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2K Double Feature! - 2 Ork Battles - vs Draigowing & vs Fateweaver Daemons! (Game #2 on p.2)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Do orks have what it takes to beat Draigowing?
Yes, their numbers are just too many for the grey knights.
Draw. It's Capture & Control. Everyone will get stuck in combat in the middle.
No. Orks have nothing that can stop the paladinstar or S5-stormbolters.

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Made in us
Fixture of Dakka





San Jose, CA

Recently, I acquired an ork army and couldn't wait to give it a go. Thus, I decided to have a test game against a hybrid grey knight Draigowing army with a huge paladinstar, 30 strikers and a dreadknight. The battle is to test out a few things:


- An introductory game for my new orks.

- How well can orks compete in 6th.

- How Driagowing has changed in 6th, especially after the recent FAQ's.

- To see really how much of a "nerf" deathstar units like the paladinstar and nob bikers have received.


Pardon me if I make any mistakes with orks. This is my very first battle with them. Also, the ork list isn't really optimized, but that is because I was playing only with the models that I've got.


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


2000 Orks vs Draigowing


2000 Grey Knights

Draigo
Librarian - Warding Stave, 2x powers (Divination)

10x Paladins -4x Psycannons, Warding Stave, 2x Hammers
10x Strikers - 2x Psycannons, Psybolt Ammo
10x Strikers - 2x Psycannons, Psybolt Ammo
10x Strikers - 2x Psycannons, Psybolt Ammo

Dreadknight - Heavy Incinerator



2000 Orks

Biker Warboss - Bosspole, Cybork Body, Power Klaw, Warbike
Big Mek - Cybork Body, Eavy Armor, Kustom Force Field

8x Lootas
7x Lootas

6x Nob Bikers - All Cyborks, 2x Huge Choppas, 2x Power Klaws, Painboy, Waagh Banner
25x Shoota Boyz - Nob w/Power Klaw
25x Shoota Boyz - Nob w/Power Klaw
25x Slugga Boyz - Nob w/Power Klaw
25x Slugga Boyz - Nob w/Power Klaw
15x Gretchins - 1x Runtherd

Dakkajet - Extra Supa Shoota


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


Mission: Emperor's Will


Deployment: Vanguard Strike


Initiative: Orks


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



Thursday I got in another game with a variation of my Ork list. I didn't realize it then, but my list turned out to be over by +25 pts!


2200 Orks vs Daemons


2200 Daemons




Bloodthirster (Warlord)
Bloodthirster
Fateweaver

5x Flamers
5x Flamers
5x Flamers
3x Flamers

12x Pink Horrors - Bolt
5x Pink Horrors - Bolt
5x Pink Horrors - Bolt
5x Pink Horrors - Bolt

Daemon Prince - Breath, Wings
Daemon Prince - Breath, Wings


2200 Orks



Biker Warboss - Bosspole, Cybork Body, Power Klaw, Warbike (Warlord)
Big Mek - Cybork Body, Eavy Armor, Kustom Force Field

Primaris Psyker

8x Lootas
7x Lootas

6x Nob Bikers - All Cyborks, 2x Huge Choppas, 2x Power Klaws, Painboy, Waagh Banner
25x Shoota Boyz - Nob w/Power Klaw
25x Shoota Boyz - Nob w/Power Klaw
25x Slugga Boyz - Nob w/Power Klaw
25x Slugga Boyz - Nob w/Power Klaw
15x Gretchins - 1x Runtherd

Platoon Command Squad
Infantry Squad - Meltagun, Sergeant w/Meltabombs + Power Weapon, Commissar w/Power Weapon
Infantry Squad - Meltagun, Sergeant w/Meltabombs + Power Weapon
Infantry Squad - Meltagun, Sergeant w/Meltabombs + Power Weapon
Infantry Squad - Meltagun, Sergeant w/Meltabombs + Power Weapon
Infantry Squad - Meltagun, Sergeant w/Meltabombs + Power Weapon

Total - 2225


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


Mission: The Scouring


Deployment: Dawn of War


Initiative: Daemons


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


This message was edited 8 times. Last update was at 2012/09/29 17:18:38



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Made in us
Waaagh! Warbiker






Nice, can't wait to see this. I think deathstars will still be fairly effective, but the two played here are unevenly matched.

You can still sort of abuse LoS by putting multiple models in base contact with the character leading the deathstar and randomizing wounds from there but obviously it won't be as effective.
   
Made in co
Apprehensive Inquisitorial Apprentice





colombia

perfect timing on your battle report, I was hoping to see how paladins fared after the recent FAQ, because when I decided to get my very first 40k army I went for the Deamonhunters, they impersonated the concept of an elite army, which would always fight outnumbered, but most importantly heroically; and when the new codex came out and I saw the paladins I was really happy with the addition. but after the nerf I'm worried that they may have become no more than a fun option.

sorry to cheer for your enemy jy2, but I hope the green tide gets cut in half by the nemesis sword .

