Showing posts with label Battle Reports. Show all posts
Showing posts with label Battle Reports. Show all posts

Saturday, May 28, 2011

Dark Eldar vs. Grey Knights (2K)

This is the round 3 battle report, as I can't find the list for Second Round (I will get to it eventually though, trust me.)

Wednesday, May 25, 2011

Dark Eldar vs. Space Marines 2K

Game One of Sunday's Tournament.


Here's the lists:


HQ:Asdrubael Vect, 240

Haemunculi with Crucible of Malediction, 70

Saturday, February 26, 2011

1850 Dark Eldar vs. Tyranids, Assault on Outer Demeter

First game of the campaign for Viridis Sileo, using the Planetstrike rule set, specifically the Planetfall Scenario.

The lists:
DE 1850, The Prince of Pain's Court

HQ: Zhai Mor, the Prince of Pain (counts as Duke Sliscus) 150

Haemunculus Agaith Dannam, webway portal, 85
Haemunculus Sheeshran Shalreen, scissorhand, liquefier gun 75

Elites:
10x Hekatrix Bloodbrides (the Brides of Khaine) 3 hydra gauntlets, Syren, agonizer, 190
4x Kabalite Trueborn (the Prince's Posse), 2x Shardcarbines, 2x Splintercannons 78
Venom, additional Splintercannon, night shield, 75
6x Incubi of the Shrine of the Jaged Fang, Klaivex, Onslaught 162
4x Grotesques, liquifier gun, Aberration with Scissorhand 175
Raider, night shield, 70
6x Harlequins, all with Kisses, shadow seer 158

Troops:
10x Kabalite Warriors, splintercannon, Designate "Searing Arrow" 100
Raider, Splinter racks, nightshield 80
10x Kabalite Warriors, splinter cannon, Designate "Hornet's Sting" 100
Raider, Splinter racks, nightshield, 80
9x Wracks, liquifier gun 100
Raider, night shield 80

Tyranids 1850

HQ:
The Horror of Demeter (Hive Tyrant, 2x TL Devourer with Brainleech worms, winges, Hive Commander
Elites:
9x Ymgarl Genestealers
9x Ymgarl Genestealers
Troops:
20 Termagants with Devourers
20 Termagants with Devourers
Fast Attack:
4x Shrikes
Heavy Support:
3x Trygon

Both armies are held completely in reserve, with the exception of the two termagant units, hiding in their captured bastions, while Haemunuculus Dannam, with the 4 grotesque unit in the raider, deployed in my table edge.

Pre-turn 1 firestorm failed to harm anything other than successfully immobilizing the bastions, as well as stopping them from shooting for a turn. Attacker gets turn one, and with reserves coming in on turn 1, with a reserve roll of a 3+. Thanks to that, my entire army comes in turn one, which actually worked against me, as my Webway Portal was rendered useless and several fragile units had to hoof it across the board.
Heres the board after my turn one, after Haemunuclus Dannam disembarked and dropped the portal, and everyone moved/ran. with the harlequins hiding from the red bunker's firing points.


Turn 1: Nids.
The entire tyranid army comes in, deep striking near almost all my units, with two trygons bursting from the ground just inches from my line of raiders, while another trygon appears in front of the Prince's ride. Two hidden broods of Ymgarl genestealers appear from their hiding places and run towards my Grotesques.

A burst of Devourer fire from a the bug-bastion mounted Termagants wipe out the Harlequins before they can do much of anything, while bursts of electricity from the clustered trygons blows up the Searing Arrow's raider, and kills four of them.

Turn 2: DE
The Prince's ride drives forward, and with the combined fire of all the Prince's posse and his custom venom, the trygon lumbering in front of him is reduced to a single wound, while combined fire from the Hornet's Sting and the Searing Arrow inflicts several wounds on trygon rumber1.
Turn 2:Nids
Trygon number one launches another bio-electric pulse, blowing the Hornet's Sting's raider to smithereens, killing 4 of the Dark Kin in the explosion. The Hive Tryant opens fire on the Incubi hiding behind a hill, killing all but one.

