Berks Spring Assault 4!

Berks Spring Assault 4!
Berks Spring Assault 4! Warhammer 40K tournament

Berks Warhammer 40K Group

Showing posts with label Krogg's Karnage. Show all posts
Showing posts with label Krogg's Karnage. Show all posts

Friday, January 28, 2011

Waaagh! Karnage's Greatest Hits!

Ork Warlord Krogg Satogg
Waaagh! Karnage is the 'new' name for my Ork army, formerly known as Krogg's Karnage.    Being a player of fluff, my Warlord Krogg was captured during a campaign, but thanks to a massive hunt after I placed a bounty upon the captive Space Marine captain's head, I will get my warlord back in a prisoner exchange.

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So, as I am in a stage of rebuilding my army and working up more fluff and background story, I thought it fun to recap some of the Karnage's most memorable events over the past 18-24 months....

3rd place trophy
Warlord Krogg helps me celebrate a 3rd place showing in the Freedom Alliance 40K tournament at the Adventurer's Guild in Harrisburg, PA

One of my most favorite vicotories was a 7-turn game that came down to the final turn.   A win over the Dark Angels: "Exiles of Calliban" run by my friend DJ.   In turn 1 of this battle, the Dark Angels shot out both ork trukks.  The Warboss's trukk with a load of 'ard boyz kareened 18 inches on the 'Ramshakle' Table...stopping after 13 inches, at terrain.   The following turn the orks moved forward on their turn 1, and laid into an assault, eventually pulling down the elusive Cypher (who managed to teleport out).

Orks destroying tanks
Freedom Alliance Tournament really started to shape up a tourney-rivalry with my friend Anthony Gibbs and his battle sisters.   This game ended in an intense draw, but not only did my orks pop several of his tanks and transports, but the lone "Red Baron" of my stormboyz mob jumped around all by himself with his Big Choppa taking out 2 more tanks, including an Exorcist!
Da Red Barun destorys another sister's tank.


Mechanicon 2009:  Warlord Krogg faced off against a Tyranid Army.   Big nids.  He ended up besting a Carnifex in single combat and chased the sucker off.   My opponent kept running it away from the dreaded Ork Warlord.    At least this battle ended up in a tie.  Tyranids are one of the toughest opponents for me to figure out.

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This battle was a 3000 point challenge by one of our club members who wanted to throw his Blood Angels against my orks.   It was a massive throwdown, with my Orks outnumbering him 5 to 1.   It was ugly and brutal and we dominated on almost all fronts.    One of my favorite highlights was my Deff Dread conversion, Skorponox, tearing apart a Land Raider.
Karnage vs. Hambali 501st Imperial Guard:   This was the first time I faced off against Ed, one of our Club Members and his very dangerous Mechanized Guard.    My orks laid waste to a lot of tanks and Guardsmen that day.  The highlight clearly was the Deff Dread "Da Noize" tearing apart a Chimera with rokkits and also killing 8 of the 10 veterans inside.   The dread than proceeded to assault the two lone guardsmen.   This photo ended up on Bell of Lost Souls as a "photo of the day".

Krogg's Karnage vs. Chaos Marines
My first time meeting local players that would become the Berks-PA Gaming Club was a fun day of fights and battle.  I took on Battle Sisters, Eldar, Chaos Daemons, and Chaos Space Marines that day and won each battle.   It was just more fun showing my models since I was the only Ork player at the time.   Clearly Skopronox, my deff dread made a name for itself, taking on a Chaos champion one on one and also laying waste to mobs of troops alongside the warboss. 
Krogg's Karnage vs. Chaos Marines
Mechanicon 2009:  This was one of my first times to a big event....my second GT style tournament ever.   I faced a great variety of opponents.   One of the most fun games I had was against a Chaos Player from NJ, and we had a blast.    My stormboyz and warboss wiped out  his Demon Princes and tore into his troops giving me one of my most memorable victories ever.

Ork Stompa
My first ever Apocalypse Battle was at the Adventurer's Guild in a massive 7 vs 7, each player with 3000 points, battle.   21,000 points per side.     Though our side technically lost, we had a lot of fun and the MVP for our side, the 'Attackers' was my Stompa:  Gorkzilla!    I have only gotten to use this thing twice and have yet to finish painting it, but it is a lot of fun to use!

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Mechanicon 2010:  One of the toughest armies for me to face is Tyranids, especially Nid-Zilla lists using lots of big bugs.   This battle raged into a variant of Anihillation with bonus points on HQ choices.   Not only did I manage to pull out a draw, but in one turn I swung the battle 700+ battle points from a -396 to a +300+ for me in turn 4.   Warboss Atogg at the time claimed a Trygon and a Tervagaunt as kills.  This was a major Moral Victory for The Karnage.
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Ah, my first time against Charlie "Darklance", known for his Dark Eldar. We were returning from an Apoc Game at the Adventurer's Guild and had a 1000 point throwdown of our own. We set up "winter" terrain and had a fun battle. In the end, My orks bested him and my Killa Kanz took out his Talos. I had joked I wanted to collect 3 Talos and convert them into Killa Kanz to join my deff dread Skorponox. This battle was the seed I needed to plant to make the fluff for that part of my army's story to work.
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A local game that was a huge victory for the Karnage was against Edgar Blum and his tyranids. This was after my crushing loss to Tyranids at Mechanicon 2009. I really had not had much experience, but this time, I had an idea, and my orks charged a massive wall of nids and held them off to go on and win the game. Even better was the photo I got of my Ork warboss Krogg Satogg in the mix with Nids.
Cabin Fever 2010: My first game was against a Mechanized Guard player. Mission was table quarters and all of our units deep struck into the field of battle. This was unfortunate for him as my units were spread out and intercepted him every time something came into play. Warlord Krogg took down a Vendetta Gunship as well as an entire veteran Squad and chimera single-handedly with his Power Klaw. Yet another solid victory and one of my favorites.


