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2014/04/20 08:32:15
Subject: Dakkamite faces his fears - the Hellturkey
So instead of just bitching about broken stuff I've decided to go and face it on the table. With Daemons of Khorne bolstering my admittedly lacking Orks, I feel I'm up to the task of taking these on and doing alright.
Last week I had a game against Eldar, featuring 3x Wave Serpants and a Wraithknight. I didn't write a battle report of that, but it was an 8-11 loss in Kill Points, infinitely better than I expected to do. The MVP was my Khorne Herald who one-shot the wraithknight with an axe of khorne, and that one act has emboldened me to take on all the other stupid gak in this game and see how it goes
This time I'm facing Helldrakes. Well, Helldrake, since the other one had broken somehow since I last saw the guy. Pity that. This game has a little history to it, which can be found here - suffice to say that he deserved a bit of a face kicking defeat at this time after some gak he pulled last week on a new player to the club, hence why I challenged him to the game. His turkeys had also given me hell back when I was first starting up, so this was my chance to get some well deserved revenge on the damn things.
Anyway, I'd intended to bring pure Orks - a green tide, with double loota battlewagons - but when I went to pull my Orks out of storage I found fully half of my boyz had legged it the moment they heard the turkey was coming (ie, they'd gone missing), so took in the following instead;
7x Nob Bikers w/ 2 Klaws/Kombi Skorchas, 1 WAAAGH Banner & Bosspole, Painboy and Grot Orderly, all w/ Cybork
10x Lootas in Forgeworld Gun Wagon
ie budget AV 13 version of the battlewagon
30x Shoota Boyz
Zapp Gun w/ 3 Extra Krew, 3 Ammo Runts
Grot Bomm Launcha
Deffkopta w/ TL big shoota
[GBL and Kopta were taken because I could not find the club Aegis + Quad Gun]
DAEMON SECONDARY
Herald of Khorne on Juggernaut w/ Axe of Khorne, Locus of [Hatred]
10x Bloodletters
20x Flesh Hounds
My opponent brought something along these lines...
Daemon Prince of Tzeench, Burning Brand [Warlord]
3x Obliterators
5x Chaos Marines [x2]
5x Nurgle Spawn
10x Nurgle Terminators, several power fists and lightning claws etc, no gun upgrades [wut?], no transport
2x Forgefiends w/ Hades Autocannons
1x Helbrute w/ Autocannon
1x Baledrake
The mission was Kill Points, deployment was long board edges. Opponent got 1d3 Infiltrating Infantry as his warlord trait, I got re-roll reserves which did nothing[/b]. I won initiative and chose this table edge and for the Chaos Player to deploy and go first. I did not attempt a seize. Night Fighting was in effect (yay!)
Deployment
Spoiler:
The table had several massive LoS blockers, perhaps too massive in hindsight. I got my opponent to deploy first and he placed his Terminator deathstar on my right flank along with a forgefiend, and everything else on the left. I counter deployed with a (mostly) refused flank. I didn't have enough space to fully refuse and in hindsight I should maybe have reserved the boyz. I scouted dogs up the left, but got too close as I thought there were no turn one assaults. My kopta scouted up the right flank for its end game linebreaker dash.
Turn One - Chaos
Spoiler:
On my left flank, Nurgle spawn charged my dogs after the Helbrute chewed them up a little (emphasis on little, they're tough as nails!). Terminators pinged off 3-4 Ork boyz with bolter shots, and the forgefiend did nothing to the Biker Nobz. Oblits fired at the Nobz to no effect either. Nothing actually shot at the Loota Wagon so ignore that little blip there! The Daemon Prince of Tzeench decided to fly right into the center of my army in order to vector and flame some dogs (guy is far from a tactical genius...), killing a couple. In combat, my Khorne herald ID'd a spawn and little I took a few wounds in return. The dogs themselves did very little to the spawn the whole battle - S4 is terrible vs T6. Lost combat but only by 1 or 2 and passed the Ld test.
