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That report was awesome I love pictures statistics you made it a fun read.
Tau player is kinda of a gak head with 3 riptides and broadsides and all that... not a fun game for the boyz! Personally orks need to get rid of ALL the walkers and just fill the ranks with boyz!
But still orks have a HUGE disadvantage when fighting tau! (personally I hate tau they are just the worst)
GG overall.
PS: tell the ork player "Boyz before toyz"
First rule of Avatars in a room is: you never call the mods. Second rule of Avatars in a room is: you never call the mods. -Tyler Durden
zombiekila707 wrote: That report was awesome I love pictures statistics you made it a fun read.
Tau player is kinda of a gak head with 3 riptides and broadsides and all that... not a fun game for the boyz! Personally orks need to get rid of ALL the walkers and just fill the ranks with boyz!
But still orks have a HUGE disadvantage when fighting tau! (personally I hate tau they are just the worst)
GG overall.
PS: tell the ork player "Boyz before toyz"
Hahaha, "gak head". Yea, it is a really good Tau list. The Ork player loves the Green Tide aspect and has an alternate list for it, but I will let him know, haha.
You can actually spread walkers in a 4' coherency to avoid "2 kanz got exploded".
But yep, that was a fun walker list vs a tournament one that counters them hard with tons of AT weaponry. And even so, orkses managed to get really close. Lots of failed charge on one hand but also farsight arriving only on turn 4, so it ballanced out, imo.
This message was edited 4 times. Last update was at 2014/11/20 07:39:37
koooaei wrote: You can actually spread walkers in a 4' coherency to avoid "2 kanz got exploded".
But yep, that was a fun walker list vs a tournament one that counters them hard with tons of AT weaponry. And even so, orkses managed to get really close. Lots of failed charge on one hand but also farsight arriving only on turn 4, so it ballanced out, imo.
Yea, thanks for reminding me. I am a tau player and see these mechs and think "oh, it's infantry". Nope, these Orks are walker vehicles and can take advantage of that. I'll relay it on to the player. As for the game, it was so close that I think a rematch is in store!
Thank you so much for sharing the awesome battle report! I love all the pictures, the great format, the details on the objectives, the stats... Just great! I wish there were more like this rather than the lazy video reports you see so often.
As for the game, it is surprising that the Ork walkers on the Ork right flank could not assault that Devilfush tank for so many turns, despite being seemingly so close to it. I thought the Ork player really gave a good game and kept the pressure on the Tau. The battlefield was not in his favor as those crates broke up movement lanes without really blocking any lines of sight. The Orks could have used a nice central hill or ruin to provide some safe zones as they advanced and forced the a Tau to move forward to get firing lanes. The poor ork HQ got caught in the middle, shuffling back and forth without an assault while they got whittled down.
Still, an excellent battle by both players. It looked like a ton of fun. Thanks for sharing. More like this, please.
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.
niv-mizzet wrote: Ugh yet another tau player that thinks they need to nova charge every riptide every turn.
Haha, a newer player. Most attempts seemed necessary.
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herpguy wrote: Really cool batrep, but it's pretty ridiculous for somebody to bring a tournament Tau list against a fun Ork list.
Thanks! And yea but was close and fun in the end!
Automatically Appended Next Post:
The Riddle of Steel wrote: Thank you so much for sharing the awesome battle report! I love all the pictures, the great format, the details on the objectives, the stats... Just great! I wish there were more like this rather than the lazy video reports you see so often.
As for the game, it is surprising that the Ork walkers on the Ork right flank could not assault that Devilfush tank for so many turns, despite being seemingly so close to it. I thought the Ork player really gave a good game and kept the pressure on the Tau. The battlefield was not in his favor as those crates broke up movement lanes without really blocking any lines of sight. The Orks could have used a nice central hill or ruin to provide some safe zones as they advanced and forced the a Tau to move forward to get firing lanes. The poor ork HQ got caught in the middle, shuffling back and forth without an assault while they got whittled down.
Still, an excellent battle by both players. It looked like a ton of fun. Thanks for sharing. More like this, please.
The Orks player was having terrible movement and charge rolls as you saw. Besides the terrible rolls here and there, I feel like the Orks player played a really good strategy and game. I think a rematch is in store.
This message was edited 2 times. Last update was at 2014/11/21 23:58:26
Project log and campaign featuring Orks, Imperial Guard, Marines, Tyranids: http://www.xhorikwar.blogspot.com/ Currently focused on our Horus Heresy campaign with White Scars, Death Guard and Imperial Militia.
Yeah, great work - thanks for writing it up to your usual high standard.
When I saw this lists for this one, I thought it had to be an auto win for the tau player, so was pleasantly surprised to see the Orks push them so close - well done da boyz!
If in doubt, frag it out...
Fight spam with spam, cheese with cheese, and fluff with a razor sharp sense of the appropriate
Iapedus wrote: Yeah, great work - thanks for writing it up to your usual high standard.
When I saw this lists for this one, I thought it had to be an auto win for the tau player, so was pleasantly surprised to see the Orks push them so close - well done da boyz!
In a rematch, with potentially better rolls, the Orks may have just as good of a chance even if Farsight's blob drops.