   
Made in us
Tunneling Trygon





The House that Peterbilt

Skelly wrote:
You can still sort of abuse LoS by putting multiple models in base contact with the character leading the deathstar and randomizing wounds from there but obviously it won't be as effective.

You don't even have to base to base, but that does help get more randomized

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Mekboy Hammerin' Somethin'





I always root for the orks but i'm not holding my breath. I think all those Str 5 and 7 shots are going to murder those boyz units. Then all the GKs have to do is keep draigo and friends close, so that if the nobz choose to assault any of his squishier units, they'll get counter charged and cleaned up.
   
Made in us
Haemonculi Flesh Apprentice






The dreadknight will be an issue for the Boyz, but he has volume, remember it's basically the auto tie from 5th. If he can save his bikes to deny the objective while swarming his own this could be elementary.

   
Made in us
Fixture of Dakka





San Jose, CA

Guys, this thread is going to be a double feature. 2 ork battles. 2 tough armies. Stay tuned. The first battle should be out tomorrow.



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

Can't wait to read this! It's nice your switching armys around i like the versitility. Also i would love for you to bring your nids out in 6th edition to see if they can be competative!

"Decadence Unbound..."

10,000+


 
   
Made in gb
Deranged Necron Destroyer






the orks will take a sound beating in both cases...

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Fixture of Dakka





San Jose, CA

Game #1 - 2000 Orks vs Draigowing


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


PRE-GAME ANALYSIS:

Grey Knights:
Grey Knight strategy will be to hold their own objective with a combat squad, advance paladinstar up the middle to apply pressure and kill some orks and to deepstrike 1 or maybe even 2 units of strikers into the heart of the enemy to put pressure onto his objective. Mobility is an issue for the knights, which is why they will have to resort to deepstriking in order to reach the enemy objective. Shooting in this army is pretty good. They should be able to cause a lot of damage to the orks with their shooting. As for assault, the paladinstar is a beast. No single ork unit can withstand it, not even the nob bikers. It's going to take a joint effort in order to put a dent into that unit. However, the strikers will not be able to deal with the ork mobs unless they can get them down to 15 or so boys. Otherwise, the green tide will probably overwhelm all but the paladins and the dreadknight.

I'm fairly confident that the paladins will be able to survive the ork onslaught. However, the key to a grey knight victory here may just depend on the strikers. If they can successfully deepstrike into the ork deployment zone and shoot the gretchins off of the object (or assault them off it), then this will most likely be a GK victory. If not, then the winner may well be whoever gets First Blood in this game.


Orks:
Ork strategy will be to flank the grey knights with the nob bikers and warbikers. Avoid a direct confrontation with the paladinstar, at least initially. Bikers will head towards the GK objective. 75 boyz will try to hold up the paladinstar in the middle and leave 1 unit of boys to defend the home turf. Dreadknight heavy incinerator will hurt, but I will just deal with him either with the nob bikers or try to tarpit him with a mob of boys. In any case, the dreadknight will be a pain. Kustom Force Field will hopefully help against the stormbolters.

I think if the nob bikers can make it to the GK objective (and assuming the paladins don't just hang out over there), then the orks have a good chance of taking this game. Otherwise, it may well be a draw in objectives with the victor determined by First Blood.


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


Deployment:

Spoiler:

Map of the terrain.


For our Warlord traits, the biker Warboss gets Counter-attack (but only in my deployment zone) and Driago gets +1 VP for every character he kills in a challenge.

Well, that may just make a difference in this game considering how many characters there are in the ork army.


As for psychic powers, the Librarian gets re-roll's to hit (for 1 unit within 12") and re-rolls to hit, on damage and all saves for himself only. That means he isn't going to die anytime soon. Yes, he may just well be the ultimate tarpit unit.


Ork deployment. Only the dakkajet will be in reserves.


Ork objective on the top level of the ruins along with 1 unit of lootas. Because the ruins have 5 levels, we played each level as 2" only.


Another perspective of the ork deployment.


Nob bikers and the other squad of lootas deploy to the right.


GK deployment. 1 unit of strikers combat squad.

Grand Strategy gives re-roll wound rolls of 1 to 3 units - the paladins and the 2 full 10-man striker units (including the unit that will deepstrike).


Overall view of the deployment.




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


This message was edited 3 times. Last update was at 2012/09/15 06:18:52



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Made in us
Fixture of Dakka





San Jose, CA

Orks 1

Spoiler:

Orks advance.


I decide to go after his dreadknight.


