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| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 103 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | 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. All missions have the Infiltration, Deep Strike, and Victory Points special rules. Mission Type - Take and Hold Roborks Uber Boyz Orkses HQ: 227 Elites: 0 Troops: 1605 Fast Attack: 0 Heavy Support: 0 Robork Squigmuncha: Mega Armour; Kombi Skorcha; More Dakka; Shootier; 3x Attack Squig; Iron Gob; Cybork Body; Mega Boosta Big Mek Karkaz: Mega Armour; Kustom Force Field; More Dakka; Shootier; 2x Attack Squig Wenkerz Slugga Boyz: 30x Slugga Boyz 26x Slugga and Choppa; 3x Rokkit Launchas Nob ‘Wenker’: Power Claw; Slugga Jenkz Slugga Boyz: 30x Slugga Boyz 26x Slugga and Choppa; 3x Rokkit Launchas Nob ‘Jenkz’: Power Claw; Slugga Faguz Slugga Boyz 30x Slugga Boyz 26x Slugga and Choppa; 3x Rokkit Launchas Nob ‘Faguz’: Power Claw; Slugga Fuzkor Slugga Boyz 30x Slugga Boyz 26x Slugga and Choppa; 3x Rokkit Launchas Nob ‘Fuzkor’: Power Claw; Slugga Krayzor Slugga Boyz 30x Slugga Boyz 26x Slugga and Choppa; 3x Rokkit Launchas Nob ‘Krayzor’: 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. Hidden power fists (29 meat shields) Everything under kustom forcefield receives 5+ cover save. (6” of Big Mek) 150 Boyz – that’s a lot of meat ----------------------------------- Blood Angels HQ: 247 Elites: 0 Troops: 789 Fast Attack: 520 Heavy Support: 295 Master of Sanctity Chaplain (Attached to Death Company): Bolt Pistol; Frag Grenades; Terminator Honors; Jump Pack Death Company: Feel No Pain; Bolt Pistols; Close Combat Weapon. (Variable amount of models – see Tactics section) Venerable Dreadnought: Twin Linked Lascannon; Missile Launcher; Extra Armor; Tank Hunters. 5x Tactical squad Marines: 3x Bolters; 1x Lascannon Veteran Sergeant with Bolter 5x Tactical squad Marines: 3x Bolters; 1x Lascannon Veteran Sergeant with Bolter 5x Tactical squad Marines: 3x Bolters; 1x Lascannon Veteran Sergeant with Bolter 10x Scout Squad Marines: 9x Bolt Pistols & CCW; Infiltration; Move Through Cover Veteran Sergeant: Powerfist; Bolt Pistol 10x Scout Squad Marines: 9x Bolt Pistols & CCW; Infiltration; Move Through Cover Veteran Sergeant: Powerfist; Bolt Pistol 10x Scout Squad Marines: 9x Bolt Pistols & CCW; Infiltration; Move Through Cover Veteran Sergeant: Powerfist; Bolt Pistol 10x Assault squad Marines: Jump Packs; 7x Bolt Pistol & CCW; 2x Plasma Pistol & CCW Veteran Sergeant: Powerfist; Bolt Pistol 10x Assault squad Marines: Jump Packs; 7x Bolt Pistol & CCW; 2x Plasma Pistol & CCW Veteran Sergeant: Powerfist; Bolt Pistol Baal Predator: Twin Linked Assault Cannon; Heavy Bolter Sponsons; Extra Armor Blood angle special rules- Everything with a WS gets furious Charge. Death company: Any Chaplain is given a deathcompany for free, the average is 5. Death company and the chaplain get the following special rules- Feel no pain. Death company get jump packs. Death company are base two attacks, they are armed with bolt pistols and CCWs, and thus gain another attack. On a 4+ per squad, 1 member of that squad goes to the death company, if that member is a sgt, hes armed with a power fist/sword. IF a 6 is rolled, another test is required for the squad. Simply put there will be 5 + the number of squads in the army divided by 2. In this case 4 is the most likely, for a total of 9 + the chaplain. Death company Sgts will be pulled from the scouts and tactical squads. The most likely event is that one Sgt will be pulled from the scouts and troops. There are still two more possible members pulled, one from the assault squad, and one more from the troops. Deathcompany Results: scouts 1 Sgt taken, tactical 1 Sgt taken. Assault squads, 1 member taken. The final member is equally likely to come from the scouts or the troops. Since the blood angle hopes it will come from the tactical, it will. Final results: Chaplain, 2 power fisted DC, 1 power sword DC, 6 Normal DC. Keep in mind, there is one missing scout Sgt, 2 missing Sgts from the troops, and 1 missing assault squad members. Death company count as casualties for the purposes of moral/victory points. |
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| | #2 (permalink) |
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,570
