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2K Jy2's Da Rushmore Orkcrons vs Spam Adam's Triptide Taudar (Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Are orks still very competitive or have they been relegated to middle/lower-tier status by the newer armies?
Orks are still a top-tier army. They crush the Tau.
Orks are good but no longer top-tier. They barely scrape by with a minor victory.
Orks are mid-tier. Thanks to their numbers, they barely manage a draw.
Orks aren't bad, however, they just cannot compete with the likes of Tau, who will kill them in droves.
Orks have dropped considerably on the power curve. They get annihilated by Tau.

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Made in us
Fixture of Dakka





San Jose, CA

So they say orks have gotten worse in 6th, especially after a rash of new codices coming out. To that, I say....bahhhhh. Me says itsa krumpin' time!

But seriously, my orks are still a relatively new army for me. I've played them for just a few games in the early days of 6th, back before any of the newer 6th Ed. codices came out. Well, fast forward about 1 year later and the scenery has changed completely. In a flurry of change, how has the meta affected the orks? Well, I'm about to find out, and what better way to test them out than to dive right in against one of the strongest codex currently - Taudar!


First off, a little background on my Orks. I actually played them very recently and against a GT-winner:

Game #1 of 3 - 2K Competitive - Jy2's Da Rushmore NecrOrks vs Mortetvie's Eldau

However, that army is more Necrons than Orks (Necron primary + Ork allies). This time, I will be running Orkcrons instead (Orks primary + Necron allies). I know my NecrOrks are strong just because Necrons are still so strong in this edition, but can an army consisting of Orks as the primary still be strong enough to compete against a top army? I think so and I will find out soon enough.


As for my opponent, Spam Adam, his army has evolved somewhat. The first time I played against his Triptide (triple riptides) Taudar (Tau primary + Eldar allies) build was with my competitive wraithwing Necrons:

2K Competitive - Wraithwing Tesla-spam Necrons vs Triptide Riptide Tau

Back then, my opponent ran basically a static pulse-bomb Ethereal-fire warrior Tau build. He has since evolved his army to its current state - a highly mobile triptide broadside build. There are no more Ethereals in his army. Instead, his Ethereals, fire warriors and hammerheads have since been replaced by the Buff Commander, devilfish transports and missile-sides. IMO, with the broadsides, he hasn't lost much firepower. However, he's gained a lot more mobility in his army. Another trait of his new army is this....he doesn't need to see you to shoot the heck out of you. Yes, this is also his SMS-spam list and unfortunately for me, that's really going to hurt my army.


Anyways, onto the lists:


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


2000 Jy2's Da Rushmore Orkcrons vs Spam Adam's Triptide Taudar


2000 Orkcrons

Primary:

Biker Warboss - 5++, Bosspole, Power Klaw, Warbike

8x Nob Bikers - All 5++'s & Warbikes, 2x Big Choppas, 3x Power Klaws, Painboy, Waagh! Banner
30x Choppa Boys - Nob w/Power Klaw
30x Choppa Boys - Nob w/Power Klaw
30x Choppa Boys - Nob w/Power Klaw
26x Shoota Boys
10x Gretchins - 1x Runtherd

Allies:

Destroyer Lord - 2+, Mindshackle Scarabs, ResOrb

5x Immortals - Gauss

6x Wraiths



2000 Taudar

This is an approximation of his list going off my memory.

Primary:

Tau "Buff" Commander - Command & Control Node, Multi-sensor Suite, Puretide Engram Neurochip

Riptide - Heavy Burst Cannon, TL-SMS, Early Warning Override, Velocity Tracker
Riptide - Heavy Burst Cannon, TL-SMS, Early Warning Override, Velocity Tracker
Riptide - Heavy Burst Cannon, TL-SMS, Early Warning Override, Velocity Tracker

7x Fire Warriors
Devilfish - Disruption Pods, Burst Cannon, TL-SMS
7x Fire Warriors
Devilfish - Disruption Pods, Burst Cannon, TL-SMS
7x Fire Warriors
Devilfish - Disruption Pods, Burst Cannon, TL-SMS

7x Pathfinders
7x Pathfinders

2x Broadsides - High-Yield Missile Pods, TL-SMS, 1x Missile Drone
2x Broadsides - High-Yield Missile Pods, TL-SMS, 1x Missile Drone
2x Broadsides - High-Yield Missile Pods, TL-SMS, 1x Missile Drone

