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2000pts Mechanized Grey Knights vs Battlewagon Orks (Competitive Rematch)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Can orks go 2-0 against my Grey Knights?
Yes, ork wagonz will run ova dem tin 'eads. WAAUUUUGGGHHHHH!
Draw.
What, did you say orks 2-0 agains the Imperium's finest? Dream on....

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Made in us
Fixture of Dakka





San Jose, CA

Today, I met Big Green at our local GW. He gave me a chance at redemption after the drubbing I received at the hands of his orks last time (battle report found here). Last game, I told him I would probably bring my more competitive army - my mechanized Grey Knights - the next time we meet, so he was ready for me this time. He also brought his more competitive list - battlewagon orks.


Grey Knights 2K (My list)

Castellan Crowe

Venerable Dreadnought - 2x TL-Autocannons, Psybolt Ammo
Venerable Dreadnought - 2x TL-Autocannons, Psybolt Ammo
Vindicare

6x Purifier Grey Knights - 2x Psycannons, 3x Halberds, 1x Warding Stave, Rhino
6x Purifier Grey Knights - 2x Psycannons, 3x Halberds, 1x Warding Stave, Rhino
6x Purifier Grey Knights - 2x Psycannons, 3x Halberds, 1x Warding Stave, Rhino
6x Purifier Grey Knights - 2x Psycannons, 3x Halberds, 1x Warding Stave, Rhino

Dreadknight - Heavy Incinerator, Personal Teleporter
Dreadnought - 2x TL-Autocannons, Psybolt Ammo



Orks 2K

This is an approximation as he modified his original list after I gave him some suggestions. I may be a little off.

Big Mek - Kustom Force Field, Power Klaw
Ghazghkull Thraka

15x Burna Boyz (in Battlewagon)
7x Lootas
6x Lootas

7x Diversified Nobs -
- 1x Painboy
- 1x Nobz Cybork Body; Waaagh! Banner; Big Choppa; Shoota/Skorcha Kombi-weapon
- 1x Nobz Cybork Body; Big Choppa; Shoota/Skorcha Kombi-weapon
- 1x Nobz 'Eavy Armour; Bosspole; Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon
- 1x Nobz Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon
- 1x Nobz 'Eavy Armour; Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon
- 1x Nobz Ammo Runt; Cybork Body; Power Klaw; Shoota/Skorcha Kombi-weapon
Battlewagon - Armour Plates, 2x Big Shootas, Deff'rolla, Red Paint Job

19x Ork Boyz - Nob w/Boss Pole & Power Klaw
18x Ork Boyz - Nob w/Boss Pole & Power Klaw
20x Gretchins - 1x Runtherd

Battlewagon - Armour Plates, 2x Big Shootas, Deff'rolla, Red Paint Job
Battlewagon - Armour Plates, 2x Big Shootas, Deff'rolla, Red Paint Job
Battlewagon - Armour Plates, 2x Big Shootas, Deff'rolla, Red Paint Job


-----------------------------------------------------------------------------------------------


PRE-GAME ANALYSIS:

Grey Knights:
I don't think this will be an easy battle for me. I will try to set up side shots on his battlewagons in Pitched Battle or Dawn of War deployment, but in Spearhead, I'm basically shooting at the AV14 front armor of his battle wagons in cover. He should be able to assault me on turn 2. The key for me may well be my Shooting phase. If I can disable his vehicles early (and I mean early as in turn 1), I have a really good chance to beat him. If not, I may be in trouble.

Big Green's orks have all the elements of a very competitive ork army. He's got Ghazzy who is just a monster in combat. He's get a KFF Big Mek to protect all his vehicles. He's got a nasty nob unit. He's got 4 deff-rolla battlewagons. He's got a nasty unit of burnas in battlewagon to pile on the templates on enemy deathstars (though I think 15 is overkill). He's got 2 smallish units of lootas for support fire. And finally, he's got a unit of gretchins just to sit in cover on the home objective. Many inexperienced ork players don't realize how important gretchins are to a finely-tuned ork army, but they allow the rest of the ork army to advance without having to concern themselves with objectives. The name of the game is Maximum Threat Overlord and this is what gretchins are for. Overall, this army is a very nasty piece of work! This will be a true test for my knights.