Berks Club Days, 2011: The Eldar of Mark Van Horn were on a major winning streak, and Mark and I hadn't played in over a year. We played a match at 1850, and it was bad. Really bad for him. Infact, I wrote up a battle report, but this was such a one-sided domination by orks. The highlight was when the seer council failed to get past the grot screen and that was simultaneously assaulted by 30 orks and 20 stormboyz, for a whopping 140 attacks!
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Monday, January 10, 2011

Warhammer 40K Battle Report: Orks vs. Eldar

False Hope Crusade Battle Report:  Warhammer 40,000:  Orks vs. Eldar

Waaagh Karnage! vs. Amohan-Tep Craftworld.
Orks vs. Eldar in an 1850 point Annihilation game
Deployment: Dawn of War.
Ork Victory: 1700 Victory Points to 630. (It was really, really bad for the Eldar!)
Planet: Orritus
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* With Orks celebrating the bounty claim of Captain Bruno of the Star Dragons space marine chapter, and reports of their warlord Krogg Magogg Satogg still alive, morale was up in Kamp Karange, the base of operations on Thrak for the orks. Four Kill Kroozers were dispatched to meet with the Dragon Warriors to claim the bounty of Captain Bruno and break out into different areas with small fleets thanks to Admiral Dakkabar directing the space forces of the ork clans.

While Imperial forces gave chase after the Ork Admiral, the Kroozers broke formation, randomly bringing strike forces and raiding parties into various subsectors of the False Hope Sector. One such strike team was led by a cunning Warboss from the Goff clans, Tirog Magogg, yet another foul spore-son of Krogg and Ghazkull. Tirog was just the newest member of the Goff clan to attempt to step up to the role of temporary warband leader. But this warlord had the blessings of the Warphead, Eggogg Maggog, the ork psyker of Waaagh Karnage.
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Looking to pillage nearby to Thrak, Tirog led a strike team and as they made landfall, dispatched different teams across the planet's surface. He led one such warband through a rural area where a river cut through a valley, where rolling hills concealed a runined outpost that Ork fighta-bombas had just laid to waste. They were moving in to clean the area and see if anything of intrest lay in the area.

Unbeknownst to the orks at the time, an Eldar hunting team from Craftworld Amohan-Tep was in the area tracking their ship. They have had spies following the progress of the infamous "Bruno Bounty" themselves and had even thought about turning on the loyalist forces to claim the prize as their own. Since the Dragon Warriors had captured Captain Bruno, perhaps the Eldar were hoping to rescue the captain and make a deal or cash in on a reward from the Star Dragons?

No matter the motiviation, the Eldar tracked the orks to Orritus and laid in wait, hoping to unleash a surprise attack as the orks moved through the cover of darkness, reaching their target location just before dawn. Yes, it was the Dawn of War between Orks and Eldar. Seeing their hated foe, the Eldar leaders had only one mission on their mind. Kill them. Kill them all.

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(Ork turn 1)
As the Orks moved forward, the Big Mek Squigtooth was mobbed up with a large group of ork boyz, carrying his Kustom Force Field projector on his back. A small squad of gretchin led by a runtherder took the point before them, the Mek using the gretchin as a cover screen.

As they made their way around the eastern side of the river and around the ruined outpost, it looked as if the area was bare and no enemy forces could be sighted. Backing them up would be a mob of Killa Kanz, more gretchin with Zzap Guns took position into the woods to the south west. Stormboyz from the White squad, led by the infamous "Chubby Chekkaz" raced down the eastern flank, bringing themselves in range of the Mek's force field.

Tirog would back up in reserve with a large mob of shoota boyz (orks with machine guns), the new "Red Baron", trained by Boss Zagstruk himself and Da Vulcha Boyz, took to the air in a customized Ork Bomber, and would arrive later. Another Ork Runterder Vogg Magogg, would back up the forces with the G.O.D. (Grots Of Doom), and the cunning Nob Orkold Shwarzenorker would lead a team of Karnage Kommandos dubbed "The Destructive Dozen" in a, outflanking approach to the battle scene.
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(Eldar turn 1) (everything was held off the table for Dawn of War deployment). What did manage to come to the scene hoped to take the orks on by surprise. As two Falcon Grav-Tanks came down the North West ridge line, they were backed up by Eldar foot troops. One tank held a squad of Dire Avengers, and the other Dragon Warriors for anti-armor capabilities. Snipers snuck into the flowing river hoping to use their cunning camoflage tactics to conceal their positions and pick off ork troops.

