crazy Jervis.  So...Reecius at Frontline - if you happen to read this blog...use that term in a podcast as a code that you have been here!

So what does this "crazy Jervis" consist of?  It is something that seems to be driving the blogosphere crazy concerning 40K - you know what it is!  Its everything stuffed between pages 116 and 122 of the rule book!  Every pod cast I listen to seems to be shocked and awed and puzzled over the maneuver.  Here is Jervis at his best...I've read his writings elsewhere and I'm personally not too surprised!  If you skim through this section you get the impression (as I keep hearing) that this section is a wreck - and tournament organizers (like Reecius) are going crazy trying to figure it out our interpret this section of the book to make some sort of sense of it all.

Lets go back to the sub hunt.  You may be overthinking the situation.

In reality - the MOST important sentence is in BOLD on page 116.  Players must agree to how they are going to select their armies, and if any restrictions apply to the number and type of models they can use.

If I was a tournament organizer...I'd read that sentence AGAIN.

Reecius.  NOVA Guys.  Local players at Crossroads! Guess what?  You can set the restrictions you want based on any definition you want. Stop overthinking!  The rest of the text in the section does set some boundaries...but it also foretell the future!  GW is predicting that their future books or supplements can contain force org variations - and they tell you the format that they will be presented in!

So, in this section, the permutations under that bold sentence are endless.  If I wanted to play a game and my opponent agreed to NO POINT RESTRICTIONS, but required a HQ, 4 troops, and 4 heavies per side, we can decide to do that!  If we decide to play a game with 1500 points, one COD, and no allies or fortifications or formations or other CODs, we can do that!  If Reecius wants to hold an event that requires 1850 points, restrictions to certain Superheavy units, no fortifications, and two or fewer sources, he can do it!  No guilt, no issues!  Its all cool!

So why is this all getting people all crazy?  The most important thing to remember is that "agreement" between the players as to the format of the game is implied.

In my local gaming, I was asked about a format for an upcoming league match.  I asked for 1500 points, a primary detachment that met the COD requirement, and then was open to allies, formations, whatever, and my opponent agreed!  So in that regard, we have a valid game!  Of course I might have only a single COD of the Space Marine Faction, and he shows up with a AM COD, Knight, and inquisition allies, but, hey!  We set the requirements and then met them they way we wanted to!

Now, in Tournaments, where you have a TO who sets and organizes the event, in GW's format should set the parameters for the event in terms of point restrictions (or not), army list restrictions (or not), allowable source (or not), in advance, so a player can prepare for the event.  The rule set implies you can set the parameters any way you want.  It implies the attendee agrees to the parameters you set!

So is this all driving you crazy?  Yep, GW pulled a Crazy Jervis on  everyone with 7th Edition, and then they sailed off in the direction they have been sailing.  Instead of getting all nuts over that maneuver, you need to see it for what it is, adjust accordingly, and game on!

Am still looking to get a bunch of league games in this week.  All I ask is that if my opponents are going to want to do something we have not agreed to in advance, that they can sit and allow me to either change my army list to adjust reasonably to their parameters, or they change their list to some parameter more reasonable and agreeable to both.  Of course, the more hopeful thing would be for the neutral league organizer to set better parameters for us all to follow, but right now we are pretty much allowed to do whatever we want!  The rule is there are no rules?  Nope, go back to page 116....

All for now, going to be a busy week and I can't wait to see the new Ork codex!!!! Cant wait to see what the next Crazy Jervis will be.

...sonar to comm...we have a contact...wait...its...






Wednesday, June 18, 2014

3rd Company Experiencing 7th - Its a Tough Universe!

Captain Fabian and Chief Librarian Tigurius leaned forward towards each other, the tactical table between them.  Their faces were grim as they considered the facts before them.  Ever since being assigned to the Halo Stars region of space, all news was grim.  Overall, they remained optimistic.  Grimly optimistic. 

Yep, 7th edition is here and 3rd Company (and their support - the 555th Cadian Regiment), are adapting to the challenge.

3rd Company had been in a mere two game in 7th - way less than I'd hoped, but I'm trying to catch up with as many as 4 games coming in the next two weeks.  Maybe more if I'm lucky.  Right now, time is at a premium.

My first 7th Edition Game was at 1500 Points, my opponent brought a Knight and such. We beat ourselves to a pulp and at the end the game was a draw.  In this game I tried to kill of a Knight, and of course came up short.  I thought about the list and renewed on my education against the new "Super heavies" out there. I think we had played one of the "local" missions from Creative Twilight.