Turn One - Orks
Spoiler:
Pretty much my whole army shot up the daemon prince, grounding him and knocking him down to one wound. I threw the Nob Bikers in and took a few wounds, but slaughtered the Prince. Dogs knawed at the spawn and the herald largely fluffed his rolls - we won combat by a bit but the spawn are fearless so we were tied up.
Turn Two - Chaos
Spoiler:
The obliterators switched to Lascannons and managed a pen on my Loota Wagon - luckily he rolled a 3, becoming Immobilized, whilst the other shots missed or were stopped by cover. Forgefiend either shot up my Biker Nobz to no effect, or shot at the wagon too for an equally little effect. The Hellbrute charged my dogs and killed like one. Spawn rolled high for attacks and won combat by bugger all, but the Ld test was either passed or failed by 1-2 so the final result was a few dead spawn thanks to the herald and a bunch of daemons getting stuck in. On the right flank, my opponents 400+ point terminator blob plodded forward and shot up 30 points of Orks.
Turn Two - Orks
Spoiler:
My Bloodletters came in so I stuck them in the middle of his force to draw some fire. Figured I'd give up a kill point but ensure more valuable stuff reached his lines.
I again gambled a little with the Nob Bikers, charging them into the Brute, but quite frankly they're good enough to take some risks with. Helbrute fluffed his attacks and I laid waste. The first three power klaws glanced him nine times, but the last one managed to pen and explode the bastard killing a number of dogs and wounding a Nob. Herald sliced up the last spawn (seriously these guys are boss) and the combat was over.
Shot up the terminators and did bugger all. Maybe killed one I can't remember.
Turn Three - Chaos
Spoiler:
Obliterators shot up some dogs with assault cannons. While they had little effect I was really impressed with the versatility of the Oblit, and will look to include some in my Chaos Space Marines. Finally the Terminator blob killed enough Orks to cause a moral test and the last six fled off of the board. Chaos Marines and the Forgefiend shot up the Bloodletters for surprisingly little effect, nailing four. The forgefiend charged but did nothing - and would continue on to kill perhaps two Bloodletters over the next three turns
Turn Three - Orks
Spoiler:
Split the Herald from the dogs and went Obliterator hunting with it. Between him and the Nobz only one of the three lived to Initiative one, did nothing, and got pulverized by 20 Power Klaw attacks. Hounds charged five Chaos Marines and took them down to a single man, who passed Ld.
Turn Four - Chaos
Spoiler:
The Helturkey came on and vector striked + flamed some Biker Nobz, doing one wound. Terminators charged the Zapp gun and killed it.
End Turns
Spoiler:
I've had to abstract this a little, because I can't remember the final turns too well. Essentially my lootas shot the heldrake in the ass with a 3 shot volley and killed it in one go lol. Bikers were poised for a backup volley but were unnecessary. Opponent conceded at this point and so didn't bother playing out the turn.
Final Score
Spoiler:
Orks + Daemons: 6 KP, possibly another if we'd bothered playing it out. Warlord. First Blood. Linebreaker.
Chaos Space Marines: 2 KP
The Khorneboyz sweep the game!
2014/04/20 08:48:58
Subject: Dakkamite faces his fears - the Hellturkey
Korn hounds with a herald are fantastic. I think you probably could have taken this with pure Khorne but orks are always fun. Hopefully your orks will come back now that the turkey is gone.
2014/04/20 09:30:07
Subject: Dakkamite faces his fears - the Hellturkey
Pure Khorne wouldn't have given me any reasonable way to slay the Heldrake. Plus even if I couldn't bring a full Ork force, I felt they deserved to be included after the trouble it gave them way back.
Thanks for reading!
2014/04/20 10:26:52
Subject: Dakkamite faces his fears - the Hellturkey
you didn't even play the bad kind of heldrake, what were you worried about?
