Me and figgy played our first game of Death Squads earlier this week, and i shall explain the battle and my thoughts on the game.
I played Eldar:Striking Scorpion Exarch w/ Shuriken Pistol, Chain Sword, Aspect Armor, Helmet = 117
Warlock w/ Sword, Shuriken Pistol = 87
Dire Avenger Aspect Warrior w/ Lasgun, Mesh Armor, Helmet = 107
Warrior Aspirant w/ Sword, Hand Flamer = 66
Warrior Aspirant w/ Sword, Hand Flamer = 66
Guardians x2 w/ Lasguns = 116
Outcasts (Exodites dont fit in my vision) x2 w/ Lasguns = 136
Figgy's Orks:I dont have the exact list, so i'm going from memory
Nob, big choppa, custom blasta
Wyrdboy w/ choppa?
Sneakyboy w/ shotgun
Ardboys x2 w/??
Painboy w/?
Burna Boys x2 w/flamers
Boys x5 w/choppas
Grots x 5 w/ grot blastas
I assumed i would get slaughtered since i was almost out numbered 2:1, but this wasn't the case. We played on our Mordheim table, and there was LOS blocking platforms and buildings in the center. I set up an Outcast to either flank up in buildings about a foot outside my deployment zone. The Orks bunched up in one corner. The Sneaky Boy set up opposite side of the main Ork force, in range to attack my left flank Outcast.
The whole game the Wyrdboy managed to avoid loosing control of his powers, but failed to cast anything of significance. My warlock managed to guide a few times but was otherwise ineffectual with his powers.
For the first 3 turns the Orks hugged buildings to avoid most of my fire, but my snipers got a couple of lucky shots off, stunning a few models. I moved up my left flank to reinforce the Outcast being shot at by the Sneakyboy's shotgun. But the Ork never once hit the whole game. From a small 4x6 platform with a small ruined building corner I made my stand. I won't recreate the whole battle field but here is what the area where all the action happened looked like:
You can see the Orks advanced from the bottom left of the image, and the 'Ardboys and boys ran up the ramp with the Nob in the lead. Mean while the Snaekyboy and Outcast infiltrators had a gun duel with no resolution. Two Burnas made a gambit and ran up under heavy fire to blast my fire base, but only took out one Guardian, while my return fire took one out.
Previously seeing the Orks running for the ramp, i placed an aspirant close to the bridge with hand flamer at the ready, once the ramp was covered with Orks, he jumped out and poured fire on 5 greenskins. The Nob grabbed the nearest Ork and used him as a shield; the poor boy suffered the nobs critical plus his out wound, burned to a crisp but apparently sheltering the rest of the Orks, I failed to wound any others!
The Nob charged the aspirant and cut him down, while the rest of my squad pumped fire into the Orks, taking most out over a couple of turns, I could simply not roll anything other than 5's to wound with my lasguns!
Grot fire actually took out my Outcast and another Guardian, but by then it was over. We decided not to roll routs in this game but after i cut down the nob when he charged across the bridge, the game was obviously an Eldar victory, 3 Eldar were out and over half the Orks were out.
The terrain left little options for the Orks, since the board edge was along the right hand side of the picture, there was no option to surround me. He was pretty much forced to walk 4" up a long ramp for 3-4 turns with everything i had shhoting twice into his sloooow charge. I question the logic of slowing to half speed and slowly marching up a ramp under heavy fire, surely they would charge the whole way!
I believe that we played a couple rules wrong. First if all we moved charges as in Mordheim, but it has little effect since the Orks had no guns to give the Nob cover fire anyway. Also if i am not mistaken, all the Orks behind the Nob could have declared failed charges and moved 8" rather than 4" up the ramp... it appears that failed charges move max distance in Death Squads, not half like Mordheim. This makes way more sense to me, and i believe we played that rule wrong. If this had have happened at least 3 more Orks would have made it to CC, possible making for a closer game.
This game raised a ton of questions about the Ork list which i will start a new thread for in the Official Squad section. Overall i was pleased with how smoothly the rules worked, but the squads often have rules that are far from intuitive, and some things we just had to guess about. Figgy wants to play test Kroot, so if he ever signs up here i assume i'll get to see that squad list!