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Post by mardaddy on Jan 16, 2011 18:03:32 GMT -5
...and FIRST GAME with them tomorrow (against SM Dark Angels @ 2000pts.)
HQ Boss (Twin shoota/Bosspole/Eavy Armor/Klaw)
EL1: Snikrot & 14 Kommandos EL2: Mek & 12 Lootas EL3: Mek & 12 Burna Boyz
TR1 & 2: Nob (Bosspole/Big Choopa) 29 Boyz (shootas) TR3 & 4: Nob (Bosspole/Klaw) 11 Boyz (choppa/slugga) in Trukks (Red/Armor Plates/Ram) TR5: Nob (Bosspole/Klaw) 15 Boyz (choppa/slugga)
FA1: Nob (Klaw), 19 Stormboyz
HV1: Deff Dread (twin Rokkits) HV2: Deff Dread (all CC arms)
Looking at 150+ bases, plus vehicles. I know I am seriously short some ranged anti-armor... really asking a lot from those Meks, Loota's, the Burna's and what few Rokkits I have (then the Klaws might do some good too), but I really do not think he'll bring an armor-heavy force fielding Dark Angels.
The goal is obviously to get up in his grill ASAP with the Trukks, Stormboyz and Kommandos while advancing the Dreads and 60 shoota's. The lone unit of 15 boyz I am hanging back as a speedbump for any deepstriking enemy going for the Loota's.
My goal is not to win, my goal is to have fun by spreading mad chaos to his Dark Angles.
If somehow I manage to win or tie... bonus. But the plan is to enjoy his reactions to the green waves.
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Post by 3ff3ct on Jan 17, 2011 15:13:36 GMT -5
I imagine that you'll trounce him when you get into CC, and I think there's little chance of him droping all those boys before you hit his lines!
Try and get both your trukk boys into unikits that can take a battering, as you dont want them wiping out the unit and being sat infront of the enemy's guns!
Good luck!
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Post by mardaddy on Jan 18, 2011 1:50:47 GMT -5
Well, it was great fun! Both of us were unfamiliar with the 5th rules changes (my 2nd game under new rules and first time playing orks period, his first time playing DA) but we had good referee advise from onlookers who were amused at the battle.
He took out both Trukks before they could reach the enemy lines, but one of the results had the vehicle careening into a squad of Terminators, taking two of them out. Snikrot and his gang raped a full squad of 10 SM's in two turns of CC, but got whittled down and finally succumbed to Termies in Lighting Claws the following two.
We both held back our heavier weapons in a gentlemans agreement to have the Deff Dread and his Drop Podded Dreadnought march into CC against each other. Due to my "Waaagh," BOTH my Deff Dreads got into CC against his, but we got confused on the Deff Dread strength (codex said one number, but we were told two turns after that by onlookers that Def Dread Combat Arms had DOUBLE the strength of that number on the codex.) so even though he took out both of mine, the number of successful attacks I had that hit and did no damage due to the misunderstanding SHOULD have annihilated him - I claimed moral victory on his Dread.
The burna's never saw action the entire game (bad deployment), and I had no idea the Nob Big Choppa's were so awesome in CC when coupled with that Furious Charge!! Those two Nobs with Big Choppas were just wailing with them, taking out 2-3 SM's and Termies per assault rolls... who the heck needs Power Klaws?
I was surprised at how much damage those big units of shootas could deal, both firing and in CC. I had assumed for the longest time that Orks were much worse at shooting than they ended up being... maybe the trick was just an overwhelming mass of firepower.
A 4-Termie strong unit with T-hammers and S-shields disappeared in one round under the bludgeoning of 44 CC attacks, and that was with HIM charging ME, had I been able to charge, it would have been 66 attacks!
I held the entire battle to within 6in of his deployment line, except for the Drop Pod Dreadnought. I guess after seeing the ocean of green across the table, he just decided to gunline and only sent the Termies to plug when I got close... so he did not really HAVE a plan of his own, it was pure reaction.
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Post by Walrus on Jan 18, 2011 1:55:52 GMT -5
Very nice, I love setting up duels between models, very entertaining...
To prevent mix ups like that again, try reading your codex before battles
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Post by havoc on Jan 18, 2011 12:46:30 GMT -5
dreads cant waagh did DA player use the Faq?
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Post by mardaddy on Jan 18, 2011 21:47:41 GMT -5
DA player did have the FAQ, and yes, we mis-played the "Waaagh!"
Ork codex (pgs 52 & 102) states Strength on a Deff Dread is "X" (cannot put the number down.) There is no mention of the strength of the Dreadnought Close Combat Weapon in the Deff Dread listing, in the Weapon Section, or the back quick-references of the codex. So I played it as Strength "X."
Every single veteran/experienced player around us said that was wrong, adn said the Strength of the Dreadnought Close Combat Weapons were actually "XX" (which was exactly 2x the listed Deff Dread Strength in the codex.)
I did have the codex and did check it before and during and after the battle, the needed info was not present. BUT IT IS IN THE SPACE MARINES CODEX.
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Post by havoc on Jan 19, 2011 13:38:51 GMT -5
strength of the DCW is in rulebook
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