September RTT Tournament Report: Game Three with Houndpack Lance

September RTT Tournament Report: Game Three with Houndpack Lance

Mission & Deployment

Mission: Linchpin (Primary), Crucible of Battle deployment

Terrain: UKTC layout


Opponent’s List (Orks – Bully Boyz Detachment)
Ghazghkull Thraka + Painboy in 20 Boyz
Weirdboy in 20 Boyz
Warboss on Bike with 5 Bikes
5 Storm Boyz
3x6 Meganobz + Warboss
2x Trukks
10 Gretchin

Game Plan

That’s a lot of green bodies coming at me, and with double Waaagh! available, it was clear this would be a grind to keep them off my Wardogs. The question: could I do enough damage before the Orks collapsed onto me?

Getting my measurements right and screening correct, without overcommitting would be totally key to this game!

Early Game

I went first again (every round this RTT!). The goal was simple: make a turn one Waaagh! unappealing while still setting myself up for primary scoring from turn two.

Positioned to hold my expansion and prepare a counterpunch if the Orks overcommitted.

Stayed out of Ghaz and the big Boyz unit’s threat range, I cant even risk a low odds big charge as that would be game ending!

Launched my only turn1 shoot was Havocs into the Grots, managing to wipe them out to deny a bit of CP, if nothing else.


My opponent chose not to Waaagh turn one, instead pushing up staging units and contesting my expansion with a trukk and Meganobz.

Turn Two:

I pushed up with some Wardogs to bait and set up my counterplay, while aggressively screening and keeping out of reliable Ghaz charges.

Shooting was solid: ~15 Boyz from Ghaz’s squad killed thanks to Havocs (though a few returned via Painboy/Weirdboy), plus I destroyed a Trukk, one full Meganobz squad, and whittled down another thanks to a nice charge from a Wardog Stalker.

My opponent then called the Waaagh!, surging forward:

Ghaz failed a critical charge (huge!) Onto my opponents expansion objective.
Meganobz and Bikes connected onto both expansion objectives, denying me primary.

Weirdboy’s Boyz stayed defensive as I’d left no gaps for a worth while deepstrike.

I lost some Wardogs but—critically—several survived combat, allowing me to keep pressure on.

Mid Game

By turns three and four, the game swung hard in my favour:

Cleared most of the Bike squad and damaged/kill outright the remaining Meganobz.

Pulled a Brigand off the table and brought it back on via reserves for devastating flanking shots along with reserved units.

Cleared out everything except Ghaz, the Weirdboy, and a handful of Boyz by turn3

At this point, the Orks had run out of tools while my Wardogs still had board presence, swarming his home objective.


Late Game

There wasn’t one. By turn four:

I controlled every objective.

The Orks were fully tabled.


Final Score: 80–41 victory for Houndpack Lance!! 

Final Thoughts

This was a big win into a scary Ork list. Going first definitely helped: I could move up aggressively while staying safe from an early Waaagh, then drag the Orks into exposed fights on my terms.

The Wardogs’ screening role was crucial, buying time for Brigands and Executioners to mop up while Stalkers flexed onto objectives. The plan worked cleanly and showed how the army wants to function in this matchup.

Final placing: 9th out of 25 players.
Event wrap-up and list reflections to follow once I’ve had time to digest the whole event!

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