The a Ymgarl genestealer brood assaults Dannam's Grotesques, but they fail to get the first strike, and the Grotesques kill 4 of them, while the 'stealers inflict 2 wound on the unit, which are absorbed the the hulking physiques of the Grotesques. Across the board, trygon number 3 slice's the Prince's ride in two, leaving a smoking crater and five very angry dark eldar.



Turn 3 (lots of stuff happened this turn, so Its all being written like it happened at once)

The Prince's posse open fire on Trygon 3 wounding it, as the Prince hurls himself into combat with the towering creature, stabbing it in its armored chest, the potent venom on his blades eating through flesh and chitin, killing the Trygon. Combined fire from the Searing Arrow and the Hornet's sting kills Trygon One. The Bloodbrides assault Trygon Two, killing it in a flurry of stabbing blades and poisoned whips, in it;s death throws it pulverizes three Bloodbrides, the remaining ones attempt to move into cover.
The Shrikes fly on top of a hill, and open fire on Haemunculus Shalreen and his wrack's, killing several. The Hive Tryant moves into combat with Dannam's Grotesques, who lose all but one of their number.

Turn 4:
The Prince runs forward, confident in his shadwofield's power to protect him. The remnants of the Searing Arrow and the Hornet's sting wipe out the second brood of Ymgarls, before the Hornet's sting is shot to death by Termagant fire. The Prince and his squad come under fire from over 60 devourer shots, and the Prince is lost in a hail of fire.The Hive Tyrant kills the last Grotesque, and Haemunculus Shalreen flees the battle, while Haemunculus Dannam is torn to shreds, along with his Wracks, by the Shrikes.

Due to time constraints, we called it here, with the Dark Eldar's raid on the burning city thwarted by it's new, hungry defenders. Its a bad planet, it's a bug planet.

Saturday, January 22, 2011

Assault on Cathagon Majoris, Dark Eldar vs. Imperial Guard

Lists:
DE:
Homunculus
Homunculus
9 Wyches, Hekatrix, phantasm grenade launcher, one wych has a hydra gauntlet
Raider, nightfields
9 Wyches, Hekatrix, phantasm grenade launcher, one wych has a hydra gauntlet
Raider, nightfields
480 Points
IG:
Company Commmand Squad,Commander with Bolt Pistol and Power Sword, naked vets, Chimera (multilaser)
Veteran Squad, Grendiers, 3x Plasma Guns
Veteran Squad, Grenadiers, 3x Grenade launchers
Veteran Squad, Grenadiers, 2x Meltaguns
497 points
Scenario: Annihilation

Deployment:Played on a 4by4 table, standard Dawn of War Deplyoment,DE deplyosvfirst, IG get first turn
>Dark Eldar: Predictably, i put the wych squads (from now on Squads A and B) in raiders, each is joined by a Homunculus for the Pain Token. I placed my raiders behind cover, to protect them from Plasma and Multilas fire.


>Imperial Guard
Taking advantage of the substantial cover provided by the large fortress piece on his side of the table, DJ (new guard dude, used to play Fantasy O&G) places Plasma and Grenad Lunacher squads on the battlements of the fortress, the Company Command Squad (inside the command Chimera) goes outside of the wall, supported by the Melta Guard squad. NOTE: We didn't bother to check the requirements for Orders, so the commander was giving orders while embarked in a vehicle, which is illegal. Mistake on my part, I should have remembered.



Turn One:
IG
Thanks to my Eldar trickery, all my raiders are in cover or too far to be shoot. As such, DJ rolls his chimera forward to get a better view of the open space of the battlefield, and that is it.
DE:
Move both raiders forward. Squad A's raider plants itself behind a tower, keeping it safe from most fire, and the Wyches dis-embark (This proves to be a bad idea, I misjudged the distance from the Tower to the Chimera, more on it in a second.)Squad B's raider parks itself atop a wall, and those wyches take cover behind the wall, keeping them safe from fire (but that leaves my raider open to fire, bad move on my part.) Going into the shooting phase, I run Squad A behind the cover of the tower, and Raider B shoots the Command Chimera, but fails to penetrate it's armor.

