IMVWR1G2 Waaagh Shoot n’ Stabb VS The Blarkia 9th - Warhammer 40K Fantasy
 

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  1. #1
    Chilli Fueled Heretic danjones87's Avatar
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    1329 (x8)

    IMVWR1G2 Waaagh Shoot n’ Stabb VS The Blarkia 9th

    Mission, Capture and Control.
    Deployment, Pitched Battle.

    Waaagh Shoot n’ Stabbdeploy first, The Blarkia 9th fail to sieze.

    Waaagh Shoot n’ Stabb

    HQ

    Big Mek
    Shokk Atakk Gun, Choppa and Mek’s Tools
    95

    Big Mek
    Shokk Atakk Gun, Choppa and Mek’s Tools
    95

    Troops
    Ork Boys
    23 Boys Sluggas and Choppas, 1 Nob Power Klaw and Shoota
    179

    Ork Boys
    24 Boys Shootas, 1 Nob Power Klaw and Shoota
    185

    Ork Boys
    24 Boys Shootas, 1 Nob Power Klaw and Shoota
    185

    Gretchin
    10 Gretchin Blasters, 1 Runtherd Grabba Stikk, Slugga, Squig Hound
    40

    Gretchin
    10 Gretchin Blasters, 1 Runtherd Grabba Stikk, Slugga, Squig Hound
    40

    Gretchin
    10 Gretchin Blasters, 1 Runtherd Grabba Stikk, Slugga, Squig Hound
    40

    Fast Attack
    Warbikers
    2 Warbikers Slugga’s, Choppa’s, Warbikes and Dakkaguns, 1 Nob Power Klaw, Slugga, Warbike and Dakkagun
    110

    Warbikers
    2 Warbikers Slugga’s, Choppa’s, Warbikes and Dakkaguns, 1 Nob Power Klaw, Slugga, Warbike and Dakkagun
    110

    Heavy Support
    Battlewagon
    Killkannon
    150

    Battlewagon
    Killkannon
    150

    Battlewagon
    Killkannon
    150



    Tactics
    The ork boys rush the enemy, the slugga boys run becoming more of a target while the shoota boys kill stuff. The grots hide in the battlewagons to make them scoring and hold objectives. The battlewagons and meks shoot the enemy with 5 ordance templates a turn. The warbikes flank my enemy and go for vehicles/shooty units/other targets. Waaagh!

    The Blarkia 9th


    HQ

    Command squad - senior officer (carapace, power weapon), Plasmagun, veteran medic, veteran standard bearer
    97

    Anti tank Support squad with missile launchers
    95


    ELITES

    10 ratlings
    110

    Techpriest, 2 technical servitors
    65


    TROOPS

    PLATOON
    Command - Junior officer (power weapon, carapace, melta bombs), 2 melta guns
    75

    Infantry Squad - flamer, close combat sargent.
    66

    Infantry Squad - flamer, close combat sargent.
    66

    Infantry Squad - grenade launcher, close combat sargent.
    68

    Infantry Squad - grenade launcher, close combat sargent.
    68

    Grenadiers - 10 stormtroopers, grenade launcher, flamer, veteran sargent (power weapon)
    125

    Chimera - multi laser, heavy flamer, track guards, rough terrain modifications
    100

    Infantry Squad - flamer, close combat sargent.
    66

    Chimera - multi laser, heavy flamer, track guards, rough terrain modifications
    100

    HEAVY SUPPORT

    Leman Russ - lascannon, 2 heavy bolters
    165

    Demolisher - heavy bolter, 2 plasma cannons
    175

    fast attack
    armageddon sentinal 55

    Total=1496


    My main tactic is to hold hold back.I will make the advancing army pay in blood each time they move forward.At about turn 3 I will lead my counter advance with my demolisher and chimeras.the leaman russ will shell ahead.platoon command will drop in to whipe out tank resistance. main plan:stay back early and shoot.Later on charge forward to take objectives/whip out enemys
    PM me with any questions or amendments.

    Get voting!

    Dan

    Last edited by danjones87; April 7th, 2009 at 19:06.

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  3. #2
    No Life King Alzer's Avatar
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    324 (x8)

    Well this is a tough one, giant infantry army with tank back up, vs....giant infantry army with tank back up.

