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Year uv da Ork/Fighting Tiger Recruitment Drive: Battle #1 After investing
a lot of time and energy in other armies, my pal Pat and I have returned
to our “core” forces: Orks and Fighting Tiger Space Marines, respectively.
Pat has declared 2004 to be the “Year uv da Ork”: he has dedicated himself
to reorganizing and painting his greenskins. I have launched the “Fighting
Tiger Recruitment Drive,” and will be adding 40 Scouts to the 20 I already
have to make a full detachment of trainees.
As 2004 goes along, we’ll have lots of articles and features related to Orks and Scouts. To kick it all off, we thought we’d fight a battle and let you know how it turned out. Droogies: 2000 points of Orks
Knowing
ahead of time that I’d be facing greenies—and STILL smarting from the whuppings
they gave me in the Blood Deserts of Auros
IX Campaign—I went for a very shooty army based on Scouts, Scouts,
and more Scouts, with a few supporting units thrown in. The idea behind
the “Recruitment Drive” is that Tiger losses were so severe on Auros IX
that they’ve had to induct a lot of “newbies” to supplement their forces.
Setting Up
We played at
Pat’s house, on his 4' x 4' table, and randomly rolled up “Recon” as the
mission. I tend to think that Pat’s table is a little too small for 2000
points, so we agreed to shorten the deployment zones to 12" instead of
18".
As is our usual habit, Pat set up
the terrain and I picked what side I wanted. I tried to maximize my fire
lanes, decided to keep my Chaplain and the “assault” Scouts in the back
as a counter-attack force, and vowed to stay well out of the Orks’ clutches.
Above: Tigers and Orks deploy. Some of the Scouts are primed, not painted Pat assembled a huge phalanx of Shoota Boyz, Flash Gitz, and Slugga Boyz, backed up by Warboss Sho-T BigHed, on his left; placed his Warbikes and his Basilisk (behind cover) in the center; and deployed the two Looted Rhinos (with Tankbustas and Burna Boyz) and the Trukk Boyz on his right. He infiltrated the two units of Kommandos (the sneaky git) and made a few practice rolls with his prized possession, The Loyal Green Die ™ , which has won many a close game for his Orks. Unfortunately for him, my Communist Orange Tiger Dice ™ beat out TLGD for the roll to see who went first. Turn 1 When there’s
a heap of Orks right in front of you, there isn’t much need for mental
calisthenics: just stand and open fire! I unloaded everything I had into
Pat’s army. When the smoke cleared, I had destroyed one Looted Rhino and
killed all but one of the Tankbustas that had been inside. One Kommando
unit was reduced to a pair of ladz holding their ground and the other Kommando
unit was reduced to three ladz falling back. I shook the other Looted Rhino
(the one blocking my line of sight to the Trukk), tagged a few Shoota Boyz
(at the front of Pat’s very impressive phalanx), and knocked three of the
five Bike Boyz off their saddles.
Above: Pat begins his turn after the Tigers finish shooting up the joint This may come as a complete surprise to you, Gentle Visitor, but on Pat’s first turn, the Orks moved as fast as they could toward my lines. Who’dathunk, eh? The Kommandos that had been falling back mobbed up with the Slugga Boyz and all the droogs on foot advanced 6". The surviving Looted Rhino drove 13" (thanks to their Red Paint Job) and the Burna Boyz got out to play with matches. The Trukk followed, moving 25". The pair of surviving Warbikes zipped up 12". The Looted Basilisk lobbed a shell right on top of my Devastator Squad with the heavy bolters, killing three guys (ouch!) and two Marines from the Tactical Squad nearby. One shot, 105 points worth of Tigers down. Not too shabby, and to top it off, my Devastators failed their Pin check and would spend the next round crying for their mommies.
Despite their snazzy guns, the Flash Gitz did nada against the Scouts atop a building near the center of my line, but the Shoota Boyz used their big shootas to bag two of those Scouts. I imagine that the Boyz indulged in some hearty trash-talking at the Gitz’s expense. As they zoomed up the field, the Warbikes took out two more Scouts from this squad (ouch!). On my left flank, the Burna Boyz shot down one Land Speeder from the Marut Squadron, then charged the other and flambéed it. Bastards!
Turn 2 Let’s see: one
of my Devastator Squads was pinned, one Scout Squad had taken 40% casualties,
and I had two mobs (the Pyros and the Trukk Boyz) threatening my left flank.
Well, wasn’t that just ducky? In situations like these, I’ve found that
violence almost always solves the problem. So again, I resorted to large-caliber
weapons. Lots of them.