Although I don't consider my dreadknight a very competitive unit, I am bringing him because he provides something my army is sorely lacking....speed and a credible threat. As the enemy will always be advancing, I really don't have a good way to get to his home objective to contest. I also need a way to take out lootas, long fangs, devastators, broadsides, exorcists, ravagers and other units that stay far back. Well, there's nothing quite like shunting to reach those hard-to-reach places. I'm finding units like dreadknights with personal teleporters and interceptors as almost a necessity in balanced GK armies. Moreover, his resilience, his assault and his heavy incinerator makes him a credible threat that enemies just cannot ignore.

In annihilation, we are about even with a medium amount of kill points each. I think we will both able to take out each other's transports fairly evenly. While my transports are weaker than his, he also has less AT shooting than me. And eventually, he will expose his side armor to me. My main concern is how well can I take out Ghazzy's unit and his nobs.

In seize ground, I think we are both about even. We both have 4 troop choices and, while he has the advantage of advancing, I have dreads to help tie up his units in assault if needed. He's going to find my vendreads to be a lot more resilient than my regular dreads that he faced last game.

In capture and control, I think he has the advantage. His whole army will be advancing whereas his gretchins will be on his home objective. I will have my hands full, and if I send my dreadknight towards his objective, that would be 1 less unit I have to help out against his entire army.

As for deployment, I don't mind Pitched Battle or Dawn of War, but I don't want Spearhead. That will be where orks are strongest as I don't have an angle to his side armor. Instead, I will be facing his wall of AV14 armor in cover.

Last time, I made the mistake of giving him 1st turn. This time, I want to go first. Stopping him in his own deployment zone is crucial to my chances for victory.


Orks:
What should orks watch out for? Can we say, Purifiers? Yes, my purifiers will make a mess of his normal orks in assault, assuming I get Cleansing Flame off. However, I do need to be careful of his nobs. I need to gang up on them with multiple squads or they will wipe out my purifiers. Crowe is a real threat to him. Last game, Crowe wiped out 28 boys all by himself and then took out his Big Mek. This game, I am looking to do the same thing, only I'm going after Ghazzy with Crowe.

Although my infantry shooting is not as good as in the last game, he needs to beware of my AT. It is a lot more dangerous. If I can get side shots with my dreads, I guarantee I will do damage to his battlewagons....even with KFF protection. Although the vindicare failed me last game, I am hoping he can show his real worth this game. Lastly, I am going to make sure he doesn't ignore my dreadknight, because he will be sorry if he does.

So my strategy will be to shoot and then counter-assault. Dreadknight will go after any units in his backfield and prey on any disembarked boys with my heavy incinerator. How successful this will be will depend on how well my shooting does.

Oh, and it wouldn't hurt if I could go first.


-----------------------------------------------------------------------------------------------


Mission: Seize Ground - 3 objectives

Deployment: Spearhead (Yikes.....)

Initiative: Orks (Double yikes....)


-----------------------------------------------------------------------------------------------


Deployment:

Ork deployment. The land raiders are proxied as battlewagons. The shoota boyz are proxied gretchins.

In the battlewagons, from left to right, are Ghazzy + ork boys (the land raider redeemer), burna boys (red BW), KFF Mek + ork boys (regular LR) and nobs (unpainted BW).


Grey Knights deployment. Dreadknight and vendread try to provide cover to the units behind them. One of the purifier rhinos are empty. Castallen Crowe will be stealing their ride, but for now, he is deployed just outside and behind it.


Vindicare infiltrates 18"+ away from his gretchins to go for battlewagon side shots. We use the square bases as objectives.


I fail to seize the initiative and awwaaayyyyyy we go.....


-----------------------------------------------------------------------------------------------


Orks 1

Full speed ahead.


Gretchins also advance.


His unit of 7-lootas get 3 shots a piece and blow up my right vendread. Didn't think lootas had it in them to wreck one of my vendreads.


The 6-lootas only get 1 shot each, but they still manage to take off 1 gun from my other vendread. 3 gretchins are in range and fire at my vindicare but do nothing.

Wow...for an army with hardly any shooting, his lootas did a lot of damage! Now let's see if I can repay in kind.


Grey Knights 1

This is a little trick I learned from SabrX. My 2 rhinos move at cruising speed and then form a wall. Purifiers disembark. Now I can shoot at his battlewagon's side armor but cannot get assaulted due to the 2 rhinos.


Other grey knight movement. Crowe gets into the empty rhino. One thing I like about dreadnoughts compared to long fangs/devastators is that I can move and still fire everything. My dread tries to get into the side arc of his lead BMW (that's battle-moving-wagon ).

Also, I forgot to take this picture, but my dreadknight shunts 30" to his 7-loota unit up in the ruins.


