Battle Report (Dark Angels vs Orks)

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Blinka kicked Scumscrot in the back of the head sending him reeling forward into the mass of crude controls. The sound of clanking gears and tracks changed pitch as the grot tank veered left violently before Scumscrot brought it back under any semblance of control. Blinka laughed evilly even as he rubbed the painful bump on the side of his noggin caused by the rapid course change. The inside of the tanks diminutive turret was bristling with oversized weapon breaches, telescopic sights and rough metal edges. It was as if the interior had been specifically designed to poke an eye out. That’s how Blinka had got his name after all. An angry red augmetic eye fizzed on and off irregularly, sparks occasionally erupting from its incomplete casing which added to Blinka’s demented visage. Head covered in bumps and scar tissue, buzzing red eye (sometimes) and an oversized mouth full of needle sharp teeth that clattered constantly in febrile excitement.

A coughing fit overcame him as the compartment became flooded with oily black smoke courtesy of the finest Grot engineering this side of Armageddon, and perhaps because of this or just because he was a spiteful runt, he kicked Scumscrot in the back of the head again. The driver quit his controls, turned and viciously assaulted Blinka’s legs both physically and verbally. Both Grots swiftly fell into riotous discourse through the medium of incoherent yapping, snarling and screeching that passed for a language between them. No actual words or mutually recognisable sounds were used, just meaningless sounds that were conferred meaning by their tone, pitch and volume. Somehow it worked… Most of the time. Their squabbling was brought to a halt by a concussive blast that made their ears pop. The tiny metal remains of one of their fellow grot tanks pinged against the armour as it fell back to earth. Blinka furiously worked the levers and gears that traversed the turret, good eye pressed against the gun sights searching for whom or what had done his mates in, needle toothed maw yapping commands to Scumscrot in their non-language.

Deployment: Search and Destroy

Mission: Retrieval Mission

Points: 500

Patrol Detachment

Librarian (Force Sword, Bolt Pistol)

Tactical Squad x5 (Sergeant with Bolt Pistol and Power Sword, 3x Marines with Bolt Pistol and Boltguns, 1x Marine with Bolt Pistol and Flamer)
Razorback (Twin Heavy Bolter, Storm Bolter)

Scout Squad x5 (Bolt Pistol x5, Boltgun x5, Camo Cloak x5)

Deadnought (Dreadnought Close Combat Weapon with Storm Bolter, Twin Lascannon)

Patrol Detachment

Warboss (Big Choppa, Kustom Shoota, Stikkbombs)

Gretchin x30 (Grot Blaster x30)

Deff Dread (Dread Klaws x4)

Killa Kans x3 (Kan Klaws x3, Grotzooka x1, Rokkit Launcha x1, Skorcha x1)

‘Ere we go ladz! Anova batrep wiv da Green Skinz smashin’ sum Green ‘Umiez! Dey mite be Grotz, but they kan show dem not ta copy us like dem Digga Nobz oos ta do! Speakin’ of ‘umiez, ‘ere komes wun now! Got ta run!

Yea you better run! Sorry about that folks. Let’s get back down to business, as you can see here the Team have set up another fantastic board for today, using a combination of desert buildings, imperial scatter terrain, trees and the fence line. Seeing as this is only a small 500 points game we are only playing on a 4×4 table, meaning everything past the fence where the trees are is not in play.

Chris won the roll off, and placed the first of the 4 objectives that the armies are fighting over today. To you and me it looks like a pile of ammo and some fuel, but in the hands of a Grot, that’s all you need for one hell of a bomb!
Lovely containers painted by our good friend John, who has the amazing Craftworld Eldar army featured in report #59 against Chris’ Khorne Daemonkin.
Scout Squad taking cover next to flammable barrels, what could go wrong?
The Razorback Nanageddon, ready to deliver the Warlord and Marines into the thickest fighting.
Bolo the Ancient Dreadnought, capturing one of the objectives from the get go.
The Kans and Deff Dread line up as far forward as possible, ready to get into combat as soon as they can.
The Warboss overlooks his Grot minions from the shoulders of his Ogre slave. What an awesome conversion and paint job
Never underestimate a Grot, as there’s probably more of them standing behind you ready to steal your wallet, you’re wife and probably even your kids lol
With Dave having finished setting up first and securing first turn, Chris tried to seize but failed on a 4. Onto Dark Angels, turn 1….
Turn 1 (Dark Angels)

Dave starts off by disembarking his Librarian and Tactical Marines from the Razorback, having them move up onto the nearby building so they have a clear line of sight.

The Scouts moved up to secure the Objective along with the Dreadnought

Turn 1 (Dark Angels)

The Razorback swung around the building, lining the Killa Kans up with it’s Heavy Bolter. It’s all about to kick off!

