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Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Another playtest game.

My army is a take the objectives army.

My opponents army is a shoot the enemy off the objectives army.

We chose take and hold, spearhead for this playtest.

I played Orks:

1750 Pts - Orks Roster - Orks

2xWarbosses
Klaw, Bike, Bosspole.

2xLootas
15 of 'em

1xKommandos
14 boyz, Nob w/Klaw, Eavy, Bosspole

2xBoyz
30, Big Shootax3, Nob w/Klaw, Boss, Eavy.
Stikkbombs for squad.

2xBoyz
22, Rokkit x2; Shootas.

My opponent played Nids:

2x tyrant super units.
Lash Whip/Bonesword, 2 tyrant guard, +1 str, barbed strangler.

3xelite fexes.
scything talons, barbed strangler.

2x stealers
6, feeders, scuttlers

3xflying circus
2xwarriors, flying, str, rending/scything, 1 heavy warrior, scything/barbed strangler.

3xheavy carnifex
scything talons, barbed strangler.

==========================

I deployed my objective 12" from the table center, to keep his stealers away from me.

My opponent did the same.

The terrain was about 30% of the board.

==========================

I deployed first and went first.

I placed each nobless boyz squad in front of the strong nobled boyz squads.

I placed my lootas forward and spread out to give me maximum firing lines, knowing I was going against MC with a 3+ save I could block their LOS with my boyz but return fire.

The warbosses normally join the lootas to keep them in place, but in this instance it wasn't necessary. I placed them behind the two boys squads with nobs.

My opponent deployed approximately 25" away, so my shootas wouldn't be a factor on turn 1. His warriors hid to one side, out of LOS behind a hill and a forest.

He deployed his fexes 3 abreast on either side of his objective, with the tyrant units hiding behind each fex wall.

==========================

Turn 1:

I moved forward 6" with my boyz squads and ran. The left hook ran 3", the right hook ran 5".

I moved my Warbosses forward 12" and hid them in the forward ork units (after they moved).

My lootas opened fire on fexes, I rolled a 2 and a 6. One Fex got battered (10 wounds) and dropped, the other just took a wound.

I was pretty spread out, but in my next turn I'd have to bunch up to avoid diff terrain.

My turn ended.

My opponent flew his warriors forward, out of LOS of my lootas but in LOS of my Ork horde.

His Tyrants came out and the Nids prepared to template me.

Two warrior units hit and killed 8 orks from all 4 units. The other scattered into nothing.

The tyrants fired, killing 5 more orks.

The fexes fired, 2 missing, the other 3 killing 9 more orks.

His turn ended.

Turn 2:

I rolled for my kommandos, nothing.

I moved forward, and knowing how useless shootas are against MC I opted to run again.

I rolled a 4 for the left hook, and a 2 for the right hook.

So I was now about 8" away from the MC line. Both of my front ork units were down to 14 and 13 models each. Odds were against them surviving CC or shooting, but my big squads were doing ok behind them.

I fired my lootas again, dropping the previously wounded fex. Sadly, that's all I managed.

I was bunched up a bit but I moved as far forward as I could.

My turn ended.

He rolled for his stealers. Both came in--one from his side and the other his choice.

He moved them both in from his side and fleeted up behind a hill.

He moved his 3 flying circus units forward and fired at a loota unit, dropping 4 (he missed entirely only once). Sadly, I could only see his warriors with one loota unit and they were 1 turn from being in assault range.

He moved his fexes and his tyrants back up a hill and to the sides of it (the hill had his objective on it).

I could probably get my forward boyz into combat, but the rear boyz were definitely out.

He fired all 6 MC templates into my rear boyz. 3 of them were from guys on the hill and negated my save, and I lost 7 and 6 boyz from the rear squads from that alone. In total I lost 13 and 11 boyz. Not good.

His turn ended.

Turn 3:

I rolled for my kommandos. They came in on my side sadly. As they were many feet from the nearest fex, I moved them into cover then ran them forward. They wouldn't do much unless this game went a long distance.