8 psycannon shots by 2 purifier squads into the sides of his nob's BMW blows it up. Unfortunately for me, no nobs (proxied using terminators) get hurt in the explosion thanks to FNP.


Dreadknight incinerates the whole squad of 7-lootas.


We 4+ rolled for my vendread and it turns out that I am in the side arc of Ghazzy's BMW. My dread proceeds to blow it up, killing a couple of orks in the explosion.

My vindicare then pens his burnas' BMW, but cover saves them from another fiery explosion.


I mull over whether I want to assault Ghazzy's unit with my vendread. I finally decide that it's better to lock up Ghazzy in combat than to let him run rampant. This would also prevent my vendread from getting steamrolled next turn by his BMW's deff'rolla, assuming I survive Ghazzy's S10 power klaws. I kill 1 ork boy but Ghazzy (proxied using Logan's model) takes off my other gun and immobilises my vendread.



Orks 2

My opponent decides that he has to deal with my dreadknight before I burn down everything. Big Mek & friends move back to deal with him.


Burna wagon advances 13" and out disembarks the burnas. Uh, oh....this doesn't look good.

In shooting, his 6-lootas unit shakes one of my purifier rhinos. Also, about 12 gretchins are in range and shoot at my vindicare but fail to hurt him.


And then Ghazzy goes....

WWAAAAUUUUUGGGGGGHHHHHHHHHHHH!!!



Burnas try to surround my purifiers.


Big Mek's unit makes it to the very top.


Nobs reach my rhinos. Nobs would then multi-charge both rhinos, blowing up 1 and immobilising/shaking the other. 1 purifier die to the explosion. Again, nobs are unharmed.


Burnas successfully surround my rhino in assault.


Orky Play-of-the-Game: 45 attacks auto-hitting against a stationary vehicle manages to glance it 7 times. He literally glances my rhino to death. Since he has my rhino surrounded, my purifiers cannot get out and so are dead. Very veteran move of my opponent.


In combat, my dreadknight squishes his Big Mek and kill 2 boys. He fails to harm my DK as I make 2 5+ invulns against his nob's power klaw. He then loses another 4 boys to No Retreat.


Ghazzy blows up my handicapped vendread in combat, killing some more of his boys (and a couple of burnas as well).


Grey Knights 2

Purifiers get ready for some payback.


As does Crowe.


Dread fires at the side armor of his burna wagon and, without cover, easily blows it up. The explosion kills a couple more orks from Ghazzy's squad and maybe a couple of lootas as well.


I apologize, but here I run out of pictures. I need to go back and check my camera, as I took pictures of the entire game. Hopefully they are still there.


-----------------------------------------------------------------------------------------------


Whew....it turned out that I didn't "lose" the rest of my pics....they were still in my camera. Thank goodness.

My vindicare tries to take out his nob squad's painboy, but his shot is just barely out of range. I forget to fire my purifiers on top of the ruins.



Crowe charges the burna boys.


After Cleansing Flame, parrying power weapons and No Retreat, burnas are down to 4 boys only. Crowe isn't even scratched despite a whole bunch of power weapon attacks directed at him.


Dreadknight kills a couple of boyz and takes 1W from the nob's power klaw.


Both purifiers shoot at his nobs but only cause 1 or 2W's after FNP. They then assault. First squad uses force weapons. 2nd squad casts hammerhand as all but 1 of the nobs already have 1W at this point. After all is said and done, there are only 4 nobs left, of which 3 has only 1W left. The nobs do manage to take out 5 purifiers from the right squad (leaving only the justicar remaining) and 1 psycannon-knight from the left squad.


Orks 3

Last battlewagon immobilises itself on terrain, rolling '1' and then re-rolling a '1' for his dangerous terrain test.



Ghazzy breaks off from his boys. His boys then head towards Crowe.


In his shooting phase, lootas only get 1 shot each and whiff. Gretchins shoot at my vindicare but fails to get any wounds off my 3+ cover.



Ghazzy goes after my last dread....


....and blows him up.


My dreadknight kill another 1-2 orks and takes 2W's from the power klaw.


Boys assault Crowe in combat with burnas. Again, I cast Cleansing Flame and parry all attacks.


Crowe easily breaks both squads, sweeping the boys. Burnas run away.


Finally, my 2 purifier squads wipe out his nobs.


Grey Knights 3
My purifiers move and run towards the objectives. My rhino tank shocks his gretchins. He fails morale, runtherd kills a couple of gretchins and then he passes his re-roll.


Purifiers come down from the top of the ruins. Crowe also moves towards Ghazghkull. Purifiers fail to put a wound on Ghazzy with their shooting.


