This Autumn (Fall in the US) there's a league at our local store, somewhere in the ruins of the old Roman Empire
Whatever, the league will be played in 4 matches, which means 4 Realspace Raids for the Dark Kin under my command. These games follow ITC rules, BTW.
Here I'll just write down the lists, my pre-match plan and how it crumbles in real life wargaming. I usually don't write battle reports but I hope you find it entertaining, at least.
Briefly, my list:
DRUKHARI 1500pts
Black Heart Kabal BatallionArchon, Huskblade, SP, WL
Archon, Huskblade
Kabalite Warriors x9, 1xBlaster
Kabalite Warriors x9, 1xBlaster
Kabalite Warriors x9, 1xBlaster
Raider, Disintegrator Cannon (DC)
Raider, DC
Raider, DC
Ravager, 3xDCs
Ravager, 3xDark Lances (DL)
Prophets of Flesh PatrolUrien Rakarth
Haemonculus, SP, Venom Blade
Wracks x9
Grotesques x5
Talos, 2xMacroscalpels, 2xHWBs
Talos, 2xMacroscalpels, 2xHWBs
FIRST GAME:ITC Mission number 4 (one objective on each deployment zone, controlled by number of units, no ObjSec, 1 extra point if you control both)
Opponent: ORK (Horde list)
Ork BattalionGhazhkull Thraka
Big Mek, Kustom Force Field
Weirdboy
25xBoyz, Slugga n'Choppa, Nob w/Slugga n'Choppa
29xBoyz, Slugga n'Choppa, Nob w/Slugga n'Choppa
29xBoyz, Slugga n'Choppa, Nob w/Slugga n'Choppa
29xBoyz, Slugga n'Choppa, Nob w/Slugga n'Choppa
Painboy, Power Klaw
Ork SpearheadWeirdboy
Mek Gunz, 2xKustom Mega-Kannon, 2x5 Grots
Mek Gunz, 3xKustom Mega-Kannon, 3x5 Grots
Mek Gunz, 3xKustom Mega-Kannon, 3x5 Grots
THE PLAN
It's not the first time I run against this type of list, but I feel is less optimised than others. However, I haven't faced this player before so we'll see how he uses it. From my perspective, the game will consist in protecting my boats by shooting down the Mek Gunz first while avoiding the big mobs using 1)mobility and 2)the Coven units, first as bait and then as field cleaners. Things to take into consideration: 'Da Jump' (so 9 inch unit bubbles covering as much backfield as posible) and 'Mob Up!' (which means finishing ork units below 10 boys before they negate The Reaper secondary points).
Victory points: For primary, most probably we'll be even in capturing objectives (unless someone fails miserably), and myself I will focus on negating his offensive power which at the same time could give me the upper hand in unit killing as his 8xMek Gunz count as individual units. Regarding this, I'll probably take 'Death by 1000 cuts' for secondary, hoping my dice won't fail me with my dissies and DLs (
how much for one of these Writs of the Living Muse, sir?). The other secondary will be The Reaper, for obvious reasons, and Old School, which I'm 3/4 sure to make it (Killing the WL would mean that I'm already moping up the battlefield).
THE GAME
He had Ghaz as his WL and chose Da Jump and the +1 attack psychic powers for his Weirdboyz. He did not chose any relic. Myself, I spent a CP (and regained it) by giving Urien his warlord trait. I chose Hatred Eternal for my WL, and gave Writ of the Living Muse and The Vexator Mask to the other characters by spending another CP.
For secondary objectives, I chose The Reaper, Old School and Death by 1000 Cuts (very Drukharish objectives, heh). He chose Big Game Hunter, Old School and Headhunter.
I won the roll off, and rolling for the deployment we got Dawn of War (long edges). I put my objective behind a LOS ruin wall slightly in the left side of my deployment zone, while his was also to my left side, but even more, and also behind some ruins. He started deploying his artillery all along his whole edge, slightly shifted towards his objective. Meanwhile I planned on deploying my wracks on my objective partially behind LOS, with the Vexator Mask's haemonculus to their left and then Urien hiding in the ground floor of the big building on the left corner of my deployment zone, where I also put my grotesques and taloi (the two of them on the first floor).
