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[epic] 2xorks vs titan legions, orks vs eldar - englantia

Lähetetty: Ma 17.01.2005 11:18
Kirjoittaja tneva82
This one is going to be second playtest game for my titan legion list. For this we allowed proxies which gave him 9 more weapon configurations to try out(plus Imperator but since that model has it's legs broken ATM it was out). I opted to take max gargants(easy with 5000 pts army lists!) and try to have more big guns and basic infantry than usual. We'll see if all my supa-zzap guns can do what they did last time...Army lists:

5000 Gargant mob army list:

Great gargant: big mek(improved boilers), lifta droppa
Gargant: mega choppa, big mek(improved boilers)
Gargant: 3xsoopagun
Kustom gargant: big mek, 3xsupa-zzap gun
blasta gargant
Big big gun mob: 10 big gun
Big big gun mob: 10 big gun
big loota band: 12 boyz, 4 grots, 6 battlewagons
big loota band: 17 boyz, 9 grots, 2 nobz
uge zzap mob: 3 zzap fortress
fighta skwadron: 6 fighta bommaz

5000 pts Legio Victorum army list:

Titans:

Chasis/configuration/weapons/veteran princep

Warlord/Cooker/Plasma Destructor, 2xTurbo Laser Destructor, Volcano Cannon/No
Reaver/Deathstrike/2xQuake Cannon, Vortex Missile/No
Reaver/Assault/Trident, Inferno Gun, Vulcan Mega Bolter/Yes
Reaver/Blaster/2xPlasma Blastgun, Turbo Laser Destructor/Yes
2xwarhound/Blaster/2xPlasma Blastgun/2xNo

Marauder flight: 2 marauder bomber
Marauder flight: 2 marauder bomber

Mechanised infantry: IG commander, 7 IG infantry, 4 chimera
Mechanised infantry: IG commander, 7 IG infantry, 4 chimera
Tank group: 6 leman russ battletank
Hydra platoon: 3 hydra

For terrain we had(from my table edge) hill on south-west quarter, another further to right. Front of that hill was small city including yet another marine statue. Yet another hill(for a record we are limited to hills + city as a terrain ATM) past city. 2 more hills on eastern section, both close to center of board and near each other.

GT objectives were placed pretty predictably. They were on right side of board(likely both wanted them to be on open for long range weapons to have nice LOS. That was my reasoning for that, probably on him as well) forming triangle for both(obvious way to deploy with warmachine based armies like titan legion and gargant mobs. Makes up for lack of activations quite nicely).

He had no garrisons, I put both big gunz mobs near their own objective. Foot warband would stay near gargants. Rest of my units would start on my edge in following order. On left(not as much left as the leftmost hill but left of city) gargant with trio of soopaguns. Then the kustom gargant. After that behind the hill came mounted warband. Further right blasta gargant, foot warband in wiiiide formation. Then gargant w/mega choppa screening zzap fortresses and finally da Great Gargant.

As mentioned he had no garrisons. His leftmost(my POV) formation were mechanised infantry, then another, front of these trio of titans in form of warhounds and between them(funny formation) assault reaver. Right of them tank group, warlord titan, hydra platoon, deathstrike reaver and finally blaster reaver.

For power fields great gargant got full 12(again! Got to thank those mekkaniks...), assaulty gargant got 4(bummer), shooty gargant got 5, kustom gargant 3 and blasta gargant 3. Apart from assault gargant I'm satisfied.

====================

Turn 1 began with a nice strategy roll victory. Good start! I started this by putting right gunzmob into overwatch(best way of protection since no terrain cover modifier available) and doubling another into city(that ought to protect them, a bit. Barring that nasty macro ignore cover inferno gun the reaver there is tossing. But then again...Any titan would worry them so no difference. Atleast formation is spread out). Opponent then doubled rightmost infantry company forward into edges of city and disembarked out of chimeras. Shooting against big guns resulted into nothing(terrain modifier plus cover save) but blast marker.

Assault gargant then doubled behind hill which contained big gunz. Hill was big enough that while it would not block LOS to it it would atleast provide hull down modifier to the big war engine. Which suits me just fine. He countered this with doubling warlord forward, between one of objectives and city. He shot plasma destructor against gargant. Unbelievably ALL dices were 2, ie just the one that wouldn't hit due to double modifier. Needless to say opponent wasn't too pleased about that...

I still didn't want to activate any of the more important and/or more fraqile formations so activated blasta gargant instead. Sustain fire was nicely passed and barrage was nice 10BP strong, aimed at infantry company in edges of city. 4 dead infantry stand, 2 destroyed vechiles and rest broken in hill. Nice one!

He tried to activate first marauder flight but rolled a '1'. I was by now out of formations I could afford to activate before others so I chose toughest one, the great gargant, and had it double forward. Shooting against blasta reaver(didn't want to risk deathstrike reaver being out of range. As it turned out blasta was just in range so justified decision) saw shields overload. That ought to make it think twice before moving forward, what with those zzap fortresses...

He then sent second marauder flight. To my suprise he didn't use them to engage foot warband but instead opted tad harder to hurt battlewagon mob(5+ to hit, 5+ save vs 4+ to hit, 6+ save the infantry were). This however was effective choise because he blew out 3 battlewagons, 5 boyz and grot stand and nearly broke it...Oooowww...

This obviously called retribution so I sent fighta bommaz in interception mission. As it was all they could do was get one of themselves blown...Not something I expected.

He then sent leman russ group toward great gargant on advance orders. Despite one battle cannon being out of range they still knocked out 3 shields. I then sent my infantry warband forward on double, but not full move(no point moving into range to be blasted apart).

