The problems began with deployment. I spread way too thin, I formed a nice long battle line, for his 15 Kommandos to pick their target easily.
As you can see from the picture at the left, a compact, big group would have been better.
So, James then rolls to seize the initiative. He rolls a 6! All my time playing orks, and I only was able to sieze the initiative once out of all the games I played!
So, with the orks on the move, they are protected from 3 things, (Gork and Mork not among them.) 1. My Vindicator is too far removed to put a dent in them. 2. My shooting goes poorly from my battle canon on my Defiler. and 3. "They have a cave troll...!" Ok, not really, but he does take a Big Mek with force field, that gives his boys cover saves.
The orks on the move.
Turn 2
Kommandos show up and charge both my Sorcerer (whom I stupidly did NOT put into a unit.) and a unit of marines.
The Kommandos arrive! (Sneaky Gits)
Wiping out most of my marines, and eventually my sorcerer, the Kommandos actually lose the combat, and run away. (Towards the Ork deployemnt zone.)
I was afraid that he would use them to try and blow up my Vindicator. (With Snikrot) But, he couldn't get them to regroup, so they just kept running.
Turn 3
On the other end of the table, my other squad, didn't do so well against some Nobs in a truck. The entire squad was wiped out in 2 turns, and all that was left was their Rhino.
Tally
1 kill point to chaos for Kommandos
2 kill points to orks one squad of Marines and Sorcerer
After wiping out the marines, the Nobs decided to go after the Defiler, I thought I had blocked their way by moving my Rhino in their path. (good plan, but they just moved around it.)
the Defiler stayed locked in combat with them the rest of the game, even though it lost mobility, and a c.c. weapon.
Note: I took the Defiler legs off to represent the immobilized result.
Turn 5
The 3rd squad of Marines is down to 1 man. He runs away to fight another day. The vindicator hits the orks, and I kill a few of them, but, they make most of their cover saves from the Big Mek.
On the one end of the table, we have a vindicator left, and that is it, on the other end, a broken Defiler struggling to take out more than one nob per turn.
It was fun, even though I was thoroughly beaten. I guess my Iron Warriors were ashamed to follow Tzeentch. (I got a lot of flak for taking Tzeentch marks in my Iron Warriors army.) So, they had an identity crisis, and are now becoming Alpha Legion. (Which is why this blog changed.)
A squad of Tzeentch Iron Warriors soon to become Alpha Legion.
Here is what I am aiming to get done for 1,500 points by this Friday. (2-6-09)
Chaos Sorcerer – 195 Mark of Tzeentch, Bolt of Change, Warptime, Terminator Armor
5 Chaos Terminators – 485 5 Champions, Land Raider dedicated transport (see below), Icon of Tzeentch, Heavy Flamer, Lightning Claws on one. Land Raider – 235 Havoc Launcher
Here is the test fig for my Iron Warriors army. Please note: I will be using the GW paint line names because those names are what I am used to. (Even though I do use other paints.)
It was basecoated with Boltgun Metal, then trimmed with Shining Gold, the Eyes were basecoated with Mechrite Red, and I added some battle "scratches" with Mithril Silver. I painted the horns with a basecoat of Iyanden Darksun, then highlighted with Bleached Bone. I then dipped it into Minwax walnut finish wood stain, allowed to dry for 14 hours, then matte sprayed it for the final result.
Iron Warriors, Boltgun Metal, Shining Gold, Mithril Silver, Iyanden Darksun ,and Bleached Bone are all copyright Games Workshop Ltd.
Welcome to my Iron Warriors blog! Check back here for updates on the progress of my Warhammer 40K Iron Warriors army, army lists, articles, and other Chaos "goodness". "Death to the false Emporer!"