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Orks at the Las Vegas Open 2015 - A Table Flip Challenge, Part 2! (Game 6 Done, p 10!)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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How will the Orks fare at the LVO 2015?
0-6. The Orks will get some krumps in, but will be more of the krumpees then the krumpers.
1-5. Eh, Orks were never about victory anyways. Maybe they'll get lucky though!
2-4. Orkses is never beaten! We kan always kum back for anover go! Coulda done better, though....
3-3. Gork would be proud. Mork? Maybe not.
4-2. Ok, NOW you've got Mork's blessing.
5-1, but not top 8. Probably made top 10%! Ghazzie himself would be proud!
TOP 8! ORKS IS DA BEST.
TOP 4! DAKKA DAKKA DAKKA!
TOP 2! Orkz is made fer' two fings! Fightin', and winnin'!
WAAAAAAAAAUGHHHH! ORKS WIN THE LVO 2015!

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Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Well, I'm done with my finals - so you guys know what THAT means!

Las Vegas Open 2015: Game 1

Woof man, Vegas is stressful. I'm not much of a gambler or a drinker, but I am (obviously) big into 40k, so I am nervous for this tournament! It's my first time at the LVO, and if it is anything like I suspect it is, I imagine it to be like Adepticon - highly competitive. After looking around at the tables, I'm seeing a LOT of Nids, Knights, and Eldar....and no Orks. Go figure.

But hey, that's why I'm here, isn't it? I want Orks to REPRESENT BOYEEEE. I wanna make the army proud and show the meta that Orks have what it takes to krush, to krump, and to kick ass!

For those of you who aren't familiar, the missions for LVO work like this:

There are 10 points earnable by either player.

You get 4 points if you win primary, which is usually some modified form of Killpoints, objectives, the relic, etc.

You get 3 points if you win Maelstrom, which is based on a mini-chart from 1-6 of things like "kill a unit" or "Get into your opponent's deployment edge", that sort of thing. These vary from mission to mission.

Finally, there are 3x 1 point objectives which you can obtain from First Blood, Linebreaker, and Warlord, for a total of 10 points. Whoever has more points wins that mission!

Here's one last reminder of my list:


LIST ONE: The Green Tide (V. Final)



* "Green Tide Formation"

94x Boyz
6x Nobz with Klaws

* Warboss warlord
* 'Eavy Armour
Power Klaw

Orks: Codex (2014) (Combined Arms Detachment) Selections:

+ HQ +
* Warboss
Gift: Da Lucky Stikk ,
* 'Eavy Armour, Bosspole
Power Klaw

* Painboy

+ Elites +


* 9x Tankbusta

* 10x Tankbusta


+ Troops +

* 10x Gretchin
* Runtherd

* 10x Gretchin
* Runtherd

+ Fast Attack +

* Deffkopta
Choppa, Twin-linked Rokkits

+ Heavy Support +

* Gun Wagon Squad
* Gun Wagon
1x TL Big Shoota, Boarding Plank, Reinforced Ram
* Gun Wagons
1x TL Big Shoota, Boarding Plank, Reinforced Ram

* Mek Gunz
3x Ammo Runt
* 2x Kustom Mega-kannon w/ Grots
* 1x Traktor Kannon w/ Grots

* Mek Gunz
3x Ammo Runt
* 2x Kustom Mega-kannon w/ Grots
* 1x Traktor Kannon w/ Grots


+ Fortification +
* Void Shield Generator w/ 3 Shields

Under the rules of the LVO, you can challenge (aka mutually pick) your first round opponent, who was originally supposed to play Doktor_g for round 1 - the Dakkaite who made the Table-Flip challenge in the first place! I was initially skeptical of playing him since I am a highly competitive player and he mostly plays for gaks and giggles, and I would have felt bad if one of us had taken each other out of the running. However, he insisted we play, so we tried setting up the game. However, there was some snafu in the data entry, and as a result, we were not matched up. C'est la vie.

Instead, I get another table, and my mysterious first challenger is....

Shane “Khronos” Finley's Astra Militarum!


Hist list (From memory, as I appear to have lost his list

CCS w/ 4x Snipers and Officer of the Fleet
Commissar
Priest
10x Man Vet Squad w/ 2 Plasma guns in Chimera
10x Man Vet Squad w/ 2 Plasma guns in Chimera
30x Man Platoon Squad w/ 2 Axes
1x Wyvern
1x Wyvern
1x Vendetta
1x Avenger Strike Fighter
1x Vulture Gunship w/ Punisher Cannons

Baneblade

Mission:

Primary: Emperor's Will
Secondary: Maelstrom
Tertiary: Slay the Warlord, Linebreaker, First Blood

Pre-Game Thoughts: Shane was a very charming guy, and a very fun opponent. However, he did bring a list that gave me concern upon initial blush. Wyverns are a problem because they can (potentially) snipe out my characters, although there are only two of them. The vulture Gunship will be great at shooting down my Green Tide, and the Baneblade's large blast will also take down a number of models as well. My best bet with Shane is to hit him hard, and hit him fast - the quicker I can get into his back lines the better.

