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Battle Report (Orks vs Iron Warriors)

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The Iron Warriors’ march was slow, but purposeful. Their engines of war were ancient, powerful, and blessed by the sublime powers of the Warp itself. To them belonged the tools of death, theirs was the pleasure to kill, and so they did, sweeping across the planet like an oozing wave of molten iron and burning everything they touched, because to do so was to win favour with the Gods of Chaos, and it was favour they wanted.

The army’s forward patrol picked up the settlement, but only for a moment. It was a blip, as if a ghost taking physical form for an instant before becoming stardust again. This gave the Lord at the head of the army a second of something like hesitation. Perhaps his boots moved a little slower than they had been, perhaps his footing became somewhat more deliberate, more calculating, for he could smell a change in the wind.

It happened slowly, and then all at once. The horizon darkened, dust rising into the air as if the very ground were cracking open and letting out an ancient, sleepy breath it had held for millennia. With the wave of a hand, his Legion took up a defensive stance, bolters readying, dreadnoughts moving into position, their servos and pistons firing.

Necrons? Had they stumbled onto a tomb-world and awakened the old foe?

No. This was something else. As the dust began to move, almost like a wave unto itself, the Lord knew whatever was coming was moving far too quickly to be of Necron in origin. Theirs was a slow and purposeful march also. This was something else. Something wild, and reckless; something brutal, and vicious.

All at once, dust wave sprouted eyes, hundreds and hundreds of them blinking into existence, emerging from the clouds. If the roar of their grumbling engines wasn’t enough to instil even a trickle of fear into the heart of iron in this Lord’s chest, the warcry that followed the emergence of the Orks from the wave of dust was.

Waaaaggghhhhh!!!

Mission: No Mercy

Deployment: Hammer & Anvil

Points: 1750

++ Outrider Detachment +1CP (Orks) ++

Clan Kultur – Evil Sunz

Introrkduction

Listen up ya gits, we ‘ere got our ‘ands on da new book! And it is bristling with enough Orky goodness to satisfy even the wildest desires of the most outrageous Brainboyz among you. From Dakka Dakka Dakka to Shokkjump Dragstas, this codex is packed to the brim with new units, clan kultur’s and amazing stratagems which bring everyone’s favorite green-skins up to date and helps them to pack an even bigger competitive punch than ever before. We are immensely delighted to have the opportunity to bring to you this codex preview report! But we must express our copious thanks to Games Workshop, it is truly humbling for all of us on the team that they have acknowledged our work and honored it in this way; we look forward to bringing you many more reports like this in the future. Therefore, to give justice to this opportunity and fuel the Waaagh’s growing in the hearts of all you amazing Warbosses, you can expect this report to be reasonably more rules heavy than our usual ones. It will take place across the sandy plains of this desert planet where an Evil Sunz warband have built ramshackle towns to accommodate their growing horde of roaring, black smoke belching, vehicles. Unbeknownst to them, however, the planet they thought was abandoned plays host to a sizable force of Iron Warriors who have been using the world to leapfrog into Imperial space. Both forces want to rid themselves of the other, and will show No Mercy in the process. Hold onto your Finkin’ caps as we dive into Codex Orks…

Deployment (Orks, Evil Sunz)

The lookout grot spots the encroaching Iron Warriors and sounds the alarm! From all corners of the ramshackle town, made out of corrugated iron, steel plates and dry misshapen wood, mobs of Speed Freeks form up to defend their encampment… As you may or may not have seen on the Warhammer Community page, the Evil Sunz Clan Kultur, Red Ones Go Fasta, grants all models with the Kultur +1 to their move, assault and charge rolls. Additionally they do not suffer penalties when firing assault weapons after advancing. Speed Freeks, like these warbikers, add two to their movement characteristic, however! This means a unit of Evil Sunz warbikers can move 16″ then advance 2-7″. This allows for some incredible mobility and when combined with the Warboss’ Waaagh! ability they may also charge after advancing, re-rolling one or both dice with the ‘Ere We Go rule. With a potential move of up to 23″ after advancing, then firing their twin-Dakkaguns with no penalty and the ability to charge, bikers have become very dangerous indeed.