Thorough turn sense of caution could have been sensed. Neither wanted to commit their precious warmachines(after all they were heavy weight boxers in this game. Rest are just support units. Titans/gargants were units that would do the main killing). This changed a bit when assault reaver doubled middle of city and opened up on big gun battery and...did nothing. Mwahahaha.

Kustom gargant now had worthwhile target(why I had deployed it there to begin with!) so doubled forward. Trio of supa-zzap guns aimed and blew shields and hurt reaver a bit...The bit being the reactor! Yes I caused a critical hit and now reaver was in biiiig trouble...

Blaster warhounds then moved in for a help and advancing behind buildings they dropped shields out of KG.

By now I had only 3 activations left. Shooty gargant, zzap fortresses and mounted warband. I opted to try marshal the warband and as it was I succeeded and 4 BM's were removed.

Then second mechanised company advanced forward, disembarked and shot at big guns, killing one. Then I marched shooty gargant straight forward since no usefull targets were in sight. Hydras moved toward center to cover large area with their rapid firing autocannons. This meant I had no reavers to target with zzap fortresses...So I just moved them behind assault gargant and fired at warlord, stripping it from 3 shields.

Then deathstrike reaver activated and...advanced forward and sent deathstrike missile toward kustom gargant. Eeeeewww...I had expected that to come toward great gargant once shields would go out. Guess I was wrong...To make matters worse he first rolled 2 and thus hit and then 6 blowing kustom gargant in one go!!!

There went large part of my titan killer weapons...Ooowww...Blaster reaver then marshalled. It repaired 3 shields and moved forward. Darn. Obviously this isn't going so nicely as it went before...

In rally phase reaver's critical repaired(darn) and he rallied all but blaster reaver, warlord and broken infantry. I had no such problems and all passed the test.

That was for turn 1, now armies are properly in range. Pity for kustom gargant...

====================

Turn 2 strategy roll was won by orks. First priority was to get rid of some titan, preferably the warlord(and thus score Break their spirit goal). To this end I sustain fired at it with zzap fortresses which caused nice 5 hits, which stripped the shields and hurt the warlord a bit(pity no critical). I then doubled forward with assault gargant...Or atleast that was the plan. Double 1 later I was forced to settle on single move toward it. I made sure to block view to zzap fortressess as well as I could.

Then my big gunz were driven off the city by assault from warhounds. While this stripped the shields out of titans and only 4 big gunz ended up dead(including assault results) it was still a victory for the warhounds. He then tried to sustain fire with deathstrike missile at great gargant but failed the activation roll so only normal firing was used. He used both quake cannons(even at the expense of next turns firing). Subsequent blast blew 3 big gunz nearby as well as dropped 3 power fields out of gargant. 6 gone, 6 to go.

I continued my concentration of warlord by doubling with great gargant front of pair of reavers and then firing at the warlord. Lifta droppa missed(darn) but soopaguns knocked another point of damage to it. Slowly but surely...Power fields of great gargant was then stripped by sustain firing blasta gargant that fired it's plasma blastguns at full power.

Blasta gargant then proved it's randomness. Sustain fire was failed and ergo nothing worthwhile to shoot with mega blastas. Ah well. Warlord then advanced toward take and hold objectives, suffered point of damage from overwatching big gunz and shot at great gargant. Luckily volcano cannon missed but turbo laser destructors were bad enough and caused 2 points of damage, one causing fire on board.

By now I was wondering what to do next for most of my big units were activated. In the end I decided to help mounted warband and moved shooty gargant on double front of assault reaver. This meant it would have no direct LOS or short way to get shooting at them with nasty inferno cannon and vulcan mega bolter. Shooting itself resulted in nothing but blast markers.

Hydras then sustain fired at great gargant and caused yet another point of damage. 9 remaining. Thank gork no fire was started.

By now I had no warengines to use. All I had left were both warbands and fighta bommaz. I decided to send big warband forward a bit, heading slightly toward city(who knows I might be able to engage and break warhounds). As it was it was like a sign to opponent who called in for a marauder flight #1. But once again '1' came into way(that flight is damn lazy. 2 '1's in a row!). I then sent fort second warband but '1' prevented that too. Single move toward warhounds was best I could manage.

Marauder flight #2 failed to show up due to blast marker. Yea!

This left me just with the air force of my own. I decided to keep bombarding the warlord but in way in one was blown by hydra's. Rokkits then failed to score their mark. By now it was obvious to both that our air forces were big failure. Though his had been most effective so far.

His last 2 activations were tank group that advanced toward great gargant and shot at it for no effect(even with lascannons added to mix) and mechanised infantry group that doubled into city and fired at shooty gargant to no effect(even with advance wouldn't have had any effect).

Rally phase. Mounted warband rallied. Big gunz on left didn't, big gunz on right did. Shooty gargant failed to rally as well due to presence of enemies. Great gargant also rallied which was good because it had way too many blast markers for my liking. Annoyingly all of his titans rallied(but with 1+ initiave values hardly suprise). Mechanised infantry rallied as well...Plus great gargant suffered point of damage from fire.

====================

Turn 3 began annoyingly with titan legion snatching the initiave. And first thing he did was reduce my titan killer weapon numbers. Warlord advanced toward big gunz and shot at zzap fortresses. Combination of turbo-laser destructors and volcano cannon resulted in one damaged and one destroyed. Remaining 2 were broken. DAAAARN!

He then engaged great gargant with blaster reaver. Bold move but actually smart one. One activation would not blow great gargant so assault was certain anyway. By engaging with blaster gargant he brought his veteran princep on play. If he had not engaged but shot there had been a chance that I would have engaged deathstrike reaver instead and not have to face inspiring character). The combined firepower of 2 reavers and leman russ caused 2 points of damage to great gargant. Great gargant then caused 3 damage even with mega choppa missing. Results were thus: 3+2(outnumber)=5 for orks, 2+1(inspiration)+2(BM bonus)=5.