The warbikers and both units of lootas combine to put 1 Wound on the dreadknight.


My other unit of lootas fire at a striker combat squad and take out 4 of 5. He passes morale.


The rest of the ork army runs, though making sure to stay within 6" of the KFF Big Mek.

Nob bikers turbo-boost.




Grey Knights 1

Spoiler:

Librarian casts both psychic powers on his own unit (and on himself). Paladins advance, though because of difficult terrain, they move very slowly (only 2").


Strikers and dreadknight go after the warbikers.


The other combat squad and the lone striker heads back towards their objective.


It takes the combined might of both the strikers and the dreadknight's heavy incinerator, but they manage to draw First Blood by taking down the warbikers.


Paladins then fire at the unit of shoota boyz. Despite a 5+ KFF cover save, I still lose 18 boyz due to paladin shooting combined with re-rolls to hit (Prescience) and re-roll 1's to wound (Grand Strategy). Ouch!



Orks 2

Spoiler:

Overview of the top of Turn 2.


The dakkajet comes in, moving 20"+. Choppa boyz advance. The orks abandon their post of guarding the objective.


Shoota boyz continue to advance as well.


Nob bikers try to stay on the periphery of the paladinstar. Currently, they are about 15" away.


It takes the dakkajet and the lootas to take out the dreadknight. I didn't cause a whole lot of wounds, but the DK failed 3 out of 6-7 2+ saves!!!

Choppa boyz take out 1 striker with their sluggas.

Nob bikers fire at the paladinstar but don't do any significant damage (as a matter of fact, I don't think they did any damage at all).



Grey Knights 2

Spoiler:

Grey knights make an unusual move. Draigo and the librarian split off from the paladins to go after the shoota boyz. The paladins then go after the nob bikers.

BTW, the librarian gets off all his powers, including the re-rollable 2+ armor saves.


Lone striker heads for the objective. 5-man combat squad decides to go forwards now instead.


Strikers fire and shoot down 7 orks.


Draigo and librarian shoots down 2 orks.


Paladins (with Prescience) manage to take out 2 nob bikers (after Look Out Sirs!) and put 2W on the warboss! Ouch!!!


Strikers then assault the choppa boyz. They issue a challenge. I accept with the nob.


The Justicar then dies to Perils while casting Hammerhand.


However, they still kill 9 orks and take no damage in return (other than the periled Justicar).

Fortunately, choppa boys are still fearless.


Draigo and libby then charge. Draigo takes 1W to Overwatch. He then issues a challenge. I decline because every character he kills give Draigo +1 VP.


They end up killing 6 orks.


Uh oh....this is what I've dreaded. Paladins make their 9" assault!


His non-hammers roll poorly and my orks roll well for their saves/FNP. Then the 2 hammers roll like a madman and I fail every single 5++ and FNP save!!! The nob bikers get wiped out, though my return Power Klaw attacks also kill 3 psycannons as well.

He also gets Slay the Warlord for killing my biker warboss.



Orks 3

Spoiler:

Overview of the top of Turn 3.


Shoota boyz go to help out on Draigo and the librarian. Slugga boyz go to help out on the strikers.

Dakkajet goes after the strikers heading towards their objectives. With my mobility gone (nob bikers and warbikers), my only recourse for action is to take out his scoring units.


Dakkajet shoots down the lone striker. Lootas shoot down 2 from the combat squad.


Orks then charge into combat. Strikers cast Hammerhand.


The shoota boyz charge into Draigo's combat. Draigo issues another challenge, which my nob again politely declines.


I am surprised that the grey knights survive. They kill 3 orks and lose 6 knights.


They then break and fall back. The smaller squad of orks consolidates 6" towards them. The larger mob consolidates 6" back towards their objective.


I make a mistake here. I forget that the librarian has a warding stave. He then fails his re-rollable 4++ sword save and gets squished by the other PK nob, but not before he and Draigo kill another 5 orks.

The smaller squad of shootas then break and fall back.




Grey Knights 3

Spoiler:

Strikers deepstrike in and scatter into the ruins.


The 2 strikers auto-rally and go after the smaller ork squad.


The 3 strikers hurry back towards their objective.


Paladins then go to help out their master.


While moving back, the strikers (and this is without any psycannons) fire at and hit the dakkajet! They pen it and the dakkajet fails to evade. They then immobilize it.


Strikers fire and shoot down 7 boys.


The 2 strikers shoot down 2 boys and prepare to charge.


In another surprising move, instead of charging or shooting, paladins run 6". Well, it wasn't actually so surprising considering only 2 or 3 paladins were actually in range to shoot the lootas and assaulting would probably require 9-10" on the charge.


Strikers cast hammerhand but completely whiff in combat. They then get run down by the mob.


