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Hey there. I've participated in a local New Year tourney not long ago and brought my orkses.
The rules of a tourney: 1250 pts, 2 detachments max, custom missions + killpoints(the number of points killed divided by 125 and turned down, for example, you kill 300 pts of your opponent's army and get 300/125 = 2 vp), you play 3 games, count a total number of your VP from across all the games (max 20 per game) add them up and the first 4 people get to semi-finals where the 1-st plays with 3-d and 2-d with 4-th. You get matched up with someone with VP most close to yours but who you haven't played against yet. 6 pre-set tables with a unique mission on each. You also get a table neither you nor your opponent have played on yet. The games last for 2 hours and than are emidiately stopped. Semi-final games got stopped at a 3 hour mark.
First 3 places get a bunch of free models for: 50/20/10 $ for the 1-st, 2-d and 3-d place respectively.
Ork List
Spoiler:
CAD:
Warboss [bike, klaw, lukky stikk]
10 choppaboyz + Trukk [rokkit, ram]
10 grots and Runtherd
Deffkopta [tl rokkit]
5 lobbas [5 ammo runts]
Voidshield Generator [2 extra shields]
The opponent's list.
White Scars:
Captain [power fist, ignore cover relic]
5 Tacticals [meltagun] + Drop Pod
5 Tacticals [flamer] + Drop Pod
3 Devastator Centurions [grav, bolters, night vision]
3 Devastator Centurions [grav, bolters, night vision]
3 Devastator Centurions [grav, bolters, night vision]
Drop Pod
Drop Pod
Drop Pod
Mission: 3 tactical cards per turn + Relic (worth 3 points at the end of the game and has psychic abomination). Diagonal deployment.
Marines got 1-st turn. And had a fulldrop, so the board was clear.
Orks deployed everything beneath a voidshield in the middle and failed to steal initiative.
Turn 1 - Marines
3 drop pods with centurions arrive turn 1, two of them including a captain get behind a ruin a bit to the right from the center closer to a relic but try to keep away from all the trukks, so they can't grab the relic yet. The third one tries to arrive on the other side a bit further away but scatters towards orks. Centurions from this pod disembark on the left flank so that they end up around 17" from the boy'z trukk. One squad of centurions bring down 2 voidshilds, another squad finishes off the voidshield and wrecks the right man'z trukk and the centurions that ended up closer to boyz wreck their trukk. Boyz pass ld. Marines get First Blood but no maelstorm points.
Turn 1 - Orks
All the orks move forward - boss with a kopta, meganobz from a wrecked trukk and meganobz in a still intact trukk rush towards 2 squads of centurions to the right of the ruin, boyz and 3-d squad of meganobz move and disembark towards the centurions on my left flank, grots move towards a relic. Boyz shoot down one wound off a centurion on the left, lobbas manage to deal one wound to a centurion in the captain squad, one trukk with manz on the right flank flat outs to block los to boss and obscure the disembarked manz. Manz on the left flanc try to multicharge a pod and centurions but only make it to the pod, exploding it, while boyz make a 8" charge towards centurions and kill one model, suffering no wounds in return. Centurions fail a hit&run move and remain locked in combat. 2 Voidshields reset. Orks score a couple maelstorm points.
Turn 2 - Marines
2 squads of marines arrive and try to kill lobbas with a flamer + destroy a voidshield generator with a melta but melta misses and only one grot crewman dies from flamer + bolters. Grav cents on the right flank shuffle a bit - Those with captain move backwards and using split fire wreck a truck nearby + wound a boss and a kopta. The other squad kills all but one meganob from a wrecked trukk. Centurions locked in combat with choppaboyz kill one but than suffer a wound and get tied. They manage to hit and run this time and get a whole 14" move away remaining too far from the manz. Boyz decide to consolidate towards them. No maelstorm VP again.
Turn 2 - Orks
Called WAAAGH! Manz on the left flank moved towards a trukk that they had disembarked from, hopped back inside and rolled towards the marines in my deployment zone. With a shooting from a kombi-skorcha, trukk rokkit, lobbas and tl-shootas all but 1 of the 10 marines (from the 2 squads) got wiped out. Boyz caught up on the fleeing centurions after a good run move and a 'ere we go re-roll and finished them off. Boss joined the last meganob, charged and killed 3 centurions on the left, other manz moved towards the captain squad. Grots got a relic. Orks scored some good amount of VP from maelstorm again.
Turn 3 - Marines
He shuffled a bit and...the game ended as we ran out of time - none of us was used to such short games just yet.
Results
We count down all the VP and end up with:
Orks 9 - Marines 3.
Orks were leading on killpoints, on maelstorm and grots were carrying a relic that was about to embark on a trukk and move towards the relative safety of a voidshield generator. Marines were hopelessly behind on vp but they still had the killiest squad around, so they could easilly get like 3-4 extra killpoints while orks could roll around, score and get an almost guaranteed relic - centurions were too far to ever reach them
2-d game. Bully Boyz vs Ravenwing + DA Libconclave.
Spoiler:
The opponent's list.
