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Made in us
Discriminating Deathmark Assassin





Out of my Mind

So I've been building my Ork list found here.
http://www.dakkadakka.com/dakkaforum/posts/list/602441.page

A few players have laughed, and the endless 'Can' jokes just keep coming, but lots of people want to play it. I've been excited too, and while the models aren't finished, I've pieced together an unbound 1500 pts list that I've had 2 games with. In both games, I informed my Opponent that I was running an 'Unbound' list, and that the only difference was that there were 2 units of Grots missing that wouldn't do anything. Both Opponents were more than willing to agree, since the meat of the army is definitely the Walkers.


Game 1
Vs. Mech-Eldar.
He had 4 Serpents, 2 Fire Prisms, and a bike unit with a Farseer.
Maelstrom: Cleanse and Control, Hammer n Anvil Deployment, Night Fight first turn. Orks go first.

My Turn 1 saw me getting 2 Objectives on my side of the board, and killed a Jetbike or 2 with the Shokk Attack guns. I also got +1 Cover Objective on my Warlord's unit. Not that big of a deal because he could've had the Serpent Shields just shoot the unit. The 2 Kan units were 4xGrotzookas and 2xRokkits. So with the Hammer and Anvil they didn't do anything but run. The Dreads had range with the Big Shootas, but no oomph to do anything to the armor, so they ran. The Morkanaut puts out a punishing amount of firepower, but the Range and Night Fight killed anything he had going for him this turn.

His Turn 1, went REALLY bad. He only got 1 Secure Objective 'X' with the other 2 just not going to happen. He fired the Serpent Shields at the Kans, and yeap, they had me on the edge just as much as if they were shooting at infantry. Still he maybe glanced only a handful, and with the Fire Prisms, he killed 3. One unit had to test, but there were still 4 Kans in the unit, and a Dread nearby, so autopass.

Turn 2 was Game Over for the Eldar. My 2 replacement objectives were kill a unit with shooting, and kill a unit by the end of your turn. I did roll double 2's with one of the Shokk Attack guns, but after he placed it on my Warlords unit, it' scattered a full 10". Kans were able to shoot, but didn't punch the armor. Morkanaut put a HP on one of the Fire Prisms (from trying to shoot at the Farseer). The Dreads, Morkanaut, and the last Shokk Attack gun, killed off the bikes and Farseer. This gave me 'First Blood', 'Slay the Warlord' in addition to the 2 VPs for my objectives.

His Turn 2, while good didn't do much. He got 2 more objectives that just weren't going to happen. He killed off 5 Kans, and the Warwalkers showed up and blew off one of the CC arms from a Dread (Thank you KFF!!!). Caused quite a few grots to die forcing me to test, which I passed.

Turn 3, I got 2 more objectives that were easy for me. One of the Kans took out a Wave Serpent, and a Dread made it into CC with the Warwalkers, leading to a slow painful death for them. Morkanaut just stood there pickin his robotik nose.

He called the game. It was 8 VP to 1.

Things I learned. Walkers have HoW. I did not know this, not that it would've had much of an impact on this game, but I remembered for the next game. 'Get's Hot' on vehicles only causes a HP on a 4+. Never knew this either as I've never had it happen before. Biggest thing, with the Randomness of the Maelstrom Missions, I feel a little bit happier about the Rock-Paper-Scissors chance in this game. Hopefully other players will start to play 'Less competetive' armies knowing that they can get screwed by the Objectives. We had a discussion about dropping useless cards out of the deck in friendly games, like 'Destroy a building' or something that neither side has.

Game 2
vs. Space Wolves (Minotaurs)
Wolf Lord on Wolf thing, 2 Lone Wolves, Grey Hunters, Blood Claws with Jump Packs led by Priest, 2 Units of Missle Long Fangs.
Maelstrom Mission: Spoils of War, Dawn of War Deployment, No Night Fight. Minotaurs first.

His Turn 1, 2 Objectives one on his side, and one on mine, plus Kingslayer. Killed 2 Kans, which passed the test, and put 2 HPs on one of the Dreads (Again, thank you KFF!!!).

My Turn 1, Game Over for me!!! I got 1 Objective on my side, 1 on his side, and something useless. FIRST SHOT of the game, my Warlord rolls double 1's for his Shokk Attack gun. That kills the Warlord, giving him 'First Blood', 'Slay the Warlord', and a full 3 pts for Kingslayer when his turn comes around. Kans do some serious damage in combat, and the 2 Grotzookas that hit managed to cause a respectable number of wounds. I manage to grab the objective on my side, but he's got 2 coming to him on my turn, because of the Scenario rules. The Morkanaut and the Dreads manage to shoot the Wolf Lord down to 2 wounds. The other Shokk attack gun rolls doubles reducing it to a small template, then scattering off. Both Dreads assault the Wolf Lord, but only put one wound on him before he Thunder Hammers both of them out of existence.

His Turn 2. Last Shokk Attack gun rolls Double 5's, and scatters off. Shooting puts a HP on the Morkanaut, then he gets pummeled by the 2 Lone Wolves with Chainfists, the explosion taking out 6 Grots with it. The Wolf Lord ALMOST died to overwatch from charging the now Warlord-less Grots, (and again, had to make 4 saves in CC). I could see the saga already 'After Destroying 2 Deff Dreads in Hand to Hand Combat, our Lord charged the threat of Gretchin, only to be taken down by a bullet in the eye!' Anyways, they did fail their LD test, but after the Squighound ate another 4, they passes on a 4!!!! GO GROTS. The Kans managed to break the Grey Hunters giving me a VP for 'Psychological' Warfare, but it was over at this point.