Automatically Appended Next Post:
Dakkamite wrote: Pure Khorne wouldn't have given me any reasonable way to slay the Heldrake. Plus even if I couldn't bring a full Ork force, I felt they deserved to be included after the trouble it gave them way back.
Thanks for reading!
Pure khorne can ignore heldrakes, trust me. I once tabled a guy at 750 with a heldrake and a maulerfiend running khorne only.
Also, how did you do the map? That doesn't look like battlechronicler.
This message was edited 2 times. Last update was at 2014/04/20 10:28:38
2014/04/20 10:41:05
Subject: Dakkamite faces his fears - the Hellturkey
I snorted with laughter at seeing the drake on your maps.
Nice read, and you've made me want to invest in some daemons now! I never knew corn-dogs were so killy in conjunction with a herald.
What worried you most about his list?
This message was edited 1 time. Last update was at 2014/04/20 10:41:52
WMG: The last ever story of 40k will finally hit M42; only to reveal that Trazyn has completed his greatest heist; stuffing the entire universe into a hyper-pocket.
Thus ending the true and grandest conflict of 40k.
The contest of thievery between the Blood Ravens and Trazyn.
2014/04/20 10:56:32
Subject: Dakkamite faces his fears - the Hellturkey
you didn't even play the bad kind of heldrake, what were you worried about?
Theres a worse one? Your not talking about the forgeworld double headed one that my opponent was going on and on and on about?
Pure khorne can ignore heldrakes, trust me.
I know, as can most Ork builds. I knew I could beat a Heldrake list from this guy, but I wanted to *kill* the drake.
Also, how did you do the map? That doesn't look like battlechronicler.
Powerpoint. Works pretty bloody well man.
Nice read, and you've made me want to invest in some daemons now! I never knew corn-dogs were so killy in conjunction with a herald.
Khorne Dogs aren't all that killy, what they are is capable. You know what you've got with Khorne dogs, and they'll always give you a solid performance... unlike so many other melee units in the game, which require a transport, or can be fethed by an unlucky charge range, or just plain fail at everything in edition dakka.
A Herald does make them much killier though, because if mass S4 (or S5 on charge) can't hurt it dogs are in trouble. In this case it was all that Axe of Khorne, the hatred didn't help that much and I actually forgot it after the spawn combat. Khorne Heralds, IMO, are what pushes monokhorne from a gimmick into something half decent
In this case without the Herald the spawn may have won that fight. Just so many 6's to wound. fething Mark of Nurgle...
If you do go for daemons, honestly you can't go wrong with the dogs, least of all because so many other GW models can be converted into them
What worried you most about his list?
The Drake, mainly, and the Prince before the battle. Once he flew that gak into the middle of my army I almost burst out laughing.
I was also concerned that Oblits might get a lucky boom on my Loota Wagon. Luckily for me he was too keen on shooting the dogs to try that more than once.
2014/04/20 12:05:46
Subject: Dakkamite faces his fears - the Hellturkey
Good report, dude.Glad you managed to take the win here, considering how your opponent's been acting. This is a great example of what can happen if you bring enough nasty things, and showcases Khorne's specialty. Simply put, a flyer or two isn't going to turn the tide if everything on the ground is already dead before they come out of reserves. lol.
The axe of khorne is pretty damn good, but what do you think about the greater etherblade? For 10 points more, you're losing instant death but you're gaining that +1 strength. 5 Strength 6 AP2 attacks on the charge, which is pretty brutal. The axe is be better for MC's because of ID, but against numerous tough enemies (spawn) or vehicles, having that extra strength will help alot.
I'm thinking, since you can take 4 heralds in a single HQ slot, you can take four juggerheralds, take two khornedog squads and attach two heralds to each squad, so only one can be challenged out. It's expensive, 400 points altogether, but it's cheaper than taking two bloodthirsters or Khorne Princes, and you'll basically slaughter every single thing you get into combat with in just a turn or two.
