rawne2510 wrote:Do you think you can kill enough in combat to get the whole tide?
With Saint Curia's Autpurger and two units of Sicarian Infiltrators, you bet your sweet bippy.
They charge in. All Orks within 6" of those models gets -1 Initiative.
At the Initiative 10 combat step, the Autopurger triggers.
All models in the enemy unit take an Initiative test. Those that fail suffer a wound, but saves are allowed.
Reducing a large swathe to I1 makes all the difference there - Painboy or no.
Chuck in a unit of Vanguard Skitarii as well, and all the Orks are at -1 Toughness. With the Dragoons in there as well, a few test rolls have proved positive. It's not necessarily a 'all your doods are ded' stroke - but more than enough to comprehensively win the round of combat, and leave him needing Snake Eyes to not break - and from there I've got a solid chance of running him down.
If it goes
really well - as in perfect well - the Boyz will all be ded before they get to strike - leaving the Nob and Warboss stranded (they pile in at I1 because of their Klaws) and thus unable to tickle me.
And that's me rolling to take out the full 101 - not allowing for any shooting I might get in on the way in.
Biggest risk to this plan? The Autopurger working
too well. Reckon I'll need to bung it in on a far flank (which suits me fine), as then the Casualties will ripple up the line. Positioning the other units at the opposite end should help avoid me scuppering my own combat rounds!
Ooooooooh....now
there's a thought. Given the stupid level of Casualties I can potentially inflict with the Autopurger, it's entirely possible the Nob, Pain Boy and Warboss might succumb to the Autopurger as well - for Look Out, Sir, they need unit models near by. It's feasible I can cause enough casualties they exhaust their meatshields.
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.