My characters continue to duck Draigo's challenges and orks lose another 2.




Orks 4

Spoiler:

Orks go after his strikers. The charge will be risky as the orks are about 7-8" away.


The other orks make it into the grey knight deployment zone (for Linebreaker) and hide.

Dakkajet flies off the board.


Strikers are invincible. They shrug off the shooting of both units of lootas, the slugga boys and the gretchins. They make every single save (out of maybe 12-15 wounds) except 1.


Their Overwatch fire then takes down 5 orks, who then promptly fail their 9-10" charge.


Finally, Draigo suffers 1W in combat and kills 3 boys.




Grey Knights 4

Spoiler:

Strikers move 6" into the ruins.


The other strikers make it to their objective and try to hide.


Paladins advance.


Strikers this time opt to fire at the lootas, who go-to-ground. I roll above average on their saves and they only lose 2. They also pass morale.


Paladins decide to fire at the other lootas out in the open. I also go-to-ground with them and lose all but 1.


Draigo doesn't need any help. He kills another 3 orks, thus making the orks no longer Fearless (they now have less than 10 models).


Orks would then fail morale and break. Because Draigo is in terminator armor, the orks would get away freely.




Orks 5

Spoiler:

Both units of orks continue to fall back, though they remain on the table.


Dakkajet comes in at cruising speed. Fortunately, I can see the heads of the hiding strikers.


I call the Waaagh! and fire 18 twin-linked BS3 S6 shots at them, hoping to clear them off the objective.

1 survives!!!


But fortunately for the orks, he fails Morale....


....and runs off the board.

That was huge. Now that means the orks actually have a chance to win this....if only I can stop his strikers.


Gretchins and choppa boys fire and do nothing to the strikers. Choppa boys then charge, this time only losing 1 to Overwatch.


They make it into combat. The Justicar challenges my nob, who accepts this time. Learning from their "mistake" from last time, this time the grey knights opt not to cast Hammerhand.


Instead, the Justicar perils while "forcing" my nob to death.


No matter. They still beat and sweep the orks.




Grey Knights 5

Spoiler:

Strikers move up 1 floor.


It's a race against time for the paladins to get back to their objective. They move and then run.


Draigo goes after the unit of orks falling back because he has nothing better to do.


Here, grey knights make a big mistake. Instead of just assaulting the gretchins, they fire first. They kill 8 gretchins with their shooting, who then manage to pass Morale on a 6.


Draigo fires his heavy flamer, killing the Big Mek and 1 ork.


He then assaults them. I believe they fail Morale to regroup and so are destroyed.


Strikers, because they are assaulting through terrain, only manage to roll 5" for their assault move. That is not enough to get them into assault.


Now if the game ends, Orks will actually win because they've got 1 objective to 0 for the grey knights. They've also got Linebreaker while the knights have all 3 bonus points.


We roll and fortunately for the grey knights, the game continues.




Orks 6

Spoiler:

Dakkajet does a 90 degree turn and go after the strikers.


I believe the jet should have LOS to the strikers, though it's awfully close.


Then BAM! Between the dakkajet, the lootas and the gretchins, their shooting takes out 5 knights.


Worse yet, grey knights fail the LD (no Justicar) and get pinned!!!




Grey Knights 6

Spoiler:

Paladins move and then run towards their objective. They will need 1 more turn to make it there.


It all comes down to Turn 7. If there is a Turn 7, paladins will make it "home" and win. If not, orks will win.


We roll to see if there will be 1 final turn and....




Orks 7

Spoiler:
The game ends!


Orks have their objective.


They've also got Linebreaker for a total of 4 VP's.


Grey knights objective is unoccupied. However, the knights do get First Blood, Warlord and Linebreaker (Draigo) for a total of 3 VP's.




Victory to Grand Waaagh!!!





This message was edited 7 times. Last update was at 2012/09/15 19:03:22



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Mekboy Hammerin' Somethin'





Looks like I ate my words. The orks scraped out a win.

This message was edited 1 time. Last update was at 2012/09/15 19:23:24


 
   
Made in co
Apprehensive Inquisitorial Apprentice





colombia

In the assault of Paladins Vs Nob bikerz, did you cast hammerhand? if so, how did the Nobz got to roll for their FNP? and also, do you know if the debate of force weapons Vs FNP has come to a conclution?.

great battle report as always, jy2 quality.

   
Made in us
Fixture of Dakka





San Jose, CA

 Riddick40k wrote:
Can't wait to read this! It's nice your switching armys around i like the versitility. Also i would love for you to bring your nids out in 6th edition to see if they can be competative!

