Posts Tagged ‘Orks’

I’ve started talking a fair bit about Standard Tactical Dogma when I write about 40K, but I’m increasingly aware that my perception of STD is mainly based on the internet, and specifically the writings of a particular subset of 40K players – mainly ultra-competitive tournament gamers. And the STD I see must surely be out-of-date now the Sixth Edition is established.

Take, for example, the STD insistence that meltaguns are the only sensible special weapon option for Assault Marines. I would disagree vehemently with this – partly because vehicles in general feel a lot more fragile than they have been in the past, but also because the humble flamethrower has also surely made a Sinatra-like comeback under the new ruleset, if not as a genuine assault weapon then certainly as a counter-assault weapon.


This certainly crossed my mind following my latest game, which was – as is standard these days – at 1500 points, played against – and this has certainly not been standard of late – Orks. My default list these days is the one I put together to handle the sit-back-and-shoot style of the Blood Ravens I’ve played twice recently so going up against another all-out assault force promised to be illuminating. We rolled up a very straightforward scenario, and – with one eye on the burgeoning horde of Greenskins emerging from my opponent’s figure cases – I decided it would be best to a) refuse a flank and b) Outflank with the Baal Predator.

My main squads – Tactical Squad, Assault Squad (Librarian and Priest attached), and Terminators – deployed centre-right, while the Attack Bike and Furioso Dreadnought hugged the right-hand table edge. The rifleman Dreadnought was a little further back, but as the Ork force was all infantry it seemed unlikely he would make a major impact.

Possibly intimidatingly, and certainly impressively, the Orks practically filled their 12″ x 4 foot deployment zone; I almost wished I’d brought my Whirlwind as this was certainly a target-rich environment. Two artillery pieces occupied some central ruins, while on either side I could see waves of troops in formation – on the left, Grots screened Shoota Boys, who in turn screened Lootas, while on the right, Grots screened Slugga Boys, who screened Flash Gits, Tankbusters and the Warboss and his henchmen. This was clearly going to be resolved by boots in faces.

Well, I got the first turn and moved forward cautiously with everything but the Furioso, which I obviously wanted in combat as soon as possible. I could possibly have assaulted the right-wing Grots on the first turn, but this would almost certainly have exposed me to a devastating counter-assault from the Orks behind them so let them be. My only notable shooting was from Brother Akakos, who picked off the Ork Shock Attack Gun in the centre and scored me First Blood (a rarity), though I forgot about this later when it might have made a difference.

The Orks advanced on both wings, except for the Lootas – and thus an interesting gap in the Ork lines on their left wing was created. Their shooting was predictably ineffectual, although the Tankbusters blew one of the Furioso’s arms off (the one with the heavy flamer, annoyingly).

On turn 2, the Baal Predator arrived from reserve, passed the Outflank roll and slotted neatly into the gap on the left Ork flank. The Tactical Squad piled out of their rhino preparatory to shooting up the right-wing Grots – my plan was to do enough damage to make them run, and thus allow the Furioso to assault one of the nastier Ork units they were currently screening.

Well, that didn’t quite work out, and so the Furioso Dreadnought had to assault the Grots anyway, wiping them out. Much more gratifyingly, I finally got to shoot all three weapons on the Baal Predator at the Ork Lootas. Ah, the delights of three flame templates at point-blank range! Twelve dead Lootas later that quarter of the table looked rather different.

The left wing of the Ork army was now somewhat disarrayed, as the boys on that side frantically scrambled to do something about the Baal, which was quite capable of torching a dozen models a turn. On the right they kept coming – the Warboss and his henchmen assaulted the Furioso, but didn’t manage to damage it, while the main Slugga mob attempted to charge the Tactical Marines – but effective overwatch fire, partly due to the squad flamer, stalled the assault. Having thrown all their heavy shooting at the Baal Predator, the Orks on that side of the table were finally forced to assault it to put it out of action – but it had done its job.

