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Tournament report - Orks on the path of war at FA Cup in HK  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in hk
Regular Dakkanaut




Hong Kong

Okay, let’s post some battle reports of my games in the FA Cup tournament in HK last month (same tournament that Fruzzle played, you can find his reports in the forum here ;D).

So there we are:
The tournament was 5 games using some kind of ICT-style mission (primary 4pts, secondary/maelstrom 4pts, and bonus 3pts). Thank god most of the missions did NOT have First Blood as bonus, which is good since I played second most of the time, and also cause I play orks (I almost always give away first blood).
(There were 24 players, 1 nids, 1 demons, 1 sisters,1 chaos, 1 necron, some eldar and a buckload of space marines players).
Boards were always the same: symetrical, 2 big BLOS terrain in the center, ruins /craters / hills along the long edges.

Spoiler:




My list: [1850] 1 CAD speed freak + bullyboyz formation

Spoiler:

HQ: Zhardsnark

Troops: Shoota boys& PowerKlaw Nob (in BW) + Grotz

Elite: 2x tankbustas mobs (both in GW)

Fast: 4 koptas (with the HQ)

Heavy support: 1 Battlewagon and 2 Gunwagons

Fortification: Void shield generator.

Formation: Bullyboyz in trukks




I will try to be short with the reports because I already forgot lots of details ( and also cause I am too lazy;p )

1st game: Emperor's will against Eldar.

Very friendly opponent, and gosh! his painting was so great I was ashamed my orks dare to stand next to his models (well...except when that was for assaulting them, haha)

His list, hmm...: Farseer, spiritseer, 1 shooty wraithknight, D-scythe wraithguards in serpent, 2 vypers, a crimson hunter, and many jetbikes.

Spoiler:




I went first (or maybe I stole initiative, can't remember).
I deployed around the Void Shield generator in the center of my DZ, he deployed center (serpent) and on my right (jetbikes) with the Knight in-between moving forward (he got the scout thingy warlord trait) right behind a BLOS wall.

The battle started: I rushed forward and tankbustas (or koptas) wrecked the serpent. (yeah ! but too bad for me, no First Blood bonus in this mission)

On the right side, Farseer with bikes shot and assaulted/tarpitted some manz. Not sure why, i think it was to prevent me scoring maelstrom points (he was leading on maelstrom mission). Eventually after several turns the manz would grind down and wipe the farseer and his unit.

On the center the Knight jumped forward and land right behind my trucks then proceed to shot stuff & trukks but could't charge them (cause he scouted!), so following turn i assaulted it with manz and bustas and killed it

Also center board the wraithguards + spiritseer moved up and flamed some manz, though not that many (serpent was dead, they had to footslog and they could only cover a couple of models with their template). Next turn I assaulted them with the shootas boys, and later again Zhardsnark and koptas joined the fight and put an end to it, the way they know best, ie. with power klaw. Which on second thought was a mistake, I should have sent them (or at least just the koptas) on the vyper to ensure it can't move and score on the last turn.

But then... my poor opponent made an even worse mistake (sorry pal ;( , I guess you still regret that move) : he was so focused on the maelstrom missions, that last turn he moved and flat-out his vyper into my DZ, the very same vyper that was actually controlling his Emperor objective!!

So...End game: I won primary (since I didn't flat out my grots away from my primary objective...), he got secondary, I got all bonus points. Orks are victorious!

At that point I realize I really need to play second if want to get any chance of winning secondary mission.

2nd game: Big Guns against Eldar (again!).
Nice fellow but what a killer list !

List: 2 farseers, 2 wraithknights with D-sword , 3 hornets, 5 scatterlaser jetbikes MSU, 3 flyers crimson hunters .
Spoiler:




I go second. Vanguard-type deployment. First turn he mostly position his models for better "hide&shoot" orks, except for 3 units of MSU bikes that he places in front of me (because of maelstrom), and also moves up the knights (one with invisibility) .

Sadly I did not capitalise on it, I only assaulted & wiped 1 MSU bikes with the shoota boyz. Then I wanted to play the smartass and sio I turboboosted/tankshocked those 3 MSU with Zhardsnark. Only 1 failed and fell back. Then next turn the whole opposite board focused and wiped Zhardsnark and his koptas, reminding me why eldar shooting is so feared ;(

My manz and bustas assaulted and killed a knight (the visible one, of course hey) but were unable to stop the other invisible knight.

I tentatively tried to send a trukk manz on opponent objective but it got wiped when in the open.

