[epic] 2xorks vs titan legions, orks vs eldar - englantia
Lähetetty: Ma 17.01.2005 11:18
This one is going to be second playtest game for my titan legion list. For this we allowed proxies which gave him 9 more weapon configurations to try out(plus Imperator but since that model has it's legs broken ATM it was out). I opted to take max gargants(easy with 5000 pts army lists!) and try to have more big guns and basic infantry than usual. We'll see if all my supa-zzap guns can do what they did last time...Army lists:
5000 Gargant mob army list:
Great gargant: big mek(improved boilers), lifta droppa
Gargant: mega choppa, big mek(improved boilers)
Gargant: 3xsoopagun
Kustom gargant: big mek, 3xsupa-zzap gun
blasta gargant
Big big gun mob: 10 big gun
Big big gun mob: 10 big gun
big loota band: 12 boyz, 4 grots, 6 battlewagons
big loota band: 17 boyz, 9 grots, 2 nobz
uge zzap mob: 3 zzap fortress
fighta skwadron: 6 fighta bommaz
5000 pts Legio Victorum army list:
Titans:
Chasis/configuration/weapons/veteran princep
Warlord/Cooker/Plasma Destructor, 2xTurbo Laser Destructor, Volcano Cannon/No
Reaver/Deathstrike/2xQuake Cannon, Vortex Missile/No
Reaver/Assault/Trident, Inferno Gun, Vulcan Mega Bolter/Yes
Reaver/Blaster/2xPlasma Blastgun, Turbo Laser Destructor/Yes
2xwarhound/Blaster/2xPlasma Blastgun/2xNo
Marauder flight: 2 marauder bomber
Marauder flight: 2 marauder bomber
Mechanised infantry: IG commander, 7 IG infantry, 4 chimera
Mechanised infantry: IG commander, 7 IG infantry, 4 chimera
Tank group: 6 leman russ battletank
Hydra platoon: 3 hydra
For terrain we had(from my table edge) hill on south-west quarter, another further to right. Front of that hill was small city including yet another marine statue. Yet another hill(for a record we are limited to hills + city as a terrain ATM) past city. 2 more hills on eastern section, both close to center of board and near each other.
GT objectives were placed pretty predictably. They were on right side of board(likely both wanted them to be on open for long range weapons to have nice LOS. That was my reasoning for that, probably on him as well) forming triangle for both(obvious way to deploy with warmachine based armies like titan legion and gargant mobs. Makes up for lack of activations quite nicely).
He had no garrisons, I put both big gunz mobs near their own objective. Foot warband would stay near gargants. Rest of my units would start on my edge in following order. On left(not as much left as the leftmost hill but left of city) gargant with trio of soopaguns. Then the kustom gargant. After that behind the hill came mounted warband. Further right blasta gargant, foot warband in wiiiide formation. Then gargant w/mega choppa screening zzap fortresses and finally da Great Gargant.
As mentioned he had no garrisons. His leftmost(my POV) formation were mechanised infantry, then another, front of these trio of titans in form of warhounds and between them(funny formation) assault reaver. Right of them tank group, warlord titan, hydra platoon, deathstrike reaver and finally blaster reaver.
For power fields great gargant got full 12(again! Got to thank those mekkaniks...), assaulty gargant got 4(bummer), shooty gargant got 5, kustom gargant 3 and blasta gargant 3. Apart from assault gargant I'm satisfied.
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Turn 1 began with a nice strategy roll victory. Good start! I started this by putting right gunzmob into overwatch(best way of protection since no terrain cover modifier available) and doubling another into city(that ought to protect them, a bit. Barring that nasty macro ignore cover inferno gun the reaver there is tossing. But then again...Any titan would worry them so no difference. Atleast formation is spread out). Opponent then doubled rightmost infantry company forward into edges of city and disembarked out of chimeras. Shooting against big guns resulted into nothing(terrain modifier plus cover save) but blast marker.
Assault gargant then doubled behind hill which contained big gunz. Hill was big enough that while it would not block LOS to it it would atleast provide hull down modifier to the big war engine. Which suits me just fine. He countered this with doubling warlord forward, between one of objectives and city. He shot plasma destructor against gargant. Unbelievably ALL dices were 2, ie just the one that wouldn't hit due to double modifier. Needless to say opponent wasn't too pleased about that...
I still didn't want to activate any of the more important and/or more fraqile formations so activated blasta gargant instead. Sustain fire was nicely passed and barrage was nice 10BP strong, aimed at infantry company in edges of city. 4 dead infantry stand, 2 destroyed vechiles and rest broken in hill. Nice one!