Deployment (Orks, Evil Sunz)

As the Iron Warriors approach the Ork village they spot something they haven’t seen before skirting through the dusty streets. It seems to be powered by a wild and uncontainable electrical energy akin to that of a Shokk attack gun or psycher. Although it is unusual, they pass it off as just another Ork monstrosity… The all new Shokkjump Dragsta has hit the SN battlefield! This 8 wound, toughness 6, Speed Freeks vehicle perfectly captures the style of the Evil Sunz and with a 14″ move rate, 16″ with the Red Ones Go Fasta Kuntur, it can definitely keep up with the Warbikers. Its  Kustom Shokk Rifle is manned by a grot gunner with a targeting squig granting a +2 to hit rolls; that is some immense firepower and accuracy for the Orks. That’s not all, however, the Dragsta comes with the Shokk Tunnel ability. On the roll of a 4+ when advancing, the model enters, what we can only imagine is, a portal of Orky energy generated by a Big mek’s crazy engineering. It may then be re-deployed anywhere 9″ away from enemy units. It suffers a mortal wound on a +4, but that is a small price to play for this outflanking potential.

Deployment (Chaos Space Marines, Iron Warriors)

The Iron Warriors reach the town and take up positions to kill as many green-skins as possible. Realising the danger posed by the Warbikers and their incredible threat range, Nick, commanding the Iron Warriors, deploys in infantry on rooftops where the bikers cannot reach him. Shaggy, commanding the Orks, has a limited amount of close combat infantry.

Deployment (Chaos Space Marines, Iron Warriors)

Further behind, keeping away from the Ork line by taking advantage of the Hammer and Anvil deployment, Nick sets up his two Havoc squads and his Lord. They are defended by a colossal Hellforged Leviathan Dreadnought and stand ready to eliminate any opposition with their Autocannons.

Deployment (overview)

The dark presence of Chaos begins to crack the earth beneath the Ork village revealing a see of bloodied skulls. The Evil Sunz are unfazed, however. They are lined up and ready to shoot off their mark towards the enemy; the lust for battle and spirit of the Waaagh now fully overtaking them. The Iron Warriors are no easy opponents, however, Nicks clever deployment means Shaggy will have to rely on his army’s shooting to eliminate the units in the buildings. A tough test for the new Orks, lets see how they fair.

Roll-off

Nick uses one of the new Scattered Dice Studio dice Steven brought back from the Malmo Wargaimg Weekend in Sweden to attempt to seize the initiative after Shaggy and the Evil Sunz won the roll-off. He fails on a two, however. It is perhaps fitting that the fast moving Speed Freeks take the first turn, there is no doubt they have the potential to outmaneuver almost any opponent.

Turn 1 (Orks, Evil Sunz)

The eager Orks fire off in the direction of their enemy. The Zzap Gun armed Battlewagon inches forwards to bring its weapons to bear. The Weirdboy too lingers behind, he cannot keep up with the Bikers on foot but remains within range to provide them with supporting abilities should they be necessary.

Turn 1 (Orks, Evil Sunz)

Before setting off their mark this unit of Warbikers open up their accelerators and burn as much fuel as possible. This creates an enormous cloud of black exhaust fumes which makes them difficult to see and, consequently, harder to target… Shaggy employs this one command point stratagem, Billowing Exhaust Clouds, on this Warbiker unit. All ranged attacks made against this unit will now suffer a -1 penalty to hit. This stratagem is strong, its cheap and can be applied to any Speed Freeks unit from any clan. It makes fast moving mobs of bikers or lone Speed Freek vehicles that bit more survivable and, considering these units will most likely be leading the charge, this stratagem can prove very useful.

Turn 1 (Orks, Evil Sunz)

Shaggy rolls a four for the Shokkjump Dragsta’s advance roll. While speeding forwards at phenomenal speed, to the amazement of the Iron Warriors, the Dragsta disappears in a crackling burst of blue and orange energy which engulfs the whole vehicle. With a snap the Dragsta then reappears behind the Land Raider in an outflanking position deep within the Iron Warriors deployment zone… Games Workshop have seriously done an amazing job with these new models, they look incredible, are hilariously orky to play with on the field and can pack a powerful punch. What is really amazing about this model is its ability to perform an outflanking manure in the first turn, when their psychic power Da Jump is also considered, the Orks can now reliably surround their opponents in the first turn. the Dragsta does not suffer a mortal wound in the landing.

