Category Archives: Orks

Tutorials in Gaming – Warhammer 40,000 Army List Construction 102


Yesterday I went into the start of constructing an army list for 40k. These same principles do translate into Warhammer with some adjustment. We looked at the basic Force Organisation chart and picked out units that matched these slots fulfilling what core Troops do as well as picking up some punch in the form of an HQ unit. Today we will delve into some of the other unit choices available and the various other slots. While I am using Orks as an example as these are the lists I am more familiar with building the basic concepts I am trying to convey work on any other army list too.

In brief we picked two Troops units to fulfill the compulsory selections, these units we designed around taking objectives as well as survivability for Kill Point scenarios. Out HQ was picked as being able to add some punch to a squad but we will also add something else to this selection as we go through options today.

Following the selections we took yesterday we are now left with 1 HQ, 3 Elites, 4 Troops, 3 Fast Attack and 3 Heavy Support. I also mentioned that we were going to tackle the questions of army selection so, to start, before we build the rest of our army, what are these questions? These are questions that I like to ask myself when seeing if I have all the bases covered when creating a list, I’ve already stipulated I make “all-comers” lists rather than tailoring against specific opponents, answering these questions allows me to make sure I am covered against any eventuality. Here are my questions;

  1. How do I deal with large units? (Usually low T, low AS units like Orks and Gaunts)
  2. How do I deal with armoured infantry? (Terminators and their like)
  3. How do I deal with high Toughness? (Monstrous Creatures)
  4. How do I deal with Armour 14? (Not everyone has Land Raiders but if I can cover this other vehicles will naturally be catered for)
  5. How am I going to claim and hold objectives?

These questions are not in order and some units will be able to cover more than one question. If you build an army around covering all of these bases you should have a strong list that can cope with whatever is thrown at it, it won’t guarantee that you can win every game you play but you’ll certainly be in a better place than if you just take a random bunch of models. Luckily in the Ork army the way I answer a lot of these questions is my 40k catchphrase “Moar Boyz!”. Ork Boyz are excellent for a number of reasons, they are cheap, there are lots of them and a Nob with a Power Klaw can total pretty much anything in the game given time, the number of bodies in his mob is what buys that time (normally).

Firstly, let’s take a look at Elites, for Orks we have a large number of selections in this regard, Nobs squads, Mega-Nobz, Burnas, Lootas, Kommandos and Tank Bustas. Nobs can be changed into the feared (and expensive) Nob bikers too so that gives us a fast-moving attack element to go with our Elites options. Each of these units performs different roles, however, now we can also see that our chosen HQ fits something nicely here. In an Ork army a Warboss allows a unit of Nobz or Mega-Nobz to be taken as a Troops choice rather than Elites, not only does this release an Elites slot we could choose to fill with something else it also means that the units taken as Troops is a scoring unit and can therefore claim objectives. It is worth looking deeply into an HQ units special rules as often it will mean you might look into one choice over another because of those options. As you can see above one of the questions I have is for taking and holding objectives. For this purpose I’d be looking at the Mega-Nobz, normally afflicted by “Slow and Purposeful” foot-slogging them to an objective might not be a good idea, luckily they have a couple of transport options; a Trukk or a Battlewagon. Personally I take a Trukk, its cheap and gets them where the action is quicker than if they were on foot. I can fit 12 models on a Trukk but Mega-armour units count as two models, perfect, I can take 5 Mega-Nobz and the Warboss and fit them all in the Trukk. This gives me a fast-moving element and the open-topped nature of the vehicle means I can assault out of it. I’ll throw in a Red Paint Job to grab an extra inch of movement per turn. This unit will rip through most heavy armoured troops but needs to watch out for monstrous creatures and anything with a power fist as they will get eaten up. This unit will also help with questions 1, 3 and 5 due to their own resilience (2+ AS , 2W and T4) and their combat prowess (3 attacks on the charge at S9). Because they are only S9 on the charge they have difficulty with number 4, however, the addition of the Warboss means that they can actually pop armour 14 as he is a mean S10 normally and puts out 6 attacks on the charge. Question 4 is the hardest for me to answer with Orks as they lack a lot of high strength weaponry, the most powerful things you can get are either random (Zapp gun and Shokk Attack Gun) or vehicle mounted (Boomgun and Kill Cannon).