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The mission is take and hold, so the orcs need to make it to the center, and stay above 50% to capture the objective. Orcs can kill about 4 marines a turn. While, the blood angles keep most things out of LOS for the first turn, except, the baal shoots its heavy bolters (staying its maxium distance away from the orcs, thus denying return fire) The dreadnought, and 3 other lascannons all shoot at the orcs. Hbs kill 2.667, lascannons kill 1.68, TL lascannon .74, ML .56 = 5.65 kills. Orcs cut down another 4 marines. This time, the death company go for the orc leader, he escaped there grasp last time, this time he shall not leave this battle alive. Now the scouts, and the assault marines move for a cordinated strike 29 scouts and 29 assault marines shooting bolt pistols: 58 shots, 38.67 wounds, of which one third are able to take shield saves: 8.58 die under shield, while 25.78 die normally. Total: 34 dead. Then the baal, dreadnought, and 7 marines still alive, AC 2.99 kills, 7 rapid firing bolters, 2.33, TLLC .74, ML .56, HBs 2.667 = 9.23 dead + 34 from bolt pistols. So far, the orcs have lost 49.24, call it fifty for ease of math(i didnt count the chaplains shot anyway.). Now, the orc leader's squad has lost 9 models. Now the death company and an assault squad will assault this fellows squad. While the scouts and assault marines each assault a squad. 10 models from each normal squad, do to shooting. The assault marines and scouts have the same CC punch, so they can be easily calculated. 27 attacks, 13.5 hits, 9 wounds, 7.56 dead, this rounds to being 8 dead. Orcs strike back, 8 chumpa orcs(orcs still need MLs to kill the baal/dreadnought): 24 attacks, 12 hits, 4 wounds, 2 dead. 3 ML orcs, 6 attacks, 3 hits, 1 wound, .5 dead(except for the assault squad) nob, 4 attacks, 2 hits, 1.68 dead. Total for orcs: 4. 18 Powerfists, 4 attacks, 2 hits, 1.68 dead. Total for marines: 9.68 dead. Marines win, 6 dudes left, in each squad for them, against 10 orcs. ALL orc units are now under 50% (as are most CC blood angles, however they have back up units) The chaplain cried to his men, assault assault assault! His deafing roar inspiring his men to unimaginable feats of bravery. The chaplain Vs Robork Squigmuncha (i assume he gets a 5+ invunerable) Chaplain, 6 attacks, 4.5 hits, 3 wounds, 2 failed. Robork, 5 attacks, 2 hits, 1 wound, .5 failed saves for the chaplain. Big Mek, 4 attacks, 2 hits, 1 asasult squad dude dead(assault squad gets into base to base with him, DC does not) 2 powerweapons, against the normal squad, 8 attacks, 6 hits, 4 dead. 7 normal DC, 28 attacks, 21 hits, 14 wounds, 11.76 dead. 9 normal assault squad members, see above: 7.56 dead. 21 dead, this leaves 1 wound on the nob (lucky fellow..) The nob kills 2 death company. Assault squad powerfist strikes the big mek, 4 attacks, 2 hits, 1.68 wounds, instant death. The nob and the orc warboss are outnumbered greater then 4 to one, and are below 50% they fall back, and are swept. Next turn, the orcs are still enganged with the scouts/assault marines. The death company and assault squads come their aid. Victorius Slaughter to the Blood Angles. The warboss saw that he was vastly outnumbered in CC, he broke, running from the raging chaplain, the powerful rockets of the chaplains jump pack flared, this time there would be no escape for the orc leader. |
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| | #3 (permalink) |
| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 59 ![]() ![]() ![]() ![]() ![]() ![]() |
They've beaten them once, they can beat them again. The Blood Angels have too many wasted points - power fists. And the returning rokkits will blow up large chunks of the BA army. ----------------------------- I have a serious problem with your maths. You seem to be tailoring everything in favour of the Blood Angels. (see below) And Forged, if the Chaplain tries to take on the Warboss, here's what will happen: Chaplain - 6 attacks, 3 hits, 2 wounds, 1.3 (ish) failed. Robork fights back - 5 attacks, 2 hits(gets unlucky), then 2 wounds - strength 10 against toughness 4 - 1 failed, chaplain goes splutch. Remember - you seem to forget on all accounts that Mega Armour comes with a Power Claw. The Big Mek is wounding everything on 2's, as well. Orks
__________________ 1st Place VoteWar MkIV [Santa Orks] W/L/D - 4/1/0 http://www.librarium-online.com/foru...tml#post830140 |
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| | #4 (permalink) |
| Son of LO ![]() Join Date: Aug 2005 Location: Australian. Capital. Territory Age: 18
Posts: 3,462
Rep Power: 62 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
God no, not this one, damnit, this was THE thread to flame me last time. (squigmuncha has no invul save) Forged makes an excellent point in that orks will be decimated below 50% so they are in trouble even if they would get more VP like in seek and destroy. However I REALLY want to see these boyz go the whole 9 yards and win. I refuse to vote until someone comes up with evidence that the orks can bring BA to below 50% too. Failing that I'm afraid im going to have to vote against the beloved orks but not yet. I dont feel like the flaming war (Can anyone say PM:cry: *shudders*) again so Everyone please look at the last battle between these 2 to find my stats on rokkit shooting. The orks outshoot the blood angels.