He tried to activate first marauder flight but rolled a '1'. I was by now out of formations I could afford to activate before others so I chose toughest one, the great gargant, and had it double forward. Shooting against blasta reaver(didn't want to risk deathstrike reaver being out of range. As it turned out blasta was just in range so justified decision) saw shields overload. That ought to make it think twice before moving forward, what with those zzap fortresses...
He then sent second marauder flight. To my suprise he didn't use them to engage foot warband but instead opted tad harder to hurt battlewagon mob(5+ to hit, 5+ save vs 4+ to hit, 6+ save the infantry were). This however was effective choise because he blew out 3 battlewagons, 5 boyz and grot stand and nearly broke it...Oooowww...
This obviously called retribution so I sent fighta bommaz in interception mission. As it was all they could do was get one of themselves blown...Not something I expected.
He then sent leman russ group toward great gargant on advance orders. Despite one battle cannon being out of range they still knocked out 3 shields. I then sent my infantry warband forward on double, but not full move(no point moving into range to be blasted apart).
Thorough turn sense of caution could have been sensed. Neither wanted to commit their precious warmachines(after all they were heavy weight boxers in this game. Rest are just support units. Titans/gargants were units that would do the main killing). This changed a bit when assault reaver doubled middle of city and opened up on big gun battery and...did nothing. Mwahahaha.
Kustom gargant now had worthwhile target(why I had deployed it there to begin with!) so doubled forward. Trio of supa-zzap guns aimed and blew shields and hurt reaver a bit...The bit being the reactor! Yes I caused a critical hit and now reaver was in biiiig trouble...
Blaster warhounds then moved in for a help and advancing behind buildings they dropped shields out of KG.
By now I had only 3 activations left. Shooty gargant, zzap fortresses and mounted warband. I opted to try marshal the warband and as it was I succeeded and 4 BM's were removed.
Then second mechanised company advanced forward, disembarked and shot at big guns, killing one. Then I marched shooty gargant straight forward since no usefull targets were in sight. Hydras moved toward center to cover large area with their rapid firing autocannons. This meant I had no reavers to target with zzap fortresses...So I just moved them behind assault gargant and fired at warlord, stripping it from 3 shields.
Then deathstrike reaver activated and...advanced forward and sent deathstrike missile toward kustom gargant. Eeeeewww...I had expected that to come toward great gargant once shields would go out. Guess I was wrong...To make matters worse he first rolled 2 and thus hit and then 6 blowing kustom gargant in one go!!!
There went large part of my titan killer weapons...Ooowww...Blaster reaver then marshalled. It repaired 3 shields and moved forward. Darn. Obviously this isn't going so nicely as it went before...
In rally phase reaver's critical repaired(darn) and he rallied all but blaster reaver, warlord and broken infantry. I had no such problems and all passed the test.
That was for turn 1, now armies are properly in range. Pity for kustom gargant...
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Turn 2 strategy roll was won by orks. First priority was to get rid of some titan, preferably the warlord(and thus score Break their spirit goal). To this end I sustain fired at it with zzap fortresses which caused nice 5 hits, which stripped the shields and hurt the warlord a bit(pity no critical). I then doubled forward with assault gargant...Or atleast that was the plan. Double 1 later I was forced to settle on single move toward it. I made sure to block view to zzap fortressess as well as I could.
Then my big gunz were driven off the city by assault from warhounds. While this stripped the shields out of titans and only 4 big gunz ended up dead(including assault results) it was still a victory for the warhounds. He then tried to sustain fire with deathstrike missile at great gargant but failed the activation roll so only normal firing was used. He used both quake cannons(even at the expense of next turns firing). Subsequent blast blew 3 big gunz nearby as well as dropped 3 power fields out of gargant. 6 gone, 6 to go.
I continued my concentration of warlord by doubling with great gargant front of pair of reavers and then firing at the warlord. Lifta droppa missed(darn) but soopaguns knocked another point of damage to it. Slowly but surely...Power fields of great gargant was then stripped by sustain firing blasta gargant that fired it's plasma blastguns at full power.
Blasta gargant then proved it's randomness. Sustain fire was failed and ergo nothing worthwhile to shoot with mega blastas. Ah well. Warlord then advanced toward take and hold objectives, suffered point of damage from overwatching big gunz and shot at great gargant. Luckily volcano cannon missed but turbo laser destructors were bad enough and caused 2 points of damage, one causing fire on board.
