In the ruins of a former Imperial world on the edge of the great Warp rift known to the Orks as Mork’s Grin, the warband of Zagbad Tankkrusher searches for an ancient power source, a task set to him by his master Warboss Gorzag Shadbrac. Unbeknownst to him, Chaos too searches the ruins for some unknown prize.
Introduction
In celebration of the official release of 8th edition, we decided to throw together a quick game today at 60 power. We set up on a four by four board and ran a Cities of Death style mission between my Orks, and Kal’s Chaos.
The Armies
Orks
- Warboss w/ Power Klaw and Kustom Shoota
- Painboy w/ Power Klaw and ‘Urty Syringe
- 2 x 29 Boyz w/ Slugga & Choppa and 1 Boss Nob w/ Power Klaw and Slugga
- 2 x Deff Dread w/ two Big Shootas and 2 Dread Klaws
- 3 Killa Kanz w/ Grotzookas
Chaos Space Marines
- Daemon Prince of Nurgle w/ Daemonic Axe and Warp Bolter
- Helbrute w/ Multi-melta and Power Scourge
- Heldrake w/ Hades Autocannon
- 3 x Obliterators w/ Fleshmetal Guns
- Sorcerer in Terminator Armor w/ Force Axe and Lightning Claw
- Terminator Champion w/ Combi-flamer and Chainfist
- 2 x Chaos Terminator w/ Combi-bolter and Power Fist
- Chaos Terminator w/ Combi-flamer and Power Fist
- Chaos Terminator w/ Combi-bolter and Chainfist
Turn 1
Zagbad’s warband started hidden within the ruins on their side of the board, and spent turn one moving and advancing towards the board center, and closer to the forces of Chaos on the battlefield’s opposite edge. Forces which were entrenched within the upper levels of the city’s ruins. As they broke from the ruins and entered the main street, the Deff Dreads made a vain attempt to shoot at the Obliterators that came into sight across the field.
Chaos followed by deep striking terminators into the ruins above the advancing Dreads, while the Heldrake flew over and let loose a torrent of flame that managed to slay some of the slowest and weakest of the mob. Meanwhile, the Daemon Prince and Sorcerer used their dark arts to tear at the Deff Dread in the lead of the mob, followed by the force of the Obliterators Fleshmetal Guns blasting off chunks of the Dread’s armor.
Turn 2
The mob continued to move and advance, an inexorable green tide, chanting a great Waaagh! To Gork, or perhaps Mork, as they flowed across the open street. One group of Boyz swarmed into the ruins occupied by the terminators, bringing the force of their choppas to bear upon the thick armor of the warriors of chaos and slaying four of them.
The Daemon Prince landed with a roar amongst the other group of boyz, lashing out with his dark magic. A Deff Dread fell, its armor torn asunder, and a then the Daemon turned his axe upon Zagbad, nearly laying him low. Meanwhile, the Helbrute charged forward, crushing the mob’s Painboy beneath his armored tentacles. The Sorcerer, having granted greater vision to the Obliterators, came to the aid of the Terminator Champion, his Lightning Claw making short work of several unlucky Greenskins.
Turn 3
The mob, worked into a berserker rage at the sight of their Boss standing strong beneath the Axe of the Daemon, charged forth, Boyz and Kanz putting their choppa’s and Klaws to Daemon flesh. To the surprise of all the beast fell to the mechanical might of the gretchin piloted Kanz. They then swiftly leaped to the aid of their mechanical brethren as the remaining Deff Dread had charged the Helbrute. In the ruins above them, the Terminator Champion and Sorcerer were finally overwhelmed by the green hoard that surrounded them.
The Heldrake let loose another torrent of flame, sending several more boyz to a blazing death, while the Obliterators fired into the hoard with little result. While the Helbrute was able to destroy the second Deff Dread, it too was soon to fall beneath the weight of the horde.
Turn 4
Repeating their amazing performance, the Kanz brought their Klaws to bear on the Helbrute, ripping it apart with the glee that only a gretchin can feel. Freeing the boyz to spread into the ruins in search of the power source they had been sent for. Zagbad, wounded but not defeated, followed them, keeping to the shadows to avoid the looming flames of the Heldrake above. Poised to make a charge upon the Obliterators who had spent the battle firing at the horde with impunity, the boyz were stymied as Chaos took that moment to leave the field, their reasons for being there in the first place left a mystery.
Wrap-up
Orks
This was my second 8th edition game and first with my Orks. In 7th I ran lots of bikers and boyz in trukks, so I purposely ran a completely different list because I wanted to see how the changes to hordes were working and how Walkers would do in this edition. The Killa Kanz were without a doubt my MVPs with how they took out the Prince and the Helbrute. The Dreads soaked up a ton of damage and really just served as a screen so the rest of the force could get across the board. I’m sad they didn’t get to do much damage, but they allowed everything else to get some work done.
The boyz are most definitely back, they made a ridiculous number of attacks in melee, and being able to shoot their sluggas into melee was very nice. The Painboy sadly feels alot more niche now. I lost the one in this game because he was trying to stay with the boyz but when I rolled a six on their advance I rolled a one on his and that left him sitting behind the Deff Dread and out of range of the boyz as they entered the ruins. One the Dread got shot down he was an easy target for the Helbrute. The three-inch range on his aura forces you to keep everything close together, and really has the potential to slow down the entire force. May be awhile before I really know how to properly use him again.
All that being said, I am really looking forward to more of this WAAAGH!!!
Chaos Space Marines (by Kal)
This was my fourth game of 8th edition and I’m still in the mode of trying new units and retrying others that I’m not quite feeling yet. The Daemon Prince continues to do solid work though I’m not certain whom to send him in do battle with. My plan was to have the Helbrute and Terminators at his side but I got into the multilevel aspects of the city fight and deployed the Terminators up high where they were trapped and then overwhelmed by Boyz.
The Heldrake’s Baleflamer doesn’t seem to make enough of a dent in a horde to make him worth taking. However, I’m thinking it’ll still be solid at wrecking 5-10 man units of Marine equivalents.
Likewise, I’m still on the fence about Obliterators. The shorter range and randomness means sometimes they’ll completely wreck something and other times they’re lucky to cause a wound or two. Fleshmetal Guns is fluffy but I miss the utility of the big list of options. Being able to teleport them anywhere without scattering mostly makes up for the fixed 24″ range, at least.
Helbrutes are solid! The three extra attacks from Power Scourge is great. 8″ move, 3+ save. I have no complaints here.
Next time I’ll be fielding the new Death Guard from Dark Imperium and I suspect that it will have a strong influence on my lists going forward.