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Made in gb
Tower of Power






Cannock

Got a game in last night against my mates Tyrainds, I brought Orks. He scored a win last week so can I settle the score?

Orks 'Ead Manglers Lads 2,000 points


HQ

1 x Warboss - power klaw, attack squig, combi skorcha, cybork body & eavy armour

1 x Big Mek - kustom force field, power klaw & cybork body

Elite



13 x Lootas

12 x Lootas

Troops

6 x Nobz + Painboy w/ Battlewagon - 4 x big choppa, 1 x power klaw, 1 x boss pole, 1 x waaagh! Banner, 1 ammo runt & cybork bodies - battlewagon w/ big shoota, reinforced ram & boarding plank

20 x Shoota Boyz - Nob w/ power klaw & boss pole

20 x Shoota Boyz - Nob w/ power klaw & boss pole

20 x Shoota Boyz - Nob w/ power klaw & boss pole

Fast Attack

1 x Deffcopter - 1 x twin-linked rokkits & 1 x buzzsaw

1 x Deffcopter - 1 x twin-linked rokkits & 1 x buzzsaw

1 x Deffcopter - 1 x twin-linked rokkits & 1 x buzzsaw

Heavy Support

1 x Battlewagon - big shoota, reinforced ram & boarding plank

1 x Battlewagon - big shoota, reinforced ram & boarding plank

1 x Battlewagon - big shoota, reinforced ram & boarding plank

Total: 1998


Tyranids - 2,000 points

HQ

Hive Tyrant - 2 x twin-linked devourers, wings, old adversary, paroxysm & leech essence

Elite

2 x Zoanthropes

2 z Zoanthropes

2 x Zoanthropes w/ Myceptic Spore

Troops

20 x Hormagaunts - toxin sacs

20 x Hormagaunts - toxin sacs

15 x Genestealers - toxin sacs

20 x Termagants - fleshborers

20 x Termagants - fleshborers

Fast Attack

20 x Gargoyles

Heavy Support

Trygon

Trygon

Game: Pitched battle & annilation

Deployment

I popped the unit of 12 Lootas in a centre ruin and the unit of 13 Lootas on the right flank. In between these ruins I put all the Battlewagons together and made sure they're in 6" to get the KFF save. Finally I deployed the three Dethkopters on the other side in the 12 Loota ruin.

Tyranids deployed all on the left flank out of sight of the 13 Loota unit at least. Genestealers were setup in terrain along with the Termagant units, the Hormagaunts surrounded the Hive Tyrant along with a wall of Gargoyles.






*Tactical Notes


My plan is to turbo boost the Dethkopters and use them to take out or tie up the Zoanthropes; these can make a real mess of my Battlewagons. Genestealers are a pain in the arse and with those rending hits can mash my vehicles up too; they need to die also. Finally are the Trygons, when they come in, when they do I'll hail them with bullets as they can open my vehicles easily. I'll ignore the Tyrant and Gargoyles and tackle the Termagants seems they can shoot through my Orks and also could do damage to the Battlewagons. The Hormagaunts I'll mash up in close combat.



Turn 1


I went first and turbo boosted all Dethkopters in the scout move.


In my actual turn I had to move the unit of 13 Lootas, so I moved them through terrain and run them at least they're now in a position with a nice firing alley. I moved the Battlewagons forward keeping in formation.


Shooting the Kopters fired at the two units of Zoanthropes, I don't think I caused any wounds. The 12 unit of Lootas shoots some Termagants as they wasn't in terrain to gain cover saves.


In assault the Dethkopters assault the Zoanthropes; two Dethkopters team up and kill a single 'Thrope from one unit while the single Dethkopter doesn't do anything. All remain in combat.


In the Tyranid turn the bugs move out with both units of Hormagaunts moving to assault each Dethkopter assault.


No shooting from Tyranids.


In the assault turn the solo 'Kopter in the fight is killed by mass posion attacks and the dual 'Kopters end up losing a Dethkopter, but the last Zoanthrope of that unit suffers a wound. One combat remains on.