By now I was wondering what to do next for most of my big units were activated. In the end I decided to help mounted warband and moved shooty gargant on double front of assault reaver. This meant it would have no direct LOS or short way to get shooting at them with nasty inferno cannon and vulcan mega bolter. Shooting itself resulted in nothing but blast markers.
Hydras then sustain fired at great gargant and caused yet another point of damage. 9 remaining. Thank gork no fire was started.
By now I had no warengines to use. All I had left were both warbands and fighta bommaz. I decided to send big warband forward a bit, heading slightly toward city(who knows I might be able to engage and break warhounds). As it was it was like a sign to opponent who called in for a marauder flight #1. But once again '1' came into way(that flight is damn lazy. 2 '1's in a row!). I then sent fort second warband but '1' prevented that too. Single move toward warhounds was best I could manage.
Marauder flight #2 failed to show up due to blast marker. Yea!
This left me just with the air force of my own. I decided to keep bombarding the warlord but in way in one was blown by hydra's. Rokkits then failed to score their mark. By now it was obvious to both that our air forces were big failure. Though his had been most effective so far.
His last 2 activations were tank group that advanced toward great gargant and shot at it for no effect(even with lascannons added to mix) and mechanised infantry group that doubled into city and fired at shooty gargant to no effect(even with advance wouldn't have had any effect).
Rally phase. Mounted warband rallied. Big gunz on left didn't, big gunz on right did. Shooty gargant failed to rally as well due to presence of enemies. Great gargant also rallied which was good because it had way too many blast markers for my liking. Annoyingly all of his titans rallied(but with 1+ initiave values hardly suprise). Mechanised infantry rallied as well...Plus great gargant suffered point of damage from fire.
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Turn 3 began annoyingly with titan legion snatching the initiave. And first thing he did was reduce my titan killer weapon numbers. Warlord advanced toward big gunz and shot at zzap fortresses. Combination of turbo-laser destructors and volcano cannon resulted in one damaged and one destroyed. Remaining 2 were broken. DAAAARN!
He then engaged great gargant with blaster reaver. Bold move but actually smart one. One activation would not blow great gargant so assault was certain anyway. By engaging with blaster gargant he brought his veteran princep on play. If he had not engaged but shot there had been a chance that I would have engaged deathstrike reaver instead and not have to face inspiring character). The combined firepower of 2 reavers and leman russ caused 2 points of damage to great gargant. Great gargant then caused 3 damage even with mega choppa missing. Results were thus: 3+2(outnumber)=5 for orks, 2+1(inspiration)+2(BM bonus)=5.
Darn! That's too close for my liking! Ork dice #1:5, Victorum dice #1: 3, Ork dice #2:4, Victorum #2: 6...
ARGH! Very last dice broke my beatifull great gargant! Noooooo! Sometimes life just ain't fair...Damn mega choppa for rolling 2 when determining wether it hit or missed...
Atleast reaver suffered 2 critical hits so chances of it blowing up ain't that bad(30%). GG moved next to bliz objective just in case it rallies this turn and thus can score it next turn.
I then had a dilema. Warlord was temptingly close of assault gargant but wether it was within 15cm or was it something like 17cm I was not so sure...In the end I decided I needed to take risks and engaged...Luckily it WAS within 15cm(barely). However mega choppa failed to work, again...Still both caused 1 DC to each other, size was same, he had BM's, I didn't...So +2 for me for roll. Which was good because I rolled 1 lower...So warlord broke as well(what's with our big guys? Beaten by smaller ones...). Warlord moved through gap between big gunz and warband to head toward bliz objective. Now I just need to pray he doesn't roll 4+ on rally phase...
Foot warband then decided to engage those annoying warhounds(with plenty of grots at front. MWAHAHAHAHA!)...
Unfortunatly I was then reminded of one rule. 30cm moving units have charge move of 10cm...This meant that warhounds! charged into mounted warband! YIKES! This conviniently avoided grot screen that would have spelled certain doom for them...Ooopsie!
So all of my fire dropped recharged shield out of both and hurt one warhound once...Luckily all he did was 3 kills, 2 which were grots, one which was boyz.
So results were 1(boyz) + 2(BM)=3 for warhounds, 1(DC)+2(size)=3 for orks...Luckily THIS combat went my way(with roll of 6,6 for orks and 3,3 for warhounds). The BM's mounted warband brought into combat nearly caused plan to fail(otherwise it would have been +3 before roll for me. All casualties would have been grots, no BM advantage...). Warhounds retreated to their objectives.