Darn! That's too close for my liking! Ork dice #1:5, Victorum dice #1: 3, Ork dice #2:4, Victorum #2: 6...

ARGH! Very last dice broke my beatifull great gargant! Noooooo! Sometimes life just ain't fair...Damn mega choppa for rolling 2 when determining wether it hit or missed...

Atleast reaver suffered 2 critical hits so chances of it blowing up ain't that bad(30%). GG moved next to bliz objective just in case it rallies this turn and thus can score it next turn.

I then had a dilema. Warlord was temptingly close of assault gargant but wether it was within 15cm or was it something like 17cm I was not so sure...In the end I decided I needed to take risks and engaged...Luckily it WAS within 15cm(barely). However mega choppa failed to work, again...Still both caused 1 DC to each other, size was same, he had BM's, I didn't...So +2 for me for roll. Which was good because I rolled 1 lower...So warlord broke as well(what's with our big guys? Beaten by smaller ones...). Warlord moved through gap between big gunz and warband to head toward bliz objective. Now I just need to pray he doesn't roll 4+ on rally phase...

Foot warband then decided to engage those annoying warhounds(with plenty of grots at front. MWAHAHAHAHA!)...

Unfortunatly I was then reminded of one rule. 30cm moving units have charge move of 10cm...This meant that warhounds! charged into mounted warband! YIKES! This conviniently avoided grot screen that would have spelled certain doom for them...Ooopsie!

So all of my fire dropped recharged shield out of both and hurt one warhound once...Luckily all he did was 3 kills, 2 which were grots, one which was boyz.

So results were 1(boyz) + 2(BM)=3 for warhounds, 1(DC)+2(size)=3 for orks...Luckily THIS combat went my way(with roll of 6,6 for orks and 3,3 for warhounds). The BM's mounted warband brought into combat nearly caused plan to fail(otherwise it would have been +3 before roll for me. All casualties would have been grots, no BM advantage...). Warhounds retreated to their objectives.

Marauder flight #1 finally came in and bombed big gunz on hill. 4 out of 8 died and rest obviously ran away.

I then decided to clear city once and for all. Shooty gargant engaged both reaver AND infantry company. Risky but I'm losing and can't afford to lose time anymore. Luckily I caused 2 point of damage into the reaver(neither which were criticals). Unfortunatly so did he...So his outnumber advantage was REALLY crucial. Plus the one I had BM's, he didn't...Plus he revealed his veteran princep...So I was short of 5 before roll...

Maybe I ought to have planned this better...As it turned out I only rolled 3 higher than he so broke up...Damn...

He then called in for a air strike from marauder flight against mounted warband. This time luck was with me and only stand of boyz died. His mechanised infantry on edge of city then opted to sustain fire at them...Unfortunatly this killed 3 more boyz plus last grot and this broke their neck...Bugger.

I then sent fighta bommaz against warlord in desperate hope of killing it. No suck luck. Not even damage was caused...

Mechanised infantry from hill then doubled front of my foot warband and shot. Killed grot but more importantly putting blast marker. Leman russ group then engaged them. Subsequent combat started nicely for me. 18 6+ roll, 6 succesfull ones. This however resulted to just a destruction of 1 leman russ...Nearby gargant supported them with destruction of another. Much to my delight all he got was my grot screen...MWAHAHAHAHA! So result of +2(casualties)+2(size) for orks, +2(BM) for them. Despite him rolling 1 higher I won combat and took out another russ. This also prevented him from winning right here(had he won he would have scored and they shall not pass to almost certain defend the flag and ergo win).

Hydra's then took control of his home objective and deathstrike advanced and took control of one of the remaining 2 objectives. Then to all crucial rally phase. If one rallies big warmachine and other doesn't he almost certainly wins...

For orks broken big gunz mob on left rallied, so did foot warband. Shooty gargant, zzap fortressess, second gunzmob and mounted warband did not.

For Legio Victorum he rallied warhounds(darn), lost blaster reaver to reactor overload(first time I saw that one happen!), tank group and assault reaver.

Then the big ones. Big titans...Both need 4+ to rally so odds are only one rallies...

Ork: 5
Victorum: 6

BOTH rallied! This one put both of our plans to new order. Great gargant suffered point of damage but now strategy roll is very, very crucial...

====================

After reroll orks won that...Phew!

I needed to clear bliz objective, controlled by fighta bommaz. However 3 hydra killed by great gargant is overkill so decided to try something else. Enter one fighta bomma raid.

However hydras showed just how deadly those autocannons are and dropped 3 of 4...DAMN! Remaining rokkit failed to complete task(all I needed was one dead vechile).

Assault gargant then doubled between take and hold objectives and shot at the annoying hydras. This one did the trick and one hydra was blown apart.

Assault reaver then rumbled next to foot warband and shot at them. Inferno gun burned 2 boyz stand, vulcan mega bolter scythed through 3 and trident got grot stand.

Intact mechanised infantry then engaged foot warband. Counter charge got second warband into combat as well(and thus gave them blast markers to worry about as well). In addition 2 warhounds and reaver supported combat as well...Oh dear.

Subsequent combat was nothing short of massacre. Only commander and 2 more stand of infantry died. In return last grot, nob and 8 boyz stand died as a result...Result was thus 12-3 for Legio Victorum...Rather obviously rest of infantry died as well...While smaller mechanised infantry group broke it was still not much of a comfort...