So far we have a lot of infantry, even if one of those units is charging across the battlefield in a ramshackle Trukk. We could really do with some support for these guys as well as looking into what happens if we have an objective in our own back field that the enemy are going to be coming for? While shooting isn’t the Orks forte so to speak they normally chuck out enough bullets to hit something. So to add some fire support we’re actually going to take two units, one that can claim our own objective and another to give additional fire support. A unit of 10 Lootas will put out up to 30 shots per turn and we can back them up with another mob of 20 Boyz, this time armed with Shootas and as they will be sitting back we can throw in up to 2 Big Shootas to give addtional firepower, for a mere 10 points I see no reason not too, we will add the obligatory Nob to the group to help them out if they get attacked and might as well give him a power klaw too. The Shoota Boyz can take on armoured infantry (huge number of attacks still if they charge or are charged means enemy has more chance of failing saves) and their firepower should put dents in light infantry, their Big Shootas also allow them to pop light vehicles as you have 6 tries per turn. The Lootas meanwhile can pop light vehicles and light infantry as well as picking off lone characters.

This takes us up to 4 Troops choices filled, 1 HQ and 1 Elites. This adds up to around 1100pts with the various options we have and 106 models already. We have nothing from Fast Attack or Heavy Support yet, however we are managing to fit our units into the questions posed earlier. As mentioned you will find that sometimes units will fit the bill to answer more than one question, the Orks certainly do that but their weakness is with question 4. Various armies have strengths in certain areas and weaknesses in others, playing to your strengths is something that you want to do naturally and all the Nobz I have are S9 on the charge and they can pop AV14 but the Warboss is best placed to do it (unless it’s a Monolith and ignores the power klaw strength bonus of course, but that thing is evil in and of itself).

Looking at our current selections shows that we have a horde of foot-slogging infantry and one unit that will be zooming out across the battlefield. What we do not want is for isolated units to be picked off by the enemy before they can do some damage, we need something to backup those Mega-Nobz and give the enemy something else to worry about. While we could take more Boyz and pop 12 of them in a Trukk we only have 2 Troops slots left and have 3 Fast Attack. So, here come 10 Stormboyz, they are Jump Infantry so can move fast and their rocket packs allow them an extra d6″ movement per turn, so they can zoom up to 18″ in the movement phase and still assault 6″ in the assault phase, not bad at all. We’ll upgrade them to have a Nob with Power Flaw so we can pop vehicles if we have to and have a solid unit that can jump between terrain and support our Mega-Nobz. This unit comes in at almost 200pts leaving us with around 200pts left on the army. we haven’t taken anything from Heavy Support and to be honest I tend to find this a bit lacking for the Orks, sure there are some nice options like Deff Dreads and Battlewagons but I like boots on the ground. In any army there are a number of ways to answer the questions posed earlier and therefore I am not giving you a definitive way of building an army, if you like a unit then by all means take it, you have options with building an army, that is why each of the various Force Organisation slots has a number of choices, knowing what to take and how it will perform will help you to balance your army. Blast templates will rip apart a foot-slogging Ork army, but I know this and therefore will try and use cover to my advantage to reduce the casualties that my Boyz take on the way in. The Waaagh! I can call should help me get in combat by turn 2 or 3 and the sheer number of models I have is designed to overwhelm the enemy. Most things will be killed by the sheer number of attacks I can put out, that’s the way this army is designed to work. In your own forces think about what you want to achieve and design a list that sticks to that theme, think about how you are going to play on your advantages while trying to play down your weaknesses. Going in half-hearted is a surefire way to gimp your army selection.

To round off then I’m going to ignore Heavy Support, other armies have much more interesting choices, Space Marines have Whirlwinds and Vindicators that are well worth looking at for taking out Question 1, Daemons have Soul Grinders and Daemon Princes that can answer 1,2,3 and 4 so really it all depends on what you are taking. Finishing my army is going to stick to my old adage and fill in that fifth Troops slot, another unit of 30 Slugga Boyz, with a Nob armed with Power Klaw. Yes I have three units armed the same way but very few armies are going to enjoy 90 Ork Boyz running at their lines when backed up by Stormboyz and a Trukk-load of Mega-Nobz.