Marauder flight #1 finally came in and bombed big gunz on hill. 4 out of 8 died and rest obviously ran away.
I then decided to clear city once and for all. Shooty gargant engaged both reaver AND infantry company. Risky but I'm losing and can't afford to lose time anymore. Luckily I caused 2 point of damage into the reaver(neither which were criticals). Unfortunatly so did he...So his outnumber advantage was REALLY crucial. Plus the one I had BM's, he didn't...Plus he revealed his veteran princep...So I was short of 5 before roll...
Maybe I ought to have planned this better...As it turned out I only rolled 3 higher than he so broke up...Damn...
He then called in for a air strike from marauder flight against mounted warband. This time luck was with me and only stand of boyz died. His mechanised infantry on edge of city then opted to sustain fire at them...Unfortunatly this killed 3 more boyz plus last grot and this broke their neck...Bugger.
I then sent fighta bommaz against warlord in desperate hope of killing it. No suck luck. Not even damage was caused...
Mechanised infantry from hill then doubled front of my foot warband and shot. Killed grot but more importantly putting blast marker. Leman russ group then engaged them. Subsequent combat started nicely for me. 18 6+ roll, 6 succesfull ones. This however resulted to just a destruction of 1 leman russ...Nearby gargant supported them with destruction of another. Much to my delight all he got was my grot screen...MWAHAHAHAHA! So result of +2(casualties)+2(size) for orks, +2(BM) for them. Despite him rolling 1 higher I won combat and took out another russ. This also prevented him from winning right here(had he won he would have scored and they shall not pass to almost certain defend the flag and ergo win).
Hydra's then took control of his home objective and deathstrike advanced and took control of one of the remaining 2 objectives. Then to all crucial rally phase. If one rallies big warmachine and other doesn't he almost certainly wins...
For orks broken big gunz mob on left rallied, so did foot warband. Shooty gargant, zzap fortressess, second gunzmob and mounted warband did not.
For Legio Victorum he rallied warhounds(darn), lost blaster reaver to reactor overload(first time I saw that one happen!), tank group and assault reaver.
Then the big ones. Big titans...Both need 4+ to rally so odds are only one rallies...
Ork: 5
Victorum: 6
BOTH rallied! This one put both of our plans to new order. Great gargant suffered point of damage but now strategy roll is very, very crucial...
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After reroll orks won that...Phew!
I needed to clear bliz objective, controlled by fighta bommaz. However 3 hydra killed by great gargant is overkill so decided to try something else. Enter one fighta bomma raid.
However hydras showed just how deadly those autocannons are and dropped 3 of 4...DAMN! Remaining rokkit failed to complete task(all I needed was one dead vechile).
Assault gargant then doubled between take and hold objectives and shot at the annoying hydras. This one did the trick and one hydra was blown apart.
Assault reaver then rumbled next to foot warband and shot at them. Inferno gun burned 2 boyz stand, vulcan mega bolter scythed through 3 and trident got grot stand.
Intact mechanised infantry then engaged foot warband. Counter charge got second warband into combat as well(and thus gave them blast markers to worry about as well). In addition 2 warhounds and reaver supported combat as well...Oh dear.
Subsequent combat was nothing short of massacre. Only commander and 2 more stand of infantry died. In return last grot, nob and 8 boyz stand died as a result...Result was thus 12-3 for Legio Victorum...Rather obviously rest of infantry died as well...While smaller mechanised infantry group broke it was still not much of a comfort...
This left my take and hold objectives dangerously vulnerable. I had to remove formations that could still advance. One such formation was warhounds. So blasta gargant shot at them. Alas only shield got knocked out...Great gargant then doubled bit toward them and shot at them as well. Soopaguns were of little use but lifta droppa blew damaged warhound with full hit. Last broke and ran away. Huzah!
Marauder flight #1 was sent against great gargant but shots just bounced off the thick armour. Big gunz then doubled toward my bliz objective, just in case they would survive and prevent warlord from claiming it...As it was they didn't survive attention of marauder flight #2... This left me with no formations. He still had deathstrike reaver that took control of my take and hold objectives(darn), shot it's quake cannons at great gargant causing point of damage(no criticals). This left GG with 3 damage points...Warlord then advanced toward my bliz objective and shot at the great gargant. Volcano cannon spoke out at extreme range and...blew great gargant to pieces...Oh dear...
