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Author Topic: 2K Battle report with pics - ORKS Vs NIDS  (Read 2280 times)

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Offline croggy

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2K Battle report with pics - ORKS Vs NIDS
« on: January 7, 2011, 08:56:07 PM »
Hi guys my second outing with orks and this time its against Dave's tyranid army
now i apologise for the crappy quality of our armies but Dave spends like 12 hrs per model to paint so its slow going for him and I've acquired most of my orks second hand and have only painted 20 boys so far. same goes for the terrain its all a work in progress and something we only get an hr or two on each week so if you don't like ugly armies or ugly terrain then i shall apologise now
 
 its the first time I've written one solo so please bear with me .

o.k with out further ado heres the report

DAVE'S TYRANID LIST (Well what i think he had )

TYRANID PRIME

TYRANID PRIME

TRYGON PRIME

TYRANOFEX

3 WARRIORS

3 WARRIORS

12 GENESTEALERS

12 GENESTEALERS

2 HIVE GUARD

2 HIVE GUARD

2 HIVE GUARD

6 RAVENERS

20 TERMIGAUNTS

20 HORMIGAUNTS

BIOVORE

MY ORK LIST

[100]  WARBOSS - CYBORKBODY, POWERKLAW, BOSSPOLE

[095]  BIG MEK - CYBORKBODY, KFF


[090]  6 BURNAS

[135]  9 LOOTAS


[240]  8 NOBZ - INCLUDING PAIN BOY, BIG CHOPPAS, WAAAGH BANNER
[125]  BATTLEWAGON - DEFF ROLLA, 2 BIG SHOOTAS, GROT RIGGERS

[160]  20 BOYZ INCLUDING NOB - POWERKLAW, BOSSPOLE

[160]  20 BOYZ INCLUDING NOB - POWERKLAW, BOSSPOLE

[160]  20 BOYZ INCLUDING NOB - POWERKLAW, BOSSPOLE


[135]  3 DEFFKOPTAS - ROKKITS

[135]  3 DEFFKOPTAS - ROKKITS

[190]  6 WARBIKES INCLUDING NOB - POWERKLAW, BOSSPOLE


[150]  3 KILLAKANS - ROKKITS

[125]  BATTLEWAGON - DEFF ROLLA, 2 BIG SHOOTAS, GROT RIGGERS


DEPLOYMENT

We rolled dawn of war and three objectives, we placed one objective on the balcony of the blue building, one in the rubble of the crashed lander and one in the small ruined building in the centre of the tyranid deployment zone.

Orks won the role of so i decided to go first and deployed one battle wagon dead centre on the half way line which contained the Warboss and nobs.

Tyranids deployed a Tyranid prime and a unit of termigaunts directly in front of the battle wagon and infiltrated a unit of genestealers over the crashed lander objective.

After deploymentignore the randomly placed orks to the left of the pic

Croggy's thoughts

I still have no real idea how to use my orks and once again we've rolled DOW I've placed my battle wagon in a position that causes allot of area denial and i think now I'll just sit back and try to stay out of combat as much as possible. After my last game where i tried to use my deffrollas as much as possible this game I'm going to try and use them as little as possible and try and get to grips with the rest of my army.

TURN 1

Tyranids try to steal the initiative but fail .

orks turn 1 - i bring on everything i bring on my koptas and bikes on my left flank and role well for night fighting so i shoot all but 4 of the genestealers. The second wagon i fill up with burners and bring that on 12" just right of my centre with  2 of my boys mobs and the mek spread nicely behind. The other boys mob runs into the blue ruin while my lootas peg it into the ruins on my far right flank with the kans near by to provide fire support and out flanking protection( after which i remember Dave had put nothing in reserve lol). to finish of i pull back the first wagon.

