BatRep 017-03-14-2000
Orks vs Eldar
Urban Assault

     The battle with the humans had been fierce. As I gaze out across the rubble strewn streets I curse-- not for the last time, I am sure-- the foolishness of the human race. Were they not aware of the Ork host that rolled forth to consume them? Clearly not, for their planetary defenses had not included any of their true warrior caste, the Adeptus Astartes. Surely they would have been dispatched if the full extent of their danger was known. Even so, the ragtag group of human defenders that met us had been more than enough to destroy our Falcons, sending our Fire Dragons and Dire Avengers to a fiery death. Must it always be so with humans-- to attack the Eldar without provocation, we who in our wisdom strive only to prevent the spread of war across the galaxy? No matter now. The humans have been swept aside for their own protection, like the angry but harmless children they are. Once again it falls to us, the ancient Eldar, to silence the Waaaaagh.

   
View from the North / View from the South

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Gretchin: Convential wisdom says to buy your Grots in maxxed out mobs of 30 and march them along in front of your Boyz for cover. Personally, I think Grots are best in small mobs, doing what Grots do best: HIDING. For under 50 points, you can have a complete Troops choice that is just as capable of holding territory as a pricey squad of Marines. Sure, your Grots don't have as much survivability, but when you buy them in small mobs, they are often completely ignored by the enemy. Don't use them to screen your boyz and don't make them look like a threat. Just sneak them around to capture territory and make sure you keep your Runtherd well out of the sights of enemy guns. For 150 points or less you could have three mobs of Gretchin-- a very small investment (no pun intended)-- that can be used to capture territory while the Boyz do the real fighting.

Mega-Armor Nobz: Gretchin make terrible screening troops because they are too slow. If you are going to win with the Orks, you need to make sure you get into hand-to-hand as fast as possible. Mega-Armor has the same problem-- just too slow. But Mega Armor is such a bargain, it's hard not to try to find someplace to fit it into your army. It's a bad choice for the Nobz in the Retinue because you want the Retinue to strike in initiative order as much as possible-- they are too pricey a unit to risk striking last and getting killed. My plan is to use Mega-Armor Nobz to lead my Trukk Boyz. This overcomes the speed problem, since they come with a transport. Trukk Boyz, due to their mobility, are also a lot less likely to get mixed up with an enemy that can take out your Nob-- you definitely want to keep away from any enemy with power weapons, as they can single out the Nob in hand to hand and make short work of his Mega-Armor. You have a very resilient, very mobile, and hard hitting force that can pick and choose their targets. Just zip around and play the bully to pricey but relatively defenseless units-- heavy weapons teams, tanks and other vehicles which are especially vulnerable to this fast-moving and powerful punch.
Killer Kanz: These, I had to have just cause they look so cool. But they have their strategic uses as well. At 45 points they are comparable to a Terminator only a lot more resilient to both shooting and hand-to-hand. I like to add the 5 point Armor Plates as well-- it's a very Orky thing to do and nothing beats the look on your opponent's face when you get lucky and that armor stops a killing shot. Pretty much all the weapons you get on Kanz (big shoota, rokkits, or skorcha) are useful, you just have to apply the Mob to the right task. My mob has two skorchas and one rokkit, so they will be most useful in heavy terrain. No matter what, you have to be careful since Kanz are relatively slow. The odds of your Kanz making it across open territory is fairly slim, as they will attract a lot of heavy weapons fire.