Vindicare pops his first and last battlewagon (no more BW's).


In assault, ork boys finally kill my dreadknight.


Crowe charges Ghazghkull but opts to parry instead. Ghazzy is not able to squish him to a pulp this turn, so they stay locked in combat.


Orks 4

Turn 4 - beginning of the end.


Last unit of ork boys go after my lone purifier justicar on the right objective (I moved there on my last turn).


Gretchins move towards my vindicare and finally manages to put 1W on him after spending the last 4 turns shooting at him.

Lootas shoot at my unit of 4 purifiers heading towards the middle objective but fail to kill any.


Ork boys assault my lone justicar.


Cleansing Flame kills 4 and my force weapon kills 2....the ork squad is wiped.


Crowe continues to parry and Ghazzy is getting really mad now. Nothing gets through Crowe's re-rollable 4++ invuln. I shouldn't have parried. Should've just let Ghazzy kill me so that Crowe can use Heroic Sacrifice to take out the ork warboss.



At this point, I've got one objective here already that can't be contested.


I'm also on my way to 2 objectives which are easily within reach.

My opponent only has Ghazzy (locked in combat with Crowe), the flamebait...ahem, I meant gretchins, and his 6-loota unit left. There is no way he can get to 2 of my objectives and his gretchins would probably die to my purifiers if he tried to contest the 3rd objective. So with this, he concedes.




Victory to the Grey Knights!!!


-------------------------------------------------------------------


Post-game Anaylsis:
While I thought this would be a tough fight, I really wasn't surprised about the outcome. It really could have gone either way. I had some good rolls, especially on the vehicle damage charts as I was wrecking his battlewagons (come to think of it, I exploded every single one of them). Crowe just wouldn't die, even with all the power weapon and power klaw attacks that went his way (he survived 2 full turns of fighting against burna power weapons, 1 turn against a power klaw nob and 2 full turns against Ghazzy) and my lone justicar wiped out a 6-boy squad in 1 phase!

One of the advantages of the grey knights over their fellow marines is their mobile firepower. Other MEQ armies (with the exception of mech-Angels) have a really hard time against ork battlewagons in Spearhead as their firepower is primarily static. Long fangs and heavy weapons cannot reposition themselves so they are stuck firing at front armor. I knew that with my army, I could easily reposition myself to flank his army and get side shots.

Another weakness of BW orks is that they need to stay together, at least initially. I tried to exploit that fact by forcing him to split up. Shunting my dreadknight after his lootas was such a tactic. With my DK free to roam in his backfield, I essentially forced him to break up his army in order to deal with my DK. That is basically a necessary tactic against BW orks. Flank them and force them to split up, and when they do, you are set up for side shots without cover for the non-KFF targets.

One of the strengths of a good army without strong assault (i.e. my army) is that if you cannot out-assault the opponent, then you need to hold them off. That is where my dreads and Crowe comes in. GK dreads serve 2 purposes. Besides being are the very best gun platform in the game today, they are also a tarpit unit used to protect the more fragile knights against enemy assault units. While my regular dread didn't really stand a chance against Ghazghkull, my vendread held him and his ork boys for 2 assault phases, buying me valuable time to deal with the rest of his army. And then there is Crowe. In the games that I've played, that guy has held up 30 ork boyz, power-weapon toting burna boys or howling banshees and even Ghazghkull himself. And once he does bite the farm, you can bet he's taking his enemy with him. I took out the Nightbringer before. I wanted to take out Ghazzy but the game ended before then.

Cleansing Flame is just brutal against orks, almost as bad as Warp Quake is to daemons. That's why a purifier list presents such a problem to orks. Someone mentioned about shoota boys and I agree that they may be the way to go against the knights. While ork shooting is highly inaccurate, enough of them will hurt MSU min-sized MEQ units. But even if 1 purifier survives, he can take out about 10-13 orks (from a 30-boy squad) in assault with Cleansing Flame before dying.

Mistakes-wise, I didn't make many. Probably the most visible mistake I made was in not moving my purifier rhino (the rhino that his burnas assaulted). I under-estimated his assault range and because my rhino had not moved, his burnas auto-hitted. That cost me a squad.

My opponent did make a couple of mistakes. The first was in deployment. He thought he would give me the spearhead corner with the least amount of terrain (just 1 big terrain). While his corner had 2 ruins for him to place his lootas, it also didn't have any objectives for his gretchins to sit on. What he failed to realize, though, is that unlike my foot-GK list which required terrain for its survival, my mechanized GK's didn't.