To the central North, Warp Spider troops appeared and fired shots into the Ork mob and grots advancing down the Eastern flank. To the North East, an Eldar Seer Council on jetbikes sprung forth from the cover of darkness and unleashed fire and projectiles into the gretchin mob and orks. By some act of luck, a handful of gretchin survived, no doubt to the aid of the Kustom Force Field carried by the Big Mek. The Seer Council wanted to assault the ork mob behind the gretchin, but despite defensive measures taken by the grots, they would not be able to advance past them and also reach the orks.
The few remaining gretchin were no match for the Eldar and were cut down or ran, but delayed them enough to set the orks up for an assault of their own.
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(Ork turn 2)
The cover of darkness gave way to the dawning of the morning sunlight upon the battlefield on Orritus. The roar of turbine jet engines announced the arrival of "Da Flyin' Circumstances", trained by Da Vulcha Boyz...(count as), Da Red Baron had arrived and his mob of stormboyz decended from the sky from their transport and impacted the ground right where the Eldar Warp Spiders had teleported to, closer to the Western side of the battlefield. Performing a daring assault, 2 of the boyz were caught in the "Death From Above" manuver, as they slammed into the Warp Spiders.
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On the Eastern Flank, Big Mek Squigtooth urged his mob of orks forward and they ran up to shoot their sluggas at and than assault the Seer Council. Even worse for the Eldar was that the White Storm mob of stormboyz kicked their packs into high thrust (18 inches jump!) and landed just aside of them, 20 stormboyz joining 30 ork boyz in an assault on a 5 or 6 man eldar seer council. This was going to be bloody.  (Somewhere in the neighborhood of 140 attacks!)
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ZZap gun crews had dug in positions in the woods, but failed to hit anything. Killa Kanz moved to the ruined outpost structure, climbing the smoky ruins but failing to shoot rokkits into anything.  In the Assaults the Red Baron and his boyz killed all but 2 of the Warp Spiders, who remained locked in combat with them. On the East, The combined mobs of orks killed all but one from the Seer Council, but the brave warrior held on, keeping the mob of orks locked in combat with him, but not the stormboyz any more.
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(Eldar turn 2)
Reinforcements would arrive for the Eldar, a troupe of Harlequins led by a Troupe Master came in leaping and bounding over ruined rocks and trees, and leapt into battle with the unengaged Stormboyz from White Storm squad. The Falcon Grav tanks moved forward, trying to throw some firepower into the ork lines. They managed to damage a killa kan and kill a couple of orks. Eldar snipers also tried to take out the kans from a distance but failed, just impacting on the armored front of the grot-piloted walkers.

The eldar Warp Spiders didn't last long against the Red Baron, but killed a few more orks before they died. So too did the Harlequins, who did a number on the White storm mob.
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(Ork turn 3):
Finally the Warboss, shoota boyz and G.O.D. showed up to the scene. The Grots Of Doom took up position around their friends with the Zzap guns, looking to counter any infantry threat from the Eldar. The Boss, Tirog Magogg, marched his shoota boyz up the center of the battlefield, dissapointed that no Eldar forces were in range of his men or their guns.
Having finished off the last of the Eldar Jetbikes and seer council, the Big Mek and Nob took their mob of orks over to the aid of their stormboyz friends and joined in the fray with the Harlequins. Not dying easily, the Harlequins took out a number of orks before they were cut down to a man. This allowed the orks to spread out again, the storm boyz hugging the ridge line to the East, but staying in cover range of the Mek's Kustom Forcefield.
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On the Western flank, having dispatched the warp spiders and taking cover in the river, the Red Baron (Zagstruk) and his men took to the air again and came crashing down into one of the eldar sniper units hiding in the cover of the river and river bank. They would shoot down a few and assault them and kill off that squad of troops, and than take cover inside the river as well, but lost a few orks to the swift and dangerous current of the river.
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(Eldar turn 3):
Running out of forces quickly, the Eldar had to comepensate for their gross under-estimation of the Ork forces at hand. They did not anticipate their speed in counterminding their well thought out plans of attack. One Falcon Grav Tank raced south and West and deployed the Dragon Aspect Warriors in the face of the Killa kanz. The resulting melta weapons fire damaged one kan and completely destroyed another. They would than assault the remaining kanz and placed a melta-bomb on one and caused it to become a wreck as well, leaving just one that was shaken.