Allies:

Farseer

3x Windrider Jetbikes


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


Mission: Bay Area Open

Primary: Emperor's Will - 4-pts

Secondary: Crusade - 3x Objectives, 3-pts

Tertiary: First Blood, Linebreaker, Slay the Warlord, 1-pt each


Deployment: Dawn of War


Initiative: Taudar


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


PRE-GAME THOUGHTS:

Spoiler:
This isn't going to be an easy battle for my orks. As a matter of fact, I think it is going to be a bloodbath, with me definitely losing a lot more models than my opponent.

Why do I think that this may potentially be a massacre for the Tau?

1. Smart Missile Systems. This is a very under-rated weapon and IMO, one of the best guns in the Tau arsenal. Unlike other armies, Tau really don't have the reach that some of the other armies do. That is because Tau don't normally play as aggressively and so many armies can hide from them. I'm talking about MSU troops on objectives here. SMS gives them the reach to take out these units. And against my orks, they are especially potent in taking them out.

2. Firepower. No question in my mind that Tau has the most firepower in the game today. Yes, enough to wipe out all my orks from the table if only terrain was open.

3. He's going 1st. That means 2 turns of shooting before my fastest guys can even assault.

4. Mobility. This used to be a weakness of the Tau. Not so much in this list. With the exception of the broadsides, now my opponent has the mobility to get his units out of danger (at least the ones that matter - his scoring units).

5. His Warlord is scoring (thanks to his Warlord trait).

6. Lack of cover for my orks. My ork boys rely heavily on cover to survive. With SMS, the Buff Commander and plenty of Markerlights, my boys might as well be out in the open.

7. Volume of S6/7 shooting. Combine that with Prescience, Guide, the Buffmander and Markerlights and even my nob bikers wouldn't last against 1 turn of shooting from his army. Oh, maybe this should fall under Firepower.

8. Experience. While I'm a very experienced player, my opponent has got a lot more experience with his Tau than I do with my orks.

9. I've got no shooting so that's 1 less facet of the game that my opponent has to worry about. That means I also have no ability to soften them up before the charge and no ability to reduce his firepower until I get into combat.

10. Did I mention about his Firepower? Well, just in case I didn't, here I am running an infantry-heavy army against a Tau build that specializes in demolishing infantry builds. That's almost like running a MC-heavy build (tyranids) against an army of poisoned units (venom-spam). His list was made to kill lists like mine, not that I am saying he was tailoring. It's just a rock-paper-scissors type of matchup.


But I am not all doom and gloom. I actually see my orks as only a slight underdog in this matchup.

Why can my orks potentially plough right through his army?

1. Resiliency. I've designed this list to withstand a lot of firepower. Nob bikers and my wraithstar are 2 very durable units. After that, he's got to deal with 116 boys as well. His army does have a better than normal chance against mine, but I'm going to keep the pressure on.

2. 7 scoring units. Yup. Basically, the majority of my army is scoring.

3. I'm going 2nd. While my opponent gets the alpha-strike, I have the last say on objectives.

4. My 2 most dangerous units are also my 2 fastest. Depending on my saves (and FNP), I can potentially make it to his lines somewhat intact, especially if I force him to have to deal with both at the same time.

5. Multi-assaults are a good way to get rid of several units at a time, and that is exactly what I intend to do.

6. I've got 116 boys supporting my 2 deathstars. So even if he wipes out my 2 deathstars, I believe that my boys should then be able to make it into combat. If they do make it (and if they do make it largely intact still), it may be game over fairly quickly.

7. My strategy of Positional Dominance. So far, it has rarely failed me. Send most of my units to apply a huge amount of pressure on him. While he's busy dealing with my threats, I get into position to take the objectives. So far, it has worked like a charm....unless my opponent's firepower is actually great enough to repel all my advances.

8. I don't really need to kill his army (though I do plan to eventually). I just need to kill his scoring units. They are my target priority.

9. Experience. While I am not as experienced with my orks as I am with some of my other armies, I am very experienced playing against Adam's Tau. I knew his tricks and can anticipate his moves. You can bet I'm going to take advantage of that.

