Wednesday, 2 August 2017

The green tide cometh!

Warhammer 40k, 8th Edition. I have decided that there is no point comparing it to previous editions. It is a new game with new rules and making backward looking comparisons is just a waste of time. Like any new game it takes a while to settle into its routine and once the basics have become natural you can begin to have fun with the combinations made possible by the new playing mechanics.

Last night we played our second game of 8th edition. This time we played battle forged armies and set the limit at 1000points. We used the command points for the first time and rolled on the table for mission and deployment style. My Orks v's the Dark Templar Marine salamanders. We played on a 4X4 table.

I kept my play style very simple and went with the 'green tide' Ork style. I just wanted to 'feel my way' into the game. We were strict with ourselves and followed the phasing very deliberately. This went really well and gave us structure.

1000 point Ork Army
I had 100 models on the table to the Dark Templars 24. He was intimidated for sure. I didn't take Ghazghkull nor did I take any Warbosses. I wanted to save them for another day. I did take a Painboy, Boss Zagstruck, Nob with Warbanner and my leader for the night a Weirdboy. I didn't take Da Jump again something for the future I took the more conservative Warpath instead. I just wanted to see how the boyz would do.

I had: -

30 boyz, nob with PK
30 boyz, nob with PK
15 boyz, nob with PK
20 stormboys, nob with PK

All this meant I did not have to remember lots of different Ork rules. I could settle into the game ruleset. This gave me a battalion detachment and 3 command points on top of the 3 you have as standard. I could have easily tweaked the list to also have a second battalion but again I kept it basic for this game.

Ork Set-up
I set the boyz up with a declined flank so leaving the left side clear.

The marines set-up in the middle of the board opposite. We alternated one squad at a time.

Marines set-up
The Dread was separated off to the left. This was done deliberately to take away landing areas from my Stormboyz. Good move DT.

I had the first turn and I advanced the green tide. The first thing to note here is that characters move separately and as such have to be rolled for separately so there can be some disconnect. This can be a problem if the boyz get away in front because you really want the buffs from the characters. I will need to think about this for the future. I think that greater care is needed in the set-up to make this unlikely. I had the characters behind the boyz, and the boyz were keen.

I went for it and brought in the Stormboyz on the left hand side 'declined' flank.

Stormboyz arrive
What a sweet sight. I advanced them and lost a couple guys doing that but this improved my charge chances. The charge was successful and I was in. I went for the 'first blood' victory point and completely destroyed the 6 man veteran squad before spreading out to entangle the other troops.

It felt great!

However there are lessons to learn. The Boss is not part of the squad and has to be rolled for separately. I had him attack a different target, the Razorback. This was a mistake and I nearly lost him. In future I would declare the charge against two units and this would give him protection. I would also put him against troops.

I also note that everyone gets an extra attack if there are more than 20 models so in future I will always take a larger unit that can afford to lose a few guys and still retain this advantage. Probably take the full 30.

Positioning before and after the 3" secondary move is really essential so that everyone gets tied up. I am going to have to really think about this. I was lucky in that I did tie up all the units but I very nearly didn't succeed in this aim.

Stormboyz in action
Had the Boss gone against the marines and had I got 20 additional attacks because the squad was the right size I could have been much more devastating. I declared all the boyz against the six man squad and could have killed 12 marines with the result, a waste. I should have split the attacks and taken the additional overwatch. There are real lessons to learn here.

I could support this chaos with some Kommando's or indeed some fast attack buggies or ..... there are options and many of them to consider but it would to great to feel some more help arriving before the boyz finally make it.

The boyz arrive
And make it they did! They were buffed by the Warbanner and the Weirdboy's Warpath giving +1 attack and +1 to hit. I didn't get them all into the action I would guess at least 10 - 15 had no attacks and this was just a big mistake. They get 2 attacks normal ,+1 for the choppa, +1 for Warpath, that's four and the PK was in the wrong place - idiot - and both the nob with Warbanner and the Wierdboy had fallen behind and could'n't charge and the Painboy had been mugged because of the same problem. Just silly stuff. But missing out on 40 attacks and not getting the characters in was crazy. Note to self - learn from this experience.

Anyway - I missed the opportunity to smash all before me. Too many errors in both set-up and tactics. The marines held on and in the end the only two people left on the field were both the marine characters.

I was delighted for the Dark Templar. He fought stoutly and just inched his way into the winning position. It was a great night and the game is definitely fun to play. Congrats to the DT and my Wierdboy will be getting a yellow streak on his cloak to remember his actions on this night ;-)

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