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Old January 17th, 2006, 02:14   #1 (permalink)
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Default VoteWar Mk II.V - Battle #19 - Dark Angels vs. Orks

Please see this thread on how to participate in these games. 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.

Mission Type - Secure and Control

Mission Level - Omega

Special Rules - Escalation,
Concealment, Infiltration, Deep Strike, Victory Points

Strike Force Partheion
Dark Angels Space Marines

HQ - 342
Epistolary Partheion
+Force weapon
+Terminator Armour
+Psychic hood
+stubborn
+Storm Bolter
+Frag grenades
+Might of Heros
+Fear of the Darkness

4 Deathwing Terminator Command Squad
+2x Assault Cannons + Powerfist
+1x Storm Bolter + Powerfist
+Sergeant
++Powersword
++Storm bolter

TROOPS - 405

7x tactical squad marines
+5x bolters
+plasma cannon
+plasma gun

7x tactical squad marines
+5x bolters
+plasma cannon
+plasma gun

7x tactical squad marines
+5x bolters
+plasma cannon
+plasma gun

FAST ATTACK - 612

5x Ravenwing bikers
+2x Meltaguns
+Veteran sergeant
++Powerfist
++Bolt pistol
+Attack bike
++heavy bolter

5x Ravenwing bikers
+2x Meltaguns
+Veteran sergeant
++Powerfist
++Bolt pistol
+Attack bike
++heavy bolter

HEAVY SUPPORT - 400

8 Devastator Marines
+4x Bolters
+4x Missile launchers

8 Devastator Marines
+4x Bolters
+4x Missile launchers

Whirlwind
+Castellan missiles

REMINDERS:
I want people to remember Ravenwing bikes have 6+ jink saves and skilled rider and that you can charge into combat after firing bolters as they are bike mounted. Also that LSTs have 6+ jink save as well. Might of heros can be used any PLAYER Turn. Remember that dark angels are intractable and never fall back from shooting

TACTICS:
The Librarians squad lands in its drop pod near cover. Usually they fire and use fear of the darkness on a nearby squad. The Ravenwing bikes like to stay on the same side and attack the weaker flank. They fire all their weapons and finish they enemy off with an assault. They fire at tanks if they need too. The 3 tactical squads stay in a triangle formation. 2 on one side of the board and 1 on the other (the one on the same side as the bikes). The mostly wait for the enemy to come to them but they move forward sometimes so they can fire on objectives and enemy units later that won't be charging towards them. The 2 squads of devastators set up at the very back of the board each in one corner of the deployment zone and always in cover, unless either one of these things would prevent them from a long line of sight . They fire at tanks and armour of the enemy and also at dangerous assault units and units that try to get close. The whirlwind likes is to scare all those horde players as the indirect Ap4 pie will be killing and possibly pinning their troops, it wouldn't hesitate to fire at a weaker tank if it had too

----------------------

Roborks Uber Boyz*
Orks


HQ - 247

Robork Squigmuncha
+Mega Armour
+Kombi Skorcha
+More Dakka
+Shootier
+3 X Attack Squig
+Iron Gob
+Cybork Body
+Mega Boosta

Big Mek Karkaz
+Mega Armour
+Kustom ForceField
+More Dakka
+Shootier

Troops - 1605

Wenkerz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga

Jenkz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga

Faguz Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga

Fuzkor Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga

Krayzor Slugga Boyz
30x Boyz
+26 Slugga + Choppa
+3 Rokkit Launchas
+Nob
++Power Claw
++Slugga

Tactics:
Raaawr! Get Dem Oomies!!
(Charge for the win!)

Any squads over 12 essentially unbreakable. (Ork Mob Rule)
Every Squad has anti-tank capabilities and a Hidden power fist (29 meat shields)
Everything under kustom forcefield receives 5+ cover save. (6� of Big Mek)
150 Boyz – that’s a lot of meat
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Old January 17th, 2006, 03:26   #2 (permalink)
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Alright so escalation means the dark angels start without the bikes and whirlwind. It looks tough for them they have a lot of orks to kill. however the dark angels will have their bikes and whirlwig arrive on turn 2 and since the whirlwind doesn't have to move and teh bikes move fast its not too big of a deal. The dark angels have 19 template weapons and ordanence template. with 36 inches in between (I assume the dark angels deploy at the back of their zone as they won't fall back from shooting and in assault their dead anyways) the orks will reach the dark angel lines on turn turn 5. The template weapons will always be in range. I think its safe to say that the 2 devastators squads will kill 1 ork mob per turn (sixteen templates on one mob? even 30 orks won't stand that) and that the whirlwind will also blow a sufficient hole in the orks each turn. The smart player wouldn't shoot at units to close to the KKFF but 5+ invulnerable still is going to see a lot of orks dieing. The plasma cannons will probably finish the mob that the whirlwind shoots. Also the closer the orks get the more shots the will have to take from bolters. Also if the 2 bike squads work together like it they will fire out 20 bolter shots, 4 meltagun shots, 6 heavy bolter shots and 1 bolt pistol. After that they could safely charge the same mob and win combat with a further 20 attacks. Also i think that the dark angel player would drop pod the termies near a counter or near a squad where they can shoot them and then use fear of the darkness (I think this still works on Orks, they aren't fearless) so that the orks run away with leadership 5.