*Tactical Notes


Well my plan of tying up the Zoanthropes worked, I wanted to kill one per unit which I only did half the work but I've stopped them from firing at my tanks, which is my plan. The Genestealers are now next!



Turn 2


My Battlewagons move out keeping in formation to get the 4+ cover save. One Wagon moves through terrain and is sitting under the tower (the model is at the side of the tower btw) and passes terrain test ok.


In the shooting turn the 12 Lootas wipe out a 1/3 of the Genestealers. The 13 Lootas fire at the unit of Hormagaunts which killed the solo Dethkopter but don't kill as many as I'd like due to poor D3 roll. Boyz in the Battlewagon in the tower ruin attempt to fire at the paired Zoanthropes which was in combat, but they fall out of range by about an inch :( . Another unit of Shoota Boyz unleashes fire power at a unit of Termagants finishing them off and earning me a kill point.


In the Tyranids turn a Trygon arrives from deep strike and appears near the centre ruin where the 12 Lootas are. The rest of the Tyranids move out.


In the shooting turn the pair of Zoanthropes fire at the Battlewagon under the tower but both miss .


In assault the last remaining Dethkopter gets a beat down from mass Hormagaunts.


Kill points are currently 3 to Tyranids and 1 to Orks.






*Tactical Notes


Ok so my Dethkopters have all died and cost me 3 kill points but they did there job and stopped the Zoanthropes firing at me for nearly two turns, ok one unit fired but it missed but the other was tied up and the other is dead.


My plan now is to unleash fire at those Genestealers and the remaining Zoanthropes. The sitting duck Trygon is a easy target, I'm tempted and I'll throw the Nobz and Warboss at it to give it a good kicking.



Turn 3


The Nobz wagon moves over towards the Trygon, they all bail out along with the Warboss bu the Big Mek remains in. A unit of Shoota Boyz moves up in the Battlewagon ready to shoot through the doorway of the shrine ruin at some bugs. The Battlewagon under the tower rolls out passing its terrain test.


In the shooting turn the 12 Lootas fire at the Genestealers but only kill a few after cover saves. The other unit of Lootas fire at the single Zoanthrope and manage to put it down. The unit of Shoot Boyz which rolled out the tower ruin fire at the Zoanthrope unit and manage to kill one and put a wound on another. The Battlewagon by the shrine doorway unleashes fire power from the Shoota Boyz at the Gargoyles, but thanks to cover saves only 5 end up dying. The last unit of Shoota Boyz fires at a unit of Termagants cutting them down by nearly half.


In assault the Warboss and Nobz assault the Trygon, the Trygons puts all attacks on the Warboss and slays him :( The Nobz manage to leave the Trygon with only 2 wounds remaining, unfortunately.


In the Tyranids turn the other Trygon deep strikes in front of the 12 Loota unit. The Hormagaunt unit around the Hive Tyrant moves to assault the Nobz and back up the Trygon, the battered unit of Genestealers moves through cover ready to assault the Battlewagon which shot through the door way at the Gargoyles.


In the shooting turn the Trygon which just came in via deep strike kills some of the 12 Lootas along with supporting fire from the Gargoyles.


In assault the Hormagaunts charge the Nobz and end up killing 5 and putting wounds on the remaining 2, the Trygon takes a beating and pops it's clogs. The Nobz flee from combat and give the Tyranids another kill point. The Genestealers assault the Battlewagon and manage to wreck it.


Kill points are 6 Tyranids and 2 Orks.



*Tactical Notes


Ok bummer, I lost my Warboss and Nobz so there goes my deathstar unit and along with it 2 kill points! Damn those Hormagaunts are nasty, the little buggers caused a total of 15 wounds you know thanks to the Tyrands old adversary and wounding on a 4+ thanks to toxin sacs.

My plan now is to kill the Trygon, take out that last Zoanthrope and maul the last Termagant unit. The Hormagaunts I'm going to avoid and try and gun down if I can, little sh!ts!