While he was deploying the smallest blob on the right side (past his last mek guns which were sitting on a building) and the other blobs just in front of my wracks and Urien's building, I started to deploy my Kabal units on my right deployment zone, mostly away or out of LOS from the mek guns except for the most centred Raider. My plan was to start erasing his three guns on the right while moving with all my ships to the left, using the Living Muse's Archon as a buffer in the center of the kabalite units. The Prophets of Flesh would act as bait for the big horde, now with all Ork characters deployed in the middle of the 90 boyz blob.
He got first turn, and I couldn't seize. Unsurprisingly, he advanced with the big horde, the characters and the smallest ork unit to the right. Afterwards, he used Da Jump to teleport one of the 30 boy units just several inches forward, at 9" away from the wracks, Grotesques and Urien, while still in range of Ghazs's aura. He also used the other power with them (+1 A). Obviously, both Weirdboiz got perils and lost 1 and 2 wounds respectively.
In his shooting phase, he managed to do 1 wound on a Talos and 5 wounds to two of my Raiders, degrading their profile. He also rolled lots of 1s that wounded most of his gunz He failed to charge with his boyz, so he killed no units and only captured his objective (no secondaries). In fact, he inflicted 11 wounds to my units and 12 to his between the Perils and the 1s to hit on his Mek Gunz. That's orks' finesse.
My movement consisted in retreating with the grotesques, the haemie and the wracks towards my edge while remaining 9" away from my objective, and using both Talos and Urien to Advance along the left short edge, trying to divide the blob or to reach the Mek Gunz and the squishy but hideous grots at the other side of the battlefield.
The Kabal units positioned themselves to shoot at the boyz unit that just failed its charge with their rifles at long range while their heavy guns mounted in Raiders and Ravagers pointed to the Mek Gunz on the center-right building. The advancing Taloi failed to kill nothing but 2 orks of the same unit and strip a Mortal Wound off of a gun, while the kabalites killed like 6 orks but managed to destroy a whole three Mek Gunz giving me First Blood, one and an extra point for more kills and Death by 1000 Cuts, for a total of 5 to his 1.
In his second turn he moved the horde towards my objective, except for the damaged unit which moved towards Urien and the Taloi. The unit to the right advanced very slowly (1 extra inch, one less than in the first turn). His shooting killed one Talos and wounded the other (just 1 wound). He then charged Urien and the other Talos, doing 2 and 5 wounds respectively while they made 6 in return. So he scored two points, one for killing and one for capturing his objective.
In my turn I used "Architects of pain" on the Grotesques so they would hit on 2+ in the next combat phase, then I disembarked all my kabalites and positioned them along with the archons to shoot (and maybe charge) the 2 blobs of orks which were closer to my objective, while the Raiders moved also aggressively in order to either absorb overwatch or act as walls against the smallest (25 boyz) blob on the right. The wracks prepared themselves to charge the closest unit to my objective. Meanwhile, the grotesques went inside the building on my left, preparing to charge the boyz that Urien and the Talos were already fighting. My shooting removed two more gunz and the kabalites saw their unluckiest shooting ever, even with rerolls from the Living Muse's Archon, killing like 10 boyz or so.
At that point I noticed that it was the last turn (120 orks and 40 gretchins are a pain to see deploy and move), so I went crazy and charged with EVERYTHING.
Not the smartest move but whatever (photo taken after the Wrack's attacks).
I attacked first with my Wracks (using "The torturers craft" to boost them), removing like 8 orks but the rest used Counter Offensive to retaliate against my poor kabalites (my Vexator mask was away capturing my objective, my mistake), wiping one squad and leaving 1 guy alive in the other with pretty good rolls. After the attacks of my surviving kabalite and both Archons, just one Nob and one slugga boy remained.
Needless to say, the grots wiped out the unit on my left. Urien was pleased nonetheless.
I scored for 1+Kills, for capturing my objective with the haemy and wracks, for Death by 1000 cuts, for Old School's last turn kill, and 2 more points for the Reaper, while he also scored last turn kill from Old School, and one more for Big Game Hunter (I was careless enough to charge one of my Raiders against his 25 boyz unit, see the second picture above).
At the end of the second round the game is over. Drukhari 11 - Orks 5.
Next Game against Mortarion and his Death Guard and CSM retinue. Spoiler alert:
- Guess what...:
Mortarion charges first turn.