I was now able to launch some assaults of my own, the Tactical Marines softening the Sluggas up before the Assault Squad – buffed by the Librarian’s Unleash Rage power – charged in. Hammer of Wrath, Unleash Rage, and Furious Charge combined to give this a devastating impact and the Orks were wiped out for no casualties in return. The Terminators plunged into the fight between the Furioso and the Warboss, turning the tables in the combat and slaying the Ork leader.  The right wing of the Ork army was now effectively broken.

The next Ork turn mainly consisted of them trying to reorganise, which allowed me to press my advantage – the Assault Marines wiped out the Flash Gits, the Furioso Dreadnought destroyed the Tankbusters, and the Tactical Marines swung about to mow down the left-wing Grots, which were attempting to circle round behind them and get to the objectives in my deployment zone.

My instinct now was to consolidate my position as we looked to be heading into the end game – I thought I was probably ahead on points – and so I pulled everything back from the surviving Orks, planning to hunker down and ride it out. However, the surviving Ork Shoota Boys, Lootas, and artillery had quite enough collective muscle to squat on an objective while blasting me off another, as they proved almost at once by shooting enough Tactical Marines to briefly break the squad.

Possibly unwisely, and almost certainly feeling overconfident following my earlier crushing successes, I threw the Assault Marines at the largest surviving Ork mob unsupported – the Ork overwatch was punishing and the Orks absorbed the charge fairly easily. Even with the Librarian and Priest, this combat rapidly turned into a gruelling slugging match which I was lucky to survive, and in the end I had to bring in the Terminators to support the Assault Marines. This finally gave me the edge and the Orks broke – but at the very last minute of the game.

While all this had been going on, the Ork Zap Gun had destroyed the Furioso – who, to be fair, had been pushing his luck all game – and then engaged in a long-range duel with Brother Akakos. Akakos was a much better shot, but digging the Ork artillery out of its emplacement made this a tough nut to crack. In the end, though, after seven hard-fought turns the Orks were left with half a dozen fleeing boys, two cowering Lootas, and a Zap Gun, while I had the wounded Librarian, the Priest, two Terminators, half a Tactical Squad and the rifleman Dreadnought on the table. Another slaughterhouse, but I had scored First Blood, a Slain Warlord, and at least one Linebreaker, along with a solitary objective, while the Orks had nothing.

So, 4-0 to the Blood Angels, as it turned out, and something of an epochal moment in the ongoing saga of the army, as my win/draw/lose ratio now stands at 10/2/9 – back in the black, for the first time in ages. Recently I have felt much more like I know what I’m doing with the Angels, and the current Death Company-free iteration of the list is generally doing the business.

Obviously, 1750 or 2000 points is the next place to take the army, and I have ideas about how to do this – and, for that matter, some wildly different 1500 point lists (a Drop Pod list, a fully mechanised list, an Astorath-led Death Company-centric list and so on). The list of units-in-progress at the moment is quite lengthy.

But I’m contemplating taking a break from painting and modelling Angels and doing something completely different for a bit – there’s a Daemonic incursion brewing up in one of my drawers which I may give some attention to for a while, just for a change of pace. In terms of playing, though, I will be sticking with the Blood Angels for the foreseeable future.

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This may come as a shock to anyone who’s started reading recently, and there’s no easy way to put it, but: I play wargames. I haven’t played much recently due to other commitments, but these finally seem to have concluded and I’ve actually been able to get a game in. When I write about films or TV or most other things, it’s ultimately meant for public consumption. Writing about wargaming is much more of an aide memoire and way of organising my thoughts – though there’s always the possibility someone may find it interesting or engaging, which is why it’s here rather than confined to my hard drive. In other words, I quite understand if you find the following unintelligible/utterly boring. Sorry about that.

