Mini VW Teams: Round 3, Battle 14: Tau & Blood Angels vs. Orks & 'Nids - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Archetype-'s Avatar
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    Mini VW Teams: Round 3, Battle 14: Tau & Blood Angels vs. Orks & 'Nids

    Please see this thread to find out how to participate in Votewar: Teams. I want to stress to everyone that the mission means everything. He who stands the best way to score Victory Points should be the winner. Unless it's Night Fight, Rescue, or Patrol, all missions have the Gamma rules set.


    Mission Type - Seek & Destroy (Neither dusk nor dawn will occur)

    <<<REMATCH ALERT!! Since these two lists faced each other previously, they'll be facing each other in an entirely new scenario and will be using their Relief Forces! The Relief Forces may be found at the end of each list.>>>



    Tau 1000pt

    HQ

    Shas'El with Plasma, Fusion, Multi tracker (hard wired) and targetting Array 97pts X 2 = 194pts

    Elite

    XV8 twin linked missile pod, targetting array, HW blacksun filter 56pts

    Troops

    1 X FW squad 12 strong with 1 Shas'Ui upgrade 130pts
    1 X FW squad 11 strong with 1 Shas'Ui upgrade 120pts

    Heavy

    2 X Hammerhead with railgun, burst cannons, multi tracker and decoy launchers 165 X 2 = 330pts

    1 X Hammerhead with railgun, burst cannons, multi tracker, decoy launchers and blacksun filter 170pts

    Relief Forces

    stealth suits - Squad size: 6, one suit stealth upgraded to Shas'Vre (10pts)
    Weaponry: 4 with burst cannons and 2 with Fusions



    Blood angels

    HQ
    Chaplain with Death company 216 points
    Chaplain with a crosius arcanum,bolt pistol, jump pack and a Rosarius
    Death company have jump packs, a bolt pistol and close combat weapon

    Troops

    Scout Squad 70 points
    5 Scouts
    1 Scout with a heavy bolter
    4 Scouts with bolters

    Scout Squad 70 points
    5 Scouts
    1 Scout with a heavy bolter
    4 Scouts with bolters

    Fast attack

    Assault squad 8 marines 211 points
    8 Assault marines with jump packs
    1 Sergeant with terminator honours and a powerfist
    1 marines with a plasma pistol and close combat weapon
    6 marines with a bolt pistol and close combat weapon

    Assault squad 216 points
    8 Assault marines with jump packs
    1 Sergeant with terminator honours and a powerfist
    2 marines with a plasma pistol and close combat weapon
    5 marines with a bolt pistol and close combat weapon

    Assault squad 216 points
    8 Assault marines with jump packs
    1 Sergeant with terminator honours and a powerfist
    2 marines with a plasma pistol and close combat weapon
    5 marines with a bolt pistol and close combat weapon


    Total 999 points


    Relief Forces

    Tactical squad 6 marines - 5 marines with bolters and 1 marine with a missile launcher 100 points

    VERSUS


    Hive Fleet Nosferatu

    HQ
    6 warriors-162
    -extended carapace
    -rending claws
    -scything talons

    Troops
    32 spinegaunts-192 (starts on table in Patrol)
    -adrenal glands (WS)

    32 spinegaunts-192
    -adrenal glands (WS)

    31 spinegaunts-186
    -adrenal glands (WS)

    Heavy Support
    2 zoanthropes-130
    -warp blast
    -synapse

    Fast Attack
    3 Raveners-138
    -scything talons
    -rending claws
    -death spitter

    HQ: 162
    Elites: 0
    Troops: 570
    Fast Attack: 138
    Heavy Support: 130

    1000 points

    Model Count=106

    Relief Force

    Carnifex
    -twin-linked devourer
    -scything talons
    -reinforced chitin
    -symbiote rippers
    120