Turn 2:
IG
The Chimera opens fire with its Multilaser, and wrecks Raider B, while the Grenade Launcher squad launches frag rounds into the clumped together Squad B. Luckily, all shoots miss. However, Melta Squad's las-fire isn't as in-accurate,and three wyches of Squad B are killed.
DE
Wych squad B moves into assault range of the Demo Squad, but takes aim with their pistols at the Grenade Launcher squad, killing a single guardsmen. Squad A re-embarks Raider A, as it fires a dark lance into the rear of the Chimera, stunning the crew. Squad B assault the Demo Guard, however, they only innflict one wound, and recieve one in turn.


Turn 3:
IG
With the Demo squad in combat, the Chimera stunnded, and my raider safely hidden, all the guard can do is to continue the combat with Squad B, which they lose, but hold fast.
DE:Raider A cruises forward, dropping Squad A, who run up the ramparts and assault the Plasma veterans, killing 3. Squad B slaughters the melta veterans, and consolidate into cover.

Turn 4:
IG:
The Command Chimera opens fire on my exposed raider, but its paper thin armor holds fast. However, the commanding officer's fire holds true, and the raider explodes, killing two of the command squad veterans. The Plasma veterans lose one man to the wych assault.
DE: Wych squad A kills two more plasma vets, losing one Wych themselves. Squad B rushes under cover.

Turn 5:
IG:
The Chimera moves forward and unleashes a fusillade of fire into wych Squad B, killing 3 wyches. The Grenade vets hop from their position on the walls, and open fire on wych Squad B, killing all but one and the Homunculus. The Plasma vets are killed to a man.

DE: Both wych squads launch an assault on the Grenade vets, but only manage to kill two, but take no casualties.

Turn 6:
The Plasma Vets continue the Combat, but the wyches go first, inflicting 18 wounds.
NOTE: We called it here (a tie), as I had to get home, and there wasn't much left to do. Using kill points, I got a win, having killed 3 units, while DJ killed two, so a minor victory to me.

Saturday, January 1, 2011

Battlereport: The Empire vs. Tyranids

You read that right. After breifly discussing it, Mike and I disided to try mixing the two more poplular GW systems, and running a 40k vs. Fantasy game. He used a 1750 point Tyrannid list, and I used my tourney list:
LORDS:
Arch Lector, AoMI, War Altar, Hammer of Judgment, Van Horstrum's Speculum: 305
Wizard Lord, Lvl4,Armor of Taurnus , Dispell Scroll: 270
HEROES:
Warrior Priest, Heavy Armor, Shield: 96
Warrior Priest, Heavy Armor, Greatweapon, 98
Captain, BSB, Full Plate, Enchanted Shield, Dragon Bow.113
CORE:
30 Swordsmen, Full Command, 205
30 Halberdiers, Full Command, 170
30 Halberdiers, Full Command, 170
30 Flaggalents, Prophet of Doom: 310
SPECIAL:
2x Cannons: 200
2xMortar:150
Rare:
Helblaster, 110
Steam Tank: 300
His list (approximatively)
Swarmlord
Tyranid Prime w/ 2x bone swords
~accompanied by 5 warriors

20 "Devil"gaunts{with devourers)
20 Termagants
20 Hormagaunts
2x Zoanthropes
1x Tervigon w/ Cluster spines, AG,TS
1x Biovore
1x Trygon
Setu/deployment:
We played on a 6by4 standard table, with a fence dividing it in two parts, and several buildings on my side. Mike deploys first, moving his bug horde as close as possible to my lines. I respond by deploying right on the table edge, with my cannons and mortars in buildings.

His deployment, with a trygon and a pack of genestealers in reserve.

Turn 1 (Tyranids)
The gaunt packs rush forward over the fences, along with the Swarmlord and Warriors. The Tervigon launches its cluster spines into my 30 man Swordsmen unit, killing. In one turn, though the Swordsmen hold. The devilgaunts turn their attention to my Middenheim Halberdiers (the blue ones) and kill 3 with shooting.

