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This is a Seize Ground match with 3 objectives, deployment type Spearhead. Krukk's Fighting Band deploy and go first.
Krukk's Fighting Band:
"Krukk Ogrith" Big Mek w/ Kustom Force Field
"Urska Ogrith" Big Mek w/ Kustom Force Field
(All Boyz mobs named by his greatness, most inteligent, highest highness, Krukk Ogrith)
"Krukk's Mob" 29 Ork Boyz + Nob w/ Power Klaw
"Urska's Mob" 29 Ork Boyz + Nob w/ Power Klaw
"Red Ratchets" 29 Ork Boyz + Nob w/ Power Klaw
"Silver Skullfaces" 29 Ork Boyz + Nob w/ Power Klaw
"Da Ripperz!" 3 Killa Kans w/ big shootas
"Da Stranglerz!" 3 Killa Kans w/ Big shootas
"Da Stompas!" 3 Killa Kans w/ Big shootas
"'Umie Killa" Deff Dread w/ 2 additional close combat weapons (Troops choice by Krukk Ogrith)
"Smashie" Deff Dread w/ 2 additional close combat weapons (Troops choice by Urska Ogrith)
"Moresnek's Destroyers" 9 Nobs w/ Moresnek Uglyface (Painboy), 6 Power Klaws, Grot orderly for Moresnek, Bosspole
Kans in front close as possible to the eldar, Boyz and the rest behind the Kans for protection. 10 man nob squad will sit in the middle. Boy squads with the Big Mechs will be within the range to give the Kans cover. Big Mechs will go in their chosen squads. Not mutch to be said here as it is a classic Kan-wall list. Oh yeah the Dreads are up next to the kans in order to be in charge range with a Waaaagh!
Move forward! Eventually the eldar will loose space between me and them. This is where I box them in so that wherever they go they will still be in charge range of at least one thing and EVERYTHING can kill a vehicle. I will go forward keeping close to objectives for the last sprint. I will leave one boy squad with no one in it back on my home objective (Im thinking silver Skullfaces). Then I try to wrangle the slippery beasts with superior numbers and hope for a 6th round. Also hope for some lucky saves.
The Sky Serpents
"the serpent" Duke Sliscus
"plethora of pain" 4 kabalite trueborn w/ 4 blasters, raider transport "the night fury" w/ flickerfield
"the last touch" 4 kabalite trueborn w/ 4 blasters, raider transport "the executioner" w/ flickerfield
"the essence of torture" 4 kabalite trueborn w/ 4 blasters, raider transport "the harbringer of destruction" w/ flickerfield
"alpha squadron" 10 kabalite warriors w/ blaster, raider transport "the avenger" w/ flickerfield
"nova squadron" 10 kabalite warriors w/ blaster, raider transport "myriad of mystery" w/ flickerfield
"omega squadron" 10 kabalite warriors w/ blaster, raider transport "fiend of speed" w/ flickerfield
"red squad" 10 kabalite warriors w/ blaster, raider transport "the incarcerator" w/ flickerfield
"the toxin bearers" 9 kabalite warriors w/ blaster, raider transport "splintered death" w/ flickerfield, splinter racks
"the silent scream" razorwing jetfighter w/ flickerfield,
"the final blow" razorwing jetfighter w/ flickerfield,
"the weaper" razorwing jetfighter w/ flickerfield,
deployment is in 3 seperate attack wings
all 3 razorwing jetfighters and 9 kabalite warriors (the toxin bearers). these are deployed in front of the main body of orks behind cover.
2 kabalite trueborn squads and 2 kabalite warriors squads. these are deployed one of of the flanks behind cover. the kabalite trueborn are hiding behind the warriors.
1 kabalite trueborn squads and 2 kabalite warriors squads. these are deployed on the opposite fank to wing 2 behind cover. the kabalite trueborn are hiding behind the warriors.
never let ork get close enough to assault, move away when they are close enough.
wing1 comes move to clear view of the orks, target unit of boyz with a mek. wing2+3 speed down flanks behind cover. turn2, out of cover and target killakanz ( deffdreads if close enough to assault). then they all move away at top speed. turn5, probably aren’t many orks left, move to capture 2 objective using kabalite warrior squads and tanks tank shoking and making wall around objectives. turn6 all anti-tank shoot deffdreads+nobz, all anti-infantry at boyz. all vehicles (squad disembarked) maintain wall+contest other.
Vote closes on Friday 18th of March at 1800 PM. Remember to bold your votes.
I will vote Orks for this one. While the Dark Eldar plan is great, I don't think they will be able to remove enough of those boys for it to matter in the end.
Tau Empire: We never stop hiding from you
Even though the Dark Eldar list is the list that my list wets the bed about at night, there are way too many orks and kans. I have to give the Orks my vote here.
Through victory my chains are broken
Orks getting turn1 probably means the razorwings die to the Kan's Big shootas. Once they are gone the DE cannot take out enough orks.
So orks should win.
ps: Unless I am mistaken the raiders cannot tank shock?
Last edited by Skarsgard; March 5th, 2011 at 22:25.
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.
Orks in turn one, two and three: Move forward. Too many of you to kill off. Yeah, I'm going to go with the Orks. Kustom Force Fields in the right place at the right time can swing this match towards the orks.
If someone helps you, rep them.
In a votewar you don't vote on a single match, you vote on the entire round. Got that?
If the mobs were smaller so you could force them to run, then maybe, but no splinter cannons to thin out the heard.
Eldar -APOC- 6500 Points
Chaos Daemons -Fate Crusher- 3500 Points
Grey knights - 1000 Points
Just to much for the dark eldar to be able to deal with.
Want to start Tyranids? http://www.librarium-online.com/foru...ml#post1799921 AND http://www.librarium-online.com/foru...t-builder.html
130+ greenskins and 11 walkers? Da numbaz in da green tide carry the day. "Stay at range" is a great idea, but it doesn't work on a 4x6 table... I do like that the DE are splitting up in the hopes of seeing around the wall and pulling the orks apart, but it won't be nearly enough.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Sorry De, too many boys to shoot. Not enough to shoot at them with.
gotta go with the orks. too many for the dark eldar to gun down
Hive Fleet Barbarossa: 1700 points
Lizardmen: 1500 points