__________________ Check out my Codex: Farmyard Animals here! If anyone wants any kind of help writing fluff for any kind of GW army just ask. Fluffmaster Anzac Clan |
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| | #5 (permalink) | |
| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 59 ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
If you look at it, Link, the Blood Angels have to race towards the objective. That simply means less shooting. The blood angels will get 1 turn of shooting in, Max. Seeing as the objective is in the middle of the board, it could cause some serious LoS blocking for the Angels. the Scouts will want to shoot - so they get charged. The assault marines can counter-charge, but then get Counter-Charged themselves.
__________________ 1st Place VoteWar MkIV [Santa Orks] W/L/D - 4/1/0 http://www.librarium-online.com/foru...tml#post830140 | |
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| | #6 (permalink) | |
| Son of LO ![]() Join Date: Oct 2004 Location: England. Age: 20
Posts: 2,112
Rep Power: 62 ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
Roborky, 4 Attacks(4 basic no 2xc.c weapon), 2 hit, 1.666' wound, 0.833 failed 4+ invulnerables. 83% of the time then, you have been instant deathed. So instead of, the Orks legs it and the Chaplain goes revengeaholic: The massive Ork warboss lifted half the Chaplain into the air, while booting the other half of his dismembered corpse at the remaining Blood Angels, "Crush 'dem poony 'umies" he shouted, Waaaargh power in his heart, calling "dere boss man woz a larf in a fight" Before getting stuck back in. The leading surviving BA found having half a chaplain kicked into his face extremely offputing and shouted to fall back. All the BA cannot possibly get into perfect positions of an Ork squad, no way can 3 or 4 BA squads get to 12" of 1 Ork mob from deployment and not be counter assaulted in force. Maybe in a cleanse, but in a take and hold no way. The Orks have won before and they'll do it again. Orks This BA list is a great, really well done to the creator. For a c.c army to come so far in VW speaks volumes, especialy using BA who are somewhat hurt by 4th edition. Kudos to you. Make yourself known and get rep. Losing to a very unusual Ork list is no dishonour. I play this list in real 40K and it causes me an enormous headache (even with lots of LST's and SM firepower.
__________________ Every time you read this sig: a fairie dies! Last edited by Silver Wings; May 6th, 2006 at 13:11.. | |
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| | #7 (permalink) | |
| Gone fishin'. ![]() Join Date: Jul 2005 Age: 28
Posts: 5,876
Rep Power: 103 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
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| | #8 (permalink) |
| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 59 ![]() ![]() ![]() ![]() ![]() ![]() |
Couldn't ask for a better final match-up. It shows, as Cal said that shooty power is by no means overly-powerful, and this has given a truly brilliant final match-up. *Pats the creators of both lists on the back*
__________________ 1st Place VoteWar MkIV [Santa Orks] W/L/D - 4/1/0 http://www.librarium-online.com/foru...tml#post830140 |
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| | #9 (permalink) | |||||
| Ghost of LO ![]() Join Date: Sep 2005 Location: Portland, Oregon Age: 22
Posts: 3,570
Rep Power: 61 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
I guess i under estimated the chaplain, my mistake, ill add: grand victorious slaughter. Quote:
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Again, with a set defence, the blood angles can simply wait for the orcs to deploy, and line up at the aproprate distance for them to assault the orcs as they move forward. The DC can jump around units if needed, so that they can get into hand to hand with the warboss. Again the chaplain puts 3 wounds on him, at initative 6, and 5 strength, so the orc boss is definatly killed fast. Quote:
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So yes, if your having trouble with my math, my aplogies, i thought the orc boss was better. Last edited by ForgedInTheFurnaceOfWar; May 6th, 2006 at 22:40.. | |||||
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| | #10 (permalink) | |
| LO Zealot ![]() Join Date: Oct 2004 Location: Plymouth
Posts: 1,315
Rep Power: 59 ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
Also, something I never noticed before, he has a Kombi-Schorcha. Theres quite a good chance of him getting to use that on the scouts - that could really hurt.
__________________ 1st Place VoteWar MkIV [Santa Orks] W/L/D - 4/1/0 http://www.librarium-online.com/foru...tml#post830140 | |
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