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1850pts Orks vs Tau (Green Tide formation vs Farsight Bomb)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in se
Been Around the Block




In this battle I decided to try out the Green Tide formation and my opponent this time turned out to be a Tau player fielding a classic Farsight Bomb. Even though a Green Tide formation is a uncharacteristic Deathstar it certainly operates like one in many ways, being very hard to kill and having very high damage output. So a battle of the Deathstars then.

I cant remember the specifics of my list so I might miss an upgrade or two and the Tau list is unknown to me so I'll just fill in what I know.

I fielded:

Primary Detachment - Green Tide Formation
Warboss w/ pk, big bosspole (Warlord)
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz
10 slugga boyz

Combined Arms Detachment
HQ
Big mek w/ kff
Painboy

TROOPS
19 grots + runtherder
19 grots + runtherder

HEAVY SUPPORT
10 lootas
6 lootas

FAST ATTACK
Blitza-bommer
Blitza-bommer
Blitza-bommer

FORTIFICATION
Firestorm redoubt w/ spirit



He fielded:

Farsight Deathstar with all the bells and whistles, twinlinked, splitfire, stealth and shrouded, no-scatter deepstrike. In this instance preferred enemy: orks as well.

2 units of 10 firewarriors each

1 ethereal

3 units of about 10 kroot each

1 sky-ray

2 devilfish

2 tetras


We played the Maelstrom mission 3 and used alternating terrain placement.




Ork deployment:



Tau deployment:



The battlefield before turn 1: 3 Blitzabommers are waiting in reserve as well as the Farsight bomb and three units of Kroot.



Orks Turn 1: Not much happens other then moving and running the blob.



Tau Turn 1: Not much happens this turn either, I think 8 boyz die all in all from Tau firepower. FnP keeps the boyz alive.



Orks Turn 2: This picture pretty much sums up Orks turn 2. After some insane moving through difficult terrain and run rolls they make an equally insane assault. We don't bother rolling for the combat.



Orks Turn 2 continued: Also, all the fliers come on and remain backfield, hoping to drop some AP2 goodness on the Farsight Bomt as it arrives.



Tau Turn 2: The kroot all come outflanking in the Ork deployment zone and starts cleaning up the grots and the lootas. One bommer is taken down by the skyray.



Tau Turn 2 continued: Also, The Farsight Bomb comes in and unloads into the boyz, taking down some 30 boyz and then retreating back towards the Ork deployment zone.



Orks Turn 3: Realising that I'm not gonna reach Farsight with my bommers before they're taken down I drop the bombs on the kroot and move of the table. Two of the kroot units take multiple casualties and one break.



Orks Turn 3 continued: Meanwhile, the boyz make their second assault, multiassaulting a total of six different units and killen the ethereal, and all the tanks. Both of the small skimmers survive, denying D3+3 victory points for that particular objective.



Tau Turn 3: Without markerlightsupport from the vehicles the Farsight Bomb loses a lot of potential killiness and takes down a few boyz before retreating further towards the Ork deploymentzone. The tetras flatout away from the boyz.



Tau Turn 3 continued: Another of the Tetras.



Tau Turn 3 continued: Meanwhile, the kroot keep cleaning up the lootas and gretchin. Ork deploymentzone is starting to look bleak for the orks.



Orks Turn 4: The boyz move up to finish the Tetra but its taken down by the redoubt before they get the chance.



Orks Turn 4 continued: Some random shots force on of the kroot units to Go to Ground. The bommers come back on but don't do much.



Tau Turn 4: Farsight and Co move in on the redoubt but focus on taking out the remaining flyers, downing one bommer.



Orks Turn 5: The boyz shuffle. The game is equal at 6-6 in objectives at this point and it all comes down to the objectives of each side now.



Orks Turn 5 continued: The lootas in the redoubt charge out trying to grab and objective but is just out of range. The bommer tried to take out the tetra but fails.



Tau Turn 5: The Farsight Bomb cleans up every last ork unit in the Ork deploymentzone, including the Redoubt.





The game ends after turn 5, with Tau winning 9 - 7. In the end it came down to the random objectives and they simply turned up on the wrong side of the table. Great fun game though, the Geeen Tide is a powerful formation and even though I totally lucked out on several parts (the run moves, the deployment, the terrain placement) it proved quite deadly and showed just how fast footslogging orks can be if you just have the dicegods on your side.

   
Made in us
Focused Fire Warrior



Rockwood, TN

Sounds like it was a really fun game. I would love to play a match against this list with my Tau. I run tetras myself and I've been playing with the XV107 also and I think that would be a major threat to the Tide.

Noc
   
Made in us
Nasty Nob






Gardner, MA

Do you think the three flyers and the redoubt were worth it?

Thank you for posting - this has been the Battle report I have been patiently waiting for - WAAAGH!!!

A man's character is his fate.
 
   
Made in se
Been Around the Block




In this matchup, the Redoubt was definitely worthless but I didn't know what I would be facing and I wanted something that could give me good AA.

I hadn't tried the bommers before this game, only used dakkajets so far, and its harder to find targets for the bombs then one would think. Considering that you actually have to pass your target, a 36" move is cut much shorter then that, so it was easy for my opponent to stay out of their threatrange and take them down. They did however force him to deepstrike his Bomb into no-mans-land where their usefulness was definitely hampered. Had they been able to deepstrike directly into my base, they could have cleared it on their own, leaving the Kroot for other missions, seizing objectives and what not. So they provided some backfield threat when my horde advanced.

However, in combination with the formations "Whaaagh! every turn rule", regular dakkajets might have done the same job better, even against 2+ armour saves, due to pure quantity of fire.

So in retrospect, and still keeping the list TAC, I would probably remove the Redoubt and the gretchin, exchange bommers for dakkajets and let them cover AA, and add more lootas and possibly some Big Gunz.
   
Made in ru
!!Goffik Rocker!!






Lobbas can take a tolly on that farsight bomb.
   
Made in se
Been Around the Block




I almost allways run at least a unit of three lobbas because point by point I feel they are one of the strongest units in the codex and they would definitively have been useful here. That's the price for trying something different I guess.
   
Made in ru
!!Goffik Rocker!!






athedge wrote:
I almost allways run at least a unit of three lobbas because point by point I feel they are one of the strongest units in the codex and they would definitively have been useful here. That's the price for trying something different I guess.


If you have the models, i'd go for five. That's just cause of how multipple barrage works - every blast after the first one has better chances of being effective cause if you roll a hit, you have more opportunities to cover max possible models.
   
Made in it
Fresh-Faced New User





great batrep!!!!! thery well written and very good photos!!! keep waaaaaagghing

(i take it as an ork victory :p )

4000
1750
1750
4000 
   
Made in se
Been Around the Block




Objectives are irrelevant, I got to assault no less then 8 units in this game, thats an Ork victory. Kidding aside, the maelstrom objectives could truly have gone either way but we both enjoyed the game and the green tide is definately gonna be standard in my ork lists in the future. Next up I think I'll try running two tides for more flexibility and a larger footprint.
   
 
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