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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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Poll
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
Lead-Footed Trukkboy Driver






MT

I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?

This message was edited 1 time. Last update was at 2015/03/02 18:09:02


orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Grovelin' Grot




 Geemoney wrote:
I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?


No, I think this shows that in a GT vs GT, a lucky stikk is key.
   
Made in us
Badass "Sister Sin"






Camas, WA

Great reports! I think it's amazing to imagine you tabled a GT; not a lot of folks could do that.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
 
   
Made in us
Lead-Footed Trukkboy Driver






MT

pickled_heretic wrote:
 Geemoney wrote:
I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?


No, I think this shows that in a GT vs GT, a lucky stikk is key.


No the Lucky Stikk tide lost the fight, but it was okay because the rest of his army was able to clean up. In addition while the two tides were fighting the fast/shooty parts of the army took care of everything else.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Grovelin' Grot




 Geemoney wrote:
pickled_heretic wrote:
 Geemoney wrote:
I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?


No, I think this shows that in a GT vs GT, a lucky stikk is key.


No the Lucky Stikk tide lost the fight, but it was okay because the rest of his army was able to clean up. In addition while the two tides were fighting the fast/shooty parts of the army took care of everything else.

The lucky stikk tide lost the fight after killing all but ~15 models, who were cleaned up by gretchins.

with both tides tied (hurr hurr) at 5ws, you can bet the models remaining in the larger green tide would not have been diminished sufficiently for a few cowardly grots to finish it off.
   
Made in us
Lead-Footed Trukkboy Driver






MT

pickled_heretic wrote:
 Geemoney wrote:
pickled_heretic wrote:
 Geemoney wrote:
I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?


No, I think this shows that in a GT vs GT, a lucky stikk is key.


No the Lucky Stikk tide lost the fight, but it was okay because the rest of his army was able to clean up. In addition while the two tides were fighting the fast/shooty parts of the army took care of everything else.

The lucky stikk tide lost the fight after killing all but ~15 models, who were cleaned up by gretchins.

with both tides tied (hurr hurr) at 5ws, you can bet the models remaining in the larger green tide would not have been diminished sufficiently for a few cowardly grots to finish it off.


I am NOT saying that the lucky stikk wasn't important. I am saying that it did NOT win the game. What won the game was having stronger shooting and more options on the field; that and good playing.

Losing 15 models to a few cowardly grots was a fluke, and I would not count on it happening twice.

orks 10000+ points
"SHHH. My common sense is tingling."--Deadpoool
Daemon-Archon Ren wrote: ...it doesn't matter how many times I make a false statement, it will still be false.

 
   
Made in us
Grovelin' Grot




What lost the game was an error in drawing up the army list. the stikk is a practically mandatory choice for GT if you have an HQ artifact slot open, which he did. It's about as bad as going without a painboy. Furthermore I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord. None of the strategic traits are worth not waaagh'ing every turn.
   
Made in us
Regular Dakkanaut





pickled_heretic wrote:
What lost the game was an error in drawing up the army list. the stikk is a practically mandatory choice for GT if you have an HQ artifact slot open, which he did. It's about as bad as going without a painboy. Furthermore I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord. None of the strategic traits are worth not waaagh'ing every turn.


At Nova, Marc used the thinkin cap to try and get the infiltrating warlord trait off strategic.

   
Made in us
Grovelin' Grot




 greggles wrote:
At Nova, Marc used the thinkin cap to try and get the infiltrating warlord trait off strategic.

That doesn't really seem to be much of an advantage for GT, but I will admit I don't really know how the rules interact there. Does the whole unit get infiltrate? Even if they do, I don't think they can charge on the first turn. I have taken the finkin cap plenty of times in a combined arms detachment, but I don't think I would ever do it for GT.

This message was edited 1 time. Last update was at 2015/03/02 19:14:37


 
   
Made in pl
Regular Dakkanaut





Srsly that calling Waagh every turn is necessary?
I found that i need to call Waagh only one time in game.

This message was edited 1 time. Last update was at 2015/03/02 20:01:22


 
   
Made in us
Furious Fire Dragon





pickled_heretic wrote:
... I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord.


Maybe I'm missing something: I think the Warlord MUST be in the Primary Detachment. By '2nd' detachment, do mean it wasn't the 'primary'?
   
Made in gb
Lead-Footed Trukkboy Driver





DCannon4Life wrote:
pickled_heretic wrote:
... I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord.