This left my take and hold objectives dangerously vulnerable. I had to remove formations that could still advance. One such formation was warhounds. So blasta gargant shot at them. Alas only shield got knocked out...Great gargant then doubled bit toward them and shot at them as well. Soopaguns were of little use but lifta droppa blew damaged warhound with full hit. Last broke and ran away. Huzah!

Marauder flight #1 was sent against great gargant but shots just bounced off the thick armour. Big gunz then doubled toward my bliz objective, just in case they would survive and prevent warlord from claiming it...As it was they didn't survive attention of marauder flight #2... This left me with no formations. He still had deathstrike reaver that took control of my take and hold objectives(darn), shot it's quake cannons at great gargant causing point of damage(no criticals). This left GG with 3 damage points...Warlord then advanced toward my bliz objective and shot at the great gargant. Volcano cannon spoke out at extreme range and...blew great gargant to pieces...Oh dear...

So objectives were:

Legio Victorum: blizkgriek, take and hold, break their spirit
Gargant mob: take and hold

Clear victory to Legio Victorum...Oh dear. Not a good day for orks. Titan wise orks lost great gargant and kustom gargant, while Victorum lost a reaver and warhound...Victory on that section also, something which would be crucial for overall war...

Re: [epic] 2xorks vs titan legions, orks vs eldar - englanti

Lähetetty: Ma 17.01.2005 11:19
Kirjoittaja tneva82
Playtest games continue. Another try out for Legio Victorum rules. But this time they have to face reqular orks rather than gargant mobs. Army lists were:

4000 pts ork army list:

uge warband: 24 boyz, 3 nobz(warlord), 12 grots
big warband: 16 boyz, 2 nobz, 8 grots
big warband: 18 boyz, 2 nobz, 10 grots
warband: 8 boyz, 1 nob, 4 grot, 5 battlewagons
Kommando warband: 8 kommando
big bliz brigade: 8 gunwagons, oddboy(supa-zzap gun)
big bliz brigade: 8 gunwagons, oddboy(supa-zzap gun)
big stompa mob: 6 stompa w/3 big gun
fighta skwadron: 8 fighta bommaz
gargant: mega choppa

4000 pts Legio Victorum army list:

Titans:

Chasis/configuration/weapons/veteran princep
Warlord/fire support/2xrocket launcher, plasma cannon, volcano cannon/no
Reaver/ fire support/3xrocket launcher/no
Reaver /death strike/2xquake cannon, deathstrike missile/no
2xwarhound/sweep/2xvulcan mega bolter/2xno
2xwarhound/inferno/inferno gun, turbo laser destructor/2xno

thunderbolt flight: 2 thunderbolt
paladin host: 3 paladin knights
tank group: 6 leman russ battletank

Straight from begining I knew bliz brigades would be absolutely crucial. He had took more titans than I expected! Getting rid of that many could prove problematic...Anyway gargant got 4 power fields for my gargant. For objectives he put take and hold objectives into triangle with bliz objective while I deployed them wider, one on each flank, to force him spread his forces.

Deployment itself was pretty simple for me. Due to size of the warbands they themselves covered most of the board outside the 15cm edge non-garrison units had. This was moreso due to them spreading to prepare against barrages that were soon to come(let's see. 5/7 titans had barrage weapons...). All were deployed so that several ork boyz stand(roughly third) were front, then grot swarm and then nobz and rest of boyz. Stompas were in middle between warlord mob that was between 2 take and hold objectives and warband 3 that was guarding left take and hold objective. Warband 2 was on right flank. Kommando warband was behind the hordes of infantry, mostly because I had ran out of good places.

On right one bliz brigade was deployed, then moving toward left was gargant and then second bliz brigade. Far left was mounted warband.

He deployed in formation that was extremely simple. Front of bliz objective was warlord titan. Toward right(my POV) were first paladins, then fire support reaver and with short gap between them the deathstrike reaver. Left of warlord were sweep warhounds, then tank group and finally inferno warhounds.

From start I knew I had to get rid of those warhounds. Lots of anti-infantry weapons in them.

====================

Turn 1 strategy roll won by Legio Victorum(uh oh). Instantly thunderbolts went into CAP. He then passed the initiave to me. Warband 3 on left then doubled toward left objective. Albeit this put them in sight of warhounds but that was unavoidable.

As suspected inferno warhounds and advanced, firing their weapons at advancing warband. 3 boyz stand and 2 grots(to turbo laser destructors) died. All in all not that bad. Proceeding with my kill-warhounds strategy stompas then advanced middle of warband 3 on double orders and shot at the warhounds. One of the titans lost it's shields but that's it.

Sweep warhounds then advanced toward warband 2(shudder) and shot. Results were nothing short of devastating. 4 boyz stand died as did 6 grots. Ooooooooooowwww...That calls for revenge!

Get rid of warhounds plan continued with fighta bomma raid. Thunderbolts came to rescue, putting themselves into range of 2 fighta bommaz only which didn't even hit a thunderbolt. Resulting fire caused 2 hits but one was saved(yea!). Then much to my disgust all rokkits failed to score a hit...

Leman russ group then advanced and shot at warband 3(those guys are getting some serious fire!). 4 boyz stand and grot stand died as well...Unfortunatly formation had now gathered too much BM's and broke...

Ooookay. That was brutal demonstration of firepower titans can carry.

I again continued with my concentration of warhounds. Mounted warband doubled next to inferno warhounds and shot at them. Took out shields out of one warhound and damaged it as well. On right then deathstrike reaver advanced and shot one of the quake cannons against warband 2, blowing nob and 2 grot stands.

Kommando warband then doubled toward inferno warhounds as well. Alas they were short of range. Fire support reaver then advanced and fired against warband 2(concentration of fire...). I got bit of a lucky(we use BP3 variant for weapon) for only 2 boyz, 2 grot and nob stand died in explosions.