I wouldn't have assaulted the Big Mek into my dreadknight. He's just asking to get squished before he can even do anything. Instead, I would've split him off from the squad and probably have left him in the BW to try to go help out the other units.

His other mistake was charging his ork boys into the Crowe-burna melee. What I would have done was probably let Crowe finish off he burnas and then screen him off with the boys. Why? This would buy time for Ghazzy to kill the dread and then assault my purifiers.

It's ironic that my opponent didn't get to use 2 of his more dangerous weapons in this game - the deff'rolla and the skorchas/combi-skorchas. Though no fault of his own, I just didn't give him the opportunity to use them.

Now, the units....


Crowe: A. Another spectacular performance. I've learned since my last game with him. Footslogging Crowe is just too slow. Better to let him "steal" one of the rhinos so that he can get to where he needs to be faster. In this game, he was my counter-assault unit. He took out the 225pt burnas and finished off the rest of Ghazghkull's ork boys. Then he went and tied up Ghazzy to prevent him from wreaking any more havoc on my army. The cherry on the top would be to take out Ghazzy, but alas, that didn't happen.


Dreadnought: B. Took out 1 battlewagon and then died to Ghazghkull. Not bad.

Vindicare: B. Also took out 1 battlewagon and survived a bunch of gretchin-shooting. That's enough to warrant another try in my future lists.

Purifiers: A. Unlike last game where they kept dying, they were superb this game. Took out his 500pt+ nob squad, 1 battlewagon and some ork boyz. That lone justicar taking out the 6-ork boys was just spectacular, though that was more of a fluke (didn't expect him to take them out until after 2 turns of assault). Putting them in rhinos really makes a big difference.

Dreadknight: B+. He actually did well this game. He killed a squad of lootas, the KFF Mek and a lot of ork boyz. He also forced my opponent to divert some of his resources to deal with my DK, thus taking the pressure off the rest of my army.

Venerable Dreadnoughts: B. While one of them died before it got a chance to do anything, the other one did take out 1 battlewagon and then held off Ghazzy for 1 turn, buying my army some valuable time.


-------------------------------------------------------------------


MVP's:
Grey Knights:
Purifiers: I'm giving it to my purifiers this game. Not only did they well in battle, but they would have gone on to grab all 3 objectives had the game probably continued.


Orks:
Ghazghkull: This is a close one between Ghazzy and his burna boys. His burnas wiped out an entire squad of purifiers and 1 rhino. Ghazzy kille 2 dreads, one of which was venerable. I gave it to Ghazzy simply because his Waagh gave all his units the ability to get into assault - his nobs, big Mek unit and the burnas. Otherwise, the burnas probably wouldn't have been about to do what they did to my purifiers.

This message was edited 9 times. Last update was at 2011/04/23 19:05:24



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Commoragh (closer to the bottom)

Oh I cant wait to see the report. I have a ork army too, and I havent gotten to play them against my friend with the GK. Im hoping this report will help me plan better. Goodluck to you both!

 Wyzilla wrote:
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Longtime Dakkanaut






Dallas Texas

I really dont understand the point of posting pre game battle reports.


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Decrepit Dakkanaut






Eternal Plague

The ork player needs to refine that list a bit more. His reach beyond the BWs is strictly limited to just the Lootas, who can be mauled by superior firepower.

A deffkopta or two/rokkit buggies may be what he needs to get his army a bit more long range support.

   
Made in us
Fixture of Dakka





San Jose, CA

Smitty0305 wrote:I really dont understand the point of posting pre game battle reports.



I guess there are many things in this world that we will never understand.

Basically, I just got home from gaming and posted the pre-batrep first. I've got pictures I need to process and upload and then a report to write. All this will probably take about 3-4 hours, of which I don't have the time today.

As to why I post part of it first? It's just my style. I will try not to drag it out too long though. I will try to finish everything by tomorrow.

Patience is a virtue.



Automatically Appended Next Post:
WarOne wrote:The ork player needs to refine that list a bit more. His reach beyond the BWs is strictly limited to just the Lootas, who can be mauled by superior firepower.

A deffkopta or two/rokkit buggies may be what he needs to get his army a bit more long range support.


Yeah, he's never really used more than 2 or 3 battlewagons. I helped to give him some tips on his list, and I'm not even an ork player. This is actually the first time he's used this list. I think in time, he will refine it.

This message was edited 2 times. Last update was at 2011/04/21 06:16:47



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Regular Dakkanaut






Smitty0305 wrote:I really dont understand the point of posting pre game battle reports.

