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Game Type: Capture and Control, Spearhead
Krukk's Fighting Band deploy in the top left corner 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
"Creidann" (counts as Eldrad)
8 warlocks one w/ embolden, one w/ enhance
"Ferry of Souls" Wave Serpent w/ spirit stone, shuriken cannons
"Wall of Hope (pt1)" 5 Dire Avengers, "Portcullis of Rhhidhol" Wave serpent w/ shuriken cannons, star engine
"Wall of Hope (pt2)" 5 Dire Avengers, "Gatekeeper of the Starless Night" Wave serpent w/ shuriken cannons, star engine
"Wall of Hope (pt3)" 5 Dire Avengers, "Warden of the Dale" Wave serpent w/ Shuriken cannons, star engine
"The Embers (pt1)" 5 Fire Dragons "Hunters Moon" Wave Serpent w/ scatter lasers
"The Embers (pt2)" 5 Fire Dragons "The Evening Sun" Wave Serpent w/ scatter lasers
"The Embers (pt3)" 5 Fire Dragons "Orbit of the Western Stars" Wave Serpent w/ Missile launchers
"Kaelor" Fire Prism
"Shelwe" Fire Prism
"Periaigh" Fire Prism
The overall gameplan for this mission is to take advantage of getting lucky enough to play C&C with a spearhead deployment against a slow and short ranged opponent, and 2nd turn to boot. That means an overall strategy of splitting up and breaking out into the quarters we haven’t deployed into. I can threaten to use my 24-36” moves to make a hard drive to control either his or my objective in the endgame and merely need to contest the other. In the meantime, if he’s sending forces after mine they eventually risk being too out of position to get to either objective. Another problem they’ll face is having to split up if they want to play for more than a draw. Splitting forces into two is bad enough as I can put all my forces on either, but if they want to go for both objectives and really threaten my units they’ll have to split up four ways, more than they have fields and dangerously thin.
In killing his units it’s less target priority as such and more targets of opportunity. I obviously have some long range and some pie plates, but since serpents moving in the shooting phase can block LOS to infantry, DA shoot up leading boyz or dragons(especially in groups) can clear kans/dreds.
I’ll put some dragons in my building and maybe that other one, they’ll hop out the other side when it gets popped and their serp will whisk them off after that.
Vote closes on Friday the 10th of June at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
If no tactics have been submitted, please assume average skill level for that player.
Even an "average" player would be smart enough to place their objective right up near the front with an army like Orks. I'm expecting the objective to be hugging the line up near the front ie, right next to that landing pad. Building for Orks to hide in and relatively easy to defend. While the rest walk it across the field. And there are a LOT of Orks to sift through before securing the objective. And it'll be a blood bath if they engage. Mek shield generators will be blunting the attack too...
Hate to vote against someone who actually wrote up T&D... but that's just what I think.
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?
The orks litterally dont have a single gun capable of killing the eldar skimmers. Not one.
Imagine sitting in a bath of custard. And then trying to swat a fly. Are you going to do it? No.
Its much the same thing here. The eldar can merrily dart around, staying out of the orks way, whilst the slow ponderous orks waddle around trying to catch them. Provided the eldar arnt stupid enough to leave their skimmers in assult range of the orks, this ones well and truley over.
Prisms will pick off orks as and when they can... its just a bloodbath.
Your friendly neighbourhood gargantuan creature
Eldar just doesn't have a chance in hell against the ork horde, at least not in capture and control. There's no way they can take out all those orks fast enough. Best case scenario for mechdar is that they draw by contesting at the last moment. Most likely case scenario is that orks overrun them and take down their skimmers through their sheer volume of attacks. That nob squad will go through wave serpents like a hot knife through butter, even if they're hitting on 6's due to cruising. Then the rest of those boys are just going to glance them to death if they get near an objective.
Mechdar wasn't designed to take on this type of army, and this is possibly the worst type of mission for them against the green tide. Orks will have an easy time.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
Cap'n'ctrl, Skimmers can fly around all they want, I think it will come down to 2 contested objectives.
Orks can't kill the mech, Eldar can't stop the orks. Last turn eldar are swooping in, huge swarms of orks mean they can swarm all over the objective and not be tank shocked off. Both contested.
I do not think the Orks will reach the far objective in meaningful numbers, or chase down enough Eldar units to protect their own objective from tank shock contests. Eldar.
I'm going with Eldar on this one.
The orks have no shooting capable of harming the skimmers, and they're too slow to catch them. Meaning the eldar will have more or less the whole game to shoot at them before tank shocking last turn to take objectives not just contest. With 10 falcon sized hulls they can easily cover enough board area to force the orks out of 3" contesting range. Death or glory for anything but Kanz/Dreadz (which the fire dragons have been sent against) is not effective S8 vs AV12 = your more likely to die than not (in fact you only have a 28% chance of not getting run over), there's now way the orks can guard against 10 of those tank shocking, especially after taking 4 turns of unanswered shooting.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
This is what happens when an unstoppable force hits an immovable object.
"Any job worth doing, is worth doing with a powerklaw."