ork deployment on turn 1

Nids turn 1 - Dave brings in his tyranofex , raveners and 2 hive guard on he's right flank, to the left of them is he's warriors. in the centre he brings in he's second unit of genestealers and another 2 hive guard supported by the biovore, just left of he's centre he brings in he's hormigaunts and on he's far left he has he's trygon other warrior brrod with prime and 2 more hive guard.
   He does small amounts of damage with he's shooting and runs everything  forward. In the assault phase he multi assaults both kopta squads and the bikes with hes 4 remaining infiltrating genestealers killing two bikers and thanks to some crafty wound removals on he's part after my first few attacks back i couldn't get any more hits on him (including my power claw grrrrr lol) so one of he's bloody genestealers ties up 3 of my shooty squads for another turn

the fight goes on
end of turn 1

Croggy's thoughts

O.K well that combat didn't go great but at least now i can see he's set up and formulate a plan.
I'm thinking just hold the blue building and try and stop him from getting any objectives . Looking at Dave's setup he is going all out for the centre objective (the small ruin with rubble and sand on it) while only sending one troops choice to the one in the crashed lander. So I'm going to hold back as long as possible and concentrate on shooting his troops choices. I've decided to completely ignore he's tyranofex and hive guard as they are not a threat to my plan.

TURN 2

ORK Turn 2 - i move everything forward a little grabbing hold of the objective in the blue building and position my kans to fire on the warriors on the right flank and with some help from my lootas they kill one and put a wound on the prime.
 My wagons unload into the hormigaunts causing a few wounds while my bikes finally kill of that pesky genestealer but not before he takes a kopta down first i role decent on my consolidations but make a massive error with my moves what i should do here is position my koptas and bikes for shooting positions on the warriors next turn but what i do instead is position the 2 kopta unit for shots and move the other unit and the bikes right to support my centre.

NIDS Turn 2 - Dave moves he's warriors and trygon towards the centre objective while running everything else in the centre towards it. the hive guard , tyranofex and warriors on the right he positions into cover.O nce again he's shooting causes a couple of deaths on my boys . While he's raveners advance towards what remains of my bikes.

End of turn 2

Croggy's thoughts

Dam buggery bum holes I've just realised that Dave massively over powers me in the centre and my kans will probably never get a chance to fight grrrrrrr lol. once again i am reminded that i should really choose to go second. Dave seems to have he's mind set on just taking the small ruin and then running straight on threw to the blue ruin behind so I've decided now that if i want to hold the blue ruin I'm going to have to take the fight to he's side of the table and hold him there for as long as possible.

TURN 3

ORK Turn 3 - I still foolishly move my bikes towards the centre firing at the termigaunts killing a few, while i move on kopta unit with the bikes the other moves further left and both unload into the approaching raveners and with some amazing orky shooting i kill 3 yay koptas . my lootas once again unload into the warriors causing another wound. My kans move forward and  can  see the trygon so they shoot and cause one wound. the battle wagons harass the hormigaunts again while the two mobs behind them run towards the small ruin.

NIDS Turn 3 - Dave once again moves he's warriors and trygon on my right towards the centre along with anything else that is in the centre . he's warriors advance towards the crashed lander . He moves the hive guard for side Armour shots blowing up one of the wagons taking two burnas with it. while he's raveners manage to assault my bikes joined by the genestealers who multi assault my bikes and koptas  combat is fierce and i lose a kopta and all my bikes except for the nob but we also cause allot of wounds in return (thanks to the nob instant killing raveners) and we stay for another round

End of Turn 3

Croggy's thoughts

O.k. now I've seen the error i made bringing in my bikes and koptas this combat is going to cost me . I've got burnas on foot and nothing to hold my left flank except two koptas so me thinks its do or die time. i wanna draw that trygon away from the centre and I'm going to use my warboss as bait this turn I'm going to declare a war.

TURN 4

ORK Turn 4 - I declare a waaagh the nobs jump out their wagon and run towards the hormigaunts the burnas jump in their wagon and move forward, everything else in my army rolls really well for run so i manage to get one boy squad into combat with  the termigaunts backed up by the prime the boys destroy all but two of the termigaunts but not before taking heavy heavy losses them selves. The second boy squad gets into the combat with the genestealers (just about) but thanks to Dave's crafty wound removal once again the nob has no chance to hit anything as by the time it come he's turn to fight no one is within range we win that combat and Dave has a moment of madness and runs he's genestealers before we realise they do not run and we put them back into combat, the raveners die thank god but my biker nob is left with only one wound remaining. my kans hit the trygon while the lootas once again pepper the warriors neither of them does anything , the nobs kill of the hormigaunts with a little burna help and run towards the small ruin.