The other Flacon Grav Tank cut Eastward and deployed the Dire Avengers, who popped out and laid down a hail of fire into the ork mob with aid from the grav tank. They were too eager however, as they managed to gun down the front line of orks, leaving the next wave back from them a bit inside difficult terrain 5 inches away. (They rolled a 3 on the assault).
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(Ork turn 4)
Sensing more blood, the orks sprung into action yet again. On the Western flank, they had already finished off Warp Spiders and one sniper squad. Da Red Baron ordered his men to jump and manuver through the river and chase off the last squad of eldar snipers. 3 of his men died when their packs failed to ignight and they were pulled under water by their own weight and lack of bouyancy. This left Da Red Baron and one man in his mob left, who got scared and was turning to run. That's when the Red Baron brought his choppa down upon the ork's head, killing him where he stood. "We don't run!" yelled the Red Baron, who than jumped up into the air and came crashing down into the middle of the five eldar snipers, killing 4 of them and chasing the 5th one away, who dove into the river for cover.
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On the Eastern flank, The big mob of orks turned back onto the Dire Avengers. The loud "whoosh!" of rokkit packs told the Mek that the few remaining stormboyz with Chubby Chekkaz, their nob, would be joining in on the assault. The orks had called their Waaagh!, bringing more troops to the fight. Warboss Tirog Magogg watched on with delight as his mob slowly advanced Northward, seeing only a few of his units taking the fight to the Eldar. When the smoke cleared, there was only one Avenger left, who was running for his life.

(Eldar turn 4)
Not much left to do here. The lone Dire Avenger kept running away from the orks, but did manage to gun down 2 more orks before making his escape.
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The Dragon Warriors on the West flank managed to finish off the last of the Killa kanz. The Falcon Grav tank tried to pump fire into the river, and take out The Red Baron. He wasn't seen rising from the river. (Rumor has it he survived and escaped).  The other Falcon Grav Tank tried to shoot as many ork warriors as it could but the damned Ork Force Field did it's job keeping orks alive.

(Ork Turn 5)
Finally, after getting lost, Orkold Schwarzenorker showed up with his Kommandos on the ridge to the East. Seeing no foes to fight, they just held their position and took it all in. It was an amazing scene of carnage laid to waste by their ork comrades.

The large ork mob with the Big Mek assaulted the Falcon Grav Tank by them and managed to prevent it from moving or shooting, stunning the crew with power klaws and grenades and choppas. The warboss just watched on as his troops killed off so many eldar.

The stormboyz left them and went after the other Grav Tank, in an effort to bring it crashing down, but failed to do such.
Also the Grots Of Doom closed into range on the Dragon Warriors. The Zzap guns continued their ineffective display of firepower. Either they were too underpowered to do any damage or they were charged strong and failed to hit anything.

(Eldar turn 5):
The lone Dire Avenger escaped the horde of orks, no doubt with tales of green horror to tell his superiors. The handful of Dragon Warriors, undaunted turned their guns to the stormboyz, but only managed to kill off one of them, and just couldn't stop the orks from ruining their day. The other Grav Tank was unable to do anything, suffering short circuits from the ork mob assault.

(((Game was called here on account of time to allow club play for more games even though a turn 6 was approved. This was quickly played out with dice to determine final results))).

(Ork Turn 6):
The combined mob of orks managed to jump on top of the Falcon Grav Tank, and the nob with the Power Klaw ripped it apart, causing the vehicle to become a wreck with over a dozen orks clambering over it and smashing it apart.
The stormboyz tried one last time between them and the Zzap guns to take out the other Grav Tank. It survived their attempts, and would go on to escape. It is very possible that grot shooting could have whittled down the Dragon Warriors.
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Dragon warriors and one Falcon grav tank are all that's left. Short of killing a squad of Gretchin (55 points), the warriors would clamber aboard their transport and flee to safety, perhaps one day to seek out revenge.
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Final results: Estimated: 1700 Victory Points scored by the Orks of Waaagh Karnage!
630 points scored by the Eldar, a solid Ork victory.

Wednesday, November 24, 2010

Mechanicon 2010 Results.

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Well, I must say that I had a wonderful time at Mechanicon.   This event held in West Chester, PA by the folks from the Gaming Garage (game club) held their 2nd annual event, and it was awesome!  Friends of mine from the AGBBL (Adventurer's Guild Blood Bowl League) held a 2-day Blood Bowl tournament, our own club: Berks-PA Gaming Club, held Kill Team tournament events and of course the feature event was the Warhammer 40,000 Grand Tournament.   We also got to play in a Battle Fleet Gothic tournament  as well.

My day started with some BFG, and though it was my first time playing in a tournament, I had gotten the basics down pretty good.   I finished up fighting my friend John T. and his Space Marines.  While I did a number on his forces by way of damage and victory points, I am still learning, and his Marines focused on the Mission, and won out 4 battle points to 0 in the final game.    Still, not  a bad time and I ended up getting 2nd place.
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My main focus was to try my hand at the Warhammer 40K GT and bring in my orks of Krogg's Karnage.  Staying true to the fluff our our local campaign, the False Hope Crusade, I chose not to use my main warboss, as he was captured during an Apoc game.   Instead I used my back up warboss who is not as heavily decked out.

While more in-depth battle reports will be forth coming, I can give a quick overview of each of the five games here.    My list for the GT was heavy infantry, using Warbikes to screen the army and have the first wave of attacks come by two mobs of stormboyz each 20 orks strong!   It's something I have been having fun with, and my total record for the tournament was 1W, 2T, 2L, but both Losses came at the result of me rolling 1's each time I needed that key "Waaagh!" roll to assault an important unit, instead leaving my boss high and dry, and an easy target for a counter assault in the following player turn.
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Still, I had a great time and played against 5 fun opponents!    As far as records go, I still managed to finish the best of the Berks Game Club.   Ha, ha...that's not saying much for our boys!   I also played in a Kill Team tournament and took 2nd overall in that as well!

