Warhammer 40,000 Battle Report #7 – Orks vs Tyranids
Griff
has been sitting on an Ork collection for quite some time now. With the new
book now out, he decided to brush off the dust and pit them against the
ever-present threat of Hive Fleet Nug, in attempt to add a Hive Tyrant’s head
to Boss Blitzdakka’s pointy stick!
The Armies
Blitzdakka’s
Waaagh!
Orks
– 2,000
HQ
Warboss:
WARLORD (Master of Ambush); Power Klaw, ‘Eavy Armor, Bosspole, Da Finkin’ Kap
Big
Mek: Shokk Attack Gun
ELITES
Tankbustas:
seven additional Tankbustas, Boss Nob, Trukk transport
Nobz:
seven additional Nobz, Trukk transport
TROOPS
Boyz:
two additional Boyz, Boss Nob with Power Klaw, Trukk transport
Boyz:
two additional Boyz, Boss Nob with Power Klaw, Trukk transport
Boyz:
two additional Boyz, Boss Nob with Power Klaw, Trukk transport
Boyz:
two additional Boyz, Boss Nob with Power Klaw, Trukk transport
Gretchin:
five additional Gretchin
FAST
ATTACK
Stormboyz:
ten additional Stormboyz, Boss Nob with Power Klaw
Warbikers:
three additional Warbikers, Boss Nob with Big Choppa
HEAVY
SUPPORT
Mek
Gunz: two additional Mek Gunz, Traktor Kannons
Lootas:
ten additional Lootas
Flash
Gitz: five additional Flash Gitz
Hive
Fleet Nug Assault Swarm
Tyranids
– 2,000
HQ
Hive
Tyrant: WARLORD (Princeps of Deceit); Wings, 2x Twin Devourers with Brainleech Worms, Thorax Swarm with Dessicator
Larvae; Dominion, The Horror, Warp Blast
Tervigon:
Cluster Spines; Dominion, Onslaught
ELITES
Haruspex:
Adrenal Glands
Zoanthrope
Brood: two additional Zoanthropes; Dominion,
Catalyst, Warp Blast
Venomthrope
Brood: one additional Venomthrope
TROOPS
Hormagaunt
Brood: ten additional Hormagaunts
Hormagaunt
Brood: nine additional Hormagaunts
Hormagaunt
Brood: nine additional Hormagaunts
Hormagaunt
Brood: nine additional Hormagaunts
FAST
ATTACK
Hive
Crone: Cluster Spines
Hive
Crone: Cluster Spines
HEAVY
SUPPORT
Carnifex:
2x Scything Talons, Adrenal Glands, Spine Banks
Carnifex:
2x Scything Talons, Adrenal Glands, Spine Banks
Carnifex:
2x Scything Talons, Adrenal Glands, Spine Banks
After Action
Review
The
Orks are always fun to witness on the tabletop, whether commanding them or
blowing them to pieces. It was refreshing to face the old green xenos once
more.
The
new Mob Rule is very interesting. It makes the Orks feel like an unruly mob,
which more fits their fluff than Fearless did before. I understand the concern
coming from critics of the Codex, but Fearless was ultimately too good for the
points cost of an Ork Boy. Besides, it always seemed slightly off that they
became well-disciplined, oiled battle machines assuming enough of them were
around. I like the new feel, as it makes the Orks seem more, well, mobby. Also,
despite the additional casualties it caused, it simply didn’t feel like they
mattered in the grand scheme of the green horde.
The
Ork Trukk was interesting as well, given that the Ramshackle rule saved it from
destruction at the hands of a Warp Blast attack. The rule cannot be counted on
as part of your general strategy, but when it pays off there will be times that
the payoff is huge.
The
Hive Crones continue to make themselves indispensable, and if anything they
feel more useful against Orks than against other armies. That template attack
just rips Ork Boyz to ribbons, and when you add in the No Escape rule on their Open-Topped Transports, it just gets even
meaner. They also soak so much firepower that would otherwise be cutting my
ground units to pieces. With some factions I’d say that shooting the Crones is
a waste of time, but I just don’t feel like the Orks can allow them to run
around burning handfuls of Boyz at a time.
Every
time I play the new Psychic Phase with the Tyranids, I like it more. Warp Blast
proved to be excellent, as I was able to target something for destruction
before shooting both sets of Devourers into the survivors. With so many cheap
abilities in terms of Warp Charge, it seems very easy for the Tyranids to get
off the powers they need.
More
battle reports featuring the Orks and Tyranids will be headed your way, so stay
tuned!
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