end of ork turn 4please ignore the running away genestealers we fixed that lol

NIDS Turn 4 - Dave rolls for he's warriors on my left flanks move through cover and rolls all ones which is just enough to get him out of cover fully but i think he may now really struggle to get to that objective. These guys get backed up by the tyranofex and the hive guard and all shoot at the boys in the blue ruin causing about 5 dead.
 Hes hive guard kill another wagon and all the burnas inside and two killer kans with shooting.
Dave's prime and termigaunts kill my boys and big mek without taking a wound in return and run down the remainder of their squad and consolidates towards the small ruin. The trygon and the other warrior squad with prime give a pummeling to my warboss and Nob's causing them to fall back (but not before they kill the prim). while the genestealers finally get killed of.

end of turn 4

Croggy's thoughts

O Pooh i have hardly anything left but Dave has little or no chance of reaching the objective in the crashed lander and only two troops choices near the small ruin which is one warrior and the two remaining termigaunts. Its pretty obvious what i have to do now.

TURN 5

ORK Turn 5 - i walk my Kan towards the lone warrior shoot and kill him - nice
I shoot and assault the termigaunts with prime with what remains of my boys and kill them . my bike and koptas go after the other warrior squad hoping to slow them down but their shooting is bad and they have little impact.

NIDS Turn 5 - Dave assaults my boys with he's trygon who kills them all but the nob who in turn smashes the trygon head in.
My bikes and koptas are destroyed by the combined fire power of the tyranofex and hive guard.

end of turn 5

Dave rolls to see if the game continues and its a one game over and the orks win

ORKS 1 - NIDS 0

Croggy's thoughts

 What a bloody nail bitter it went right to the wire.

I'm really enjoying playing with orks but i really need to find a better way to use burnas or just drop them all together .
I think i should also beef up my nobs squad and boy am i happy with the kans. my tactics were not great this game but they did win it for me but at the finish i had one squad with 13 boys and a nob , a lone nob and a killer Kan as the only things left in play where as Dave had hundreds of points left in play.6 hive guard , tyranofex , biovore , 3 warriors.

so i truly got my ass handed to me  but somehow managed to win.

It was a great game and i made some big mistake but hopefully i can learn from them i really like the rockets on the koptas and kans but hate how easily the koptas run so i may either put them into one big squad or go for two green barons and some more kans

well i hope you enjoyed the report as always all comments and critic are very welcome










Offline AXEBLADE

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Re: 2K Battle report with pics - ORKS Vs NIDS
« Reply #1 on: January 7, 2011, 11:24:03 PM »
Quote
He does small amounts of damage with he's shooting and runs everything  forward. In the assault phase he multi assaults both kopta squads and the bikes with hes 4 remaining infiltrating genestealers killing two bikers and thanks to some crafty wound removals on he's part after my first few attacks back i couldn't get any more hits on him (including my power claw grrrrr lol) so one of he's bloody genestealers ties up 3 of my shooty squads for another turn

You should re-read the "who can fight" section of the BRB. If the model can attack when the fight starts then he can attack when its his turn, regardless of what models are removed.

This seems to have hurt you on a few turns. Other than that it looks like a pretty good game.

Offline croggy

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Re: 2K Battle report with pics - ORKS Vs NIDS
« Reply #2 on: January 8, 2011, 06:50:48 AM »
ahhh dammit your right

I thought that was the case but couldn't find it in the book so to keep the game flowing we moved on.

i've found it straight away (now you've told me where to look ) and its at the start of combat you se who can fight lol


o well i know for next time and yeah it was a good game i really enjoyed it but maybe next time you see them there will be less grey and more green

Offline angel of death 007

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Re: 2K Battle report with pics - ORKS Vs NIDS
« Reply #3 on: January 8, 2011, 11:33:39 PM »
One thing that really sticks out to me is how often you let your deff koptas stay in the fight.  Although hit and run may not be the best tactic to use against a shooty army (unless you are running in your opponents combat phase) with an army like nids it is golden.

Deff Koptas have hit and run and don't need to be locked in combat.  They were locked up way too often and should have broken free leaving your bikes to deal with the combat. 

Your deff koptas were needed in putting down some hits/ wounds on his MC's which he fielded a lot of them. 