Turn 1 (Orks, Evil Sunz)

Swerving in the direction of a Chaos Space Marine squad, the Burna Bommer flies over their protected position in the tall building and drops a Burna Bomb in the enclosed area. Burning rocket fuel is flung in all directions and completely covers the marines, cooking them alive in their armour. After an amazing roll, six are slain! Up to two Burna bombs may be dropped in a game. A D6 is rolled for each model in the target unit, to a maximum of 10, and on a 5+, 4+ for infantry, a mortal wound is dealt. This ability is undoubtedly very powerful and adds to the effectiveness of the Burna bomber.

Turn 1 (Orks, Evil Sunz)

Despite advancing, owing to their Clan Kultur, the Warbikers unload their twin Dakkaguns at full balistic skill into the Marine Squad on the lower level of the building struck with the Burna Bomb. Unfortunately the ferocious hail of bullets fails to kill any Marines, with the benefit of cover their saves simply prove too strong.

Turn 1 (Orks, Evil Sunz)

Moving up the field to bring its assault 6 Rivet kannon into range, but staying behind the main line of the warbikers, the Kustom Boosta-Blasta makes its presence felt on the field. It targets the Leviathan and manages to land two successful wounds on the ancient dreadnought. Nick passes one of his saves, however, he uses a command point to re-roll the failed one but the shot goes through. A large metallic bolt pierces the Leviathan’s armour dealing two wounds… The second new model to be fielded in this battle. Unlike the Shokkjump Dragsta, we get the feeling this vehicle’s role lies within the advance of the main body of the army as a support for warbikers or mobs of boyz. It has a move rate of 12″, a toughness of 6 and 8 wounds. Its exhaust acts as a D3 flamer and its occupants may throw grenades and fire their weapons in addition to the Rivet kannon. The Boosta-Blasta deals a hefty blow on the charge also. On a 4+ its spiked ram deals D3 mortal wounds to its target, this could be useful to soften up a strong enemy unit for another to finish it off. We would also like to note that the Dragsta and Boosta-Blasta are available now from Games Workshop as part of the Speed Freeks box set.

Turn 1 (Orks, Evil Sunz)

Shadsnark Da Ripper, leading his boyz on the field today, angles his twin Big shootas at the bombed Marine unit in the building. He finishes the surviving two marines securing First blood for his clan and the first victory point of the game.

Turn 1 (Orks, Evil Sunz)

The Burna Bomber’s now turn their attention to the Havocs. They open with everything they have. A deluge of Supa-shooter and Big shoota rounds fly into the closest Havoc unit from both flanks. But as was the case with the Chaos Space Marines before, the save of the Marines in cover is very strong. Only two are eliminated, Nick removes two bolter wielding marines to preserve his Autocannons.

Turn 1 (Orks, Evil Sunz)

Just within 6″ of Zhadsnark da Ripper to benefit from his Waaagh! rule, the Warbikers declare a charge on the Landraider. Two are slain in the overwatch by Heavy bolter and Lascannon fire.

Turn 1 (Orks, Evil Sunz)

The warbikers successfully engage the Land raider. The +1 to charge rolls from the Evil Sunz kultur combined with the re-roll from ‘Ere We Go almost guarantees a successful charge for the bikers. Although they fail to do any damage to the Land raider, by engaging in combat they have succeeded in preventing it from using its ranged weapons in the next turn… The fact alone that these bikers were able to make a first turn charge shows their potential. With the first turn on their side they can pose a very serious threat to most shooting orientated armies.

Turn 1 (Chaos Space Marines, Iron Warriors)

The Land raider quickly reverses out of combat with the Warbikes. As it does so its front hatch opens and an eight man strong Marine Squad disembarks alongside the sorcerer. The steely cold, disciplined marines of the fourth legion have had enough of the Ork advance and aim to cut the spirit of their Waaagh before it grows any further.

Turn 1 (Chaos Space Marines, Iron Warriors)

The Sorcerer focuses his mind on his targets and meditates quietly before crying out to Slaanesh. The Dark Prince answers the Sorcerer’s call and sends down a bolt of purple energy which destroys a Warbiker. As the cracks in the earth grow and more bloody skulls are reviled, the Sorcerer imparts his focus on the Havocs in the form of Prescience; they will now receive a +1 to their hit rolls.