Is this the best army list I can come up with? Probably not, I know I can fit 6 squads of 30 Boyz into 1080pts and that’s evil as it is. However, hopefully reviewing what we’ve put together and the reasons why I’ve chosen what I have chosen give insight into the principles behind army selection. I could have argued for and against Tank Bustas, chucked in an extra Warboss and taken two units of Nobz in Battlewagons and all kinds of other options that would have produced viable army lists. Experiment with what you have but always keep in mind the roles that you have for your units, throwing into something they are not designed to do is a sure-fire way of getting them killed and edging you towards defeat.

This is our final army list;

Ork Warboss with Power Klaw, Mega-armour, Attack Squig and Bosspole

5 Mega-Nobz in a Trukk with a Red Paint Job

10 Lootas

30 Ork Boyz with Slugga/Choppa, Nob with Power Klaw and Bosspole

30 Ork Boyz with Slugga/Choppa, Nob with Power Klaw and Bosspole

30 Ork Boyz with Slugga/Choppa, Nob with Power Klaw and Bosspole

20 Ork Boyz with Shootas, Nob with Power Klaw and Bosspole and 2 Big Shootas

10 Stormboyz with Nob armed with Power Klaw

Approx 1500pts with 136 models.

Advertisements

Tutorials in Gaming – Warhammer 40,000 Army List Construction 101


A common feature of most miniatures games out there at the moment is that models are assigned a value, games are played with a limit placed on how much stuff you can take and this is to aid balance in the game. Theoretically if you are playing to a points value and you both have the same number of points the armies should more or less be balanced against one another, although this does create the arguments that, points for points, some army lists find it easier to create “more powerful” armies than others. This is a line of thought heavily prevalent in the Warhammer world right now.

However, with this weekend now on the horizon and the mouth-watering Saturday event of 3000pts of new Tyranids spawned from the gene-vats hidden away in Gribblin’s bedroom (I’ve seen this firsthand, he has a live brood of Genestealers stashed under his bed, true story) facing off against the arrayed (much more heroic) forces generalled by none other than Servitob and myself. Below are the general rules we are using for this fight and then I’ll explain where this post is going.

Tyranids; 3000pts maximum with 2 Force Organisation charts available

Allied forces of Servitob and ZombiePirate; 1500pts per general using a single Force Organisation chart each

All normal Force Organisation rules apply. Battle will commence on a 6′ * 4′ table using Hidden Deployment (basically section off the table halves and each army deploys at the same time not having any idea what the opposing team has done). We will roll for mission type at the start of the game before deployment. Variable game length and all other special rules will be used.

Considering that this is something I’ve been looking forward to for a while now I thought it provided a great time in which to prepare an article on how to craft a 40k army list. Afterall, I’ll be needing one, although the example I will use here will be around the army I know best (Orks) the basic principles will apply to any army you collect. I’ll be throwing in units and their upgrades but will also give reasons why they are there. Most armies don’t have the option of their basic troops choice being 30 strong, however, I will be going into battlefield roles and the concepts behind why you build a list the way you do considering what you want to achieve. For new players it is relatively easy to just create a list of the stuff you like and chuck it out there to see how it goes, however, for other players with a reasonable collection of stuff you’re going to want to consider taking one over another or just what do you spend those spare few points on.

The concepts presented here will describe my preferred style of army list, the “all-comers” list, something with a little of everything. If you know what you are facing then it is possible to tailor your list to counter a specific enemy (most tournament armies are designed around taking out MEQ armies, T4 with a 3+ armour save, as that is what is prevalent in that environment), however, I much prefer to write a more generic list and have fun without than take something specifically that I know will decimate my opponent. Afterall, we’re both there to have fun as the main thing, having the perfect counter-force to my friend across the table just doesn’t seem very friendly. I’m not a tournament player where I’d expect this to be the case, games at home with my pals, although we challenge each other, we don’t tend to bring out the most broken combination of cheese that we can, although, I do own a Daemons of Chaos army for Warhammer…