Maybe I'm missing something: I think the Warlord MUST be in the Primary Detachment. By '2nd' detachment, do mean it wasn't the 'primary'?


if you want the finkin kap, then that model MUST be the warlord as no one else can have the warlord trait. so you basically have to decide if you want to WAAAGH! every turn or if you want another warlord trait.
   
Made in us
Longtime Dakkanaut




If you look at matts earlier reports on the green tide. He tried infiltrate and with a good opponent it nets you a grand total of a 6 in deployment bonus just like scout. The reason being the tide will still be 18in away.

Waagh every turn is basically just giving Orks better charge distances. It's an additional d6 run move. It not only helps speed up the tide Which tends to be its main issue but makes things like tankbustas better to charge with.

The tide is a distraction it's not great at grabbing maelstrom objectoves you need supporting fire and other mobile units for that. But it's great at going head to head with any other unit in game or multi charging and locking several msu into a combat they wont win.

This message was edited 2 times. Last update was at 2015/03/02 20:43:38


 
   
Made in us
Grovelin' Grot




DCannon4Life wrote:
pickled_heretic wrote:
... I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord.

Maybe I'm missing something: I think the Warlord MUST be in the Primary Detachment. By '2nd' detachment, do mean it wasn't the 'primary'?

I am mixing terminology a bit and I apologize, but basically, either the Green Tide formation warboss or your primary detachment HQ can be the warlord. The GT formation warboss cannot take relics from the codex: Orks, so he can't take a finkin' kap. On the other hand, you only benefit from the Stampede SR if you take him as your warlord. The bottom line is you either get a finkin' kap or you get Stampede (WAAAGH!!! every turn after the first), you can't have both.

Also, I want to thank Fnexi for this thread and his efforts at LVO. I have been a lurker here but never cared enough to post until I found this thread.

This message was edited 1 time. Last update was at 2015/03/02 21:15:20


 
   
Made in us
Regular Dakkanaut



south florida

pickled_heretic wrote:
DCannon4Life wrote:
pickled_heretic wrote:
... I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord.

Maybe I'm missing something: I think the Warlord MUST be in the Primary Detachment. By '2nd' detachment, do mean it wasn't the 'primary'?

I am mixing terminology a bit and I apologize, but basically, either the Green Tide formation warboss or your primary detachment HQ can be the warlord. The GT formation warboss cannot take relics from the codex: Orks, so he can't take a finkin' kap. On the other hand, you only benefit from the Stampede SR if you take him as your warlord. The bottom line is you either get a finkin' kap or you get Stampede (WAAAGH!!! every turn after the first), you can't have both.



Marc Parker here

That was a big decision for me of what to take , thinkin cap or lucky stikk.

I thought i had the advantage verse another green tide due to the heavy armor and number, but the odds of fighting another tide were astranomical . But if you can get infiltrate verse TAU on , hammer and andvil, which i never seem to play them in any other deployment then you can almost auto win if you go first. It was a calculated risk that if the game ended on 5 would have made me a genius.

Awesome game , was one of the only things, besides pure insanity that was going to stop me in my lead up to the tournament.

New Official WC forums http://www.40kwreckingcrew.aceboard.com

 
   
Made in us
Grovelin' Grot




Re: stormboy97

I can absolutely see where you are coming from in regard to the tau thing, and I don't want to make it sound like I think you are an idiot for what you chose. Infiltrate is strong against generally any opponent who likes to deploy on the heels of the table.

However, if a snarky opponent deploys properly (e.g. putting a crisis squad or riptide on his deployment line, while holding everything else back) he can deny you any lasting advantage to infiltrate while having to do very little to change what he is doing. I would rather take the D6 run before charge every turn. Sure, there are games where you only need to waaagh! on one turn to win, but for every game like that, there are going to be a few games where you failed your first charge and need to try again next turn.
   
Made in us
Regular Dakkanaut





Was great to see both tides. I do have a short video of Marc's if anyone is interested! (Don't know what round this was, but Marc can answer!)


This message was edited 1 time. Last update was at 2015/03/02 21:42:34


   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Geemoney wrote:I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?


He was somewhere in the tide, punching stuff.

pretre wrote:Great reports! I think it's amazing to imagine you tabled a GT; not a lot of folks could do that.


I'm still amazed I was lucky enough to pull it off. Musta been the luck from the Lucky Stikk!

Geemoney wrote:
pickled_heretic wrote:
 Geemoney wrote:
pickled_heretic wrote:
 Geemoney wrote:
I think that this shows that having speed and options are key. Trying to win the game on the back of just one big power unit just isn't going to work. Good work!!

