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Old May 6th, 2006, 02:26   #1 (permalink)
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Default 40K VWMkIV - Final Round - Final Battle - Orks versus Blood Angels

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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Old May 6th, 2006, 10:42   #2 (permalink)
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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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Old May 6th, 2006, 11:23   #3 (permalink)
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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
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Old May 6th, 2006, 12:03   #4 (permalink)
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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.
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Old May 6th, 2006, 12:13   #5 (permalink)
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Quote:
(squigmuncha has no invul save)
Cybork Body.

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.
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Old May 6th, 2006, 13:04   #6 (permalink)
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Quote:
Originally Posted by ForgedInTheFurnaceOfWar
[
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.
LOL Forged, for someone who loves to mathhammer it that was bad. Or perhaps just biased?

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.
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Last edited by Silver Wings; May 6th, 2006 at 13:11..
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Old May 6th, 2006, 16:10   #7 (permalink)
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Quote:
Originally Posted by Silver Wings
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.
This is what I love right here - people always talk like the Shooty lists are the ones that run VoteWar, but in the finals we have two pure Close Combat armies slugging it out. If shooty lists were the dominant lists, then why isn't at least one of them fighting for first place?
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Old May 6th, 2006, 17:08   #8 (permalink)
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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*
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Old May 6th, 2006, 22:28   #9 (permalink)
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LOL Forged, for someone who loves to mathhammer it that was bad. Or perhaps just biased?

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:
Fortantly, he doesnt have an invunerabe save, so the chaplain cuts him down before he can strike

I guess i under estimated the chaplain, my mistake, ill add: grand victorious slaughter.

Quote:
The Orks have won before and they'll do it again.
I dont think thats a good enough reason to win the final battle of votewar.

Quote:
I play this list in real 40K and it causes me an enormous headache (even with lots of LST's and SM firepower.
The bolt pistols simply are an added bonus. The real masacuring takes place in CC. Where the marines are almost as good as the orcs.

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:
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.
Chaplain 6 attacks, with rerolls: 4.5 hits, not 3. 3 wounds, dead HQ (no invunerable actually)

Quote:
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.
I did forget that, to bad he cant strike.

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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Old May 6th, 2006, 22:45   #10 (permalink)
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Quote:
Fortantly, he doesnt have an invunerabe save, so the chaplain cuts him down before he can strike
I say again, Cybork Body - grants the user a 5+ invulnerable save.

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.
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