So here we go, 1500pts of list construction tutorial;

The first place to look is at the Force Organisation chart itself, on the left is the chart for standard missions, if you are playing Planetstrike or Apocalypse then this will be either different or removed altogether. As we are concerned here with a standard mission we’ll follow the one shown. The chart is split into various sections, each troop, vehicle, creature and character fits into one of these slots and can be found in that section of the relevant army’s Codex, different armies have differing numbers of options in each of these areas as well. In total there are two HQ slots, three Elites slots,six Troops slots, three Fast Attack and three Heavy Support. Each unit occupies one of these slots and you cannot take more units of a particular slot that there are available, for example, in a normal mission you could not take four Heavy Support elements. You also have a couple of compulsory choices as indicated by the shaded boxes in the picture. These are one HQ choice and two Troops choices, there is no leeway here you have to take at least these slots for a legal army. It is logical therefore to start with these units when planning your list.

If you are anything like myself and my playgroup you probably don’t roll for a mission until you turn up, therefore you have no idea if you are going to hunting for objectives or trying to wipe out the opposition. Someone may even have written a special mission for fun. Therefore you are going to want to be able to cover either of these scenarios, you’re going to want to be able to grab objectives and be able to give the enemy a pounding, this will mean you’ll be taking a balance of units. Let’s take a look at those Troops choices first.

In the case of the Orks I have two basic choices listed under the Troops section of my Codex, these are Ork Boyz and Gretchin. If I have to take two units worth of something to satisfy my compulsory components my best bet is looking at stuff that can grab objectives and be meaty enough to have a go at the opposition, luckily for me Boyz units fit this bill nicely. For the bargain bucket price of 180pts I can get 30 Boyz armed with either Shootas or a Slugga and Close Combat weapon. Both are awesome in close combat but one has a slight edge when it comes to shooting. Orks aren’t renowned for their marksmanship but those 30 Boyz can put out 60 shots a turn with their basic gun and charge into assault afterwards. Here is my first choice, do I want to increase their shooting potential at the expense of the extra attack I get from the Slugga and Close Combat weapon. Normally I am figuring that I will be charging towards the enemy to fulfill either the capturing of objectives or the annihilation of whoever is on the other side of the table and therefore kit stuff out with the Slugga/Close Combat weapon however, either loadout for your Boyz is good. These are my compulsory choices and also, because they are troops, are the only slots I have for capturing objectives. Now, Orks aren’t loaded out with armour therefore to compensate for this I am going to need numbers, therefore I am going to add in two units of 30 Boyz armed for assault. That’s 360pts for now.

However, every unit in a Codex normally has a number of options to bolster the basic unit. In the Boyz case there is the option for a Nob unit leader as well as various heavier weapons to add to the squad. Not all army list construction is down to the maths though, some things will be personal preference. In this case I will forego the option of the heavier weapons, I want my guys to be running into the jaws of the enemy so stopping and shooting isn’t what they are designed for. If I have a role for them to do I should stick to equipping them for that role. I always take a Nob in the unit as this unlocks some  much-needed wargear options to power up my squad. With Orks it is considered to be a must-have upgrade to have a Nob and a Power Klaw, this guy packs strength 9 on the charge and can therefore take on monstrous creatures or vehicles with relative ease giving the unit a multi-tasking role as Orks lack much in the anti-armour department so I need to get it where I can take it. As the Nob is a unit leader he cannot be picked out from the unit which means ramming a unit of 30 Boyz with a Power Klaw Nob into something like a Carnifex is a pretty safe bet, yes the Carnifex will kill some Orks but the return attacks from the Nob will be wounding on 2’s and ignore its armour save.. ouch.

Taking options like this is an example of knowing what your unit is there to do. This is a basic tenet of army list building, every unit should have a role, now that we’ve chosen the two Troops slots we need to fill let’s have a quick look at the HQ options.