They will see the light of 6th soon. As soon as my 2 tervigons are done, nids are coming out to play!


 serotol wrote:
In the assault of Paladins Vs Nob bikerz, did you cast hammerhand? if so, how did the Nobz got to roll for their FNP? and also, do you know if the debate of force weapons Vs FNP has come to a conclution?.

great battle report as always, jy2 quality.

No, Hammerhand was not cast in order to be able to use the force weapons.

I am aware of the controversy regarding force weapons and FNP. Here I play it that it doesn't ignore FNP until force has been activated, meaning that a model has to first die by "force" before it ignores FNP.

Consider it a house-rule in this game for those who don't agree with the interpretation.

This message was edited 1 time. Last update was at 2012/09/15 17:20:42



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ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in be
Deranged Necron Destroyer






I dont see where the discussion is, but that makes a very big difference in combat outcome.

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

 jy2 wrote:
 Riddick40k wrote:
Can't wait to read this! It's nice your switching armys around i like the versitility. Also i would love for you to bring your nids out in 6th edition to see if they can be competative!

They will see the light of 6th soon. As soon as my 2 tervigons are done, nids are coming out to play!

if they are the new models I can't wait to see them!

 serotol wrote:
In the assault of Paladins Vs Nob bikerz, did you cast hammerhand? if so, how did the Nobz got to roll for their FNP? and also, do you know if the debate of force weapons Vs FNP has come to a conclution?.

great battle report as always, jy2 quality.

No, Hammerhand was not cast in order to be able to use the force weapons.

I am aware of the controversy regarding force weapons and FNP. Here I play it that it doesn't ignore FNP until force has been activated, meaning that a model has to first die by "force" before it ignores FNP.

Consider it a house-rule in this game for those who don't agree with the interpretation.

This message was edited 1 time. Last update was at 2012/09/15 18:13:16


"Decadence Unbound..."

10,000+


 
   
Made in us
Fixture of Dakka





San Jose, CA

 Valek wrote:
I dont see where the discussion is, but that makes a very big difference in combat outcome.

It probably would have been wiser to cast Hammerhand instead, as that would have made it easier to wound with the halberds and swords. It would have also denied FNP to the hammer attacks had force not gone off with the halberds and swords....not that it really mattered in this case as the nobs failed all their FNP saves against those hammers.


 Riddick40k wrote:

If they are the new models I can't wait to see them!

Yeah, they are the new models.


Automatically Appended Next Post:


Game #1 completed.


This message was edited 1 time. Last update was at 2012/09/15 19:04:36



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Made in us
Haemonculi Flesh Apprentice






That looks like sabreX's ork army, did he not want it anymore? Is he your opponent this game?

   
Made in us
Fixture of Dakka





San Jose, CA

There was this guy in our area who was selling his ork army. Both SabrX and I got some of our orks off of the same guy, including our nob bikers. That's why they look so similar. We split it 6 bikers each, though I also got other stuff like the lootas and warbikers.

I'm amassing an ork force currently. My goal is to reach 180 boys....and then ally in an IG blob squad.

This message was edited 1 time. Last update was at 2012/09/15 20:26:58



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Nimble Dark Rider




This game would have been much different if you had not conveniently forgotten about your Librarians 2+ INV save...

Any ways, good game.
   
Made in us
Fixture of Dakka





San Jose, CA

furbyballer wrote:
This game would have been much different if you had not conveniently forgotten about your Librarians 2+ INV save...

Any ways, good game.

Honestly, it wouldn't have made a difference at all. Even without the librarian, Draigo did manage to wipe out the orks next turn. Even if I had remembered about the libby's 2++, then the best case scenario is that they finish off the orks perhaps 1 turn earlier and then they are still out in the middle of nowhere without enough mobility to get to the ork objective.

This really underscores one of the biggest drawbacks of a paladin army - its lack of mobility. That is why most Draigowing wing builds aren't really that balanced. They just have trouble in Capture & Control/Emperor's Will scenarios where they need to get to the enemy's objective. It would have made a difference in Purge the Aliens, but in this particular scenario, his survival wouldn't really have too much of an impact in the game.

But it was a mistake indeed, one that I did not catch until I was writing the report.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
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Made in us
Longtime Dakkanaut






Bay Area

Giant TLOS blocking terrain smack in the middle. Gee, I wonder who placed that.

Good come back for the Orks. Seems like GK had other things to worry about other than taking the Dakkajet out. GK had a lot of bad luck failing LD and pinning tests. However, their shooting was extremely effective. I'm surprised how quickly the Nobz Bikers died.

Dakkajet and the Ork Boyz definitely shined in this game.

Congrats on winning your first game with your Orks. I look forward to reading your next game against Daemons.

 Red Corsair wrote:
That looks like sabreX's ork army, did he not want it anymore? Is he your opponent this game?


