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Author Topic: 1500 Orks vs Vostroyan AM: Sweep and Clear  (Read 455 times)

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Offline Wyddr

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1500 Orks vs Vostroyan AM: Sweep and Clear
« on: October 10, 2020, 10:31:27 PM »
1500 Vostroyan AM Vs Orks: Sweep and Clear

So, after about 8 months since my last game (thanks coronavirus!), I finally managed to wrangle a game, played outside on my porch, for my inaugural foray into 9th Edition. I'll leave out the fictional prologue this once, since this is probably the only game I'll be getting in for a while (as the weather gets colder and playing indoors remains unsafe). Plenty to talk about in any event. We played this game before the new weapon stats were proliferated to all other armies in the FAQs, otherwise I would have taken more Flamers. Our Army lists:'

Vostroyan Brigade
HQ
Company Commander w/Bolt Pistol, Chainsword (Warlord: Grand Strategist)
Company Commander w/Bolt Pistol, Chainsword
Company Commander w/Laspistol, Powerfist, Armor of Graf Toschenko

Troops
Infantry Squad w/Grenade Launcher
Infantry Squad w/Grenade Launcher
Infantry Squad w/Grenade Launcher
Infantry Squad w/Grenade Launcher
Infantry Squad w/Grenade Launcher
Tempestus Scions (5) w/ 2x Plasma Gun, 1x Plasma Pistol
Tempestus Scions (5) w/ 2x Meltagun, 1x Plasma Pistol

Elites
Astropath w/Nightshroud
Command Squad w/ 4x Plasma Guns
Command Squad w/ 4x Plasma Guns

Fast Attack
Scout Sentinel w/Autocannon
Scout Sentinel w/Autocannon
Scout Sentinel w/Autocannon

Heavy Support
Leman Russ Executioner w/Plasma Cannon sponsons, Heavy Bolter
Leman Russ Punisher w/Heavy Bolter sponsons, Heavy Bolter
Mortar Heavy Weapons Squad
Lascannon Heavy Weapons Squad

Flyers
Valkyrie w/Multilaser, Multiple Rocket Pods, Door Heavy Bolters

Evil Sunz Battalion
HQ
Deffkilla Wartrike (Warlord: Tough as Nails, Snazzgrim's Snazztrike)
Warphead (Warpath, Da Jump)
Big Mek w/Kustom Force Field

Troops
30 Shoota Boyz w/Nob (Power Klaw), Tankbusta Bombs
12 Shoota Boyz w/Nob (Power Klaw), Tankbusta Bombs
12 Shoota Boyz w/Nob (Power Klaw), Tankbusta Bombs
10 Shoota Boyz w/Nob (Power Klaw)

Elites
5 Meganobz w/Kustom Shootas and Power Klaws

Fast Attack
5 Deffkoptas w/Big Shootas
5 Deffkoptas w/Big Shootas

Transports
Trukk w/Big Shoota
Trukk w/Big Shoota

Mission: Sweep and Clear
Secondary Objectives
Vostroyans: Bring It Down (Kill Vehicles), Cut off the Head (Kill the Warlord), Direct Assault (Control central or opponent's objective)
Orks: Engage on All Fronts (Occupy table quarters), Thin Their Ranks (A VP every 10 models killed), Direct Assault (as above)

Terrain and Deployment
Since I was lugging all my terrain down from my office in the attic, I didn't take everything I had, leaving the table perhaps a little sparse for what 9th Edition advises. That said, there was a large waterfall in the SE quarter that was Obscuring, a river (Difficult Terrain), a forest in the NE, and lots of ridges and defense lines scattered around, along with a couple hills. It should be noted we still played on a 72"x48" board, since it would be awkward to shrink the playing space to 60" by 44" and it was unclear how much that would really make a difference, anyway.

My opponent won the terrain roll-off and selected the NE quadrant, deploying his Deffkoptas right on the edge of his deployment zone, flanked on either side by the trukks full of Boyz and follows up closely by the Wartrike and the Big Mek and his forcefield. The big mob of 30 shoota boyz took up the middle of his table quarter, the small squad of 10 hunkered behind a defense line in the far NE, and the Warphead hovered nearby to Da Jump the big mob somewhere interesting turn 1. The Meganobz went in the Tellyporta.

