Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

Monday, 16 September 2019

To think like an Ork - Kommando style

I have spent the last few days messing about with a project. I know, we all love a good project. In this instance the DarkTemplar sent over an inspiring picture.

Inspiring picture
Needless to say this sent me scurrying into the garage for my' Ork bitz boxes'.

Bits
I just thought the idea was amazing. You can see how any Ork Kommando would think this a superb idea. I was hooked instantly. And so it was that I started to delve into the deep recesses of the 'bitz box' to find the necessary elements.

The start
Before I knew it I was hacking open a barrel and making holes and generally sizing it all up. I would have to make it all look credible. The arms and head needed to be in right places to make it believable and then the legs could be assembled such that a slow shuffle was possible. The 'low to the ground' approach. It was bonkers and very exciting.

Getting a good head was also an important feature. You needed to know there was an Ork in there so no helmets allowed.

Head
I chose an open mouthed head with visible eyes and got to painting. I wanted the hole at the front to be just big enough to see flesh, eye and teeth.

Testing
He had instant personality and so I got to thinking about who this character might be. The story of Ned Kelly the famous Australian bushwhacker came to mind. Ned had a final shoot out with police in which, when they finally captured him, he was wearing a home made, bullet proof, set of armour.

Ned Kelly amour suit
Suddenly my Kommando had an accent. He was saying 'ga day mate' a lot and I contemplated calling my new buddy Ned. But well an Ork called 'Ned'? I'm not sure.

Anyway I thought to myself that any Ork of standing would insist that the barrel be painted red - everyone knows 'red ones go faster' and so I set about introducing a bit of colour.

Shoota
Choppa
It has been a joyful project and its one of the things about this hobby that really makes my juices flow. A mad idea that you just have to throw yourself into. He will be on a battlefield near me very soon!



Friday, 29 July 2016

40k in 40 minutes - First thoughts

And so it has come to pass that 40k has awakened. It is like a sleeping dog that we just can't let lie.

We have decided to have a few games of 40k in 40 minutes but going back to the fourth edition rules. We much preferred them to the current incarnation. It should be a blast.

The basics: -
1. Patrols of no more than 400 points
2. You must have one Troop choice
3. You may have one HQ but no more
4. You may spend the remaining points on anything in the codex
5. No character can have more than 2 wounds
6. No special characters
7. No 2+ saves
8. Vehicles have a max armour of 33
9. No deep strike
10. Scouts are allowed
11. 6 turn game
12. Set-up first = goes first

The game is played on a 3x4 board with 18" to 24' gap between the forces. The battle is a fire fight. When a patrol takes 50% casualties then Leadership tests are required based on the commanders leadership. If the test is failed then the patrol breaks and loses the encounter.

The patrol that does the most damage in points wins.

It all seems nice and easy.

Now I have a fair few armies to choose from. I have a Khorne, Slaanessh, my Dark Angels, Space Wolves, Imperial Guard, Dark Eldar, Eldar, Sisters of Battle and of course my beloved Orks.

Some of the models have not seen the light of day for years but after some consideration I am drawn to the Orks. Was it ever in doubt?

Our plan is develop three separate lists for each army. Each list to be themed. We will then roll off to see which patrols are involved in the encounter.

The first issue is to find the rule book and appropriate codex. The first of many trips to the garage....

Ork Codex
So lets get down to business. 400 points is not a lot to play with. I guess the starting position needs to be a review of the Troop section as this is manditory.

For Orks this is easy. There are only two choices Ork Boyz or Gretchin (unless its a Speed Freak army)

I am thinking that with only 400 points this unit needs to be able to dish out some damage and so I am lead to Da Boyz.

Da Boyz

Boyz

The Boyz cost 6 points each. The smallest allowable unit is 10 so that would make 60 points. Then the decisions start. Seems reasonable to put a Nob in there so that is +10 points ,with a Bosspole (always for the re-roll on morale) +5 points, and then Power Klaw +25 points. So a standard unit of Boyz for 100 points.

I could go for a 'foot slogger' approach and max out on Boyz and run them across the board. That would be 40 Boyz with four Nobs.

Heavy Support

Killa Kans have an armour value of just 32 (less than the 33 limit) and could be an option to support a foot slogger approach. At 35 points each I could easily have three or maybe even six. I could keep them cheap and give them Skorchas at +5 points.  I would still have 20 Boyz.

Transport

For added mobility and if there are less than 12 in the unit, I can stick the Boyz in a Fast, Open-topped Trukk for 35 points. The Trukk total armour is 30 and so less than the 33 threshold. This can be good as mobile terrain and it comes with a Big Shoota. Grot Riggers +5 points.

Ork Trukk
Heavy Support

I could even take a Looted Vehicle which has slightly more armour at 32. 11 Front and Sides. It is not Fast though. I could forego the transport and stick a Boomgun or Skorcha in it though.  How funny would that be.

 Fast Attack

There are some wonderful options here and all are wonderfully cheap. There are Bikes and Buggies and Koptas. All superb options and present individual targets as unit sizes of 1 are allowed. The cost ranges from 25 - 35 points each.

Elites

So many choices. I always loved the Burna Boyz and they all come with Burnas so no need to worry about the BS 5. Lootas are great too for some top line fire power. I could even contemplate a unit of Nobs at only 20 points each!

The nice thing here is that smaller unit sizes starting at 5 models are allowable. A nice way to give a bit of 'kick' to the patrol.

