Nurgle vs Orks (2,000 points) – Battle Report

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I’ve only had two previous games against Orks, one pre-Codex and one post-Codex.  I found both games really fun so I was looking forward to this.  This game would be against a very good tournament level player and I knew I was going to be in for a tough one.  But let’s see how I can do.

List Theory

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My list was built up from the one that I used in my last game against the Astra Militarum.  That seemed to work reasonably well and I wanted to try it against a very different type of army to see how it would work out.  It was built with some flexibility in mind, and I had no idea what type of Ork list I would be facing so I needed that.

On the Death Guard side I added a Marine to each squad as an ablative wound, a Foetid Bloat Drone to protect the Daemon Prince and an extra unit of Poxwalkers for additional screening or objective holding.

The Game

Setup

I shouldn’t be surprised but we rolled the Narrowing the Search mission from Chapter Approved 2018.  This one keeps coming up and I’m developing a grudge against it.  There is one objective at the centre of the battlefield and the control distance starts at 18″ and decreased by 3″ a turn until it hits 12″.  However the objective also has a 12″ null field which will take away invulnerable saves.  This is hard on my Daemons as they only have a 6+ natural save and a 5++ invulnerable.  So it’s a big drop for them.

This means that I will be relying on my Death Guard to take and hold the objective.  The Daemons will then be free to either harass then enemy or plunge into the centre if I really do need the bodies there.

The deployment map would be Hammer and Anvil, so playing along the length of the table with the deployment zones 24″ apart and 12″ from the central objective.  I have to deploy first and I decided to deep strike my Daemons to buy me some flexibility in reacting to the Ork deployment.  My Death Guard infantry take cover in some ruins near the centre and are ringed with Poxwalkers to screen them.  The Plagueburst Crawlers take the left flank and the Daemon Prince and Drone the right.

The Orks really jam their units in as tight as they can, it’s sometimes a shame that blast templates are no longer a thing.  A big unit of Boyz goes into deep strike and will drop up somewhere.

The Orks will take the first turn.

Turn 1

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The Orks open fire, and it hurts, there’s an awful lot of artillery.  My Foetid Bloat Drone and the Helbrute are blown apart.  I also take some casualties on my infantry.  However there is a moment that brings glee to Grandfather Nurgle.  An Ork Psyker attempts to manifest a power and rolls a perils of the warp.  This is more likely as he’s powered up by the number of Orks around him giving him a +3 when he attempts to manifest something.  Daemons have a stratagem that forces a psyker to take 2d3 damage when this happens and not just 1d3, I pop this and the psyker’s head explodes.  This cuts short the Ork plan to use Da Jump to move a large unit of Ork Boyz somewhere useful, they’re going to have to foot slog now.

We do forget to inflict the 1d3 mortal wounds on units close to the exploding Weirdboy, it’s possible that that might have helped in my slog through the Ork blob in later turns, but I think all told that it’s unlikely.

On my turn I return fire, I take down an Ork buggy that’s packing a miniature Shokk Attack Gun, I think that was the right move.  A helicopter also falls.  But other than that I peck at a few other units but not enough to kill anything.

The turn ends with both of us obtaining first strike and with Nurgle in control of the objective.

Orks: +1 (1 total)

Nurgle: +2 (2 total)

Turn 2

The Orks keep up their hail of fire.  I think that I lost my remaining Plague Marines this turn and my remaining Dreadnoughts.  There’s just so much of it.  The mob of artillery parts so that the mob of Boyz can run through to seize the objective.  Another mob of Boyz appears on the battlefield near my rear, thankfully they blow their charge rolls.

On my turn I deep strike my Daemons and they and the Plagueburst Crawlers begin to inflict some hurt on the Orks.  I engage a fair amount of the artillery in melee combat, it won’t be shooting again.  With a -2 to be hit the the Plaguebearers are hard to take down and they reasonably effective at hurting things.

However at the end of my turn I make a mistake.  The Plaguebearers have the banner and roll a 1 on a morale check.  So D6, I roll a 6, Plaguebearers return.  I string those Plaguebearers out away from my unit to sieze the objective and to hold back the Orks.  We score this turn and actually begin the next.  But I’ve felt uncomfortable with what I did, something was niggling at me, so I went FAQ hunting and found this:

Q: Some rules allow me to add models to a unit during the battle (e.g. the Poxwalker’s Curse of the Walking Pox ability). Where are those models set up?
A: Unless otherwise stated, these new models are placed anywhere that is more than 1″ from any enemy model and still within unit coherency of a model in its own unit that was itself on the battlefield at the start of the phase in which the new model was created. Note that if you cannot set up a new model on the battlefield because there is no room, it is simply not set up.

So at the start of turn 3 we redid the scores for the end of turn 2, which gave the objective to the Orks, and moved those Plaguebearers so the Orks could go forwards if they wished.

The corrected score was.