10 Days later we went at it again.  This time for points in a "State 40K League".  We got together on a Saturday morning.  It ended up as one of the longest 40K games I'd played in a while, caused by 7 turns and having to look up all sorts of rules changes.  But 3rd Company got the win, even though it was a very difficult time of it. My opponent got his first loss in the League.  This time we'd rolled up on the Eternal War missions - and randomly got the RELIC mission.  I think the final score was 3-1.  Neither of us had the relic at the end, as my two remaining troop models were hiding behind some terrain to seal the point for linebreaker, and all of my opponent's infantry models were eliminated.

I spent time this week working on a Stormtalon, some terrain for the home table, and toughing up some paint on some older models.  I tried a technique using blue painters tape to help do checkerboard patterns in vehicles, which worked pretty well.

Fathers day was pretty cool -  my youngest Son had sent me a Taurox kit AND the Space Marines x-box game!   Sweet!

Now for a last tip - because you guys know I also am into craft / microbrew beer sampling - try the APP for your phone called Untappd.  Details are at:

https://untappd.com/

It lets you keep track of what you drink, where to get great beers, what your friends have been tasting, and you can earn BADGES just for achieving certain drink tasting beering happy metrics!  Get it on your smartphone and give it a try!

Check back soon for hopefully MORE 40K goodness!




Saturday, April 19, 2014

Week 4 Campaign Battle - 3rd Company vs Grogswillas Kult of Speed

Warboss Grogswilla was feeling really good.  As an Ork warboss he had already exceeded all the other Orks in the tribe in terms of toughness and combat skills, but it seemed that over the past month, to his good fortune, he was almost growing tougher and bigger every day!  “Herr herrr herrr” he chuckled.  At the moment, his grot attendants were running all over the encampment, bringing messages for all his Nobz to assemble.  His Kult of Speed bikers had observed “bloo armored oomans” at the site of the prior encampment.  The biker mob had been sent back to recover some important scrap and tek that his favorite Mek, Kevmek da Red, had left behind below the floorboards of his shack.  It was likely the oomans’ had recovered the scrap, and Grogswilla was looking for a fight!

Mission:  
Continuation of Campaign.  Standard deployment, 1500 points.  Campaign Mission #4 – escape with the prize.  In this special mission, each player starts with a score of 10 points.  3 points are earned for every unit (that qualified as a kill point) exists the opponents table edge.  2 points are earned for every kill point taken from your opponent.  1 point is lost for every kill point you yield to your opponent.  5 points are earned for having your warlord exit the table.  Units can only exit the table for bonus points in the movement phase.
 Campaign notes: 
Players had to maintain their warlord and one troop choice for all 4 weeks of the campaign.  Each week, the warlord would get +1 to either WS, BS, T, or I.  At the end of week 2 would get +1 W.  At the end of week 2, the troop choice would get +1 to either WS, BS, T, or I.

Battlefield terrain: 
Volcanic rift valley.  Cracks filled with lava are dangerous and difficult terrain.  Cinder cones are impassable terrain.

OPFOR:  Cult of Speed Grogswilla
Warboss Grogswilla: +3 to Toughness, +1W, +1WS.  Mega armor, ammo runt, big shoota, powerclaw
Grogswilla’s Cohort: 5 meganobz, powerclaws, shootas
Grogswilla’s Big Rod:  Battlewagon, red paint job, cannon, 4 big shootas
The WannaBeez:  10 Nobz, 9 Big Choppas, 1 powerclaw, Shootas
WB’z Trukk: Big Shootas, red paint job
GoldenNutz: 10 Flash Gitz
GN’s Ride: Looted Wagon, red paint job, big shootas
KevMeks Biker Mob:  10 Bikes, twin linked big shootas, nobz, painboy, powerclaw, big choppas, etc., +1T

3rd Company Ultramarines Plus 1st Company Support:
Librarian Arcadius, TDA, Stormshield, Psychic Scream, +2WS, +2T, +1W
Tactical Squad Ovatius (2nd Squad), 10 marines, CPG, PG, ML , +1T
Rhino
Tactical Squad Theta (4th Squad), 10 marines, CGG, GG, ML
Drop Pod
Command Squad Tacitus, 5 marines, Apothecary, company champion, 3 PGs
Drop Pod
Sternguard Squad Titus, 10 marines, 2 MG, 3 CMG, LC
Drop Pod
Tactical Terminator Squad, 5 marines, 1 CML
Landspeeder Squadron Hexus, 2 landspeeder typhoons, HB/CML

Pre-Battle Assessment:
Everyone knows I hate Orks!  And here it was, the last battle of the campaign, and I’d be playing them!  And not your normal orks – every ork in the opponent’s list was a nob equivalent. The orks had about 9 “regular kill points” on the table.  I could expand out to about 14.  The mission was interesting – if we both ignored each other, and just crossed the table, I would win.  The only way the orks could win was to kill off about 7 of my units (+/- with the scoring math above).  The orks were to deploy and go first, and it was daylight.