I moved my much weakened boyz forward, and decided to waagh. I split the two warbosses out at the fexes on the end.
The reason I didn't waagh before was I couldn't guarantee an assault with the boyz in the back, and that could cost me the game if I clumped up for an assault and failed.

I moved my right hook supporting lootas towards the nids and they ran 6". Pretty good timing. I now had LOS with lootas to every warrior unit.

I aimed my weak front shoota boyz squads at two fexes each, with warboss support I hoped they could handle the business.

I sent my strong squads right at the super units and 1 fex each.

Essentially I was going to hit everything all at once, and hope I came out.

One loota unit shot dead a warrior unit I could see.

I assaulted everything into the Nids after I waagh'd forward.

I had 11 boyz in the left shoota squad, 12 in the right shoota squad, 16 in the left nob squad, and 14 in the right nob squad. Well something like that anyway lol.

My orks did pretty well, wounding 8 times and felling a fex.

My nobz did allright, wounding a already hurt fex and killing it; and the other klaw nob killed a tyrant guard.

Sadly my opponent used his bonesword to catalyst everything (damned annoying) so he still killed a few orks even with his fexes being 'dead'. At least it wasn't the 100 spinegaunt army, which is even more annoying.

My warbosses took a wound each from a fex, and killed their fexes.

Unfortunately, I lost a total of 4 orks from each forward squad and 7/8 more died to the tyrant units in the rear squads.

When the wounds were added up, I did 18 wounds (killing 4 fexes and a tyrant guard) and he did 20. So I got to take morale tests.

With my warbosses help, my weak squads of boyz stayed; and the nobs put the beat down on the orks with the bosspole and stayed.

So I got rid of the fexes, and I was swarming the tyrant super units pretty good now. Sadly his stealers were going to charge me next turn and it wasn't going to be pretty.

My turn ended.

He flew both warrior units out to assault my left lootas.

He moved around the hill with the objective and got clear assaults prepped on my orks on both sides--the shoota boyz units were about to take it in the shorts.

He assaulted, and both remnant shoota boyz squads evaporated. My warboss wasn't attacked, but in his counterassault move he got into base with them and killed 3 and 4 from each stealer unit.

My main boyz units were down to less than 10 orks. My ability to take casaulties before removing my nob was down to this turn. My nobs killed the 2nd guard in unit 1, and both guard in unit 2 died to luck. And I had 2 orks + 1 nob left in each squad. Not impressive really, odds of survival were pretty low.

His warriors assaulted my lootas, and they counterattacked. When it was all said and done, I had no lootas left.

His turn ended.

Turn 4:

Everything was locked in combat around his objective, and my ability to take his objective was about to go away. My warbosses had to kill his stealer units or I'd lose.

I ran my Kommandos forward again.

My lootas shot another warrior unit dead. Hopefully I'd do better in CC next turn against those warriors. I mean, even if he hit and wounded with EVERYTHING again, I'd still have lootas left.

My orks looked at the Tyrant, the Tyrant looked at them...and one Ork unit poofed. The other only lost one Boy, and the Nob put 2 wounds on the Tyrant for his trouble.

My warbosses took another wound from each stealer unit, then killed them off.

The nob kicked his boy for wanting to run, and the boy decided to stay alive even after getting kicked in the teeth.

I moved my warboss on the right to block his tyrant from getting into combat this turn with anything but my warboss.

My other warboss moved into contact with the wounded tyrant. And growled menacingly. Really. It was scary.

My turn ended.

He moved his warrior unit up to get in range to assault my lootas, and fired another template that hit and took 3 lootas with it.

He assaulted, and only killed 3 lootas. I killed 2 warriors, and vaped the last one with fearless wounds. Then moved forward.

He assaulted his tyrant into my warboss. The tyrant and my warboss killed each other.

On the other fight, the tyrant killed the final boyz squad before the warboss punked him.

