Tuesday, June 26, 2012

Kommando Orks Versus Adeptus Mechanicus [Necrons] 4: Live Green or Die Hard


 The game is getting close to the end now. There's blood in the water. The foot is a game. This will be the last post on this particular battle, because the battle is over after this post.

TURN 4

During the movement phase, Orks do what Orks do. They get closer, they shout, they smell funny... you know, Greenskin stuff. I forget to Screencap, probably because I'm too busy listening to Celine Dion or something equally embarassing.



The Burna on the Kommand mob goes fwoosh.taking down a Deathmark. The Shootas knock out a couple of Immortals.

 The Immortals get back up and conga to the back of the line, farther away from the impending Ork assault.


 Kommandos charge my Wraiths and inflict a casualty, making me very sad. He was only three days away from retirement! Then one of the Orks decides to get stuck as some wacky anomaly on the terrain. Vassal, like a dog who has finally caught his own tail, has no idea what the fuck to do with this Ork or his 2" coherency circle.

My turn. Both squads of Deathmarks back away from the tide of naughty green semi-consensual lovin' currently slapping the fuzzy handcuffs on my Wraiths. The Triarch Stalker clunks forward, gloriously Not Immobile thanks to my good friend the Karamazovspyder. I think about how Karamazovspyder sounds like some kind of dreary existentialist Russian novel from the early 1900s.

Despite his best efforts to get killed, Boss Snikrot fails to eat it at the hands of my Deathmarks. The Shoota Boyz, on the other hand, suck up a few casualties from tesla zaps.

The Kommandos in blue continue hacking away at my Wraiths, dealing out three Wounds and just barely failing to get out of Locked In Combat status this turn. Their inability to take out the last wound on my Wraiths has ensured that my Deathmarks, Stalker, or Annihilation Barge don't have an unfortunate accident in the parking lot next turn.

TURN 5



 Koptas and 'Ard Shoota Boyz advance. Shootas are having trouble on account of the difficult terrain.

 Everybody shoots. A single Immortal bites the dust. No reanimating.

The last Wraith finally dies, bringing this assault phase to a close and freeing up his Kommandos to get zapped. I forget to take the muzzle flashes off the Shoota Boyz, making it appear as though they just never stop shooting. Somehow this seems a fitting send-off for those gallant Boyz.

My move phase is fairly boring. Blue moves up. My Annie Barge rotates. Deathmarks stay right where they are.


With a truly outrageous amount of firepower concentrated on a very small number of foes, the Adeptus Necronichus cleans house.

At the end of this turn, we decided to call the game. The Kill Point tally is very one-sided, due in large part to the six freebie points I got by shutting down his Squadrons of Warbuggies. I'm curious to see how this battle might have panned out differently had it been played in Sixth edition, given some of the new rules in place now. Maybe that's a fight for another day.



3 comments:

  1. My biggest blunder, I think, was my deployment - I should've started with Big Gunz and the Shoota Boyz Mob (with attached Big Mek w/ KFF) on the field. No more (if anything, MAYBE the T-L Rokkit Wartrakks). Both trukks and both kommandos mobz, plus the skorchaz, in reserve, with Snikkers' kommandos doing their any-board-edge trick and the non-character kommandos outflanking (rather than trying to infiltrate on a Pitched Battle deployment - derrrrp).

    As for 6e changes, for me one would've been how I placed the Big Gunz. With the new wound allocation rules (and the artillery survivability boost), it's no longer advantageous to put the guns in front of the crew, especially with a crew as numerous as a big gunz crew (unless I misread something).

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  2. ^ I think most of the differences playing it in 6e would've been small like that.

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    1. Of course, now that I've actually finished reading the rules, it seems I spoke too soon. The new reserves rules limit you to half your force in reserve, and also nerf the hell out of Ambush (Snikkers' special rule).

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