10. Terrain. Some LOS-blocking terrain is better than no BLOS terrain at all. You can be sure I'm going to take advantage of that to limit any non-SMS firepower and firing lanes.


In the end, it's mainly going to be Orkcron resiliency vs Tau firepower. If his firepower > my resiliency, I will most likely lose, maybe even get tabled. However, if my resiliency out-lasts his firepower, then look out for dominating ork victory.




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


Deployment:

Spoiler:
Map of terrain:


Warlord traits:

Orkcrons: +1" charge to all friendly ork units within 12" of my Warlord.

Taudar: Scoring Warlord.


Eldar psychic powers: Prescience, Guide, Precognition

Night-fight: who cares?



The 3 Crusade objectives. My opponent has 2 of those objectives just outside his deployment zone.


The 2 Emperor's Will objectives (the 2 turtles).


Tau deployment. My opponent is using some proxies, with the space wolves as missile drones and Njal Stormcaller as his Buff Commander.

My opponent deploys to my right. This is where I will probably be least able to take advantage of the LOS-blocking terrain and where he has the best firing lanes.

Jetbikes will start in reserves.


My deployment. Nob bikers to the left. Gretchins on my EW objective to the far-left.


And my wraithstar to the right.


Overview of our deployment.

I don't attempt to steal and we begin.




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


Taudar 1

Spoiler:

Tau movement. All 3 riptides past their nova-charges. Farseer would cast powers on 2 riptides every turn.


He puts markerlights on my wraithstar and shoota boys.


I roll slightly above-average on my wraith saves and only lose 2 to his riptides. I also lose 2 orks to a devilfish SMS.


However, the majority of his army - all his broadsides and 1 riptide - focus on my shoota boys and wipe them out for First Blood.


Riptides then do their assault moves.




Orkcrons 1

Spoiler:

Orkcrons advance.


Why not? It's not like they have anything better to do anyways.


Gretchins actually move away from my objective.


Orks then run and bikers turbo-boost.


Here's to hoping I make it tough for him next turn.

Now, there's really nothing for me to do but to see if I can weather the approaching Tau storm.




Taudar 2

Spoiler:

Jetbikes come in. The left devilfish immobilizes itself on difficult terrain. Both units of firewarriors disembark, but due to difficult terrain, they don't disembark far.


1 riptide fails to nova-charge. The other 2 passes.


Oh....my....gawd! Between the markerlight support, his jetbikes, 2 units of firewarriors, the 2 devilfish and 2 units of broadsides only, he kills off 6 nob bikers as well as my Warlord. I am stunned. I don't believe I made a single FNP save!!!


He then still had enough firepower in his army to take out 15 orks from 2 squads....


....as well as 3 wraiths and my D-lord!

THAT did not just happen! While I was acting normal during our game, inside, I was stunned speechless.

And I could tell my opponent was trying hard not to bust out his happy dance.




Orkcrons 2

Spoiler:

Fortunately for me, my D-lord got back up last turn. Whewww....as long as he can keep doing that, then I can still make it a game.


I get ready to assault.


Nob bikers, even with only 2 in the unit, can still be dangerous. Orks advance.

Onto assault.


I lose 7 orks to Overwatch.


The other unit loses 9 to Overwatch!!!

What the heck?!? Not only do I lose 16 orks just to Overwatch, but now I am looking at an incredibly long 10-11" charge for both units.


It ain't done yet. I lose my D-lord on a failed Look-Out-Sir to Overwatch as well! The lone wraith makes it in.

I then declare my Waaagh. Rather, I yell at the top of my voice and then everyone in the LGS turns to look at me.

Even if I were to get tabled, it would be worth it just for that moment of sheer orkiness. LOL.


You know what? Both units of orks roll 11" on the charge to make it into combat. I didn't even need to use my Fleet re-roll.


Finally, the nob bikers multi-charge the non-immobilized devilfish and 1 unit of fire warriors.


I wipe out his pathfinders. Unfortunately, I couldn't make the multi-assault.


I beat his riptide by 3 but fail to catch him in a sweeping advance. Damn!


Wraith actually win combat here by 1, but his riptide would pass morale. My D-lord would then get back up.


Finally, my nob bikers would blow up the devilfish. Between their attacks and the explosion, I take out 1 pathfinder, 3 fire warriors from the unengaged unit and 4 from the unit in combat.