In most armies your HQ options will have a few generals to perform different kinds of roles and a plethora of special characters. In general Special Characters are very expensive for what they do and you can normally come up with something that will perform better for less points creating your own character. If we ignore special characters then for our Ork example we have three options, the Warboss, the Big Mek and the Weirdboy. Each have their specialities, the Warboss is a combat beast and will massacre stuff in combat, the Big Mek has access to some pretty weird wargear (mobile cover save and potentially one of the most devastating guns in the game) and the Weirdboy gives you access to psychic powers. The Warboss allows you to take a single Nob or Mega-Nob unit as a Troops choice (this could be a compulsory choice but I’m ignoring that for the sake of this article), the Big Mek allows a Deff Dread as a Troops choice. This is pretty redundant as he is a vehicle and therefore cannot claim objectives, however, if you are taking a lot of Heavy Support choices then this could free up a slot. The Deff Dread might be quite killy but for the cost to load him out I’d probably take another unit of 30 Boyz for the Troops slot as they will soak more damage, do more damage themselves and can claim objectives.

Our options here are really the Warboss or the Big Mek, both are cheap and unless we take a Shokk Attack Gun will not blow themselves up like the Weirdboy can. The Warboss has more wounds, is tougher, has higher Weapon Skill and has the best possible strength available to the Ork army (Str 10 with a power klaw). As we could take Nobs of Mega-Nobs as a Troops slot we’ll pay 60 points for the Warboss and take some upgrades to make him do more damage in close combat. Wargear is a personal choice but keep in mind what you want to do with the character and kit them out accordingly, don’t waste points on stuff, keep things simple as you’ll have more points to spend elsewhere.

To recap so far we have filled our compulsory selections, below is the army as it stands showing wargear loadouts. Obviously unless you are playing Orks (and even if you are) your list may look different but for now we have only filled things we have to take.

Warboss with Mega-Armour, Bosspole, Attack Squig and Cybork Body

2 Mobs of 30 Boyz with Sluggas/Choppas Nob with Power Klaw and Bosspole

For a total of 575pts which is just over a third of our army, but we have 61 models already. As this article is already getting long we’ll move into the other aspects of our list tomorrow when we will discuss the roles of Elites, Fast Attack and Heavy Support, choosing roles for things and what I like to call the “Questions of Army Selection”.

See you tomorrow.

A Sting in the Tail


In the afternoon light the ancient Eldar Autarch Cleddyf, leader of the Eldar Warhost Colledig, glimps a sight of their foe; the Orks!  Though to be fair the Eldar had known of the greenskins presence for sometime, you really can’t hide the smell of hundreds of sweaty Orks that all have a severe soap allergy.  The stench was so overpowering that Cleddyf considered laying down his shuriken pistol and grabbing some shower gel.  His scouts even informed him that most of these Orks were so dirty that you couldn’t even see any green on them, though there may have been other reasons for this.  This is my own telling if my match with ZombiePirateXXX, and i hope to keep with the Eldar theme.

I deployed my Eldar mostly on my left and in the centre, close to two of the five objectives that were on the table, and within potential striking distance of a third.  I felt a little un-nerved by being so heavily out numbered (remember that I have been playing 40k for 16yrs and have been using Tyranids the whole time – I only got the Eldar about a year ago – so being outnumbered is still an unusual experience for me).

TURNS 1&2:  Well things didn’t start to well.  Most of my ranged weaponry was out of range and the firm prism missed.  In total I must have killed about 2 Orks in my first shooting phase.  Cleddyf looked at the information displays inside the Wave Serpent and a feeling almost akin to despair came over him.  More practice at the firing ranges Eldar!

The Orks proceeded to spend the first two turns ripping into the Eldar.  The poor guardians didn’t stand a chance as out of the skies came a mob of Orks attached to ACME rockets.  One even had a slight coyote look to him.  In the centre the guardians that had moved forward to an objective had killed most of the foul greenskins that faced them, but alas it was not enough.  The Farseer had obviously not seen it coming as himself and the guardians that were with him were quickly overcome by BO and died gasping for breath.  The Dire Avenegers and D-cannons fared little better as they were outshot by Orks! How embarrassing thought Cleddyf, out-shot by a bunch of near-sighted savages.

