The second battle in the Road to Glory campaign is the battle to determine who is the attacker and who is the defender. It's also the first battle that has an effect on the next battle. Chaos and Orks were both taking this seriously and bringing their game face.
For those of you just joining us, here's the initial post on the campaign (including the chaos army list used), the battle report for mission 1 and the ork writeup.
I've also updated the campaign map to the right. Warning that it contains spoilers regarding the battle report below.
Ork Army List
- Warboss mega armor and boss pole (105)
- 4 Mega-Nobz with a deff rolla battle wagon (270)
- 12 Boyz in a trukk with a nob carrying a power-klaw and boss-pole (147)
- 5 Nob Bikerz (225)
Setup
Mission two was Capture and Control with Dawn of War deployment. We used the same board setup as the first mission. This time we had an objective in my deployment zone on the left flank and one on the right in the ork deployment zone. The bold orks deployed in the center and sneaky chaos refused to deploy anything.
Turn 1
The meganobz in battlewagon took off for the objective on the left flank and the trukk hung out in the center waiting for the chaos forces to arrive. The nob bikerz entered the board and moved up behind the trukk. In the chaos turn, everything came in on the right flank, with the defiler more towards the center and the prince and rhino on the right. The rhino popped smoke and the defiler bounced some rounds off the trukk. The thousand sons stayed off board, biding their time.
Turn 2
The ork battlewagon made it to the left flank objective and everyone inside settled in for a nice long lurk. The trukk popped over to the right flank, the boyz piled out, declaredwaaugh and ran. Not quite far enough to get to the demon prince. They did get to the rhino but nothing managed to damage it. The bikerz turbo boosted, lurking menacingly while watching the action. In the chaos turn the demon prince and marines in rhino ignored the boyz and rolled up on the bikerz, shooting and assaulting them, but not killing them all. The defiler walked up a hill and poured hot promethium and autocannon rounds into the boyz squad, killing everyone except the nob. The thousand sons stayed off board, biding their time.
Turn 3
In the ork turn the trukk retreated, setting up for late game objective contention. The last biker held out against the demon prince, keeping him locked in combat for the chaos turn. The meganobz turned on the battlewagon television, continuing to lurk in the trees by their objective. The lone nob is forgotten and unloved. In the chaos turn the prince and marines finally brought down the last biker. The marines consolidated towards the trukk and the prince started to move to the left flank.. The defiler also turned its attention towards the left flank, and knowing that it had a ways to go, started running. The thousand sons stayed off board, biding their time.
Turn 4
The trukk continued to lurk, looking for a position far enough away from the demon prince. The television turned out to be boring so the meganobz disembarked hoping to find something interesting to do near their objective. The lone nob remained forgotten and unloved. The chaos marines downed the trukk with concentrated plasma fire, sending it careening into a nearby forest where it exploded. The rest of the chaos forces moved as fast as possible towards the left flank where the thousand sons finally made their triumphant appearance.
Turn 5
The battlewagon tank shocks the thousand sons, crushing two under its deffrolla. The lone nob got remembered and manages to assault the chaos marines, pulling them away from their objective. The chaos marines fail to kill him in the ork turn, but do finish him off in the chaos turn, although they are unable to consolidate far enough to grab their objective. The thousand sons advanced and the demon prince moved up to contest the meganob held objective.
At the end of turn five no one has an uncontested objective. We roll for the end of game and it's over. Tie! Which is boring. So...
Turn 6
The battlewagon hit the demon prince with its deffrolla who met it head on with a death or glory attack. The battlewagon exploded but the prince took some wounds in the process. The meganobz danced and hooted when they finished him off with their shootas. In the chaos turn the marines finally got to their objective, the thousand sons ran to contest the meganob objective with the rhino in hot pursuit. The defiler assaulted the meganobz and smashed the warboss to paste before being pulled down by massed powerklaws.
With the right flank objective firmly under chaos control and the left flank objective in hot contention we ended the game with chaos winning, one objective to zero. Chaos has been declared the attacker for the Road to Glory campaign. They'll also get to choose who goes first in the next battle.
Final Thoughts
Deffrollas are probably nastier against vehicle armies. But against armored troops d6 S10 AP- hits isn't so bad. Sure it's S10 but if you've got 3+ armor you're not going to get too hurt. As for the current "controversy," I don't think it's unfair for the orks to have deffrollas as anti-vehicle. The ork codex doesn't have melta and most of its long range shooting is low powered. As an ork it's hard to get the S9 or S10 attacks that you need to nuke a land raider.