I had tweaked my list after the 1850 tournament at the Guild by eliminating the Big Mek with Shokk Attack Gun in exchange for my favorite model, Skorponox, who plays as a Deffdread.  That being said this is my list and I shall briefly review the performance of my units.

Krogg's Karnage:  (Goff Space Orks)
HQ:
Warboss, 'eavy armor, power klaw, kombi-skorcha, cybork body

Troops:
1: 25 ork boyz: choppa & slugga, nob w/'eavy armor, Power Klaw, bosspole.
2: 21 shoota boyz, 2 rokkits, nob with bosspole
3: 15 grots & 1 runtherder
4: 15 grots & 1 runtherder

Elite:
 6 tankbustas, 1 w/tankhammer, 1 nob with 'eavy armor, Power Klaw & bosspole

Fast Attack:
1: Bikes: 8, 1 is Nob with Big Choppa and bosspole
2: 20 stormboyz, nob w/ Power Klaw, 'eavy armor, bosspole
3: 20 stormboyz, nob w/ big choppa, 'eavy armor, bosspole

Heavy Support:
1 deffdread: Skorponox, shoota, skorcha, grot riggers, extra armor
3 x killa kans all with rokkit launchas
Big Gunz battery: 3 x Zzap guns, runtherder and 1 ammo runt
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Game 1: vs.  Razorbacks (Space Wolfs, unregistered) Mission: Annihilation, Deployment: Pitched Battle, Night fight turn 1
Results: Minor Victory for the Pigs/Wolves.
Mechanicon Game 1
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My first round opponent was Jeff Payne of the Iron Fist League based out of DC area. Great guy, fun theme. Space Pigs, variant of Space Wolves, but all pig and boar theme. I kept calling out the old theme from the muppets show "Pigs in Space!"

Mission was a tough one, he was a good player, and I lost because of a bad dice roll. I allowed him to go first because it was night fight rules on turn 1. Forgot about those darn acute senses. He was actually happy to have been able to use that ability for once he commented.  He deployed mostly in the far right side of the table (my view), so I took mainly the left side, but put shoota boyz in cover and killa kans behind them out of sight.

He had 2 long fang squads, one with 5 missle launchers and one with 3 heavy bolters and 2 lascannons. He hit 20 orks with missles but only killed a couple due to cover saves.  Next he moved bikes turboboosting with stormboys close behind. By turn 2, the bikes were in striking distance of the first squad of longfangs and gunned a few down, leaving the rest to the Red Stormboyz to mop up and than jump into cover.
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The Big wolf lords and pig pack mashed into my shoota boyz and did a number on them (Wolf Lord and Wolf Lord battle leader), they made short work of the shoota boyz to my right side and took out a killa kan.   Next my Kans flanked right and took out most of the pigs in the 'wolf pack' before succumbing to the wolf lords.

The frustrating part was that he kept retreating his troops and had a swift-claw biker pack and attack bike and kept them out of reach of my orks. So the stormboyz jumped all over a razorback and wrecked it, and the other squad took out the mob from a rhino. the lone ork biker split the gap and assaulted the missle launchers, tying them up long enough to spare me a round of shooting.

My positioning was working I had all his troops isolated and cornered. All I needed was the warboss to Waaagh! and close the distance on the two wolf lords who got separated. I figured 25 orks, a nob with powerclaw and a boss with powerclaw should be able to handle 2 wolf lords.

Sadly I rolled a 1. I needed a 3+ as they were 9 inches away. After his next turns movement, his lords were 2 inches away from my orks. He ended up assaulting me with both wolf lords and the swift claw bike pack and did a number on me.
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That battle left a very close tilt in the numbers and what should have been a victory for me ended up in a minor victory for the Pigs. Shame too, those Wolf lords would have been worth 900 battle points/victory points had I gotten to them. I still got one and injured the other, but not enough to claim a draw.
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Atogg, in his disgust over letting the wolf lords escape, rallied his troops. A second attack wave was coming, this time it was White Scar Space Marines. He gathered new bands of orks and headed out to do more battle.

Game 2 Mechanicon:  Capture & Control, Spearhead deployment
Result: Draw

Jake Burkette from Pittsburgh and his awesome looking White Scars army was my 2nd game. DJ got to face him inm game 5, and will attest he is a fun and cagey opponent.   We assembled our forces, keeping one unit of grots, tankbustas and Skorponox, and the Red mob of stormboyz in reserve. In retrospect, I wish I kept the Red storm boyz on the table instead of deep striking.
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White scars went first, scout bikers with auxillary grenade launchers and meltabombs infiltrating, taking scout move by turbo boosting 24 inches and than being in strike range in turn 1 to the rear of the killa kanz. Very clevery indeed sir!  Thankfully he failed miserably. All that shooting including Krak missles and lascanons only resulted in one kan lossing is rokkit launcha and 2 stuns, but with squadron rules, just minor and could still move the killa kanz.