Turn 1 (Dark Angels)

In the Psychic phase, Smite was out of range, so Dave cast Aversion onto the Killa Kans, forcing them to subtract 1 from their hit rolls until Dave’s next pyschic phase. An excellent choice by Chris.

In the Shooting phase, the Marines open fired onto the Killa Kans with the 3 bolters in range. They caused one wound, which Chris failed to save.

Turn 1 (Dark Angels)

Moving onto their Razorback, it’s Stormbolter and Twin Heavy Bolter roared into life, but failed to penetrate the thick armour plates of the Kans.

Turn 1 (Dark Angels)

The Scouts fired their 5 Bolters into the grots, causing 4 wounds. Chris rolled his saves….

Turn 1 (Dark Angels)

And rolled four 1’s! The Grots explode into red and green paste.

The Dreadnought fires into the Grot mob as well, unable to see the Kans or Deff Dread, managing to explode another with its Lascannon.

Turn 1 (Dark Angels)

Having lost 5 Grots this turn, they have to test for Morale. Rolling a 6 would normally mean 7 more Grots die, but Chris decides his Warboss will Break sum Headz and suffer D3 mortal wounds to the unit instead, which results in 3 dying instead.

Turn 1 (Grots)

The Grot Mob advanced up the battlefield a whopping 11 inches, with the Warboss following behind just as fast.

The Kans and Deff Dread moved up on the right flank.

Turn 1 (Grots)

Into the shooting phase, and the Killa Kans opened fire. The Rokkit Launcher missed, and the Scorcha was out of range. The Grotzooka managed to hit once though (needed 6s due to moving and Aversion) but failed to wound the Razorback.

With that over, the Killa Kans declared a charge into the Razorback. Overwatch didn’t manage to do any damage, even using a Command Point to reroll a wound dice from the Heavy Bolter. Chris also used a Command Point to reroll one of the charge dice, but still failed to make it into combat.

Turn 1 (Grots)

The Grots declared their charge against the Dreadnought. The Storm Bolter managed to take one down, but they still made it into combat.

Turn 1 (Grots)

The Mob piled in and fights first, managing to get 7 close enough to hit. They hit 3 times, but unsurprisingly failed to wound.

The Dreadnough swung back, and easily crushed 3 of them with its Close Combat arm.

In the Morale Phase, Chris rolled a 1 and managed to save any of them from running away.

Turn 2 (Dark Angels)

The Scouts shuffled to the left slightly, ready to charge into the Grots later this turn. The Razorback moved back around the building to put some distance between it and the Kans.

Turn 2 (Dark Angels)

The Librarian tried to cast Aversion onto the Killa Kans again, but failed this time. Trying to cast Smite instead, he succeeds with a 7, and does 3 Mortal Wounds to the unit, leaving the front Kans with a single wound.

Turn 2 (Dark Angels)

The Twin Heavy Bolter on the Razorback fired at the Kans next. It managed to hit 4 times, and wound twice. Chris rolled his saves…

Turn 2 (Dark Angels)

And failed one, causing the Grotzooka Kan to lose its final wound and be removed from play.

The Storm Bolter managed to take a wound off another Kan as well.

Turn 2 (Dark Angels)

Giving you an overview of the battlefield as it currently stands, the Scouts open up with their pistols into the Grots. They hit 4 times, wounded 4 times, and Chris manages to save 2 of them with double sixes!

Turn 2 (Dark Angels)

Into the assault phase, the Scouts charge straight into the Grots, and behind Pistol whipping and kicking them. They managed to hit with all 6 attacks, and wound with another 4, 2 of which Chris saved, go t-shirt saves!

Turn 2 (Dark Angels)

Next up, the Dreadnought smashes another 3 into the ground. Striking back, 8 of the Grots lash out at the Scouts, causing 0 wounds. The rest of the unit went for the Dreadnought, but failed to hit anything.

Turn 2 (Dark Angels)

In the Morale Phase, rather then losing 1+D6 Grots, Chris chose to use his last 2 Command Points to autopass the test and keep them locked in combat.

Turn 2 (Grots)

The Warboss advanced up the board again, desperate to get into combat and show the others why he’s the boss. The Mechs moved up as well, ready to fire a Rokkit then try and charge in.

Turn 2 (Grots)

The Killa Kan let loose it’s single Rokkit shot into the Marines, but missed as it careened into the sky.

Up next, the Deff Dread has had enough of the Razorback, and charges into it….

Turn 2 (Grots)

And it manages to make the 10 inch charge, suffering a wound from the Storm Bolter along the way.

Turn 2 (Grots)

The Warboss also charges into the Scouts, making it thanks to the ‘Ere We Go rule. This is getting interesting.