Turn 1 (Empire)
Having lost a massive chunk of troops, I begin by attempting to cast Pit of Shades on the Tervigon, and fail casting it by one. Having spent all my spell dice on attempting to cast PoS, I begin my shooting phase by unleashing a fusillade of cannon balls at the Tervigon, causing 3 wounds, and blast a pack of Guants with mortars, killing 6.
Here is how things are looking by the end of turn one:

Turn 2 (Tyranids)
The Tervigon spawns more 6 Gaunts, while another pack of the bugs move forward, near my Steam Tank and Swordsmen, while the genestealers outflank into the side of my lines. My middenhiem Halberdiers come under fire again,and all but the Standard Bearer, Champion and attached Warrior Priest and BSB survive. The genestealers charged into the rear of the Talebecland Halberdiers, scything through them, an causing them to flee, but they do not escape, and are consumed by the genestealers, who consolidate near my War Altar.

Turn 2 (Empire) Taking the initiative, I charge into a pack of gaunts with my * remaining Swordsmen, as well as my Steam Tank. Magic is uneventful, as Pit Of Shades scatters and kills all of one gaunt. I unleash a fusillade of fire from my artillery batteries, blasting apart several gaunts under continued fire from mortars,cannons and my hellblaster, but its not enough. My Steam Tank crushes several Gaunts under its immense bulk, and combined with my few swordsmen, I manage to win the combat with the gaunts, but they do not break, and the fighting continues.


Turn 3 (nids)
The Trygon deep strikes behind my Steam Tank, and the genestealers assault my War Altar, while the Swarmlord engages my Arch Lector in single combat. A pack of Gaunts charge the Middenheim Command group.

and kill the Standard Bearer and Unit Champion, leaving my BSB and Warrior Priest to stem the tide of bugs with their 2+ and 5+ saves, respectively.
The Swarmlord manages to land a hit on my War Altar, causing a wound, while my Arch Lector hits the Swarmlord, but his hammer blow bounces of the beast's carapace. The pack of gaunts attacking my Steam Tank/Swordsmen turn all their attention to the swordsmen, as the T10 +1 Save Tank proves to difficult to kill. The Swordsmen prove a match for the Gaunts and the combat is tied, though both sides take loses.

Turn 3 (Empire)
Magic fails me again, so I switch to shooting. I target the Tervigon with a cannon, and finally bring the huge beats down, while focusing the rest of my shooting on killing gaunts with Mortars. In Combat, my BSB fails a save, and is killed, leaving my Warrior Priest to hold my left flank single handedly.

My Swordsmen fail to hold off the gaunts for long, and almost the whole of them are slain, leaving the Unit Champion to flee the field, and the Steam Tank to endure more blows. I use Van Horstrum's Speculum to swap Stats with the Swamrlord, and my Arch Lector begins to lay down the hurt on the now weakened Swarmlord, while easily ignoring the hits from the swarm of genestealers attacking the War Altar.

Intermission: At this point, the food we ordered earleir arrives, and i deploy my secret weapon: Food. I attempt to lure the nid hordes to the large boxes of chicken lo mien and sesame chicken.

To no avail.


Turn 4 (Tyrnaids)
The tyranid warriors launch a barrage of living bullets into my flagellant horde, killing 18, following after with an assault, and wiping out the remaining flagellants. The Trygon attempts to kill my Stank, but it makes all its saves. My Arch Lector goes first in the Swarmlord/Stealer combat, and kills the Swarmlord, seen here:

And with that we called it, as only my Steam Tank and War Altar remained, along with a few War Machines. This was a pretty odd game. Originally I had though that the cross system balance was fairly good. i was wrong, the sheer fire power available from a 40k army is absurd. Its almost like as was playing against dwarfs.

Monday, October 4, 2010

The Empire Vs. High Elves, now with more camera failure.


My camera has failed me. As a result I have not been able to upload the BT photos. However through my kung fu grip on the English language, I shall paint for you a scene, that, while not a turn-by-turn analysis, is pretty accurate.

Dawn, the morning mists swirl away, revealing a rustic chapel, yellow painted aged brown from age, the trees rustling in the breeze. Above the gentle shaking of branches, the sermon of a Warrior-Priest is heard. Clad in a simple red robe, bearing a shield in one hand and a hammer in the other, he bellows unforgiving verses from the Canticle of the Heldenhammer. Heart-felt cries of approval emerge from the gathered crowd. Nineteen swordsmen, their black and white shields battered, their blades knicked and damaged form battle; ten Greatswords, standing proud in stained armor and leaning on their massive blades. The ten handgunners and mortar team stand away from the men, loading their arms, checking powder, shot, making sure all is in order. The wild form of the local Jade Wizard stands near a grove a trees. From the west, a call of horns is heard.