Since it became clear early on that my opponent was going to go for an alpha strike with his super-fast koptas and trukks, I deployed defensively as best I could in a cramped table quarter. Two infantry squads, which had recently had their performance records marked "D" for disposable (though their sergeants had been informed it stood for "Dependable"), were deployed in two lines up front. These were designed to be sacrificial--my opponent would have to slam into them first, they would die in short order, and then the rest of my army would have a crack at the Koptas and such at close range. Behind them went two more infantry squads and the Warlord, these behind cover and flanked by the two Leman Russ. The Astropath and other Company Commander went behind this line, close to the Lascannon squad and a Sentinel. Then, in the back corner, was the Valkyrie full of Command Squads and the powerfist commander and the Mortar squad, whose heirloom mortars could still lob shells just about anywhere on the board even from that distance. The eastern flank was guarded by another sentinel, the north flank by the third sentinel and the fifth infantry squad, who would have the sneaky mission to go and nab the NW objective, if they possibly could. Finally, my Scions would be grav-chuting in.

Deployment


That's a lot of helicopters.
My deployment is like a catcher's mitt

Turn 1
My opponent seemed to have pinned his hopes on going first and catching me with my pants down. I confess that, given the size of the deployment zone and his koptas' insane threat range, it seemed very plausible if he went first I'd have a hell of a time fighting him off. Of course, this issue was moot since I won the roll off and quickly began to teach him the folly of gambling on a dice-off. Made me a little nostalgic for the good ol' days of 5th Edition, if I'm being honest (which, still, was the best edition for pre-game deployment).

Anyway, with a throaty "huzzah" my furry hat-clad men leapt from their emplacements and threw themselves at the foe. I moved forward with the sacrificial squads to get them into rapid fire range (yay, Heirloom Weapons!), moved the Punisher up a bit to escort the Warlord so he could throw around some First Rank/Second Rank orders, and so began the pummeling. Between my infantry squads' hail of lasgun fire, the Punisher, the Executioner, the Lascannons, and a smattering of autocannon fire from the Sentinels, I wiped out one Kopta Squad and reduced the other to three vehicles.

Meanwhile, the Valkyrie flew up to the NW quadrant and, along with the mortars, knocked some 11-12 orks out of the big mob at the center of the enemy quadrant. The eastern sentinel claimed the SE objective while the Northern sentinel and infantry squad 5 advanced to be in striking range of getting the NW objective sometime next turn.

Top of Turn 1


Huzzah!
I advance north!
And East!
I crash a lot of Koptas

In the second half of the turn, the orks counter-assault. The southern trukk disembarks its boyz and they proceed to shoot and charge the Scout sentinel off my eastern flank, reducing it to two wounds, but not killing it (but they do manage to snag that objective from me). That empty trukk then charges one of my sacrificial squads along with the Defftrike, and all those guys are reduced to roadkill. The other sacrificial squad had a good sergeant leading them, since he orders them all to hit the deck as soon as the koptas get close and their shooting does barely anything. Then, to everyone's surprise, even their charge is blunted when they tank their rolls and kill only two guardsmen (I chalk it up to them, you know, ducking). 

The northern trukk drives through the river and its passengers open fire on the fifth infantry squad, killing five. In the backfield, the Warphead sees I've spread out in such a way that there is no good target for Da Jump and so orders the big mob into the forest, which they don't quite all fit inside. All my squads pass their morale tests with a little help from strategems and the first turn is in the books.

Of note in this turn, the Orks left nobody atop the central objective, so they never actually claimed it--they just drove right over.

