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I thought naming it a 'daemon factory' was a little too grandoise, but I wanted to give the Malefic powers a try. Maybe a .... "daemon Mom & Pop shop" ?
IG Allies
CCS - mg & pg Primaris Psykers x3 (all 3 level 2 upgrades & Force Axes if it comes to it)
Veterans x3 MG & Carapace Armor
Valkyrie - MRP & HBs
May 29th, edit: Oh, great, googly-mooglies. I just was going to check my list and maybe tweak it for the upcoming weekend. I completely forgot to play a missing WraithLord. Yes, I played this game 165 points short. This is 5 days since the game was played.
Oh. Dear. Gods.
1499 points and 17 points of Warp Charges
MikeFox's orks
Hq War boss on bike with cyborg
War boss in mega Armor with cyborg
Troops
3 mega nobz with battle wagon transport with deff rolla
6 non bikers two klaws, whaa banner and a mad doc
Elites
13 burna boyz
Heavy
3 loobas
3 loobas
Battle wagon with deft rolla
The battle field:
We played the Dawn of War deployment, but 3 Maelstrom objectives per turn. Not quite RB exact, but close enough for our first couple games of 7e rules. No Night Fight. We placed the 6 objective markers in what would be the center of the GW "Realm of Battle" hexdrants. In future games, placing them behind LOS blocking will be more the norm. I win the toss for first choices and make him deploy first.
Orks deploy:
Spoiler:
That Tervigon carrying a platform is a converted BattleWagon. It's full of burna boyz. The BW on the left has 4 Meganobs in it.
Eldar & IG deploy:
Spoiler:
Veterans with Primaris Psyker Albert
Other two Primaris Psykers B & C are mid-table. Hopefiully, I can hatch some daemons to occupy the bikers.
Elvish onclave takes the far left, away from BWs and bikers
For the 3 Primaris Pyskers's powers, I roll:
Psyker Albert - Dark Flame, Incursion, & take the Summoning as the focus bonus
Psyker Butchie - Incursion, Possession & take the Summoning as the focus bonus
Psyker Carl - Dark Flame, Incursion & take the Summoning as the focus bonus
Farseers:
#1 - Guide, Death Mission, Eldritch Storm (yeah, really bad rolling)
#2 - Guide, Doom, & Eldritch Storm (yeah, ought to have reverted to Divination)
Eldar / IG Turn 1
Tactical Objectives :
16 - objective #6 which the Farseers and Seer council are on!
34 - Challenge, too early in the game. Meh.
62 - Witch Hunter. Which my opponent doesn't have. :(
Some minor movement in the Move phase. Now the real fun - Conjuring! Here are the number of Warp Charges, 17 + the d6 per turn, which is only 1 this first go.
Psykers Albert and Butchie both fail to cast, Periling. Great start. I might've gone with too many dice, rolling about 5 per. Remember it takes 3 charges to make these Summonings successful so lotsa dice are rolled, and not being daemons means bloody noses for AM psykers. Commissars are going to be scarce for these Mom & Pop daemon Shops.
Psyker Carl successfully summons some BloodLetters. He will fail his first attempt and Perils, taking a wound. I think we messed up and continued to roll anyway. He'll Perils and the daemons scatter 5 inches to the right. ... I think. Not sure how else to explain that he's dead and the BLs showed up. I'll Run them and get a good spread to minimize lobba effetiveness
Eldar score 1 point.
Ork Turn 1:
Bikers move up a bit, taking it slow around the ruins. The BW with Meganobs moves up. Orks pound the BloodLetters and pound 'em down to 2 out of 10. Lobba shooting doesn't do much. The whole group of Boyz on the East (my left) take out one Warlock.
I believe he achieved two points.
This message was edited 3 times. Last update was at 2014/05/30 01:19:30
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
What exactly happened with the perils result? Just saying you periled is not enough, we need to know what you rolled on the perils chart and how it affected your psychers.
2014/05/27 23:34:29
Subject: Re:7e, Orks vs. Eldar/IG & daemon generator
Drakkol wrote: What exactly happened with the perils result? Just saying you periled is not enough, we need to know what you rolled on the perils chart and how it affected your psychers.
My notes and memory are incomplete, but guessing, I'd say we'd forgot to assign a wound to one guy for failing to cast (Periling), and gave a wound to another. Also, in the updated Turn 2 post, I did put in one Perils Table result.
Those first couple turns I think I missed a thing here or there, so I will apologize now for some inaccuracies, messed up rules, or plain mistakes.
I mean, oldest and worst codex in the game vs newest, strongest, and most benefitted by new edition isn't really a matchup... but still
Get em!
Keep in mind, a 40 player tourney was won with orks at Kublacon in the Bay Area last weekend. Meaning it is far more often the general, than the army list.
This message was edited 2 times. Last update was at 2014/05/28 00:55:31
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Eldar / IG Turn 2
Tactical Objectives :
12 - Obj 2, which is in ork territory, on the West (my right)
I'll toss 62 - Witch Hunter and draw 51.
I still have 34, Challenge
Reserves: S-Hawks, 1 Jetbike unit, Valkyrie & Scoprions. Only 1 Jetbike unit is out. My opponent points out that that's a lot of scoring units not in the game, and I perhaps should *not* Reserve so much. Hm.
Scorpions get a crap Outflank roll, *not* on the West where I want them to threaten the weaker flank of lobbas. I don't think 9 scorpions can survive 30 boyz even after i'm going to shoot them up with Hawks' Greande Pack & Valkyire. Plus the possibly two lobbas barrages. I turtle and place them in my dee line, to reinforce the seer council.
Pick shows the Hawks scatter spot.
Jetbikes come in west, so I can Turbo to Obj 2 for the point. It is guarded by the Tervigon BW, so I kinda forget its fulla lotsa burnas.
Valkyrie sets up table east.
Psy-Phase:
That's Psyker Butchie trying the 3 charge Summoning. As you can see he failed.
Psyker Albert *does* cast successully, and Perils, but the results was a leadership check with no wound. Huh. He'll bring in 10 Plague Bearers, which I will have forgotten cause that Eye-ball the enemy thing because they're too close, having scattered back towards the Psyker and AM Veterans.
Shooting will kill 10 boyz on Table East
Turbo Boost the jetbikes and score a point.
Eldar / IG have two points.
Ork Turn 2
Movement brings bikers and the Meganob BW closer and the mob of boyz on the east closer.
Then this happens in shooting: 13 burna boyz:
... which led to this:
But it's all about the objectives, right?
My Hawks take a pounding ... I easily could have put them the maximum 24" away, but I do get caught up in game mechanics and I forget sounder tactical moves. And as noted, they ought not to have scattered in the first place. That single Hawk will fail morale and begin falling back.
These are the 10 Plague Bearers Psyker Albert summoned on Table West. They had run in their turn toward an objective, and a Cover Save of rubble. Now,here's what is left after the meganobs and Bwagons shoot 'em up:
I don't have Fox's notes, but he gained another two points. One was an objective, the other, I think , was for a unit fried, which would have been the first jetbike unit.
Score is about 5 to 2, in favor of orks.
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013