HQ

No special characters and no one with more than 2 wounds. These are big limitations. It leaves me with a Big Mek or Weirdboy as my options. The Big Mek is cheap at 35 points and then there are options as to tooling him up, depending on the the remainder of the force.

The Shokk Attack Gun is always a bit of fun. How about the Kustom Force Field? Oh yes there are many decisions to be made. Lots of possible combinations.


Tuesday, 9 September 2014

Magic

Now that I have the Chaos Daemon Codex I have been learning a lot. I have been looking at Tzeentch as they Hate Nurgle. They are also very much focused on magic. There is a variety of units available through the Malefic Powers route.

Primarius Power - Summoning - 10 Pink Horrors, 3 Flamers

Sacrifice - 1 Herald
Incursion - 3 Screamers
Possession - 1 Lord of Change

Herald of Tzeentch



The Herald is interesting because it comes with 30 points worth of gear. The basic model is normally a HQ choice costing 45 points and is a Pysker (Mastery Level 1). 25 points can upgrade him to Mastery Level 2. Casting Sacrifice is also quite cheap at Warp Charge 1.

Being a Daemon of Tzeentch is also cool because there is a +3 modifier to Leadership when manifesting powers. You can also reroll any saving throws of a 1. The basic Leadership is already decent at 8. This makes it very likely that the Physic Test will be passed.

Summoning a Herald also means that you can add to the Warp Pool in following turns. I think you would want to summon a Herald every turn if possible.

The Herald can also take Daemonology Malefic Powers and so can start to summon things to the table himself so potentially adding even more Heralds. By turn 3 they could begin to focus on summoning units of daemons.

Pink Horrors of Tzeentch



These little beauties also have magical abilities and add to the Warp Pool. They come in units of 10 but can join together. Unit of 10 adds 1 to the Warp Pool. However 11-15 adds 2 and 16-20 adds 3 to the Warp Pool. That is starting to get serious!

They are also Daemons of Tzeentch so add +3 to Leadership. They too can take Daemonolgy Malefic Powers.

They are Brotherhood of Psykers and as such have a Mastery Level of 1.

Lord of Change



This is a 230 point Monstrous Creature. A level 2 psyker with a Leadership of 9 and comes with Daemon of Tzeentch.

I could see a situation where the Ork Weirdboy goes for the Possession straight away bringing a much more powerful magician to the table who then starts summoning further deamons with much greater reliability.

This is proving to be an interesting exploration and no mistake.





Monday, 8 September 2014

A touch of chaos - Pink Horrors

As part of my ongoing exploration of Chaos Daemons I ordered the Codex, always a good start ;-). As with these things there is the temptation to add something to the order so I decided to invest in a box of Pink Horrors. The models look great and it will give me another unit to choose from. Also I had an idea for painting Orky daemons and thought it would good to start with them.

My theory is that the daemons are being summoned using Ork Waaagh Energy. This magical energy is created by the Orks themselves when they enter that blood crazed state of the Waaagh. The Weird Boy is just harnessing the energy as it flows through him. So it is very much an Ork thing!

On that basis I figure that the daemons that are summoned must have an Ork core. They are what they are but the Waaagh Energy adds something to the mixture.... I give you the manifestation of an Ork Pink Horror. I love it. (He giggled madly over his cup of tea)


Painting - I have attempted to merge the colours so that I am going through Light Green - Dark Green - Purple - Pink, mixing them as I go. I have used washes and highlights to bring elements forward and then knock them back. I have made the Green the standout colour and kept the Pink fairly dull. The bright Blue is another theme accent colour for my Orks so the tongue fits in well.

I have given them the 'dirty yellow' for feathers as this is another theme accent colour in my army. I have gone for the this yellow on the beaks as well, a nod to the colour of the 'iron gobs' on my guys.

The Blue tongue is a nod to the couple of Blue Horrors that are inside every Pink Horror. Finally I have gone for Blue Gems and again this is aimed at the Blue Horrors within. I think they look mad and will fit right into the army.

Still a lot of work to do, but don't you just love it when you have an idea and, when implemented, it turns out to be pretty cool. I will be picking out details on these guys for weeks.

I have started to read up the rules for the daemons - man its complicated but I have just noticed that these guys 'Hate Nurgle'. How appropriate is that for the storyline? These guys would be very clear on who the opposition is!!

Friday, 5 September 2014

Chaos Daemons

I thought I would explore what deamons I have in preparation for the great conjuring of 'Agor the Mad'. Its funny how the mind works and over night I have been wrestling with the issue of how the daemons would know to fight on the Ork side? I have decided that as it is the  Ork 'Waaagh Energy' that has spawned them then they are caught up in the Waaagh and are driven to destroy the hated enemy. This makes sense to me ;-)

One of my very first armies was Khorne. They were the first army that I took to a tournament and I used to play them with lots of Bloodletters. A quick hunt in the garage has revealed a surprising number of Khorne daemons.


I had forgotten about the hounds altogether and I think I have another set of the old Bloodletters on the right somewhere. I really must get better at keeping stuff in the same place.

Possession allows my Ork Weirdboy to turn into a Greater Daemon. The Bloodthirster was my first really big model and I did love him. He is metal and at tournaments the wings and hands kept falling off until I was educated into the fine art of pinning. It would be glorious to see him on the battlefield again.