He did shoot down 4 of the Ork County Choppas bike mob, and at half strength, they ran away! I really needed them there, because they would have been in range to assault his bike mobs in my turn 1.  Instead my white stormboyz leapt over the top of my infantry and assaulted the white scars bike mob, killing 3 of them and sending them off. I pressed forward in consolidation and kept that bike mob running, and spread out the stormboyz to make a cover screen for my infantry.
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The Killa Kanz took out the scout bikes and than turned their attention back to the rest of the white scar forces. On a fun note, the G.O.D. (Grots Of Doom) gunned down the scout biker sgt with their grot blastas!  He answered back with his Predator and Razorback with lascannon gunning down 2 of the killa kanz, wrecking them. He moved a rhino down my left side hoping to flank around towards my objective and his other troops gunned down 8 of the stormboyz.

In the assault my stormboyz were doing well and inflicted 9 wounds on the White Scars captain, 4 of them from power claws. I only needed 1 claw to get him and kill him instantly by double-toughness rule. He saved them all! Stormboyz ran and got away, Chubby Chekkaz had enough of that fight and would live to tell the tale.

My warboss and his band than crashed into them as the Red stormboyz deep struck behind the Thunderfire cannon and the tankbustas arrived on the left flank and skorponox on the right with more grots. My original grot mob moved into cover midway towards the center right of the battlefield.

The Tankbustas took out the Rhino and than in the next turn assaulted the Marines who had to come out and around to avoid being shot at by the other orks. My Warboss and his band fell back and got run down (Atogg teleports away in the chaos) and the bikes are looking to move in to contest my objective.

The deepstriking stormboyz shot instead of spreading out and than got blasted to all hell by devestator squads and thunderfire cannons and were run off by the end of the turn.

Desperate times call for desperate measures. I moved the shoota boyz off the objective and into range to assault his captain and main bike force. I did the same with the Grots of Doom, and brough my 2nd grot mob onto the board and had them dig into cover around the objective.
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The White Scars made short work of the shoota boyz, but failed to run off the Grots of Doom who rolled double-1's for their leadership and held their ground, keeping the bikes tied up and off my objective. The thunderfire cannon, landspeeder typhoons and devestator squads, but the little buggers went to ground and survived! This kept the battle at an even draw!

I made some tactical mistakes in this one and was lucky and happy to pull a draw, my opponent played a very solid game.
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Game 3:  Krogg's Karnage vs. Unregistered Witch Hunters
Mission: Table Quarters                      Deployment: Spearhead

Result: Victory for the Orks! 2 table quarters to 0, (Minor Victory)
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I faced off against Frank Uhrich, one of three Witch Hunter armies at this event. All I can say is thank goodness I cut my teeth on Archer's battle sisters over the past couple years.  Atogg led his troops to a desolated region that may have one held some agricultural facilities. A river stretched over the eastern side of the battlefield, running from the east to the North. Across the river, the Battle Sisters waited, 3 Rhinos, 2 Immolators and 3 Exorcist tanks.

Spearhead deployment put Atogg as far away as the orks could be and the Sisters pulled back deep into their corner and castled themselves in. Atogg laughed. They may be able to shoot the orks, but they were allowing themselves to be trapped and pinned in. He sent the tankbustas and shoota boyz and a squad of grots into reserve.

The ork bikes raced across the board, turbo boosting 2 turns in a row to close the distance, gain a 3+ cover save and make room for the 2 mobs of stormboyz racing not far behind them. The Zzap gun crews were grossly out of range so started to run foward and move their guns closer. The Killa kanz and deffdread moved up too, but 2 kanz and skorponox got stopped in their tracks by lasgun and Exorcist fire.
Finally when the ork bikes got too close an Immolator moved up and took 3 bikes out with the twin-linked heavy flamer. The entire time I was running the grots up the West end of the battle field to the North West Quadrant. On my turn 3, my 2nd grot mob arrived and I had them dig deep into cover in the southwest corner. Shoota boyz and tankbustas arrived on the Eastern flank, hopiong to get into range into some opposing vehicles.Photobucket

My turn 3 I hit him hard, or at least tried to. White Stormboyz assaulted the Seraphim to the East and took them out. The bikes shot and assaulted a rhino but failed to do any damage to it, and the Red Storm mob crippled an Immolator.
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Witch Hunter turn 3 saw many flamers brought to bear upon the Red stormboyz, and big mob of orks. Red stormboyz got assaulted by the Cannonness, and did 5 wounds to her, but she saved them all. As time raged on the sisters realized that they needed to start getting to table quarters. Orks wrecked an exorcist tank, but the tankbustas failed to take out one that came into the southeast quadrant. The rhino heading south got immobilized by the river.
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The cannoness leapt across the table heading West. The rest of the girls tried to gun down Atogg and his boyz. They took out most of the troops but than fell to powerclaw pain in the end.  As the Cannoness rushed to get across the battlefield, my opponent forgot to invoke her acts of faith or whatever it is and she put herself in range of the Zzap guns only to be gunned down by grot heavy weapons team.