I killed 8 out of 10 Burna Boyz, destroyed the Trukk Boyz’s ride, and gunned down 5 out of 10 of them. My Vindicator also stunned the Burna Boyz’s Looted Rhino. So much for my left flank. My forces
in the center tried to finish off the rapidly-approaching Warbikes, to
no avail. I had run out of targets on my right, so the Tac Marines and
the Devastators’ Razorback advanced up the field, intent on targeting the
phalanx of Ork infantry during my next turn.
The Orks continued to surge forward. Pat’s Basilisk veered off-target but nevertheless pasted three “assault” Scouts lurking near the Devastators he had hit before. The Flash Gitz and Shoota Boyz fired again at the Scouts on top of the building, with the Gitz killing one newbie.
The Bike Boyz slammed into a “tactical” Scout squad in the center of my lines, killing two of them before being dragged down and beaten to death with the butts of the Scouts’ boltguns. On the left, the surviving Trukk Boyz and Burna Boyz charged my other Devastator Squad, killing 4 out of 5 of them and causing the Marine with the plasma cannon to fall back. Turn 3 In my Movement
phase, my two Razorbacks continued to steadily roll forward 6" up the field,
as they had the whole game. My surviving Land Speeders swooped around,
targeting the nearest Ork units, as they had been doing. Chaplain Daksha
Ram and the “assault” Scouts moved up to head off an impending Ork charge,
one unit of “devastator” Scouts had no line of sight and slid left, but
everyone else stood still and fired.
On the left flank, “Man-eater VI,” one of my Razors, fired its twin lascannons at the Basilisk and shook it—no noise from “da Big Booma” next round! The Land Speeders, both units of “tactical” Scouts, and the Devastator with the plasma cannon unloaded on the Trukk Boyz and the Burna Boyz. The Mekboy’s kustom force field kept him alive while everyone around him was annihilated; even so, he fell back 6" and would continue falling back in Pat’s turn. In the center, my Vindicator fired into the Ork phalanx, killing a Shoota Boy and three Flash Gitz. The unit of “devastator” Scouts that hadn’t moved sniped five more Shoota Boyz. My Marines on the right contributed to the carnage, with the Tactical Squad and the two heavy bolters of the Devastator Squad combining to down seven Flash Gitz. At this point, the Gitz decided they had had enough, and fell back 10".
On Pat’s turn, the Orks doggedly continued their advance up the center of the board. After a few stern words from Warboss Sho-T BigHed (“Where do yoo happy jackholes tink yooze goin’?”), the Flash Gitz mobbed up with the Slugga Boyz and resumed firing on the Scouts atop the building, killing one trainee. The Burna Boyz’s Looted Rhino used its twin-linked big shootas to kill another Scout in that unit, and the squad fell back 5", abandoning the building. The Shoota Boyz popped off some caps at the “devastator” Scouts that had fired on them, bagging two newbies. Turn 4 The Tigers continued
to blaze away at the Orks, with the Vindicator spewing a shell deep into
the Ork phalanx, killing six Slugga Boyz. More Boyz dropped as most of
my forces concentrated on the phalanx, and Pat conceded when one of my
Razorbacks destroyed his Basilisk with a shot to the side.
Above: With little left on the board, Pat decides to call it a night and try again later Post-Game Analysis
by Kenton Kilgore
Kudos to the Basilisk, which I could do nothing against until my Razors moved into position, and to the kustom force fields carried by the Mekboyz. A 5+ Invulnerable save for every Ork within 6" and vehicles nearby count as being “hull down?” Sweet. Post-Game Analysis
by Patrick Eibel
One of the hardest things to do with Orks is finding a balance with mobility. The Orks have three types of units:
When you mix
these forces together, you end up with disjointed waves of troops that
move at different speeds and cannot support each other. In this battle,
my right flank reached the enemy by Turn 2 while my left flank plodded
along the entire game. All Kenton had to do was handle the right side,
then turn his attention to the left.
To address this, I should have taken either plodders and slow vehicles or slow vehicles and fast vehicles so that the units would be more evenly paced. For instance, for this battle, having two squads of 30 Gretchin to screen the footsloggers would have helped to soak some of the enemy fire. I am working
on an article that will describe how I am arranging my army of over 300
Orks (my, that’s a lot of greenskins!) into two detachments that basically
follows the criteria above. I hope to fight some more battles against Kenton’s
Scouts to help gauge the validity of the changes I am making.
Like what you've seen? Then vote for the Jungle in the "Top 100 40K Sites" © Copyright Kenton
Kilgore and Patrick Eibel, March 2004
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