In the previous battle report thread featuring Orks vs. Daemons, I borrowed Jy2's Shoota Boyz and Nobz Bikers. All of my Ork Boyz are AoBR and made an appearance in Jy2's GT practice game battle report featuring Orks versus Necrons and 2000 points battle report with Daemons + Orks versus Tau + Orks.

Jy2 and I both own Orks, but expanding our armies in different ways. Jy2 wants a large horde army. I on the other hand prefer a smaller death-star approach with emphasis on Nobz Bikers. On top of the 6 Nobz Bikers I currently own, I just purchased bits to create 15 more. Just one short from having 2 Warbosses on Warbikes and 20 Nobz Bikers.

I'm not the opponent in this and the next game.

I wonder who is.

   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

lol welcome to orks Jy2! I started ork about 3-4 months ago and so far they are still very fun to throw around every so often just because you can make funny noises when playing and it'd be in character as well as not really worrying if you win or lose cause Ork's always win!

Also lootas are amazing and now I take even more lootas than before and don't bother with PK nobs and just hordes of boys kind of like your list. Never did take bikers for some reason.

I've just gotten a hold of a tau army and will be giving that a shot. Holding out till new sisters models before I expand there and then maybe necrons if I got money left over. Probably gonna have to get some eldar allies for the Tau too.. or maybe SM? hard to decide.

Now playing: GK, Daemons, IG, Ork, now Tau as well, and planning on sisters next.

Think anyone would care if I used some local anime robots instead of the crisis suits?



vs

This message was edited 1 time. Last update was at 2012/09/16 01:46:57


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Haemonculi Flesh Apprentice






Ha ha poor boy, he is trying to look awesome but that Gundam is killing him. Or is it Evangelian.... Also I am sure I have butchered those spellings lol.

   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

It's actually a really good set of robot models called armored core based on some video game. Really well detailed models if you ever come across them. Relatively easy to find in Japan though. They are still very popular though I hear the game is just kind of meh.

The armored core models are somewhat modular as well so you can actually swap pieces between kits.

+ Thought of the day + Not even in death does duty end.


 
   
Made in be
Deranged Necron Destroyer






 jy2 wrote:
furbyballer wrote:
This game would have been much different if you had not conveniently forgotten about your Librarians 2+ INV save...

.

This really underscores one of the biggest drawbacks of a paladin army - its lack of mobility. That is why most Draigowing wing builds aren't really that balanced. They just have trouble in Capture & Control/Emperor's Will scenarios where they need to get to the enemy's objective. It would have made a difference in Purge the Aliens, but in this particular scenario, his survival wouldn't really have too much of an impact in the game.



I do not agree on this, in fact you should in these cases give your pally unit scout and then redeploy 12" inch up. Within 2 movement phases you would be at the enemy objective, there is still not much apart from Terminators that can hold a pally deathstar, S6 and forceweapon activation will tear through anything, no 3+ save and no FNP cause of the insta death forceweapons...

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Fixture of Dakka





San Jose, CA

POST-GAME ANALYSIS:

Grey Knights:
Grey knights made several mistakes that contributed to their downfall. And no, forgetting about the librarian's 2++ in combat wasn't one of them. While that was a mistake, IMO it really didn't impact the game all that much. Rather, their mistakes included:

- Over-committed the paladinstar. Basically, they were stuck in No-man's-land, unable to get to the opponent's objective and unable to reach their own objective. They should have either committed to defending their own objective or to trying to contest the enemy's objective. If defending, they shouldn't have been so far out. If attacking, they should have perhaps considered deepstriking because they would have never made it there to contest on foot.

- Tried to rely on a MSU unit to hold the home objective. With the dakkajet around, the MSU troops were never really safe especially since terrain couldn't completely block LOS to them. Also, splitting up the units almost gave orks First Blood as they were almost able to wipe out a combat squad. They should have just stuck together as 1 unit and stayed "home".

- Should not have shot at the gretchins with the strikers. Should have just assaulted them instead.

- Split up the 2 HQ's. Really, having both HQ's with the paladinstar was over-kill. With re-rollable saves, the librarian just won't die any time soon. Should have joined him to the deepstriking strike squad instead to give them better survivability. Also, with the librarian there, they most likely wouldn't have gotten pinned.


Other than that, the paladinstar was a beast who just wouldn't die. Though they lost, they were actually dominating the orks up until the strike squad mistake.


Orks:
Being very familiar with Draigowing, I know exactly how to exploit their weaknesses. And that includes:

- Lack of mobility. If you can out-maneuver them or tie them up for a couple of turns (or to just distract them), then you are in decent shape. Now if this was a multiple-objectives scenario, then it wouldn't be so bad as the paladinstar should be able to get to an objective more easily. But with the Emperor's Will, they have a long ways to travel to reach the objective.