Ravenwing:
Sammael on a jetbike.
Ravenwing command squad with a champion and an apothecary (~5 dudes)
3 Ravenwing Knights
3 Ravenwing Knights
Attack bike [multimelta]
Mission: Maelstorm tactical escalation + controle flags at the end of the game (only 3+d3 flags awards VP for this. We rolled a 2, so only the first 5 flags award 3 VP each). Long sides deployment. No nightfight.
Libconclave got invisibility, re-roll saves and some other stuff that wasn't used too much.
Ravenwing won the 1-st turn and deployed the deathstar in the middle, 2 squads of knights around them, an attack bike on my right flank and decided not to scout. Orks got the move through cover warlord trait, and didn't manage to steal ini.
Turn 1 - Ravenwing.
Everything moves forward - knights and deathstar on the left flank and an attack bike on the right flank. Invis goes off but takes a wound from Azrael and he also forgets some useless power. Re-roll to saves goes off. Shooting brings down all the shields.
Turn 1 - Orks.
Meganobz on the left flank roll towards 3 knights and disembark ending up within 5" of them. Boyz and central Manz move forward to block the path to objectives. Grots form a second line around the objectives, voidshield and lobbas. Right flank manz move towards the attack bike. Boss and kopta try to keep further away from the deathstar. Shooting does nothing. Meganobz on the left flank fail a 5" charge but one knight dies to an overheat while performing overwatch. Meganobz on the right flank charge and kill an attack bike. Surprisingly, orks get First Blood!
Turn 2 - Ravenwing.
The whole left flank groups around manz that have failed a charge. The opponent decides to channel his magic through a regular librarian instead of Ezekiel. Invis and save re-rolls go off. Shooting kills all the meganobz on the left flank and wrecks a trukk of boyz. They pass ld.
Turn 2 - Orks.
Boyz, grots and a right meganob'z trukk shuffle around trying to score maelstorm. Mid flank manz roll closer to the center to block the path to flags on the ork side of the board with their trukk, right flank manz get to an objective, boss hangs further away from the deathstar. Shooting does nothing.
Turn 3 - Ravenwing.
2 knights move towards grots, 3 knights move back on an objective to score some vp on maelstorm, deathstar spreads all across the midfield, gets invis and save re-rolls off, blows up a mid man'z trukk and than performs a long charge towards them (Sammael's +3" charge move helps here), deciding to not multi-charge at the last moment.
With +1 attack from an Ezekiel's book and +1 from charge they get an enormous number of attacks - enough to kill 3 meganobz and wound two. Manz kill one knight and wound a librarian. 2 knights shoot and charge grots killing 5 or 6. Grots manage to escape!
Turn 3 - Orks.
WAAAGH! Trukks spread out to score points. Boss joins the right flank manz and charges the deathstar. Boyz and a kopta charge 2 knights, kopta eats overwatch with it's jinks. Shooting does nothing again. Knights kill 2 boyz in mellee.
Than the rest of the boyz and a kopta strike back and wipe the knights. Boss and manz only manage to deal a single wound to Sammael - after all the invul re-rolls and fnp. And the last meganob from the other squad finishes off a librarian dying from a force axe in return. The ravenwing player hits and runs out of combat.
Turn 4 - Ravenwing.
Ravenwing's behind on maelstorm but still has most of the deathstar intact. Time's almost up and as the opponent draws a kingslayer objective, he decides to finish off the boss and...i think 4 remaining manz.. He gets invis and save re-rolls once again. Shoots boss and manz but surprisingly jinking + lukky stikk save all the damage. So, the deathstar charges the squad and kills most of the manz, wounds a boss and looses a single knight in return.
Turn 4 - Orks.
Time's up before orks can do anything meaningful.
Results
We count down all the VP and all the points from 1 to 5 that have been controlled at the end of the game and end up with:
Orks 14 - Ravenwing 11.
That was a difficult game as orks have nothing to oppose magic deathstars other than scoring and hoping for the game to end early. I honestly consider myself lucky cause if the game lasted for at least a couple turns more, he'd be able to spread out all the indeps from the deathstar and score more points by the time all the meganobz and boss get killed. My gameplan was to score as much as possible, kill stuff that's not invisible and try to survive to not get wiped to get at least some vp. Also, to not whine too much about unfair wizards in 40k (but i kinda failed here).
A few pictures from this game
Spoiler:
3-d Game. Meganobz vs Renegades with a Baneblade.
Spoiler:
Opponent's list:
Command squad with 4+ armor + Chimera
Platoon [2 heavy stubbers] - not sure it's platoon
Enforcer [mace]
Enforcer [mace]
Enforcer [mace]
20 mutants [pistol + ccw] with a champ [axe]
20 mutants [pistol + ccw] with a champ [axe]
20 mutants [pistol + ccw] with a champ [axe]
Baneblade
Everythig has fnp 6+ - probably from a mark or something. That's increased to 5+ with a character.