So objectives were:
Legio Victorum: blizkgriek, take and hold, break their spirit
Gargant mob: take and hold
Clear victory to Legio Victorum...Oh dear. Not a good day for orks. Titan wise orks lost great gargant and kustom gargant, while Victorum lost a reaver and warhound...Victory on that section also, something which would be crucial for overall war...
5000 Gargant mob army list:
Great gargant: big mek(improved boilers), lifta droppa
Gargant: mega choppa, big mek(improved boilers)
Gargant: 3xsoopagun
Kustom gargant: big mek, 3xsupa-zzap gun
blasta gargant
Big big gun mob: 10 big gun
Big big gun mob: 10 big gun
big loota band: 12 boyz, 4 grots, 6 battlewagons
big loota band: 17 boyz, 9 grots, 2 nobz
uge zzap mob: 3 zzap fortress
fighta skwadron: 6 fighta bommaz
5000 pts Legio Victorum army list:
Titans:
Chasis/configuration/weapons/veteran princep
Warlord/Cooker/Plasma Destructor, 2xTurbo Laser Destructor, Volcano Cannon/No
Reaver/Deathstrike/2xQuake Cannon, Vortex Missile/No
Reaver/Assault/Trident, Inferno Gun, Vulcan Mega Bolter/Yes
Reaver/Blaster/2xPlasma Blastgun, Turbo Laser Destructor/Yes
2xwarhound/Blaster/2xPlasma Blastgun/2xNo
Marauder flight: 2 marauder bomber
Marauder flight: 2 marauder bomber
Mechanised infantry: IG commander, 7 IG infantry, 4 chimera
Mechanised infantry: IG commander, 7 IG infantry, 4 chimera
Tank group: 6 leman russ battletank
Hydra platoon: 3 hydra
For terrain we had(from my table edge) hill on south-west quarter, another further to right. Front of that hill was small city including yet another marine statue. Yet another hill(for a record we are limited to hills + city as a terrain ATM) past city. 2 more hills on eastern section, both close to center of board and near each other.
GT objectives were placed pretty predictably. They were on right side of board(likely both wanted them to be on open for long range weapons to have nice LOS. That was my reasoning for that, probably on him as well) forming triangle for both(obvious way to deploy with warmachine based armies like titan legion and gargant mobs. Makes up for lack of activations quite nicely).
He had no garrisons, I put both big gunz mobs near their own objective. Foot warband would stay near gargants. Rest of my units would start on my edge in following order. On left(not as much left as the leftmost hill but left of city) gargant with trio of soopaguns. Then the kustom gargant. After that behind the hill came mounted warband. Further right blasta gargant, foot warband in wiiiide formation. Then gargant w/mega choppa screening zzap fortresses and finally da Great Gargant.
As mentioned he had no garrisons. His leftmost(my POV) formation were mechanised infantry, then another, front of these trio of titans in form of warhounds and between them(funny formation) assault reaver. Right of them tank group, warlord titan, hydra platoon, deathstrike reaver and finally blaster reaver.
For power fields great gargant got full 12(again! Got to thank those mekkaniks...), assaulty gargant got 4(bummer), shooty gargant got 5, kustom gargant 3 and blasta gargant 3. Apart from assault gargant I'm satisfied.
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Turn 1 began with a nice strategy roll victory. Good start! I started this by putting right gunzmob into overwatch(best way of protection since no terrain cover modifier available) and doubling another into city(that ought to protect them, a bit. Barring that nasty macro ignore cover inferno gun the reaver there is tossing. But then again...Any titan would worry them so no difference. Atleast formation is spread out). Opponent then doubled rightmost infantry company forward into edges of city and disembarked out of chimeras. Shooting against big guns resulted into nothing(terrain modifier plus cover save) but blast marker.
Assault gargant then doubled behind hill which contained big gunz. Hill was big enough that while it would not block LOS to it it would atleast provide hull down modifier to the big war engine. Which suits me just fine. He countered this with doubling warlord forward, between one of objectives and city. He shot plasma destructor against gargant. Unbelievably ALL dices were 2, ie just the one that wouldn't hit due to double modifier. Needless to say opponent wasn't too pleased about that...
I still didn't want to activate any of the more important and/or more fraqile formations so activated blasta gargant instead. Sustain fire was nicely passed and barrage was nice 10BP strong, aimed at infantry company in edges of city. 4 dead infantry stand, 2 destroyed vechiles and rest broken in hill. Nice one!