I would have enough models to field a unit of 10 Bloodletters or 5 Flesh Hounds of Khorne for the Primus Power - Summoning. That is good.

I have another Bloodcrusher of Khorne somewhere although not painted. The Malific Power - Incursion allows you to take three of them in a unit so I would need a third in order to use them. This would give me at least one allowable unit for this spell as I don't have any Fiends of Slannesh.

More recently I moved into a Slannesh army. I had great hopes for it. Some of the Slannesh models are just great however you do need some expert painting skills to do them justice and I'm afraid that I lack a little in this area. Anyway I had gathered some Slannesh daemons during that period.


The Daemonettes of Slannesh are mouth watering and I spent ages trying to get the flesh to look decent.  I have 12 models so that will be enough to field a unit of 10 as allowed by the Primus Power - Summoning. I also have enough Seekers of Slannesh to field the allowed unit of 5.

Possession would allow 'Argo the Mad' to transform into the Keeper of Secrets. This model always seemed to do well for me.

The spell of Sacrifice is therefore a potential problem as I don't have any Heralds however I suppose I could just use any chaos model as a stand in for this.

Other than that I believe that I have some of the really old Pink and Blue Horrors of Tzeentch and a few Plague Bearers of Nurgle. We used both of these for some of our early games of Necromunda. I don't think that I will be able to muster units of 10 though.

It would be nice to have a greater variety because the units could be very situational in that they will excel at certain things. I will need to get a set of the Daemon rules and then   .......    Orky Daemons.

What was that? ..... Oh yes ..... I think it is ebay whispering in my ear ;-)




Thursday, 4 September 2014

Ork Weirdboy, with chaotic leanings

I played my Ork Pysker, 'Eadcrumpa, in our first 1500 point game.


I gave him abilities from the 'Powers of Waaagh'.  This seemed to be very appropriate and in keeping with the story line. He really brought something to the game when he rolled for 'Da Jump' and 'Power Vomit'. I was able to Deep Strike an entire unit in behind the enemy and then used Power Vomit on a unit of Obliterators. It was hilarious.

In the second game of 2500 points I did not take any magic at all. 'Eadcrumpa had died spectacularly and it was as if Ghazghkull had seen enough and turned to the Mekboyz instead.

For the next big game of 4000 points I am thinking of turning back to magic with 'Agor the Mad'. However this time a corrupted version. In my head Agor, 'Eadcrumpa's second in command, has been effected by his time on this world of Chaos and his powers have evolved such that his abilities are now those of Daemonology.

I just love the idea of Orks using Malefic Powers and summoning daemons to the table. And think of the opportunities for conversions .....

The are four ways to summon demons: -

1. Primaris Power (This is automatic - no rolling required) - Summoning, this summons a unit of your choice who arrive by Deep Strike within 12".
    - 10 Bloodletters of Khorne
    - 10 Pink Horrors of Tzeentch
    - 10 Plaguebearers of Nurgle
    - 10 Demonettes of Slannesh
    -  5 Flesh Hounds of Khorne
    -  3 Flamers of Tzeentch
    -  3 Nurgling swarms
    -  5 Seekers of Slannesh

Then the next three can be rolled for.

2. Sacrifice (D6 of 4) - Conjure one of the following units of your choice Herald of Khorne, Tzeentch, Slannesh or Nurgle with 30 points of options.

3. Incursion (D6 of 5) - Conjure one of the following units of your choice 3 Bloodcrushers of Khorne, 3 Screamers of Tzeentch, 3 Plague Drones of Nurgle or 3 Fiends of Slannesh.

4. Possession (D6 of 6) - Conjure one of the following of your choice 1 Bloodthirster, 1 Lord of Change, 1 Great Unclean one or 1 Keeper of Secrets.

The big question is where to start? The idea of Bloodletters joining an Ork army is pretty cool but then again so is the idea of sending Plaguebearers in against a Nurgle opponent. This is going to require some thinking.

I would welcome any thoughts ...


   



Wednesday, 3 September 2014

Da Stompa in play - thoughts of a defeated general.

Well now that I have played Da Stompa I feel that I know so much more about about it. It is great fun on the battle field and no mistake! The Dark Templar has done a cool battle report which is worth a look.



I think that I have learned a number of things: -

1. The Mek Boyz are important to repair HP's have a number of them and don't forget to use them!
2. The KFF is necessary and it has a range of 6" around the Stompa - make use of this.
3. Who is carried inside is important - think shooting. There are four fire points.
4. There is potential to take several small units inside.
5. It not great against lots of AV14! Blow up transports early and get troops out in the open.
6. It can get bogged down in hand to hand so support him with something that can help.
7. Beware of magic - I had 'weapons get hot' cast on me a lot so any 1's were hurting me.
8. He is huge on the table - hide something behind him - A unit of Boyz in a Trukk would be good start and would help with any potential hand to hand volume.
9. He is not an assault vehicle and there is only one access point, at the back. Whatever gets out needs to be able to shoot.
10. His blast template weapon only scattered one D6. Be brave!
11. Melta weapons are not to be tolerated. Have a plan to deal with them.
12. Max out on Supa Rokkits and use them when you can
13. Grot Riggers are worth a thought.

He is lots and lots of fun to play but he is not a one man army. Now that I have a 'feel' for him I need to consider what complements him. He is the star man but everyone benefits from a team approach.