The drilled marching of feet and the gallop of hooves is heard. A glittering host of disciplined fighters emerge from the forest, resplendent in white cloth and silver mail, wielding fine spears, master crafted bows and massive seven foot long blades. Their liege lord arrives at the front of the column and bellows "Men of the Empire, your Shrine stands upon an Anvil of Voul! Remove yourselves!". Silence, followed by the single report of a rifle. The missile whizzes past the Elf Nobleman's ear. "So be it."

The rallying cries of the Warrior-Priest pierce the dawn as the Swordsmen gather around him. The mortar team lays down their venerable war-machine near the chapel. The Hangunners postion themselves opposite the Greatswords. Across the field marked only by the ruin of a single pillar of stone forms the High Elven line.

Brilliant banners rise above the silver helmed heads of rows of hardened Sea-Guard, standing next to the grim and skilled Swordmasters, their blades gleaming with a magical sharpness. A falcon soars above. The rustle of leaves, the movement of shapes in the forest. A murmured prayer here, a reassuring glance from a friend, the though of those at home.

Horns blare, the Sea-Guard march forward in perfect lines. The Nobleman observes the proceedings.

"FORWARD, SONS OF SIGAMR" Cries the Warrior-Priest, the Swordsmen rush forward, and meet Elven spears with Dwarfen shield and Imperial steel. The Elve's super-natural speed and skill lay-low two swordsmen, while the powerful strikes of the Warrior-Priest's hammer and the combined might of two ranks of Swordsmen bring three Elves to their deaths. The Nobleman jumps into the unit of Swordmasters, and moves towards the Handgunners, who reply with well aimed retorts of the armor piercing, lead-based variety, and two Swordmasters collapse under the weight of the fire. A mortar fires, slaying two Reaver horsemen, who ready thier bows and fire, slaying the Jade Wizard.

Through sheer fury, the Warrior-Priest leads his Swordsmen to victory, slaying the Sea-Guard to a Elf, and bellowing a challenge to the Reaver Champion, who engages him in single-combat. The Swordmaster charge the Handgunner's Greatsword escort, slaying all ten of the rugged veterans in a flash of steel and blood, leaping over still warm corpses and charging the Handgunners, who respond by letting loose a storm of lead, cutting down the five Swordmasters too slow to dodge the projectiles. However, four Swordmasters remain, as well the Nobleman, who chop through the Handgunners with smug ease. The Warrior priest slams blow after blow with his hammer, while the Reaver Champion parrys and ducks and weaves. A flash of Elven steel, a splash of crimson as the Champion removes the Warrior Priest's head in a moment of weakened defense.

And that its. for those who wish to know, the Elves won, due to the Victory Point system. However, I really enjoyed this game, it was really fun and a nice change of pace from all the Skaven and Tau. Ogres here tomorrow, thanks for reading.

Tuesday, September 28, 2010

Imperial Guard vs. Space Wolves, 1250 pts.

My first game against the famously cheesy 5th Ed Space Wolves. And I only really see one reason they would be called cheesy. One BIG reason. Blood Claws. Lots of Blood Claws. Absolutely ferocious. Just aim them at something and that thing dies. Anyway, the scenario was territory control, and we decided on four points of scenery to act as the control points, one on each corner of the board, two hills and two forests. The board was rather lopsided in terms of other terrain. What appears to be the wreckage of an Aquila fighter scattered around a good half of the board, a road down the center and
the rest of the board basically open ground. This actually helped my mechanized company rather than hinder it, as the assault based Space Wolves had to consistently roll difficult terrain tests, while I was able to maintain fire bases rather hindered for two solid turns. However, Guardsmen are no match for the Wolves of Fenris, and fell apart rather quickly.

There was one special rule, in that the first round was fought under night fighting rules, and any units not placed in reserve at the start of the game that weren't on the board entered play immediately on turn two.