    1 lictor-80

    Kraga'z Bad Moon baadeez

    HQ:
    Boss Kraga Big-booma
    -free kustom mega blasta
    -power klaw
    -cybork body
    -three ammo runts
    -'eavy armour
    -bionik arm
    -boss pole
    115

    Troops:
    Flash Gitz (15) (starts on table in Patrol)
    -shootier (15)
    -big shoota (4)
    -nob
    -power klaw
    -big shoota
    245

    Flash Gitz (15)
    -shootier (15)
    -big shoota (4)
    -nob
    -power klaw
    -big shoota
    245

    Flash Gitz (17) (Warboss in this squad)
    -more dakka (17)
    -rokkit launcha (4)
    -nob
    -power klaw
    -rokkit launcha
    285

    Heavy Support:
    Big gunz
    -kannons
    -extra krew (6)
    108

    HQ: 115
    Elites: 0
    Troops: 775
    Fast Attack: 0
    Heavy Support: 108

    Total 998
    Model Count: 60

    Relief Forces:
    Buggies/trakks (2)
    -twin linked rokkit launcha (2)
    -armour plates (2)
    -grot riggers (2)
    -red paint job (2)

    Buggies/trakks (2)
    -twin linked rokkit launcha (2)
    -armour plates (2)
    -grot riggers (2)
    -red paint job (2)

    -200

    Well its an interesting team if anything is said, nids tak,e the initial casualties and the orks are trying to gun things down. As long as things go boom my orks don't care if they win (though for the sake of doing good I do hope that this pair isn't eliminated to quickly.

    Last edited by Archetype-; September 6th, 2006 at 19:32.
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  3. #2
    Senior Member JORMAGI's Avatar
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    OK, I've decided to take a serious look at the Ork's firepower to make sure that my, and perhaps others votes will not be biased due to predjustices born from unfamiliarity with Bad Moons armies. I, myself have never faced one, but I don't suck at statistics so this is how I will give them a fair chance.

    As they're against a MeQ army and a non MeQ army I will do 2 calculations: MeQ kills/Firewarrior Kills If I only list one, then there is no difference. Also I'm not showing my work to save time, but if anybody questions/wants to see it then I will gladly show it.

    Warboss: .93

    Flash Gitz (Shootier) 1.7 / 3.2 (per squad)

    Flash Gitz (more Dakka) 2.7 / 4.1

    kannons (shell) .83
    kannons (frag)* .3/.56 *really rough guess but the accurate shell stat seems more effective.

    Buggies .93 each squad

    Total:
    9.72 MeQ/ turn capacity
    14.1 Firewarriors /turn

    That's pretty respectable for 1200 pts.. . hmm now for the winner. . . I'm not sure.

    As I have mentioned before I worry about the synergy between the Tyranids and the Orks, I also worry about their ability to shoot down the hammerheads, but this time it's better because of the buggies, that's a lot more rokkits to throw at them.

    Also the mission presents it's own set of chalenges for the voting. If I'm not mistaken only Troops get to deploy to start, everything else is a reserve. I haven't decided yet who that actually favors.
    Votewar MKV 2nd place. . .

    Back from internet limbo, and glad to be here.

  4. #3
    Son of LO LordLink's Avatar
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    omfg exactly the same lists, exactly the same mission. Well this time these orks and nids deserve someone to fight for them so its time I helped em a bit. They just got mauled by Archetype (couldn't you at least change the mission!).

    The dreadnoughts aren't to much of a problem as they are scared ******** of kannons. They will die before doing to much damage and fleeting nids can avoid them.

    Without night fight to protect them the shooty orks will pulverise fire warriors.

    Warbuggies have a good chance of downing railguns. They won't be pulverised in return because railguns will be shooting synapse.

    The lictor will also be the bane of many things here (except the assault marines) until he takes a railgun to the head. However if hes in synapse range he'll be fine.

    i can see the raveners being devastating in this fight. 18 shots will blunten any squad that presents a threat. Back them up with the carnifex and the assault marines will just wet their pants.