Same warband then doubled forward next to reavers and shot at fire support one. No damage caused.

Warlord then advanced and shot at...warband 3. Yikes! He's determined to get rid of that I see...All told 4 boyz stand and nob died to plasma cannon, volcano cannon and rokkits. Rest died to blast markers while broken. 2 kommandos were killed as well...

1st warband then doubled next to warlord but shot at the fire support reaver. 3 shields were overloaded but more importantly blast marker was caused. Unless that thing possess veteran princep he has BM next turn as well, regardless of wether he rallies or not.

Knights then advanced next to warband and shot at them which caused 3 boyz stand to be killed. This finished Titan legion turn.

Bliz brigade #1 then doubled toward left and shot at the inferno warbands. Only supa-zzap gun was in range and that blew damaged warhound with ease. Second project broke and headed toward my lines. Gargant then doubled forward and finally other bliz brigade doubled toward sweep warhounds. Big gunz removed shield but supa-zzap gun missed.

In rally phase warhound failed to rally due to bliz brigade nearby, other warhound formation removed BM, as did fire support reaver. For orks kommandos rallied together with warband 2. Warband 1 annoyingly failed to rally due to enemy presence.

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Legio Victorum won the strategy roll(much to worry of warlord warband). This was demonstrated by sweep warhounds who moved to flank of formation and killed 4 boyz and 4 grot stands.

Crucially he then rolled a '1' when trying to engage them with the knights...Yea! They settled on firing at them and the trio of battlecannons killed 2 stands of boyz. Warband 2 then doubled(though mostly stayed in place) and shot at the warlord(to cause BM). Warlord mob then engaged them(though were forced to use a reroll since they too rolled a '1'). I also put knights as a target. This assault was tad risky because I was in FF range of reaver, 3 knights, warlord and 2 warhounds. 8 grot stands and 3 boyz proved that without grots I would lost the combat before it even properly began...

Return attacks dropped a shield from warlord and caused point of damage to paladin. So results were 3(casualties)+1(less BM's)=4. Orks had 1(casualties)+1(outnumber)=2...Oooww. +2 for them before roll off...Roll of was 6-4 in Victorum favor so all 3 nobz(including warlord) and 1 boyz died...That was not good...

Warlord then advanced forward and killed 3 boyz and a grot stand. Bliz brigade in center then tried to sustain fire at warhounds but failed activation roll. Reqular shooting dropped shields out of nearest and caused point of damage. Bless that supa-zzap gun!

Fire support reaver then sustain fired at warband 2 and blew 3 boyz and grot. Yet another warband had to back off, broken(couldn't get past them toward bliz objective. Too many enemies).

It was obvious by now that my assault was falling off big time. I got slight concolidiation from bliz brigade that blew sweep warhound apart. Other ran, broken, toward other broken warhound. Deathstrike reaver then advanced forward to top of hill. Quake cannon fired at gargant but no damage. Deathstrike missile wasn't shot. I then doubled gargant past it and shot at warlord. Soopaguns managed to knock shield out of that but more crucially I'm in assault range of deathstrike reaver.

Leman russ group then sustain fired at stompa's but despite 7 hits none fell. Fighta bommaz then screamed down against warlord but once more tank busta rokkits were ineffective(what's wrong with my fighta bommaz?) and despite 7 4+ roll only one shield got knocked out. In return thunderbolts failed to show up.

I then decided to take a risk. Warlord was dead so no reroll and stompas had one BM but I decided to sustain fire against tank group nevertheless. This paid off when the 15 big gun shots took out 3 leman russes! Rest broke and ran toward bliz objective. One take and hold objective was pretty much my objective now...Kommandos swept past heading toward bliz objective on double while mounted warband secured the take and hold objective cleared by stompas.

In all crucial rally phase neither warband rallied(darn!) and had to back off. Neither did stompas nor bliz brigade but kommandoes and gargant did. Luckily sweep warhound didn't rally either but inferno did...With clear path to bliz objective. Guess game is pretty much lost now. Infact only unit that failed to rally was the leman russ group. Atleast some comfort...

====================

Turn 3 strategy roll was won by Legio Victorum. Why o why luck has abandoned me!

Warlord sustain fired at gargant and dropped all shields and caused 3 points of damage. Deathstrike reaver then advanced toward take and hold objective and fired at gargant. Quake cannon caused yet another point of damage leaving only 4...Deathstrike missile hit...But only caused 3 point of damage. However missile also caused critical and beside gargant was broken anyway...But odds are good he will score break their spirit on end phase...

I knew I had to get rid of warhound or this is as good as done. Luckily bliz brigades contain supa-zzap guns so the one without BM advanced toward inferno warhound and shot at it. 2 point of damage caused and broken warhound headed toward bliz objective. I guess I can draw this to 4th turn...

Paladins then doubled toward left to contain hordes of units there. Trio of battlecannons sang and 2 kommando stands were removed. They were 1 short of breaking...

Paladins are nasty enough in CC that kommandos would stand no chance. Ergo I tried to repeat stompa success but sustain fire was wasted. 4 stompas shot normally instead and caused 5 hits. These caused damaged one to blow and other suffer damage which turned into critical one that blew it apart. Remaining one ran to bliz objective.

Fire support reaver then advanced forward and shot rockets toward kommandos and taking most of stompa mob under barrage as well. 1 stompa and 1 kommando died, both broke. Stompas headed toward bliz objective while kommandos flanked them on left.

Bliz brigade tried to sustain fire at support fire reaver. Failed so reqular shooting removed shields and caused 2 points of damage. Yea! One of these turned out to be critical as well...