- Ignore the deathstar. Focus on killing the support units. This is one of the reasons why I don't advocate an Apothecary or grenade-caddie techmarine with the paladinstar. Heck, even adding the librarian is over-kill. The more "killy" or resilient you make it, the more you encourage your opponent to focus on the weaker support units instead. And because you've invested so many points into the paladinstar, your support units are even weaker and easier to kill.

- Deathstars can only be in 1 place at a time. Unless they combat-squad, the paladinstar cannot both "attack" and "defend" at the same time and if they combat-squad, then they are easier to deal with. The trick is to force them to choose. That was the purpose of the nob bikers - to force them to make a decision. Fortunately for the orks, the grey knights made a mistake and advance the paladins too far to be able to recover when the dakkajet shot down the GK objective holders.


As for the orks, I like the mobility and the "threat" that the nob bikers represent. I also enjoy playing the horde of ork boyz (though I think I could probably add some more boyz to the list.... there's not quite enough bodies yet). I've always played elitist armies - Draigowing, Crowe Purifiers, nidzilla, chaoszilla, wraithwing crons. Playing an actual horde army for the first time was actually quite refreshing and invigorating.

I will eventually drop the warbikers for more boyz or lootas in the games where I don't use allies. I don't really see them as a fit in this list, though at this point, I am limited in models. Or I may try out some deffcoptas in the future for their mobility. You can always use more mobility. One thing I am trying to stay away from though is a mechanized, battlewagon ork army. I've played enough mech to the point where I want my orks to be on foot....at least for now.






Automatically Appended Next Post:
 SabrX wrote:
Giant TLOS blocking terrain smack in the middle. Gee, I wonder who placed that.

Good come back for the Orks. Seems like GK had other things to worry about other than taking the Dakkajet out. GK had a lot of bad luck failing LD and pinning tests. However, their shooting was extremely effective. I'm surprised how quickly the Nobz Bikers died.

Dakkajet and the Ork Boyz definitely shined in this game.

Congrats on winning your first game with your Orks. I look forward to reading your next game against Daemons.

I am a firm believer that you should have some type of LOS-blocking terrain in the center. 6E is primarily a shooting game. Without any type of cover/LOS-blocking terrain in the middle, assault-based armies will always be at a slight disadvantage. The center terrain just helps to level the playing field.

Yeah, for the most part, the GK's just ignored the dakkajet. Orks just had too much "threats" around that a single flyer was deemed ignorable. Boy, did that turn out to be a GK mistake or what.

Luck was mixed in this game. GK's were rolling incredibly well at times - their shooting and their saves - but failed when it counted the most - morale for the strikers. Had the GK's been rolling more average, both units of strikers (on his objective and near the ork's objective), they shouldn't even need to take morale. Both of those units should have probably been wiped out by ork shooting in the first place.

Nob bikers should have probably survived that combat, but I was rolling piss-poor for the saves against the hammers. Yes, none of the swords/halberds did any damage, but 8 hammer attacks wiped out the entire unit of nob bikers. What can I say? It's a dice game.


 sudojoe wrote:
lol welcome to orks Jy2! I started ork about 3-4 months ago and so far they are still very fun to throw around every so often just because you can make funny noises when playing and it'd be in character as well as not really worrying if you win or lose cause Ork's always win!

Also lootas are amazing and now I take even more lootas than before and don't bother with PK nobs and just hordes of boys kind of like your list. Never did take bikers for some reason.

I've just gotten a hold of a tau army and will be giving that a shot. Holding out till new sisters models before I expand there and then maybe necrons if I got money left over. Probably gonna have to get some eldar allies for the Tau too.. or maybe SM? hard to decide.

Now playing: GK, Daemons, IG, Ork, now Tau as well, and planning on sisters next.

Think anyone would care if I used some local anime robots instead of the crisis suits?



vs


I've got tons of armies as well but I'm beginning to become more of a Xenos player. With the exception of the grey knights, all of my armies that I've been playing recently are all xenos - necrons, daemons, tyranids and now orks. And with the exception of the crons, I'm thoroughly enjoying what many consider to be the "weaker" codices. I've got to admit, orks are a lot of fun and a refreshing change from my normally MEQ armies.

Yeah, I need to get more lootas. I think there will be 2 key builds that I will be playing. The first is a pure ork horde with nob bikers and lootas. The 2nd is a horde ork army with nob bikers and allied IG blob. And the other, future build I am thinking of running is an ork horde with killa kans but as of right now, I've got no ork walkers.

Tau can be quite fun to play and is definitely a good army IMO. And I see their weaknesses - mobility and screening units - can be addressed with either necron or ork allies. Maybe I will play SabrX's Tau army the next time we meet.

