IMVWR2G1 Black Guardian Skirmishers VS Angry Orks - Warhammer 40K Fantasy
 

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

    IMVWR2G1 Black Guardian Skirmishers VS Angry Orks

    Mission, Annihilation.
    Deployment, Dawn of War.

    Angry Orks deploy first. Black Guardian Skirmishers fail to sieze.

    Black Guardian Skirmishers.

    HQ
    Farseer Amadalis
    Doom, Spirit Stones, Mind war
    120

    Farseer Tai'shar
    Doom, Runes of warding
    95

    Elites
    10 Howling banshees
    Exarch, Executioner
    182

    Waveserpent
    Twin linked shuriken cannon, vectored engines, star engines, spirit stones
    145

    Troops
    10 storm guardians
    2 flamers, warlock, destructor, singing spear
    130

    Wave serpent
    Twin linked bright lance, shuriken cannon, spirit stones
    155

    10 storm guardians
    2 flamers, warlock, destructor, singing spear
    130

    Wave serpent
    Twin linked bright lance, shuriken cannon, spirit stones
    155

    10 storm guardians
    2 fusion guns, warlock, destructor, singing spear
    130

    Wave serpent
    Twin linked eldar missle launcher, shuriken cannon, spirit stones
    140

    Fast Attack
    none

    Heavy support

    Fire prism
    115

    Total 1497


    Tactics

    Farseer Amadalis goes with the banshees and Tai'shar goes with one of the flamer guardian units. Every unit in the army has anti tank options except the banshees wave serpent and even it can do some damage with rear and side shots. Using the ranged AT to cut down enemy transports will limit their movement making it easier to set up doom and drive by flamings from the guardians. The banshees hunt high save units like terminators, or if all else fails small elite units. With doom and I 10 on the charge they are my problem solvers in the list the mind war is also there to help solve problems. Lastly all tanks can turbo boost 24" making last turn objective grab/contesting fairly easy.

    If the enemy is low on AT it will be targeted first giving my tanks freedom to roam. Against hordes The list depends on the multiple templates and the use of the wave serpents to block charges. Against armies that deep strike I will try to go second and come in from reserve. This gives me the option to attack units that are close to my edge or move away from threats.
    Angry Orks


    Tactics:
    My aim is to either shoot or chop the enemy to death.

    HQ
    Warboss
    Shoota/Rokkit, Ammo Runt, Power Claw, Cybork Body, ‘Eavy Armour
    108 Pts

    Elites
    11 Lootas
    165 Pts

    Troops
    30 Ork Boyz
    Shootas, 3 Rokkit Launchas , Nob with Power Klaw
    245 Pts

    30 Ork Boyz
    Shootas, 3 Rokkit Launchas , Nob with Power Klaw
    245 Pts


    30 Ork Boyz
    Shootas, 3 Rokkit Launchas , Nob with Power Klaw
    245 Pts


    30 Ork Boyz
    Shootas, 3 Rokkit Launchas , Nob with Power Klaw
    245 Pts


    30 Ork Boyz
    Shootas, 3 Rokkit Launchas , Nob with Power Klaw
    245 Pts


    Total Points = 1498 Pts


    PM me with any questions or amendments.

    Get voting!

    Dan


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

    The Eldar have a combat capable, fast and rather balanced force, however I just don't see them having enough attacks to stop the orks, especially at the disadvantage they are at with number of attacks in CC, and the equal difference in firepower capability. Eldar just can't get enough attacks to kill off 160 orks.

    Vote goes to Angry Orks.

  4. #3
    Firefly Skarsgard's Avatar
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    399 (x8)

    Eldar should win this. Doom is the key, two Seers with doom means that two squads of orks a turn can be targeted and the main winners are the storm guardians. All those shuricat shots and the flamers with re-rolls to wound and then re-rolls to wound on combat can easily lead to two dead squads of orks per turn.
    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.

  5. #4
    Son of LO psichotykwyrm's Avatar
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    I don't think first turn will benefit the Orks much here. Running forward willy-nilly could just serve to set them up for Doom-aided templates. Not to mention the DoW setup will mean that the first two mobs deployed will be separated from the others walking in later, minimizing the mutual support factor.

    While the Eldar have a disadvantage in KPs, I think they can maintain a very slight edge with slick manuvering and uses of Doom.
    "It takes a vast amount of self control to be this dangerous."
    ---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes

  6. #5
    Member Sabrewulf's Avatar
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    I hate Fast Eldar Lists but I don't see how the Orks can pin any of this down.

    The whole Ork gunline could knock out 3 or 4 of the 5 eldar vehicles, but with only 2 Ork troops in shooting distance first ... the best they could do is 1 wave serpent.

    And the Eldar player can just stay out of range, then move and shoot on his turn, then hide in cover. 2 Waveserpents are much more dangerous than 2 Ork mobs when there's nothing else around.

    Eldar player also says this in his strat section ... late-game, the wave serpents can be sacrificed to break up charges. Then you get that Doom situation that Skarsgard loves so much.

    Sabre
    Last edited by Sabrewulf; April 13th, 2009 at 20:22.
    Comfirmed Disciple of Chaos

    Rogue Angel: "Meet da Chaos Lord"

  7. #6
    gone fishin' avatar of khaine's Avatar
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    angry orks have too much anti-tank for the eldar to deal with, especially when the entire army marches onto the board in turn one. Once the wave serpents are down, the guardians will be vastly outnumbered with no real advantages. They just don't stand much of a chance.
    Avatar's Arena #3 let the games begin!
    The Outsider And Kae'Tyr-necron fluff

  8. #7
    The Singing Blade Dream Thief's Avatar
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    The ork list may have strength in numbers, but as a result, the fire prism will more than likely hit a lot of orks with every shot, no matter how much it scatters. The Eldar also have the combination of doom & storm guardians, so with the farseers running with the guardians, I can see large amounts of orks being removed that way. The eldar will ensure that nearly all of their men survive to get this close to the orcs, because of their fast transport on everything.

    ~ L


  9. #8
    Member Sabrewulf's Avatar
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    Quote Originally Posted by avatar of khaine View Post
    angry orks have too much anti-tank for the eldar to deal with, especially when the entire army marches onto the board in turn one.
    I thought in DoW two troop choices arrive seperate from the rest of the army.

    Sabre
    Comfirmed Disciple of Chaos

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  10. #9
    gone fishin' avatar of khaine's Avatar
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    Quote Originally Posted by Sabrewulf View Post
    I thought in DoW two troop choices arrive seperate from the rest of the army.

    Sabre
    first, it's two troop choices and a Hq that can start deployed.

    then, the rest of the army can choose to come in in your first movement phase, or stay in reserves.
    Avatar's Arena #3 let the games begin!
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  11. #10
    Member Sabrewulf's Avatar
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    That's what I thought ... but wouldn't that mean 2 ork units v. 2 eldar units for the first turn of shooting ... won't the ork units that come in on turn 1 be out of range? Or at least the Eldar can avoid them by moving around cover ...

    I just see those two front units getting shot to bits, then the Eldar move their early units behind cover, so the Orks can't retaliate. Essentially, the game starts with the Orks down 1 or 2 units.

    Sabre
    Comfirmed Disciple of Chaos

    Rogue Angel: "Meet da Chaos Lord"

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