I am liking the idea of Killa Kans in front and to the side of him. Maybe a full unit of 6 all benefiting from the KFF. They have a BS of 3 so decent shooty weapons would be useful. This will slow things down a bit but that is fine.

Have a small unit of Lootas inside manning the fire points. This will add weight of shots. Upgrade to as many Meks as possible.

I also like the idea of a small unit of Tank Bustas with Squigs. These can disembark in turn 4 or 5 and  use the Squigs. They will also be fearless within 6" of the Da Stompa.

When he goes down he does it in style with a huge explosion. It would be nice to be in hand to hand if that is going to happen ;-)

I would welcome any other thoughts. Its always good to get another perspective.

Sunday, 31 August 2014

The death of hero's

And so it came to pass that Zagdakka took down the mighty Typhus, but as his spirt passed he took one final and mighty swing of his scythe, Zakdakka fell along side him.


A day to remember - a battle to remember! Ultimately the Ork delays proved to be a fatal error in judgement. The magnificent and impressive walkers did not deliver on the battlefield. The fortifications stood firm. Ghazghkull would take this setback personally and the forces of chaos would now feel his wrath!!

Ultimate 2500 point Ork Walker army list

So today is the big day. Its 9am and I have already set up the board outside. Weather forecast is for a nice warm day with low wind. Perfect. Just had a text from the opposition to say that he is on the way so I need to get the kettle on. The Dark Templar is planning to Tweet key events during the day, (details on his blog). That will be a first for us and should be interesting.

So what army did I pull together? Your going to like this....

I have taken on board the Ork Walker discussions that have been going on and pulled a list together that I really love the feel of. It should really wipe the floor with anything being faced, he said confidently. It contains the Stompa, Gorkanaut, Deffdredd and 6 x Killa Kans. This is supported by a Battlewagon and Dakkajet. There is a unit of gretchin to make up the Troops numbers so that it is an Ork Horde Detachment granting Boss of Da Waaagh and The Greenskin Hordes special rules.

The plan remains - 'shoot the choppy and chop the shooty'



HQ (min of 1)
Warboss in Mega Armour, Lucky Stick, Bosspole (In the Battlewagon)
Painboy (with the Warboss)
Big Mek with Kustom Force Field (in the Stompa)
Mekboy (with the Warboss)
Mekboy (in the Stompa)

Elites
3 x Meganobs with kombi skorchas (in the Gorkanaut)

Troops (min of 3)
15 Boyz with Nob and Power Klaw, Bosspole (with the Warboss)
18 Boyz with Nob and Power Klaw, Bosspole, 2 x Rokkits (in the Stompa)
10 Gretchin with Runtherd and squig hound

Heavy Support (can take 4 because of the mission rules)
1 x Deffdread with close combat Klaws
6 x Killa Kans with skorchas
1 x Gorkanaut
1 x Battlewagon with 4 x rokkits, killkannon, ram

Fast Attack
1 x Dakkajet with 3 sups shoot as, flyboss

Lord of War
1 x Stompa

Note - the Battlewagon could easily be downgraded to a Trukk. Stick the Warboss in the Stompa and spend the additional points to get another Trukk load of Boyz at which point the Gretchin are not needed. No-one should be shooting at the Trukks anyway as there is too much other stuff that has amazing killing ability and they are Assault vehicles with could be advantageous.

So in theory, the Stompa goes straight up the middle moving and shooting anything that can shoot back. 'Shoot the Shooty'. Move him towards the most dangerous shooting attack so that he can 'Chop the Shooty' as soon as possible. The Boyz rokkits also shoot out of the Stompa. The Kans and the Dread follow behind moving and running to keep up. Move them towards shooty stuff. Again 'chop the shooty' as soon as possible. The Gorkanaut takes one side and again moves and runs. The battlewagon takes the other side and moves as far as possible. The Dakkajet is there to provide some arial support, if needed, and if not to just shoot from distance. The Gretchin can hang back and grab any objective at the back as the rest of the army surges forward.

The Kustom Force Field makes sure that any incoming shots bounce off the Stompa.

After the first turn everything in the Ork army is ready to descend on the enemy with awesome close combat abilities. Declare the Waaagh and give no mercy. The Boyz in the Stompa can hang on for a bit and get out later to mop up the remaining carnage, as can the meganobz.

Now all you Ork players just know that you want to give this a go. Waaagh!!!!!

The question is - what will happen when we start rolling dice? Will the plan survive or need to be altered? And so the fun begins.


Thursday, 28 August 2014

Da Orks advance

The time had finally come. The Mekboyz had been true to their word and the constructs were all operational. The main force would advance on the Forge on Saturday night and in the mean time Zakdakka lead some of Da Boyz into advance positions.


Over the last few weeks the Red Skulls had been building intelligence. This had been achieved by travelling the little known passes to get close to the Forge itself. Now Zagdakka was making use of this knowledge to get some of Da Boyz as close as possible before the main event begun.

The Heavy Support units would soon pound the Forge and obliterate it from the face of this planet. No fortifications would stand in the way of the Waaagh! 

The true prize lay beyond, the Mining Facility, and that would be next to fall.

Wednesday, 27 August 2014

Red Skull Kommandos doing their thing

After another night of mayhem the Red Skull Kommandos picked their way over the ash covered effluent. Nurgle - everything they touched seemed covered in slime. The ash, cleaned things up, acting like the first fallings of snow. 