This secured an ork victory and we won 2 objectives to 1.
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 Game 4 Mechanicon
Krogg's Karnage vs. Unregistered Tyranids
Deployment: Pitched battle                             Mission: Assasinate the command and break the troops:
* 1500 points for killing all troop units
* 650 points for killing all of opponent's HQ units
* Victory Points for units killed (pg 108 rulebook): 1850 points
Maximum total: 4000 points.

Winner: Draw by tournament rule, VP's to Krogg's Karnage: 300+
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After holding off three invading units of the imperium, Warboss Atogg returned to his base to discover that a new threat was invading the far reaches of Thrak, where more ruined structures lay, and nothing really of any strategic importance.  Still it was not for the orks to share their planet base of operations with anyone, let alone giant space bugs.
 
As the bugs moved into position the orks identified 3 trygons , 2 Tervigons that create more termagaunts, more gaunts in the back, and two Tyranid Prime warriors each flanked with 3 Hive Guard each. 3 Zoanthropes made up the rest of the force.  The bugs closed and didn't account that the orks were going to be just as eager to fight. The mistake made here as the warbikers of the OCC and the White stormboyz leaped front to assault in turn 1, was that the bikes moved in first, blocking out the stormboyz nob with powerclaw, leaving them high and dry and out of the assault.

This would be a slightly costly mistake, and the bikes didn't last long against a Trygon. Zzap guns fired, tankbustas took a shot on another Trygon and wounded it, and the boss took his boyz to the west, trying to cut off a unit led by another Trygon that was looking to take the ork flank.

Still the bugs came in, zoanthropes firing their weapons and trying their best to whittle down ork numbers. The speed of the orks getting stuck in saved them from prolonged fire from the Tyranid bioweapons and the Red stormboyz taking the right flank leapt past the shoota boyz to slam into the Hive Guard and one of the Tyranid Prime warriors. Between shooting and assaults they killed 2 hive guards and won the combat, staying stuck in with them.
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The white stormboyz held their own against the massive Trygon and now that the nob and powerclaw got involved, dealt some damage back. On the left flank, Atogg, his nob with powerclaw and the boyz assaulted a pack of Termagaunts and caught the Trygon by default. Eventually the Trygon fell to ordinary attacks from regular boyz as a Tervigon joined the fray. Atogg made short work of that big bug too and cleared out that entire side of the battlefield, still looking for more bugs to slay.

Eventually the white stormboyz fled and the Trygon came through, with another one, the big one (Prime) taking an assault into both the Killa Kanz and the tankbustas. Skorponox came around the back side looking to get into the fray too.  The shoota boyz joined into the fight too where more termagaunts and the other Tervigon joined into the fight with the Stormboyz. the stormboyz got run down, but not before they took the HQ tyranid prime out first.
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Shoota boyz did some major damage, Atogg in a stand off with the other tyranid prime on the left flank.   We stopped as time shorted us at the end of turn 3, wantign to play turn 4. We agreed to tally points and play it out anyway. Lord I wish we had the time for that as my orks came through in a big way.
Zzap gun crews nearly took out one of the Trygons, leaving it with 1 wound left and Skorponox took the Prime down below half hits with shooting! Atogg moved to assault the tyranid prime but cut him and his remaining hive guard down with shooting!  That last turn saw a surge of some 1100+ battle points for the orks. So while the battle technically was a tie, the victory points swing was in favor of the orks, who nerfed the HQ of the tyranids and retained their leadership and troops.
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I must say that I was happy to see how well my orks held out against such a tough opponent.
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Mechanicon Game 5: vs. Flesh Tearer space marines (Blood Angels codex).
Mission: Sieze Ground (5 objectives)                             Deployment: Dawn of War: Table Halves
Battle points scored:
500 points for each objective controlled at end of game
400 points if your most expensive unit survives
400 if all your heavy units survive (automatic score if you have none).
400 points if your general survives
300 poitjns if none of your oppononents units are in your deployment zone
Maximum total: 4000 points
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Seeing yet another 'agressive' marine force come in and night fight rules, I elected to let the Flesh Tearers go first. As expected shooting was pretty much inneffective for him on the first turn thanks to the night fighting.
His list was as such:
HQ: Libarian, Might of heroes power, shield of sangunius
Elite: 2 sanguinary priest...one with jump pack and blood chalice, the other inside a land raider
Troops: 10 man assault squad, jump infantry flamer, melta gun
Sgt with infernus pistol and powerfist
6 man squad with melta gun and sgt with fist and infernus in a Razorback (twin lascannons)
6 man squad identical to first in Razorback
5 man assault squad in Landraider, melta gun, sgt with infernus and powerfist.
Baal Predator tank with twin-linked assault cannons, heavy bolter, stormbolter
Whirlwind tank
Devestator squad with 2 x missles launcher, 2 x plasma cannon and sgt with power fist and infernus pistol.

I thought that with outnumbering him 149-38 I was in good odds.  Like the Space Wolves, he pulled back and tried to bait me to come after him. We are orks, you know we are going to. I kept teasing him to paint his tanks pink if he was going to sit back and hide.   In turn 2 he took out a killa kan with a krak missle, the explosion killed 3 orks. The stormboyz in my turn 2 leapt over the top and assaulted the razorback and wrecked it. than his troops came around to bring flamers to bear and assault my troops.