I'm old school perhaps but I like reading the predictions by various posters and then a day or so later reading the actual results. Turns it more into a story. I'm especially interested in how the DreadKnight fares. My son is demanding we add one to our collection.

   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

The ork list is not so bad, but there are a couple of places he could shave some points off.
For example, take 19 gretchin and 1 Rutherd, you lose 2 wounds on the unit, but you gain 13 pts back.
There might be enough points if he took a little off the BW, Nobs, and Gretchin to take a Copta or some Buggies, but it is no big deal really.


There are a LOT of template weapons in the list as well, with 15 burnas and 7 combi-scorchas on the nobs. This gives him the option to not assault things that might hurt a lot in return.


Force weapons might do quite a number on the Nobs, as the wound allocation does not help as much. There is a lot of S8 fire as well.


The vindicare might be a potent threat to the orks. Maybe hurting a BW at range, or taking PK nobs out of unit. It all depends on how well the orks roll cover saves.



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Bay Area

I wonder how those Nobz will fair against so many Force Weapons without a lot of Cybork Bodies.

I look forward to reading to the rest of your btrp jy2.

   
Made in us
Fixture of Dakka





San Jose, CA

randyc9999 wrote:I'm old school perhaps but I like reading the predictions by various posters and then a day or so later reading the actual results. Turns it more into a story. I'm especially interested in how the DreadKnight fares. My son is demanding we add one to our collection.

The dreadknight is quite fun to play. While my DK's don't normally make their points back (with personal teleporters, they are quite expensive), they do tend to draw a lot of fire and are quite resilient with cover and 2+ armor. And no one wants to ignore a jumping monstrous creature. Thus, by serving as a fire magnet, he is contributing to army. He fills a niche kind of like the tyrannofex does for the tyranid army. But in the case of an expensive but resilient unit with ranged AT (t-fex), you have an expensive but resilient unit with speed (DK).


svendrex wrote:The ork list is not so bad, but there are a couple of places he could shave some points off.
For example, take 19 gretchin and 1 Rutherd, you lose 2 wounds on the unit, but you gain 13 pts back.
There might be enough points if he took a little off the BW, Nobs, and Gretchin to take a Copta or some Buggies, but it is no big deal really.

Actually, I made a mistake on his list. He only has 1 runtherd. I will go back and change his list.

There are a LOT of template weapons in the list as well, with 15 burnas and 7 combi-scorchas on the nobs. This gives him the option to not assault things that might hurt a lot in return.

Yeah, he has some flexibility alright, which is why my goal is to take out his battlewagons and along with them, some of his "flexibility". (Heh....easier said than done.)


Force weapons might do quite a number on the Nobs, as the wound allocation does not help as much. There is a lot of S8 fire as well.


The vindicare might be a potent threat to the orks. Maybe hurting a BW at range, or taking PK nobs out of unit. It all depends on how well the orks roll cover saves.

Force weapon will be an issue with his nobs, but if he allocates wounds from my shooting properly, it won't be too big an issue. But it's going to be an interesting fight between his nobs and my knights.

His nobs won't have to worry too much about my S8 psyfleman dreads. I'm going to be too busy wrecking battlewagons with them.

I hope my vindicare comes through, or else I'm going to have to drop him from my future lists. But he does fill a niche for me, and that is to take out armor that my psyfleman dreads would normally have problems with.



Automatically Appended Next Post:
SabrX wrote:I wonder how those Nobz will fair against so many Force Weapons without a lot of Cybork Bodies.

I look forward to reading to the rest of your btrp jy2.

Actually, almost all of his nobs have cybork bodies. It's going to take teamwork to take them down, and that's going to include a lot of shooting.

This message was edited 1 time. Last update was at 2011/04/21 16:58:06



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I loved the last report, and I can't wait for the next one!

I wanna see da boyz krak sum skullz!

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Commoragh (closer to the bottom)

mega_bassist wrote:I loved the last report, and I can't wait for the next one!

I wanna see da boyz krak sum skullz!


Agreed

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From England. Living in Shanghai

I have a feeling the GK's are gonna pull through on this one. You have the ability to force him to split his forces (though it's tougher to do properly in spearhead) and you have enough psycannons to get pens on the battlewagons side armour.

If you can deal with the nobs and Ghaz reasonably early without losing too many purifiers the rest should just be mopping up.

Looking forward to the report.

