I
WON! That never happens in 40k. Seriously, I'm only exaggerating a
little. Contrary to how the two systems of Warhammer are usually
assumed to work I've always had more trouble understanding (and
therefore winning) 40k. Its
probably worth analysing why one of these days but I'm going to enjoy
my victory lap first and see if there's anything worth learning from
this victory.
Matters
of Reality
1000
points, my Orks versus Dave's Tau Empire. Victory to me in Turn Six
by way of tabling with a two Victory Points advantage beforehand. On
the character pool side of things three of my characters are out for
the count and under the care of the Mad Doks: my Big Mek with Shokk
Attak Gun, my primary Warboss Kaptin Thunderguts and little Mek
Mistah Chubb.
Matters
of Story
After
four games in this campaign I have finally broken out of my starting
zone, capturing an area on the southern bank of a coastal estuary to
the north of my home base. With the Kaptin still busy back at the
rokk having bits stitched back on the other Warboss Mistah Krumpins,
who won this victory, is going to be getting some quality plotting
done.
He's
also going to hosting a barbecue for the boyz. They have to get rid
of all those Tau corpses somehow and bashing heads is hungry work.
On
the “cinematic moments” side of things, in Turn Six the only
model Dave had on the table was Darkstrider, who made a desperate
dash into some rocks with five Flash Gitz, six Gretchin, three
Deffkoptas and three Killa Kanz on his tail. The Flash Gitz got the
kill in the end, so that'll have to go in the fiction.
Lessons
Learnt
I've
become much less timid about combat so the 20-man Boyz mobs are
coming into their own. I'm currently running two in the thousand
points list, I think for the fifteen hundred I'll add a third with
shootas. Weight of numbers is always the way to go with Orks.
I
tried out my Mek Gunz as Kannon (they're usually Zzap Gunz) and I
have to say I did prefer them. The choice between a high-strength
single shot and a lower strength blast template gave me much needed
versatility. I think I'll keep them like this for a while.
The
Flash Gitz spent most of the game stationary and finally taking
advantage of their gitfindas and they really came into their own. The
secret to using them, I've decided, is knowing when to sacrifice the
gitfinda bonus by moving and when to hold your ground. I know
“holding your ground” is an odd concept for an Ork army, but
there it is.
Slapped
a Kustom Force Field on the Big Mek and stuck him next to the Mek
Gunz. Sadly the Big Mek blew himself up in Turn One so I'm not sure
how useful spending those thirty points were.
Future
Refinements
Expanding
to fifteen hundred points I think definitely another twenty-man mob
of Boyz. Also, with my Big Mek out for a game it may be time to try
the Weirdboy.
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