The Red Skulls left a trail of destruction in their wake ensuring the white beds of ash was contrasted with that most dramatic of colours - Blood Red! It would not be long now and they had fresh images for Zagdakka.

After a bit of a hunt around in the garage I found this beauty! A piece of terrain from back in the day and it just seems so appropriate for the mission at hand. Two big pipes spilling green and brown gunk. It just has to be Nurgle!


Tuesday, 26 August 2014

Red Skulls - reports form the front

Ash from the Forge fires fell like snow from the skies. The Red Skull Kommandos had been busy ambushing the enemy whenever possible. The Green Ghost lead his boyz with great zeal and Gorks Teeth had sent many Nurgle souls back to the kingdoms of Chaos! Snikrot was a truly savage hunter and this was his world.


The Chaos forces were using the time afforded by Zagdakka's delays to properly fortify the Forge. As a result, the task would be all the more difficult to achieve. The Red Skulls sent reports back from the front and the news was grim! Fortifications and new weapons platforms!

The Red Skulls had been party to many Waaagh's and seldom had they witnessed such an Ork delay. Ghazghkull Thraka was a leader low on patience, as Zagdakka would learn, should the new war engines be less than impressive!

The boyz stayed low to the ground. Yet another construction crew were about to be sent to the grave. Their bodies would be defiled and the news would go out - Da Orks is Commin - and there will be No Mercy!!

Friday, 22 August 2014

Da Stompa is in Da House!

Oh My God - Oh My God!!

Typhus and the forces gathered at the Forge had expected the Orks to swarm forward from their preliminary attack at the Communications Array but the advance did not happen. The Orks were taking their time and massing the machines of war. New variants were reported daily some twice the size of the much feared Deffdread. Would the fortifications hold against such might? When would the attack begin?



The latest images from the front seemed incredibly unlikely. Surely nothing this huge could carry its own weight effectively and prove itself on the battlefield? Reports were that it towered over everything else by two to three times. It looked like the Mek Boyz had finally lost it. Their ambition would surely be overcome by their lack of technical know how. They were calling it 'Da Stompa'!

But Typhus was uneasy. This was not the Ork approach to Waaagh that he was anticipating. A bead of sweat dribbled down his face......

Well I have finally had the opportunity to have a look at the Ork Stompa. I had purchased the kit some time back and had great fun assembling the model. I really enjoyed it. Lots of options to consider, little grots everywhere, great fun. The model is huge!


I gave it the 'iron gob' because this fits in really well with my army theme and then applied the metal paints with red shoulder pads and the dirty yellows in various spots. The yellow does jump out at you. Really great fun and I recommend it to anyone. I worked in a few black and white Goff squares as well. Helps with the Ork feel. And finally added a few Space Wolf panels - well you have to poke fun at someone ;-)

I have not played the Stompa in any battles and was delighted to see it in the new 7th edition codex. I gave it a brief review but nothing major. In my mind I was thinking of it as a Walker with all the downsides this entails. There were lots of weapons but lets face it you can only kill one thing at a time and with a cost of 770 points I just failed to see how it could really pay for itself in a six turn game. But then I read the rules - I mean the Super Heavy Walker rules in the new Rule set (page 96 for those interested) and my world has changed!!

Movement - it can move up to 12" (big smile). It causes Fear and can Move Through Cover (Cool)

Shooting - it can shoot as if it were stationary even if it has moved and it can shoot Ordnance and all other weapons as well. It can also shoot its weapons at different targets (Oh Yes - smile broadens)

Invincible Behemoth - When a damage table says it Explodes is does not Explode but D3 Hull Points are removed (now we are talking)

Transport - It can carry up to 20 models in its belly (rock on baby)

Stomp - this is a special attack in addition to everything else it can do. It uses 3 Blast markers against the enemy unit and damage is from a special Stomp Table generally causing S6, AP4 Hits but it can be much worse than that - on a 6 it is Instant Kill to everything that it touches! (I am in a happy, happy place)

And all this before you get to the Stompa Rules. This changes everything. Da Stompa is a beast!

Da Stompa itself has 12 Hull Points, 4 Attacks, Strength 10, FA13, SA13, RA12. It is also an Effigy so that all models within 6" of it are fearless. Additionally it has four Fire Points so that the models inside can fire out. 12 HP's with an Armour Value of 13 is a lotta, lotta armour!!

Shooting - it still has a poor BS of 2 (5+ To Hit) but it can shoot all its weapons and at different targets!!


We have :-
 3 x Big Shootas - S5, AP4, Assault 3 - that is 9 shots!
1 x Twin-linked Big Shoota - S5, AP4, Assault 3
1 Skorcha - S5, AP4, Template
3 x Supa Rokkits - Infinite, S8, AP3, Large Blast
1 x Deff Kannon - R72", S10, AP1, Massive Blast - smashing vehicles and killing entire units
1 x Supa Gatler - R48", S7, AP3, Heavy 2D6 - does this 3 times a turn!!! - we are talking 18 shots

It can shoot all of that, every round of battle. Think of the damage that can do.

Close Combat - with a WS4 and 4 attacks, 5 on the charge.



It is armed with :-

Mega Choppa - SD,  AP1 meaning that it can sweep through Vehicles like a knife through butter.
Stomp - as above 3 blast markers with S6 Hits!