Too bad Tau have no walkers. I think the model may be too big for crisis suit. However, that model would make for a great samurai-themed GK dreadknight.

Just make sure you give him some Red Bull. I think he need some more wings.




Automatically Appended Next Post:
 Valek wrote:
 jy2 wrote:
furbyballer wrote:
This game would have been much different if you had not conveniently forgotten about your Librarians 2+ INV save...

.

This really underscores one of the biggest drawbacks of a paladin army - its lack of mobility. That is why most Draigowing wing builds aren't really that balanced. They just have trouble in Capture & Control/Emperor's Will scenarios where they need to get to the enemy's objective. It would have made a difference in Purge the Aliens, but in this particular scenario, his survival wouldn't really have too much of an impact in the game.



I do not agree on this, in fact you should in these cases give your pally unit scout and then redeploy 12" inch up. Within 2 movement phases you would be at the enemy objective, there is still not much apart from Terminators that can hold a pally deathstar, S6 and forceweapon activation will tear through anything, no 3+ save and no FNP cause of the insta death forceweapons...

Scouting them up 12" isn't the answer (and correct me if I am wrong, but I thought you could only scout 6"?). Not when I can set multiple ork screens between them and my objective. The problem is that they cannot be at 2 different places at the same time - trying to contest the ork objective while having to defend their own objective against the nob bikers - and they don't have the mobility to change directions when need be. After I wiped out their objective-sitting squad, they just couldn't make it back to their own objective in time.

Believe it nor not, it is this lack of mobility that makes Draigowing actually a finesse army. Every turn, you have to consider very carefully where they need to be. Otherwise, they end up like they did this game....out of position. You also have to consider carefully who they focus their offense against because their shooting is rather limited. In other words, Draigowing, while being a highly durable and concentrated army, has rather limited resources (limited mobility and limited shooting). You have to manage these resources very carefully and that's what makes them a finesse army.


This message was edited 4 times. Last update was at 2012/09/16 15:28:07



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in be
Deranged Necron Destroyer






Agreed on this, but still 12 (rulebooks says you can redeploy 12, you can't be within 12 of another unit and you cant charge on turn one. further up on turn one, might make closing the gap when spread out easier.

Another one, you immobilized the Dakka jet and then it moves on? I thought immobilized flyers where fubar...

If you look at your list what would you change? I was thinking cutting back some Palladins and add another Dreadknight, Think 6 pally and Libby& Draigo is still a more then annoying deathstar?

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

4500 pts


 
   
Made in us
Fixture of Dakka





San Jose, CA

 Valek wrote:
Agreed on this, but still 12 (rulebooks says you can redeploy 12, you can't be within 12 of another unit and you cant charge on turn one. further up on turn one, might make closing the gap when spread out easier.

Another one, you immobilized the Dakka jet and then it moves on? I thought immobilized flyers where fubar...

If you look at your list what would you change? I was thinking cutting back some Palladins and add another Dreadknight, Think 6 pally and Libby& Draigo is still a more then annoying deathstar?

Ok, well, I didn't have my rulebook with me and have yet to use Scout in 6E.

Immobilized flyers are not actually immobilized. Rather, their movement becomes locked, meaning they have to move at the same speed as before, and they can't evade/jink anymore. They also can't move flat-out in the shooting phase, but they can still do their 90 degree turn on their Movement phase.

Yeah, that would be a viable option - to cut back on some paladins and add another dreadknight. Honestly, I may even drop the librarian as well. At 200pts, he's rather expensive and his psychic hood doesn't work like it used to anymore. But really, it's a matter of preference. There are several good units to choose from. I'd probably drop the Librarian and some paladins. Then get myself another 10 strikers and perhaps a dreadknight. For 6E, I'm leaning more towards a infantry-based GK list with more bodies. Either that or swap out the librarian and some paladins for Coteaz, a shooty objective-sitting henchmen unit, another dreadknight and perhaps a couple of teleporters for some mobility.



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

Just beginning to read now but noticed something, a mistake that is very commonly made; Nobs in a Boyz unit with Shootas can't take Power Claws. I've seen many people make this mistake, but if you look in the Codex, in order to take Shootas every Boy in the squad including the Nob must exchange their pistol and CCW for Shootas, either all of them or none of them. And if you want a Power Claw you have to trade your CCW specifically; if you don't have the CCW anymore you can't get the Claw, and if you don't trade the CCW and pistol for the Shoota then none of the Boyz in the squad can do it.

Looking forward to reading the report; I'll edit any further comments in here.

EDIT: Well played mate, and looks like a good Ork army (very similar to the one that beat me at the last tourney here actually).

This message was edited 1 time. Last update was at 2012/09/16 20:29:15


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