Bottom of Turn 1


Get DOWN!
Just before these guardsmen became speedbumps
A view from the ork quadrant


Turn 1 Score:
Vostroyans: 14 points for 7 Vehicles brought down (Bring it Down)
Orks: 2 (Engage on All Fronts--in two table quarters)

Turn 2
To my delight, I found the second turn starting with the main threats to my gunline dealt with and really only one severe threat left--the Deffkilla Wartrike. To get it, I'd need to eliminate the remaining Deffkoptas and the Trukk so that the pesky, 8-wound character wouldn't be covered by Look Out Sir. I scored only one primary objective this turn and I wanted to make sure I could score more soon, so maneuvers were in order, as well. Here's how it went:

I ordered the heroically "Dependable" screening squad to fall back, moved one of my back line squads forward to screen the Punisher (in case of catastrophic failure). Then, using Inspired Tactics, my Warlord threw down two more First Rank/Second Ranks and ordered the three remaining infantry squads on that front to wipe out the remaining Deffkoptas, which they did (with a little supporting fire from a Sentinel, if memory serves). The Lascannons reduced the southernmost trukk to its last wound. This trukk was finally taken out by the Valkyrie, which swept over from the NW, where it dropped off its cargo of plasma grenadiers (more on that later). With the Trukk and Koptas gone, the Wartrike was in the clear for the Executioner to charge up and blow away, losing a wound to overheat in the process.

In the SE, the Sentinel used the new Desperate Breakout stratagem to escape being locked in combat with the Trukk boyz. The Punisher then ripped through those orks, doing 12 wounds which resulted in a single, wounded nob flipping off my whole army (my opponent used Insane Bravery to keep him around).

In the NW, big doings. the plasma gunners Took Aim with the aid of their commander and blasted the trukk to scrap in one volley. The trukk then EXPLODED in spectacular fashion, killing 2 plasma vets in one unit, 3 in the other, wounding the commander twice, taking two off the Sentinel, and wiping out a guardsman (OUCH!). Two of the 12 orks also bit it as they rolled out of the wreckage. They then met the business end of a bunch of lasguns and the remaining plasma and a variety of grenades, knocking their numbers to about 6-7 or so. I then charged with the Sentinel, the remaining infantry, and the powerfist commander, killing another 2 orks. One or two orks ran away and that left the last 3 them locked in combat. Total amphetamine parrotshow, that front.

Meanwhile, my Scions fell from the sky and assassinated the Big Mek and did some damage to the big mob of boyz along with the mortars and multiple rocket pods on the Valkyrie, which knocked that big mob down to about 11-12 models. I topped out my Bring it Down secondary objective and scored Cut Off the Head, as well.

Top of Turn 2


My men prepare to charge in the bloody mess that is the NW front of the battle
The Scions drop in to certain glory...or certain death
My Infantry successfully repulses the ork's main attack
Only one ork left in the SE
My lines from the south

The orks were not quite done with their dirty tricks, though. For starters, the Meganobz teleported in just north of the Mortar squad which they then charged and chewed up to bloody slush, but not before shooting one of my lascannon teams dead. The big squad of orks "died" so my opponent could use The Unstoppable Green Tide strategem so a big mob of 30 fresh Shootas popped into my beleaguered NW quadrant and shot apart the remaining plasma gunners (but were too far for a charge). In the center, the 10 orks held back leapt over the barricade and charged the closest scions, wiping them out and consolidating into the next squad. In the continuing melee against the orks in the NW, I think I killed another 1 ork but miraculously didn't take much more damage myself (my opponent was focusing most of his attacks in the sentinel to no avail).

The orks scored double objective points this round and were still in every quadrant of the board, so they continued to rack up points.

Bottom of Turn 2


At least it was over mercifully quick for the mortars
The Scions are mauled by a mob of orks
Even MORE Orks!

Turn 2 Score
Vostroyans: 30 (+1 for Bring it Down, +10 for Cut Off the Head, +5 primary)
Orks: 15 (+3 for Engage on All Fronts, +10 primary)

Turn 3
The main threats are now behind me instead of in front of me. The Valkyrie goes into hover mode and wheels around to bombard the new mob of orks coming from the north and is joined by a Punisher moving too fast to get off its concentrated barrage. Even with these limitations, they kill about 17 of them, when morale is accounted for. Additionally, the troops in the NW manage to kill the remaining orks, with the Sentinel getting in the final stomp against the nob. My lead infantry squads in my center sprint forward in an effort to claim the central objective and one of those squads is able to squeeze off a few rounds to kill off that last nob in the SE. The lascannons, one infantry squad, and the Executioner rip into the Meganobz, killing three out of the five, and my troops back there re-arrange themselves to screen off the tank from a charge. The Astropath even gets in on the act, doing 1 or 2 mortal wounds with a rare Smite (this guy did just about nothing else all game, so whatever). My remaining scions fell back from the orks in the ork DZ and the southern sentinel puts two wounds on the Warphead, but fails its charge. I manage to score Direct Assault this turn, too.