This message was edited 3 times. Last update was at 2014/04/20 12:20:00
2014/04/20 13:01:37
Subject: Dakkamite faces his fears - the Hellturkey
Great report. Nice use of the diagrams for the presentation. Easy to follow. Great job!
Honestly, I don't really see anything WAAC-y about his list nor his gameplay, which was quite terrible. The only thing really that he needs to brush up on is probably his social skills and sportsmanship. Sounds like he is a young kid (because that's how he appears to act....at least from your other thread)?
Did you guys roll for a mission or just play kill points? Because I think just playing kill points is an easy way to give an advantage to many armies. Used to make that mistake back when I stared playing.
2014/04/20 21:09:35
Subject: Dakkamite faces his fears - the Hellturkey
Honestly, I don't really see anything WAAC-y about his list nor his gameplay, which was quite terrible. The only thing really that he needs to brush up on is probably his social skills and sportsmanship. Sounds like he is a young kid (because that's how he appears to act....at least from your other thread)?
He's maybe 16 and I think he has a mental disorder because he's very weird - I've been doing my best to integrate him into the gamer community but its incredibly difficult - pretty much nobody will play him at this point, aside from of course the newbies who are just rocking up, and me because I'm too nice (or stupid) to ditch him like all the other players. He already dropped out once after nobody would go near him and since he's come back I've been trying to help him out, though after the stunt he pulled the other week I was about ready to say feth it and leave him to his own devices.
Maybe WAAC isn't the correct term for him though. Its like he tries and fails to be that, and the end result is just some really crappy games for both players which he ends up losing regardless of those drakes. Maybe he should take them, even against casual no-AA lists as he currently does, simply as a handicap to make up for skill levels - I don't mean that insultingly because I'm someone who would happily take a handicap against a better player or list.
Did you guys roll for a mission or just play kill points? Because I think just playing kill points is an easy way to give an advantage to many armies. Used to make that mistake back when I stared playing.
Hate kill points myself, they really sum up the stupid attitude of the rules writers IMO, but the damn mission just keeps getting rolled though.
The axe of khorne is pretty damn good, but what do you think about the greater etherblade? For 10 points more, you're losing instant death but you're gaining that +1 strength. 5 Strength 6 AP2 attacks on the charge, which is pretty brutal. The axe is be better for MC's because of ID, but against numerous tough enemies (spawn) or vehicles, having that extra strength will help alot.
I hadn't considered the Etherblades. After seeing this post I looked through them and I'm pretty impressed. What immediately springs to mind is combining an Axe of Khorne with a lesser or greater ether to get +1 attack and the choice of ID on 6 or master craft (and +1S for greater). 10pts for a bonus attack on my Bloodthirster? 20pts for an extra attack on my Daemon Prince or Herald? Yes please
The axe was pretty mint vs spawn though, he instagibbed about half of them
I'm glad you managed to enjoy yourself against Eldar and CSM. Any game you come out of with a smile on your face is one worth playing.
I hear that. Its also the best way to deal with the 'issues' of this game. I've gone out of my way to avoid drakes, riptides, serpents, and so forth and just mindlessly jumped on the hate train. Now that I've faced most of them the game seems a hell of a lot less... well, scary I guess.
This message was edited 1 time. Last update was at 2014/04/20 21:26:40
2014/04/21 00:04:29
Subject: Dakkamite faces his fears - the Hellturkey
I've got myself eight Khorne Doggies but have yet to try them out with my marines. Think I'll be adding a Herald with Axe and Locus on Jugger to buddy up with my Chaos Lord on Jugger driving those hounds.
2014/04/21 00:17:59
Subject: Dakkamite faces his fears - the Hellturkey
AoBF khorne lord on jugger with a unit of 5 spawn or 6 bikers is pretty nasty. The spawn become even better with addition of invisibility (Be'Lakor) or forewarning whereas the bikers get a challenge chump.
