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 Post subject: 5/14/09 Nids & Orkz vs Tau & Space Wolves
PostPosted: Fri May 15, 2009 12:09 pm 
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The X-President
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Location: Denville, NJ
With Joey V's dining room table cover flipped over to show off the green felt it possessed, the north NJ crew set off to remember some Warhammer 40k rules, and to test out some new armies!

Terms were 500 points for each army.

Tyranids - Joey V
    1 Lictor
    3 Tyranid Warriors x2
    10 Genestealers
    10 Hormagaunts

Ork Boyz - Katie
    1 Warboss
    3 Nobz
    4 Defkoptaz
    5 Stormboyz
    10 Shoota Boyz w/ Big Shoota

Tau - Dan
    1 Tau Leader in Crisis Suit
    3 Crisis Suits
    8 Firewarriors x2
    8 Kroot

Space Wolves - Pedro
    1 Wolf Leader w/ Termie Armor
    8 Marines x2
    1 Dreadnought

Apologies if I didn't get your army composition correct but that's as close as I can remember.

Terrain was setup fairly, and then each group got a corner of the 3.5 foot by 6.5 foot table. Roll was won by Pedro and the forces of "Good" so they decided to go second.

TURN 1 - Evil
Nothing much going. None of our shit was too long range, so we simply moved up. Hormies fleeted 5", and the Genies went about 3". One squad of warriors who had deployed next to the Defkoptaz ran during shooting in an effort to keep redundant synapse on the Hormies. Katie moves her Stormboyz up the side of the table in good cover, but still exposed. Big Shoota tried to shoot, and possibly hit a passing bird in a wave of 1's and 2's on the to hit roll.

TURN 1 - Good
Everything moves forward. Kroot take the lead on their right flank, to try and meet up with the impending rush of Boyz and Bugz. Everything is out of range except for the Dread and the Crisis Suits with their twin linked missiles. What do they decide to do? Shoot the shit out of the scary ass Stormboyz flanking them.

Everything that could fire, fired true and hit the squad hard. All the Tau shot, and reduced the squad to 2 boyz. Leadership test, and they pass! Then the dreadnought fired into them, killed one last boy, and only the Nob was left. He fails his leadership and runs off the edge of the table in terror.

TURN 2 - Evil
Everything continued forward, despite the loss of their awesomely modeled jetpack friends. Hormies only fleet a tiny bit, same with the Genestealers. Now the Tyranid V is taking shaping. Hormies on the left, Geneies on the right. Which way do you want to shoot jerks? Oh yeah, and the Lictor successfully popped out of terrain and scattered 5 inches out of it. He is now right next to the back lines and one of the squads of Fire Warriors.

The Tyranid Warriors unlesh 3 small blasts against the Kroot. Each scatter die is a direct hit. In the process they kill 90% of the Kroot, causing THEM to run of the table edge as they fail morale. They also take out one Space Marine directly behind them. The Koptaz shoot at the Marines, but miss unfortunately.

The Lictor rushes into close combat with the Fire Warriors and kills all but 2 of them. They attack back and do no damage. Fire Warriors fail their morale check and are sweeping advanced to death. The Lictor then consolidates behind the terrain that he popped out of, and now has a 3+ cover save due to his camo.

TURN 2 - Good
Uh-oh. That must have been what was going through their minds. They were now fighting on three flanks, and the impending hordes were starting to surround them. The Space Wolf captain, one squad of Marines, and the Dreadnought ALL shoot at the Lictor. The Marines fire and do nothing, the Dreadnought inflicts one wound, the Crisis Suits do nothing, and it's finally the Space Wolf captain that makes the Lictor fail his last save. But his purpose was filled.

The other Space Marine Squad, closest to the Hormagaunts fire into the bugs and kill 1. One Crisis Suit fires at the squad of Defkoptaz and kills one. The remaining Crisis Suits fire at one squad of Tyranid Warriors, who are inbetween Hormies and Genies and kill two of them.

The Spaces marines closest to the Hormies though do the unthinkable, and charge into combat with the bugs. They go in and kill about 3 Gaunts. The Gaunts get lucky, and take out 2 Marines.

TURN 3 - Evil
Now ... the pain is going to start coming. Joining the fray with the Hormies and Marines are the Warboss with his Nobz and the Tyranid Warriors. Suffice to say, the Marines get their asses handed to them. They do take out one more Hormagaunt though, so now they are down to 5. The Warboss landed the killing blows on 3 of them though, so he felt good and moved right up in front, ready to take a rapid fire shooting from the Fire Warriors. Backing him up were the Hormies and then the Warriors.