Thunderbolts went into CAP and got use for it when fighta bommaz did another strafing run against warlord. Fighter duel resulted in one of both dying while rokkits caused shields to go down.

I then tried to risk it and tried to march with mounted warband. If I succeed I would get to bliz objectives...And win game if neither warhounds rallies since I would get and they shall not pass and blizkgriek objectives. As it was I rolled a '2'...I just removed BM since I didn't want to get into range of enemy titans...

Rally phase. Both of my warbands rallied but rest didn't. Gargant also was destroyed to fire...For opponent all titans par warlord rallied...Bugger. Those 2 warhounds are pain in the ass...Atleast reaver suffered another point of damage from reactor damage.

====================

Turn 4. Legio Victorum got the initiave, again...All rolls won by them...With equal strategy ratings...Bugger.

Sweep warhound advanced toward bliz objective and shot at one warband. Only got 1 boyz stand...Yea! Inferno warhound tried to sustain fire but failed so reqular shooting torched 2 more. Rather obviously this broke the warband.

Bliz brigade then advanced next to sweep warhound and blew it apart. Thank god for these formations! Second just continued my joy as though it did not destroy other it caused another point of damage and broke it. Bliz objective secure!

Fire support reaver sustain fired at mounted warband(darn! Just in range...). 4 boyz, 3 grot died...Warlord then advanced toward them and fired...Luckily rockets were completely useless and only volcano cannon was succesfull at killing enemy.

Quick look into board revealed that if that formation break I have lost. One unit that could hurt them was deathstrike reaver. Ergo first fighta bommaz went against it(to cause BM and maybe cause it to fail activation roll). These dropped shields easily. I then marshalled succesfully formation and removed whopping 6 BM's...GOOD!

Deathstrike reaver then sustain fired at them and covered 3 infantry and 2 vechiles. All infantry died. Quick check revealed that if one vechile blows formation breaks...It didn't...Yea! Then he brought in thunderbolt...Yikes! He got one infantry hit...And I failed the save. Formation broke...THEN I remembered warband that had rallied...If they can double forward they still don't get and they shall not pass goal...But I rolled a '1'...And with that they got the and they shall not pass goal to objective along break their spirit goal. And so it was 2-1 victory for Legio Victorum(orks got defend the flag). Bugger.

====================

So another victory for titan legions. The anti-AP firepower they could bump out was positively devastating. This game made me think that deathstrike reaver probably ought to get point reduction(missile is good but it's specialised, one shot and random. After that it's just BP3 macro barrage per turn. Not worth IMO current price) and upping sweep reaver price(dedicated weaponry=no diluted firepower=good effective titan). Similary I may have underpointed fire support reaver but not sure. It's pretty static unit(rockets work best with sustain fire command) and titan legion needs all moving units they can get. Similar to blasta gargant in that regard.

Paladins have yet to impress me so I may have to drop formation price a bit. Currently it's 3 for 300 pts. Maybe 3 for 250 would be more appropriate.

Fire support warlord was OK but not great. Think I have got the price right. Definetly won't require price upping.

Re: [epic] 2xorks vs titan legions, orks vs eldar - englanti

Lähetetty: Ma 17.01.2005 11:19
Kirjoittaja tneva82
This game would try out my Urithair eldar army list. We would reverse roles in that I would use eldars and my opponent took control of orks. When desigining list I wanted to try out several Urithair specific things and also to field lots of guardians rather than standard lots of aspect warriors style.

3500 pts urithair army list:

big wraithgate
guardian warhost: seer council, 7 guardians, 3 wraithguard
guardian warhost: farseer, 7 guardian
guardian warhost: farseer, 7 guardian
guardian reserve warhost: 8 guardian
guardian reserve warhost: 8 guardian, 8 falcon
aspect warrior warhost: 6 dire avenger, 3 wave serpent
aspect warrior warhost: 6 striking scorpion(2 exarch), 3 wave serpent
fire prism troupe: 3 fire prism
engine of vaul troupe: scorpion
wind rider troupe: 6 jetbikes
wind rider troupe: 6 jetbikes
night wings: 3 night wings

3500 pts ork army list:

big warband: 18 boyz, 2 nobz(warlord), 8 grots
big warband: 16 boyz, 3 nobz, 8 grots
big warband: 16 boyz, 2 nobz, 8 grots
warband: 8 boyz, nobz, 4 grots
warband: 8 boyz, nobz, 4 grots
big landa skwadron: 2 landas
big kult of speed: 16 warbikes
bliz brigade: 4 gunwagon, oddboy(supa-zzap gun)
big bliz brigade: 10 gunwagon, 2 oddboy(2xsoopagun)
fighta skwadron: 5 fighta bommaz
fighta skwadron: 4 fighta bommaz

For terrain we used 5 hills. 2 were slightly outside of my deployment zone on left and right, another front of hill on left. Continuing toward up and right fourth hill. Final hill was on far right around center.

For objectives I put my bliz objective on right and take and hold objectives on his side of board as close to board edge as I could and on left and right. This I figured would suit fine concidering my speed. His bliz objective was on left while he deployed one take and hold front of my bliz objective and second to left of it. I decided to have take and hold objective front of bliz objective to be my wraithgate.

For deployment it turned out like this:

Eldar. On left behind hill a windrider troupe, then further right second. Behind hill on left was the scorpion super heavy tank. Far right first scorpion aspect warriors with fire prism troupe at front and on the very edge on right guardians with falcons. These were non-garrison units. I garrisoned rest of guardians with seer council and reqular guardian warhost on my left(with seer council behind other). On right the 2 other guardian formations were, with warhost behind. Dire avenger aspect warriors were left into reserve.

