The Return of the Horde!

Howdy Everyone!  Professor Severus here.  This past week, Shorereaper made a trip down to the south to fulfill his duties as my groomsmen.  One of those many duties was to haul down his nids so Kaptain Klaw could have one more chance at taking the Swarmlord’s head as a trophy!

03 Red BarronWe worked up our lists before the game.  I really wanted to try out the new decurion style detachment for the orks.  So, I wrote up a list and got the models dug out of the closet.  As a side note, I REALLY need more storage space at my current house.  Here is what I came up with:

Great Waagh!-Band:

  1. Painboy on Warbike
  2. Waaagh!-band
    1. 11 Boyz, Nob with Power Klaw and Bosspole, Trukk
    2. 11 Boyz, Nob with Power Klaw and Bosspole, Trukk
    3. 11 Boyz, Nob with Power Klaw and Bosspole, Trukk
    4. 19 Boyz, Nob with Power Klaw and Bosspole
    5. 19 Boyz, Nob with Power Klaw and Bosspole
    6. 19 Boyz, Nob with Power Klaw and Bosspole
    7. 10 Gretchin, Runtherd
    8. Mek
    9. 6 Nobz on Warbikes
    10. Warboss on Warbike, Power Klaw, Big Bosspole
  3. Dakkajet Skawdron
    1. 3 Dakka Jets with Extra Supa Shoota
  4. Battlewagon with Big Shoota
  5. Battlewagon with Big Shoota
  6. Battlewagon with Big Shoota
  7. 10 Flashgitz with Battlewagon with Big Shoota

Total: 2501pts

As I have stated before, I think the Great Waaagh!-Band detachment has a fundamental flaw.  All the benefits rely on the warboss living, and the warboss must issue and accept challenges.  It really pains me to say this, but unless you are taking Ghazzy, most standard warbosses won’t survive many challenges against combat characters.  The idea with the biker warboss was to keep him mobile and try to keep him alive as long as possible.  If he gets anywhere near the Swarmlord, he is dead. The plan was to try to kill the inevitable tyrant guard with shooting and then swamp ole Swarmy with a ton of boys until he falls under the weight of bodies.  I went with a mounted force to keep thing more mobile and to let me pick my fight easier.  Or at least that was the plan…

Shorereaper and I made our way out to Moxie Games and began the setup.  We agreed on kill points as the mission.  Mainly because when we go orks vs nids, we pretty much focus on killing each other and forget the rest of the objectives.  We set up a table with some nice line of sight blocking terrain, rolled up dawn of war deployment, and got to work.

I had first deployment.  Since I had no idea how Shorereaper would deploy, I went for a balance approach.  I put a battlewagon and a trukk full of boys on each flank and one set in the center.  I put the warbikes and flashgitz near the center as well.  The gretchin hid in a corner.  The idea was that wherever Shorereaper put his scary units (mainly Swarmy and the Ravengers), I could hopefully use my speed to redeploy.

04 Ork DeploymentAfter Shorereaper deployed, I realized I had a problem.  He had Swarmy and the Ravengers (great name for a metal band) directly across from the biker boss, Kaptain Waaaaaaa.  Shorereaper decided to not try to seize.  Pro Tip:  If you opponent doesn’t want to seize, it means he has you right where he wants you.

07 Zoanthropes in the distanceAnd with that, I will leave it here.  This is going to be a multi-part battlereport.  We still have Shorereapers list and deployment to go over.  Then we can get into each of our perspectives on the game itself.  Until next time this is Professor Severus saying have a good one and take it easy.

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