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Agreed. Let's see what Turn 1 shooting brings down - if you get those BW down, then you have a good shot.

aaand you updated it just as I posted this. Looks like another bad day for the Grey Knights...was Crowe anywhere near Ghazzy, or was taking him out with Heroic Sacrifice not an option?

This message was edited 1 time. Last update was at 2011/04/22 01:19:57


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San Jose, CA


Battle report updated.....


I apologize for the break, but I ran out of pictures. I did take pictures of the entire game. I just hope those pictures are still in my camera and not lost. Will finish tomorrow.

This message was edited 1 time. Last update was at 2011/04/22 01:18:54



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WarOne wrote:The ork player needs to refine that list a bit more. His reach beyond the BWs is strictly limited to just the Lootas, who can be mauled by superior firepower.

A deffkopta or two/rokkit buggies may be what he needs to get his army a bit more long range support.


The store I normally play at scolds people with "tournament quality" lists. So I haven't had any chance to refine a list tike this at all. But ill look into other options!
   
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Eternal Plague

BigGreen wrote:
WarOne wrote:The ork player needs to refine that list a bit more. His reach beyond the BWs is strictly limited to just the Lootas, who can be mauled by superior firepower.

A deffkopta or two/rokkit buggies may be what he needs to get his army a bit more long range support.


The store I normally play at scolds people with "tournament quality" lists. So I haven't had any chance to refine a list tike this at all. But ill look into other options!


It's all about what works for you. If you see something not performing the wait it should, change it.

GKs are actually a decent match up for orks to play against if you play right. Force weapons are scary for the Nobs, and Purifiers more so for buckets of boyz, but by denying them mobility, messing around with their LOS and taking advantage of the Big Mek with KFF, the match up is not too different from other SM armies.

   
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Smitty0305 wrote:I really dont understand the point of posting pre game battle reports.



Personally, I'm a BIG fan of how JY2 posts his reports. At first I didn't get the whole poll before hand, however now I enjoy it and they are my favourite reports on the forum.

Pre-game he gives you all the details you need to know about the armies and general context to fully understand, whilst he goes into plenty of detail with good quality pictures during the report.

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Just Dave wrote:Personally, I'm a BIG fan of how JY2 posts his reports. At first I didn't get the whole poll before hand, however now I enjoy it and they are my favourite reports on the forum.


Completely agree

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Camas, WA

Orky Play-of-the-Game: 45 attacks auto-hitting against a stationary vehicle manages to glance it 7 times. He literally glances my rhino to death. Since he has my rhino surrounded, my purifiers cannot get out and so are dead. Very veteran move of my opponent.

You still could have emergency disembarked from the vehicle. Looks like there was a spot on the front right corner of the rhino where you could have disembarked a couple of models outside of 1" of an ork (he left some gaps) but within 2" of the rhino. (p67 BRB)

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pretre wrote:
Orky Play-of-the-Game: 45 attacks auto-hitting against a stationary vehicle manages to glance it 7 times. He literally glances my rhino to death. Since he has my rhino surrounded, my purifiers cannot get out and so are dead. Very veteran move of my opponent.

You still could have emergency disembarked from the vehicle. Looks like there was a spot on the front right corner of the rhino where you could have disembarked a couple of models outside of 1" of an ork (he left some gaps) but within 2" of the rhino. (p67 BRB)


The whole unit has to have room to deploy or its all gone, same if you deepstrike near the table edge with 10 guys and just dont have enough room to circle one or two around without going off board. They played it right

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Orock wrote:The whole unit has to have room to deploy or its all gone, same if you deepstrike near the table edge with 10 guys and just dont have enough room to circle one or two around without going off board. They played it right

Not at all true.

P67
'Models cannot disembark within 1" of an enemy. If any models cannot disembark because of enemies or because they would end up in impassable terrain, the unit can perform an 'emergency disembarkation' - the models are deployed anywhere within 2" of the vehicles hull, but the unit can't do anything else for the rest of the turn. If even this disembarkation is impossible, they can't disembark.'

Destroyed - Wrecked
... Any models that cannot disembark are destroyed (emphasis mine).

Contrast that to 'Deep Strike Mishaps, P95'
'If any of the models in a deep striking unit cannot be deployed because they would... something has gone wrong. The controlling player must roll on the deep strike mishap table, etc so on'

So
1) Vehicle is wrecked
2) Place models within 2" of an exit.
3) Can't because filthy orkses are within 1" of all locations that are within 2" of hatches
4) Place models within 2" of any point on the vehicle that is also 1" away from filthy orkses. Any models that cannot be placed are destroyed.

