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I've just played two games versus my friend's Dread Wolves, and Waaagh! Never Ending Party got an upgrade. After crushing him for the third consecutive game, I attempted to say "Waaagh! Never Ending Party's kill tally is now three!" but it instead came out "Waaagh! Never Ending Kill Party... huh... SWEET!"
I just want to express my profound joy at my Orks performance. The second battle we played was a 2,500 point Annihilation, Dawn of War, and after only securing a single kill point by turn 4 (while I had 9!!) he simply conceded. In this battle, I killed ten Vanguard and a Chaplain in a single round of fire from one Shoota Boyz mob, only rolled a single scatter between three looted wagons and two shokk attack guns (the rest were all direct hits!), and managed to flank my Deff Koptas directly behind his deployment zone / fire base.
Do bare in mind that I am still in the process of proxy-play testing different army lists before I make too many more purchases.
Waaagh! Never Ending Kill Party!
HQ| 2x Big Mek w/ Shokk Attack Gun
Elites| 3x 15 Lootas w/ 2 Meks
Troops| 2x 30 Shootas w/ PK Nob and 3 Big Shootas
Fast Attack| 3x 5 Deff Koptas w/ 1 PK and 5 TL KMB's
Heavy Support| 3x Looted Wagon w/ Boom Gun, 'Ard Case, and Armour Plates.
(Note, I'm not looking for feedback on this list
HQ| 2x Chaplains w/ Jump Packs
Elites| 2x Dreadnoughts w/ Multimeltas
Troops| 3x Tactical squads w/ Rockets, Flamers, and 3 Rhinos, split into Combat Squads
Fast Attack| 2x 10 Vanguards w/ Jump Packs, Lightning Claws, and Storm Shields
3 Scout Bikers w/ Beacon
Heavy Support| Thunderfire Cannon
The Set Up:
NEKP I deployed my two squads on Shootas along the middle edge, spread out to create a 6' long screen for the rest of my army, and placed one big mek on the third story of a ruined building. I held my three Deff Koptas in reserves to outflank my opponent.
DW My friend deployed in the opposite corner as my Big Mek, setting up a Rhino Wall, holding his flamer combat squads, and deployed his missile combat squads in a ruined building. He held his two Vanguard squads with attached Chaplains in reserves, and set his Scout Bikes to outflank me.
NEKP I distributed three sections of Lootas and Wagons across the battle field, keeping the Meks in the rear of each squad, and parked the front armour of the Wagons up against the Meks. My other Big Mek ran from the table edge and climbed up to the first story of a ruined building opposite the side of the battle field as my first Big Mek. I was now secured, my Looted Wagons couldn't go flying off out of their strategic positioning, and my Big Meks had a great view of the battle field.
The Shoota Boyz unload their Big Shootas into a Rhino, and manage two glancing hits- armament destroyed and immobilized.
DW My friend deploys his remaining two combat squads and Rhino to finish off his Rhino wall, and sets his Dreadnoughts into a defensive position. His Thunderfire Cannon is hidden away behind the Rhino wall. His two rocket attacks fail to wound any of my thoroughly spread out Shoota Boyz.
NEKP I roll for reserves and get two Deff Kopta squadrons, both of which flank the opposite edge as the Wolves are deployed. This suited me fine as I used one squadron to protect my flank from his Scout Bikes, and turbo boosted the other squadron for the sexy 3+ saves. I fire both SAGs, one with only the front armour of a Rhino in range, the other covering a rocket squad in the ruined building. The SAG targeting the Rhino proceeds to roll direct hits for the rest of the game, managing to stun the Rhino for this round and kill 4/5 of the rocket squad hidden behind it. It does nothing for the remainder of the game. The second SAG scatters over his Thunderfire Cannon and destroys it before it has the chance to do anything. My Looted Wagons roll direct hits and kill half a combat squad each, while the Lootas wreck a Rhino.
... that was the most action in the battle, so I'll skip forward to the next most interesting thing (plus I am dead tired)
On turn three the Wolves receive a single Vanguard squad from reserves, and deep strike them behind my lines. They assault and annihilate a Loota mob with three wounds per model, but are now left sitting in the center of my army. In one turn, 200 points of Shoota Boyz slay 610 points worth of Vanguard Veterans, surprisingly, with three wounds per model. The irony
The next turn I win my final four kill points and he conceded a victory before his turn began.