He fielded a tougher Nid list but not the worse I have ever seen.  The main thing is to focus on one squad at a time.  And squad of 20 boyz are not going to cut it with MC's or other larger squads of close combat specialists.   They can just put down too many wounds before you get to strike back.

Nids are fast and hit hard.  I always stay with the same philosophy when dealing with them, shoot the big ones and assault the small ones.  Doesn't always work that way but overall it usually thins them down a bit or makes them a little less combat effective. 

I would have took my first turn to get everything into position.   My deff kopta squads, my rokkit kans, and my lootas.  Let the nids come to you and between all that shooting (even if i had to focus it all at one prime unit at a time would really put some hurt down)  Lootas especially put down a lot of fire and can force enough saves on a Prime and his guards to really make them add up.  The rokkit koptas have speed on their side plus range.  Again these can put hits down and should never be in combat.  The only kopta you ever want in combat is a green baron and that is because it is a suicide unit that targets armor (armor can't strike back) or other squads that have little to no combat ability. 

He not only had a lot of MC's but also had a lot of bodies.  A lethal combo for sure. 

Another thing that would have worked well for you would have been equiping one of your battlewagons with a kill kannon instead of a deff rolla.   Nids are as afraid of ordinance as orks are.  Land one of those shots into a hormaguant or termaguant squad and watch the bugs go bye bye.

Oh and by the way I have responded to a few of your posts now including the army list one.  If no one else has invited you let me just take the time to do it now...

Come to our Waaagh and join us, it is a very orky group full of activities and you can even gain teef and rank by posting/ participating. 

http://www.40konline.com/index.php?topic=205060.0

Just go on that link and send a message telling us u want to join if you are interested.  We got a great group.  Just them them I sent ya... 
« Last Edit: January 8, 2011, 11:39:54 PM by angel of death 007 »

Offline AXEBLADE

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Re: 2K Battle report with pics - ORKS Vs NIDS
« Reply #4 on: January 9, 2011, 01:39:18 AM »
deffkoptas using hit and run is not a reliable tactic by any means (as you have to pass an Initiative check) but the few times it works you will laugh your head off (especially if your deffkopta hits and runs but a unit of eldar shining spears can't)

Offline croggy

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Re: 2K Battle report with pics - ORKS Vs NIDS
« Reply #5 on: January 9, 2011, 07:47:13 PM »
dam fire they have hit and run lol

i'll be honest two games in i should of noticed by now they had that lol

I think i will join the orky group it sounds just  like my cup of tea


also yeah daves list is now pretty mean that tyranofex is one of the best units i've faced (not only with orks but also wih my guard and dark eldar) but i feel things will only get worse for the orks against him as he is going to drop the trygon and instead get a termigaunt breederera fella (forget the name)

@ angel of death
How do kill kannons perform in general ? As i was thinking about it but i don't like tailoring my lists so i wasn't sure on their effectiveness against most other armies

Offline angel of death 007

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Re: 2K Battle report with pics - ORKS Vs NIDS
« Reply #6 on: January 11, 2011, 10:53:46 PM »
@ angel of death
How do kill kannons perform in general ? As i was thinking about it but i don't like tailoring my lists so i wasn't sure on their effectiveness against most other armies

Depends on your list really.  Kill kannons provide an ordinance which only a few ork things can grant.  However the problem is if it is the only armor in your list it will stick out.  The don't press that rule makes it a bit unpredictable.  You can add them to a battlewagon if you are going to keep it back and use it for fire support. 

If i fielded transports at all then I would probably recommend taking a looted wagon to provide some fire support.  I could see it working with other lists but I think it would synergize best with this. 

My list I play a kan wall/ dread bash kinda list with a crap ton of boyz as support so armor sticks out.  And since my boys are constantly advancing they want to get into the thick of it with infantry... though usually the infantry assaults my kans and then my boyz counter assault them.  So my biggest problem isn't so much crushing infantry as it is handling monsterous creatures.  So my fire support unit is lootas.  They can force a lot of saves on an MC and have a decent amount of strength.  They also work good to pop transports leaving the infantry inside to have to deal with my wall.  I usually take a green baron in there to throw my opponent off guard and snikrot and kommandos to keep my opponent on their toes.  But i like the whole psychological aspect of the game so I like having a bag of tricks.

 


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