Turn 1 (Chaos Space Marines, Iron Warriors)

With one unit under the benefit of Prescience, both Havoc squads fire into the Burna Bomber. The heavy bullets and relentless fire of the Autocannons tear holes in the Bomber’s wings and puncture its fuselage; they remove eight wounds. Even with Prescience and the re-roll from the Lord, this is not enough. The flyer is badly damaged, but lingers.

Turn 1 (Chaos Space Marines, Iron Warriors)

Realising the Shokkjump Dragsta has performed an outflanking maneuver, the veteran dreadnought turns to eliminate the threat. The enormous chambers of the Butcher cannon array begin pounding and giant bullets are propelled from them and out the barrel. The immense rounds tear through the Dragsta’s relatively fragile armour and, after some amazing saves on Shaggy’s part, six wounds are dealt.

Turn 1 (Chaos Space Marines, Iron Warriors)

In an effort to bring down the Burna-Bomber, Nick uses the Endless Cacophony stratagem for two command points to fire a second time with the Havocs benefiting from Prescience. This time the Havocs blow the bomber from the sky.

Turn 1 (Chaos Space Marines, Iron Warriors)

After a few more were destroyed by the shooting of the marine squad which disembarked from the Land raider, the Sorcerer is joined by the Marines and Leviathan in combat with the Warbikers. The volume of powerful attacks, especially those delivered by the Leviathan’s Hellforged siege drill finishes the squad.

Score:

Shaggy (Orks), 2 (FB, 1 Kill-Point)
Nick (CSM), 2 (2 Kill-points).

Turn 2 (Orks, Evil Sunz)

Somewhat inspired by the melee prowess of the Leviathan, three units of five Tankbustas disembark the Battlewagon to both appreciate the fighting and to destroy the opponent. They take aim against it and release spiraling rockets in its direction. Although inaccurate, several find their mark and remove six wounds from the Leviathan dreadnought.

Turn 2 (Orks, Evil Sunz)

A mob of bikers advance over an ancient Squiggoth skeleton in the direction of the Marines on the ground. They are eager to get stuck into the fighting. Again, because of their Clan Kultur they are still able to fire their twin-Dakkaguns at full ballistic skill. Two marines are killed from the Ruins above. Dakkaguns have always been amazing, even in past editions the rate of fire was consistent and powerful. Red Ones Go Fasta and Dakka Dakka Dakka make bikers so much better, however. With six strength five shots per bike, hitting on 5s and generating an additional shot for every 6 rolled, bikers have now got some serious firepower.

Turn 2 (Orks, Evil Sunz)

The second mob of bikers moves into very close proximity of the Marines on the ground in preparation to charge; the amazing 16″ movement provides ample distance without the need to advance. These bikers again fire into the marines at a rate that can only be described as torrential. Two more marines are removed. The squad is being slowly whittled down and Dakka Dakka Dakka is proving invaluable in the process.

Turn 2 (Orks, Evil Sunz)

The Kustom Boosta-Blasta, at the order of Zhadsnark who wants to take on the challenge of fighting the Leviathan in combat, directs its Rivet Cannon against the Land Raider. Land raider armour is tough, and the bolt-like rivets propelled from the cannon, for the most part, bounce off the armour. One however hits the armour straight on at the seam between the hatch doors. It blasts through and lodges itself in the fuel tank, not a dangerous blow but two wounds are dealt. This weapon is really nothing to sniff at, at assault 6 and with Dakka Dakka Dakka it can lay down some heavy supporting fire and with strength 7 it’ll be wounding most vehicles on 4s. The Burna Exhaust also kills a further marine.

Turn 2 (Orks, Evil Sunz)

The remaining Burna Bommer begins his strafing run over the Havocs in the building. It drops its first Burna Bomb and deals two mortal wounds, removing two Havocs. It then peppers them with its Supa-shootas and Big shootas but fails to deal any wounds, the armour save of marines in cover again proving too strong.