Anyway, first game in a new club and with the new edition of 40K, and wanting something speedy and straightforward I pitched up with 1500 points of 1st Company Consecrators, which I play using the Deathwing rules. I have not had the best of success with this army in the past, but was curious to see how the new rules would affect them. The army was basically 25 Terminators with the Company Master and a Librarian with Telepathic powers (which seemed fluffy).

I found myself up against an Ork army which at least appeared a bit less of an unstoppable bulldozer than my old opponent Twiggy’s regular build (which I’ve never come close to beating with any army): a big footmob with shooters, a smallish mob of looters, a slugger mob in a truck, the warboss and his bodyguards in another truck, and a battlewagon occupied solely by a big mek. Oh, and a rather wobbly scratch-built Ork jet fighter which I was duly wary of, not having any ack-ack in the army.

So we ended up playing a game over objectives where killing Heavy Support earned bonus VPs (which suited my all-Troops-and-HQ force quite nicely).  I deployed first and had the option of just camping the whole army on three objectives and forcing him to assault, but being so defensive didn’t appeal. In the end I opted to hold two with three Terminator squads and send the other two squads on a push across the table towards another two.

Well, it was an ominous start as one of the squads on my right flank got a proper pummelling from the looters and started falling over, while the mechanised Orks trundled forward towards what was intended to be the firebase units. The Terminators I’d intended to advance ended up hiding behind a hill waiting for the footmob to trot into assault range.

Then the shoddiness of Ork vehicles was exposed as the sluggers’ truck was immobilised by assault cannons and the boys disembarked, failed their charge range roll due to difficult terrain and were left in the open. The following turn a heavy flamer killed two, the Librarian’s Psychic Shriek killed five more, and the remaining three skedaddled and never regrouped.  This left the Librarian and his squad exposed to a charge from the warboss and his bodyguard, which one Terminator actually survived, drawing the combat.

This gave the last more-or-less intact squad on that side of the table the opportunity to assault the battlewagon, which had been cheerfully running over Terminators all evening. Powerfists and chainfists thumped home and the battlewagon went bang, earning me an extra VP to make up for the one I’d lost when my first squad was wiped out. The warboss’s truck had also been wrecked by assault cannon shooting.

The right flank was looking dodgy but the Orks appeared to be running out of Troops to contest objectives with.  The footmob were closing in and so I marched the Master and his squads up onto the hill, shot them a lot, and then assaulted. Both squad sergeants died, but so did twenty Orks in total and the unit broke and fled.

I was worried about the warboss and his unit finishing off the Librarian’s squad and then heading for the objective the Master and his men were holding, as I wasn’t sure I could take out that many power claws and big choppers in a fair fight – but in a possibly decisive move, the Orks headed for another objective instead (at this point I learned the warboss and his bodyguard counted as Troops and could contest).

So we were robbed of the Master taking on the warboss, and the closing turn of the game featured some inconclusive Ork shooting and the massed firepower of the remaining Consecrators mowing down the footmob survivors when they rallied. The game finished with the Terminators just able to contest two objectives to the Orks’ one; the Orks had first blood but I’d killed the battlewagon, making the final VP tally 3-2 to me.

Well, it was a fun game, though this wasn’t the toughest Ork list I’ve ever seen. The warboss and his guard were a horrible unit and I was glad the looters were off in one corner, too. The plane, when it turned up, did not really do very much and I was able to ignore it – though if my army hadn’t had a universal 2+ save this might have been a different story.

The new rules did not feel that different – I suppose vehicles are a bit easier to kill (not sure about that) and psychic powers are stronger (this I did like). It feels a bit odd that movement affects firing model-by-model, but terrain effects on movement are applied to the whole squad – something not quite connecting up there. On the whole, broadly positive about the whole thing.

As far as the Consecrators go – as I’ve said in the past, short of re-buying the whole army I’m a bit limited in terms of adding cyclones etc., and I do want to stay pure Deathwing as far as possible. To be honest, this is just a slightly dull army to play; all infantry, with most squads having virtually the same weapons. I suspect I will be dusting off and adding to the Blood Angels in the not too distant future.