The rest is just grinding, bad moves from me ( should have moved the manz in cover on objective instead or moving in the open like sitting ducks) and good moves from him (invisible killing and stomping manz bustas and gunwagon...)

End game: tie primary (thank god grotz have objective secured), tie secondary (i was leading cause i went second, yeah!,but then the Big Guns heavy support kills was counting as maelstrom point ohh) and same number of bonus points. It is a tie!

This message was edited 1 time. Last update was at 2015/12/09 16:17:54


 
   
Made in hk
Regular Dakkanaut




Hong Kong

3rd game : The Scouring against Tau.

Funny fellow that brought a very unusual Tau list (at least I didn’t expect that)

His list : 2 CAD- 3 commanders (warlord with plasma plus 2 buffmanders) with a cloud of gun drones for each. 4 MSU units of missile suits, 3 clouds of markerlight drones as support.

Spoiler:




Probably very good for wrecking vehicles, glancing them to death with ignoring cover accurate high volume high strength shots.
But they are not ap2 shots, so fearless manz could not care less ;(

I managed to place most of my objectives around the center of the board, close to his own objectives and let him go first.

He started with several missiles suits hidden behind BLOS wall, everything else deepstriking. The suits took some pot shots but thanks to the VSG and the ruins in the middle he blew up only a trukk on opening turn. My turn the disembarked Manz got up again in a gunwagon, and the rest rushed towards the objectives. The plan being that if he wants to score any objectives ( primary or secondary) we will need to come close to my units

Turn 2 most of his army deepstriked, and indeed not too far from my units. He wiped 1 gunwagon + the tanksbustas in it, wrecked 1 or 2 more trukks, and concentrate the remaining shots on the second tankbusta mob (he was very afraid of them, cause ap3). (note that a full gun drone unit volley on the tankbustas was wasted once we noticed that they were still in range with the Void Shield generator)

My turn: all-out assault with all I have. Zhadsnark and the koptas went after the warlord unit and wiped it. 2 Manz mobs went after the 2 buffmanders, other manz and boyz assaulted some suits. Actually I think the game was already pretty much done by then.

Bottom turn 4 I think only 1 or 2 suits were left alive, chased by Zhardsnark & koptas. A few rokkit shots later and it was finished.

End game I got all points. Victory for orks!

I ended the first day with 2 wins and a draw, quite happy then.
And seriously, the Bullyboyz and tankbustas are really brutal. Also the void shield generator definitely fits well with an ork army, no matter greentide or speed freak army.

This message was edited 1 time. Last update was at 2015/12/12 06:21:40


 
   
Made in us
Lead-Footed Trukkboy Driver





Boston

Looks like a lot of fun! and I'm surprised that zhadsnkark units got shot to pieces, don't they have a 2+ jink?
   
Made in hk
Regular Dakkanaut




Hong Kong

Yup it was fun and enjoyable.

As for Zhardsnark, no. He has Skilled rider, which gives his unit +1 jink. That means 4+ =>3+ jink save for him and his koptas.

But certainty you are talking about of Zhardsnard + orks bikers. Orks bikers have the rule that gives +1 jink if they turboboost the previous turn (sadly Zhardsnark himself doesn't have that rule)
This combined with Zhardsnark 's skilled rider would give them 2+ jink save.
I didn't use that (no orks bikers in my list) but Zhardsnark has plenty of awesomeness just by himself.
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

That would explain it. I thought Zhadsnark himself had the rule. I think ITC ruled that he had at least a 4+ of an ork bike.

I am a fan of him, it is odd though seeing him in a list without taking advantage of obsec bikers, it seemed to work pretty well for you however!
   
Made in hk
Regular Dakkanaut




Hong Kong

Yes, after playtesting him , I saw how good we is. The synergy he has with the ork bikers is just one of many abilities he has ( and actually I will make good use of one of them in the last game)

4th game: Crusade against Eldar (but..but..there's like 4 eldar players in the tournament, do I have to face them all?! Arggghhh!!).

Cool guy and very very good player. I like facing him cause it's always challenging (well..and I usually end up losing for that very same reason haha!)

His list: eldar and dark eldar. Farseer, bikes, vypers, 1 flyer, cannon wraithguards in raider, dark reapers in raider, swooping hawks, scourge and other stuff I forgot.

Spoiler:



I deployed around my VSG and let him go first. Not that I am confident for surviving a full round of shooting, but I known that if I go second I pretty much lose secondary maelstrom missions.

