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Old May 6th, 2006, 23:37   #11 (permalink)
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Ugh, why did i trust lord link.

No matter, a single DC power weapon aids his attacks to the orc leader, and cuts him down.

This means that 2 extra orcs are alive: 6 attacks, 3 hits, 1.5 wounds, .75 passed armour, .037 after feel no pain.

So the results do not change, except that it messes up my cool narrative, jerks :cry:
Now just some crazed death company dude kills him, so unfluffy.

(this is orginally the way i made the math above. But then a changed it, figureing, ok ill let the lord at least hit me with a powerweapon (because i assumed he had a powerweapon...) Anyway, now he is dead for sure, before he can strike, problem resolved)

Anyway, if thats your only grievance, then the orks are indeed in trouble
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Old May 7th, 2006, 07:07   #12 (permalink)
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Assuming charge....
CC from Assault Squad (assuming sarge chooses not to use powerfist)
30 attacks, 15 hit, 10 wound, 25/3 dead, ~8 dead

CC from Death Company (assuming two power weapon sarges added)
28 normal attacks, 21 hit, 42/3 wound, 35/3 dead, ~12 dead
8 power weapon attacks, 6 hits, 4 wound, 4 dead
5 crozius, 40/9 hit, 80/27 wound, ~3 dead

So each assault squad will kill about 8 in cc, charging.
The death company will kill roughly 19 orcs.

That means if the two assault squads attack an ork unit it will not count as scoring. Same with the death company. In addition, these attacks have the potential to clear the kill zone; with 19 orcs dead, I don't think there will be any within base to base or 2 inches of base to base to strike back. This helps the jump pack squads a great deal, as it gives them effectively two rounds before orks are able to strike back. When you factor in the precharge bolt pistols, it's likely that the combined efforts of the death company and assault squads can kill 2 ork squads in two combat phases.

This means the ork squads have roughly a turn to deal with the three scout squads and charge the jump pack squads. Seeing as the orks have to manage with foot slogging, I don't think they can manage that. That means the jump pack squads will be able to charge 4 ork units total, rendering 4/5 of the ork army as not scoring. And I don't think one ork squad is enough to deal with the death company alone, much less remenants from the other battles.

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Old May 7th, 2006, 10:10   #13 (permalink)
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Ok I have a question for the Blood Angels guys. Are the scouts going to infiltrate close to the orks? If so I dont need to factor in shooting and theres an excellent the orks will get to charge the scouts, same with death company. The only people you can safely assume get the charge are the assault marines. If orks charge they double their iniative and even if they get charged the rear squads will charge with double initiative. 19 orks dead mens 100 orks then counter charge and dont get initiatived to death. Also Nob has 2 wounds so excellent chanve he can use his power fist.

If you say Blood Angels are going to sit back and shoot I get all the fun of proving that orks outshoot them again.

PS: Caluin when does this end because I really dont want it to be gone before I vote.
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Old May 7th, 2006, 10:42   #14 (permalink)
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Quote:
Are the scouts going to infiltrate close to the scouts?
Um, yes i think..

Quote:
If so I dont need to factor in shooting and theres an excellent the orks will get to charge the scouts, same with death company.
For the love of god, death company have jump packs people...

Scouts have a movment bonus, and infiltrate this makes them more likely to charge then the orcs.
Quote:
If orks charge they double their iniative and even if they get charged the rear squads will charge with double initiative.
Rear squads are assaulted by fast things, front squads assaulted by slower scouts.

Thus, all 5 orc units are engaged.

Quote:
If you say Blood Angels are going to sit back and shoot I get all the fun of proving that orks outshoot them again.
No one suggested they sit back and shoot.

However, the orcs cannot sit back and shoot, they must make a play at the objectives, because they orcs have no hope of killing 75 marines in 6 turns with shooting.

They would need to kill 12.5 models a turn to pull that off, which leaves the vehicels to capture...
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Old May 7th, 2006, 10:45   #15 (permalink)
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Seeing as its 2-2 at the moment, I might as well cast my fluff vote: Orks For the same reason as last time: 3 squads of 5 with lascannons and a shooty dreadnought?

I've seen trios of wraithlords fluffier than that.

You know what...the closer I look at this game the more I think it would be a draw...
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Old May 7th, 2006, 12:02   #16 (permalink)
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Originally Posted by ForgedInTheFurnaceOfWar
Ugh, why did i trust lord link.

No matter, a single DC power weapon aids his attacks to the orc leader, and cuts him down.
Robork is an IC in a squad most likely. The chances of getting both your Chaplain and a DC into base to base on the charge is low. If Robork and the Chaplain meet in the next combat round after mob in:

Chaplain: 5 Attacks, 2.5 hit. 1.25 wound, 0.833 failed saves.

Robork, 4 Attacks, 2 hit, 1.66' wound, 0.83 failed saves, instant deathed.

I dont know if the DC have 3 or 4 atacks, but if the Chaplain can do a single wound then the DC won't do more.
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Old May 7th, 2006, 12:54   #17 (permalink)
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Not so, a model in mega armour should be on a base the same size of as a terminator.

..alteratively, the blood angles could simply focus on killing a bunch of orcs, while not contacting him, allowing the nob to survive, and then sweep advancing the squad... since it would be below 50% and outnumbered greater then 4 to 1, but i figured people would at least want to give the orc HQ a fighting death..

That HQ isnt getting out alive.

So if the Blood angles ignored the warboss in CC, and left only the nob alive then the following would happen:

Warboss LD 9, (er, i have an old codex) The squad is below 50%, outnumbered, 4 to 1, thus minus 5. AT LD 4 the squad falls back. The initative is 3. Thus the Blood angles have a clear advantage. The orcs are swept.

Which would you rather have? A DC helping kill the HQ or the warboss running for his life and being cut down do to a sweeping advance...

Even if the boss is LD10, at 5 LD they will still fall back, no getting around it.
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Old May 7th, 2006, 13:56   #18 (permalink)
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But it looks to me Robork has 3 Attack Squigs. These can be placed around him to stop the chaplain getting into base contact at least for long enough for him to crump what he needs to.
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Old May 7th, 2006, 14:33   #19 (permalink)
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Blood Angels

Why? mainly because it is take and hold and the BA have assault marines.

The predator can sit out of range, move in and assault cannon a unit to hell (even if the rokkits live) its going to cause a lot of damage.

Since the chaplin is nothing more thana leader for the death company they have nothing to lose by getting stuck with a uber assault.

The BA can keep one assault squad to jump on the objective or at least contest it.

Even though the tactical squads are small if they concentrate their fire they can thin out a unit which an assault squad could then charge (giving them the maximum possible damage to an ork unit) - since thats what marines do, support each other.

There is no doubting thats a lot of orks, but the extra speed the BA have will probably make the difference.
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Old May 7th, 2006, 14:37   #20 (permalink)
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I see your point, Outsider, but you're basing it on speed - ultimately what good is it going to do? A relatively small objective will be crowded on by Orks, and the extra speed is not gonna be *that* useful. When they're stuck in a combat, the extra points they pay for a jump pack is pretty much wasted.
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