TURN 3:  Things looked pretty bad at this point most of my army was dead.  Then the Fire Dragons do what they do best and cooked the Mega-Nobz.  All that armour serving only to help the baking process (boil in the tin anyone?).  They were a little well done, but at least they smelt better.  The destruction of the Wave Serpent to a Nob with a power claw at first seemed like a bad thing, but then Cleddyf led his Striking Scorpions into the fray; the result being a bunch of dead Orks.  “Damn it! Theres Ork blood all over my nice green armour!” – Cleddyf

Two turns and about 60 Orks later, Cleddyf faced the Warboss one-on-one (well ok there was an Exarch with him, but he didn’t really do anything) and put down that filthy monstrosity.  “I think I might have stepped in something horrid” – Cleddyf

This left just the final mob of shooters against Cleddyf the Ork killer, his trusted Scorpion Exarch, two Avengers and a Fire Prism.  So from what looked likely to be a crushing defeat turned into a close fought game that at turn 5 was a draw.  The game went on to turn 6, and I was not able to get to the Orks in time to do any damage as like a bad fungal infection, they spread themselves out over the battlefield and captured a second objective.  The game ended as a 1-2 loss to me.  But what can I say, it was one of the coolest games of 40K I have ever played.  “The patterns of fate will bring us once more to the battlefield foul greenskins!” – Cleddyf

So what did I learn from this battle?

  1. Turtle!  Unless your Tyranids don’t move towards an Ork army.
  2. Don’t worry about numbers; with the right unit you literally CAN kill them all.
  3. Scorpions rock!! (ok I got lucky on a few armour saves but still – Scorpions Rock!!)
  4. Scorpions Rock!!!
  5. Get a second close combat unit – whilst the Scorpions were away from the bulk of my army I had nothing to oppose the Ork advance.
  6. Fire Dragons are great at a barbeque.
  7. And finally – Scorpions Rock!!!!

What’s Green and Dead Killy? – It’s Not Always Orks…


As promised here is the battle report from our pilgrimage to geek central. Gribblin took his Eldar (apparently it’s easier to travel with a load of vanity obsessed lady-boys who like matching accessories than a horde of evil alien beasties who want to mate with your face) and I took along my, far more manly and personal hygiene averse, Orks.

I have also been asked to do this from an Orky point of view, so *clears throat* here it goes;

Warboss Tuffgit – “Right ‘den ladz. I’z da Warboss and mah sneeky gitz has scouted around and found some tasty looking loot around ‘ere. OI! Come back ‘ere Scrogg, that loot isn’t goin’ anywhere yet and you bes’ keep yer hands off the good stuff before I bash yer stinkin’ ‘ed in.

As I wos sayin’ dere’s loot out there for us boys, but dem pointy ear space panzies is looking to get a kickin’ as they fink dis loot is dere’s. Guess we iz just gonna haf to prove dem wrong. Hur hur.”

“Where’s my zoggin’ Trukk, winch those Mega-nobz in there gud. I want to be krumpin stuff first!.

Step on it! Head for that group of panzies cowering behind that building, they’re heading for where da loot is!”

Big Mek – “Right ladz, we’ve nice and safe in dis ‘ere buildin’ see those blue looking wussies  over there? Yeah, the ones running towards that set of rocks, give ’em a blast from da deffguns! HA! See dem runnin’ good shootin’ ladz. Now, if I click dis button ‘ere and flick dis switch, gud, da spinny wot-sits is working – ZAP! I hit dat tank fing, time to ‘oover up some more snotlings.”

First turn – Most of my army charged forwards. We were playing for 5 objectives that had been placed all over the map, I do have some piccies that might make more sense for the layout. Pretty much everything was ruins and that is where the objectives were placed. The Eldar deployed in the middle and on their left flank, my Ork just filled with whole table edge with the Warboss and his Mega-nobz in a trukk on the left backed up by the Shoota Boyz squad and the Stormboyz. I had my Lootas and SAG Mek in a building in m y deployment zone and another unit of slugga boyz on the right flank and the final 2 units of Slugga Boyz in the middle ready to run up the battlefield. I was pretty happy with my deployment.

From now on I’ll just post the thoughts of my Orks on their various turns. I am sure Gribblin can come and give his point of view too.

Turn 2

Warboss Tuffgit – “Right ladz, lets get owt of dis wagon before we get shot up.”