He deployed very smartly, all along the long edge, from one side to the other side of the board (deployment standard Dawn of war) which is a nightmare for me: I don't have enough meat to throw at all directions!

Anyway first turn he decided to focus shooting on the shield generator, and wiped it presto, while his reapers started shooting at Zhardsnark and his koptas (argh... They ignore jinking save !!).

I decided to go straight at the reapers and the wraithguards raiders that were skimming somewhere close to the middle of his DZ, and bottom turn 2 the Manz & and Boyz (see what I did there ?) were already assaulting them.

Sadly it meant that on left and right sides of the board the bikes and vypers were sort of free to shoot at me. I was counting on the tankbustas to shoot back at them but my pitiful ork shooting was not enough. Still he was hesitant to move his bikes too close to my DZ (probably due to my tankbustas that could shoot them) which allowed me to take a short lead on maelstrom mission.

On the following turn the reapers and wraithguards were no more, and the manz and boys started to move to the sides, but the elder shooting was too strong and he slowly grinded my army me down. Finally last turn I think almost all orks were dead and he managed to control my objective (turboboost or assault-jump bikes), killing the grots that were controlling it..

End game : I lost primary but still won secondary, he got more bonus points. Eldar beat down ork !

Close game (after all I lost on bonus points only) but to be honest at the end of the game I had almost no more models left on the table, one more turn and I was probably tabled ;(

But do not despair! As we say, “Orks never lose, they just leave battle to come back fighting for another day!”. And speaking of which, that day has already come and it’s the....




Automatically Appended Next Post:
5th game! : Purge the Alien against Space marines.

I was relieved I did not have to face Eldar again ;p. besides, half the tournament players were playing space marines, so eventually that had to happen, and it’s quite funny because my opponent was none other than my friend Neophyte2012 from this same forum!

His list should be somewhere in dakka, but anyway here again:

Skyhammer formation + librarian conclave (including Tigurius) + CAD Ultramarine (Hammer-Eternal Shield bike captain – yeah, just like that- with apothecary and command squad , scouts x 2, landspeeder and thunderfire cannon).

Spoiler:



Hmm... so it looks like that army has lost of units, that’s a good sign for me...

I go second (no point going first with 2/3 of his army in reserve) and -silly me- I put the VSG too much forward, close to the deployment line

Of course Neophyte smartly capitalized on it and managed not only to deepstrike most of his pods right in front of my army and but also to even disembark his troops INSIDE the VSG bubble, rhaaa! ;(

Then alpha strike ensued. He destroyed the VSG, 2 trukks and wiped 1 bullyboyz mob (which on second thought was not that bad after all, could have been worse)

My turn 1 Manz mob started to slowly kill the skyhammer squads (some assault marine) while another bullyboyz mob moved around the marines and assaulted them from the back, killing 1 librarian (I called them the sneaky Manz!). Because of Invisibility I decided not to assault the front marines with the Boyz but kept them in the Battlewagon and simply shoot)

Turn 2. That turn went actually pretty bad for the Marines. First the psychic phase was fruitless. The power that gives relentless did not succeed (he joined the conclave with a devastator squad and was planning to shoot and assault the Manz, but now he can’t assault), and also the invisibility power failed (or I denied it, I don’t remember). On the other hand, psychic scream took a heavy toll on the sneaky Manz.

In shooting the space marines also focused on the sneaky Manz, leaving 2 meganobz (both wounded) in that mob. Afterwards 3 assault marines + the boss bike squad (captain/apothecary/command squad) charged them.

But then the unthinkable happened! In that fight the Meganobz tanked every wound they received, followed by the hammer captain who somehow managed to wiff his attacks (Bullyboyz WS5 for the win yeah !) and kill only 1 meganob. The Manz swinged back (same initiative as the captain) on the assault marines killing all 3. So the remaining lone meganob actually won combat, then the bike squad failed morale and they all fell back !

I know that next turn they will automatically regroup, but at the moment and in my turn, they are still fleeing and as such they auto-fail morale tests. So in my turn I detached Zhardsnark from the koptas, moved him up ... and tankshock the biker squad ! ( another awesome ability from Zhardsnark). In shame, the captain and all his friends left the board...

Meanwhile, on my DZ, the boyz and tankbustas focused shot the now visible conclave + devastators and assaulted them and killed them, while the remaining Manz proceeded to clean up the board from the remaining assault marines and pods.

After losing the captain/command squad and the conclave, the fate of the game was pretty much decided.