He tried to activate first marauder flight but rolled a '1'. I was by now out of formations I could afford to activate before others so I chose toughest one, the great gargant, and had it double forward. Shooting against blasta reaver(didn't want to risk deathstrike reaver being out of range. As it turned out blasta was just in range so justified decision) saw shields overload. That ought to make it think twice before moving forward, what with those zzap fortresses...
He then sent second marauder flight. To my suprise he didn't use them to engage foot warband but instead opted tad harder to hurt battlewagon mob(5+ to hit, 5+ save vs 4+ to hit, 6+ save the infantry were). This however was effective choise because he blew out 3 battlewagons, 5 boyz and grot stand and nearly broke it...Oooowww...
This obviously called retribution so I sent fighta bommaz in interception mission. As it was all they could do was get one of themselves blown...Not something I expected.
He then sent leman russ group toward great gargant on advance orders. Despite one battle cannon being out of range they still knocked out 3 shields. I then sent my infantry warband forward on double, but not full move(no point moving into range to be blasted apart).
Thorough turn sense of caution could have been sensed. Neither wanted to commit their precious warmachines(after all they were heavy weight boxers in this game. Rest are just support units. Titans/gargants were units that would do the main killing). This changed a bit when assault reaver doubled middle of city and opened up on big gun battery and...did nothing. Mwahahaha.
Kustom gargant now had worthwhile target(why I had deployed it there to begin with!) so doubled forward. Trio of supa-zzap guns aimed and blew shields and hurt reaver a bit...The bit being the reactor! Yes I caused a critical hit and now reaver was in biiiig trouble...
Blaster warhounds then moved in for a help and advancing behind buildings they dropped shields out of KG.
By now I had only 3 activations left. Shooty gargant, zzap fortresses and mounted warband. I opted to try marshal the warband and as it was I succeeded and 4 BM's were removed.
Then second mechanised company advanced forward, disembarked and shot at big guns, killing one. Then I marched shooty gargant straight forward since no usefull targets were in sight. Hydras moved toward center to cover large area with their rapid firing autocannons. This meant I had no reavers to target with zzap fortresses...So I just moved them behind assault gargant and fired at warlord, stripping it from 3 shields.
Then deathstrike reaver activated and...advanced forward and sent deathstrike missile toward kustom gargant. Eeeeewww...I had expected that to come toward great gargant once shields would go out. Guess I was wrong...To make matters worse he first rolled 2 and thus hit and then 6 blowing kustom gargant in one go!!!
There went large part of my titan killer weapons...Ooowww...Blaster reaver then marshalled. It repaired 3 shields and moved forward. Darn. Obviously this isn't going so nicely as it went before...
In rally phase reaver's critical repaired(darn) and he rallied all but blaster reaver, warlord and broken infantry. I had no such problems and all passed the test.
That was for turn 1, now armies are properly in range. Pity for kustom gargant...
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Turn 2 strategy roll was won by orks. First priority was to get rid of some titan, preferably the warlord(and thus score Break their spirit goal). To this end I sustain fired at it with zzap fortresses which caused nice 5 hits, which stripped the shields and hurt the warlord a bit(pity no critical). I then doubled forward with assault gargant...Or atleast that was the plan. Double 1 later I was forced to settle on single move toward it. I made sure to block view to zzap fortressess as well as I could.
Then my big gunz were driven off the city by assault from warhounds. While this stripped the shields out of titans and only 4 big gunz ended up dead(including assault results) it was still a victory for the warhounds. He then tried to sustain fire with deathstrike missile at great gargant but failed the activation roll so only normal firing was used. He used both quake cannons(even at the expense of next turns firing). Subsequent blast blew 3 big gunz nearby as well as dropped 3 power fields out of gargant. 6 gone, 6 to go.
I continued my concentration of warlord by doubling with great gargant front of pair of reavers and then firing at the warlord. Lifta droppa missed(darn) but soopaguns knocked another point of damage to it. Slowly but surely...Power fields of great gargant was then stripped by sustain firing blasta gargant that fired it's plasma blastguns at full power.
Blasta gargant then proved it's randomness. Sustain fire was failed and ergo nothing worthwhile to shoot with mega blastas. Ah well. Warlord then advanced toward take and hold objectives, suffered point of damage from overwatching big gunz and shot at great gargant. Luckily volcano cannon missed but turbo laser destructors were bad enough and caused 2 points of damage, one causing fire on board.
By now I was wondering what to do next for most of my big units were activated. In the end I decided to help mounted warband and moved shooty gargant on double front of assault reaver. This meant it would have no direct LOS or short way to get shooting at them with nasty inferno cannon and vulcan mega bolter. Shooting itself resulted in nothing but blast markers.