Stormboyz – “ere we go, ere we go, ere we go, chargin’ into units of panzies! Krump, krump, krump see dem running away.”

Boyz mobs – “Keep runnin’ we need to get our hands on da loot before the *BANG* Well, guess that’s more loot for we who iz left.”

Big Mek – “Let’s try dis again… aimin’ for dose big floaty platform things, they seem to be shooting da boyz up. ***ZAPPPP*** Hur hur, dey ‘sploded. Lootas, shoot some more of dem blue boyz who was running away earlier, good shootin’ ladz.”

Warboss – “Right, let’s charge that tank thing what is floatin’ nearby, what do you mean your leg’s stuck, you paid good teef for that zogging armour and now you can’t move because you’re stuck? Zog me.”

Turn 3

Boyz – “Ere, dat floaty wagon is makin’ towards da Mek, betcha 20 teef I can get dere first and kill stuff. What do ya mean me axe won’t hurt it? See, dere’s our nob punching it in the…… *BANG*”

Warboss – “What are dose orange lads ? They jumped out of dat tank we couldn’t scrap coz you’re zoggin’ leg got stuck Slackwort, dose look like some nasty gu…. bloody ‘ell dey just melted half me retinyou… cretinou…retin…me mates.”

Stormboyz – “Oi, dat’s da boss over there and he just got slagged by dem orange gizas, maybe we should give him a hand?”

Turn 4

Lootas – “Help, we have green fings wot isn’t Orkz killing us….argggghhhhh.”

Big Mek – “Is alright lads, all I got to do is flick this……*WHOMF* /big mek vanishes in a flash of lightning leaving only his sming boots behind/”

The rest of the battle can really be summarised by the line ” We iz getting shot up.”

With 5 loot objective round the table I was holding two and the Eldar one. Two Dire Avengers were all that was left of their unit and they were camping their objective. I had my Shoota Boyz squad holed in a wood sitting on their objective. For the first three turns I had blasted and chopped my way through a decent portion of the Eldar army, although the Fire Prism was annoyingly still at full strength. My Warboss had butchered a Falcon and the Stormboyz had seen off a Guardian squad as well as the Fire Dragons that had seen the end of the Mega-nobz. The Wave Serpent that had got to my deployment zone was falcon punched by a nob with a power klaw causing its precious cargo of Scorpions and attendant Autarch to punch out. This turned out to have been a bad move on my part. The Scorpions went into the Lootas with expected results. My Big Mek tried to shoot them and for the third game in a row rolled a double 1 and vaporised himself. A full mob of 20 Orks went into the Scorpions and took some casualties, they fought back only to see Gribblin only fail a single armour save! The sweeping advance hacked the rest of the unit apart. The following turn the Scorpions went into another unit of boyz, again hacking them to pieces and running them down. This left my depleted boyz mob who held the centre objective facing the almost full strength Scorpions. They’d already seen two units of 20 get wiped out. In went the Scorpions, slaughtered all but a couple of boyz and the Nob, who did a couple of wounds back but were still soundly beaten. This left us with one objective a piece. The Warboss wandered over and did a fantastic job of showing why I shouldn’t even bother buying him ‘eavy armour as the scorpions shot at him before assault and took two wounds off him as I couldn’t pass the 4+ saves….

He was then finished off by the Autarch in assault. Not one of Tuffgit’s most glorious moments. All that I had left on the table was my Shoota Boyz and the Trukk the Mega-nobz had been rolling in that had had its Big Shoota blown off. So, in true Ork fashion I conga-lined the shoota boyz so that the sat on two objectives. It boiled down to the last turn of the Autarch against the Boyz. I shot the unit, they took casualties, leadership test was taken, they legged it. Rallied in the final turn but were out of range for assaulting so the Orks won 2-1.

I have to say that this was one of the most fun games I have had. For the first few turns the Eldar got hammered by the Orks but then the Scorpions single-handedly seemed to be winning them the game for the last few turns as they carved through Boyz mobs like they weren’t even there. Although, there was some decent rolling for armour saves on Gribblin’s part. However, that just added some nice tension to the game. By turn 6 we both had virtually nothing left and we were heading for a draw as Gribblin was heading to contest one of my objectives to tie the game 1-1. Luck was on my side though but this was a very close and bloody game.