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When deciding to make my wargaming comeback at GW Oxford, I suppose I did my best to stack the odds in my favour – I sorted out a game with my regular opponent Twiggy, never having played his Orks with my Blood Angels, and never having beaten him outright with any of my armies. Knowing his army quite well I wrote a list which (I thought) gave me the best chance I could contrive.

So in went the usual Death Company, Tactical Marines, and Assault Marines, along with three dreadnoughts (one Furioso, one from the Death Company, and one of the regular variety) to deal with Twiggy’s numerous Killa Kans, an Attack Bike with a multi-melta for the same reason, and leading the charge the Sanguinary Guard in support of Astorath the Grim. I had hopes that my Whirlwind might finally perform well against the big Ork mobs Twiggy relies upon for the bulk of his force.

We wound up playing a mission in which the Blood Angels attacked from a direction (or directions) of choice, against an enemy forced to spread out across the table. Twiggy took an enormously long time setting up as this was a serious tactical challenge – he knew I was guaranteed first turn with every chance of launching some charges before he got to react.

Looking back I made an enormous blunder right at the start of the game, in that I decided to engage as many of the Orks as possible at the first opportunity. Things went quite well inasmuch as I managed to destroy two-thirds of a Kan squadron on my first turn and bring down a Dethkopta as well. However, it very rapidly became obvious that I had overestimated the ability of the Blood Angels to destroy Ork units in combat. Astorath and the Guard thumped home into one of the main Ork footmobs and killed 20 on the charge – but the Nob’s powerclaw killed three of the Guard and the Ork rules and wargear kept them solidly in the fight.

Not quite as bad but still worrying, the Death Company Dreadnought assaulted three Ork meganobs – but average rolling and an unsuspected 5+ invulnerable save (Cybork bodies, apparently) meant I caused only a single wound and the massed powerclaws in response ripped the Dreadnought to pieces.

It very quickly became apparent that I’d stirred up a (green) hornet’s nest. Everywhere I looked Orks were assaulting or redeploying out of harm’s way and my units were slowly but surely being overwhelmed in combat (and not even that slowly in a few cases). After my first turn successes (and even then I only finished 2-1 up) we were deep into the game before I was able to finish off the first Kan squadron, though my surviving Dreadnoughts were able to dispose of the others eventually. When we called it a night (food and bus timetable considerations) at the end of turn 5 I was 16-6 down in points with no prospect of a win unless my Furioso single-handedly destroyed virtually the entire Ork army.

So that’ll teach me. Short of not playing like a muffin and instead concentrating my attack against high-value Ork units like his Warboss, I can’t think of much I could have done to alter this result. I suppose this is really a tribute to the strength of Twiggy’s army build, which is considerable. As well as being a steamroller in an assault, the resilience of the thing is uncanny: the ability of the Kan squadrons to shrug off a lot of damage is annoying, but the real killers are the 30-strong Ork mobs. Potentially 100+ S4 attacks on the charge are bad enough, but against elite armies like the Blood Angels, it’s the claw on the Nob that really does the damage. You can’t allocate against the Nob as he’s not an independent character and it’s quite easy to give him wargear that essentially makes the unit unbreakable in combat.

In fact, the only realistic way I can think of getting rid of this guy (short of a massed charge by my entire assault elite to slaughter the unit before he gets to attack, which I can’t see Twiggy letting me organise) is to take a couple of Librarians and try to Blood Boil the Nobs before they reach me.

Then again I suppose only taking 30-ish infantry models at 1750 points is really asking for trouble. A second Tactical Squad would help with this but it’s what I drop to fit it in. Decisions, decisions…

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I think I am going to make a special poster and nail it into the angle of the ceiling above my bed (if you could see the somewhat peculiar architecture of my attic you would understand what I mean), and leave it there for as long as I stick with my current army. Written on the poster will be ‘Never ever even contemplate teleporting onto the table with a Deathwing army – nay, even with a single squad.’