His turn ended.

At that point, with no Nids left on the board we called it.

Since no one had troops left, my pricey lootas and kommandos-of-suck got me the win by VP's.

==================

Analysis:


Nids:
Stealers are nice. A hundred spinegaunts will hold better than they will, especially with catalyst.
Tyrant super units need 3 guard, not 2.
The flying circus was annoying, but giving up more troops for them isn't a sure thing.

Orks:
Giving up trying to kill AV14 also means having to beat down MC in CC. It's doable, but I think having a 3rd boyz squad instead of the kommandos is best. If I'd had run snikrot, he'd have only been able to assault stealers and get his ass owned.
I should have risked the waaghh earlier, and thrown my warbosses into his fexes turn 2. If I didn't have kommandos, would I have had his nids so far forward?

When we played against each other using his spinegaunt variant (no warriors, no stealers...just a bunch of spinegaunts) I lost horribly. If I try and shoot the little ones with lootas, my orks get pounded with templates.

I ran a mech ork list and a shooty ork list against the spinegaunt list. The mech orks could get there, but couldn't get past the spinegaunts fast enough and all the MC assaulted into me...and I was dead. The shooty ork list wiped the spinegaunts with mass loota, shoota, and kannon barrages. Then came trying to kill the MC. So much spent on shooty meant I couldn't be mobile nor could I get them into CC and win. So that was a VP game, and 100 spinegaunts ain't gonna give ya a victory sadly.

   
Made in us
Tunneling Trygon





The House that Peterbilt

Interesting. Thanks for the batreps.

Main question, how does catalyst help spinegaunts versus orks? I can see the carnifexes benefiting. However spinegaunts being I4, they should always go simultaneous or before the orks. Or were you commenting on the catalyst/spinegaunt combo in general? Even then I dunno if catalyst is that useful.

Also, this type of shoot em off the board instead of being able to take the objective seems foolish (and foolishly played by your opponent). How could he possibly keep his two min sized scoring units alive if he is throwing them at your units. Didn't make much sense to me at all.

Agree though that spinegaunts are the way to go, although I am looking at using termagants too, both in conjunction with psychic scream and feeder tendril stealers.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Spinegaunts don't get grenades. The Carnifexes don't have grenades. With Catalyst, you can charge or be charged and you'll get your attacks. It isn't the Orks it's so helpful against, it's armies like Harlequin hordes. Denying someone the strength of their army turns things upside down.

As far as keeping them alive, he swapped 3 units of stealers for the flying circus. Gotta test everything, ya know. If he hadn't counterattacked, I'd have probably had my 2 warbosses with TL dakkaguns and 15-20 orks with shootas standing around on his objective ready to shoot him. Ork shooting ain't great, but I can cripple those stealers with shooting if he lets me. When we swapped armies, I sat back on my board edge and dropped alot more orks than he did. The lootas did do damage in killing a unit per turn, but I did more damage to the orks and they couldn't even get to me. However playing with hindsight isn't really a fair assessment, when you test armies sometimes they come out weak. While the flying circus isn't bad, we found having more troops was better. At 2k points though, the flying circus works pretty well given there are enough points for a decent amount of troops.

The problem with stealers and gaunts is, you can't screen stealers with gaunts effectively. You still get shot, and once people can shoot the guys with feeder tendrils and acidmaws, they do and those units tend to die early.

It's a great combo, especially with fexes in the line, but unless you focus on getting every possible stealer in the list and just enough gaunts to screen...well, it doesn't work very well. Especially if they have sacrificial vehicles to put in your way...

   
Made in us
Tunneling Trygon





The House that Peterbilt

Ahh, catalyst makes a bit more sense, should have thought about it more.

As far as the stealers, I guess if he couldn't hide em from ya other then in close combat it makes some sense. Then again I still think minimum troops is a bad idea, hind sight or no. Is cool you guys are throwing all sorts of combos together though.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in au
Skink Chief with Poisoned Javelins






Down under

Thanks for a great battle report! Nice attention to detail and interesting to read.