My turn one deployment was compromised of setting up my platoon as a gunline, having a view of most of the battlefield, placing my LRBT on the road, and the Demolisher "Warpcrusher" on the left, with my HQ Squad and its Chimera right next to the far right hill. The Demo-squad was placed on reserve with their Chimera, while the two reamining Chimeras "Sunthrower" (with the plasma squad) and "Demonbane" (which holds the grenade launcher squad) would be introduced in the next turn.

My opponent Deployed a Rhino full of what I believe are Long Fangs, along with a Wulfen and a Ragnar Blackmane. On the road he placed a Land Raider Crusader full of FIFTEEN Blood Claws. A squad of Assault Marines entered play on turn two.

Turn One (Wolves)
The Long Fang/Wulfen/Ragnar combo rumbles forward through the ruins of the Aquila fighter. The Blood Claws laden Land Raider rumble forward onward, ready to disgorge its ultra-killy cargo. And thats it. Rather uneventful honestly.

Turn One(Guard)
the HQ Chimera "Resister" moves toward the far right hill, and my HQ command squads runs up and, I imagine, plant some sort of flag. First point to B Company! The Autocannons of Yellow and White Squad open fire, immobilizing the Rhino and destroying the pintle mounted storm bolter. My LRBT attempted to shoot the Land Raider, but thanks to the Night Fighting rule, I missed.

Turn 2 (Wolves)
The Space Wolves Assault Marines appear on the edge of the table, and the Land Raider readies to launch an assault on the LRBT. The Long Fangs hop out of the Rhino. Well, actually only Ragnar hops out, but you get the idea.

Turn 2(Guard)Guard
Sunthrower and Demonbane take the field and rush forward at full speed towards the opposite end of the table. First Platoon (the only one built at the time) moves to the left to get a better field of fire on the Long Fangs.I roll for reserves, but it fails. Volleys of Lasfire bounce of Long Fang armor.
The situation at the end of turn 2:

Turn 3(Wolves)
This is when it gets serious. All the Long Fangs Disgorge, and assault the Resister, while the assault marines fly forward and attack the Sunthrower. The Space Marines of the Land Raider Crusader, after it drives forward, hurl themselves at my LRBT, and begin hacking away, wrecking it.
Turn 3 (Guard)
With assaults on three fronts, the men of B Company responded as any good Guardsmen would: with massed volleys of fire. The Demo-squad rolls in on the far left, taking the forest. My vehicles are out of assault for the turn, at least the ones who are still intact. My Platoon Commander orders Yellow team with "First rank, FIRE...'and they take out 2 assault marines, while the combined fire of the HQ and White sqaud kills two Long Fangs.

"Warpcrusher" opens fire on the Land Raider Crysader, and I experience for the first time how annoying A14 is. Even with mt Strength ten demolsiher cannon, and both multi meltas, I did not even scratch the thing. Look at how intently Spiderman is watching this game. He is even pointing at those absurd dice rolls in sheer amazement.

Turn 4 (Wolves)
The Blood Claws assault Warpcrusher, destroying its demolisher cannon. The Reaming Long Fangs destroy Resister, and consolidate towards my HQ Squad, while the Assualt Marines continue banging on Sunthrower, trapping the Plasma Squad in, which means they die.
Turn 4 (Guards)
My HQ Squad moves to attack the Long Fangs in a feat of suicidal bravery. They are slaughtered. The Demo-Squad Chimera moves into the open to distract the LRC, while the Grenadiers in Demonbane disembark and try to kill more Assault Marines. The Assault Marines are down to half strength. Warpcrusher attempts to destroy the LRC, but once again the A14 proves too strong.

Turn 5 (Wolves)
The LRC opens fire on the Demo-Chimera, and the melta squad disembarks.The Blood Claws run towards the distant hill, while Ragnar's Butchers move into an assault, wiping out White squad, while managing to stay on the terrain piece.

Turn 5 (Guard)
The Demolisher attempts to destroy the LRC, but only manages to take out its Melta gun. Ragnar comes under fire form Yellow and Platoon Command Squads, but he endures.
With no more movements to make, i roll the dice as according with the scenario rules, available on the Adapticon website. The game ends on turn five, with the both Wolves and Guardsmen at more or less half strength, each holding an objective.