    I'm voting for the Blarkia 9th, their artillery out-powers the opposition rather handily, and the grenadier-chimera squads could rip the ork objective taking gretchen off the board with flamers. The amount of anti-infantry blst templates the guard can put out also give them a heavy advantage early on.
    Last edited by Alzer; April 4th, 2009 at 18:37.

  4. #3
    Member Warlord Zaktoznaz's Avatar
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    I would say gruard have the best range fire power here. And the ork player lacks the amout of wounds to restist that amount. The units is to frigel in this case they need to more and bigger. And on top of that the ork player have two wepons that might even hit them self. Even if the possebiltyi is small.

    I vote for The Blarkia 9th even if it hurts my heart to vote for those 'umies
    Waaagh!! Zaktoznaz!!
    W/D/L
    3/1/2

  5. #4
    Firefly Skarsgard's Avatar
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    399 (x8)

    I have tried and tried to see how the orks could win this one and I can't. I think the guard will win quite comfortably.
    Mirage Arcana Podcast
    The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.

  6. #5
    Junior Member wraithking's Avatar
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    my vote goes to imperal guard because the shear amount of things to rip through the orks armour

  7. #6
    gone fishin' avatar of khaine's Avatar
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    108 (x4)

    It pains me to do this, but i'm voting for an Imperial side. Yes, we all know the orks can't take that much firepower.
    Avatar's Arena #3 let the games begin!
    The Outsider And Kae'Tyr-necron fluff

  8. #7
    RAWR! KROXIGOR!! kroxigor01's Avatar
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    288 (x6)

    The Imperial Guard list still has several caculation errors that I missed on my first skim of it. Here is a neater version with the corrections in red.


    HQ

    Command squad - senior officer (carapace, power weapon), Plasmagun, veteran medic, veteran standard bearer
    97

    Anti tank Support squad with missile launchers
    95


    ELITES

    10 ratlings
    110

    Techpriest, 2 technical servitors
    65


    TROOPS

    PLATOON
    Command - Junior officer (power weapon, carapace, melta bombs), 2 melta guns
    75

    Infantry Squad - flamer, close combat sargent.
    66

    Infantry Squad - flamer, close combat sargent.
    66

    Infantry Squad - grenade launcher, close combat sargent.
    68

    Infantry Squad - grenade launcher, close combat sargent.
    68

    Grenadiers - 10 stormtroopers, grenade launcher, flamer, veteran sargent (power weapon)
    125

    Chimera - multi laser, heavy flamer, track guards, rough terrain modifications
    100

    Infantry Squad - flamer, close combat sargent.
    66

    Chimera - multi laser, heavy flamer, track guards, rough terrain modifications
    100

    HEAVY SUPPORT

    Leman Russ - lascannon, 2 heavy bolters
    165

    Demolisher - heavy bolter, 2 plasma cannons
    175

    Total=1441
    Last edited by kroxigor01; April 7th, 2009 at 09:41.

  9. #8
    Firefly Skarsgard's Avatar
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    399 (x8)

    My vote still stands.

    Guard for the win.
    Mirage Arcana Podcast
    The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.

  10. #9
    Back with a vengeance Tarnag's Avatar
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    183 (x3)

    I have to go with Guard as well. The Orks just don't have anything to pop the tanks, those Power Klaws in the bikes won't last past the first shooting phase. The Guard just have them in every possible scenario, not a good situation.

  11. #10
    RAWR! KROXIGOR!! kroxigor01's Avatar
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    288 (x6)

    The Imperial Guard do not have enough firepower to kill all three of those battle wagons.

    - 3 missile launchers (only T3 and W2 each, so they should be dead as soon as the orks get within 24")
    - 2 lascannons (one on a sentinel, so it will probably go soon as well)
    - 2 meltaguns (that are not hidden in a vehicle so should also die quickly to massed shootas).

    Without firepower to remove ALL wagons, the IG cannot stop their objective from being contested. So assuming SOME of the 70 shoota boys live to the end of the game and contest the Ork objective, the worst result the Orks could hope for is a draw. So my vote is for the Orks.

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