Turn 4


I roll up a Battlewagon and unload the Boyz which fired at the Termagants last turn. The Boyz which got that Wagon wrecked get ready to assault and shoot those damn Hormagaunts and hopefully multi assault the Hive Tyrant too. Boyz in the other Battlewagon near the last Zoanthropes and battered Hormagaunt unit bail out and ready their shootas.


In the Ork shooting turn I declare a waaagh! to make sure the unit of Boyz do assault the Termagants in terrain. Both other Boyz units open fire on both Hormagaunt units. Both Loota units fire at the Trygon but only score 3 wounds in total.


In assault the Boyz assault the Termagants and kill them, the other Boyz assault the Hormagaunts and multi assault the Tyrant too, the Hormagaunts manage to kill 15 Boyz! I manage to put 2 wonuds on the Hive Tyrant with the Nobz power klaw before they're destroyed by sweeping advance! I have other luck against the other Hormagaunts, but unfortunately I couldn't multi assault the Zoanthrope, I wipe these Hormagaunts out giving me a kill point.


Tyranids turn and the Hive Tyrant, Genestealers and the remaining Hormagaunt unit surround the Boyz which smashed the Termagants. Also the Zoanthropes deep strike in near the Big Mek in the Nobz Battlewagon. The Trygon moves through cover and runs towards the 12 Loota unit while the Gargoyles move towards the 13 Lootas.


In the shooting turn the Hive Tyrant casts paroxysm on the Boyz which slaughtered the Termagants and the Gargoyles manage to kill a few Lootas. The Zoanthropes fire at the Battlewagon which the Boyz bailed out to smash the Termagants and wreck it.


In assault the Boyz get tackled by Genestealers and Hormagaunts, they get slaughtered but not before the Nob takes out a few 'Stealers with his trusty power klaw. The Gargoyles charge the Lootas but end up loosing combat by 1 and fail morale, because they're under half strength they cannot regroup and will now continue to fall back and give me a kill point - it is possible a synapse creature could stop them from falling back but the closest one is the single Zoanthrope and the Gargoyles will out pace it quickly. Luckily for me the Trygon doesn't make the assault move through cover and the unit of 12 Lootas stay safe and sound!


Points are now 9 and Orks 5.


*Tactical Notes


Damn those Hormagaunts can really kick some! Thinking about it the Boyz I bailed out the Battlewagon to assault the Termagants I should have left inside and open fired on the Hormagaunts and then that Boy unit wouln't have been destroyed and still safely inside the Battlewagon and the other Boyz which assaulted and shot at the Hormagaunts might have had a better chance, live and learn eh!


Due to time we decide to call turn 5 the last turn so I need to get 4 kill points or more to get a draw or possible secure a victory. Looking at it I've only got the chances of scoring 4 kill points and holding out for a draw, can I do it? My plan here is to kill that last Zoanthrope, kill the Trygon and use the Big Mek to maul the Myceptic Spore with it's power klaw.



Turn 5


The Big Mek bails out and readies it's power klaw at the Myceptic Spore. The Boyz move back into the Batltewagon for armoured protection and get shootas aimed at the Zoanthropes.


In the shootnig turn the single Zoanthrope is slaughtered by mass shoota power from the Boyz, there's 1 kill point. The 12 Loota unit fire at the Trygon but only knock it down to a single wound remaining, looks like my chances have failed :( The 13 Loota unit fires at the Trygon but doesn't rob it of it's last wound. In assault the Big Mek charges the Spore and manages to smash it with instant death but the Spore takes the Mek down with it!!!


Kill points are 10 Tyranids and 7 Orks - win for the Tyranids!


Summary


Well that's a bummer my Orks lost :( . Tactical decesion wise I didn't put the 13 Lootas in a good deployment place and lost a turn of shooting, I could have used both Loota units to take out a single Tyranid unit if the first turn, possibly. Also bailing the Boyz out the Battlewagon to get the Termagants, I obivously didn't learn my lesson from the first Hormagaunt attack on the Nobz so I ended up costing myself 2 Boyz unit as one died in assault and then next turn the Boyz got assaulted and killed, I should have focused fire on the same unit and multi assaulted with both units with better hope of taking them down and putting more wounds on the Hive Tyrant possibly.