He WAS teaching his cousin how to play, so we finished it out, but we just didn't worry about any Tact. Objectives after that. (He didn't have cards, so was just irritating lookin in the book, rolling, and teaching) I HAVE NOT THIS MUCH FUN IN A GAME OF 40K IN A LONG TIME!!! Even losing, there was such a story to tell, and I think both of us are still laughing about it all.

Things I learned: I'd learned from the first game to try out Big Shootas on the Kans, simply for the range. While they only killed 2 Marines, they did hit, and did cause wounds. I've since switched out 1 of the 3 units to be all Big Shootas. Krak Grenades are only S6, not S8. We both just did the math wrong. Still, forcing him down to 1 Attack per model was good, and he didn't have much left on the board by the end of the game, not that my one unit of Grots with a Shokk attack gun was contributing to the fight anyways. I need to get into the habit of remembering 'It will not die'. I had it on both my Dreads, and the Morkanaut.

Thanks for reading.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Longtime Dakkanaut




United States of America

So uum, how did you beat mechdar?

11k+
4k
7k
3k 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

Purely off of Objectives. I got 2 on T1, 4 on T2, and 2 on T3. He only had 1 at the start of his T3, and it just took the fight out of him. It's hard for most armies to make a comeback from that.

He got screwed on his cards, pure and simple. I had 4 Kans and the Morkanaut pushing into 2 Serpents and one Prism. The Other 2 Kans had managed kill one of the Serpents, and the 2nd. Dread was there. The 1st Dread was in base with the Warwalkers, so they weren't going anywhere. Both Shokk attack guns were very safe, with only the Warlords unit missing a few Grots, so I wasn't going to get tabled anytime soon.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Longtime Dakkanaut




United States of America

I see, it is just very hard for me to see mechdar loosing to this list, hes twice as fast as you, has longer range, higher strength, ignores cover, higher AV, higher BS... So even losing on cards he should be deleting a unit of kans or 2 dreads per turn.

Since the only thing that you have that can hurt his serpents are S8 24" rokkits and grotzookas which are S7(?), and the shokk attack guns with need to be at least S6 to glance.

11k+
4k
7k
3k 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

The one serpent I took down, was in Close Combat. While the Rokkits did hit, he just Jink'd them off, the Grotzookas never got close enough to ever shoot. The hull point that was on the Fire Prism scattered on to it from the Morkanaut, so there was no opportunity to Jink. The Shokk Attack guns didn't do anything, but since he has to decide to 'jink' before I roll for the SAG makes it kind of difficult to choose. One turn 3, I managed to get both of his Fire Prisms to 'Jink' when an Observer pointed out that the SAG is an Ordnance weapon, so I get 2D6 take the Highest for armor pen. That was enough for him to decide to Jink.

The Serpent shields are only S7(?) so only about 1/2 will glance, while yes they did ignore cover, not many of them actually got that far. Yes, he probably should've gone after the grotz, but that would've left the Kans breathing down on him. The KFF paid off saving 1 HP on each Dread (1 was a Penetrating hit), and a 3rd HP on itself. He landed the hits, but again the glancings just didn't happen.

It was Hammer and Anvil Deployment, so we both split our forces to fight on either side of the board since there weren't any objectives in the middle. I had the odd number of units, so was the only one with the Morkanaut running up the middle. With 12 Kans, 2 Dreads and the Morkanaut, I was able to cover board edge to board edge in a picket line, making any of his movement over me kinda risky. I kept 2 of the Grotzookas from each unit facing my back table edge since they weren't firing anytime soon. So if he decided to jump over and try to shoot my rear, there were 2 Kans that were even closer forcing the front Armor.

I AGREE that he should've had me, I'm not disputing that in anyway, but it just didn't happen. I played the best I could with the knowledge I've had against Mechdar, and played to the objectives. It paid off. I also believe he would've closed the gap if would've kept playing. I fully believe my Kans would've all been dead, and my last turn would've been me trying to keep my Grotz on the table long enough for the game to end. The fight just wasn't in him, and when any game stops being fun, then you just shake hands.

Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Longtime Dakkanaut




United States of America

What you just wrote tells me more then the rest of the battle report, thanks for explaining.

11k+
4k
7k
3k 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

My Pleasure.

My point in posting at all was to show how the randomness of the Orks can swing drastically from Game to Game. Especially when you add in the randomness of the Maelstrom missions. To me I've just confirmed my own feelings that 'Fun' armies have a chance now. The Maelstrom missions make it so that armies, like the Mechdar, can't just run for the whole game, then grab objectives at the end for a win.

In my first two games, I've been fortunate enough to see the potential extremes. One of the more competetive armies out there struggled, and my Weapons were fairly reliable. Even if they didn't punch through the Defenses. Then I give up 5 VP's on my first shot against another uncommon list on the very next game. BOTH games had great stories to tell, making me even happier that I chose them.


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in us
Dakka Veteran





California

I love this =) I play a similar way. Lots of walkers in my ork armies.

I have the same experience with mechdar. They out shoot me and stay away, but by doing so they are letting me hold the objectives and win. They know if they get to close they die, so they have to sit back.

The game puts alot into board control and holding an objective.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in ru
!!Goffik Rocker!!






Nice reports. Though, it's hard to see a serpent getting caught by a kan. After all, they can move like 36' per turn. And still shoot afterwards if he has an upgrade. But all in all, maelstorm missions 'opened' the game to way more lists and that's why i love it even though it's quite random. You actually got to controle the field now and not just run around in circles jumping across the map afterwards.

This message was edited 1 time. Last update was at 2014/07/23 07:07:58


 
   
 
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