Mission: 3 tactical objectives maelstorm+ Emperor's will
Renegades get the 1-st turn and concentrate on the left side of the board (for me). Boss and kopta scout towards the center of the map behind a bunker that was placed right in the middle. They managed to hide out of tank's los. Orks didn't manage to steal ini.
Turn 1 - Renegades.
He decides to move everything forward to score maelstorm. Rightmost squad of mutants moves towards the warboss and a kopta. Shooting brings all the voidshields down but fails to do anything else. Rightmost mutants charge boss with a kopta but roll too high and get out from the baneblade's zealot radius. Even so, they kill a kopta but loose an enforcer and a couple mutants in the process. Renegades get First Blood and a couple maelstorm points.
Turn 1 - Orks.
Orks got mediocre objectives and were not going to catch up on the renegades soon. So, i decide to go extremely offensive. Boyz rush to help out the boss vs the rightmost mutants, left flank and rightmost meganobz (were around the middle) get ready to charge mutant squads in front of them. Middle manz roll towards the baneblade trying to hold as close to mutants as possible - to not recieve high str ap2 pieplates to the face. Lobbas kill a mutant in the middle squad and glance + tear a heavy bolter off a chimera. Boyz charge the mutants, loose 3 boyz on ini 3 and than deal something like 12-15 wounds but 6+ armors and 5+ fnp rolls are so hot only 3 mutants die. Boss kills 3 or 4 more - including an axe dude who bravely accepts a challenge but they pass ld and stick to combat anywayz. Manz chop a bit more than half of mutants in each squad taking a wound or two in return. Orks only manage to score 1 maelstorm.
Turn 2 - Renegades.
Baneblade moves a bit forward in hopes that a zealot aura would allow the right mutants to hold for longer. Chimera also moves forward leaving the comsquad behind on a point. Baneblade can't use it's blasts against the trukk of meganobz that's aiming towards it but it tries to do some damage with 2 lazcannons, heavy bolters and...whatever else is not a blast there. It only manages to deal 1 hullpoint of damage. Than the rest of the big gunz target the other - now empty trukk and deal 2 hullpoints. Chimera tries to finish off the right empty trukk but fails. Platoon shoots it's 2 heavy stubbers at a 2-hullpoint trukk of meganobz and wreck it. Turns out a couple heavy stubbers are no worse that the baneblade arsenal after all! Boss and boyz kill a bunch of mutants taking a couple wounds in return. The mutants end up out of the zealot radius from a baneblade and get swept. Left meganobz kill most of the mutants and the middle manz finish off their squad. Renegades still manage to score a couple maelstorm points.
Turn 2 - Orks.
2 squads of manz get ready to charge a baneblade and a chimera. Boss joins what little remainins of the boyz and rolls towards the comsquad. Lobbas kill most of the comsquad and boss finishes them off in mellee. Manz explode a chimera and a baneblade with a weak explosion. Left flank manz finish off the mutants and consolidate towards the last renegade squad on board - the platoon.
There's still like 30 or so minutes and there's almost no way to not get wiped out for the renegades, so the opponent decides to concede.
Results:
Orks 20 - Renegades 0
Btw, here's a photo of renegades fighting vs magical ravenwing
Spoiler:
First day results:
Spoiler:
First 4 places get to semi-finals.
1-st place. Eldar (farseer, scat bikes, spiders, wraithknight, imperial knight) - won all of his games w/o problems and was far ahead on vp from everyone else. The guy also visits large tourneys from time to time, so he's experienced too.
2-d place. Non- magic Ravenwing - not the one i was playing against (Interrogator chaplain, comsquad, 3 knight squads, regular bikers, attack bikes and Sammael inside a landspeeder)
3-d place. Meganobz (me).
4-th place. Magic Ravenwing i was playing against and CSM (Iron warrior warband - everything naked there except for autocannon havoks, biker lord w/o any other upgrades, a formation of 2 drakes, destruction cult - warpsmith with 2, 1, 1 oblis).
They both got the same amount of VP and decide to roll off. CSM won. I personally think that magic ravenwing was the strongest army - and the general was a very experienced and calm dude. He easilly won the first game, had a close loss with meganobz that could have easilly been a victory if the game lasted a bit longer and than faced a cent drop list that was my first matchup. There he wasn't lucky enough to go first and cents murdered half his deathstar and most of his support first turn. Than he rolled around invisible and scored and even managed to wipe all but a commander with cents and one half-dead cent sarge.
In the end we got the matchups for semi-finals:
Eldar vs Orks
Ravenwing vs CSM
Semi-finals. Orks vs Eldar. Two scary big robots say hello.
Spoiler:
Spoiler:
Opponent's list
Eldar Cad:
Farseer [jetbike, witchblade]
3 jetbikes [3 scatlasers]
3 jetbikes [3 scatlasers]
3 jetbikes [3 scatlasers]
4 Warp spiders and a spider Exarch
Wraithknight [2 wraithcannons, 2 scatlasers]
Imperial knight detachment:
Imperial knight [gatling cannon, rapid-fire battlecannon, heavy 3 missile launcher, heavy stubber]
Mission:
Steal the loot maelstorm (3 tactical objectives, can't discard the 11-36 ones and can score 11-36 objectives if the enemy has them on hands), 1-2-3 objective markers that are placed by a judge on one diagonal line through the center but >3" away from deployment zones - if you hold any of those objectives for a full game turn, the opponent recieves a -2 penalty to his victory points for each of them.