Turn 2 (Orks, Evil Sunz)

The Shokkjump Dragsta takes aim with its Kustom shokk rifle at point blank range. The armour of the Land raider again shows its resilience, no wounds are dealt. Under normal circumstances this weapon can deal some real damage. It will usually hit on a 3+ and at strength 8 with damage D6 it has almost the same potential as a Lascannon. We forgot to mention this previously, but unmodified hit rolls of 1 cause a mortal wound on the Dragsta and on wound rolls of 6+ a mortal wound will be dealt to the target in addition to extra damage. At assault 2, the potential for two free mortal wounds is nothing to be sniffed at.

Turn 2 (Orks, Evil Sunz)

Although it deals no damage it charges the Land raider, again negating its ranged weapons for the following turn.

Turn 2 (Orks, Evil Sunz)

Time for the Orks to do what they do best. The biker mob slams into the marines supported by the Kustom Boosta-Blasta. It’s spiked ram fails to translate its mortal wounds but with the attacks from the bikes they really weren’t necessary. Heavy wrenches, flailing chains and sharpened clumps of metal batter the marines from all sides, the volume of attacks is too much and the last of the marines are beaten into submission and slain. Some attacks then spill over onto the Leviathan removing a further two wounds. Zhadsnark da Ripper now sizes up his opponent. He begins to make passes at the dreadnought with his Pain Klaw. With five attacks and a damage of D3 he has the potential to destroy this ironclad hellforged colossal. With a 2+ to hit all five attacks land. At -4 Ap the Leviathan relies on its +4 Hellfire Reactor saves, failing all but one. Shaggy will now have to deal at least ten wounds out of a potential of twelve to destroy the dreadnought. With an amazing roll the damage translates and the Leviathan is destroyed. Zhadsnark lets out a deep bellowing Waaaagh which sounds across the whole battlefield. As the rest of the Orks join and the Leviathan collapses before him, the Warboss now stares intensely in the direction of the Chaos Lord.

Turn 2 (Chaos Space Marines, Iron Warriors)

With a strong turn on Shaggy’s part Nick will have to make a serious come back this turn, to turn the game around. He begins by moving his Land raider out of combat again. He then places his Warp Talons, via Warpflame Strike, to bolster his left flank, perhaps looking to tie up the Tankbustas.

Turn 2 (Chaos Space Marines, Iron Warriors)

Somewhat surrounded and half desperate, the Sorcerer re-begins his prayers to Slaanesh. The god answers and sends down another bolt of purple lightning which singes the Kustom Boosta-Blasta. The Sorcerer is forced to cast prescience on himself as nothing else is in range.

Turn 2 (Chaos Space Marines, Iron Warriors)

The Havocs fire into the encroaching Warbikers who advanced over the Squigoth skeleton. Three are thrown out of control as bullets strike their fast moving contraptions. The second squad of Havocs fires into the Burna Bomber, removing four wounds. The warp talons fail to charge the Tank Bustas, even after a command re-roll. The Orks are drawing closer and closer and the Iron Warriors are finding it hard to hold them back, this was not the turn Nick was hoping for.

Score:

Shaggy (Orks), 4 (FB, 3 Kill-Points)
Nick (CSM), 2 (2 Kill-points).

Turn 3 (Orks, Evil Sunz)

Back to the Evil Sunz! Shaggy begins his turn by dropping his last Burna Bomb on the Chaos Space Marine squad in the building. One is slain in the intensely hot explosion.

Turn 3 (Orks, Evil Sunz)

The Big Mek, Shaggy’s Warlord, orders the Tank Bustas and Battlewagon forwards to keep up the pressure on the Chaos forces. Shaggy has taken Follow me, Ladz! as the Meks warlord trait. This trait grants the Warlord the Waaagh! and Breakin’ Heads abilities. As the case may be with Warbosses and some other HQ choices where they already have Waaagh! and Breakin’ Heads, the trait increases the range of these rules by 3″. Additionally this trait grants battleforged armies +1 command point. This is quite a strong trait which can be in a number of ways. For example, to provide support for smaller units with Breakin’ Heads. It can also be used for large mobs of Boyz. , if a Big Mek is protecting a 30 man strong unit of Slugga Boyz with his Kustom Force Field, and the Warboss is elsewhere on the field, the Big Mek can still use his Waaagh! ability to allow these boyz to advance and charge. As for the extra command point, well, who doesn’t like more command points?