Following last week’s drawn game between my 1st Company Consecrators and Twiggy’s Orks (name changed to protect the innocent. My opponent’s name, not the name of the Orks, obviously) we decided to play a straightforward conventional game in the hope of resolving the situation. Battle Missions indicated we should play a mission entitled All-Round Defence, in which my army would hold the table centre and Twiggy’s Orks would attack from all sides.

I decided to deploy cautiously (or so it seemed at the time), putting the Dreadnought and a squad in the objective (some ruins, another squad to their north, and the Grand Master and his retinue in a Land Raider Crusader (making its first appearance on the table). I left the other two squads in reserve.

The game started well with the Orks not present in numbers: a medium-sized boyz mob to the north and a super-elite Meganob mob approaching from the south. Their fire pattered off the armour of the Consecrators, while in return storm bolters and assault cannon scythed down many of the regular boys. The Land Raider moved to screen the objective from the Meganobs and opened up on them with everything it was carrying. One of them was wounded by the assault cannon, another was vaporised by the multi-melta, their nerve broke and they fled off the table.

As the Orks started turning up in force the Consecrators became increasingly hard-pressed. With this army you live and die with every save you roll and to begin with I was very lucky, taking very light casualties. On the other hand, I wasn’t able to inflict much damage on the massed Orks (what price a Land Raider Helios? Oh, hang on, about fifty quid) and the Dreadnought was only able to kill one of the six Kans lumbering in from the north (the vast majority of the Orks moved in from the same direction, which I initially thought was a possible error). It was stunned on the turn prior to its assault on a stormboy mob, which prevented me from shooting the heavy flamer at them – this might have made a big difference.

Eventually a tidal wave of green warriors crashed into the thin black line of Consecrator terminators. I’d forgotten just how many dice Orks roll in an assault and sure enough my defence started to crumble. At this point I still had a squad in reserve and decided to teleport them on close enough to hopefully distract and divert part of the Ork advance. Needless to say, they scattered into an Ork biker and were never seen again. This was a (fairly) bitter blow, but you get used to these things with the Deathwing.

By the end of turn five all the Consecrator infantry had been hacked down, mostly by the power claws of Ork bosses, and the Crusader was executing a strategic withdrawal. (If nothing else I had escaped the New Model Blues as it had only been hit once all game, and that had bounced off.) Battling in magnificent isolation was the damaged Dreadnought, which was still contesting the objective and keeping me in the game. One more turn would almost certainly see it destroyed by the three Kans manoeuvering to assault it… but the dice came up a 2 and the game ended at the earliest possible moment – in another draw, with the Ork forces much more in evidence. So very much like the previous week, except with fewer Blood Swords and Grey Knights for target practice.

As we were packing up Twiggy and I agreed that the mishap with the teleporter had definitely influenced the game – but on reflection, I don’t think it would have made much difference. There was no way I was voluntarily going near the Kans with my terminators, and once the Dreadnought was stuck in combat with stormboys I had nothing to threaten them with. I think the Dreadnought being stunned was every bit as important. Throwing five more terminators into the grinder probably wouldn’t have made much difference.

And there was no real benefit to teleporting them on anyway: they were coming on somewhere they could initially have deployed in anyway. If I’d started with all five squads, and the Dreadnought, and the Land Raider on the table, it wouldn’t have made a great deal of difference to my tactical play, and in addition I’d have got many more shots off from the two additional assault cannons. So the conclusion I draw is one I’ve drawn repeatedly in the past, but subsequently forgotten every time: don’t teleport with Deathwing! Quite beyond the risk, it splits and weakens the army. Hopefully this will eventually sink in. But until it does, it’s time to start making a poster.