Fortunately, there is a large amount of cover at LVO - which will help me avoid his shooting for a time.

Shane wins the roll to go first and deploys first. He spreads his Wyverns out behind LOS, his platoon up front, and his Wyverns and his Baneblade on the left Flank to support each other.


I spread my tide out as much as possible to avoid the blasts, and place my VSG behind the ruins on the left to give it a cover save should needs be. The Tankbustas also deploy behind the ruins near the VSG in the Gunwagons as well. The Artillery deploy in the ruins on the right. However, I make a SERIOUS deployment mistake, which you can see in this picture....anyone notice it? Bonus points if you do.


I don't recall if I attempted to seize or not, but if I did, I failed. Shane takes the first turn, and moves his Baneblade up 6" to get his shots in with ALL of his guns.

Have you figured out the HUGE deployment mistake I made yet? Give up? I'll tell you:

Spoiler:
Notice the gretchin clumped up inside of the crater in the bottom left of the picture? I TOTALLY FORGOT THAT WYVERNS IGNORE COVER. OOPS.


So, Shane naturally capitalizes on this (hell, I would have too!) After shooting off the VSG with his Baneblade and the Chimeras, he goes for it with his Wyvern (the other was out of range) Fortunately for me, and unfortunately for my opponent, his dice rolls this whole game were ABYSMAL, and he scatters completely off the board, even with the reroll! Lucky me! Thus, his turn ends rather uneventfully.

However, now it is my turn to capitalize on a mistake Shane made - moving his 6" closer to my Tankbustas.

I move up, get them out, and take a potshot with both squads of the Tankbustas, doing a single HP. The rest of the Green Tide moves up as well, and runs to get closer. The Artillery takes some shots at his guys, but don't do much.
I then attempt to charge the Baneblade with my Tankbustas. With the Boarding Planks, one squad needs a 6" charge (8" away), and the other one needs an 8" (10" away).

What happens?

Spoiler:


One squad makes it, but that's all it takes. 9 Tankbustas, 8 of em hit, and the whole thing goes nuclear! Since the LVO counts every 3 HP on a Super Heavy as a Maelstrom point, I get FIRST BLOOD, an extra Maelstrom point because of Glory Hogs from Tankbustas, one point from earning a maelstrom mission, and 3 maelstrom points for doing 9 HP! That means that in this turn, I got 5 Maelstrom points PLUS FIRST BLOOD!


Shane isn't down and out yet, though - far from it. With his Officer of the Fleet, he rolls on ALL three flyers ... ouch!


You can see my tide is midfield, and the Baneblade on the left is dead. His chimeras are still in the far back, as are his Wyverns, and Shane needs to keep me back. He decides to go for a high risk, high reward decision - after shooting, which is relatively uneventful (although he wipes out my Tankbustas ) he charges in his platoon of 30 guys with his priest and commissar.

We roll into combat, and Shane isn't hoping to win - merely to hold me over for a turn so he can get another shot at shooting me before I hit his lines.

Spoiler:
However, Shane's dice just aren't on his side... he fails to make his ld7 hymn for the priest to reroll saves, and I do enough wounds to kill off the priest and the commissar. The platoon then falls back without their fearless or stubborn support, and my tide consolidates EVEN FURTHER into his field.


Mid Game:


Things are looking grim for Shane. Although he killed off my Tankbustas (which was mainly my anti-air), his transports are empty, and even with the vulture, can only kill so many models a turn. Furthermore, I declare my WAUUUGHH and get a good run roll - allowing me to basically charge his entire line! One Chimera, the remaining platoon men, one Wyvern, and his Company Command Squad in the ruins all get hit.

Shane's dice just aren't on his side for his saves either....this was his roll on his CCS.



It's kinda blurry to tell, but all of those were his saves - and all but 2 of them were 1's. Poor Shane is just having no luck against me, although he claimed that was pretty normal for him.

I win combat by a MASSIVE amount, meaning that Shane's testing on double ones to not fall back. His Wyvern and Chimera both exploded, killing several guys, and his CCS is down to a single model - his commander - with ONE wound left.

Spoiler:
And what does his Company Commander roll for his Ld? Double 1's.



That's right. His single model rolls double 1's against my tide, keeping the ENTIRE tide in combat for Shane's ENTIRE turn - meaning he can't shoot ANY of it with his Flyers, his remaining Wyvern, or ANYTHING else. In addition, there isn't ANY way his Commander will survive this round of combat, so he'll free me up just in time for me to charge again!