There's a huge ruin right in the middle. Long sides deployment.
We roll Night fight and it's active.
Eldar get first turn. He gets re-roll 1-s on shooting to-hits rolls within 12" of the warlord, i get move through cover within 12". He than decides to roll on divination to fish for 4++ but gets rending, ignore cover and something else instead. He deploys very defensively: groups farseer, 2 squads of scatbikes and both knights far on my right flank behind a ruined building with the 3-d diagonal objective within his reach, the last group of scatbikes deploys far on the left flank behind a small building. Warp spiders deploy closer to the middle on thr left side of the board. Orks get everything beneath a voidshield that's placed a bit to the left from the middle, boy'z trukk giving cover to two man'z trukks on the left of the voidshield generator, third meganob trukk is a bit further away on the right of the voidshield inside a small ruin. Boss and a kopta scoutmove right inside the ruin on the mid objective. Orks fail to sieze the initiative.
Turn 1 - Eldar.
Scatbikes jump aroud the ruin on the far right to get a line of sight on the trukks, the lone scatbike squad on the far left does the same thing. Both knights move a bit to get better view on the ork vehicles but don't move forward too much. Warp spiders jump towards the warboss and a kopta. Farseer scatbikes get ignore cover, warboss and kopta get a rending malediction but the hit re-rolls fail to get manifested on a knight. Wraithknight brings down two voidshields. Imperial knight brings down the last shield and deals 2 pens to the boy'z trukk, and a pen to both man'z trukks behind it. All but one pen on the boy'z trukk gets saved with 3+ cover behind a ruin. The pen tears off a rokkit. Farseer's scatbikes finish off the trukk and it gets wrecked. Boyz pour out towards the warpspiders. Another squad of scatbikes and warp spiders shoot the boss and kopta but 3+ re-rollable cover and majority toughness 6 (vs scatlasers) leads to no ill effect on the ork leader. The last unit of scatbikes deals 4 pens to the right man'z trukk but only one goes through 3+ cover and also destroys a rokkit. All the bikes jum back behind a ruin. Eldar get First blood and a maelstorm objective.
Turn 1 - Orks.
Orks try to get the advantage of warpspider's overconfidence. Boyz and middle manz both get as close as possible to them. Boyz need around 7" and manz around 8" to charge. Other 2 squads of manz roll inside a central ruin to make clearing the central objective harder and block the way to an important flag coser to the ork's side. Lobbas wipe a squad of rightmost scatbikes, kopta and boss make farseer and jetbikes jink but still manage to kill one bike. Boyz and manz barely make it towards warpspiders and unsurprisingly wipe them, consolidating towards the important objective on the ork's side. 2 voidshields get restored. Orks get a few VP on maelstorm objectives.
Turn 2 - Eldar.
He pulls some not very lucky maelstorm cards and the center with all the -2 VP objectives is occupied by so many power-klawed greenskins, he decides to hold back and shoot for another turn. That's not a surprise as this eldar list's strategy across all the other games (solid victories - all of them) was to hold back, shoot and than rush onto objectives when the main threats are down. That's what he does. But first he decides to destroy a voidshield as it's proved to be a nuisance. So, he holds back and brings down the shields - probably with scatbikes - i don't remember, than after the wraithknight's shooting the voidshield is left with 1 hullpoint which gets finished off with animperial knight's rocket pod. Lobbas standing on top of the generator loose one grot but are fine otherwise. The rest of eldar's shooting wrecks the nearby man'z truck so that the knight won't get charged next turn. Manz decide to disembark behind the trukk's wreck and further castle up the middle of the board. Farseer and 2 remaining jetbikes jump back behind a ruin but the left squad of 3 jetbikes only gets 3 or 4" on a jetbike move and don't manage to hide completely. As they didn't deny the ork's controle over 2 objectives for a full turn, eldar recieve a whooping -4 VP penalty.
Turn 2 - Orks.
Orks shuffle around the central ruin trying to bauble wrap the objectives. Boss rolls towards the left jetbikes and joins Manz aiming to shoot at the scatbikes. Ork shooting wipes this squad. Orks score some VP on maelstorm.
Turn 3 - Eldar.
It's not going too hot for the eldar and they decide to finally go offensive. Imperial knight - that's the closest tothe middle rushes towards the first line of ork's defences - 'A thin green line' of meganobz. Wraithknight is a bit too far away to get any charges off but it also moves forward as far as possible. Scatbikes roll around a ruin once again. Farseer blesses the imperial knight with to-hit re-rolls and curses the boss's meganobz with rending. Shooting kills a kopta, 2 boss's meganobz, deals a wound to boss and also kills 1 meganob behind a wrecked trukk. Than the imperial knight makes it into combat. As it's charging through a wrecked trukk, it has to strike at ini 1. All 4 remaining meganobz, including the one with killsaws, get to strike too. The knight deals 3 s10 instant death wounds and gets a tactical 6 on a stomp finishing off the squad but not before getting blown up by all the klaws and killsaws whirling around. Scatbikes jump back to the safety of a ruin. Eldar score 5 VP on maelstorm but recieve another -4 VP penalty as there's still nothing to deny ork's dominance over the two important objectives.