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Flesh Tearer shooting killed off half of the 20 stong mob of stormboyz. Chubby Chekkaz took out 3 of them before he fell to their chain blades though. The assault squads came out and took on the bikes and finished them quickly in his turn 3. 

On my turn 3, I had a chance to really make an impact. Atogg stood atop a hill looking down at the Flesh Tearer's Librarian. All i needed was a 4+ on my Waaagh and I was sure to get the power claws in on those bastards who kept getting Feel No Pain thanks to the Sanguinary Priest (Oh how I hate them!).

Instead, just like in game 1, when I needed it the most, I rolled a 1! Left my boss sitting out with his boyz as only the red squad of stormboyz assaulted and failed to kill more than 1 of them because of FNP.

The kanz shook the Baal and bought themselves some time and Skorponox came in my rear lines from reserve. At this point I had my objective on the far south west. I had grots running north on the west flank heading towards another objective that my opponent seemed to not care about. Shoota boyz were heading down the middle looking to secure a central objective.

On the eastern side, troops had the North East objecive soundly in their grasp of the Flesh Tearers, and they moved a tank to contest the one in the south east, but had no troops to go claim it.  The Red baron and his boyz didnt' last long enough in a fight and the Flesh Tearers came in to seek out the shoota boyz and run them out of the battle.
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With the failed waaagh!, the Libararian closed in on Atogg and sucked him into the force weapon he carried (And I feel that this is such a broken rule! Argh!). That cost me the game right there. In redemption, Skorponox came in and assaulted them and took them out and proptly recovered said force weapon.

The shoota boyz got caught in an assault by the Flesh Tearer assault unit, who won the fight and chased them off the field. This allowed the Flesh Tearers to fall back and claim a second objective, locking us in a tie for the primary objectives: 2 each.
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He got me on battle points, but only by enough to pull out a Moral victory. I fully feel that had my warboss rolled well on that Waaagh!, I could have done some serious damage to this army.

Such as it was, Krogg's Karnage lost, Atogg is imprisioned and the ork psykers (weirdboyz) are trying to decide if they want to let him out or not or keep him in there until Krogg is recovered.
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As I had mentioned, I finished with 1 win, 2 draws, and 2 losses. The losses could have been fixed had I rolled better than a 1 on both waaaghs! in those games. The draws I am convinced that more power weapons are needed in this army.

HQ: Warboss Atogg: He did well, as most bosses tend to do. The biggest issue here was when he rolled 1's twice on key waaaghs! when he did get into combat he did fairly well, exception being the Flesh Tearer librarian with force weapon. Oh how I hate that rule!

Troops: Ork boyz are fragile. No armor. That's why you field in numbers. While the ork boyz did average, not showing their stuff due to bad waaaghs!, they did take down a Trygon before the bosses had to get their powerclaws into it.

Shoota boyz are always solid at holding objectives and dealing damage at medium range as well.

Grots: They all get medals! Grots of Doom kicked major butt this tourney. They tied up white scar bikers and held my objective in game 2 to lock in a tie, and they held the objectives in game 3 secruing me the win! Grots are cheap and fun and silly and I will always use them!

Elite: Tankbustas: I learned now to keep this fragile (read that as unarmored) unit in reserve. They almost took out an exorcist tank but did take on a White Scar Rhino and put a hurting on a Trygon. Sadly they ran away before getting any shots at the Flesh Tearers. Still think it's weak.
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Fast attack:
Stormboyz: always solid. biggest issues: only 1 squad has a powerclaw, that's a problem. Other is I screwed up deepstriking a unit and should have just jumped them across the field right behind the other unit. But despite being fragile, their movement of 13-18 inches and up to 6 inch assault range keeps them deadly as ever. Photobucket

Warbikers: did better than average this weekend. Game 1 they held their own and the nob even got a chance to assault a long fang (space wolf devestators) squad. Their rolling cover allowed my troops room to move, but are still expensive.

Heavy Support:
Killa Kanz: The kanz didn't get to do a whole lot this game, but they sure did draw a lot of attention. The armor 11 is not so sound when going in against lascannons. Thinking they need a big mek with them with a force field for cover saves.
Deff Dread: Skorponox. What can I say? it's skorponox, he rules! Period. Got taken out in game 2 with an exorcist shooting at him in turn 1 or 2. Was keeping him in reserve almost every game. He also draws lots of attention, as it is hard to ignore that model. Held ground in game 1, taken out in game 3, in game 2 he was a non factor other than guarding my objective and drawingm fire, Game 4 hurt some nids, and Game 5 killed the enemy commander (Librarian).Photobucket

Big Gunz: Zzap gun crews. Range 36 (low), but variable strength and AP2 is just what the doctor ordered for taking on armor, shooting down the big monsters, and of course picking off characters. Game 1 shot some vehicles. Game 2 took on some bikes, game 3 picked off the cannonness running to take my table quarters. Game 4 picked off some Trygons, and kept Blood Angel tanks at bay in game 5.
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