Poor Shane is just shaking his head at all of this, but he's being a hell of a good sport about it too - laughing the whole time!



At this point, we call it. It's only top of 3, but Shane's renaming ground forces are in total disarray, and the remainder of what he has (with the exception of his flyers) are going to get wiped out by the tide on the next turn. I'm crushing him on Maelstrom, I already have First Blood, and Linebreaker is obvious with him having no good way to take the rest of my models down.

As a result:

Orks take Primary.

Orks take Secondary.

Orks have First Blood, Linebreaker, and Warlord.

We agree Shane could have just flown around the board for the rest of the game and just gone into hover on the last game turn, so we give him Linebreaker.


Orks takes it, 10-1.

After-Game Thoughts:

Spoiler:
Poor Shane just couldn't catch a break on this game. It started downhill when he moved his Baneblade forward 6", which was a mistake IMHO, but his dice just wouldn't cooperate from there. However, he was easily my favorite opponent at the tournament for being such a good sport - I know many people who would be very upset at a dice situation like that (myself included!) However, aside from that, I don't think Shane really had the firepower to take down the tide, so it was a rough matchup as soon as I was able to get some momentum on him. On hammer and Anvil, however, this could have been a very different game.

So, I'm currently at a max of 10 points. A pretty good start for the Orks, but it's only the first game! From here, it's only uphill and more difficult challenges. I'm shooting for top 8 (or at least top 10% of the field), but I have a looooooooooong way to go from here. On the bright side, the next two missions are extremely advantageous for my army: Game 2 is KP (which Green Tide excels at) and Game 3 is relic (Which, again, the Tide is also good at). As a result, I am very optimistic about my next match....but BOY OH BOY, WAS I WRONG ABOUT THAT - as you'll soon see.


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

What an unfortunate slaughter! I mean, it's absolutely great for you! But the game could have been much more fun. Still, tournaments are no place for fun Well played and congrats on the first victory! The ominous reference to the next game has me on the edge of my seat!
   
Made in us
Longtime Dakkanaut





Eye of Terror

Wow what a crushing blow to the IG !!!


My blog... http://greenblowfly.blogspot.com

Facebook...
https://m.facebook.com/Terminus6Est/

DT:60+S++++G++++M+++B+++I+++Pw40k89/d#++D+++A++++/eWD150R++++T(T)DM+++ 
   
Made in no
Dakka Veteran




I'm very excited to read the rest of your reports, I would love it if you could write some of your thoughts about the best placement of the Void Shield Generator as well (I plan on adding one to my Renegade & Heretics army, since, you know, it's the one army that does hordes better than Orks )

Thanks for sharing these, and I hope your exams went well.
   
Made in us
Longtime Dakkanaut




I know your tankbustas were the main anti air and stars here but did your traktor kannons do anything for the anti air?
I was thinking maybe you could have done one squd of 2 smasha kannons and a traktor and another squad of two kmk and a traktor kannon maybe? I dunno something maybe to synchronize them better.

Did your void shield regenerate enough between turns to help the tide? With the bane blade down he needs to rely on str 6 multi lasers which isn't great and The vulture and wyverns can do jack to av12 shields!

This message was edited 1 time. Last update was at 2015/02/26 18:39:50


 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

GrafWattenburg wrote:I'm very excited to read the rest of your reports, I would love it if you could write some of your thoughts about the best placement of the Void Shield Generator as well (I plan on adding one to my Renegade & Heretics army, since, you know, it's the one army that does hordes better than Orks )

Thanks for sharing these, and I hope your exams went well. !


Typically I either (A) placed it as far forward or possible or (B) placed it as far BACK as possible.

A is for situations where I am moving forward and my opponent is not (e.g. AM gunline, Tau, Eldar, etc.) They will never be in range (12") of the VSG to ignore my VSG, and if they are, I'm totally okay with this because it's also charge range!

B is for situations where my opponent will be playing aggressive and moving forward (e.g. FMC spam, Knights, White Scars). I try to keep it on my board edge, screened in 12" in all direction to prevent them from ignoring my VSG - I want to negate as many shots as I can!

gungo wrote:I know your tankbustas were the main anti air and stars here but did your traktor kannons do anything for the anti air?
I was thinking maybe you could have done one squd of 2 smasha kannons and a traktor and another squad of two kmk and a traktor kannon maybe? I dunno something maybe to synchronize them better.

Did your void shield regenerate enough between turns to help the tide? With the bane blade down he needs to rely on str 6 multi lasers which isn't great and The vulture and wyverns can do jack to av12 shields!


Actually, although I didn't write about it, the Traktor Kannons took down the Vendetta in Turn 2. Lucky shot! However, for the rest of the games, while they would often make my opponent jink, it rarely caused the death of a flyer. As for my thoughts on the Mek Gunz, I will do an after-tournament report on them describing each unit and my grade on them, same as I did in the last battle report thread for the Renegade.