And to top it off, his unengaged unit of firewarriors fail morale and run off the table. On the other hand, his unit of firewarriors locked in combat would pass morale with Insane Courage (double 1's).

Well, now, seems like fortune favors the bold.....though I fully expect to lose a lot of my scoring units next turn.




Taudar 3

Spoiler:

Taudar movement (everyone except the broadsides). His riptide regroups.

Riptide in combat with my wraithstar fails to nova-charge for the 3++.


Firewarriors disembark. Pathfinders come down from the ruins.


The Tau fire at my full unit of orks and take out 20.


He then wipes out both units of boys at his doorstep.


My nobs finish off the unit of firewarriors.


Last but not least, I mindshackle his riptide and take him out with my D-lord.




Orkcrons 3

Spoiler:

The turns are going to be much faster now. Immortals come in and run. Gretchins approach my EW objective.


Orks try to hide from the massive Tau firepower.


My Warlord goes in for the kill against his troops.


Same with my nobs. They shoot down 1 biker before the inevitable assault.


Overwatch takes out my wraith. The D-lord then makes it into combat.


This is going to be a slaughter.


I am willing to trade an eye for an eye. My bikers for his bikers.


And just like that, all his troops are gone. Well....except for his scoring Warlord.




Taudar 4

Spoiler:

1 riptide fails to nova. The other one, with just 1W remaining, doesn't dare.


Bye bye bikers.


SMS fire reduce my boys to just the nob remaining. He passes morale.


Bikers...dead.


D-lord....likewise. And he won't be coming back.

It's Turn 4 and now I am looking to just survive. Heck, I'm trying not to get tabled.




Orkcrons 4

Spoiler:

Gretchins move away from the objective.


Immortals have no choice but to head towards the Crusade objective.

If they can live through next turn....and if the game ends....I just might pull off the upset.




Taudar 5

Spoiler:

The Tau start to advance.


He can only fire his SMS. He takes out my nob. However, my immortals survive all his firepower with 2 models remaining! YES!!!

Riptides jump even closer.




Orkcrons 5

Spoiler:

1 immortal gets back up. I make it to my Crusade objective.


Gretchins move back onto my EW objective.

I am playing for a Turn 5 conclusion. Currently, we are tied on the Secondary - Crusade - with my immortals and his Warlord both on an objective.

My opponent has got First Blood (shoota boys) and my Warlord.

I've got the Primary - Emperor's Will - with a unit of gretchins.

Now if the game ends, I pull off what may be my biggest upset so far in 6th Ed.

But if the game continues, Adam will probably do to me what very, very few players have ever done to me....table me.


We roll to see if the game continues and.....


.....to be concluded.





Taudar 6

Spoiler:
So currently, we are tied on Crusade. I've got Emperor's Will (4-pts) but that's it. My opponent has got First Blood (shoota boys) and my Warlord for 2-pts.

In my very first game against his triptide list, I rolled and the game ended. So this time, Adam wasn't going to let me do that again.

So he rolls (on Turn 5) to see if the game continues, and he gets....


Game Over, baby!


Orkcrons take it 4-2.



Aftermath of our battle. I've only got 3 immortals and a unit of gretchins left. Adam has still got the majority of his offense.


Orkcron dead pile.


So despite nearly getting tabled, my Rushmore Orks come out with a.....





Crushing Victory by the Metallic Waagh! - Orkcrons!!!





Orkcrons 6

Spoiler:
Sorry, but the game ended last turn.




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


POST-GAME ANALYSIS:

Spoiler:
Man, what a rough game. I expected to get pummeled, but honestly, I wasn't expecting to get pummeled that badly. I actually thought I would put up more of a fight than that. So how did my opponent managed to inflict so much damage?

1. He went 1st. By going 1st, he had 1 extra turn of shooting against my army, and each of his shooting phases was significant. I'm beginning to think that against Tau, you do want to go 1st in most cases.

2. Quality of shots versus quantity of shots. In this case, my opponent had both. He's got a lot of shots and when those shots are boosted by markerlights, Prescience, Guide and the Buffmander, they also become quality shots also. Not only does he have a high output of shots, but his shots are also highly efficient as well, meaning he hits with most of those shots. That will reduce most armies to scrap in no time.