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The usual table shortage at GW Oxford resulted in suggestions of a team game, which mutated (oh, all right, it was my idea) into a four-way exercise in Carnage: four armies striking out for the table centre, each one out for itself. I had my Consecrators, while also flying the flag for variant Space Marine Chapters were a Blood Swords force and some Grey Knights. What would otherwise have been an Imperium-only barney was disrupted by the arrival of a Kan-heavy Ork warband.



The game got off to a cheerful start as the Orks shot down and destroyed the Blood Swords’ Stormraven before it got the chance to do anything, while pressing forward along the table edges towards the vampire marines and the Grey Knights. The Grey Knights started to redeploy towards my own territory, though cautiously (which was understandable given they were heading for 26 models in Terminator armour and a Dreadnought). Caution did not work as the Consecrator Dreadnought blew up their Land Raider, which disgorged seven of their own Terminators and their Grand Master.

On their first turn the Blood Swords mostly advanced on the Orks, except for their version of Mephiston who zipped into combat with a Consecrator unit. The Consecrators looked hard pressed as the Grey Knights were also assaulting from the opposite direction, but the Lord of Death was squished for the loss of only five men, while extremely jammy dice (and the GK player not playing the right statline) meant that the Knight Terminators assault was held up long enough for a supporting squad to counter-attack and destroy the unit.

This left me in good shape and with a clear path to the objective in the centre. The Grey Knights were taking a beating from the Ork Kans, however, and rapidly running out of men. Meanwhile a Blood Sword Dreadnought launched a savage assault on the Orks, while a Land Raider was air-dropped close to the centre of the action. The Dreadnought killed nineteen models on the charge, until we realised the Blood Sword player was using the wrong rules, which halved the damage. Nevertheless Ork powerklaws ripped it and the Land Raider to pieces quite rapidly.

Mopping-up fire from my Terminators and Dreadnought had wiped out the last Grey Knights by this point and I moved on the objective in force. My confidence took a knock when the Blood Sword Death Company attacked and slaughtered practically a full squad of Terminators for no loss. I had to pull back and shoot them a lot, whittling them down and finishing them off with an assault from the Grand Master and his squad.

The Blood Swords were running out of troops fast, and I hadn’t had many to begin with, while the Orks were still present in force. Both Space Marine armies were contesting the objective while the Orks slowly rumbled into assault range. The Blood Sword player opted to vacate the building temporarily on the (entirely spurious) understanding that the Orks would wipe out the Consecrators and then the two of them would fight it out for the prize.

Needless to say the Ork bikes and kopters pounced on the last Blood Sword survivors as they vacated the objective. ‘You git,’ said the Blood Sword Commander as his army was wiped out, vowing (rather melodramatically I thought) that he would never forgive the pair of us for this. My amusement was shortlived as the Grand Master of the Consecrator 1st Company put rather too much faith in his two-up save and was gunned down by the Ork kopters (and snake eyes on the dice). Hmph.

So it was down to a clash between six surviving Consecrator Terminators and their Dreadnought, and an alarming number of Orks with a pair of Kans. The Consecrator Dreadnought smashed into the two Ork machines and flattened them both, while combat around the objective resulted in a tie. With time running out (this game lasted about three hours), we called it a draw – but favouring the Orks, given the sheer number of them swarming over the objective.

Well, a lesson there for the Imperium of Man not to muck about with internecine squabbles when there are xenos on the prowl, I suppose. As usual Carnage created a great game which no-one took too seriously even if the turns were rather long. The early and spectacular demises that every piece of heavy equipment on the table met were particularly amusing (especially to me as commander of a virtually all-infantry army). It certainly made me reconsider my thoughts of focussing on WFB for a while, and I met a couple of guys I’m looking forward to playing in a rather more conventional context. We all appeared to have a good time, even the two guys who got wiped out early, so I’d call the evening a success, even if I didn’t (quite) win.

