"Hey, Boss! I found somefin' new fer da Boyz to fight. And da best part is dey have lotsa big teef!"
-Zigbad, Kommando Nob
Background:
The Ork invasion of Xhorik Prime has unwittingly awoken a dormant Tyranid exploratory tendril that had remained in the stasis of interplanetary travel while buried in the polar icecap of Xhorik Prime. The heat and movement of the arriving and mobilizing Orks caused the Lictors to reanimate. As they found prey and released pheromones, more and more of the frozen Tyranids emerged from their long hibernation and joined in the hunt. Soon, swarms of an unknown type of alien were converging on the main column of the ork war band as they moved south from the polar region.
Campaign Summary M32: The War of the Beast - The Third Xhorik War
Scenario:
I honestly do not remember what scenario we played, but reviewing the battle, I am guessing Cleanse.
Pre-Game:
Bug Stomp
Phil: I was really excited for this game. I had not used my orks in a couple of years because we had been mostly focused on Horus Heresy. This was a chance to use them with the old classic 4th Edition Codex, which I haven't used in close to 20 years, but have fond memories of poring over it for hours, dreaming of all the armies I would make and all the games I would play someday. Well, someday has arrived.
I would be playing against Bill's Tyranids, the first time with his army fully painted. So this would be the best looking and most cinematic orks vs Tyranids battle we have played.
In the 7th Edition rules we used in the last few battle reports, the overwatch rules really benefited shoota boyz, who could put out some serious firepower when being charged. And "Da Lucky Stikk" wargear item was just silly overpowered, turning a warboss into a one-man army. With the 4th Edition rules, we would be looking at a simpler rule system without overwatch and without some of the overpowered options.
Against Tyranids, ork shooting is not too shabby, with their high volume of moderate strength shots. So I needed to use my bikes and trukks to pick my matchups, softening up the big swarms with shooting, and hopefully getting the charge where possible, to take advantage of the boyz' Furious Charge rule.
Apex Predators
Bill: My
army selection is made for me in every battle since I'm using literally 100% of
my painted models, about a third of which were painted by my generous brothers.
In addition, my deployment is quite rigidly set as well. Warriors, carnifex,
and gaunts in the center with speedy genestealers running along the flanks. I
do admit it makes me a bit predictable but it's a darn fine tactic. Everyone will move forward and charge whenever possible. The fewer complications to a plan,
the better. An opponent's flanks are typically much weaker than their center,
giving the stealers a solid advantage and allowing them to swing inwardly and
pincer attack the main enemy force after mopping up their rivals along the
table edges. A lictor in the rear just helps trap and contain the enemy.
I fully intended to give those oversized goblins a run for their money! If they want my "teef," they're gonna have to work for it!
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| Pete set up a great battlefield for us. |
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| The field of battle - the calm before the storm. |
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| Deployment: The two forces approach in the snow of the northern latitudes of Xhorik Prime. |
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| The Broodlord and genestealers scramble ahead of the main swarm. |
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| On the ork left, warbikers rev their engines as they careen through the snow. |
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| The warboss and his big mob of boys form the ork center. |
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| A zoanthrope controls a brood of hormagaunts on the Tyranid left. |
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| On the far left, a second brood of genestealers creeps forward behind the cover of some trees. |
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| Ork tankbustas take up advantageous firing positions on a rocky outcrop overlooking the battlefield. |
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| Engines roar, boyz bellow, and shootas erupt as the cacophony of the orks fills the air. |
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| Zigbad and his kommandos scramble through the rocks to infiltrate a bit closer to the enemy. |
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| The Tyranid center is anchored by warriors and a swarm of termagants. |
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| The warbikes open the throttle and move forward, guns blazing at the genestealers. |
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| The ork center surges forward into the clearing between the woods and rocks. |
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| The Tyranid left scuttles toward their prey. |
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| The warbikers kill four genestealers, but the survivors race forward quickly. |
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| The Tyranid warriors kill five ork boys with their bio weapons. |
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| The genestealers charge and kill six bikers. |
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| The nob (all alone now) crushes one in return. |
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| Turn 1: The two sides exchange fire as they advance. The genestealers make the first assault. |
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| The 'ard boyz leap out of their trukk, eager to get at the hormagaunts! |
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| Fueled by the power of the WAAAGH!, the kommandos charge the warriors. |
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| The orks call a WAAAGH! and charge the Tyranid center. |
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| The kommandos use the WAAAGH! energy to assault the warriors. |
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| Slugga boyz vs termagants! |
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| The hormagaunts can only bring two of the heavily armored orks. |
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| The warriors kill four kommandos. |
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| But the nob brings down four warriors in return with his power klaw, thanks to Instant Death (oops!). |
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| With the charge, the 'ard boyz get the better of the hormagaunts and destroy ten. |