3. No cover against the majority of his shots. Between SMS, markerlights and the Buffmander, it was almost as if we were playing on a terrain-less table. Between the efficiency of his shots and the lack of cover, expect to lose non-3+/2+ models like there's no tomorrow.


But despite his firepower, I still pulled off the upset. How?

1. As most people here would agree, he misplayed his jetbikes. He's better off hiding them than to involve them in the offense.

2. I felt he made a mistake by disembarking his firewarriors, especially with my threats so close by. I understand that he wanted to increase his firepower, but I wouldn't do it at the expense of the troops. At least keep 1, maybe 2, in their vehicles and head towards the objectives with them. Also, my opponent still has something to learn about proper screening techniques.

3. He brought a mobile Tau army but didn't really take advantage of it. Devilfish just stayed put and riptides castled up instead of spreading out. More importantly, he should have made out for the objectives much earlier (at least 1 turn earlier than he did).

4. While I had some bad dice (not making a single FNP save, failing to sweep his riptide), overall my dice wasn't too bad. I made 2 important, long-distance charges, my D-lord came back twice and my immortals survived a ton of firepower to survive and win me the game in the end. And while my opponent's dice has mostly been good, he did have a couple of rolls that helped me out - his firewarriors passing morale with Insane Courage and, of course, his roll for the endgame.

For my MVP of the game, I'd probably give it to my immortals. They survived 36 TL S5 shots to give me the win (1 tau unit shot at and took out my lone nob) and I believe 1 or 2 devilfish burst cannons as well. Otherwise, it would have been a crushing victory for the Tau.




This message was edited 22 times. Last update was at 2013/11/19 17:04:18



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
 
   
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Longtime Dakkanaut





What happens when your opponent goes up against av14? not one fusion in the army and only the HBC on rending can hurt a LR. The tau list does seem very good at anti horde and is spam adam one of the FLG guys? so must be a half decent player, I would go with him for this one Jim .

This message was edited 1 time. Last update was at 2013/11/15 09:57:41


40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
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Made in us
Fixture of Dakka





San Jose, CA

MarkyMark wrote:
What happens when your opponent goes up against av14? not one fusion in the army and only the HBC on rending can hurt a LR. The tau list does seem very good at anti horde and is spam adam one of the FLG guys? so must be a half decent player, I would go with him for this one Jim .

Against land raiders, it's not as bad as you think. This is what happens when he goes up against AV14:

1850 Quad Pro Quo Space Wolves vs Triptide Tau

Spam Adam is a member of Team Zero Comp. Before he became known as "Spam Adam", I called him Triptide Adam. Anyways, he's the guy in this battle report:

Warhammer 40K Video Battle Report Tyranids vs Tau & Eldar

His Taudar is super tough. So far, we've basically split the games between us, but it is always a challenge going up against his Taudar.




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
 
   
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Power-Hungry Cultist of Tzeentch





I've never given Immortals much thought but a friend of mine raves over them, also why the gauss over tesla?

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Fortress of Solitude

As fun as it is to see orks, I think they are at a disadvantage here.

It depends on how the Bikerz and Wraiths do, as if they fail to exert sufficient pressure then the orks will be unable to capture enough objectives by the game's end.

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San Jose, CA

 Bloodecho wrote:
I've never given Immortals much thought but a friend of mine raves over them, also why the gauss over tesla?

Just wanted to give it a try. It also gives me a slightly better chance to shoot down vehicles heading my way. Also, what I'm finding more about my MSU scoring units is that I tend to use them more to defend against other units who are trying to contest their objectives or go after them. Against these units, 10 shots is better than 5+.


 ImotekhTheStormlord wrote:
As fun as it is to see orks, I think they are at a disadvantage here.

It depends on how the Bikerz and Wraiths do, as if they fail to exert sufficient pressure then the orks will be unable to capture enough objectives by the game's end.

Yeah. How well I do will depend on how long my 2 deathstars can "distract" Adam's army for. But honestly, Adam's firepower is so strong that he can wipe out my Nob bikers in just 1 turn of shooting!