BTW, where was his biker boss in all this?


No, I think this shows that in a GT vs GT, a lucky stikk is key.


No the Lucky Stikk tide lost the fight, but it was okay because the rest of his army was able to clean up. In addition while the two tides were fighting the fast/shooty parts of the army took care of everything else.

The lucky stikk tide lost the fight after killing all but ~15 models, who were cleaned up by gretchins.

with both tides tied (hurr hurr) at 5ws, you can bet the models remaining in the larger green tide would not have been diminished sufficiently for a few cowardly grots to finish it off.


I am NOT saying that the lucky stikk wasn't important. I am saying that it did NOT win the game. What won the game was having stronger shooting and more options on the field; that and good playing.

Losing 15 models to a few cowardly grots was a fluke, and I would not count on it happening twice.


Keep in mind it wasn't just Grots shooting. I also had Mek Gunz (with blasts), tankbustas, and some Big Shootas on the tanks.

Mr.T wrote:Srsly that calling Waagh every turn is necessary?
I found that i need to call Waagh only one time in game.


I disagree. I've found a WAAGHH every turn to be absolutely amazing. It's true that there is usually one turn in particular where the WAAGHH is key, but sometimes you trip and roll a 1 and your WAAAAGH is wasted. That's why I like the consistency.

Plus, the WAAAGH also helps things like the Tankbustas get in for a scrap!

gungo wrote:If you look at matts earlier reports on the green tide. He tried infiltrate and with a good opponent it nets you a grand total of a 6 in deployment bonus just like scout. The reason being the tide will still be 18in away.

Waagh every turn is basically just giving Orks better charge distances. It's an additional d6 run move. It not only helps speed up the tide Which tends to be its main issue but makes things like tankbustas better to charge with.

The tide is a distraction it's not great at grabbing maelstrom objectoves you need supporting fire and other mobile units for that. But it's great at going head to head with any other unit in game or multi charging and locking several msu into a combat they wont win.


The 6" infiltrate has been my problem with the Finkin Kap. If I could, I would take it - but I'm not going to trade the CHANCE that I might be able to infiltrate for a GUARANTEED WAAGH every turn.

pickled_heretic wrote:
DCannon4Life wrote:
pickled_heretic wrote:
... I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord.

Maybe I'm missing something: I think the Warlord MUST be in the Primary Detachment. By '2nd' detachment, do mean it wasn't the 'primary'?

I am mixing terminology a bit and I apologize, but basically, either the Green Tide formation warboss or your primary detachment HQ can be the warlord. The GT formation warboss cannot take relics from the codex: Orks, so he can't take a finkin' kap. On the other hand, you only benefit from the Stampede SR if you take him as your warlord. The bottom line is you either get a finkin' kap or you get Stampede (WAAAGH!!! every turn after the first), you can't have both.

Also, I want to thank Fnexi for this thread and his efforts at LVO. I have been a lurker here but never cared enough to post until I found this thread.


Yeah, it's 6 of one and half a dozen of the other. The Finkin Cap is good, and so is the endless WAAUGH! Both are good options, it's just my personal preference that I happen to like the WAAAGH better.

Glad you're enjoying the reports!

stormboy97 wrote:
pickled_heretic wrote:
DCannon4Life wrote:
pickled_heretic wrote:
... I don't really see the advantage of letting the 2nd detachment warboss with a finkin kap be the warlord.

Maybe I'm missing something: I think the Warlord MUST be in the Primary Detachment. By '2nd' detachment, do mean it wasn't the 'primary'?

I am mixing terminology a bit and I apologize, but basically, either the Green Tide formation warboss or your primary detachment HQ can be the warlord. The GT formation warboss cannot take relics from the codex: Orks, so he can't take a finkin' kap. On the other hand, you only benefit from the Stampede SR if you take him as your warlord. The bottom line is you either get a finkin' kap or you get Stampede (WAAAGH!!! every turn after the first), you can't have both.



Marc Parker here

That was a big decision for me of what to take , thinkin cap or lucky stikk.

I thought i had the advantage verse another green tide due to the heavy armor and number, but the odds of fighting another tide were astranomical . But if you can get infiltrate verse TAU on , hammer and andvil, which i never seem to play them in any other deployment then you can almost auto win if you go first. It was a calculated risk that if the game ended on 5 would have made me a genius.