After watching the orks deploy along their deployment zone – foot orks were in their three vehicles, and the bikes were on the far left, I decided that I’d sacrifice a combat squad (plasma half of Ovatius) and their rhino to my far left as bait, while the rest of my force that needed to be deployed (landspeeders, ML half of Ovatius) would deploy in cover on my right.  The goal would be to drop my pods in the upper right and as each unit arrived exit the table.  The Librarian and terminators would arrive from reserves and either drop near the exit edge or if needed rescue / distract my opponent.  There were flaws in that thinking, but the nob bikers (now toughness 6 because of the campaign effects) were very mobile and needed to be dealt with.  Also in part was the decision by the CO to order that units could only score if departing during a movement phase, which meant that marines arriving in pods could not immediately exit the table the turn they arrived unless they dropped within 6 inches of an edge and walked off after the pod hit the table as part of their disembark.  Also a consideration was that the Trukk and Looted Wagon were used by the ork player to bubblewrap the battlewagon, making it difficult for me to get an alpha strike on it with either the sternguard or the command squad.    The ork player had already determined that the ork strategy lay only in getting as many kill points as possible.

Turn 1:
The ork bikers and vehicles all advance forward, with the Trukk and looted wagon heading toward my right (Ovatius Beta), bikers towards the left (Ovatius Alpha), and the Battlewagon toward the center.  The looted wagon crossed a lava crack and immediately suffered an immobilized result.  In shooting, the Rhino became wrecked and Ovatius Alpha dismounted behind it for cover.  Ovatius Beta took two casualties from the flash gitz’ special weapons fire and mounted big shootas.



In response, the sternguard pod dropped down in the upper right, about 30 inches from the battlewagon and 8 inches from the table edge.  Then the command squad pod dropped down, but deviated towards the table center, to be about 26 inches from the battlewagon, on a lava crack!  The command squad dismounted and the lava caused no casualties.  The sternguard squad split into a meltagun half (Beta) and the half with the sergeant (alpha).  Ovatius Beta moved slightly for better cover, and Ovatius Alpha moved to get LOS on the ork bikers.  Hexus moved to get LOS on the Trukk.  In shooting, the trukk was destroyed, and one or two Wannabeez were casualties.  



Score:  Ultras 11, Orks: 11 (remember we both start with 10 points)

Turn 2:
The orks warboss decides this turn requires a Waaaaghh!

Wannabeez (on foot) and GoldenNutz (on foot) move towards Ovatius Beta and Hexus while the bikers move towards Ovatius Alpha.  Grogswilla’s battlewagon moves towards the drop pods, the orks dismount, and move forward to prepare to charge on the space marines.  In shooting, the biker mob finishes off Ovatius Alpha with their twin linked big shootas.  The Wannabeez fail to injure Beta, and the GoldenNutz only take a hull point off Hexus.  In assault, the distance is too great for Grogswilla to assault the command squad, GoldenNutz fails their assault on the Landspeeders, but the Wannabeez make their charge on Beta.   Beta (at three marines) puts a wound or two on the Wannabeez, but are then wiped out.

The reserve rolls are not kind to the marines.  Only squad Theta arrives from reserves, and their drop pod deviates towards the warboss.  I decide that there is a chance worth trying to get wounds on the warboss and his retinue – after all I have about 25 marines in 5 firing groups in that table quadrant.  Hexus moves further towards the left to bait the nob bikers and line up shots on the immobilized looted wagon.  In shooting, the looted wagon is wrecked. After shooting all of the marines and pods at the ork warboss and retinue, 2 meganobz are eliminated, and that is about all.

Score: Ultras: 11, Orks: 14

Turn 3: 
Well, the Waaaaghh! Was not as successful as it could have been!

The Wannabeez now turn their attention to Hexus, located about 17 inches away.  The GoldenNutz also shhot at Hexus but fail to cause any damage.  The The bikers now begin zooming towards the podded marines far away, but they can see their warboss advancing!  Grogswilla splits from his retinue – after all, he is now a whopping T8, WS6, 5 or so wound Monster in mega armor (+/- an invulnerable save).  He moves after a combat squad from Theta, and the meganobz move after the other half.  In shooting, 2 marines from Theta are downed.  In assault, the Wannabeez fail their charge on the landpeeders.  The meganobz roll difficult and dangerous charge results, but make it into assault with one combat squad, BUT Grotswilla fails his charge, AND is stopped cold in the lava, taking a wound!  In assault, the meganobz wipe out the remnants of the combat squad (Theta Alpha).



The Librarian and terminators arrive from reserves.  They decide to drop right behind the T6 ork bikers, thinking they can wreck them.  Hexus moves away from the wannabeez, to a position where they can shoot at the GoldenNutz.  Theta (beta) and Sternguard (alpha) decide to leave the table, to get away from the warboss and clear the fire lanes for the meltagun sternguard and plasma command squad!  In shooting, the Librarian Arcadius casts Psychic scream on the nob bikers, but with three dice rolls a 5!  Not enough and a dismal failure!  Between the terminators and Landspeeders, just two bikers are eliminated.  The sternguard and command squad fire up the meltaguns and plasma, and have enough firepower to take on the three remaining meganobz and eliminates them!