Turn 3 - Orks.
Everything runs around scoring the objectives and trying to keep the choppy stuff inside cover to also have a chance of harming a wraithknight at ini 1. Orks get a bunch of Maelstorm VP and deny the eldar's controle of an important objectives with...grots! Yep, those cunning gitz have been crawling around the right flank for the whole game.
Turn 4 - Eldar.
Things are looking desperate for the pointy eared. The knight rushes towards the middle. Scat bikes jump out of ruins yet again. The shooting phase inflicts some minor damage. Knight's too far to charge anything. Bikes jump back behind the ruin.
And we've run out of time.
Results:
A solid victory for the greenskins! Nobody expected it. Including me. To be honest, after loosing the who-goes-first, failing to steal the initiative, eldar getting ignore cover on the psy rolls and deploying out of reach, i was allready starting to form strategies of what to do to win the 3-d place. But, well, a couple lucky 3+ covers and eldar overly defensive deployment was enough to turn the game around.
Finals
Spoiler:
While orks were slogging around the ruins CSM and ravenwing were having a lot of fun zooming all across the map. Bikers were scoring increadibly well but drakes proved to be deadly enough to only leave 2 bikes by the time the game was over. If they had a couple more minutes, it could be a wipe and we'd see the most unexpected 1-st place match ever - CSM vs Orks. However, it wasn't a wipe and ravenwing outscored csm badly. And we ended up with the matchups:
Match for the 1-st place: Non-magical Ravenwing VS Bully boyz.
Match for the 3-d place: Eldar vs CSM (they've allready faced each other on the first day of a tournament and it was a solid eldar victory)
Opponent's list:
Interrogator Chaplain [bike, mace of redemption - s7 ap3/buffed vs csm, blind]
Sammael [Landspeeder Saber-something - av14/14/10, 2 HP, TL Asscannon, TL Heavy bolters and deals 3 s4 ap2 hits on an enemy unit he flies over]
Ravenwing Comsquad with a champion and an apothecary - around 5-6 dudes
4 Ravenwing Knights
3 Ravenwing Knights
3 Ravenwing Knights
3 Bikers [2 meltas]
2 attack bikes [2 multimeltas]
Mission:
Battle for Santa! There's a...Santa placed in the middle of the map. You get 1 vp if you help Santa sort out the presents for a full game turn starting from the 2-d one. No other missions and only Slay the Warlord counts. We roll off to see what deployment we get and it's Hammer and Anvil - short side deployment.
There's a huge ruin right in the middle of the map where Santa is loading his sled with gifts. Yep, it was literally a ceramic Santa there.
Orks finally win the roll off for the 1-st turn for the first time across the 5 games. And it's also nightfight to boot. But the Chaplain - his warlord - rolls a +1 to steal the initiative on his warlord traits. Warboss gets move through cover after a warlord trait re-roll. The voidshield generator is deployed dead center covering all the ork stuff. Ravenwing deploys a comsquad in the middle, 3 knights to the left (for me), 4 and 3 knights to the right and Sammael, regular bikers and a squad of 2 attack bikes choose to outflank. Warboss decides to not utilise a scout move but the ravenwing scouts forward a bit.
The game starts and ravenwing steals initiative.
Turn 1 - Ravenwing.
Stuff moves forward. He bauble wraps the comsquad with two 3-strong units of knights and the 4-strong unit decides to roll forward underneath the ork voidshield to deal with a warboss and a kopta. Shooting brings down all the voidshields and boss takes a wound.
Turn 1 - Orks. A trukk of boyz move forward and hide behind a ruin. 2 squads of meganobz on the left flank move towards the closest 3-strong unit of knights to the left of the ruin and disembark aiming to charge them. Grots embark upon a trukk that's just poured meganobz towards the knights. Boss with a kopta and a right unit of meganobz roll towards the four knights to the right of the ruin. Lobbas deal a ton of wounds to a comsquad that chooses to jink and even 3 or 4 more wounds to nearby unit of knights. But no casualtie are taken between the 2+ re-rollable jink and 3+ armor. All the rokkits miss the further 3 strong unit of knights that stoically choose to not jink. 10 boyz snapshoot their sluggas and kill one of this brave non-jinking fools. Other orks do not shoot at the 4-strong unit of knights nearby as it could accidentally fail ld and roll away - not what the orks want. 2 left meganob squads charge 3 knights loosing 1 meganob to overwatch and than wiping the squad and consolidating close to Santa inside a ruin. Kopta eats the 4 knight overwatch jinking 3 out of 4 wounds. arboss, kopta and right meganobz slay the 4 knights. Boss and a kopta consolidate behind a ruin and meganobz try to get behind a trukk. 1 Voidshield gets up.