You can have Mek Boyz inside repairing any lost Hull Points, you can even have a Big Mek with Kustom Force Field so the shots are bouncing off you. And then you have a unit of Boys to deposit for good measure that are Fearless when they appear within 6" of the big man!

Summary - Well I am stunned. What a completely devastating piece of kit this Supa-Gargant is! I think my view is that at ONLY 770 points he is a bargain. He is also a super distraction so anything else that is brought to the table will have free reign. Whats not to love?

I can imagine hundreds of Boyz on the move behind him or Trukks filled with Boyz zooming up the battle field beside him or Buggies and Kopptas or or or ........ oh the options are just so appetising. Orks is made for Rockin baby!!

Now where is that quivering wreak of a Nurgle boss? You know the one I mean, the one with the tail feathers and the big yellow stripe down his back. You know him - 'Typhus' is his name!


Thursday, 21 August 2014

Gorkanaut - Da 'Eavy Metal!

Zagdakka had launched the Waaagh with great success. The inter planetary communications array had been taken and this bought time. The Iron Fists were trapped without the means to call for reinforcements so Zagdakka could call down the Heavy Support. The next target would be the Forge. Intelligence reports that it is heavily fortified and defended by the forces of Nurgle

In truth the rumours were that Typhus himself would lead the defence and this was a potential blessing. Reports of Typhus in action against the Dark Angels questioned his willingness to get directly involved in the action and begged the question - has he Gone Yellow?

Either way Zagdakka knew that this would be a tougher nut to crack and as he surveyed the many weapons of destruction being assembled his eyes fell to the new heavy walkers. Emmmm......


Well I have bought the kit and assembled a Gorkanaut and whilst I love the kit and assembling / painting was joy I have been less convinced about its use on the battlefield especially at a cost of 245 points.


It does look imposing though. (Now that I have read the rules I note that its not allowed the KFF - I will have to see if I can carefully remove it) The Armour is decent FA13, SA13, RA12. It has four attacks and 5 Hull Points. So it should be survivable enough. It has no fire points! This means that whoever is inside can't shoot out. Not a huge deal but you have to wonder why? It can transport six models. Another very odd number. This limits those that can use it to Elites or HQ as all other mob sizes are 10 and above. Unit options include Burna Boyz, Tankbustas, Nobz and Mega Nobz. There is the option to keep the unit size to 5 and put a Mek Boy in there to repair HP's.

As a Walker it can move 6" and then there is a choice - shoot or run? If the choice is to shoot it will slow the Gorkanaut down making it less likely to be involved in the attack. It becomes a fire platform sitting at the back of the army. If the choice is to run then the focus must be on getting into hand to hand / delivering the contents of the beast. Lets look at these options.

1. Shooting - it is anti infantry. (I do like the Ork sitting at the back of the gun.)



It comes with 2 x twin-linked big shootas, 2 x rokkit launches, skorcha and Deffstorm mega-shoota.

The big deal is the Deffstorm R36", S6, AP4, Heavy 3D6. The Ballistic Skill remains 2 so what does this mean? Average 9 shots with 3 Hits likely. S6 should result in 2 Wounds but then there are saving throws. Not exactly devastating.

The Big Shootas will pump out 3 shots each so that is 6 shots expecting 2 Hits. They are twin linked so that should give another Hit. Therefore potentially 3 Hits at Strength 5 so hopefully 2 Wounds and then there are the saves to consider.

The Rokkit Launchas will be pot luck really.

The Skorcha is a Template weapon so needs to be up close to be effective.

(The Morkanaut takes a Kustom mega blasta & Kustom mega-kannon instead of the Deffstorm & Skorcha. For this there is a 15 point cost reduction. Both weapons Get Hot (I hate that rule) but on the up side one is a Blast weapon. I do like a Skorcha though!)

2. Close Combat.

First off the Rampage special rule is in play. This grants an extra D3 attacks to the Walker if the opponent has more models in the combat. This is highly likely to be in use.

Hammer of Wrath is also in play. This grants an extra attack that always Hits and is resolved at the models Strength, AP -. The Gorkanaut is S8.



Other than that the Gorkanaut is armed with the Klaw of Gork and has 4 Attacks (5 on the charge). The Klaw is S10, AP1 Melee, Concussive and Fights with a WS of 4.

All this makes the Gorkanaut a bit of a beast in Close Combat. A large number of attacks is good against troops and the high Strength and AP1 makes it good against Vehicles.

Walkers can also fire in Overwatch which would be great if being charged.

Summary

The Gorkanaut is a Walker and as such quite slow. It is probably most effective in Close Combat and a lot of consideration needs to be given to the unit that will be transported so that it compliments the chosen tactical deployment.

It is a real threat and could be used defensively to shore up one side of the battle field. Any small unit inside could potentially emerge late in the battle to seize objectives.

It could also lead the assault by throwing itself down the throat of the opposition. Move and Run and Move and Run and Charge. Get into combat in Round 2 and pile on the pain.

Either way I still have my doubts - it is a lot of points and will need to pay for itself! It does look Orky though.

Wednesday, 20 August 2014

The slighted cracked ideas that make it all worthwhile

I have been inspired by a recent post from 28mm Victorian Warfare. The post concerns a 'pirate monkey'. A freebe that came as part of a consignment to the ever enthusiastic Mr Michael Awdry at 'Awdry Towers'. What a fantastic model. You would wonder how it came into being at all. Who thought it would be a good idea, who commissioned it and then how does it become part of a business strategy. The truth is that it is a joy to behold, a foible, a mad crack pot idea and as such one of the things I love about this hobby. There is just something inspirational about him.