Hydras then sustain fired at great gargant and caused yet another point of damage. 9 remaining. Thank gork no fire was started.
By now I had no warengines to use. All I had left were both warbands and fighta bommaz. I decided to send big warband forward a bit, heading slightly toward city(who knows I might be able to engage and break warhounds). As it was it was like a sign to opponent who called in for a marauder flight #1. But once again '1' came into way(that flight is damn lazy. 2 '1's in a row!). I then sent fort second warband but '1' prevented that too. Single move toward warhounds was best I could manage.
Marauder flight #2 failed to show up due to blast marker. Yea!
This left me just with the air force of my own. I decided to keep bombarding the warlord but in way in one was blown by hydra's. Rokkits then failed to score their mark. By now it was obvious to both that our air forces were big failure. Though his had been most effective so far.
His last 2 activations were tank group that advanced toward great gargant and shot at it for no effect(even with lascannons added to mix) and mechanised infantry group that doubled into city and fired at shooty gargant to no effect(even with advance wouldn't have had any effect).
Rally phase. Mounted warband rallied. Big gunz on left didn't, big gunz on right did. Shooty gargant failed to rally as well due to presence of enemies. Great gargant also rallied which was good because it had way too many blast markers for my liking. Annoyingly all of his titans rallied(but with 1+ initiave values hardly suprise). Mechanised infantry rallied as well...Plus great gargant suffered point of damage from fire.
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Turn 3 began annoyingly with titan legion snatching the initiave. And first thing he did was reduce my titan killer weapon numbers. Warlord advanced toward big gunz and shot at zzap fortresses. Combination of turbo-laser destructors and volcano cannon resulted in one damaged and one destroyed. Remaining 2 were broken. DAAAARN!
He then engaged great gargant with blaster reaver. Bold move but actually smart one. One activation would not blow great gargant so assault was certain anyway. By engaging with blaster gargant he brought his veteran princep on play. If he had not engaged but shot there had been a chance that I would have engaged deathstrike reaver instead and not have to face inspiring character). The combined firepower of 2 reavers and leman russ caused 2 points of damage to great gargant. Great gargant then caused 3 damage even with mega choppa missing. Results were thus: 3+2(outnumber)=5 for orks, 2+1(inspiration)+2(BM bonus)=5.
Darn! That's too close for my liking! Ork dice #1:5, Victorum dice #1: 3, Ork dice #2:4, Victorum #2: 6...
ARGH! Very last dice broke my beatifull great gargant! Noooooo! Sometimes life just ain't fair...Damn mega choppa for rolling 2 when determining wether it hit or missed...
Atleast reaver suffered 2 critical hits so chances of it blowing up ain't that bad(30%). GG moved next to bliz objective just in case it rallies this turn and thus can score it next turn.
I then had a dilema. Warlord was temptingly close of assault gargant but wether it was within 15cm or was it something like 17cm I was not so sure...In the end I decided I needed to take risks and engaged...Luckily it WAS within 15cm(barely). However mega choppa failed to work, again...Still both caused 1 DC to each other, size was same, he had BM's, I didn't...So +2 for me for roll. Which was good because I rolled 1 lower...So warlord broke as well(what's with our big guys? Beaten by smaller ones...). Warlord moved through gap between big gunz and warband to head toward bliz objective. Now I just need to pray he doesn't roll 4+ on rally phase...
Foot warband then decided to engage those annoying warhounds(with plenty of grots at front. MWAHAHAHAHA!)...
Unfortunatly I was then reminded of one rule. 30cm moving units have charge move of 10cm...This meant that warhounds! charged into mounted warband! YIKES! This conviniently avoided grot screen that would have spelled certain doom for them...Ooopsie!
So all of my fire dropped recharged shield out of both and hurt one warhound once...Luckily all he did was 3 kills, 2 which were grots, one which was boyz.
So results were 1(boyz) + 2(BM)=3 for warhounds, 1(DC)+2(size)=3 for orks...Luckily THIS combat went my way(with roll of 6,6 for orks and 3,3 for warhounds). The BM's mounted warband brought into combat nearly caused plan to fail(otherwise it would have been +3 before roll for me. All casualties would have been grots, no BM advantage...). Warhounds retreated to their objectives.
Marauder flight #1 finally came in and bombed big gunz on hill. 4 out of 8 died and rest obviously ran away.
