Mixed Votewar: Round 2, Battle 3 GK/Tau vs Orks/Tau - Warhammer 40K Fantasy
 

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  1. #1
    Son of LO LordLink's Avatar
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    228 (x8)

    Mixed Votewar: Round 2, Battle 3 GK/Tau vs Orks/Tau

    Mission: Gamma Take and Hold

    Special Rules: infiltrate, deep-strike, victory points




    Grey Knights and Tau

    HQ:
    Shas'el
    Cyclonic ion blaster; burst cannon; targetting array; hard wired multi tracker


    Elites:
    2x Shas'ui
    2x twin linked missile pod; 2x targetting array; 2x hard wired multi tracker; hard wired target lock

    2x Shas'ui
    2x plasma rifle; 2x missile pod; 2x targetting array; 2x hard wired multi tracker; hard wired target lock

    5x Stealth team

    Troops:
    12x Firewarriors
    Devilfish
    Smart missile system; decoy launcher; disruption pod

    12x Firewarriors
    Devilfish
    Smart missile system; decoy launcher; disruption pod

    Fast Attack:
    7x Grey Knights; 1x Justicar

    7x Grey Knights; 1x Justicar

    Heavy Support:
    Hammerhead
    Railgun; smart missile system; decoy launcher; disruption pod

    Hammerhead
    Railgun; smart missile system; decoy launcher; disruption pod




    Orks and Tau

    HQ

    Shas’O

    Burst Cannon
    Missle Pod
    Targetting Array
    Hard Wired Multiracker
    Hardwired Blacksun Filter


    Troops –

    1st Firewarrior Squad
    12 Fire Warriors

    Devilfish Transport
    Decoy launchers
    Targetting Array


    2nd Firewarrior Squad
    12 Fire Warriors

    Devilfish Transport
    Decoy launchers
    Targetting Array


    1st Trukk Boyz Squad

    10 Trukk Boyz
    3 Burnas
    Nob
    PK
    Iron Gob
    Kustom Job – More Shootier


    Trukk
    Big Shoota
    Grot Riggers
    Red paint
    Armor plates


    2nd Trukk Boyz Squad

    10 Trukk Boyz
    3 Burnas
    Nob
    PK
    Iron Gob
    Kustom Job – More Shootier

    Trukk
    Big Shoota
    Grot Riggers
    Red paint
    Armor plates


    Burna Boyz Squad

    10 Boyz
    4 Burnas
    Mek Boy
    Kustom Force Field
    Power Klaw
    Supa Stikkbomb

    Trukk
    Big Shoota
    Grot Riggers
    Red paint
    Armor plates


    Fast Attack

    1st Pathfinders team – 8 Pathfinders
    - 3 Railrife and Target lock


    Devilfish Transport
    Decoy launchers


    2nd Pathfinders team – 8 Pathfinders
    - 3 Railrife and Target lock


    Devilfish Transport
    Decoy launchers


    Ork Fighta Bomba Raid


    Heavy Support

    Hammerhead gunship
    Railgun
    Smart Missles
    Decoy Launchers
    Target lock

    Check out my Codex: Farmyard Animals here!

    If anyone wants any kind of help writing fluff for any kind of GW army just ask.

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    Anzac Clan

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  3. #2
    Son of LO darkreever's Avatar
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    186 (x8)

    Grey Knights and Tau

    I think the orks and tau may have some problems here; especially with that fighta bomba being just as likely to hurt its own side as it is the enemy. (Fighta bombaz roll against every squad and unit on the field after all, has to be some sort of downside to a cheap prelim bombardment)

    Two railheads against one; the two have the upperhand there on top of being able to pop ork armour easier than popping fellow tau armour.

    The grey knights can also be a big problem later as well, what with deep strike allowing them to come in where they are needed for a quick bonus of storm bolters and close combat hell if they are ignored or not dealt with soon enough.

    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

  4. #3
    Member Bigs180's Avatar
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    34 (x1)

    Tau/Orks

    Correction to Darkreever, the Fighta bomba is not as likely to hit its own side. remember, you have to roll a seperate roll to see if your own side gets Strafed, and that must be a 1. so there really is a 1/6 chance that you actually have to start rolling for your own side. you dont automatically start rolling for everybody.


    I am confident that the Orks/Tau can win this, although They lack the two Hammerheads that the opposing side has, they have the great big Benefit of a couple other goodies, that being the Pathfinders, The Fighta bomba raid (read first part of my post), and The Mek boyz KFF. The mission is Take and Hold, and although both sides are generally Mobile, the Heavy firepower, being the Grey Knights, will either have to Deepstrike or Slog it to the center. and assuming the Tau/Ork player keeps his Trukks back, they can rapidly deploy to attack the Grey Knights. (remember those lovely Choppas, your 2+ saves now become 4+ saves, and were most likely both striking at initiative). Although this is going to be a very close game, im confident that the Tau/Ork can pull it off with there superior Numbers, and use of Pathfinders.

  5. #4
    Staying out of trouble KOS-MOS's Avatar
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    101 (x4)

    Orks and Tau

    Well the Rail rifles are well suited to killing the gray knights, if they both get a chance to zoom up to them then they may even wipe the whole squad out. The ork and tau list lacks enough anti-tank but once a transport is taken out then the very mobile orks will be all over them before they can say "Oh bugger"

    Missie Pod and railgun fire should be focused on any transports to stop the tau troops from contesting any objectives. The battlesuits will have real problems keeping the orks at bay unless the knights baby sit them and even then the ork fast transports allow them to get the charge most of the time. Choppas make short work of marine armour and i doubt that the knights will be able to get a shot off unless something forces the orks out. The hammerhead will die vs the 2 enemy tanks but it should use its time to pin the tau troops on the ground to allow the orks to get dem da blue boys in armz length.
    "Hey sarge, this lasgun is heavy. I wish we had something lighter."

    FF7: ABOUT RANDOM BATTLES

  6. #5
    Son of LO darkreever's Avatar
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    186 (x8)

    Dont forget that those grey knights do have the option of deep striking rather than starting on the field, on top of those firewarriors being inside devilfish's. Makes them a tad harder for the orks to crack.

    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

  7. #6
    LO Zealot Spector's Avatar
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    131 (x5)

    GK/Tau

    The GK/Tau list has a huge advantage in armor popping over the Ork/Tau list. The Ork armor is much easier to pop than the Tau armor and they have twice the railguns. The Tau firepower will make quick work of the Orks after they lose their Trukks, and those Grey Knights will basically come in and mob up whatever is left. I think GK/Tau wins this one pretty handidly.

  8. #7
    Member spictacular's Avatar
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    6 (x1)

    GK/Tau

    I don't see the any of the Ork Trukks surviving turn 1. There is a lot of str 5/6/7 weapons in the GK/Tau list to ensure that the Railguns not be shooting Ork Trukks and will be shooting down the Hammerhead first then moving over to sub-munition the soon to be footslogging orks. The GKs could easily Deepstrike in position to take out the Pathfinders unless there are some Orks left back to defend against this. I foresee the Ork Boyz getting stuck between the Tau mobile fire-base and the GKs who have dropped behind their lines. The Tau/Ork side's Fish of Fury will not have many targets to choose from if the opposition chooses to mount his Fire Warriors and Deepstrike the GKs. The Stealth team can deepstrike also, which allows them to get rear shots on Devilfish and Hammerhead rear armor. Sacrificing the Stealth team in order to limit the Fire Warrior's mobility and access to the FoF tactic is worth the loss, IMHO.

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