Vote Dark Angels

Is the whirlwind artillery? it says nothing about it in the codex. It would mean 1 extra pie plate and a lot more dead orks.
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Old January 17th, 2006, 03:38   #3 (permalink)
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So many orks... but... so many... templates, multi-shot weapons, plasma, heavy weapons... equals... not enough orks to win...:shifty:

Check out Librarian Augustine's post. :yes:

I vote for Dark Angels.
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Old January 17th, 2006, 05:47   #4 (permalink)
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Orks Win.

Orcs will rip apart those termintors, and the dark angles simply cant get enough shots off to dent there numbers. Fear of the darkness wont effect the orcs, and chuppas are like powerweapons to terminator armour.

There are simply to many orcks, if hes smart and spreads out, then his save from MLS and plasma cannons. Hes just go a huge number of orks, MLS will do well against bikes, if the bikes wish to rapid fire, they get assaulted, so they can keep the bikes to only taking a few orcs out a turn.

The whirlwind mines wont do that much. Since the orcs can simply go around them. If the mines actually land on the orcs, its still not has devistating as a normal hit because each orc is only hit on a 4, and still must be wounded. But more impotantly, the orcs can just go around, after they take limited lossess.
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Old January 17th, 2006, 13:53   #5 (permalink)
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Orks

The template weapons are good, but they won't do nearly enough damage as they need to do in order to win. Especially if the Ork player spreads out even slightly. Even then the rokkits returning could put some serious hurt on the Dark Angels.

Also, it's a Secure and Control, which means in all likeleyhood the Dark Angels have to move towards the Orks.
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Old January 17th, 2006, 14:13   #6 (permalink)
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All that firepower sounds scary but then you remember that there are 150 Orks coming at the DA with 5+ cover saves.

Plus FotD wont work on any Ork mobs over 12 men left. So its fairly pointless.

If the Bikes do shoot/assault a squad, either they will be in the open and rokkitable or in range for annother 30 Orks to charge and do 120 attacks on them. Thier paltry 20 in c.c seems less formidable now?

The Bike shoot/assault shouldnt wipe an ork mob out either, in which case the Nobz powerclaws are going to wreak havoc.

16 templates, 10 hit. 1.5 each template=15 hits, 7.5 wounds, 5 dead after KFF. Orks under KFF are hard.

So 5 dead from all those ML.

ORKS
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Old January 17th, 2006, 16:09   #7 (permalink)
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That amount of firepower is nice, but it isn't nearly enough to take out those orks. They'll swamp and kill

I vote for Orkses
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Old January 17th, 2006, 16:37   #8 (permalink)
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vote Orks

fluff vote Dark Angels

If you've never seen a real horde before you can't fully appreciate what 150 Orks looks like when deployed and then crossing the table, it's plain mind boggling. I regularly play a horde of just over 100 and they are damn hard to cleanse (my list has 4 ML, 8 HB and 4 AC). But they can be beat on objective missions by taking the mobs down to 1/2 strength so that they can't claim, protecting my mobile units and never moving my foot troops, even if they might get assaulted (always rapid fire).

I don't believe that 150 orks can be spread out enough to completely minimize the effectiveness of the templates to only 1.5 models per hit, there will always be a clump of orks on which to inflict maximum losses (at least 3 models and a partial), espacially after movement and terrain. Likewise 150 orks don't fit within 6" of the KFF and if they tried then there's your nice clump of tightly packed orks.

All that being said. I think each army will kill roughly equal point values but the Orks will claim more ojectives.

Edit changed vote after realizing I had confused Secure and Control with Take and Hold (I think the Angels could win a Take and Hold as the attackers)
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Last edited by medic_4077; January 17th, 2006 at 18:25..
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Old January 17th, 2006, 17:20   #9 (permalink)
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Orks

If the Dark Angel player had just taken his fast attack allocation with Landspeeder Tornados, they would have gotten my vote. As it is, too many static elements that would get swamped against that Green tide.
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Old January 17th, 2006, 20:10   #10 (permalink)
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ForgedintheFurnace, I like it how you can spell orks three differant ways in one paragraph .

The templates wont hurt the orks that much: having a plasma cannon kill one ork a shot is not very economical, and the DA will be crushed when the orks close in. Rockets will take a toll on the DA, and, Augustine, it is unlikely that all of the Dark Angels vehicles will turn up second turn. My Vote goes to... (suprisingly) Orks
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