 
   
Made in ca
Decrepit Dakkanaut





Stelek wrote:He assaulted, and both remnant shoota boyz squads evaporated. My warboss wasn't attacked, but in his counterassault move he got into base with them and killed 3 and 4 from each stealer unit.

Could you explain how this counter-assault thing worked?

Stelek wrote:He assaulted his tyrant into my warboss. The tyrant and my warboss killed each other.

How did the Hive Tyrant and the Warboss kill each other? The Hive Tyrant has I5, I6 with the Adrenal Glands upgrade. For the Warboss and the Hive Tyrant to kill each other the Warboss would need to assault the Hive Tyrant (presuming the Hive Tyrant didn't have the gland upgrade).
   
Made in us
Omnipotent Lord of Change





Albany, NY

So barbed stranglers are indeed becoming the weapon of choice for heavy bugs. Were you playing that MC can't fire 2 weapons in 5th?

Nice work with the lootas too, I honestly wouldn't have thought that they could drop carnifex through the T7 and 2+ save (assuming both of these were on the gunfexes, it looks like they might have been naked T6 and 3+ save) ...

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

Boss_Salvage wrote:So barbed stranglers are indeed becoming the weapon of choice for heavy bugs. Were you playing that MC can't fire 2 weapons in 5th?

Nice work with the lootas too, I honestly wouldn't have thought that they could drop carnifex through the T7 and 2+ save (assuming both of these were on the gunfexes, it looks like they might have been naked T6 and 3+ save) ...

- Salvage


Why would you play that? The Tyranid codex says they can.

"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ 
   
Made in us
Omnipotent Lord of Change





Albany, NY

I don't play nids. Bully for them, I had heard rumors that MC's were losing that ability. The fact that there were 3 gunfexes here without VC + BS made me wonder.

- Salvage

KOW BATREPS: BLOODFIRE
INSTAGRAM: @boss_salvage 
   
Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

I read that too. It still changes nothing.

Unless something else dramatic changes Codex > BGB .

Which means _Tyranid_ MC's fire two weapons as well as ever for a couple of months more, as they should.

Maybe in 5th they will give Tyranids vehicles to make this stupidity make sense.

rofl.


"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ 
   
Made in us
Tough Tyrant Guard




North Carolina

Emjoyed the report Stelek....

Biomass

 
   
Made in au
Skink Chief with Poisoned Javelins






Down under



Stelek wrote:He assaulted his tyrant into my warboss. The tyrant and my warboss killed each other.

How did the Hive Tyrant and the Warboss kill each other? The Hive Tyrant has I5, I6 with the Adrenal Glands upgrade. For the Warboss and the Hive Tyrant to kill each other the Warboss would need to assault the Hive Tyrant (presuming the Hive Tyrant didn't have the gland upgrade).

Unless the warboss was defending cover in any way...in which case the hive tyrant charges and strikes at ini1 curiously enough at the same time as the powerfist warboss.

 
   
Made in de
Fresh-Faced New User




What about a KFF Mek to protect your boyz? Or do you really need 2 Warbosses?
   
Made in nz
Dakka Veteran




Interesting, really good report. One question though, I'm reading the Warbosses were engaged in a combat when the 'Stealers charged in, so how did they allocate attacks to the 'Stealers?

This message was edited 1 time. Last update was at 2008/05/25 02:23:59


 
   
Made in nz
Dakka Veteran




^Bump. Was this a game with the actual 5th ed rules or approximate ones out of interest?
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Nurglitch wrote:
Stelek wrote:He assaulted, and both remnant shoota boyz squads evaporated. My warboss wasn't attacked, but in his counterassault move he got into base with them and killed 3 and 4 from each stealer unit.

Could you explain how this counter-assault thing worked?


And:

Halfpast_Yellow wrote:Interesting, really good report. One question though, I'm reading the Warbosses were engaged in a combat when the 'Stealers charged in, so how did they allocate attacks to the 'Stealers?