The end score, is 15(me) to (30) because the darn wolves ha d managed to kill 3 of my vehicles and wipe out 3 whole squads. Ends in a draw. I felt that, had the game gone on, the results would have been the same, as we essentially fought each other to a standstill. Overall a rather enjoyable game. Thanks for reading, last BattRep for Sunday's tourney out tomorrow.

Monday, September 27, 2010

Imperial Guard vs. Orks, 1250 points

First Game of Sunday's tourney. My list is featured a few posts back, my opponent's is as follows:
Warboss with power klaw
Painboy and nine ork nobs
One trukk.
16 Boyz
4 Deffkoptas (with big bombs)
1 bike with scorcha
(I want to say 10 'ard boyz as well, but to be honest, I didnt write it down, and they didnt do a thing the entire game.)

Deployments:



Turn 1(Orks)
First turn, the ork bike rushes forward thirteen inches, thanks to red paint job, while both boyz mobs move forward, the trukk, filled with nobby warbossy goodness rushed forward as well. The 4 deffcoptas fly toward my Chimera right hook, launching several missiles, three hit, but fail to penetrate or even glance. During the shooting phase, all the orks choose to run, reaching the middle of the table.
The bike with scorcha opens fire, slaying a good half of White Squad (because they're uniform is light tan, as opposed to my other squad in the platoon, whose armor is yellow-brown)

Turn 1(Guard)
My HQ Chimera, Plasma Squad Chimera and Grenadiers Chimera move 6 inches forward. All sqauds disembark (I was hoping to get LoS on the boyz mobz, to no avail, this proves to be a really bad move) My Demo Team Chimera, way on the far right of the table moves 12 inches forward. The "Right Hook" Chimeras open fire on the Deffkoptas, causing two wounds, which kills one in a spectacular explosion. My Leman Russ Battle Tank slays 3 hard Boyz while the Autocannon of White Squad kills 2 Nobs. My Leman Russ Demolisher "Warpcrusher" (You'll find out how it got that name in 2 posts) moves a full 12 inches forward.
This is how the game is looking at the bottom of turn one:


Turn 2(Orks)
Both Ork Boyz mobs rush toward my gunline, while the trukk bearing the Warboss and the remaining Nobs, plus Painboy, hop out. The Deffkoptas move forward and drop a Bug Bomb, wiping out my Company Command Squad.
Turn 2(Guard)
All Vet. Squads run back into their Chimeras, and drive into the Boyz mob with a TANK SHOCK! Thanks to their mob Leadership, they all actually move closer to my gun line.
The Leman Russ Battle Tank only manages to kill 1 Nob, thanks to the infernal Painboy. Yellow Squad makes good use of Autocannons, which slays 3 Boys. Laser Fire from the Plasma Chimera leads to the Scorcha on the bike being destroyed.
Here is the situation at the bottom of turn 2:


Turn 3(Orks)
This is the beginning of the end for my Guardsmen. The mobz assault on all fronts. My gunline is overrun with orks, my Leman Russ is racked with powerful blows from the Warboss's Power Klaw, and is wrecked. Both White and Yellow squads are killed, leaving my Platoon Commander alone with his four man retinue. Surrounded. By over 20 Orks. The Deffkoptas shoot at my Warpcrusher, causing a spectacular explosion which just leaves a rather large crater in the ground.
Turn 3(Guard)
Things are looking extra grim. However, all is not lost. All the Vet Squads disembark. Launching massive salvos of plasma, frag grenades, las-fire, and off course several microwave blasts from the Demo Squad. The Ork Trukk careens into a building and explodes, while all the Deathkopptas are shot down. The Nobz mob is thinned only slightly.
This is the sitiuation at the end of turn 3:


Now. I'm going to rap this up in a few words and pictures. As you can see,the guardsmen where all going to die. So, using my Chimeras, I loaded up every single squad left. And legged it. I'll let these photos speak for themselves:
Turn 4

Turn 5


The game ends with the Ork mobs chasing three Chimeras across the battlefield. However, as we where playing Annihilation, our final victory point scores where 8 for me and 32 for him. Yeah. So far all I had experienced was a crushing defeat. It gets better, don't worry.

Thanks for reading,the next Battle Rep.will be up on Tuesday, I hope.