Turn 2 - Ravenwing.
All the reserves arrive on the right flank. Sammael, a squad of melta bikes and multimelta attack bikes bring down the shield and kill a kopta, 4 right meganobz and deal a wound to the last of them. The 2-strong knight squad and a jinking comsquad kill 2 closest meganobz from the 4-strong squad and deal a wound to each of the remaining meganobz. They proceed to charge the meganobz and finish them off without suffering any losses. They consolidate away from the ruin and end their move inside a crater.
Turn 2 - Orks.
There's not much left of meganobz. I've been overconfident. But there's still hope. Orks still have some boyz, a warboss, 5 meganobz in the middle ruin close to Santa, a wounded meganob on the right flank, a couple trukks and grots!
WAAAAAAAAAAAAAAGH! Grots roll towards the comsquad, disembark and get ready to charge the ever-jinking bastards! Trukks move towards Santa. Meganobz move towards the comsquad to help grots out...in case they'd need this help of course. Boss joins the meganobz. Boyz roll towards the bikers and attack bikes, the 1-wound meganob slogs towards the 3-strong knight unit. Meganobz try to roast the comsquad with a skorcha - deal 5 wounds but everything gets saved with 3+ armor and fnp. Lobbas deal 12 wounds to them but everything gets saved with 3+ re-rollable cover and fnp. Grots fail to do anything. But the trukk hits and kills one knight with it's rokkit. On the right side of the board a lone meganob kills a melta bike with his combi-shoota. One of the other two trukks kills a knight in a 3-strong knight squad. Boyz charge 2 bikes and finish them off in mellee. Grots perform a horrific (or horrified) scream and charge the comsquad. Mighty ravenwing knights have no other choice but to overwatch the lowly grots with their plazma - they deal 6 wounds, 5 of which go through cover killing all the nearby gobbos. And their fellows fail a charge. For shame. Warboss and meganobz casually walk into the midst of the ravenwing comsquad, laughing at grot's failure (not realizing they themselves would have gotten wiped without the poor little gitz). 1 Meganob gets killed but the rest of the group murders the comsquad. They consolidate towards the 2 knights. Voidshields don't reset. Orks get Slay the Warlord!
Turn 3 - Ravenwing.
Attack bikes try to get away from the boyz and shoot down the 1-whoud meganob. Sammael and 2 knights move away from the boyz and shoot 2 more meganobz from the boss's squad down. Orks get 1 VP for helping Santa!
Turn 3 - Orks.
Boyz move towards the attack bikes, boss and 2 remaining Manz chase the 2 knights. Lobbas, trukks and boyz leave the attack bikes with 1 wound each. Boyz than finish them off. Boss and Manz manage a charge and kill 2 knights loosing 1 meganob in return.
Turn 4 - Ravenwing.
Sammael flies a bit further away, shoots the boss but doesn't manage to kill him. Another VP for the little greenskin helpers.
Turn 4 - Orks.
Boss separates from manz, charges and wrecks Sammael's landspeeder.
Results:
Orks are victorious! In all honesty, this mission was very beneficial for meganobz vs ravenwing. But i was a bit too confident in meganobz vs a non-magic ravenwing for such mission. And all it took was a couple above average save and shooting rolls for the ravenwing to turn the game in their favor turn 1. And orks could have easilly lost if not for the grots that ate a 6-wound ap2 overwatch that'd leave meganobz out of charge reach and wipe half the squad. Little buggers save the day once again!
End Results:
Spoiler:
In the meanwhile CSM loose to eldar once again - but this time it's not as bad as the first one. Drakes and obliterators slay everything except for the knights. But it wasn't enough. Really hard to do anything there without some really lucky rolls that CSM didn't get.
1. Orks
2. Ravenwing
3. Eldar + Imp Knight
4. CSM
The tourney was really cool. All the players were friendly and the missions and tables were great. I only think that the last mission was one-dimensional. Other than that it's an awesome experience. Oh, and i might finally get my hands on some new models! I'll start with trukks and grots.
This message was edited 39 times. Last update was at 2017/01/20 12:51:07
Nice battle reports but i notice that some games run out of time... 2 hours seem a lot of time to let some matches end in turn 3, especially for a format with just 1250 points. Anyway thank you for the reports, i really enjoyed reading them. Also your list was very similar to what i would have taken myself, i think i would have drop the boyz and the kopta in favor of a second unit of gretchin and some bikers to join the boss. But this list seems to perform quite well. Congratulations.
Grimskul wrote:That was one heck of a battle report. I'm really glad to see the Orks did ya proud, nothing like a proppa WAAAGH! Thanks for sharing!
Thanks! Took me a bit too long to write it completely. Maybe i've a bit overdone the details but it seems more appropriate than just an army list and results.
Blackie wrote:Nice battle reports but i notice that some games run out of time... 2 hours seem a lot of time to let some matches end in turn 3, especially for a format with just 1250 points. Anyway thank you for the reports, i really enjoyed reading them. Also your list was very similar to what i would have taken myself, i think i would have drop the boyz and the kopta in favor of a second unit of gretchin and some bikers to join the boss. But this list seems to perform quite well. Congratulations.