Orks: +1 (2 total)

Nurgle: +0 (2 total)

Turn 3

The Orks are limited in what they can do, they’re locked in combat.  They use the Unstoppable Green Tide stratagem to pull their surviving boys out of the fight and bring them back as a full unit elsewhere on the table.  But they’re not going to be contesting the objective.

I keep on fighting.  But the huge blob of artillery holds me back and I just can’t get enough of my models close enough to the objective to stop the Orks taking it.  But I am wearing them down.

The turn ends with the Orks controlling the objective and picking up another point.

Orks: +1 (3 total)

Nurgle: +0 (2 total)

Turn 4

Time is against us, so the Orks take their turn and then we stop to think if I could possibly get enough of my units close enough to the objective to take it.  And being honest I really don’t think that I could have done.  There was still the massive blob of stuff holding my Plaguebearers back.

So we score with the Orks having the objective and both of us having Linebreaker.

A victory to the Orks at 5 points to 3.

Orks: +2 (5 total)

Nurgle: +1 (3 total)

Post Game Thoughts

  • I’m glad that I caught my error with the Plaguebearer reinforcements before it had any impact on the game.  But it does show how hard the game is becoming to keep on top of now.  I was really hoping that when Games Workshop published their smaller rulebook it would have been updated with the errata and FAQs.  But that is seemingly not so, so you do have to keep track of a lot of documents.
  • It was a bit reassuring to see the Ork player also slip up with the mortal wounds that the exploding Weirdboy should have inflicting being forgotten.  He seems to be a really great player, so it’s reassuring the we can all slip up.
  • There was some really nice shenanigans in the melee phases as my swarm of Plaguebearers tried to fight through the Ork horde to reach the objective.  I tried some nice manoeuvres  to get through and the Orks came back with some nice counter plays to keep me blocked in.  The melee phases are, in my eye, one of the most important and tactical in the game.  There are so many things you can do with your pile ins and consolidations.  I didn’t manage to get through, but it was a lot of fun trying.
  • I think against Orks I should have tried to hit their artillery harder, it was the stuff that was really playing havoc with my units.  Maybe if I could have worn away one side of the horde with shooting then my Plaguebeaerers might have been able to fight through what remained on the other side.
  • Related to the above understanding the threats on the table and prioritising your targets is really important.  I don’t yet know enough about Orks to think that I did this well, I’d love to play them again.
  • Orks are a really characterful army, they’re a lot of fun to play against.

The List

Total: 123 PL, 2,000pts

Battalion Detachment +5CP (Daemons) [26 PL, 508pts]

HQ [8 PL, 165pts]

  • Poxbringer [4 PL, 70pts]: Miasma of Pestilence
  • Spoilpox Scrivener [4 PL, 95pts]

Troops [18 PL, 343pts] +

  • Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]
  • Nurglings [3 PL, 54pts]: 3x Nurgling Swarms [54pts]
  • Plaguebearers [12 PL, 235pts]: Daemonic Icon [15pts], Instrument of Chaos [10pts], 29x Plaguebearer [203pts], Plagueridden [7pts]

Battalion Detachment +5CP (Death Guard) [97 PL, 1,492pts]

HQ [14 PL, 262pts]

  • Chaos Lord [5 PL, 82pts]: 6. Arch-Contaminator, Balesword [6pts], Combi-bolter [2pts], Warlord
  • Daemon Prince of Nurgle [9 PL, 180pts]: 6. Curse of the Leper, Hellforged sword [10pts], The Suppurating Plate, Wings [1 PL, 24pts]

Troops [32 PL, 366pts]

  • Plague Marines [10 PL, 117pts]
    Plague Champion [17pts]
    Codex [1pts]: Boltgun, Plaguesword [1pts]
    3x Plague Marine w/ boltgun [48pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
  • Plague Marines [10 PL, 117pts]
    Plague Champion [17pts]
    Codex [1pts]: Boltgun, Plaguesword [1pts]
    3x Plague Marine w/ boltgun [48pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
    Plague Marine w/ Special Weapon [26pts]: Blight launcher [10pts]
  • Poxwalkers [6 PL, 66pts]: 11x Poxwalker [66pts]
  • Poxwalkers [6 PL, 66pts]: 11x Poxwalker [66pts]

Elites [27 PL, 426pts]

  • Helbrute [7 PL, 120pts]: Missile launcher [20pts], Twin lascannon [40pts]
  • Hellforged Contemptor Dreadnought [10 PL, 168pts]: 2x Twin lascannon [80pts]
  • Hellforged Contemptor Dreadnought [10 PL, 138pts]: 2x Butcher cannon [50pts]

Fast Attack [8 PL, 158pts]

  • Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters [34pts], Plague probe [25pts]

Heavy Support [16 PL, 280pts]

  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]
  • Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter [34pts], Heavy slugger [6pts]

One thought on “Nurgle vs Orks (2,000 points) – Battle Report

  1. Pingback: Nurgle vs Dark Eldar (1,750 pts) – Battle Report – Plague Gardening

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