Lukus83 wrote:Do you think it would have been a completely different story had the Orks got first turn?
Every little change can make a difference. If orks had gone first, they would have had 2 turns to move. They definitely would have been much closer to my objective had that been the case. Of course, if they had gone first, I would probably have had to adjust my tactics somewhat to compensate for it.
vercingatorix wrote:wow frusttrating game. The ork player had all the mobility but he got bogged down so quickly. This report reminds me why I alwayas fill my fast attack with buggies, just one squad of buggies would have ruined your whole plan!
I was highly dissapointed with the performance of the burnas. But they really lose a lot of punch after their ride is busted. the ork player should have deployed his 20 man squad of boys to take the scarab charge rather than all his armor.
Well played game Jy2, it just seemed like getting bogged down so effectively could have been prevented.(Magic dice!)
I think his burnas did alright. They killed off my scarabs, helped to take down the spyders and then helped to wipe out the destroyers and break my immortals in combat. That's a lot more than what the meganobs did.
He probably wasn't aware of what scarabs could really do. It's one thing to read/hear about a unit, but it's something else when you actually play against it, especially for the very first time. My scarabs caught him by surprise, but I'm sure next time, my opponent will be ready for them.
JonnyB wrote:Great report. nicely managed battle. A modified Tarpit strategy for the win.... When I saw how he deployed I was thinking this was going to happen. Nicely done.
I bet that was fun to play!!! I Bet when your HQ kept getting up he felt like Sarah Connor... THIS THING KEEPS COMING BACK.....
Hmmmm.....Sarah Connor = Ghazghkull?

That's just too funny.
I got lucky with resurrections. There's only 1/3 chance of coming back. To come back 3 times in a row is a 1/27 chance.
Janthkin wrote:Very interesting outcome; well-played, Jim! Battlewagon Orks are extremely difficult for foot lists to handle; the speed of the Scarabs & Wraiths (and the advantage of Dawn of War deployment) let you dictate the location of the battle, and that is essential in Capture & Control.
And the fact that he set it up so that I could assault his trukks helped me out a bit.
SabrX wrote:The Ork players should have deployed closer to the left board edge, closer to both objectives. If he kept his Meganobz closer to the rest of his Boyz, he would have stood a better chance.
Excellent job jy2 with the Scarabs, Anrakyr, and Command Barge. You were quite lucky with the lone Nob failing a moral test at the bottom of 7.
Thanks for sharing!
Quite possibly. But I can also see him using those meganobs as a decoy to draw fire, thus allowing the rest of his army to advance unmolested. Actually, I was lucky his meganobs got pinned. It allowed me to free up my wraiths to play aggressively.
Honestly, I was expecting to wipe out that squad out in the open without cover, but because of wound allocation, I couldn't kill him off.