Yep, our first game only went on for 2 game turns! It took us a bit too long to set up. But it turned out to be less benefical for both the players. The more turns you get to play - the more VP you can get from maelstorm and as long as you're not wiped out, it's better for your overall score. Although, it seems that most of the people - 12 attendants - had enough time to set and play 3-4 turns. And than the time went out. Remember, those 2 hours include all the pre-game rolls and army setups too. And all the psy powers and re-rolls that everyone seems to have nowadays eat up the time pretty quickly. It's just not that quick mechanically.
As for the units i was running, boss + kopta seemed legit for 1250. 5 t6 wounds with jinks - potentially re-rollable. I don't have ork biker models - they could be good, indeed. But the naked boyz were surprisingly good. They've payed off in every game i fielded them. 1-st game they tied up and eventually killed a centurion squad. They killed 2 knights, scored and blocked the way in the second game vs ravenwing, helped out vs the mutants - well, they didn't entirely pay off as mutants are super cheap and managed to pass like 80% 6+/5+++ saves but anywayz, they were invaluable in a game vs eldar - they ate spider's overwatch and finished most of the squad + scored once again and they killed 2 bikes and attack bikes in a game vs ravenwing. So, all in all, there was no part of the list that i could call lacking. Everything performed something useful across the 5 games.
The list looks solid overall but for the larger games i'd try to include something that can deal with magic deathstars - ork's main weakness. A cullexus, sisters of silence or probably a daemon masque. Cullexus seems like the best pick.
This message was edited 1 time. Last update was at 2017/01/07 11:53:41
Yeah, for that purpose a culexus should be the best chioce... i'd never thought about dealing with powerful psykers as weirdoys really suck and i hate alliances, i want only orks when i use them Anyway with your kind of list bikes and other trukks (boyz or min tankustas) are the easiest units to add if you want to be sure to maintain synergy with the rest of the army. Biker boss, bullyboyz, vsg and lobbas, along with warbikers and tankbustas, are our MVPs nowadays.
I'm often running a min squa of tankbustas in a trukk in larger games and they're not really that great. I prefer lootas. But they're definitely not bad. Just skippable.
This message was edited 1 time. Last update was at 2017/01/07 13:32:16
koooaei wrote: I'm often running a min squa of tankbustas in a trukk in larger games and they're not really that great. I prefer lootas. But they're definitely not bad. Just skippable.
And with the new FAQ they aren't as effective, sadly. Before, 5 tankbustas would easily explode a land raider in combat, now you only have 18% chance to explode it (only one grenade).
I run 3x5 tankbustas in trukks with 3 bomb squigs each, extremely useful if you face vehicles as those units have an average of 3-4 hits each in the first turn thanks to the bomb squigs, and if they get first blood they give you two points... also best way to deal with wulfen, just position the trukk in order to have as closest models the wolves without storm shields and every bomb squig that hits is an instant killed wulfen. Very fragile units indeed but many opponents target the bullyboyz first. Even without bomb squigs 3 min units of tankbustas are 18 rokkits with tankhunter and 3 melta bombs for 300 points in total. Also they can scary some opponent that targets them instead of manz. One single unit is not that useful, i agree, but two are decent, and three are very good in my opinion. I like lootas too, and i play them with the same style i adopt for the tankbustas, 2x5 or even 3x5 lootas. Against some close combat oriented armies shooty units are necessary, as thunderwolves and wulfen would easily obliterate the bullyboyz, also wraiths, lychguards, talos, incubi are hard counters for the megarmors.
Blackie wrote: I run 3x5 tankbustas in trukks with 3 bomb squigs each, extremely useful if you face vehicles as those units have an average of 3-4 hits each in the first turn thanks to the bomb squigs, and if they get first blood they give you two points... also best way to deal with wulfen, just position the trukk in order to have as closest models the wolves without storm shields and every bomb squig that hits is an instant killed wulfen. Very fragile units indeed but many opponents target the bullyboyz first. Even without bomb squigs 3 min units of tankbustas are 18 rokkits with tankhunter and 3 melta bombs for 300 points in total. Also they can scary some opponent that targets them instead of manz. One single unit is not that useful, i agree, but two are decent, and three are very good in my opinion. I like lootas too, and i play them with the same style i adopt for the tankbustas, 2x5 or even 3x5 lootas. Against some close combat oriented armies shooty units are necessary, as thunderwolves and wulfen would easily obliterate the bullyboyz, also wraiths, lychguards, talos, incubi are hard counters for the megarmors.
Yeah they are still worth it and fun to play. They just did not need the nerf GW gave them. I haven't tried fielding 3 tankbusta trukks yet, I'll try it.
18 rokkits with tankhunter? The trukk doesn't get the rule, does it?