Turn 2 (Grots)

Starting with The Warboss, he swings his Big Choppa in, hitting 3 times, and wounding twice, both of which failed their saves. Onto the Deff Dread next with 6 Dread Klaw attacks. Some poor rolling from Chris saw only 2 wounds landed, but caused 6 damage total, leaving it with 4 wounds remaining.

With all charging units having fought, the Gretchin split their attacks. 7 went for the Dreadnought, causing 3 wounds, but they were easily saved. The other 4 went for the Scouts, but failed to hit.

Turn 2 (Grots)

The Scouts fought back next, all hitting the Grots. They scored 3 wounds, which Chris failed to save. The Dreadnought hit three times and wounded twice, but Dave decided to use a reroll, causing 3 to die instead.

Onto the Morale Phase, with having so many Grots die this turn, Chris used the Boss Pole instead to take D3 Mortal Wounds, removing another 2 from the unit. The Scouts also rolled, but passed with ease.

 

Turn 3 (Dark Angels)

Into the Psychic Phase, and Dave tried to cast Aversion on the Killa Kans again but failed. Going for Smite against the Deff Dread, he managed to cast it and rolled a 3, leaving it on just 4 wounds remaining.

Turn 3 (Dark Angels)

The Librarian and Sergeant both fired their pistols along with 6 rapid fire bolt gun shots at the Deff Dread, but all failed to wound. The Flamer fire with 3 auto hits, wounding all 3 times, but Chris managed to save them.

The Scouts fired their pistols into the Grots, killing another one.

Turn 3 (Dark Angels)

Starting the Assault phase with Dave’s choice, he chose to attack the Grots with his Scouts. He slaughtered the last 2 with ease, scoring First Blood finally.

Turn 3 (Dark Angels)

Time to retaliate, the Warboss swung back at the Dreadnought, with some poor rolling only scored a single hit but managed to wound with it. Dave failed his save roll, resulting in the Dreadnought losing 2 wounds.

Turn 3 (Dark Angels)

Fighting back, the Dreadnought hit once, but Dave used his last reroll to score a second one. Needing 2s to wound, he wounds with both as well, causing a massive 6 damage with no saves from the Warboss. Slay the Warlord scored as well.

Turn 3 (Dark Angels)

At the end of the Fight phase, the Scouts and Dreadnought consolidate towards the looming Deff Dread, ready to lay down some fire next turn.

Turn 3 (Grots)

With the Warboss gone, Chris decided to go for it and move the Deff Dread towards the Dreadnought, hoping for a long charge, whilst the Killa Kans moved up ready to shoot at the Marines, and go for a charge against the damaged Razorback.

Turn 3 (Grots)

With the Scorcha finally in range, Chris opted to fire it first. Rolling a massive 1 for number of hits, he managed to score a wound as well, but Dave saved it. The Rokkit also went for the Marines, but failed to hit.

Turn 3 (Grots)

With a failed shooting phase over, the Deff Dread declared its charge again the Dreadnought, which fired 2 Lascannon shots in overwatch, hitting once but failing to wound. Rolling his charge distance, Chris managed to get the 9″ charge that he needed.

The Killa Kans charged into the Razorback, which managed to cause a wound with its Storm Bolter in overwatch.

Turn 3 (Grots)

Starting with the Deff Dread, it swings its 6 attacks, hitting 4 times, and only wounding once! Dave failed his save, so the Dreadnought is down to 3 wounds.

The Kans were next, Chris hoping they do a bit better against the already damaged Razorback. Rolling their 6 attacks needing 5s to hit, they only hit once, and failed to wound. Things are falling apart quickly for the Green Skins.

Turn 3 (Grots)

Striking back, the Razorback hit and wounded once, but the Killa Kan made its save.

Onto the Dreadnought, he hit 3 times and wounded once. Chris rolled his save, but it’s a fail, so the Deff Dread is left on a single wound.

The Scouts are next, as they are within an inch so get pulled into the combat as well, but they failed to take the last wound off.

Turn 4 (Dark Angels)

The Razorback once again falls back from combat, allowing his comrades to try and take the Kans down with firepower.

Turn 4 (Dark Angels)

With a quick movement phase over, the Librarian casts Smite causing 2 Mortal wounds, leaving one Killa Kan on a single wound. He also casts Aversion on them.

Turn 4 (Dark Angels)

Hoping to drop atleast one Kan this turn, the flamer rolls just a single hit, and fails to wound. 6 Bolter and 1 Bolt Pistol shot is next, but Dave fails to wound again. Finally, the Librarian chucks a Krak Grenade in, managing to hit and wound, but Chris saves it.

The Scouts fired their Pistols as well, but failed to wound.

Turn 4 (Dark Angels)

Into the Fight phase, and Dave’s Dreadnought swings first. Managing to hit and wound with all 4 attacks, Chris tried to save them, but needing 6s it was never going to happen.