The VSG regenerating shields helped a couple times (mostly as icing on the cake), but it was rarely effective after the first turn or two. Taking down AV12 isn't hard, especially when you only have 1 or 2 shields left. That's why I'm confused as heck as to why people are mad about the Green Tide + VSG - it's not hard to take down, people! Hell, I faced two of them in the remaining 5 games!


This message was edited 2 times. Last update was at 2015/02/27 20:39:29


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in us
Battlefortress Driver with Krusha Wheel






No offense to you, I want to see orks do really well just as much as anyone else, but this seems exploitive. They specifically nerfed the KFF to avoid this kind of thing. They never intended the void shield generator bubble to cover 7/8ths of the board, and I am suprised it wasen't ruled that way honestly. It just seems like another oopsie in a long line of GW mistakes. I am curious though, if you had to run orks in a tournament again, and they DID rule that void shields couldnt extend past the 12 inches, how would you change up your list?

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

8k points
3k points
3k points
Admech 2.5k points
 
   
Made in us
Dakka Veteran





California

How does the shield work ? I know it's 3 armor 12 shields. Can all the shields be brought down by a single unit ?

Example would a broadside team witb missle pods drop all 3 shields ? Or to they just hit one shield ?

or is this case did the baneblade drop 1 shield or several ?


Automatically Appended Next Post:
How does the shield work ? I know it's 3 armor 12 shields. Can all the shields be brought down by a single unit ?

Example would a broadside team with missle pods drop all 3 shields ? Or to they just hit one shield ?

Or in this case did the baneblade drop 1 shield or several ?

This message was edited 1 time. Last update was at 2015/02/27 21:07:44


- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Orock wrote:
No offense to you, I want to see orks do really well just as much as anyone else, but this seems exploitive. They specifically nerfed the KFF to avoid this kind of thing. They never intended the void shield generator bubble to cover 7/8ths of the board, and I am suprised it wasen't ruled that way honestly. It just seems like another oopsie in a long line of GW mistakes. I am curious though, if you had to run orks in a tournament again, and they DID rule that void shields couldnt extend past the 12 inches, how would you change up your list?
I know what you mean, but it's litterally what the rules for it say. There's no exploiting.
A balance issue maybe, but not an exploit.

They've already FAQ'd the Projected Void Shield (in regard to Blasts and Templates) but kept the way it interacts with units the same. One can only assume it's working as intended.

 Dakkafang Dreggrim wrote:
How does the shield work ? I know it's 3 armor 12 shields. Can all the shields be brought down by a single unit ?

Example would a broadside team witb missle pods drop all 3 shields ? Or to they just hit one shield ?

or is this case did the baneblade drop 1 shield or several ?
Yes a single unit can take down several shields. You just need to pen/glance AV12 3 times and you're through. Baneblade could go through all of them and still hit hit the unit with a Blast.
   
Made in us
Dakka Veteran





California

Was that how he played it ? In his report he said the bane blade and chimeras dropped all the shields. Seems like the baneblade could have done it alone.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Dakkafang Dreggrim wrote:
Was that how he played it ? In his report he said the bane blade and chimeras dropped all the shields. Seems like the baneblade could have done it alone.
Sounds like he was having bad dice. The Chimeras need 6's to glance with their multilasers, so they would probaly struggle to take down all three.
Ideally the Baneblades Lascannons could have taken down the remaining before the Blasts were fired.
   
Made in us
Fixture of Dakka





San Jose, CA

 Orock wrote:
No offense to you, I want to see orks do really well just as much as anyone else, but this seems exploitive. They specifically nerfed the KFF to avoid this kind of thing. They never intended the void shield generator bubble to cover 7/8ths of the board, and I am suprised it wasen't ruled that way honestly. It just seems like another oopsie in a long line of GW mistakes. I am curious though, if you had to run orks in a tournament again, and they DID rule that void shields couldnt extend past the 12 inches, how would you change up your list?

BTW, the ruling for the LVO with regards to VSG is not unique. It has been ruled that way ever since Adepticon 2014 (last year) and any of the tournaments that followed the Adepticon FAQ's.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Orock wrote:No offense to you, I want to see orks do really well just as much as anyone else, but this seems exploitive. They specifically nerfed the KFF to avoid this kind of thing. They never intended the void shield generator bubble to cover 7/8ths of the board, and I am suprised it wasen't ruled that way honestly. It just seems like another oopsie in a long line of GW mistakes. I am curious though, if you had to run orks in a tournament again, and they DID rule that void shields couldnt extend past the 12 inches, how would you change up your list?