I'm enjoying making the map. The overall layout is similar to the campaign map in the main rulebook, but I've started from scratch using Inkscape. I've been drawing inspiration from the Battle Missions book for ways to better the map's look and feel.
Stay tuned! The next stage in the campaign should be played out tomorrow evening.
Mission two was Capture and Control with Dawn of War deployment. We used the same board setup as the first mission. This time we had an objective in my deployment zone on the left flank and one on the right in the ork deployment zone. The bold orks deployed in the center and sneaky chaos refused to deploy anything.
Turn 1
The meganobz in battlewagon took off for the objective on the left flank and the trukk hung out in the center waiting for the chaos forces to arrive. The nob bikerz entered the board and moved up behind the trukk. In the chaos turn, everything came in on the right flank, with the defiler more towards the center and the prince and rhino on the right. The rhino popped smoke and the defiler bounced some rounds off the trukk. The thousand sons stayed off board, biding their time.
Turn 2
The ork battlewagon made it to the left flank objective and everyone inside settled in for a nice long lurk. The trukk popped over to the right flank, the boyz piled out, declaredwaaugh and ran. Not quite far enough to get to the demon prince. They did get to the rhino but nothing managed to damage it. The bikerz turbo boosted, lurking menacingly while watching the action. In the chaos turn the demon prince and marines in rhino ignored the boyz and rolled up on the bikerz, shooting and assaulting them, but not killing them all. The defiler walked up a hill and poured hot promethium and autocannon rounds into the boyz squad, killing everyone except the nob. The thousand sons stayed off board, biding their time.
Turn 3
In the ork turn the trukk retreated, setting up for late game objective contention. The last biker held out against the demon prince, keeping him locked in combat for the chaos turn. The meganobz turned on the battlewagon television, continuing to lurk in the trees by their objective. The lone nob is forgotten and unloved. In the chaos turn the prince and marines finally brought down the last biker. The marines consolidated towards the trukk and the prince started to move to the left flank.. The defiler also turned its attention towards the left flank, and knowing that it had a ways to go, started running. The thousand sons stayed off board, biding their time.
Turn 4
The trukk continued to lurk, looking for a position far enough away from the demon prince. The television turned out to be boring so the meganobz disembarked hoping to find something interesting to do near their objective. The lone nob remained forgotten and unloved. The chaos marines downed the trukk with concentrated plasma fire, sending it careening into a nearby forest where it exploded. The rest of the chaos forces moved as fast as possible towards the left flank where the thousand sons finally made their triumphant appearance.
Turn 5
The battlewagon tank shocks the thousand sons, crushing two under its deffrolla. The lone nob got remembered and manages to assault the chaos marines, pulling them away from their objective. The chaos marines fail to kill him in the ork turn, but do finish him off in the chaos turn, although they are unable to consolidate far enough to grab their objective. The thousand sons advanced and the demon prince moved up to contest the meganob held objective.
At the end of turn five no one has an uncontested objective. We roll for the end of game and it's over. Tie! Which is boring. So...
Turn 6
The battlewagon hit the demon prince with its deffrolla who met it head on with a death or glory attack. The battlewagon exploded but the prince took some wounds in the process. The meganobz danced and hooted when they finished him off with their shootas. In the chaos turn the marines finally got to their objective, the thousand sons ran to contest the meganob objective with the rhino in hot pursuit. The defiler assaulted the meganobz and smashed the warboss to paste before being pulled down by massed powerklaws.
With the right flank objective firmly under chaos control and the left flank objective in hot contention we ended the game with chaos winning, one objective to zero. Chaos has been declared the attacker for the Road to Glory campaign. They'll also get to choose who goes first in the next battle.
Final Thoughts
Deffrollas are probably nastier against vehicle armies. But against armored troops d6 S10 AP- hits isn't so bad. Sure it's S10 but if you've got 3+ armor you're not going to get too hurt. As for the current "controversy," I don't think it's unfair for the orks to have deffrollas as anti-vehicle. The ork codex doesn't have melta and most of its long range shooting is low powered. As an ork it's hard to get the S9 or S10 attacks that you need to nuke a land raider.
I'm enjoying making the map. The overall layout is similar to the campaign map in the main rulebook, but I've started from scratch using Inkscape. I've been drawing inspiration from the Battle Missions book for ways to better the map's look and feel.
Stay tuned! The next stage in the campaign should be played out tomorrow evening.
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