Turn 4 (Grots)

With only 2 models left, things are getting desperate for the Grots. The Kans charge up towards the Scouts, hoping to take atleast one objective from the Dark Angels.

Turn 4 (Grots)

They fired the Scorcha into the Scouts, getting 3 hits and 3 wounds. Dave rolls his saves, and fails all of them, removing the remaining Scouts from the table. The Rokkit Laucha fires next, but thanks to Aversion fails to hit.

Turn 4 (Grots)

With nothing to lose, the Killa Kans declare a charge against the Dreadnought, hoping to avenge the Warboss’ death. The Dreadnought fires its Lascannon, hitting once, and wounding once, removing the closer Killa Kan as it had already taken damage. The Kan fails to make it’s 9″ charge

Turn 5 (Dark Angels)

With just a single model left, the Dark Angels focus fire into it. Starting with the Librarian casting Smite, Dave rolls 11 to cast, makingit D6 wounds instead of D3, which he rolls a 4 for damage.

Turn 5 (Dark Angels)

The Dreadnought fired its Lascannon next, easily removing the final wound.

With nothing left on the table, it’s a Major Victory to the Dark Angels! AWESOME GAME!

Chris: What a learning curve that was! First time taking the Studio Grot army out for a spin, and even though I lost horribly, I loved every second of it. Such a stupidly fun army. Looking back over it, I think right from set up I messed up, putting the Deff Dread at the back, rather then in front of the Killa Kans meant that he took longer to get into combat. Plus, I still spread everything out, forgetting that templates don’t exist anymore, meaning that everything had further to go. Big thanks to Dave for accepting the invite to play in another Battle Report, and his last one before he leaves Gibraltar to move back to England. It’s been great having him here for the last 2 years, playing in multiple reports and every 40k No Retreat event so far. Thanks to the rest of the team for the set up, and taking the amazing pictures as always.
Dave: Well that was a great small game of 8th, it was the first time I’ve had my dark angels on the table and they did me proud, I hope they continue this in future games too. It was as always pleasure as always to fight Chris and a nice change to face the SN studio orks too. Although I have to admit I was a bit scared of all the clanking deathmachines I faced as I didn’t have a great deal of heavy weapons but every thing worked out in my favour in the end. I was really surprised at how much better dreadnoughts seem in 8th and I’ll be adding the ancient and venerable dreadnought Brother Bolo to my lists in the future. I also can’t not mention the librarian who did me proud too. at the end of the day though I think it was the dice gods that were my best weapon as they seemed to desert Chris in his critical hour of need and lent me their fickle blessings just when I needed them most. Another great and exciting game, thanks for having me once again.

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11 COMMENTS

  1. Hi! Thanks for sharing this B.R., and that WarBoss is really awesome!!!

    I have one doubt regarding the scouts shooting the pistols into the Grots before assaulting them. As I understood the rules, you are allowed to shot a unit that is in combat (i.e. less than 1″ away from an opponent unit) only if the shooting unit is also less than 1″ away from an opponent unit. As per this, they were able to shoot the Grots in turn 3, but not in turn 2.
    Did you got the rule differently? Do you know if there is any FaQ regarding this?
    Thanks!

    • Hey Thanks!

      About your pistols question. Rules for Pistols don’t state that they can only be fired at closest. Essentially they have the extra ability to fire at a unit within 1″ (ie, in CC) but you can ONLY do it at the closest unit (which will be a unit you’re in CC with)

      • Having another look at the rules, you’re quite right that the scouts were unable to fire into the grots on turn 2. We’ll keep this in mind for the future. Thank you for letting us know’

        • No problem. I recently had a heated discussion about this on Facebook. The wording is not the clearest (neither in English nor in Spanish, my native language), so I just wanted to know your opinion about this.

  2. Nice report! Pretty pics and armies. As Manuel says…congratulations for your WarBoss, he remember me Max Max and the Tbunderdome.

    I want more of your Battle Reports

    Greetins from Spain

    • Hey, No sorry this is the only format we have ever done and will do we like to be different and use the old white dwarf format.

    • Hey, at the moment its just 3 Battle Reports a month and as from September event coverage and unit write ups. Sorry to hear that £1.99 a month is incredibly expensive for you but sadly it takes us 14+ hours, yes 14 hours or more from start to publish in every report (not counting the preparation and arrangement making beforehand). It is not only time consuming (with time being precious in our busy lives, we all have full time jobs) which takes away from time spent with family but also very expensive as we need to pay our rent for the studio, buy lights, cameras, software, armies, terrain, pay electricity etc. We just need a little income, we have worked for 3 years on this project with over 60 free reports! You don’t have to subscribe unless you want more than one a month. You will still have your free monthly one like you have always had but we would very much appreciate the support. I hope you understand how important this is to us and that this is a fundamental step for us if SN is to continue as we know it.

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