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| Ork Turn 2: The orks call a WAAAGH! and launch three assaults into the heart of the Tyranid force. |
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| Genestealers swing around the rocks and charge the 'ard boyz from behind! |
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| The other genestealers charge the rokkit buggy! |
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| A Zoanthrope destroys the mega trukk with a psychic blast. |
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| The meganobz are pinned in the rubble of their destroyed trukk. |
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| The genestealers destroy the rokkit buggy, but the explosion kills two in return! |
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| The 'ard boyz nob fights on alone against the genestealers after they maul his boyz. They would bring him down next turn. |
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| The boyz beat the termagants in the middle of the table. |
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| The surviving hormagaunts charge the kommandos and kill one. |
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| The last warrior brings down another kommando and is killed in return. |
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| The last two surviving termagants fall back toward the synapse control of the zoanthrope. |
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| Tyranid Turn 2: The genestealers assault and destroy ork units on both flanks, despite their numbers being steadily depleted. The orks win the melee in the center. |
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| The warboss and his boyz charge the carnifex. |
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| Ork Turn 3: The genestealers finish the 'ard boyz nob as the killa kan joins the fray. The boyz in the center attack the carnifex. The vehicles redeploy to support the beleaguered left flank. |
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| The lictor finally makes its presence known. |
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| It sees the big melee nearby... |
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| And charges into the fray! |
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| Termagants and genestealers attack and decimate the gretchin. |
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| After eliminating the 'ard boyz, the genestealers turn their claws on the killa kan. They manage to damage a few wires, giving the pilot a shock and shaking the grot's morale. |
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| The tyranids kill 9 boyz and win combat. The warboss kills another of boys to keep the last of the mob from running. |
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| The nob hits back and kills the lictor. |
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| Tyranid Turn 3: The carnifex, lictor and broodlord combine to decimate the ork mob in the center, while losing the lictor. The termagants and genestealers wipe out the grotz skulking in the woods. |
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| Warboss and nob vs carnifex and broodlord. |
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| The meganobz finally join the action and shoot the termagants, killing one. |
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| They then charge in and kill six in close combat. |
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| The kommandos join the fray, bringing another nob with power klaw. The broodlord kills the two boys and wounds the nob. The two nobs together kill the broodlord and the warboss inflicts five wounds to the Carnifex. (I think the three ones were Bill's to-wound rolls with the carnifex!) |
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| The carnifex is hanging on, but is facing three power klaws. |
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| Ork Turn 4: The meganobz charge the termagants on the left flank. In the center the nobz and warboss kill the broodlord and wound the carnifex while only losing a few boyz. |
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| The carnifex finally kills the warboss! |
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| But the nobz kill the carnifex in return. |
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| Tyranid Turn 4: The orks finally win the central melee but lose their warboss in the process. The zoanthrope destroys another trukk right in the rubble from the first trukk. The lone genestealer charges and kills a meganob before being split in two by a power klaw. |
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| Ork Turn 5: The two nobs charge and destroy the zoanthrope, the last synapse creature. The meganobz kill three more termagants, causing them to fall back. The last two genestealers and the kill kan remain stuck in a stalemate. |
Orks Win! Post-Game:
"We iz da best!"
Phil: This was a great-looking game. Pete set up a really scenic and fun battlefield for us, which added a lot to the experience of the game.
Sadly, as I look back now, this is a somewhat hollow victory. We only realized later in the weekend (halfway through game 5) that synapse creatures are immune to instant death. In this battle, my nobs with power klaws were wreaking havoc, taking out a warrior with every hit. The kommandos would never have bested those warriors if they required three wounds to kill instead of one!
Despite that, it still seemed like Bill had a chance to pull off a win in his third turn when he brought the broodlord and lictor into the central melee to support his carnifex. But rolling three ones with his carnifex doomed him. He could have / should have killed all three of my multi-wound orks right there. But it seems Mork intervened to distract the carnifex with a kunnin' trick so that my orks could clobber him next turn!
Other than the mistake with the rules and Bill's critical miss, the battle was full of fun moments. The 'ard boys charging the hormagaunts and stomping them, only to be taken in the rear by the genestealers was perfectly in line with the lore: the expendable gaunts providing a distraction that enabled the stealthy genestealers to pounce. Those rending claws are brutal in this edition, and they made a joke of my 'eavy armor.
The zoanthrope on the Tyranid right destroying both trukks in exactly the same spot with Warp Blast also felt fitting to me. I can picture it just floating there, lobbing off blasts of psychic energy, blowing up ramshackle vehicles one after another as they try to advance through a pinch point.