Eh, I can understand the sentiment, but the Tide RARELY if ever got the benefit of the VSG past turn 1 or 2, as it only regenerates on a 5+, and by that time, I'm in combat. While I can understand the ridiculousness of it from a sensical standpoint, you're also complaining about one weird ruling in a game that allows Eldar Farseers to summon Daemonettes and Lords of Change.

Dakkafang Dreggrim wrote:How does the shield work ? I know it's 3 armor 12 shields. Can all the shields be brought down by a single unit ?

Example would a broadside team witb missle pods drop all 3 shields ? Or to they just hit one shield ?

or is this case did the baneblade drop 1 shield or several ?


Automatically Appended Next Post:
How does the shield work ? I know it's 3 armor 12 shields. Can all the shields be brought down by a single unit ?

Example would a broadside team with missle pods drop all 3 shields ? Or to they just hit one shield ?

Or in this case did the baneblade drop 1 shield or several ?


A unit of broadsides would roll their pen rolls, one at a time, until the shield went down. Therefore, if they had 10 hits, and the first three rolled a 12 to pen, then the other 7 hits would go towards the original target (such as the green tide or what have you).

grendel083 wrote:
 Dakkafang Dreggrim wrote:
Was that how he played it ? In his report he said the bane blade and chimeras dropped all the shields. Seems like the baneblade could have done it alone.
Sounds like he was having bad dice. The Chimeras need 6's to glance with their multilasers, so they would probaly struggle to take down all three.
Ideally the Baneblades Lascannons could have taken down the remaining before the Blasts were fired.



The chimeras shot and took off 2 shields, I think. Then the baneblade fired and took off the last one with one of its lascannons before it went to town on my tide with its blasts.


jy2 wrote:
 Orock wrote:
No offense to you, I want to see orks do really well just as much as anyone else, but this seems exploitive. They specifically nerfed the KFF to avoid this kind of thing. They never intended the void shield generator bubble to cover 7/8ths of the board, and I am suprised it wasen't ruled that way honestly. It just seems like another oopsie in a long line of GW mistakes. I am curious though, if you had to run orks in a tournament again, and they DID rule that void shields couldnt extend past the 12 inches, how would you change up your list?

BTW, the ruling for the LVO with regards to VSG is not unique. It has been ruled that way ever since Adepticon 2014 (last year) and any of the tournaments that followed the Adepticon FAQ's.



And this Adepticon for that matter, too! Speaking of, Jy2, are you heading to Adepticon this year?

2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in us
Fixture of Dakka





San Jose, CA

Nope, but I am planning to go to either the ATC or Nova.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Dakka Veteran





California

Thank you for clarification =) Will help to get what happened in the games a little easier for me

I look forward to the rest of the reports.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Regular Dakkanaut




 Fxeni wrote:
The chimeras shot and took off 2 shields, I think. Then the baneblade fired and took off the last one with one of its lascannons before it went to town on my tide with its blasts.


This is actually an interesting side benefit of Void Shields that I've noticed--it seems to be a psychological thing, but people don't tend to view dropping the VSG as actually "gaining" anything tactically (because it's not really killing a model, doesn't get you First Blood, might regen, etc) and tend to use their least-valuable shooting in order to drop it, with the expectation of saving their "good" shooting for the stuff underneath the VSG after they drop it.

This means any S6-7 they have available to them gets chucked into the VSG and they hope they get lucky and drop it without having to dedicate their heavier weaponry. Chimeras are a super common one, but I've actually had Marine players shoot Thunderfires into the thing--that's one hit per shot (so four hits) due to the FAQ--on multiple occasions against different players.

In practice, this tends to result in your VSG eating a metric ton of S6-7 weapons, frequently not dropping, and them still being forced to fire their big stuff at it. So just like the above situation, he could have dropped the shield with the Baneblade and then fired the lesser stuff into the Orks...but instead he tried to drop the shield with the lesser stuff, failed, and had to fire the Baneblade into it anyway. In this case it sounds like it worked out alright (because it still dropped early enough for the Baneblade to fire its blasts into the Orks), but with only two Chimeras, he got rather lucky in dropping two shields prior to the Baneblade.
   
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Furious Fire Dragon





I can second the psychological bit. When I first played against a VSG (supporting an AdLance and Imperial Guard), I didn't want to 'waste' my S8 (Pulse Lasers--Hornets). So, I tried to bring them down with S6/7 from Wave Serpents and preserve the Hornets for shooting at the AdLance. Granted, had I rolled well for the number of shots with the Serpent Shield, I would have been nearly guaranteed to drop the VSG. However, I rolled low and couldn't produce 6's with the Scatter Lasers or 5's/6's with the shield.... I went on to lose.

Subsequently, I faced a Tyranid list supported by a VSG, in Hammer and Anvil deployment (which is almost always for a shooty army). I deployed a pair of Hornets on the board, something I rarely do, for the express purpose of dropping the shields. I went on to win.