So he could have saved prob 2 or 3 purifiers.

If it had been an explosion, on the other hand, he would have had to have been deployed in the crater outside of 1" of the burnas. Lucky for him a couple of them would have probably died to exploding rhino syndrome.

This message was edited 1 time. Last update was at 2011/04/22 18:04:01


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pretre wrote:
Orock wrote:The whole unit has to have room to deploy or its all gone, same if you deepstrike near the table edge with 10 guys and just dont have enough room to circle one or two around without going off board. They played it right

Not at all true.

P67
'Models cannot disembark within 1" of an enemy. If any models cannot disembark because of enemies or because they would end up in impassable terrain, the unit can perform an 'emergency disembarkation' - the models are deployed anywhere within 2" of the vehicles hull, but the unit can't do anything else for the rest of the turn. If even this disembarkation is impossible, they can't disembark.'

Destroyed - Wrecked
... Any models that cannot disembark are destroyed (emphasis mine).

Contrast that to 'Deep Strike Mishaps, P95'
'If any of the models in a deep striking unit cannot be deployed because they would... something has gone wrong. The controlling player must roll on the deep strike mishap table, etc so on'

So
1) Vehicle is wrecked
2) Place models within 2" of an exit.
3) Can't because filthy orkses are within 1" of all locations that are within 2" of hatches
4) Place models within 2" of any point on the vehicle that is also 1" away from filthy orkses. Any models that cannot be placed are destroyed.

So he could have saved prob 2 or 3 purifiers.

If it had been an explosion, on the other hand, he would have had to have been deployed in the crater outside of 1" of the burnas. Lucky for him a couple of them would have probably died to exploding rhino syndrome.


Ah your not seeing the difference between picture BEFORE it died and picture AFTER. Looks like some orks were bumped and moved to flip the rhino upside down. If you look at before its clear there was no chance to disembark.

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Camas, WA

This isn't before?



Right front side of the rhino, 2 inches out to the doorway, drop a couple purifiers.


Automatically Appended Next Post:
Either way, I wasn't there, so I'm not positive on distances. I was just making sure he was aware that it was a possibility. I know that I got trapped in the past with folks telling me the unit was all dead and they had a chance to get out.

This message was edited 1 time. Last update was at 2011/04/22 20:11:36


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Still looks like a group wipe to me. I would have been a bit more pickey about where I lined up my orks, but I agree with their call in a friendly game environment. Cant say how a judge would call that in a tournament,

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Hopefully a judge would just get out his tape measure and confirm that there was 1" between the orks and the purifiers and that the purifiers were within 2" of the vehicle.

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Greece

From the FAQ:
Q: If a transport vehicle is completely surrounded can a
unit inside disembark by moving through the enemy
models? (p67)
A: No. Models that disembark are still subject to the
normal movement rules regarding moving through other
models as per page 11.
So they would have to move throught that space meaning there would have to be a 3inch gap (1 for the model and 1 on either side between the orks) In the photo it looks like the gap is too small

@ OP nice work! Looking forward to the rest of it!

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pretre wrote:This isn't before?



Right front side of the rhino, 2 inches out to the doorway, drop a couple purifiers.


Automatically Appended Next Post:
Either way, I wasn't there, so I'm not positive on distances. I was just making sure he was aware that it was a possibility. I know that I got trapped in the past with folks telling me the unit was all dead and they had a chance to get out.


I was there and I don't think there was anyway he could disembark. If he was able to then I should have moved them a little better and shame on me.
   
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San Jose, CA



Battle report completed.



@WarOne:

This is actually the first time Big Green tried out this list. I'm sure he will optimize it in time.


@Just Dave & mega_bassist:

Thanks!!!


@pretre:

Yeah, I am aware of that. But there really was no space for me to even fit 1 model, especially if he has to be at least 1" away from any enemy model. Big Green got me good on that. Didn't expect him to be able to completely surround me, but he managed to do so.

And the FAQ does say that when you disembark, you can't move through enemy models.

This message was edited 1 time. Last update was at 2011/04/23 02:44:03



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I love your reports and the pictures are phenomenal, but the massive amount of proxying really hurts the battle reports. It looks like you were playing against Space Marines.

   
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Congratulations jy2. It's good to see the Purifiers properly played this time and used to the fullest effect.

Wow, lone Purifier Justicar single handily destroying a squad of charging Boyz? He's like a one-man army!

It's good to see the Vindicare making his points back.

Crowe is a beast!

Good battle report, thanks for sharing.

   
 
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