My biggest mistake was my use of the warbikes. I thought they would be perfect against Tyranids, using their speed and firepower to whittle down broods. But I misjudged the distance a bit and they got charged in turn 1. It is tough when you have a gun with range of 18" and your foe has fleet, giving them a 13 - 18" threat range! (Remember, you cannot measure distances before shooting in this edition.)
The meganobz showed both their strengths and weaknesses. With their trukk blown, they struggled to get into the action. But once they finally did, they were very tough and killy.
But the stars of the show were the slugga boyz and kommandos, big blobs of orks led by a nob with klaw. The boys could absorb plenty of wounds while the nobs smashed everything in sight. And calling a WAAAGH! in my second turn allowed me to make three assaults at once, delivering a hammer blow to the Tyranids that they never fully recovered from.
A fun game with lots of carnage. Looking forward to a rematch where we get the rules right. I will need to play smarter next time and ensure I get my shoota boys into the action, instead of spending the whole game on the far flank.
OK, I am almost caught up on 4th edition battle reports from a year ago! Then onto the last phase of Horus Heresy campaign for the Xhorik System.
Bill: Though
this had been a game I was eager to forget and Phil posting the battle report
felt like ripping the scab off of an old wound that was starting to heal, I was
surprised to see how close it was even with my critical rules error and
fatal triple 1's. Despite it all, my bugs fought very well, especially those
genestealers, and turned the snow green with spilt ork blood! If I rolled only
slightly better and kept the warriors in the fight a bit longer, I could have
won. Instead of making me feel stupid and defeated, it's actually quite
inspiring, emboldening me to fight a rematch in which I fully utilize my
immunity to instant death. Those power klaws and rokkits will be significantly
neutered in our future clashes.
I've been searching for a narrative way to explain why the tyranids didn't benefit from their immunity to instant death and I can only say that it's because they were encased in ice and dormant for so long that they lost contact with the hive mind, unable to summon up the indomitable will to keep fighting despite have huge holes torn and blasted into their bodies. The warriors and zoanthropes managed to relay a small portion of the hive mind's influence to keep the feral gaunts under control but it was merely a trace of the iron discipline given by the pure, undiluted alien intelligence from the Shadow in the Warp.
Another possible explanation is that the orks were simply too numerous and their combined psychic excitement was able to drown out the hive mind amid thousands of souls ramped up on the thrill of battle. Weirdboyz chanting and channeling the explosive waves of orkish rage created a bright light of chaotic energy that banished the dark psychic dead zone created by the Shadow in the Warp. For the time being, Gork and Mork looked at the hive mind and simply said, "No!"
Perhaps it's a combination of both. Any which way, the bugs were caught sleepy and rubbing their eyes, unable to bring their "A" game. Oh well, it's still always fun to see such radical minis fully painted on the tabletop.
I do love to look back over our old games and savor the sights of fully
painted armies and professional quality terrain. Its all certainly worthy of a
blog! My teenage self, drooling over the studio armies and gorgeous terrain in
the White Dwarf battle reports never would have dreamed that someday I'd be
playing on a table that looks even better and with armies that meet or beat the
standards set back in the 90s during 2nd edition.
As for the battle itself, what can be said? My bugs fought well, reducing
many an ork, including the warlord, to gooey shreds. The stealers getting the
charge on the warbikes was awesome, preventing a lot of medium strength
multi-shot weapons from blasting into my flank all game long. The carnifex got
to do some smashing since a battle against another melee heavy army allowed it
to get into close combat much more quickly than if I'd been playing against a
shooty army that might keep its distance and plink away with ranged attacks.
Everything went well enough and I feel quite enthusiastic about another tangle
with the greenskins. Surely my carnifex can't roll triple 1's twice!
To combat such frustrating twists of fate, I suggested that in future
games each player be given "fate points" which can be used to turn a
1 into a 2 on some critical roll. That way, nobody will get burned on what
should be a sure thing, which leads to frustration and the feeling that
strategy is secondary to blind luck in a game that should be a contest of army
selection, deployment locations, mission adherence, and tactics throughout the
match. We may not use them, but I thought it might be nice to make things a bit
more controlled. I know I get little satisfaction in winning just because my
opponent totally flubbed his dice rolls. Kind of like watching your opponent
trip over his shoelaces and fumble the football at the 1 yard line right before
a game-winning touchdown. You technically win but know you should have lost.
Fate points would mean fewer terminators failing their 2+ armor saves and fewer
plasma guns melting down and killing their users. Everyone is spared those
"What the fuck?! Aaarrgh!" moments.
Anyway, I've had over a year to lick my wounds and gather up my pride.
Soon enough, I'll have a chance to redeem myself. Next time, there will be no
gaps in the hive mind's influence and the space dragon bug monsters will reign
supreme! Besides, tyranids are never beaten; rippers will gobble up all the
bio-mass and reintegrate it into the hive fleet when it arrives. And the fleet
*is* coming...