I then decided to clear city once and for all. Shooty gargant engaged both reaver AND infantry company. Risky but I'm losing and can't afford to lose time anymore. Luckily I caused 2 point of damage into the reaver(neither which were criticals). Unfortunatly so did he...So his outnumber advantage was REALLY crucial. Plus the one I had BM's, he didn't...Plus he revealed his veteran princep...So I was short of 5 before roll...
Maybe I ought to have planned this better...As it turned out I only rolled 3 higher than he so broke up...Damn...
He then called in for a air strike from marauder flight against mounted warband. This time luck was with me and only stand of boyz died. His mechanised infantry on edge of city then opted to sustain fire at them...Unfortunatly this killed 3 more boyz plus last grot and this broke their neck...Bugger.
I then sent fighta bommaz against warlord in desperate hope of killing it. No suck luck. Not even damage was caused...
Mechanised infantry from hill then doubled front of my foot warband and shot. Killed grot but more importantly putting blast marker. Leman russ group then engaged them. Subsequent combat started nicely for me. 18 6+ roll, 6 succesfull ones. This however resulted to just a destruction of 1 leman russ...Nearby gargant supported them with destruction of another. Much to my delight all he got was my grot screen...MWAHAHAHAHA! So result of +2(casualties)+2(size) for orks, +2(BM) for them. Despite him rolling 1 higher I won combat and took out another russ. This also prevented him from winning right here(had he won he would have scored and they shall not pass to almost certain defend the flag and ergo win).
Hydra's then took control of his home objective and deathstrike advanced and took control of one of the remaining 2 objectives. Then to all crucial rally phase. If one rallies big warmachine and other doesn't he almost certainly wins...
For orks broken big gunz mob on left rallied, so did foot warband. Shooty gargant, zzap fortressess, second gunzmob and mounted warband did not.
For Legio Victorum he rallied warhounds(darn), lost blaster reaver to reactor overload(first time I saw that one happen!), tank group and assault reaver.
Then the big ones. Big titans...Both need 4+ to rally so odds are only one rallies...
Ork: 5
Victorum: 6
BOTH rallied! This one put both of our plans to new order. Great gargant suffered point of damage but now strategy roll is very, very crucial...
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After reroll orks won that...Phew!
I needed to clear bliz objective, controlled by fighta bommaz. However 3 hydra killed by great gargant is overkill so decided to try something else. Enter one fighta bomma raid.
However hydras showed just how deadly those autocannons are and dropped 3 of 4...DAMN! Remaining rokkit failed to complete task(all I needed was one dead vechile).
Assault gargant then doubled between take and hold objectives and shot at the annoying hydras. This one did the trick and one hydra was blown apart.
Assault reaver then rumbled next to foot warband and shot at them. Inferno gun burned 2 boyz stand, vulcan mega bolter scythed through 3 and trident got grot stand.
Intact mechanised infantry then engaged foot warband. Counter charge got second warband into combat as well(and thus gave them blast markers to worry about as well). In addition 2 warhounds and reaver supported combat as well...Oh dear.
Subsequent combat was nothing short of massacre. Only commander and 2 more stand of infantry died. In return last grot, nob and 8 boyz stand died as a result...Result was thus 12-3 for Legio Victorum...Rather obviously rest of infantry died as well...While smaller mechanised infantry group broke it was still not much of a comfort...
This left my take and hold objectives dangerously vulnerable. I had to remove formations that could still advance. One such formation was warhounds. So blasta gargant shot at them. Alas only shield got knocked out...Great gargant then doubled bit toward them and shot at them as well. Soopaguns were of little use but lifta droppa blew damaged warhound with full hit. Last broke and ran away. Huzah!
Marauder flight #1 was sent against great gargant but shots just bounced off the thick armour. Big gunz then doubled toward my bliz objective, just in case they would survive and prevent warlord from claiming it...As it was they didn't survive attention of marauder flight #2... This left me with no formations. He still had deathstrike reaver that took control of my take and hold objectives(darn), shot it's quake cannons at great gargant causing point of damage(no criticals). This left GG with 3 damage points...Warlord then advanced toward my bliz objective and shot at the great gargant. Volcano cannon spoke out at extreme range and...blew great gargant to pieces...Oh dear...
So objectives were:
Legio Victorum: blizkgriek, take and hold, break their spirit
Gargant mob: take and hold
Clear victory to Legio Victorum...Oh dear. Not a good day for orks. Titan wise orks lost great gargant and kustom gargant, while Victorum lost a reaver and warhound...Victory on that section also, something which would be crucial for overall war...