Granted, those decisions in the respective games aren't the only reasons I lost/won, but they certainly reflect the proper way to approach a VSG supported army: Shoot your high strength stuff at it to drop the shields, then shoot what they were protecting with your lower strength (and hopefully higher volume) stuff.
   
Made in ru
!!Goffik Rocker!!






Do i still get bonus points if i thought there were boyz and not grots in the crater? Cause i though: "why would you put part of GT in terrrain when it's possible not to".
   
Made in us
Stalwart Ultramarine Tactical Marine



California

 Orock wrote:
No offense to you, I want to see orks do really well just as much as anyone else, but this seems exploitive. They specifically nerfed the KFF to avoid this kind of thing. They never intended the void shield generator bubble to cover 7/8ths of the board, and I am suprised it wasen't ruled that way honestly. It just seems like another oopsie in a long line of GW mistakes. I am curious though, if you had to run orks in a tournament again, and they DID rule that void shields couldnt extend past the 12 inches, how would you change up your list?


Looking at his earlier post he didn't even know the VSG worked that way and was just going to roll without one.
Started using it when it was explained how it would work.

"Flame, hammer and blood – so is meteoric iron worked, so were the Heavenfall Blades tempered. So too shall I test the Unforgiven."
— Cypher

 
   
Made in us
Trustworthy Shas'vre



california

Do you actually own the model or did you mek one up like a true git
   
Made in us
Regular Dakkanaut





Loved your void shield generator!



   
Made in us
Krazed Killa Kan






State of Jefferson

Nice meeting you at the LVO, Matt. Enjoy the stompa!

I'm looking forward to hearing what happened with the game 5? It looked (sounded) contentious.

See you in the trenches... someday.
   
Made in pl
Regular Dakkanaut





How do you deal with disordered charge against vehicles while you have no benefit from furious charge?
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

jy2 wrote:Nope, but I am planning to go to either the ATC or Nova.



Ah, bummer! Some friends of mine invited me to go to the ATC - I don't know much about it though.

koooaei wrote:Do i still get bonus points if i thought there were boyz and not grots in the crater? Cause i though: "why would you put part of GT in terrrain when it's possible not to".


Haha, fair enough! Points for you.

doktor_g wrote:Nice meeting you at the LVO, Matt. Enjoy the stompa!

I'm looking forward to hearing what happened with the game 5? It looked (sounded) contentious.

See you in the trenches... someday.


Yeah, game 5 was... well, unfortunate for both of us. (though especially me )

It was great to see you though, Dok! Do you plan on coming to any other tournaments this year, like Adepticon, Bugeater, etc? I never got a chance to buy you that drink!

Mr.T wrote:How do you deal with disordered charge against vehicles while you have no benefit from furious charge?


Well, typically I have enough klaws to make up for the loss of str 3. However, in addition, boyz all now come standard with frag grenades, so in a pinch, they can always use that at str 4 - even though it's only one attack each!

Edit: Whoops, I just realized that the frag grenades at str 4 isn't a thing. My bad. Oh well, it only came up in 1 game (a highlander game) and made no difference - shame on me, though.

This message was edited 1 time. Last update was at 2015/03/02 00:22:01


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Las Vegas Open 2015: Game 2

Well, it's been a good start - I'm at the 10 pt maximum so far, and I'm feeling optimistic...the next match is KP, and Green Tide is GREAT at KP. In fact, the only thing that I can think of that is even HARDER to kill then MY Green Tide is -


Marc Parker's GREEEEEEEEN TIIIIIIDE!


His List:

Warboss on Bike w/ Finkin Kap (Warlord)
Grotsnik
2x Grot Squad
VSG w/ 3 shields

Green Tide w/ 143 Boyz (40 have 'eavy armor)
8 Nobz w/ Klaws
Warboss w/ Klaw

Mission:

Primary: Purge the Alien
Secondary: Maelstrom
Tertiary: Slay the Warlord, Linebreaker, First Blood
Deployment: Vanguard Strike.



.......................well, gak.


Pre-Game Thoughts:
Holy melon-fething son of a grot herding son of a git. Are you fething kidding me?

Marc's list is basically my nightmare come to life:

1. He has 1.5 the number of boys I do in his Green Tide.
2. He has more KLAWS then me too.
3. His tide has 'Eavy Armor on 40x guys - meaning even WITHOUT his numerical advantage, his tide is gonna be much harder to kill.
4. He has basically nothing I can take from him in terms of Killpoints, besides his TWO grot squads. His green tide will absolutely obliterate my green tide in a fair fight.
5. If by some friggen miracle I end up doing more damage to his tide and start winning in numbers and I ever outnumber him, his entire Green Tide will get Rampage due to Grotsnik, and all of them will get an average of an additional 2 attacks. That's an extra 300 attacks!
6. He ALSO has the Void Shield Generator, which is going to largely nullify most of my shooting.