2014/04/21 01:31:45
Subject: Dakkamite faces his fears - the Hellturkey
My 15 ork strong Lootas are the vein of most of my Helldrake encounters. Honestly, they don't scare me much when I play Orks. Now, my Ultramarines suck at taking down drakes.
Automatically Appended Next Post: What did the kid do last week that ticked you off?
This message was edited 2 times. Last update was at 2014/04/21 01:35:00
NP, Belly is a great buffing machine, can turn a combat with terrify, and is a fantastic MC and Vehicle killer. He will get bogged down and killed by infantry units though if you are not careful.
Also keep in mind that Knights are brutal against expensive models and hordes but are actually pretty bad against most Sv3+ units with melta bombs or nasty IC (Kharne, Abby, etc.) Not sure if you have followed the IK killing threads.
Good luck at the tourney.
2014/04/22 00:36:20
Subject: Dakkamite faces his fears - the Hellturkey
These are some of the threads on imperial knights. Though to be honest you will have to scroll through 5 complaints about how they are "impossible to kill" for every 1 post with actual tactics. However the most important part IMO is just keep your calm and use the knight's disadvantages.
BlaxicanX wrote: Good report, dude.Glad you managed to take the win here, considering how your opponent's been acting. This is a great example of what can happen if you bring enough nasty things, and showcases Khorne's specialty. Simply put, a flyer or two isn't going to turn the tide if everything on the ground is already dead before they come out of reserves. lol.
The axe of khorne is pretty damn good, but what do you think about the greater etherblade? For 10 points more, you're losing instant death but you're gaining that +1 strength. 5 Strength 6 AP2 attacks on the charge, which is pretty brutal. The axe is be better for MC's because of ID, but against numerous tough enemies (spawn) or vehicles, having that extra strength will help alot.
I'm thinking, since you can take 4 heralds in a single HQ slot, you can take four juggerheralds, take two khornedog squads and attach two heralds to each squad, so only one can be challenged out. It's expensive, 400 points altogether, but it's cheaper than taking two bloodthirsters or Khorne Princes, and you'll basically slaughter every single thing you get into combat with in just a turn or two.
I've thought about the greater etherblade as well, but in my experience the ID has almost always carried its weight over the +1 S. Given the amount of attacks he can dish out and the fact that he's already S 6 on the charge the ID is almost guaranteed to be worth it after 2 combat phases. Generally I don't see the hounds or Herald needing any help against vehicles. Anytime I've had no choice but to wreck a transport or other vehicle they have done it with ease. It's actually one of my favorite things to do to Tau now: Charge a skyray/hammer head with a big unit of dogs. Most dogs go into the transport, every glance counts as one wound, every pen as two, dead tank, hello sweeping advance.
Hounds do wonders for providing early game pressure/MTO and there are numerous nasty combos you can pull off with them especially in a non-tournament, semi competitive environment. If you ever go daemons primary, I assure you that you, as an ork player, will get great satisfaction watching a Tau or eldar player squirm a little while they try to figure out how to deal with 20+ grimoired dogs in their deployment zone turn 1.
"Backfield? I have no backfield."
2014/04/22 12:40:08
Subject: Dakkamite faces his fears - the Hellturkey
Awesome report, especially turkey imagery... How did his flier manage not to come in until turn four? Really crappy rolling? And would it have mattered if it came in earlier when more of his list was alive?
Also, I'm impressed to see you're being not just patient but outright encouraging to a difficult player.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
"Hounds do wonders for providing early game pressure/MTO and there are numerous nasty combos you can pull off with them especially in a non-tournament, semi competitive environment. If you ever go daemons primary, I assure you that you, as an ork player, will get great satisfaction watching a Tau or eldar player squirm a little while they try to figure out how to deal with 20+ grimoired dogs in their deployment zone turn 1."
For non competitive games, when you come vs someone who is taking a krumping list it gets harder.
This message was edited 1 time. Last update was at 2014/04/24 21:10:04