Orks. Warlord formation stayed in landas. On both flanks guarding the objectives were 2 warbands, the one with 3 nobz on left. Bigger one was closer toward side while smaller one was on more toward center. Then for non-garrisons he had on center-left small bliz brigade, then to right warbike horde and finally bigger bliz brigade.

From the start I knew landas were big concern which is why I had such a heavy concentration among guardians(if he charges into close combat he faces fucilade of fire fight attacks).

====================

Turn 1 strategy roll won by eldars. To begin with I put nightwings into CAP just in case his numerous air forces would try an attack. I then decided to give initiave back to opponent. This was proven when his squadron of 4 fighta bommaz screamed in against fire prisms. I opted to try to reduce his air power at once so called nightwings. To my utter horror NO hit was scored despite NINE 5+ rolls...Luckily neither did his rokkits find a mark...

What a strange begining. I then sent reserve warhost on right forward on double. I couldn't really do much untill he would come bit closer...

His second activation didn't help when his 5 fighta bommaz screamed in against fire prisms, avoiding most of the night wings by coming from the left(night wings were behind original fighta bommaz squadron). Still one was in range and it plus fire prisms managed to drop one fighta bommaz from the sky. Odd dice rolling continued with still no hit against fire prisms being scored(that's 13 5+ roll with 1 hit and 8 4+ roll with zero hit).

Seer council then led their formation forward. They were instantly flanked by huge warband which shot at, not seer council formation but instead formation behind them. Ineffective firing just whizzed past them without harm.

I then decided to risk a lot and sent one wind rider troupe on double past the big formation. Alas this costed me SC rerol since first roll was a '1'. Then second wind rider troupe moved front of warband. Then I used farsight to try to engage them with guardian warhost that had been shot at(figuring that even with BM the number of 4+ FF attacks ought to carry the day) but '1' prevented that plan...Instead I just removed both blast markers from formation.

Small warband on left then moved toward nearest wind rider troupe and shot at them. This time shooting scored a casualty in a form of bike stand. Scorpion aspect warriors then moved next to nightwings.

Then came the moment I had feared for and the landas screamed in. Against 2 guardian warhost on my left. He deployed on right side of formation and all told 4 guardians and wraithguard were forced to close combat. I also sent farseer and seer council into thick of it as well.

Combat was bloody and costly. In total from orks 6 boyz, nobz and 2 grots stands died. For eldar 4 guardian stands and crucially seer council died...So results were 7(casualties) for eldars and 5(casualties)+1(outnumber)=6 for orks. Could have gone worse. Especially when best orks rolled was 3 and I rolled 4 :D That sorted out landas and his warlord(mwahaha) and one boyz stand died as well.

Both lost their supreme commander in early first turn. Something that I have never seen before...Good thing I rallied the guardian warhost.

To compound his problems his warband was so widely spread that all could not get outside 15cm so 2 boyz and grot stand died as a result. Guardian warhosts moved closer to warband.

I then tried to move fire prisms forward but failed and formation broke as a result. Bugger. But atleast the big bliz brigade moved in closer(something I had waited for) and though it costed me 3 guardian stand from reserve warhost on right atleast I could now do something to them...Enter one scorpion that advanced forward and shot at them. Scorpion proved it's worth instantly by destroying nearest 3 ork vechiles. Then I called in for dire avengers to come in and engage big warband on my right. This however proved stupid. I had forgotten my own way of dealing with such rapid moving fire fight units! One that my opponent knew quite well and used. The damn grot screen! They jumped front of boyz and though dire avengers scythed through them with ease(all 8 grots died) I didn't score single casualty that would count for result...Ooopsie! Rather obviously all aspect warriors died...Autarch will not be pleased...

Guess I'm too used to larger warhosts Biel-tan possessed...8 + 2 exarchs would have been formation that could have pulled this stunt off, 6 + 0 exarchs was not...

Same warband then doubled forward and shot at scorpion host. One wave serpent was blown apart and one scorpion stand inside perished in flames. However both players knew that formation was as good as gone but it had done it's job when it wiped out dire avenger host.

First part of wipe warband task was moving falcon group next to them and disembark guardians. Pulse lasers blew out one gunwagon which conviniently broke them.

Small warband on right then doubled closer to bigger one and shot at scorpion host. No damage was done.

Then scorpions charged into warband with vengeance in mind. This time there were no grots to save them...

Except this time saviour was complete inability of scorpions who, despite 10 attacks + 2 macro weapon attacks only got 3 boyz and nob stand. In return scorpion and BOTH aspect stands were killed...Uh oh.

All scorpions died...

This is not going well. It's only first turn and I have lost all my aspect warriors...And haven't done THAT much to him...

But wait! There were guardians on flank! WOPEDOO! Except all THEY got was one stand of boyz...So result didn't change...

Bugger.

Small bliz brigade then moved on double far right and blew scorpion.

Turn was ended with kult of speed moving on hill on my right.

In rally phase big bliz brigade rallied but rest of ork formations didn't. For me only formation not to rally was the fire prisms which was bad concidering he still had 8 fighta bommaz...

====================

All crucial strategy roll for turn 2 went for eldar. Phew!

First action was for intact wind rider troupe to engage big warband on left. They were surrounded by second troupe and ex-seer council formation so bloody lot fire fight attacks were coming in way and while grots would take some lots of boyz ought to die as well...And so it turned out with 6 boyz, nob and 2 grot stand dying for loss of only one stand of bikes so before roll eldar had advantage of +4. He rolled one higher so 3 more stands died. Wind rider troupe moved next to small warband which then was engaged by ex-seer council formation. This proved to be even more of a massacre victory for eldar for 7 boyz, nob and 3 grots died without single eldar casualty(2 hits were saved by wraithguard). The 2 last ork boyz stands were wiped out. Guardian warhost then moved next to broken formation and wind rider troupe #2 engaged them. 4 boyz and 3 grot stands were killed to 2 dead bike stand. Assault roll however ended up as a draw after modifiers so new combat round was fought(darn. Costly for eldars). However my fears were unfound for 2 boyz and nob stand died for no more eldar casualties.

