1. In round one I shot a lot. My best shooting was with the autocannon on the sentinel. It targeted the trukk full of Nobz and scored a penetrating hit. The resulting "careen" result sent the trukk back into his own lines where it promptly blew up. The Nobz inside were unscathed, but now they had to foot slog it with everyone else. I pulled my tanks up elsewhere to try and get some hits on the killa kans. They had wisely deployed where they had maximum protection from my big guns. The chimera with flamer-armed veterans rushed up to the ork lines in order to flame them, but were still a little short. My shooting began to tell a little bit by putting some initial hits on his walkers, but I knew that only one needed to make it through to ruin my day.
In his turn, he fired off a bunch of rokkits and blew up my chimera, killing most of the veterans inside. They were now sitting ducks that would also give him a free charge move if I didn't do something quick. The killa kans shot some grotzookas and my lines started taking casualties.
2. Turn two was much the same as the first. he kept marching and I kept shooting. The kans were getting whittled down, but I was having trouble killing them fast enough. The Lootas immobilized the demolisher by hitting its rear armor. I had turned it around in order to move closer to the advancing killa kans and thought that the woods behind me would offer cover. Unfortunately he rolled for a ton of hits and I failed my cover save. I was left with nothing to shoot at because of the exceedingly short range of the cannon. I did get lucky when he failed a bunch of cover saves of his own and more kans went to the discard pile.
4. The Leman Russ took a shot at the Big Mek and his unit. A bunch of boyz died, he failed his leadership, and began falling back. This was good for me since the unit would not be able to rally and his kans would no longer get the 4+ save. This helped the rest of my shooting, but unfortunately it looked like two kans were still going to get in. I had opted to stay put and fire rather than pull back. This would turn out badly for me, since my shooting was ineffective. The vanquisher's one job was to kill the Deff Dread, but the one time I got a shot, I missed. As a result, my tank was now vulnerable to an assault in later tunrs.One rule I did check later was that on squadrons- if a member of a squadron is immobilized, it is wrecked immediately. One of the kans remained on the table after this result since we thought that it remained until the unit next moved. As a result, I got one immobilized result with my Leman Russ and a destroyed result from a Lascannon unit. Both hits were applied to the same model. What should have happened was that the immobilized unit should have been removed and the remaining kan destroyed. This left the last kan charging towards my lines unscathed. Bad News.
Game ended. orks win by one. Much fun was had by all.
- My bubble wrap tactic did not work since I was not careful to prevent multiple charges. I needed to spread out more and offer more cover. If I had done this more effectively, I would have been given several more opportunities to shoot at his mobs.
- Leave the Vanquisher at home unless I know I will be seeing AV 14 tanks
- Put Veteran units in reserve. By leaving them out, they were vulnerable to shooting right away and once their transports went down, they gave a free assault move to the units I was trying to slow down.
- Reduce the amount of equipment on my sergeants. I had a few power fists out there, but everyone who had one was shot before he got to use it. A few Melta Bombs or set of Krak Grenades would have been useful for taking down those killa kans that got in, however.
- Switch out at least one Lascannon for a Rocket Launcher or Autocannon in Platoon A. These weapons were consistently more effective.
- Looking at the pictures, it seems that my units were often technically inside difficult terrain when they were assaulted. this may have given them a chance to survive one turn longer if I had remembered to apply terrain effects properly.
- Put heavy flamers on the tanks. This gives the tank good anti-infantry firepower when the enemy closes and the main gun has been blown off.
- Know the rules!