Top of Turn 3


Thinning out the Meganobz
I am all OVER this board

My opponent shoots his meganobz at the Lascannons (ineffectually) and charges them (likewise ineffectually) into the lascannons as well. Vostroyans are made of stern stuff, it seems. The orks in the DZ catch up with the Scions and cut them down--oh well. The crippled new mob moves up and guns down the last of the infantry squad in the NW but can't manage a charge. He still has Engage on All Fronts all over the place and scores some primaries, but he's pretty damned far behind at this point and next round he's losing the remainder of his army. We call the game here.

Bottom of Turn 3


Turn 3/Final Score
Vostroyans: 43 (+3 Direct Assault and +10 Primary)
Orks: 31 (+2 Engage on All Fronts, +4 Thin Their Ranks, +10 Primary)

Post Mortem
As our first 9th Edition games, here are some things we noticed. First, Secondary Objectives are huge and often much easier to score than the Primaries, but choose carefully because some of them just never happen. Second, going first is a big deal for objective scoring if nothing else, since most primary objectives are scored in the Command Phase at the start of your turn and not at the end as used to usually be the case. Third is terrain is interesting and we didn't take enough advantage of it this time around. When (if) I can again play inside and have easy access to my full collection of terrain, things should be more interesting, for sure.

My opponent deployed too far forward and hoped he would get first turn and this was a significant part of his undoing. Second was the lack of anti-tank, meaning he had no real weapons to stop my Leman Russ or Valkyrie, and these were deadly assets to leave unmolested for the whole game. He had trouble even taking down my Sentinels!

On my end, Guard Infantry remains absolutely top-notch for their cost and, if anything, the Guard got even better at shooting this edition, now that their flyers and tanks and walk/drive/fly around without killing their accuracy. On the downside, I hit with nary a grenade launcher all game long and those things are going on the shelf next game for sure. The Astropath didn't do much, but I was anticipating enemy shooting which never developed and so he had a niche that was never needed. I, as always, love Scout Sentinels and my God is the Punisher a fearsome weapon.

Anyway, it was fun to take the Guard out for another spin. I look forward to my next game, whenever that is. Thanks for reading and thanks, as always, to my opponent!

Offline Roboknee77

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #1 on: October 13, 2020, 02:59:28 PM »
Thank you for the write up, Wyddr.  It was fun to play and great to get out of the house for a few hours.

My list was not optimal at all.  I took pieces of what worked last edition and added some units, like the Meganobz, because I haven't used them in a while and thought they would be cool.  I went into this as a learning experience for 9th Edition and succeeded in that goal.

The deffkoptas really can be a threat.  As Evil Sunz they have a fairly ridiculous threat range.

Secondary objectives are a nice addition to the game and figuring out what your lists can give up is as important as what you can take.  The number of vehicles in my list allowed for Wyddr to max out the points on that secondary.  And when it came to picking the secondaries I wanted I had no idea what would be good to pick.  It's something to think about going forward building my next list.

Offline Wyddr

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #2 on: October 14, 2020, 02:57:07 PM »
I think what Deffkoptas are a legitimate threat to is sort of situational--anybody weak in melee is in trouble. But they work as an excellent distraction. Even if they're likely to bounce off the target (a big squad of Intercessors, for example), they are fast and can tie key units up right away. Or at least draw a lot of firepower.

Offline Roboknee77

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #3 on: October 14, 2020, 03:19:06 PM »
They did indeed draw a lot of firepower.  If the heavy shoota gets the same changes to AP and damage as the heavy bolter they become even more versatile.  Only time will tell.

Offline SKEETERGOD

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #4 on: November 1, 2020, 05:59:27 PM »
Great job Roboknee77! And another great victory for the orks  ;D
(after all the umies think they won and will try again so us orks can do more krumping fun)

I too hate the punisher, especially when it is carrying around that pesky Passik.