    The warriors will be able to spread out a great deal so submnition won't hurt them that badly. With 2 wounds they should be able to survive until the warp blasts bring down railguns.

    Throapes deploy trying to hide from the hammerheads then come out and try out some warp blasts.

    Basically I think this will be decided in a shooting fight, can the orks and raveners and throapes take out the railguns and fire warriors and scouts before all the synapse dies. I say yes they can as the synapse don't really need to move. The gaunts just sit around looking pretty until the railguns die.

    The assault marines arent to dangerous as they will get caught up in gaunts then mauled by an angry carnifex.

    I vote orks and nid's
    Check out my Codex: Farmyard Animals here!

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  5. #4
    Son of LO darkreever's Avatar
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    186 (x8)

    I'm gonna vote orks and nid's; both armies can take down the three units that infiltrate and thats already three scoring units down.

    The three hammerheads would be a big problem for either the orks or the nids, what with the submunition rounds tearing into anything not in cover.

    The reliefe forces help to paint a slightly different story then the first time these two fought, again the tau relief forces generally don't help if they come anywhere near the ork or nids because the number of shots could take them down. The dreadnoughts are a bit more of a threat for their mid level armour, but all the rokkits and the carnifex in close combat would take them down sooner or later. The lictor could take down a squad of firewarriors, or an assault squad (well up to half the members of either squad at best) and then would probably go bye bye or make it into hiding for a turn or two. The buggies are unpredictable (especially when it comes to how we decide to take the effectiveness of the upgrades on it) since they have a fair chance of doing damage with twin linked weapons and they can survive/repair their damage unless destroyed.

    The mission is to have the most scoring units left by the end of the game, meaning that without night fight the blood angel strategy can be turned against them slightly unless they deep strike in; but that would pretty much make it a two vs one game for a few turns. Assuming theres a fair amount of cover on the field, if the blood angels were to charge they would potentially suffer first and then get to strike back.

    Its roughly fourteen scoring units to fourteen scoring units, given that the nids and orks can take down the scouts and stealths as well as the dreadnoughts then its roughly fourteen to nine scoring units and the nids can hold up shooting by throwing themselves at the blood angels for a turn or two. (Which would still leave it at eleven to nine barring any damage done to the assault squads.)

    [Out of the blue, what on earth does CQC mean, I've seen it posted here and there but I have no idea what it is.]

    Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.

    "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
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  6. #5
    Illustrator Extraordinair Adrian MalSeraph's Avatar
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    192 (x7)

    Darkreever, CQC, close quarters combat. Same as CC.

    I'll abstain from voting until I get a better look at the lists.

  7. #6
    LO Zealot Spector's Avatar
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    Should be alot closer match with the relief forces. I'll hold off on my vote for a bit though.

  8. #7
    Senior Member Archetype-'s Avatar
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    All apologies to the Vote Warriors. I had neglected to update something that the BA listmaker sent to me, this having to do with his/her relief force. The list has been editted to reflect this.
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  9. #8
    Son of LO darkreever's Avatar
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    186 (x8)

    You know Arche, I think that changes things up just a little, instead of having fourteen scoring units to begin with the marines and tau start with thirteen instead.. (Thats about it for me anyway...)

    Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.

    "The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
    Member of the Fluff Masters Clan

  10. #9
    Senior Member Archetype-'s Avatar
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    Ergh, don't worry about me. The list's authors failed to inform me of their true intended changes, so I think I may have to restart this fight pending one author's PM to me. Again, all apologies to the Vote Warriors.
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  11. #10
    Senior Member JORMAGI's Avatar
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    Hmm now it's seek & destroy too. . . that throws out my comments about the mission. I'm glad I havn't voted yet. . . I have a pretty good idea what way I plan to vote, but I'm going to make sure things have settled a bit first. . . (ie my arguments won't be invalidaged by other changes to the battle.)
    Votewar MKV 2nd place. . .

    Back from internet limbo, and glad to be here.

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