So, of all of the players at LVO, I end up playing another Ork player with Green Tide on round 2, where the objective is Killpoints, and he has essentially only 3 things to kill - furthermore, his tide is WAY more brutal then mine. In addition, remember that a tide is worth 11 KP when killed - if Marc kills mine, there is literally no way for me to win on KP unless I table him.

On the outside, I'm calm and composed. On the inside, I'm screaming about how the hell I am going to win this one.

Well.... at least on the bright side, we'll both get to roll tons of dice, eh?

Marc wins the roll to go first and deploys first, hoping to gain as much momentum as possible to catch me as quick as he can.



JUST LOOK AT THE NUMBER OF BOYS. IT MAKES MY TIDE LOOK TEENY WEENY.

Marc deploys quick. VSG in the back, grots next to it, and Tide spread alone his entire board edge. He then gives me the opportunity to deploy, and all I can do is just stare at the board and analyze the situation, again trying to scrounge up SOME idea of how I can win this match.

Marc is patient as the cogs in my skull sloooooowly turn, and I come up with the only possibility that I see out of this: I need to end the game while my Tide is alive and tying up his tide. In other words, I need to kill his Grots, and hope that my tide survives until the end of the game, so I can win on KP 2-0.

So, I deploy in one giant ball (Marc literally has NO shooting) so that I can get off as many attacks as possible against Marc when charged / charging.



Here's my game plan:

First of all, Tankbustas aren't going to do me any favors in this matchup. It's extra bodies in close combat, sure, but it's also easily gained KP if Marc swings at them. As such, their job is going to be to rush up to the gretchin when possible (they're the most mobile unit I have in my army) and kill them for the KP.

Second, the Mek Guns are going to sit and plink away with blasts and try to kill as many boys as possible before he hits my lines.

Third, my tide is going to sit in a large cluster in the ruins and try to bait Marc forward, but also sit at the edge of charge range. Marc doesn't have the warboss of his Green Tide as his warlord, so he only gets one WAAAGH this game. As such, I have the mobility advantage, and it is CRITICAL that I get the charge off on him to try to even out the fight. If Marc hits me with 150 furious charging boys with 'eavy armor to my 100 boys without, I'm in deep, deep trouble.

So, after deployment, the match looks like this:



The Tankbustas are on the left, waiting to go around the tide when possible to kill the grots. The Mek Gunz are on the right on the hill so they can get clear LOS. My tide sits in the ruins, at about 24", ready to charge Marc when given the chance.

I roll to seize the initiative (any extra turn of shooting is key!) and....

Spoiler:
No such luck. I roll a 1. Bad start.


Marc moves up and runs his tide, sitting at about 18" away from me after his run. Because I deployed on his flank, he's trying to get his boys all over to the side where my green tide is so he doesn't lose attacks.

Meanwhile, I move back a few inches (just enough to sit at about 24") and shoot him.



The tankbustas take out the VSG's shields, and the Mek Gunz go to town with blasts. I kill maybe 10-20 boyz...which isn't nearly enough.

On Turn 2, Marc moves up again. Again, I move back and shoot him, and kill another 10-20 boyz. I'm now running low on space to back up with, and I'm sitting at the very edge of Marc's charge range.

By Turn 3, I'm actually starting to gain some confidence. Marc doesn't have the mobility (or the MSU) to win on Maelstrom, so I'm winning there. I'm also whittling down his tide a fair amount with my shooting. I have the Lucky Stikk, whereas Marc does not, so I'm WS5 vs his WS4 - meaning I hit him on 3's. If I can get the charge off, I might just have this!

Marc realizes this and realizes that his tide is losing bodies, and at a rate that isn't sustainable. After some debate, he declares his one-time-use WAAGGH, and decides to try and go for the charge on me.

I'm sitting at about 21" away, including through ruins, which means that Marc will lose -2 inches when he tries to charge me through terrain. It's do or die time, baby! That means that Marc needs 23" of movement to hit my tide!

Marc moves his 6". If he rolls anything less then a 5, he automatically can't make the charge.

Spoiler:
Marc moves his 6", and gets a 6" run. Good for him, bad for me.


He then tries to charge....

Spoiler:
Marc rolls an 8 (a 6 and a 2), and I breathe a sigh of relief. I have a chance now!


Spoiler:
And then Marc rerolls his 2 with 'Ere we go, and gets a 6. Boxcars. Marc makes his 12" charge!

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!


I guarantee the entire hall heard the cry that came from Marc. He probably jumped 3 feet into the air after seeing that.

I overwatch, but it is pitiful, and my Tide is now stuck in combat with a much bigger, better, meaner, stronger tide.