Sure this is how counter attack works.

You move into base with me. If I have an unengaged model, I move 6" after you finish moving, and try to get into base with you.

Warbosses are IC's and thus separate units in close combat, and while they were IN the close combat they were not engaged. So when I was assaulted, the unengaged warboss moved to engage the enemy.

Stelek wrote:He assaulted his tyrant into my warboss. The tyrant and my warboss killed each other.

How did the Hive Tyrant and the Warboss kill each other? The Hive Tyrant has I5, I6 with the Adrenal Glands upgrade. For the Warboss and the Hive Tyrant to kill each other the Warboss would need to assault the Hive Tyrant (presuming the Hive Tyrant didn't have the gland upgrade).


The Tyrant came into cover with the warboss. So he got to strike with the klaw warboss, and they offed each other.

   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

BeefyG wrote:

Stelek wrote:He assaulted his tyrant into my warboss. The tyrant and my warboss killed each other.

How did the Hive Tyrant and the Warboss kill each other? The Hive Tyrant has I5, I6 with the Adrenal Glands upgrade. For the Warboss and the Hive Tyrant to kill each other the Warboss would need to assault the Hive Tyrant (presuming the Hive Tyrant didn't have the gland upgrade).

Unless the warboss was defending cover in any way...in which case the hive tyrant charges and strikes at ini1 curiously enough at the same time as the powerfist warboss.


Correct.

   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Halfpast_Yellow wrote:^Bump. Was this a game with the actual 5th ed rules or approximate ones out of interest?


I use the 5th ed rules I have on hand as best I can.

Hope that helps. Sorry, it's ambiguous for a reason. lol

   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

Skip wrote:What about a KFF Mek to protect your boyz? Or do you really need 2 Warbosses?


I've tried the KFF Mek, but close combat armies are more scary than most shooty armies. I have quite a bit of shooty myself, and I can land a bunch of orks in the other guys face when I'm worried about being annihilated by a better shooty army.

Basically I use my klawbosses to scare people and deal with close combat armies.

Meks don't deal with close combat armies very well, and in the end I'd rather have the security blankey dual klaw bosses than not.

   
Made in nz
Dakka Veteran




Ah that helps. Trying to piece together all the 5th ed snippets is slightly confusing for me at the moment
   
Made in ca
Decrepit Dakkanaut





Stelek wrote:Sure this is how counter attack works.

You move into base with me. If I have an unengaged model, I move 6" after you finish moving, and try to get into base with you.

Warbosses are IC's and thus separate units in close combat, and while they were IN the close combat they were not engaged. So when I was assaulted, the unengaged warboss moved to engage the enemy.

So is this counter-assault standard in the 5th edition of the rules? What happened to the counter-assault Universal Special Rule?
   
Made in us
Fixture of Dakka






.................................... Searching for Iscandar

It is.

You get +1 attack if you have said USR.

   
Made in us
5th God of Chaos! (Yea'rly!)




The Great State of Texas

Thats an interesting Nid makeup. Very interesting in line with the V5 rules (I've only seen new orks once much less am familiar).

-"Wait a minute.....who is that Frazz is talking to in the gallery? Hmmm something is going on here.....Oh.... it seems there is some dispute over video taping of some sort......Frazz is really upset now..........wait a minute......whats he go there.......is it? Can it be?....Frazz has just unleashed his hidden weiner dog from his mini bag, while quoting shakespeares "Let slip the dogs the war!!" GG
-"Don't mind Frazzled. He's just Dakka's crazy old dude locked in the attic. He's harmless. Mostly."
-TBone the Magnificent 1999-2014, Long Live the King!
 
   
Made in us
Devious Space Marine dedicated to Tzeentch




As far as the MCs go, I just saw the rulebook at a GW store Monday, and MCs can still fire 2 weapons, as normal.