Interestingly, the Big Meks now all come with Mega Armour as a standard. To field the old resin models you’ll have to take the Index option.

Turn 3 (Orks, Evil Sunz)

The weird boy uses the innate psychic energy of the boyz around him to cast Warpath on the nearby Warbikers, granting them +1 attack. However, he cannot control the immense flood of energy and suffers two mortal wounds as he feels his eyes bulging in his sockets… The Weirdboy carries a relic, Scorched Gitbonez grants him +1 to his psychic tests. In addition to this Weirdboys receive +1 to their psychic tests for every 10 Ork models, not Gretchin, within 10″ of him to a maximum of +3. There’s a catch, however, if the result of the test is a 12+ the Weirdboy immediately suffers Perils of the Warp.

Turn 3 (Orks, Evil Sunz)

The Battlewagon fires everything it has into the Land raider, its Zzap Gun landing a strength 9 hit which burns deeply into the vehicles hull. Four more wounds are dealt.

Turn 3 (Orks, Evil Sunz)

The three units of Tankbustas fire into the Warp Talons. The first two units remove three of their number and realising the importance of removing this threat Shaggy employs a new stratagem. For two command points he uses More Dakka!, Dakka Dakka Dakka will now trigger on 5+. With this bonus the final squad slays the remaining two warp talons. This stratagem has amazing potential. Imagine a Loota squad, 15 boyz strong, pumping out 45 shots and generating additional shots for every 5+ rolled…

Turn 3 (Orks, Evil Sunz)

The Kustom Boosta-Blasta along with two units of Tank Bustas charge the Chaos Sorcerer. He is left on one wound with the Spiked Ram again failing to trigger. The Sorcerer, well versed in martial combat, cleaves open three Tankbustas with his Force Axe.

Turn 3 (Orks, Evil Sunz)

The remaining bikers and Zhadsnark charge the Land raider and leave it on four wounds. Incredibly, the Land raider still hasn’t had a normal round of shooting.

Turn 3 (Chaos Space Marines, Iron Warriors)

Nick again moves his Land raider out of combat. This leaves the Bikers and Shokkjump Dragsta exposed to the Havocs. They fire down into the vehicle targeting it’s wildly explosive engine. The Autocannon rounds find their mark and cause the engine to erupt with a torrent of energy, finally destroying the Dragsta.

Turn 3 (Chaos Space Marines, Iron Warriors)

The Chaos Lord has been held up in the building with the Havocs allowing them to re-roll ones. After seeing his army collapsing around him he ponders very intensely whether he should vacate the building and enter the fight below.

Turn 3 (Chaos Space Marines, Iron Warriors)

Nick spends his last two command points on the Endless Cacophony stratagem to fire again with a unit of Havocs. They take aim at the Burna Bomber and remove another four wounds, leaving the flyer on two. Small arms fire eliminates the two bikers accompanying Zhadsnark.

Turn 3 (Chaos Space Marines, Iron Warriors)

The Sorcerer removes the final two boyz from the Tank busta squad he had previously targeted. He survives the counterattack, deflecting some of the more powerful blows and using his Terminator armour to withstand the rest.

Score:

Shaggy (Orks), 5 (FB, 4 Kill-Points)
Nick (CSM), 5 (5 Kill-points).

Turn 4 (Orks, Evil Sunz)

With Zhadsnark leading the charge and the Big Mek holding the rear guard, the Evil Sunz swerve through the dusty desert town and close in on the Havocs in the building.

Turn 4 (Orks, Evil Sunz)

In a repeat of what happened the turn previously, the Battlewagon takes aim at the Land raider. Again shaggy rolls well for his Zzap Gun and lands a strength 7 hit which continues to work at the opening created eventually blowing the Land raider from the field… Although they haven’t changed enormously, the Battlewagon can provide any Ork force with a reliable weapons platform which can dish out some serious damage. What has drastically improved, however, is the Deff rolla. With a Deff rolla the Battlewagon’s 6 attacks, at top tier, hit with a +3 on the dice. It then adds 1 to strength and deals 2 damage at -2 Ap. It’s not difficult to imagine a Battlewagon storming up the field with a mob of bikers ready to squish anything in its path with this improved Deff rolla. Note this is now a separate unit and not an addition to the Battlewagon.

