by leopard » Wed Apr 04, 2018 9:24 pm
Another game, Maelstrom of War, facing Mechanised Imperial Guard... with my poor poor orks.
1,250 so needed to make a few changes, the Trukk and deffcopters went as expensive, the Nobz went because I couldn't remember how they are armed and couldn't be bothered to check - in came two new deff dreads (Gobfink has three now), a Big Mek with a force field to help the alpha strike survival and a painboy.
Victory was ours, declared on the start of T6, my lot being +3VP with now reasonable way for the IG to come back from two excellent Ork turns that saw all three cards achieved, plus slay the warlord etc.
Both armies shattered at the end, but still had a functional ork unit, a functional deff dread and a slew of grots, some in cans, some on foot.
Unit of the match was the Grots, the boyz did what they are good at - minced whatever they caught, but grots brining down a sentinel unaided, with the fans getting a chimera to one wound, scoring 1VP from objectives on the way and dominating a third of the board.. and all from 20 of them means they earned their keep.
Otherwise things did more or less what was expected of them, Orks also being dangerous in large numbers, indeed overkill facing three guardsmen squads of ten, they needed the deffdreads to help take a pair of battle tanks down but got them in the end - one killing the deffdread that did for it in its explosion as is only fitting.
Liking the Big Men with KFF, can see building a second one as the third HQ so as to allow two deployment bubbles and standing a slightly more respectful distance from the deff dreads so when one goes bang on turn one it hurts less.
One Deffdread is a bullet magnet, having three though works well and left the killa dans unmolested to get close enough to be nasty, typical ork tactics really, the stuff that looks scary is a distraction from the stuff doing the heavy lifting.
Now to finish painting the third unit of boyz, and look at some kommandos