My plan worked ok but without excuses my Lootas were rolling 1,23 and 4 for shots I never got a 5 nor a 6 so most the time was double the unit size of fire power or as it comes, bummer. I'm glad the Dethkopters held the Zoanthropes up. Though I must say I underestimated those Hormagaunts, damn they're good in combat with numbers.


On another note I must say Orks get the short stick against Tyranids. The Nids have better shooting and are faster movement with better initiative. In all fights the Orks went last and ended up with massive amounts dead before they got to hit back.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Been Around the Block





Great game, I do miss the Hormies leaping which made them much scarier but they are much more deadly and cost efficient now, people underestimate them in CC. Genestealers are even more deadly (well they always where lol) but as you said they out strip your army in (I) and thats one of their main CC advantages, also it dosent help when you get reduced to WS 1. Yay for Nid win!
   
Made in ca
Furious Fire Dragon






you should have gone after ther hive tyrant early on, it seems his buffs were really hurting you. Otherwise good batrep, I think some deffrollas woulda helped you out, seemed like a good ork list too.

   
Made in gb
Tower of Power






Cannock

Cheers guys. Deffrollas are only good against vehicles, you still get armour saves and 6 wounds on a unit of 20 isn't a lot especially when they get saves.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

mercer wrote:Cheers guys. Deffrollas are only good against vehicles, you still get armour saves and 6 wounds on a unit of 20 isn't a lot especially when they get saves.



Yes you still get armor saves, BUT when your opponent gets 6+ saves, that could help you out alot. Not very likely they will get those saves. My wife is starting a Nids force and we have played a few small games, and I too have made the mistake of assaulting those damn hormaguants too early. They really can bring the pain in CC. Im thinking Ill either hold off more then Im used to, to allow at least 1 more shooting phase before assaulting. Or possibly just not assault them and keep falling back to shoot them as much as possible and let them assault me if I have too. I know its a bit of a disadvantage not assaulting, but with those bugs, it doesnt really matter anyways lol

Good luck on the nids and nice report
   
Made in us
Committed Chaos Cult Marine





Take burnas, put in battle wagon, tie up horagaunts with a dread.

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in gb
Tower of Power






Cannock

KingCracker wrote:
mercer wrote:Cheers guys. Deffrollas are only good against vehicles, you still get armour saves and 6 wounds on a unit of 20 isn't a lot especially when they get saves.



Yes you still get armor saves, BUT when your opponent gets 6+ saves, that could help you out alot. Not very likely they will get those saves. My wife is starting a Nids force and we have played a few small games, and I too have made the mistake of assaulting those damn hormaguants too early. They really can bring the pain in CC. Im thinking Ill either hold off more then Im used to, to allow at least 1 more shooting phase before assaulting. Or possibly just not assault them and keep falling back to shoot them as much as possible and let them assault me if I have too. I know its a bit of a disadvantage not assaulting, but with those bugs, it doesnt really matter anyways lol

Good luck on the nids and nice report


Still 6+ though isn't it?

sexiest_hero wrote:Take burnas, put in battle wagon, tie up horagaunts with a dread.


Burnas would be ideal but I'm not changing my list. I'll just have to suss them out

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Been Around the Block





Yeah they would still get a 6+, and while no need to tailor you list just for bugs, i do enjoy a few combi burnas here and there.

Mostly it is as you said, you need to stay back a little more and shoot to weaken them, then jump on in
   
Made in gb
Tower of Power






Cannock

Tactics is all it is. Next time I'll use two boyz unit to open fire on one bug unit and then assault. Or use the lootas. The hormagaunts wasn't in cover from the get go so I could have easily killed them and then dealt with the 'stealers after seems there wasn't a huge amount of them.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Been Around the Block





Well I think the Hormagaunts took you by surprise, and one of the rules of war is, if you get surprised you usually lose
   
Made in gb
Tower of Power






Cannock

You just hit the nail on the head matey 8)

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Ork Boy Hangin' off a Trukk





Bad Lands of West KY

I'm new to the orks, and I think I'm the only ork on the planet to not include lootas in the waaagh!