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Well, finally the stars were right (or wrong, or whatever) and off I trundled to GW Oxford for my first game of the year. No-one plays WOTR on a Thursday and WFB is back to being a minority pursuit (not that I have an army for it at present, of course) so I was packing my Consecrators army.


The current configuration of the shop on games night is 4 x (6 by 4 gaming tables) and 1 x (4 x 4 gaming table) and regular readers will already have guessed which one I ended up on. My opponent was – and once again, regular readers will not be surprised – on the young side, and I believe he has already graced this page, albeit a while back. Valdemar the Vague brought to this game the same lack of familiarity with his army I have come to expect, and no Codex. Hey ho.

He only had 1000 points of Orks, too: a Warboss and an extremely tooled up assault unit in a truck, an artillery piece and a vehicle-mounted cannon, three bikes and a large-ish mob of ‘Ard Boys. The small size of the game obliged me not to play pure 1st Company Consecrators, so my army consisted of three Terminator squads, the Master of the 1st Company, and a squad of scouts with sniper rifles and a missile launcher (the presence of the scouts was nearly responsible for a major boo-boo on my part).

We used the optional missions book and ended up playing something fairly routine called Waaaaarrrghhh – an objective-grabbing exercise distinguished by some special rules for an endless Ork waaaarrrghhh, which Valdemar promptly forgot all about. He loaded practically his entire army into the far left corner with the excpetion of the artillery piece which was on the right. I popped the scouts into a bunker on my right and stuck all three Terminator squads down on the left ready to receive the inevitable Ork charge.

Well. The truck with the Warboss in it barrelled diagonally across the table towards the scouts in their bunker, while the bikes zipped forward towards my left flank. The footmob started towards the Terminators as as the cannon rumbled up behinds them. The Ork shooting was desultory (this would be true for most of the game) and killed only one Terminator (though as I only had 21 models in the entire army this was still a fairly significant loss).

On my first turn the assault cannon in left-hand-side Terminator squad mowed down all three Ork warbikes while the one on the right blew up the Ork truck, the remains landing gratifyingly close to the Terminators on that side. The Scout missile launcher did nothing (this was to become another theme of the game). Not realising quite how hard the Warboss’s retinue was I charged in with the Terminators. 20 big choppas battered at them but for once I passed all my saves, and the massed powerfists of my boys killed six Orks. I didn’t realise there were still a ridiculous number of power claws still to go, but good luck and a storm shield meant I only (‘only’ – ha) lost three Terminators and won the combat. The Warboss quailed and started back for his own table edge while the Terminators consolidated into cover from the Ork artillery.

And that was really the key moment of the battle – the Warboss never rallied and ended up fleeing off the table, helped on his way by sniper fire from the scouts. The footmob opted to sit on an objective on their side of the table rather than assault the two Terminator squads guarding the ones I held. Even though it was behind a building the mob couldn’t quite get into cover from the advancing Terminator squad I sent at them, which gradually nibbled away at their numbers. For some reason Valdemar decided to keep advancing with his cannon, to the point where its shots were actually scattering behind it, and it was eventually finished off by a chainfist rammed into a tender spot. (The Ork artillery, having killed but a single Terminator all game, was taken out by a sniper rifle shot. Boy, artillery can be fragile if you leave it in the open.)

The game lasted the full seven turns, which was how long it took me to wipe Valdemar’s army out. I was very relaxed for the last couple of turns, thinking that I had two objectives under control and he only had one scoring unit left: the game was thus in the bag. Friends, I was in error: the Scouts I was using to hold one objective were an Elite unit and thus not eligible to do this. Had the game finished earlier I would have blundered my way to another draw, as we would have one objective each.

Anyway, not the most thrilling game of 40K ever – there’s something amiss when you’re playing Orks and your opponent never even attempts to assault you – but I’m pretty sure it’s my first win with the Consecrators since late 2007, so I can’t really complain.

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