One of things that I love about Orks is that the designers had some of this mentality when it came to designing the Ork horde. Take gretchin, grots and squigs as a prime example. There is no real need for them but what a characterful addition they make to the table top.

Grots are great for poking fun at the opposition. I have been using this guy for years and I love him.


Obviously the helmet colour changes to suit the opposition. He is always in the army somewhere, sitting on a Deffdread or in a vehicle, but there none the less for the shear fun of it.

Then you have the hard working grots.


Where would your average Painboy be without someone to carry his 'Dok's tools'? This little guy even has a spare 'Urty Syringe tucked away in his belt. Obviously there is no need to have even created this model. It was not done because it made financial sense - but the world of 40k is a better place for having him.

And finally there is my favourite model. You just know that someone, somewhere has to look after the baby Squigs - well obviously!!


This little guy looks bang in character. I love the 'butter wouldn't melt' look on his face. His presence just adds something to the entire army.

Wednesday, 13 August 2014

Ork Lessons Learned

A few days have passed and I have had a chance to ponder the big battle on Sunday.

The plan had been simple enough Da Cunnin Plan "Shoot da choppy and chop da shooty" !

Did I keep to the plan? Zagdakka pondered .... while kicking back with his new Painboy 'drug dealer' beside his wheels ;-)



Well now - I treated the Obliterators as potential 'shooty & choppy'. I shot them with the right weapons Killkannon and Power Vomit but they made some saves and in the end my Warboss Zagdakka chopped 'em up. Relative success. They did some damage in between times though.

I attempted to 'chop the choppy' when I launched my Waaagh at the berserkers. That was stupid. I tried to 'chop the choppy'!! Not only that but I played the Orks with T3 not T4 and forget to use Furious Charge which would have added +1 to their Strength. I let my Boyz down badly there! and even worse, complained about how fragile they were - I owe them another chance to show me what they can do! Eventually I 'shot the choppy' using the Killkannon and that worked as I took out some of the Iron Fist HQ.

I 'chopped the shooty' when I attacked the Noise Marines with my HQ and that was very successful indeed. My error was that I should have recognised the peril I was in once they were dead. Charge multiple units should have been the tactic. Lesson learned for the future!! Assess the medium term risk.

My Mega Nobs and Warboss chopped up the Chaos Marines and made short work of them so I reckon that is another 'chop the shooty' success.

My 'shooty' Warbuggies and Tankbustas struggled to get in on the action. The Tankbustas took out a Rhino which provided me with much needed cover - a real result. I am liking those Bomb Squigs - they did the business. I think that the buggies need more numbers to be effective. BS2 is just very low even when the Rokkits are Twin-linked.

The Tankbustas fired out of the back of the their Trukk but they were as pin pricks really. They survived to the end only because they were never the number one threat. I played them poorly I reckon!

The survivors were few enough.


But 'enough' is the operative word here. I was fully committed to the objective. I was not distracted and played ultra aggressive!! It is the Ork way and despite my playing the Orks too soft we got there in the end. I liked my 1500 point Ork Army choice and on another day it would have played much differently.

The Dark Templar has reviewed his own performance, a little harshly I feel. It was a battle that was very much in the balance. He spanked me good and proper in the early rounds.

2500 points is the next outing and I am looking forward to it already.

Sunday, 10 August 2014

1500 point Ork Army List - the battle plan

So I suppose we must start with the army list. What did Zagdakka take to capture the communications array?

HQ
1 x Warboss, Mega Armour, Lucky Stick, Boss Pole (Zagdrakka)
1 x Painboy
1 x Weird Boy, Psyker ('Eadcrumpa)
2 x Mek

Elites
3 x Mega Nobs, 3 x Kombi Scorchas, Trukk, Ram
7 x Tankbustas, Nob, Bosspole, £ x Bomb Squigs, Trukk, Ram

Troops
15 x Slugga Boys
18 x Slugga Boys, Nob, Power Klaw, Bosspole
20 x Slugga Boys, Nob, Power Klaw, Bosspole

Fast Attack
2 x Warbuggies with Rokkits
14 x Stormboyz, Nob, Power Klaw, Bosspole

Heavy Support
1 x Battlewagon, 4 x Rokkits, Kilkannon, Grot Riggers
3 x Mekgunz, 3 x Tractor Kannon, 3 Ammo Runts

Plan = Battlewagon contains the 15 Boyz, Painboy, Mek and Warboss. Mek number 2 is with the Mega Nobs.

Mekgunz would shoot the flyers.

Weirdboy would deploy depending on what skills he obtained, probably with the 20 boys.

Use the Battlewagon to shelter the 2 Trukks, march the boys up the board, use the Waaagh on turn 2, have the Stromboyz and Buggies arrive turn two. Chaos should ensue as we come at the Iron Fists from the front and rear. Simples. The footsloggers should arrive to mop up at the end.

Reality Check time.

There were no flyers.

We rolled for mission type etc and ended up playing short table edge to short table edge with the communications array right at the back of the board. In short a funnel with and extra 12"s of distance for me to travel. Nerves began to jingle.

I rolled for my Weirdboy and joy of joys Da Jump and Power Vomit! Giggling like a mad person I put the Weirdboy with the large group of 20 Slugga Boys and set them up at the back of the board well out of range, ready to Teleport behind enemy lines. None of that running malarky for my boyz!!