6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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Nebraska, USA

Never thought about a wraith unit, but thats actually a very potent anti-riptide unit. Theyre fast as hell and strip what little boon that thing has in close combat due to 3++ and MSS on the lord. Only Ld9 without an Eth or Commander around, hes bound to fail that leadertest and punch himself silly. And against HBC riptides (no idea why he has 3 of them, they arent that potent without psychic buffs or buffmanders so he has an oddman out) hes going to be a lot closer than usual so its easier to snag one.

I'd wager this depends on how lucky the tau's first turn is. I'd probably shoot the wraiths to hell and back first since i cant even attempt to fight them once they reach me, the Nobz i "can" since i can at least swing back lol

An ork with an idea tends to end with a bang.

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If the farseer was on a jetbike, I would have said that he would have attached the buff commander to one, and then run the other two close together with the farseer hanging close by to twin link them both, but without it does constrain where he can move them and still have them operate effectively. Not that its going to be much of a problem this match, with the number of orc bodies on the table Adam is going to run out of space where he can move units to in short order so the riptides will be staying fairly close to home early on when it matters that they get buffed. Deployment is also not in his favor, and first turn is a disadvantage in this case since he can't do a refused flank, so as long as nothing drastic happens to both the bikers and wraiths over the first two turns, Jy2 probably has this game. If both the bike and wraith units get killed or almost killed by the end of turn two though, Adam has it as the amount of sms he has will melt through the rest of the orcs.
   
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San Jose, CA

 Vineheart01 wrote:
Never thought about a wraith unit, but thats actually a very potent anti-riptide unit. Theyre fast as hell and strip what little boon that thing has in close combat due to 3++ and MSS on the lord. Only Ld9 without an Eth or Commander around, hes bound to fail that leadertest and punch himself silly. And against HBC riptides (no idea why he has 3 of them, they arent that potent without psychic buffs or buffmanders so he has an oddman out) hes going to be a lot closer than usual so its easier to snag one.

I'd wager this depends on how lucky the tau's first turn is. I'd probably shoot the wraiths to hell and back first since i cant even attempt to fight them once they reach me, the Nobz i "can" since i can at least swing back lol

I love me a dead riptide. My wraithstar is great at taking out units like riptides and wraithknights. But overall, they are just fast and very resilient....just what my orks need. Plus, they've got probably 2 of my favorite wargears in the game - Mindshackles and Res Orb.

But seriously, I think a wraithstar necron ally can complement orks fairly well.

HBC's are great, especially when buffed by Markerlights, Guide, Prescience and the Buffmander. I actually like them better than the Ion Accelerator as an all-purpose weapon. If it was me, I'd go 2 HBC's + 1 IA.


Onerios wrote:
If the farseer was on a jetbike, I would have said that he would have attached the buff commander to one, and then run the other two close together with the farseer hanging close by to twin link them both, but without it does constrain where he can move them and still have them operate effectively. Not that its going to be much of a problem this match, with the number of orc bodies on the table Adam is going to run out of space where he can move units to in short order so the riptides will be staying fairly close to home early on when it matters that they get buffed. Deployment is also not in his favor, and first turn is a disadvantage in this case since he can't do a refused flank, so as long as nothing drastic happens to both the bikers and wraiths over the first two turns, Jy2 probably has this game. If both the bike and wraith units get killed or almost killed by the end of turn two though, Adam has it as the amount of sms he has will melt through the rest of the orcs.

Yeah, I think my opponent should put his farseer on a jetbike. It is totally worth it.

I agree that spreading out will be tough for him to do, considering how many bodies I have on the table.

Actually, IMO deployment and 1st turn plays to my opponent's favor in this game. For deployment, he chooses the side (and deploys) where I can least take advantage of the central LOS-blocking terrain. Going 1st allows him 2 turns of fire against my army, which is crucial to his success. Just 1 less turn of firing means that I would get into combat just that much sooner, which means I would do much more damage to his army. With his army (and especially against my army), it's all about maximizing firepower.



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*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Subbed, as I want to see how the Orks fare... Sadly though Im going to go with Tau-Dar spam, as I see that the weight of fire would kill off anything that does come close to it no matter how fast it is..

But I hope I am proven wrong and see the Green tide overcome the cheese obstacle that is Tau-Dar...

This message was edited 1 time. Last update was at 2013/11/15 20:46:19


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 jy2 wrote:


But seriously, I think a wraithstar necron ally can complement orks fairly well.