Score:  Ultras: 18 Orks: 14

Turn 4:
The sole survivor of the GoldenNutz is picked up by the battlewagon for safety!  The bikers continue on their movement towards the remaining Ultramarines and drop pods in the upper right.  The Battlewagon heads back in that direction as well, keeping its front arc pointed towards Hexus.  The WannaBeez walk off the table!  Warboss Grogswilla moves behind a drop pod, deciding it is a good source of scrap!  In shooting from the nob bikers, battlewagon, and surviving flashgitz, the combat squad of Sternguard are dispatched.  In assault, Grogswilla explodes a drop pod, and calmly walks towards the other two.

Librarian Arcadius and the terminators walk towards the Ork table edge at an angle to just get within 12 inches of the retreating bikers.  The command squad move off the table for points.  Hexus moves to a position where it can again fire on the nob bikers.  In shooting, again, Arcadius calls on the Psychic Scream power and with three dice rolls a 6...failing again to cause any damage to the bikers.  In shooting from the Terminator and Hexus, the nob bikers take a few wounds, and lose just one bike.  T6 bikers are very hard to damage, especially with a save and a FNP save!

Score: Ultras: 19 Orks: 21 

Turn 5:
Grogswilla now turns his attention to the other two drop pods, stomping across a lava bed in their direction.  The Nob Biker mob and battlewagon turn their attention to the Librarian and terminators!  In shooting, a terminator is dropped, and the bikers charge the Ultramarines!  The Orks are challenged by the Terminator Sergeant, and the matchup is with the Painboy.  They both fail to harm each other.  In the meantime, the Librarian and other terminators fail to significantly damage the other bikers at all and one terminator fails his save to the Powerclaw.  While this is going on, the Warboss double charges the two remaining drop pods, wrecking both to scrap!



On the Ultramarine turn the sole sergeant continues his battle with the Painboy.  The Librarian and remaining terminators are eliminated by rolling a bunch of 1s and 2s.

Score: Ultras: 16 Orks: 27

Turn 6:  
The ork warboss is picked up by the nearby Battlewagon and he zooms off towards the Bikers!  Hexus is ignored.  In assault, the Painboy and Ultramarine Sergeant continue to fight with the other bikers cheering on!

On the Ultramarines turn, Hexus zooms forward and eventually turbo-boosts towards the table edge.  The sergeant and Painboy continue slugging it out.

Score: Ultras 16 Orks 27

Turn 7:
The battlewagon moves forward a bit and the warboss dismounts, he wants to get in on the scrap vs the remaining Ultramarine!  He is able to charge in, and he throws the Painboy out of the way!  With a sweep of his powerclaw, the last Ultramarine terminator is dispatched.

Landspeeder Squadron Hexus moves off the table.

Final Score: Ultramarines: 18 Orks 29

Assessment:
I lost by going off-plan!  There was the opportunity, for all the good they did in the game, for the Librarian and terminators to deep strike in off in a corner somewhere and leave the battlefield before the end of Turn 4 for bonus points.  The failure for that to happen cost the Ultramarines 8 points towards victory, and instead yielded 4 points to the orks at a cost of 2 points for a 6 point swing.  In addition, the loss of the sternguard combat squad was a waste of points.  Taking down the meganobs gained me 2 points, a loss of a point for the orks, but then I gave it right back!  Going off the table instead, to leave the meganobz in the backfield, would have had no impact on the game for me.  Certainly, the meganobz could have rejoined the warboss, or tried to footslog to my table edge, but they were, in retrospect, too far back to have scored.  Instead, the orks gained points for every mistake I made.

Most disappointing was Arcadius.  He arrived late, and even then failed to cause meaningful damage to the orks.  I also made a few mistakes there as well - it would have been better for Arcadius to challenge the Orks!  That way he would have overcome some of the issues of a character fighting in a mob – I would have had a WS7 T6 Librarian with a 3++ fighting a WS5T6 painboy ork or powerclaw nob on a bike (rather than the my terminator sergeant)!  Even if the pairing had been vs the Powerclaw ork it would have been better!

Overall, I think I gained only 3 actual KP units vs the orks (2 vehicles and the meganobz), vs losing 10.  Remember, I had the larger number of KPs and thus units to score with by moving off the ork table edge (although three were the immobile pods).

Overall, kudos to my opponent.  My orky opponents in the past had all been with horde-type lists, and this all nob-equivalent list proved to be a tough matchup!  He played a great game and his list was as hard as a rock for this matchup.