That being said, I rely on bad docs and grotsnik to toughen up my army with cybork bodies and FNP rolls. My 2500 pt list is somewhat similar to your 2k list, but I have no lootas and instead have giant squads of boys, 30,20, and 30, and two nob squads to ride in my two battlewagons.

I believe, like you, in developing one army list. Dashofpepper was a great help when I was building my list and because of him, I go shoota boys instead of slugga boys, so that was a wise choice and was a great deal more shooty death.

I feel ya, the bugs make me angry, proper ork fightin is done in CC, not at range, but in this case, you are right to fear them.

This message was edited 1 time. Last update was at 2010/06/12 17:23:43


10000pts 8000pts
5000pts 8500pts

 
   
Made in gb
Regular Dakkanaut





Nice Ork Army, fun read. Go Tyranids!

I am amazed you only managed to inflict only one Instant Death Wound on the 'thropes with 9 Power Klaw attacks.

This message was edited 1 time. Last update was at 2010/06/12 22:54:36


Battle reports and random musings on my blog - http://lyracian.blogspot.com/ 
   
Made in gb
Sneaky Sniper Drone






Lyracian wrote:I am amazed you only managed to inflict only one Instant Death Wound on the 'thropes with 9 Power Klaw attacks.

Defcopta's are only S3 so on the charge S7 with a buzzsaw (furious charge is after doubling, not before).

And the Lord spake, saying, "First shalt thou take out the Holy Pin. Then shalt thou count to three, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in my sight, shall snuff it. 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

Nice battle report.

I think the Tyranid player had a leg up on you with the numbers game. Definately did not help that you had to avoid his transport poppers and no way to really utilize the battlewagons as an offensive threat (you did a great job making it a defensive threat). But once those boyz exited the BWs, the Tyranids ripped them apart.

   
Made in gb
Tower of Power






Cannock

narceron wrote:I'm new to the orks, and I think I'm the only ork on the planet to not include lootas in the waaagh!

That being said, I rely on bad docs and grotsnik to toughen up my army with cybork bodies and FNP rolls. My 2500 pt list is somewhat similar to your 2k list, but I have no lootas and instead have giant squads of boys, 30,20, and 30, and two nob squads to ride in my two battlewagons.

I believe, like you, in developing one army list. Dashofpepper was a great help when I was building my list and because of him, I go shoota boys instead of slugga boys, so that was a wise choice and was a great deal more shooty death.

I feel ya, the bugs make me angry, proper ork fightin is done in CC, not at range, but in this case, you are right to fear them.


Lootas are the win mate, they work great for anti infantry and armoured threats. Pop the tank at range and use the boyz to launch a assault after

Using grotsnik to give cybork bodies and feel no pain is fun but expensive.

And yeah, I've always gone shoota boys since I've played orks for the last two years. Shoota boyz are the way forward.

Lyracian wrote:Nice Ork Army, fun read. Go Tyranids!

I am amazed you only managed to inflict only one Instant Death Wound on the 'thropes with 9 Power Klaw attacks.


The dethkopters are only S7 on the charge because they're S3 so not instant death at all

O'shovah wrote:
Lyracian wrote:I am amazed you only managed to inflict only one Instant Death Wound on the 'thropes with 9 Power Klaw attacks.

Defcopta's are only S3 so on the charge S7 with a buzzsaw (furious charge is after doubling, not before).


Aye that mate, so no I.D from them!

WarOne wrote:Nice battle report.

I think the Tyranid player had a leg up on you with the numbers game. Definately did not help that you had to avoid his transport poppers and no way to really utilize the battlewagons as an offensive threat (you did a great job making it a defensive threat). But once those boyz exited the BWs, the Tyranids ripped them apart.


Numbers might be about the same. I think my ork count is around the 100 mark. My plan was to kill of tie up the zoanthropes and gun down the genestealers using lootas and dethkopters and use my boyz to polish off the rest. But yeah, ocne the boyz bailed out the hormagaunts ripped them up pretty badly.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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