If they didn't, you might have had a hard time making the argument that an older codex trumps a newer core rulebook, as I didn't see the codex>rulebook anywhere in this version, but it's a moot point for MCs. They got 2 weapons, relentless, move through cover (though lost the reroll on terrain), and Run. So they're still great.

As far as the report goes, well done, thanks for sharing. I agree with the above poster that 2 min-sized Troops doesn't really seem the way to go, but to each his own. If I were to run the unit of Kommandos like that, I'd use Snikrot. It's an expensive enough unit that I'd prefer to be able to bring them in on any edge instead of being stuck with the random. It probably won't matter sometimes, but other times it could be key, and he's not too terribly expensive. I liked the idea of cheaper (but still decently large) screening units in front of the bigger, stronger units.
   
Made in us
Huge Bone Giant





Oakland, CA -- U.S.A.

" Sadly my opponent used his bonesword to catalyst everything (damned annoying) so he still killed a few orks even with his fexes being 'dead'. At least it wasn't the 100 spinegaunt army, which is even more annoying. "


Your turn as I read that line this time.

Bonesword can only use Catalyst on "Tyranid Assualt Phase". (the power itself further specifies "Tyranid player")

Was that not the "Ork Assault Phase"?

"It is not the bullet with your name on it that should worry you, it's the one labeled "To whom it may concern. . ."

DQ:70S++G+++MB+I+Pwhfb06+D++A+++/aWD-R++++T(D)DM+ 
   
Made in us
Angry Blood Angel Assault marine





New Jersey

Nice battle after all.

Question: Is that an optional for scuttler Stealers on reserve or not? If they are, could they use a free move.
   
Made in gb
Crazed Wardancer





United Kingdom

Units with the scouts ability(which is what scuttlers gives you) under 5e, can opt either to Outflank (i.e. use a reserves role to come in on a short table edge) OR to take that free move. You can decide which at the start of the game, before set up.



Interested in a gaming club in West Kent? Email hydragamingclub@gmail.com for more info 
   
Made in us
Angry Blood Angel Assault marine





New Jersey

oh, i see thanks!
   
Made in us
Painlord Titan Princeps of Slaanesh






Dallas, TX

Outflank comes on either SHORT table edge, so I'm a little confused as to why you said "my" and "his" edge when referring to where they came on. You also said that if you had Snikrot you'd just be able to assault stealers, meaning they must have come on from his edge. I think you played Outflank wrong, or I read it wrong in your report.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Sneaky Striking Scorpion




Between the Sun and the Sky

Stelek wrote:Another playtest game.

My army is a take the objectives army.

My opponents army is a shoot the enemy off the objectives army.

We chose take and hold, spearhead for this playtest.

I played Orks:

1750 Pts - Orks Roster - Orks

2xWarbosses
Klaw, Bike, Bosspole.

2xLootas
15 of 'em

1xKommandos
14 boyz, Nob w/Klaw, Eavy, Bosspole

2xBoyz
30, Big Shootax3, Nob w/Klaw, Boss, Eavy.
Stikkbombs for squad.

2xBoyz
22, Rokkit x2; Shootas.

My opponent played Nids:

2x tyrant super units.
Lash Whip/Bonesword, 2 tyrant guard, +1 str, barbed strangler.

3xelite fexes.
scything talons, barbed strangler.

2x stealers
6, feeders, scuttlers

3xflying circus
2xwarriors, flying, str, rending/scything, 1 heavy warrior, scything/barbed strangler.

3xheavy carnifex
scything talons, barbed strangler.

==========================

I deployed my objective 12" from the table center, to keep his stealers away from me.

My opponent did the same.

The terrain was about 30% of the board.

==========================

I deployed first and went first.

I placed each nobless boyz squad in front of the strong nobled boyz squads.

I placed my lootas forward and spread out to give me maximum firing lines, knowing I was going against MC with a 3+ save I could block their LOS with my boyz but return fire.