You see, Ghazghkull was right. 'Eadcrumpa had a 'special' purpose!! Ghazghkull knows everything. Never doubt the great one.

Below are the set-up positions. (Buggies and Stormboyz in reserve)



You can see what I mean about a funnel. The Iron Fists had purchased Tank Traps to stop my vehicles and then had Fortifications behind that. These were anchored with tanks on either end. The Fortifications were manned with Oblitorators and Noise Marines. Things looked very hot down there!

I got to go first and decided to go for it in a big way. I pushed everything forward and went for Da Jump straight away. I figured it would be amazing if it came off. I also checked my movement to allow the Killkannon to go for a big shot at the Oblitorators. Guess what - it worked!!!


I successfully teleported into position (no big scatter), then I successfully used Power Vomit against the Oblitorators, they lost one guy and made an unlikely save, I successfully used my Kilkannon against the Oblitorators and they successfully made an unlike save. What a start to the game. I was out of breath all ready.

But then I got spanked for being too ambitious. Unit wiped out to a man as I was surrounded and shot to pieces. At least they were not shooting at the advancing force.

My reserves arrived in turn 2.


But I was not close enough to support them and guess what I got shot to pieces. Again, at least they were not shooting at the advancing force.

Time for the Waaagh!!


I launched my footsloggers (the 'Ighlanders) at the Iron Warrior HQ on the Iron Warrior left.


And in my main thrust for glory, I pushed my HQ down the throat of the enemy. This was it - my time had come - or so I thought.

Noooo - the 'Ighlanders were cut to pieces first by shooting and then at the wrong end of the Initiative sequence. I only had three guys left to hit with. Dreadful.

My HQ advanced and cut down a 5 man unit and then I could not move into the next unit. I had to stand there to be shot at. This seemed so wrong.


So my 'Ighlanders were no more and a the end of the Iron Fists shooting I had 3 guys left in my HQ. The Warboss, the Painboy and one of the Slugga Boyz. Look how close I am to the communications array, but it seemed like those few feet might as well be a few miles.

Then the Obliterators and  2 Iron Fists units attacked in the Assault phase. Go Zagdakka - you can get there!!!


I looked like I was in trouble but up stepped 'Zagdakka the Unmerciful'. Utterly amazing!!


He saw off the Oblitorators and broke the morale of one of the Iron Fist units before finally seeing off the remaining unit. Then the Tankbustas arrived to get in the final act of the day - owning the communications array!


It was a great moment. The Painboy was invaluable. My Warboss was amazing. We had a real blast and a hugely enjoyable day.

The game has changed a lot!! Like a lot. There is much to muse on - but for today I would like to say a great big thank you to the Dark Tamplar for what was a fantastic Sunday. 40k - we salute you!!

Proud Puppy!!

They say 'a picture speaks a thousand words' so ......


And pose, and snap, and pose .....

I think you will find that Zagdakka is the proud possessor of a fine and intact Iron Fists inter planetary communications array!

The campaign is well and truly launched and the Waaagh is underway.

A great, fun, game. Full report to follow.

Saturday, 9 August 2014

Ork Horde Assembled

The night before the first strike and the Orks commenced landing the advance force. Great care was required to move units into position from whence the Waaagh could be launched.


The approach to the communication array was narrow so great consideration had been given as to which units would form the advance party. These would now be manoeuvred into position.

Wierdboy 'Eadcrumpa didn't care - he could feel the Waaagh Energy building as a mixture of excitement and thrill filled the Orks around him. He knew that very soon he would filled with that Energy and would have only one option - use his powers - release the searing energy in destructive blasts and waves. He yearned to have the Energy flowing through him  It would not be long now, however this time it would be different. 

Ghazghkull himself had charged him with a mission of particular importance. He must maintain control. He must, he must ...... but as the waves of Waaagh Energy continued to build he could sense that feeling of complete euphoria that only a true Warphead experiences. He swooned and let another wave of Energy cruise through his body. He had not asked for this responsibility. There was so much more joy in letting the Energy flow - but not this time. He reached deep inside for control. What would the morning bring?

Friday, 8 August 2014

An Iron Wall of Walkers

Perhaps this is the Iron Wall that Nidai was dreaming of. An iron wall of walkers leading the green tide into battle. Wishful imaginings that the iron wall was filled with Iron Warriors. Instead the Orks are beating a path to his door before ripping it apart and him along with it.

I do love a Walker. Always have done. I think that they are perhaps the most Orky thing in the entire army and they have come a long way.



My Ork Walker or Deff Dread has always been called Da Basha! I might as well paint a big shamrock on him because he has a history of surviving when he should not and delivering an utter mauling to the opposition!! He has been responsible for more 'bragging rights' than any other single model. I have three different versions of him and love all three.

In terms of tactics I favour running him across the table and giving him all close combat weapons. This keeps his purpose simple and there is no 'thinking about having a shot' moments. He is not good at shooting. Play to the strengths and let others do the shooting.

The Killa Kans have also had a certain amount of success and the models themselves are just outstanding. The unit size has been increased in the recent codex so that it can contain up to six Kans. Thats a lot of Kans! I think it will seriously increase their effectiveness in that you tend to lose one or two on the way across the board. Now there will be enough left to dish the damage required.