Just like that I had cleared my left side. Only broken warband was left of ork presence. Broken windrider troupe retrerated to north-west corner.

He then tried to engage my reserve host with falcons with foot warband but failed due to blast markers! They advanced toward bliz objective instead.

I then tried to engage with that host the kult of speed, but failed as well...Falcons instead shot at small bliz brigade but despite scoring 3 hits only one wagon was blown apart...Drat!

Small warband then engaged reserve warhost on foot. All guardians got into CC but in return guardian warhost behind them was nicely in FF range(as planned). In total 5 boyz stand and 3 guardian stand died. I had BM's, he didn't and he had twice as much units so he had +2 advantage for roll-off. 6-2 roll meant rest were wiped out as well...

Guardian warhost from left then doubled next to small warband on right. Guardian warhost front of them then engaged them into firefight. In total 4 grots and boyz stand died(darned grots!) for no eldar loss(yea!). I had BM advantage(+1), outnumbered them more than 2-1!!! after casualties so +4 for me before roll off...After roll off I only had +2 but only 1 boyz stand survived...MWAHAHAHA!

Fighta bommaz raid #1 then came in against falcon host and blew one falcon and 1 guardian stand. Second fighta bommaz raid came in against same target and with same results. I then failed to bring in night wings...NOOOOO!

Big bliz brigade then doubled toward the falcon host and shot at them. One falcon was blown apart. Annoyingly this was all that was needed to break them...Falcons took guardians up and headed toward bliz objective. Warbikes then doubled next to guardian warhost on right over the hill. Shooting removed 1 stand.

Rally phase. Falcon host rallied(yea!). Actually only formation that didn't rally was fire prism troupe...For orks only formation to rally was big bliz brigade.

====================

Turn 3...Avatar was summoned next to warbikes and then once more crucial priority roll and...Eldars won due to higher strategy rating. Phew!

Avatar led guardian warhost against warbikes. Avatar proved why he is so deadly and cut through 5 warbikes with ease, though suffered point of damage as well, while guardians removed another bike(bit of poor luck there). Carnage meant that forces involved were of equal sizes but I had BM's, he didn't. However thanks to inspiring I still had +4 before roll off...Came usefull though because he rolled 6, I 2, as a highest...New round.

This time 6 more warbikes fell for loss of 2 guardian stands. This meant I had +12 from casualties, I had more units(one more and I would have had +2 from outnumber) so +1 there plus inspiring. +14 all told. He had 3 from casualties and 2 from BM's. 14-5. Guess he would have prefered straight loss in first round :D Would have got some bikes back from carnage...As it was all were killed.

Falcon host then advanced a bit and shot at big bliz brigade, no damage. Nightwings were then called in and they took out 3 wagonz which was more than enough to break them(I messed up here. First nightwings, then use falcons to cause 1 BM to small one which would have broke them).

Fighta bommaz then made presence felt and attacked falcon host. They managed to blow one falcon apart.

Guardian warhost on left then advanced next to broken formation. Wraithguards shot and took out 2 grots(and one more from BM). Windrider host then engaged orks into firefight. In total 3 boyz stand died for loss of bike stand. I barely won roll off(thanks to him being broken and me not having BM's) so rest died. Wind rider host concolidiated next to take and hold objective.

Second fighta bomma raid took out one more falcon and this broke falcon host. Bugger since they controlled the bliz objective.

I tried to send recently rallied wind rider troupe there but failed...I settled on removing BM's for future. Small bliz brigade then doubled next to warhost that had summoned avatar. Though he didn't kill any eldars it broke formation nevertheless so orks controlled bliz objective along with take and hold objective...

Last warband on board then charged in avatar(not much to lose anymore). They managed to bring avatar down with sheer numbers though lost 4 boyz and nob in result and as such broke. Still with that time to check objectives. He had blizkgriek and take and hold objectives. That was all he scored thanks to falcon host being alive(even if broken). I OTOH got break their spirit(warlord warband) and that's it. 2-1 victory for orks...

Costly defeat for eldars though on brightside ork casualty pile was positively HUGE. I'm pretty sure I killed more of them in points than he killed eldars. My biggest failure was in aspect warrior use. Biggest right thing I did was use of guardian warhosts, wind rider troupes, hit&run rules and farsight which ensured I wiped left board from orks with brutal efficiency and took out warbikes without much of a problem.

Oh and had fighta bommaz not broke the falcon host I would have won it 3-2...So it was still pretty close game.

Well atleast this carnage meant that this ork force would not be threatening Imperium for a while which was goal of Eldar attack anyway(this was all just part of farseers plan anway :D).

Lähetetty: Ma 17.01.2005 17:25
Kirjoittaja Blacklion
Helvetillinen. Tuo on niin törkeän epäystävällinen lukijalleen, ettet uskokkaan...Aivan liian pitkä. Kiitos vaivannäöstä kuitenkin :)

Lähetetty: Ti 18.01.2005 07:45
Kirjoittaja tneva82
Ihmekkös tuo jos on pitkä. Siinä on kolme eri peliä. Pitkä tulisi jos laittaisi kolme mitä tahansa peliä yhteen ketjuun mutta näin ei floodata yhtä aluetta turhan monella eri ketjulla kun yksikin riittää.