Turn 4 (Orks, Evil Sunz)

The Burna Bomber fires everything into the Marine squad on the other side of the Chaos line. It kills one, leaving three remaining.

Turn 4 (Orks, Evil Sunz)

Fed up with the lingering Sorcerer, the Big Mek enters the fray to show the Tankbustas how to do it. He leaps into melee with the Sorcerer and strikes at him wildly with his Killsaw. He eventually brings the heavy spinning axe blades down across the Sorcerer’s torso, cutting through the Terminator armour and spilling his insides out onto the ground. Ouch!

Turn 4 (Chaos Space Marines, Iron Warriors)

To cheering from his men, the Chaos Lord finally marches down from the building in search of blood. He orders the Havocs to fire into the Tankbustas, they are still just in range for his re-roll. The first squad take careful aim at the scrambling boyz cheering their Big Mek and begin to fire…

Turn 4 (Chaos Space Marines, Iron Warriors)

Bullets tear into the Tankbustas and festoon their bodies with holes. A whole unit is taken out!

Turn 4 (Chaos Space Marines, Iron Warriors)

The second tries to bring down the Burna Bomber. However, the experienced pilot has become quite good at dodging their fire now and manages to evade every shot!

Turn 4 (Chaos Space Marines, Iron Warriors)

The other Havocs turn their attention to the Lord below and begin to cheer for him as he makes his final stand…

Turn 4 (Chaos Space Marines, Iron Warriors)

But Zhadsnark da Ripper has had his eye fixed on the Lord for a good while now and is ready to pounce on his pray. The Ork begins circling the Lord, moving so quickly he is unable to land any hits with his Lightning claw or Power fist as he makes the charge and assaults in. Zhadsnark then reaches in with Da Pain Klaw and begins to drag it across the Lord’s armour. In his effort to not get hit, Zhadsnark is unable to deal any meaningful damage, nevertheless, he does cut deeply into the lord’s arm at one point dealing three wounds.

With the roll of a two the game comes to a close. The Orks attempts to finish off the Chaos Forces was thwarted with the arrival of an evacuation shuttle, the lord just barely making it on board. What a relentless assault from the Orks! There is no doubt this codex has brought a dramatic improvement and there are exciting times ahead for all the Warbosses out there. Again, we must give a big thank you to Games Workshop for allowing us to preview this amazing codex and, on behalf of the whole team, we want to thank all of our readers because without your support we would have never got this recognition; we look forward to bringing you more preview reports in the future. Thank you.

Final Score:

Shaggy (Orks), 8 (FB, LB, 6 Kill-Points)
Nick (CSM), 6 (6 Kill-points).

Did you find Waaaghly? Find our Ork Mascot Waaaghly hiding in one of the Battle Report’s pictures!
Nick:

That was eye opening! Where did i go wrong? Focusing on the Burna bombers in the first turn for sure! That gave the Speed Freeks time to come down on my Land raider in turn one and every subsequent turn only allowing it to fire overwatch, very fustrating! But I think that is the type of play we will see with Orks as the new codex, I think, is not just one of the strongest stand alone codices out there now, but one of the most fun to play. And we didn’t even use tractor cannons, which are sick and will most likely change the meta quite heavily since they auto hit the target. Not to mention the variety of Kulturs which can be chosen from, Evil Sunz being one the strongest in my opinion with the extra moves and not suffering penalties for advancing and firing…. wow. I believe, under the control of top players, we will start seeing them pop up in tournaments around the world. FOR GORK AND MORK….I mean praise the Chaos gods…

Shaggy:

What a fun Codex! We decided to truly try out and show off the new Orks we would use a fast biker detachment and the new Speed Freeks models. Looking at the game, I did make some mistakes and wasn’t as aggressive as I should have been with the Orks to get them into combat, but the amount of shots while moving forward with the new the Dakka Dakka Dakka rule and Clan Kultur is insane! I think with a few more games and the right synergy, the Orks will be a very formidable force in upcoming tournaments. I had a lot of fun in this game and I’m sure that there’s a few stratagems that could take this army to the next level. I hope you all enjoyed reading it as much as I enjoyed playing it and I will catch you all in the next report!

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