HBC's are great, especially when buffed by Markerlights, Guide, Prescience and the Buffmander. I actually like them better than the Ion Accelerator as an all-purpose weapon. If it was me, I'd go 2 HBC's + 1 IA.



Interestingly enought, my Triptide army runs 2xHBCs and 1xIA. I completely agree, I feel the HBC has been underrated by alot of people. They are very different units and the HBC +VT Riptides is a pretty mean AA unit, and an ECPA makes it brutal.

I still die a little every time I see people puting VTs on IA Riptides and calling it passable AA.


As to the game, I see TauDar winning this one. He has an impressive volume of fire and the support to use it. Interestingly enough, you'd be better off with him Fielding IA Riptides against you instead of the HBCs.

As much as people don't like them, the DevilFish is critical in this matchup. He can fall back for two turns as his firepower devastates your approaching army before he needs to scramble for objectives. With Two turns the Devilfish Fire Warriors cover 42 +d6". They are expensive, but effectively can cover Tau scoring/mobility deficiencies. Much more effective than the normal Gunline or Kroot Outflank IMO.

1st turn seals the deal for him, though if you Sieze, you will win a blue bloody battle. Without any of his Force Multipliers, just his Riptides and Broadsides can kill 49 Orks/Turn before Cover. He also has FireWarriors, Devilfish, and a whole lot of Markerlight/Farseer/BuffCommander Support.

Looking forward to your awesome battle reports as always.

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Tau just got to many shots, and you counted the SMS, so that means no hiding...

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Go Orks! orks always win even when they lose because their just too fun to play.

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The no hiding really isnt much of a factor. Everything that can get an SMS also has something else that needs vision, and usually way more important than the no-hide 4 shots that dont pen like what 90% of the troops in the game? lol.

It is, however, 4 more shots at 30" that will easily kill 2-4 orks per SMS fired (unless its snapping for some reason) on top of what the normal gun is gonna do. Against MEQ, not that big of a deal since 3+ armor. Against Orks or 5+ armor infantry, yea it hurts lol.

An ork with an idea tends to end with a bang.

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Pre-game Analysis and Deployment posted.




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jy2, I'm curious as to why you did not attempt to Seize the Initiative here? I look at the matchup and deployment and see Siezing as the greatest chance for victory for you. Resiliency and objective grabbing won't matter as much if you can reach his lines, Siezing would have given you T2 charges with your fast units, and likely T3 charges with your Boyz.

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 Zagman wrote:
jy2, I'm curious as to why you did not attempt to Seize the Initiative here? I look at the matchup and deployment and see Siezing as the greatest chance for victory for you. Resiliency and objective grabbing won't matter as much if you can reach his lines, Siezing would have given you T2 charges with your fast units, and likely T3 charges with your Boyz.

2 reasons mainly: 1) I figured I have the resiliency to survive his long-range firepower and 2) I absolutely wanted the last say on the objectives.

Would this be a sound strategy or a huge mistake? We will find out soon.


BTW, I did a test-steal and failed anyways so that makes me feel better.





Automatically Appended Next Post:
flaming tadpole wrote:
Go Orks! orks always win even when they lose because their just too fun to play.

They don't ever lose because this is the only army where you can yell at the top of your lungs and people don't look at you like you're crazy. Instead, they go, oh, he must be playing orks.


 Vineheart01 wrote:
The no hiding really isnt much of a factor. Everything that can get an SMS also has something else that needs vision, and usually way more important than the no-hide 4 shots that dont pen like what 90% of the troops in the game? lol.

It is, however, 4 more shots at 30" that will easily kill 2-4 orks per SMS fired (unless its snapping for some reason) on top of what the normal gun is gonna do. Against MEQ, not that big of a deal since 3+ armor. Against Orks or 5+ armor infantry, yea it hurts lol.

It's not really a factor, at least not initially. But once I start running out of units and he starts running out of targets, it will become a bigger and bigger factor.


This message was edited 2 times. Last update was at 2013/11/16 18:39:25



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Eye of Terror

The terrain is really good and that might help jy2 win this game.

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purging philadelphia

I like your recognition of the abscense of blasts in your opponent's force. Everything is in a pile.