End game: Orks got all missions and bonus. Last victory for the orks!

I ended up the tournament with 3 wins 1 draw 1 defeat : only ork player in the tournament, 5th out of 22 participants (not 24 , because 2 finally did not join it, or finish it). Quite happy with the result

Thx for reading me thus far ! I think I have been mostly lucky in my games (but after all one needs luck in a game of dice, right ?) and besides I wanted to show my fellow ork players that Orks are not dead to competitive play ! ( and not by just playing the Greentide)

This message was edited 6 times. Last update was at 2015/12/13 04:59:17


 
   
Made in hk
Steadfast Ultramarine Sergeant




If anyone saying Orks is a bad army, that is probably because they had not met a "Warboss" or they themselves are not a "Warboss" that is as kunnin' enough XC18 is his engagement against three "OP" competitive Eldar army and emerged one victory, one draw and then slaughtered one "OP" fully supported skyhammer formation is strong proof enough.

As for the last game, a little flaw is that every model in my army is in Ultramarine chapter.

In the game, I think the worst mistake in my side is being too aggressive and overestimated the ability of the Libby conclave in the mid-late game, the first big Major Mistake is I just throw three dices each into endurance and invisibility (both are WC2 powers), so with bad luck even re-rolls did not get me enough 3+ in casting any of such critical powers, in turn resulted in death of my best guns in countering 2+ armor and failed to eliminate the MANZ squad left in the Orks development zone. Second mistake is forgot to activate the Tactical Doctrine to allow the grav gunner in command squad to weaken the MANZ enough before charging in, believing that a total of 9 HoW from Assault Marine & biker command squad plus a tons of attacks plus the Captain Smashbane (he dishes out 4A at WS6 on the charge, wounding on 2s AP2, but actually only killed one ) is enough to beat down the last two MANZ.

On your side, despite the mistake in deploying the I appreciate your excellent moves based on a way better understanding in the game and this tournament setup, such as going around the blockade invisible unit by going through LoS blocking terrain, and a brilliant turbo-boost tank shocking to seize the chance that decided the game. Well played, that is a good deserved win.
   
Made in de
Been Around the Block





Wow! Who doesn't like to see Orks win? Seriously I think the Greenskins are the only army where you always end up having fun even when they crush you

So thanks for the cool batreps and congrats!

Also, I just made a note about that tank shock idea, that really IS kunnin!
   
Made in hk
Regular Dakkanaut




Hong Kong

Thanks guys!

Oops I correct right away your army list composition - somehow I knew but still wrote white scar instead of ultramarine.

I think the VSG also had a critical role in our game, because it forced you to move right in front of my army. The game was killpoint mission and I was afraid I had to chase your units all game long.

As for Zhardsnark, wih 12" move and 24" turboboost, he has the ability to "escort" any fleeing unit to the exit door (I also keep him with koptas because they can keep up in speed). So in-game always keep an eye opened for opportunities when big fat units are fleeing

I haven't found a way to "force " such opportunity with orks yet (something like nids ability to reduce Ld) but I keep looking.
   
Made in us
Longtime Dakkanaut





Eye of Terror

Fleeing units get to regroup whether or not there is an enemy unit close by now.

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

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Made in hk
Regular Dakkanaut




Hong Kong

Checking the rulebook: regroup roll is done if the fleeing unit is assaulted, not tankshocked.
Thought i could be wrong, is there a rule about regrouping if an ennemy unit is close?
   
Made in gb
Nasty Nob





UK

Excellent work, I never thought of the zhardsnark tank shock against units that are falling back. I'll keep that one in my back pocket.
I'm building up my Bully Boyz as we speak, just kitbashing the last 3 at the moment. Do you see any value in having a killsaw in each unit?

"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 
   
Made in hk
Regular Dakkanaut




Hong Kong

About the killsaw, a big YES. There is basically no drawback for taking a pair of killsaws.
Against infantry, +1A is always good, especially for a swing WS 5 str 8/9.
Against vehicules certainly. Penetrating Av13 stuff (like imp knight) with str 8 is actually not easy at all and most times you end up failing to destroy the target, even with 2 or 3 klaws. With killsaws it suddenly becomes piece of cake.

In the tournament all my bullyboyz mobs were 1 killsaw, 2 kombiskorchas, 2 standards (// edit: standard = basic meganob with TL shoota no option)

This message was edited 1 time. Last update was at 2015/12/15 23:19:25


 
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

I didn't think the standards stacked?
   
 
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