I keep trying to tell him not to spend so many bloody points on his Vanguards, but they really are quite impressive. 30 power weapon attacks on the charge with re-rollable to hit and to wound rolls. They're so decorated too, so much so that I completely forgot to move my Deff Koptas for that turn. Still though, his tactics were viable, but he was completely not expecting the list I played. Of the three games he's seen my play (two versus him) he's only witnessed me use a horde army of Slugga Boyz. He had little idea what was in store for him when I decided to play my Orks like Guardsmen.
One things for sure, I've definitely got to grab up some shooty Orks now!
I had a few questions about your tactics here.
1. First, this might be difficult to explain in text...but exactly how does Outflanking work as a tactic...and where is the rule on having "reserve" units that you can bring in later??
2. What are SAG's? (edit...My bad, I thought they were on the DeffKoptas and I couldn't recall any weapon that had that abbreviation). So instead...I'll ask, how are "Kill points" calculated?
3. So the Vanguards have 3 wounds each? What is the 30 power Weapon they have?? It seems like something with 30 power is a bit overboard..the highest thing I know is a 10 power weapon like PowerKlaw...TYPO?
4. Do you think he would've done better with more Flamers?
5. What do you mean "grab up some more shooty Orks" ? Don't you have enough already? LOL. But honesty..what would you like to add to this to make it more Shooty??
6. Lastly, I just wanted to know how you deal with some of Orks bigger threats. I've only played 2 games so far, once against Space Marines and once against Necrons. So far the biggest threats I can think of are flaming/template weapons.
Anyways, I think I'll actually post a battle report of my own, at least from what I can recall from my first 2 games. I know I made some bad choices because I'm still learning, but despite all that I had a lot of fun. I'm really digging Orks and this game in general a lot more than I thought I would!
Last edited by Darkzephyr; December 18th, 2008 at 04:10.
that is alot of dakka.nice write up
when life gives you lemons.........LEMONS FOR THE LEMON GOD!!
SAG = Shokk Attack Gun (pretty nifty lil gun)
10 Str Power Weapons are as high as they can go.
Vanguards have 2 wounds each i believe.
Flamers = bad for Orks.
Flaming/Template weapons are our worst nightmare (well.. one of our worst). The best way to deal with template weapons is to spread out. I -really- take advantage of the 2" coheirency rule. Typically after I'm done moving all of my Orks (at least 100 on foot) people like to check some of my measurements because I am THAT close to the 2".
Eldar Project Log
Saim-Hann Eldar: 5000 Points
0. Haha, sorry if my post wasn't clear on some things. I did say I was dead tired, right? Well.. the comment was sort of concealed. In the 48 hours I was over his house we played two games, and got a total of 6 hours of sleep. (We didn't spend a while 42 hours playing though! That would be entirely too long for two battles.. there was also sushi, and drinking, and YouTube, and.. well, just general chilling out)
As a tactic, it allows a unit with the scout or infiltrate special rule to be deployed from along the sides of the battlefield, rather than from your deployment zone. As a tactic, this is used to position incoming units further up the battlefield, and possibly even deploy your units behind enemy lines! This is what Josh (my Dread Wolves friend) would have done with his Scout Bikers (had they not rolled 1's for reserves) so that he could out flank my army, and use his locater beacon to deep strike his Vanguard Veterans up close and personal without risk of scattering. Which is especially dangerous if he wishes to assault the turn they deep strike, as they have to land within 6" of an enemy unit.
Thanks for the comments everyone Its been 12 hours and I'm already fiending for another battle! I'd really like to try out this list in its 2,000 point glory, as the list was originally written up to be. Oh, and one last update on Waaagh! Never Ending Kill Party, I've decided that since (fluff wise) my Orks are constantly hallucinating from the effects of Kaptin Rogbogger's Fungabong Beer, and their party animal attitude tends to be contagious, I'm going to paint up the army as a bunch of candy tripping ravers! I can't wait to get a mob finished and post some pics, the affect should be something like seeing a hundred plus green skinned Harlequins covered in glow sticks charging at you.