Urban Assault
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Ben ("Red iz fer sissies!"): I split my forces up like this: The Flash Gitz would go in alone, grab some cover, and then start shooting it out with anybody in range. The Grots and Kanz I lumped together into the second group, hoping to leave the Grots behind in cover to grab a city block while the Kanz mulched anything nearby. Finally, I grouped together all my mobile units: the two squads of Trukk boyz in their trukks, and Warboss with the Burna Boyz in the Rhino.
Unit Name ## WS BS St To Wo In At Ld Armor Cost
Warboss 1 5 2 5/10 4 3 4 4/5 9 3+/5(I)+ 138
Power Klaw, Rokkit Launcha, Frag Grenades
Big Horns, Eavy Armor, Bionik Bonce, Bionik Arm, Cybork Body
Flash Gitz 4 4 2 3 4 1 2 2 7 6+ 114
Big Shoota (x4)
  Nob 1 4 2 4 4 2 3 3 7 4+ [46]
Big Shoota, Big Horns, Eavy Armor
Gretchin 10 2 2 2 2 1 2 1 5 - 46
Blasta
  Slaver 1 4 2 3 4 1 2 2/3 7 6+ [16]
Choppa
Slugga-- More Dakka
Burna Boyz 8 4 2 3 4 1 2 2/3* 7 6+ 136
Slugga & Choppa (x4)
Burna (x4)
  Mekboy 1 4 2 3 4 1 2 2 7 6+ [40]
Choppa
Kustom Force Field
Trukk Boyz 9 4 2 3 4 1 2 2/3* 7 6+ 180
Slugga & Choppa (x8)
Burna (x1)
  Nob 1 4 2 4/8 4 2 3 3 7 2+ [58]
Mega Armour
Shoota / Skorcha
Power Klaw
  Trukk 1 - 2 - - - - - - 10/10/10 [35]
Rokkit Launcha (x1)
Trukk Boyz 9 4 2 3 4 1 2 2/3* 7 6+ 180
Slugga & Choppa (x8)
Burna (x1)
  Nob 1 4 2 4/8 4 2 3 3 7 2+ [58]
Mega Armour
Shoota / Skorcha
Power Klaw
  Trukk 1 - 2 - - - - - - 10/10/10 [35]
Rokkit Launcha (x1)
Killer Kans 1 4 2 5/10 - - 2 2 - 11/11/10 150
Dreadnought CC Weapon
Rokkit Launcha (x1)
Armor Plates
  Killer Kan (type 2) 2 4 2 5/10 - - 2 2 - 11/11/10 [100]
Dreadnought CC Weapon
Skorcha (x2)
Armor Plates
Rhino 1 - 2 - - - - - - 11/11/10 55
Storm Bolter
Armor Plates

Total Army Cost: 999 Pts.

 

Brian ("Why do all my best conversions end up as the latest Citadel release?" ): I have a very lean and mean Eldar force now. I always take two squads of Guardians for my Troops choice, with Warlocks to Conceal them. The Farseer is a must and stands alongside the Support Platform to guide them when necessary. The Dark Reapers I keep to minimum squad size because the real strength of the unit is the Exarch. A Wraithlord is a given, especially in this scenario where he will get into hand to hand quickly. Finally I use some Swooping Hawks-- not a choice I would usually go with but their Deep Strike ability could be very useful in this scenario to capture or contest a city block late in the game.
Unit Name ## WS BS St To Wo In At Ld Armor Cost
Farseer 1 5 5 3 4 3 5 1/2 10 4(I)+ 101
Shuriken Pistol
Witchblade
Guide, Mind War
Howling Banshees 7 4 4 3 3 1 5 1/2 9 4+ 157
Power Weapon
Shuriken Pistol
Banshee Mask
  Exarch 1 5 5 3/5 3 1 6 2 9 3+ [45]
Executioner
Shuriken Pistol
Banshee Mask
Acrobatic
Guardian Defender Squad 7 3 3 3 3 1 4 1 8 5+ 153
Shuriken Catapult
  Grav Platform & Crew 2 3 3 3 3 1 4 1 8 5+ [50]
Shuriken Catapult (x2)
Star Cannon (x1)
  Warlock 1 4 4 3 3 1 4 1/2 8 4(I)+ [47]
Shuriken Pistol
Witchblade
Conceal
Guardian Defender Squad 12 3 3 3 3 1 4 1 8 5+ 143
Shuriken Catapult
  Warlock 1 4 4 3 3 1 4 1/2 8 4(I)+ [47]
Shuriken Pistol
Witchblade
Conceal
Swooping Hawks 4 4 4 3 3 1 5 1 9 4+ 162
Grenade Pack
Swooping Hawk Wings
Lasblaster
Plasma Grenades
  Exarch 1 5 5 3 3 1 6 2/3 9 3+ [78]
Grenade Pack
Swooping Hawk Wings
Web of Skulls & Shr. Pst.
Plasma Grenades
Bounding Leap, Sustained Assault
Dark Reapers 2 4 4 3 3 1 5 1 9 4+ 159
Reaper Launcher
  Exarch 1 5 5 3 3 1 6 2 9 3+ [85]
Missile Launcher
Reaper Launcher
Fast Shot
Wraithlord 1 4 4 5/10 8 3 4 2/3 10 3+ 125
Flamer (x2)
Missile Launcher

Total Army Cost: 1000 Pts.

Deployment: This is what the city layout looked like, starting from the north:

northwest: bombed out high-rise northeast: loading platforms

the burning Guard vehicle on the ramp blocks the roof access north central: parking structure/landing pad

south central west: pump station south central east: barracks

south west: ruined flats southeast: toxic dump

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