Battle Report: Jim Vs Simon


Jim's Army (back) (limitls)

Formation Content Costs Totals
1Terminators 325
Captain 50375
2Terminators 325
Chaplain 50375
3Land Speeder 200
1 typhoon upgrade 25225
4Land Speeder 200
1 typhoon upgrade 25225
5Tactical 300
Hunter upgrade 75375
6Tactical 300
Hunter upgrade 75375
7Devestator 250
4 Razorback (2 THB, 2 TL) 100
Hunter 75425
8Devestator 250
4 Razorback (2 THB, 2 TL) 100
Hunter 75425
Total 2800

Jim's list was only 2800pt, which was only spotted after the game, so he had at a bit of a disadvantage.

Simon's Army (back) (limitls)

Formation Content Costs Totals
1Great Gargant (inc Warlord) 850850
2BB (4 gunwagons) 150
1x suppazapp 50200
3BB (4 gunwagons) 150
1x suppazapp 50200
4BB (4 gunwagons) 150
1x suppazapp 50200
5Big BB (8 gunwagons) 250
2x soopaguns 100
1x gunwagon (with above oddboy) 35
1x gunfortress (with above oddboy) 135520
7KoS (6 buggies, 2 skorchas) 200200
8Fighta-Sqwadron 150
2x fighta-bomma 100250
9Warband (2N,6B,2G) 200
1x gunwagon 35
1x suppazzap 50285
10Warband (2N,6B,2G) 200
1x gunwagon 35
1x suppazzap 50285
Total 2990

Report (back)

Report by: Simon
Sorry no pictures, so there won't be a detailled report.

Setup

Ork chose corner to corner on what proved to be an interesting table setup. With a defense line facing the wrong way and an open marsh for a third of the table.
Still, the two warbands garrisoned on top of the two objectives placed close to the half way diagonal. Sitting on over watch, ready to strike.

Turn 1

A mad dash by the Marines allowed them to take a key bunker on the Ork left flank, which they stoutly held for the entire game, despite taking server pounding. The Marines tried a dual tactic to hold their base line while pushing forward on one flank, which was unfortunate because they chose the one with the great gargant on.
By the end of the turn the Marines looked in bad shape.

Turn 2

Terminators teleported in around the gargant, time for some pay back they thought. Nope, losing the initiative didn't help, but then the gargant assulted them anyway. After killing five stands of termies, they did one point of damage in return... that wasn't the plan.

Turn 3

Somehow the tide begins to turn, after a commanding start, including the flyboys reducing both land speeder squads to one model in turn 2 and this turn; something went wrong. With all the Orks forward, the termies took the ork blitzkrieg, forcing the gargant to turn back and deal with them, which it failed to do succesfully.
After some unOrky attempts at tactics, with failed initiative rolls (three in a row) the tide had begun to turn. At the end of the turn it was Marines 1 - Orks 0 in goal terms.

Turn 4

With their depleted force, the Marines darted round as quickly as possible. The Orks tried to crack the so far untouched Marine base line, it didn't go well and ended with not enough formations left to deal the death blow to all the now rallied remains of the Marines force.
The roll was made for a turn 5, with no one holding any goals, impressive. Thankfully the game ended and Victory Points were added up.

Comments

After an impressive start the Orks floundered, the teleported Terminators causing serious disruption to the flank with the Marines holed up in a bunker. Good game though.


Result (back)

Jim 685 VP 3 6 1650 VP Simon

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