Blackie wrote: I run 3x5 tankbustas in trukks with 3 bomb squigs each, extremely useful if you face vehicles as those units have an average of 3-4 hits each in the first turn thanks to the bomb squigs, and if they get first blood they give you two points... also best way to deal with wulfen, just position the trukk in order to have as closest models the wolves without storm shields and every bomb squig that hits is an instant killed wulfen. Very fragile units indeed but many opponents target the bullyboyz first. Even without bomb squigs 3 min units of tankbustas are 18 rokkits with tankhunter and 3 melta bombs for 300 points in total. Also they can scary some opponent that targets them instead of manz. One single unit is not that useful, i agree, but two are decent, and three are very good in my opinion. I like lootas too, and i play them with the same style i adopt for the tankbustas, 2x5 or even 3x5 lootas. Against some close combat oriented armies shooty units are necessary, as thunderwolves and wulfen would easily obliterate the bullyboyz, also wraiths, lychguards, talos, incubi are hard counters for the megarmors.
Yeah they are still worth it and fun to play. They just did not need the nerf GW gave them. I haven't tried fielding 3 tankbusta trukks yet, I'll try it.
18 rokkits with tankhunter? The trukk doesn't get the rule, does it?
I'm pretty sure that a trukk that is a dedicated transport inherits the rule, it's the same thing as obj secured trukks when they are dedicated transports for ork boyz in a CAD. If you take a vehicle that is a fast attack or heavy support (or part of a formation, like the blitz brigade) to carry units of tankbustas then those vehicles surely don't get tankhunter. I don't have the rulebook to double check though.
Blackie wrote: I run 3x5 tankbustas in trukks with 3 bomb squigs each, extremely useful if you face vehicles as those units have an average of 3-4 hits each in the first turn thanks to the bomb squigs, and if they get first blood they give you two points... also best way to deal with wulfen, just position the trukk in order to have as closest models the wolves without storm shields and every bomb squig that hits is an instant killed wulfen. Very fragile units indeed but many opponents target the bullyboyz first. Even without bomb squigs 3 min units of tankbustas are 18 rokkits with tankhunter and 3 melta bombs for 300 points in total. Also they can scary some opponent that targets them instead of manz. One single unit is not that useful, i agree, but two are decent, and three are very good in my opinion. I like lootas too, and i play them with the same style i adopt for the tankbustas, 2x5 or even 3x5 lootas. Against some close combat oriented armies shooty units are necessary, as thunderwolves and wulfen would easily obliterate the bullyboyz, also wraiths, lychguards, talos, incubi are hard counters for the megarmors.
Yeah they are still worth it and fun to play. They just did not need the nerf GW gave them. I haven't tried fielding 3 tankbusta trukks yet, I'll try it.
18 rokkits with tankhunter? The trukk doesn't get the rule, does it?
I'm pretty sure that a trukk that is a dedicated transport inherits the rule, it's the same thing as obj secured trukks when they are dedicated transports for ork boyz in a CAD. If you take a vehicle that is a fast attack or heavy support (or part of a formation, like the blitz brigade) to carry units of tankbustas then those vehicles surely don't get tankhunter. I don't have the rulebook to double check though.
Reading again the Tank Hunters rule and Dedicated Transport section, the trukk doesn't get the rule. It only says the transport has the same role as the unit (troop, elite, etc.).
Blackie wrote: I run 3x5 tankbustas in trukks with 3 bomb squigs each, extremely useful if you face vehicles as those units have an average of 3-4 hits each in the first turn thanks to the bomb squigs, and if they get first blood they give you two points... also best way to deal with wulfen, just position the trukk in order to have as closest models the wolves without storm shields and every bomb squig that hits is an instant killed wulfen. Very fragile units indeed but many opponents target the bullyboyz first. Even without bomb squigs 3 min units of tankbustas are 18 rokkits with tankhunter and 3 melta bombs for 300 points in total. Also they can scary some opponent that targets them instead of manz. One single unit is not that useful, i agree, but two are decent, and three are very good in my opinion. I like lootas too, and i play them with the same style i adopt for the tankbustas, 2x5 or even 3x5 lootas. Against some close combat oriented armies shooty units are necessary, as thunderwolves and wulfen would easily obliterate the bullyboyz, also wraiths, lychguards, talos, incubi are hard counters for the megarmors.
Yeah they are still worth it and fun to play. They just did not need the nerf GW gave them. I haven't tried fielding 3 tankbusta trukks yet, I'll try it.
18 rokkits with tankhunter? The trukk doesn't get the rule, does it?
I'm pretty sure that a trukk that is a dedicated transport inherits the rule, it's the same thing as obj secured trukks when they are dedicated transports for ork boyz in a CAD. If you take a vehicle that is a fast attack or heavy support (or part of a formation, like the blitz brigade) to carry units of tankbustas then those vehicles surely don't get tankhunter. I don't have the rulebook to double check though.
Reading again the Tank Hunters rule and Dedicated Transport section, the trukk doesn't get the rule. It only says the transport has the same role as the unit (troop, elite, etc.).
You're right, my bad. That makes 15 rokkits with tankhunter and 3 without the rule Not a significant difference, but thanks for the fix.