He has alot of shooting but i think you can take this. He lacks really high strength shooting to double out things like wraiths and nobs. I'm going to say you make it across the table and show them whats for.

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 Dozer Blades wrote:
The terrain is really good and that might help jy2 win this game.

I wished I could have pick sides 1st so that I could have maximized the use of those terrain.


thanatos67 wrote:
I like your recognition of the abscense of blasts in your opponent's force. Everything is in a pile.

He has alot of shooting but i think you can take this. He lacks really high strength shooting to double out things like wraiths and nobs. I'm going to say you make it across the table and show them whats for.

That's the difference between his build and yours. His list doesn't need to rely on high-strength low-AP shooting. Rather, it just relies on pure VoF firepower, except he has loads of S6/7 VoF.

Let's just say at the beginning of the game, I was full of confidence.




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 jy2 wrote:
 Zagman wrote:
jy2, I'm curious as to why you did not attempt to Seize the Initiative here? I look at the matchup and deployment and see Siezing as the greatest chance for victory for you. Resiliency and objective grabbing won't matter as much if you can reach his lines, Siezing would have given you T2 charges with your fast units, and likely T3 charges with your Boyz.

2 reasons mainly: 1) I figured I have the resiliency to survive his long-range firepower and 2) I absolutely wanted the last say on the objectives.

Would this be a sound strategy or a huge mistake? We will find out soon.


BTW, I did a test-steal and failed anyways so that makes me feel better.




Ouch, that is a rough two turns of shooting. The first was kind of meh, but his second turn more than made up for it. At what point were you wishing you could have stole the initiative!

I'm thinking the next two turns don't turn out much better and won't be shocked if he is able to table you Top of T5.

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 Zagman wrote:

Ouch, that is a rough two turns of shooting. The first was kind of meh, but his second turn more than made up for it. At what point were you wishing you could have stole the initiative!

I'm thinking the next two turns don't turn out much better and won't be shocked if he is able to table you Top of T5.

Well, I did roll for it, unofficially of course, and failed to steal anyways, so that's kind of a moot point.

At least I am proud to say that I stuck in there until the bitter end. Even if there is a glimmer of a chance, I will hang in there until there is absolutely no way for me to win. And throughout the game - despite my army getting decimated - I still had a chance to win. Oops, too much spoiler. Better shut my mouth now.




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purging philadelphia

LOL at that turn 2 shooting phase

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Fortress of Solitude

That was... err...

effective.

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Turn 2 posted.




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purging philadelphia

honestly i think its a big mistake by your opponent to allow those nobs to live through his turn 2 shooting phase. Even if he had to sacrifice a riptide to boyz its going to be tough now that he's lost some of his troops. And the nobs are scoring so its doubly bad-they could just drive away now and hide till the end of the game to score/contest later, or keep assassinating his troops.

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thanatos67 wrote:
honestly i think its a big mistake by your opponent to allow those nobs to live through his turn 2 shooting phase. Even if he had to sacrifice a riptide to boyz its going to be tough now that he's lost some of his troops. And the nobs are scoring so its doubly bad-they could just drive away now and hide till the end of the game to score/contest later, or keep assassinating his troops.

I can't really blame him. I purposely put 2 bikers out of his LOS (a PK nob + painboy) so that if he wanted to finish them off, it would have to be with his SMS. That would make it horribly inefficient for him to try to take them out completely. Broadsides would waste their HYMP shots and the riptides would have wasted their HBC's. So basically, he killed all the bikers that he could see.

And now you see my strategy. Yeah, I will be going after his troops because there's almost no way I'm going to be able to take out so many 2+ models, none of whom really matters in this game (except the unit of broadsides with his scoring Warlord).


This message was edited 1 time. Last update was at 2013/11/16 22:32:13



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I see you put the nob bikers on one flank and the wraiths on the other. Do you think it would have been better not to have split them so far apart? Maybe it'd have been better to go straight up the middle.

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i lost my bikernobz like that once against Eldar waveserpent spam. Cool, you ignore cover with an AP- weapon so im still rolling 4+/FNP. He killed the entire unit with 2 waveserpents because i failed every-single-damn-save lol.

An ork with an idea tends to end with a bang.

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Fortress of Solitude

It was a much-needed stroke of luck that the FWs held against the nobz.

This may well be a close game.

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