Awesome game , was one of the only things, besides pure insanity that was going to stop me in my lead up to the tournament.


Hey Marc! Thanks for the game man, hope you enjoyed the battle report and I gave the utter chaos that was our match due justice!

On a side note, I'm curious - what was the other match you ended up losing against? I noticed you went 4-2. Was it another tide?

This message was edited 1 time. Last update was at 2015/03/02 22:00:43


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
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Made in us
Bonkers Buggy Driver with Rockets





Houston, TX

Thanks for the battle report! This was epic. I was on the edge of my seat.

I am vicariously living out my 40k tournament daydreams through you! This is better than watching football...

I hope the rest of your tourney run is half as entertaining as this one.

Go Orks, go!

Xhorik 87th Drop Troops P&M blog https://www.dakkadakka.com/dakkaforum/posts/list/775655.page

Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/
Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.  
   
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Longtime Dakkanaut





Eye of Terror

Marc lost his other game versus SoB with AM allies. Saint Celestine hit a weak side of his mob and kept it tied up for three turns... Hit and Running out so he could keep shooting it.

I had to play Steve Sisk the second round - biker versus biker... Went right down to the last combat... I whiffed against his Knight (concussed by grav) - only had 2-3 HP left - Chapter Master, a command squad veteran with a thunderhammer and three Meltabomb attacks hitting on 3+. It was a great game but I would have preferred to play something besides another biker army the second round.

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Teesside

Fantastic batrep!

My painting & modelling blog: https://www.dakkadakka.com/dakkaforum/posts/list/699224.page

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http://serpentking.com/

 
   
Made in es
Imperial Recruit in Training



Spain

Awesome reports! What a great battle between orks! Keep em comin'
   
Made in us
Longtime Dakkanaut






How did two green tide lists get through six turns?

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Made in us
Longtime Dakkanaut




It's not that hard to play a greentide in under two hours. Don't forget it's not an msu list. So while you have more bodies and more dice. It's less rolls and less charges and less measuring and less movements. The only real time you run into issues is if your opponent is deliberately slowing down the game so it protracts the combat the greentide is generally in because they don't want the tide finishing off thier tarpit and moving past to another unit.

So this list consists of basically one tide without shooting or psychic phase vs another tide which doesnt shoot and basically just moves, run d6, and charges 2d6 with 2 Mek gun and 2 tank busts shooting units. Other then moving your boys which can be quick if they are all in unit coherency it's not a lot of seperate dice rolls.

This message was edited 1 time. Last update was at 2015/03/03 18:38:47


 
   
Made in us
Regular Dakkanaut




gungo wrote:
It's not that hard to play a greentide in under two hours. Don't forget it's not an msu list. So while you have more bodies and more dice. It's less rolls and less charges and less measuring and less movements. The only real time you run into issues is if your opponent is deliberately slowing down the game so it protracts the combat the greentide is generally in because they don't want the tide finishing off thier tarpit and moving past to another unit.


Yeah; at first I was shocked they managed to play this game to completion under a time limit, but then you realize one of them literally has three units in his whole army. Not much decision-making to be done, just raw model movement.

It's still a testament to them both being very familiar with their armies and how to efficiently move them though. When those "4-6x units of 20-30x Boyz" armies were popular for a couple months in 5th (fuelled by the enormous amount of cheap AoBR Boyz) it was an absolute nightmare because you had people with no idea how to play the army plopping 100-150 Boyz down on the table and getting through a turn and a half at tournaments.
   
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Nasty Nob on Warbike with Klaw





Liverpool

The big question is... how did you avoid taking the wrong Orks home?
   
Made in gb
Lead-Footed Trukkboy Driver





 grendel083 wrote:
The big question is... how did you avoid taking the wrong Orks home?


i was wondering this in a different way haha.

while looking at the pictures i couldnt tell whose orkss were whose! but im guessing they kept a constant tally of how many orks they had left
   
Made in us
Longtime Dakkanaut




When everything is painted it's easy to know your work however. When I play my large ork horde lists as my Orks die I place them into my battle foam trays and it lets me keep track of how many died and how many are left. It also makes for an easier transport to your next table.
   
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Unrelenting Rubric Terminator of Tzeentch





Hahaha oh my stars that 2nd round. . . so crazy. How in the hell did you guys even keep your boyz sorted out?!!?! One of the most entertaining Bat Reps I've seen in a long time

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California

Playing orks you learn right away to put things away as they die. You don't want a 30 + minute clean up after a game.

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