Genestealers continue to move forward. They look poised to be able to assualt next turn possibly. The Warrior moves forward and his blast scatters away harmlessly. The Shoota boyz move and only the Big Shoota fires again, and he hits one of the Crisis Suits, causing a wound! Yay Dakka! The Koptaz then shoot at the Tau Crisis Leader and hit, wound and kill him instantly with no armor save. Way to go Orkz!

TURN 3 - Good
Well time to shoot the shit out of things. The Fire Warriors unleash hell on the Warboss and his Nobz. The end result after 14 rapid fire shots? 0 Wounds applied as the Warboss makes and his bodyguards make all of their saves! Well everything else that COULD fire at the boss, did. So all the marines, the Wolf Lord, and all the Crisis Suits fired as well. End results? Two Nobz die and the Warboss and one Nob who are left have 1 wound. All things considered? We'll take that!

TURN 4 - Evil
Time for Katie to love the dice. Her Defkoptaz fire at dreadnought and with a glancing hit it is a Crew Shaken result. All four remaining Tyranid Warriors fire their blasts and the result is pretty ugly. Dan loses another Crisis Suit, and all but two of the Space Marines fall. They run away that turn but auto rally on the next turn. The Wolf Lord is still ok, but he takes a wound.

The Genestealers get a great fleet roll but they won't be able to assualt this turn, just an inch out of range.

The Warboss with his one Nob rush the remaining Fire Warriors, assisted by the Hormagaunts and the two Deftkoptaz. Result is dead Fire Warriors.

TURN 4 - Good
All that is left on the table are two Space Marines, a Wolf Lord, dreadnought and 2 Crisis Suits. It was after this turn that the game was called. To sum up, 2 Genestealers were shot to death, 4 of the remaining 5 Hormies died in shooting. The Wolf Lord in a last ditch effort took on the Ork Warboss in CC and was able to kill him ... but then he was killed by the Nob! We may have a new Warboss coming =)

End result? Good times all around! A sound victory for the orders of Evil but it was a lot of fun. Thanks to Pedro, Dan and Katie for playing. Until next time!

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 Post subject: Re: 5/14/09 Nids & Orkz vs Tau & Space Wolves
PostPosted: Sat May 16, 2009 10:31 am 
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Joined: Tue Jul 29, 2008 4:39 pm
Posts: 66
Location: South Jersey
Thursday night hacks?!?!

Looks like you guys had fun! Nice right up, it was a good read.

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 Post subject: Re: 5/14/09 Nids & Orkz vs Tau & Space Wolves
PostPosted: Tue May 19, 2009 1:34 pm 
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Joined: Wed Aug 06, 2008 9:26 pm
Posts: 64
Indeed, was fun. I'll post up pics of this and of saturday night mordheim when I get home.


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 Post subject: Re: 5/14/09 Nids & Orkz vs Tau & Space Wolves
PostPosted: Tue May 19, 2009 5:43 pm 
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Joined: Tue Jul 29, 2008 4:39 pm
Posts: 66
Location: South Jersey
NOooooooooooooooo I missed mordheim! :shock:

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 Post subject: Re: 5/14/09 Nids & Orkz vs Tau & Space Wolves
PostPosted: Tue May 19, 2009 11:25 pm 
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Joined: Wed Aug 06, 2008 9:26 pm
Posts: 64
Games Day!
40k!
Mordheim!

The match was fun, even as a ref, though it grew long by the last turn or two. There wasnt much in the way of killingz, except for adam's poor poor skaven. The match was a 4 warband freeforall, the goal being to get as many members on the center well by the end of turn 6. Unfortunately, we were all getting used to the rules and nuances of the warbands, and nobody was hitting very well, so it was a bit slow.

Adam's sneekzy skaven made it to the fountain first, but before their leader could lap the sweet waters of victory, they were beset by crazed squigs, which would harass them for the entire game. My efforts to field the ratmen with as much numbers as possible unfortunately lead to them very underequiped. They were the only warband that got to routing levels, but their thirst bested their sense, and they stayed in the game!

Pedro's poor reiklanders fell victim to a short wall which 90% of the group was unable to hurdle. They largely resorted to taking pot shots at the others until being attacked from the skies by two of Luke's novice sisters. The captain meanwhile made it to the well with a trusty youngblood... and got ganked within a turn. This mission was not on their side, and they didnt get to display their strength, namely camping in buildings and shooting things up.

Luke made a good running at the end, and his sister's trusty armor and sigmar's luck held them alive, but they just did not have the numbers to claim the well.

In the end, Joe's orcs made a mad dash in to tie with the horde of surviving skaven. In a last ditch effort, the mighty boss mosh-pitted onto the top of the well, to claim his share of the water! Thanks to everyone for putting up with my crazy specialist games antics, and I hope we can get another game or two in. Maybe one with a bit smaller sized board and number of warbands..


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