This just got really, really, really bad.



You can just see the carnage here. Boyz EVERYWHERE. While the combat was going on, the Tankbustas went around and went ahead and did their job of killing the Grots in Marc's backfield, putting me up 2 KP to his 0.

And for the rest of the game, all that was done was just dice. Dice EVERYWHERE. It was the top of 3, and the combat went until the top of 5, meaning 5 rounds of combat with 200+ guys hitting each other, then rolling to wound, then rolling saves, then rolling FNP. Me and Marc did some quick math - we rolled somewhere around 10,000 dice. Literally thousands and thousands of dice were rolled.

Basically, the combat broke down like this. Marc had me in bodies, number of attacks, and in saves, but my Lucky Stikk was CLUTCH. Hitting Marc on 3's was HUGE, and it singlehandedly allowed me to do a ton of damage to his tide.

The final result?

Spoiler:



At the top of 5, my Tide was finally wiped out to the last man.

Marc is down to around 15 boyz and his Warboss Warlord.

Grotsnik, all of his Nobz, all of his 'eavy armor boyz, and his other Warboss are all dead.

So, Marc is now WAY up on KP - he has something like 12 KP, while I only have 4 (The two grot squads, grotsnik, and one warboss).


However, not all is lost - I have one last chance to shoot him off the board.

Spoiler:
I shoot Marc with EVERYTHING I have. Mek Gunz, Gretchin, the Gunwagons, and even the Tankbustas all go at him - I take his warboss down to a single wound, and kill all but 5 boyz, leaving Marc with 6 guys left on the board. However, he needs to roll Ld, or he'll run away!


Spoiler:
However, Marc passes his Ld and stays put. Damn!


Spoiler:
So, at this point, I need the game to continue. If not, I will lose the game. Marc has Primary, I have Secondary, I have first blood, he has Slay the Warlord, and we both have linebreaker.


We roll the dice and.....

Spoiler:
It's a 4! YES! I HAVE ANOTHER CHANCE!

Marc decides he wants to avoid the rest of my shooting, so he moves his squad over to my two grot squads, which are close together (sorry for no picture). He wants to fight me in combat and stay there so he can't get shot by my tankbustas or my Mek Gunz..

He charges me, and I fire overwatch. 20 grots, impressively, do 3 wounds, and Marc loses 3 boyz - down to 2 boyz and a warboss with a single wound.

He makes his charge, and my grots and runtherders strike him. I roll, hitting on 4's, and wounding on 6's. And....I roll 3 wounds.

Marc proceeds to roll his saves and....



Spoiler:
Fails them all, rolling 5's for his boyz and a 1 for his warboss.

Marc is tabled by Gretchin. With the death of Marc's green tide that means:

I win Primary.
I win Secondary
I get Slay the Warlord, Linebreaker, and First Blood.

Marc gets Slay the Warlord.


After-Game Thoughts:

Spoiler:
WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAT?!?!?!?!??!

Holy gak, I won that? I thought that as soon as Marc charged me that was GG. However, the Lucky Stikk was absolutely CLUTCH in doing damage to him and whittling down his tide. In addition, being lucky enough to go to turn 6 absolutely saved my bacon! Who the hell would have thought that charging two grot squads would have meant the end of his Warboss and Boyz?!?

To be fair, my tankbustas were close enough to charge in at the bottom of the turn in case they needed to, so it may not have mattered, but I was STILL UTTERLY AMAZED that I was able to pull that out.

Marc was a good sport about it, though - even knowing that victory barely slipped through his fingers, he was laughing with me over the sheer ridiculousness of the entire game. And perhaps the karma of the dice at the end of the game happened to make up for the fact that Marc was able to make his 12" charge, eh?

Well, that was an incredible game! I'm still at max points (20/20) and undefeated, and after playing another Green Tide (of all things) during round 2, I really have no idea what to expect for round 3! All I can do is wait, hope, and pray to Gork and Mork that my good luck continues!

This message was edited 3 times. Last update was at 2015/03/02 07:02:45


2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in sg
Regular Dakkanaut




omg that is ridiculous game

for the emperor 
   
Made in ru
!!Goffik Rocker!!






AHA! It's always hilarious when grots pull such feats! Your plan on the whole was absolutely right, i think.

Great game. Although, i'm a bit disappointed that you had to face another greentide early on.
   
Made in hk
Warwick Kinrade





Hong Kong

What a brilliant game. Love it.

If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate

My Slapdash and Shoddy Tau P&M Blog
Titan's Fall: A WIP Campaign Book
 
   
Made in gb
Lead-Footed Trukkboy Driver





So inspiring *small tear slides down cheek*. ...... Think I'll have to gather my own tide
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

A proper Orky scrap! Awesome!
   
 
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