Once my home internet is fixed I will probably update with a couple of photos that I took.

Things I learnt from this game;

  • Need larger units of Boyz like I thought I did. Was already working on modified list before this game
  • Dethkoptas are useless, two game so far and they have done nothing worth mentioning
  • Stormboyz are ace. Despite Servitob not believing me on how they work, checking my Codex and then going to check with a GW employee…
  • SAG can be fun, but with BS2, scatter and an unerring ability to vapourise himself, I don’t think he will be coming back for a while
  • Do not let Striking Scorpions get near units of Boyz. Not stricly a 100% valid maxim as although they will reap a bloody tally I normally get a load of attacks back, passing 99% of armour saves is annoying
  • Do not chuck Mega-Nobz near melta weapons, although going against fast vehicles kind of limits how evasive I can be
  • 40k is an awesome game and lots of fun
  • Roll on Jan 30th when myself and Servitob will be facing a horde of the new Nids, the true face of Gribblin

Happy New Year and a Glimpse Into the (Brief) Future


I have three of four posts running around in my head at the moment and I do realise that it is the 6th day of the new decade and this is the first time that I am actually posting up something. Christmas and New Year was busy and now my wife’s birthday is in 4 days and I have yet to get anything at all. She doesn’t have any hobbies so I was thinking of forcing encouraging her to start one, however, I don’t think 1500pts of Imperial Guard is really her thing.

Anyways, back to those topics, over the festive period a number of things happened which lead nicely into things I need to post on the blog. You’re already heard Servitob’s expose on Sgt Thumpy, the Thunder Hammer armed Terminator from Space Hulk. We played mission 3 over Christmas and this one chap managed to kill thirteen Genestealers in close combat before finally biting the big one, an impressive tally. In the next game where opponents switched sides (Gribblin was getting his gribble on in the first game taking the filthy alien scum against Servitob doing his best to get his marines killed to a man) Gribblin showed that he too had a Space Marine hero recruited, Joe Storm Bolter, bog standard Terminator who must have wracked up at least 30 solo bolter kills guarding a spawn point. Evntually his luck (or ammo) failed him and he got his face torn off, either way we had two memorable games that will live on.

The same day saw the debut of Firestorm Armada, my own Dindrenzi Fleet took on nBreaker’s Sorylians. I must say that we had a lot of fun with it, I plan on writing up another post detailing the experience we had with our first run of what is definitely not Uncharted Seas in space. Winning my first ever solo game using a Spartan Games ruleset hasn’t tinted my glasses though.

After the hilarity of New Years entertaining friends we took our newest tabletop gaming compatriots on their first trip to Warhammer World in Nottingham, the geek mecca of the Games Workshop world. Our Hajj saw my Orks take on Gribblin’s Eldar, a first for both armies played on the tables in the gaming hall, we took a couple of photos so I may post them up and finally get around to changing the custom header on the website. I have been asked to write-up this report from the Orks point of view. It was a great game and vastly enjoyable. I won’t ruin the outcome by telling you the result, wait for an Orky themed battle report.

Gribblin is of course counting down the last 10 days before his Xenos of cheese get an update, I am thinking things are going to be bigger and gribblier but still killable with a tide of green and I am working on refining my Orks army list, not specifically to counter the Nids, just changes that I feel need to be made on some levels and a few other things I want to try out on another.

Something completely non-blog related too, I got to see Avatar over the Christmas break, if you haven’t seen it yet you need to. I saw it in 2D and am pretty happy I did, there is so much going on that seeing it in 3D probably would have caused my head to explode! There is an opportunity to maybe go and see it again tomorrow and I am chomping at the bit to go back for another slice of Pandora. It gets a massive 10 Zombies out of 10 best film that I have seen in a long time.

I should hopefully get a proper post up later this afternoon, either the next of the “First” Impressions for Firestorm or the Orky report from Saturday’s trip to Nottingham.

Things happening in 2010… we’ll see if I can paint an army and I’ll also see if we can get more tutorials and pictures of just what we use around these parts.

Happy New Year and Happy Gaming from the 6 Inch Move team.