The warbosses normally join the lootas to keep them in place, but in this instance it wasn't necessary. I placed them behind the two boys squads with nobs.

My opponent deployed approximately 25" away, so my shootas wouldn't be a factor on turn 1. His warriors hid to one side, out of LOS behind a hill and a forest.

He deployed his fexes 3 abreast on either side of his objective, with the tyrant units hiding behind each fex wall.

==========================

Turn 1:

I moved forward 6" with my boyz squads and ran. The left hook ran 3", the right hook ran 5".

I moved my Warbosses forward 12" and hid them in the forward ork units (after they moved).

My lootas opened fire on fexes, I rolled a 2 and a 6. One Fex got battered (10 wounds) and dropped, the other just took a wound.

I was pretty spread out, but in my next turn I'd have to bunch up to avoid diff terrain.

My turn ended.

My opponent flew his warriors forward, out of LOS of my lootas but in LOS of my Ork horde.

His Tyrants came out and the Nids prepared to template me.

Two warrior units hit and killed 8 orks from all 4 units. The other scattered into nothing.

The tyrants fired, killing 5 more orks.

The fexes fired, 2 missing, the other 3 killing 9 more orks.

His turn ended.

Turn 2:

I rolled for my kommandos, nothing.

I moved forward, and knowing how useless shootas are against MC I opted to run again.

I rolled a 4 for the left hook, and a 2 for the right hook.

So I was now about 8" away from the MC line. Both of my front ork units were down to 14 and 13 models each. Odds were against them surviving CC or shooting, but my big squads were doing ok behind them.

I fired my lootas again, dropping the previously wounded fex. Sadly, that's all I managed.

I was bunched up a bit but I moved as far forward as I could.

My turn ended.

He rolled for his stealers. Both came in--one from his side and the other his choice.

He moved them both in from his side and fleeted up behind a hill.

He moved his 3 flying circus units forward and fired at a loota unit, dropping 4 (he missed entirely only once). Sadly, I could only see his warriors with one loota unit and they were 1 turn from being in assault range.

He moved his fexes and his tyrants back up a hill and to the sides of it (the hill had his objective on it).

I could probably get my forward boyz into combat, but the rear boyz were definitely out.

He fired all 6 MC templates into my rear boyz. 3 of them were from guys on the hill and negated my save, and I lost 7 and 6 boyz from the rear squads from that alone. In total I lost 13 and 11 boyz. Not good.

His turn ended.

Turn 3:

I rolled for my kommandos. They came in on my side sadly. As they were many feet from the nearest fex, I moved them into cover then ran them forward. They wouldn't do much unless this game went a long distance.

I moved my much weakened boyz forward, and decided to waagh. I split the two warbosses out at the fexes on the end.
The reason I didn't waagh before was I couldn't guarantee an assault with the boyz in the back, and that could cost me the game if I clumped up for an assault and failed.

I moved my right hook supporting lootas towards the nids and they ran 6". Pretty good timing. I now had LOS with lootas to every warrior unit.

I aimed my weak front shoota boyz squads at two fexes each, with warboss support I hoped they could handle the business.

I sent my strong squads right at the super units and 1 fex each.

Essentially I was going to hit everything all at once, and hope I came out.

One loota unit shot dead a warrior unit I could see.

I assaulted everything into the Nids after I waagh'd forward.

I had 11 boyz in the left shoota squad, 12 in the right shoota squad, 16 in the left nob squad, and 14 in the right nob squad. Well something like that anyway lol.

My orks did pretty well, wounding 8 times and felling a fex.

My nobz did allright, wounding a already hurt fex and killing it; and the other klaw nob killed a tyrant guard.

Sadly my opponent used his bonesword to catalyst everything (damned annoying) so he still killed a few orks even with his fexes being 'dead'. At least it wasn't the 100 spinegaunt army, which is even more annoying.

My warbosses took a wound each from a fex, and killed their fexes.

Unfortunately, I lost a total of 4 orks from each forward squad and 7/8 more died to the tyrant units in the rear squads.

When the wounds were added up, I did 18 wounds (killing 4 fexes and a tyrant guard) and he did 20. So I got to take morale tests.

With my warbosses help, my weak squads of boyz stayed; and the nobs put the beat down on the orks with the bosspole and stayed.

So I got rid of the fexes, and I was swarming the tyrant super units pretty good now. Sadly his stealers were going to charge me next turn and it wasn't going to be pretty.

My turn ended.

He flew both warrior units out to assault my left lootas.

He moved around the hill with the objective and got clear assaults prepped on my orks on both sides--the shoota boyz units were about to take it in the shorts.

He assaulted, and both remnant shoota boyz squads evaporated. My warboss wasn't attacked, but in his counterassault move he got into base with them and killed 3 and 4 from each stealer unit.

My main boyz units were down to less than 10 orks. My ability to take casaulties before removing my nob was down to this turn. My nobs killed the 2nd guard in unit 1, and both guard in unit 2 died to luck. And I had 2 orks + 1 nob left in each squad. Not impressive really, odds of survival were pretty low.

His warriors assaulted my lootas, and they counterattacked. When it was all said and done, I had no lootas left.

His turn ended.

Turn 4:

Everything was locked in combat around his objective, and my ability to take his objective was about to go away. My warbosses had to kill his stealer units or I'd lose.

I ran my Kommandos forward again.

My lootas shot another warrior unit dead. Hopefully I'd do better in CC next turn against those warriors. I mean, even if he hit and wounded with EVERYTHING again, I'd still have lootas left.

My orks looked at the Tyrant, the Tyrant looked at them...and one Ork unit poofed. The other only lost one Boy, and the Nob put 2 wounds on the Tyrant for his trouble.

My warbosses took another wound from each stealer unit, then killed them off.

The nob kicked his boy for wanting to run, and the boy decided to stay alive even after getting kicked in the teeth.

I moved my warboss on the right to block his tyrant from getting into combat this turn with anything but my warboss.

My other warboss moved into contact with the wounded tyrant. And growled menacingly. Really. It was scary.

My turn ended.

He moved his warrior unit up to get in range to assault my lootas, and fired another template that hit and took 3 lootas with it.

He assaulted, and only killed 3 lootas. I killed 2 warriors, and vaped the last one with fearless wounds. Then moved forward.

He assaulted his tyrant into my warboss. The tyrant and my warboss killed each other.

On the other fight, the tyrant killed the final boyz squad before the warboss punked him.

His turn ended.

At that point, with no Nids left on the board we called it.

Since no one had troops left, my pricey lootas and kommandos-of-suck got me the win by VP's.

==================

Analysis:


Nids:
Stealers are nice. A hundred spinegaunts will hold better than they will, especially with catalyst.
Tyrant super units need 3 guard, not 2.
The flying circus was annoying, but giving up more troops for them isn't a sure thing.

Orks:
Giving up trying to kill AV14 also means having to beat down MC in CC. It's doable, but I think having a 3rd boyz squad instead of the kommandos is best. If I'd had run snikrot, he'd have only been able to assault stealers and get his ass owned.
I should have risked the waaghh earlier, and thrown my warbosses into his fexes turn 2. If I didn't have kommandos, would I have had his nids so far forward?

When we played against each other using his spinegaunt variant (no warriors, no stealers...just a bunch of spinegaunts) I lost horribly. If I try and shoot the little ones with lootas, my orks get pounded with templates.

I ran a mech ork list and a shooty ork list against the spinegaunt list. The mech orks could get there, but couldn't get past the spinegaunts fast enough and all the MC assaulted into me...and I was dead. The shooty ork list wiped the spinegaunts with mass loota, shoota, and kannon barrages. Then came trying to kill the MC. So much spent on shooty meant I couldn't be mobile nor could I get them into CC and win. So that was a VP game, and 100 spinegaunts ain't gonna give ya a victory sadly.


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