The only slight mistake is you started the koptas in the middle and in range of those umies (also you didn't have rokits on them). I like to deploy mine "flankin" (off the board come in on first turn thing, it is called scouting ahead and does not cost any command points) so whether or not I get to go first the koptas don't get shot up) Having all your koptas on your first shooting phase would have been a game changer. However, I see you were cunning and it kept your boys from getting shot up too much.  :o

As an aside; since your koptas aren't painted yet, cut the bottom two shoota barrels off and glue on some rokit heads (you should have some spares laying around) or use some plain old straws to make rockit barrels. This way you can play them either/or (rockits or shootas) depending on points you want to spend.

Also, great work in getting your opponent to do all the hard work of writing up the batrep.  8) That is a trick I still haven't learned yet.

Good Stuff, now clear out the garage to make room for more games and go do more good stuff  ;)


"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Wyddr

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #5 on: November 1, 2020, 09:08:38 PM »
The only slight mistake is you started the koptas in the middle and in range of those umies (also you didn't have rokits on them). I like to deploy mine "flankin" (off the board come in on first turn thing, it is called scouting ahead and does not cost any command points) so whether or not I get to go first the koptas don't get shot up) Having all your koptas on your first shooting phase would have been a game changer. However, I see you were cunning and it kept your boys from getting shot up too much.  :o

Keeping them off the first turn, though, means they can't come in until Turn 2. That gives me a whole two turns of walloping his army and no Koptas to draw fire. I'm taking both trukks and the warlord, then, before they do any real damage. Not sure that's worth the payoff. Then they come on and shoot up a couple infantry units and charge...sort of the same game, then.

Rokkits might have been a good idea, though. There was no anti-tank in that list and my Leman Russ just sort of sat there, invulnerable.

Offline Roboknee77

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #6 on: November 2, 2020, 11:32:36 AM »
Thanks for the suggestions Skeeter.  I've been toying around with new list ideas after this Battle.  Even one silly one that would require I purchase a Morkanaut but I have too much to put together and paint already.  ;)  Mostly I need to figure out a list that can be durable and threatening.  Sadly, I feel like large groups of boyz is not the way to go with that in this edition.

I've never been sold on Kopta Rokkits because of the price.  I could almost take another squad of koptas for the price of outfitting the two groups I have with rokkits.  With the Evil Sunz special psychic power they may be worth it.

If you look closely, all the koptas already have rokkits on them.  I just added guns to some, and blades to others, because I thought they looked cooler that way.  Plus that way I could tell the units apart from their added weapons.

Honestly though, I'm kind of waiting for the Ork Codex.  I'd like to see what types of changes will be made to their weapons.

Offline SKEETERGOD

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #7 on: November 4, 2020, 10:35:26 AM »


Keeping them off the first turn, though, means they can't come in until Turn 2.

Scouting ahead lets the coptas come in on your next movement phase, they are not reserves. While Roboknee isn't looking take a peek at the ork codex (Page 104). You only would have the first shooting phase of turn one to shoot some orks, on the bottom of turn one the coptas magically appear on the board to shoot and charge you. A very sneaky trick that a lot of ork players seem to miss.

I have to use it alot as my son is a umie player, and Passik with his very shooty punisher tank has wiped out copta squadrons before, not to mention lots of boys, so I have to use scouting ahead so I can get some stuff behind him to take out those pesky tanks.

We have a game coming up in a week, I will have to take lots of pictures of koptas shootin tanks.

My two teef 
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Roboknee77

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #8 on: November 5, 2020, 02:27:10 AM »
I wish it were true Koptas could arrive first round.  In the match play eternal war rules in the Core Book, reinforcements and strategic reserves can never arrive on the battlefield on the first battle round.

Honestly, I'd prefer the Koptas get their old pregame move back instead of their current version of deep strike.

Offline Wyddr

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #9 on: November 5, 2020, 01:21:30 PM »
Scouting ahead lets the coptas come in on your next movement phase, they are not reserves. While Roboknee isn't looking take a peek at the ork codex (Page 104).

Yeah, that's going back a ways to early 8th edition, before the various Chapter Approved invalidated this rule and then 9th made it part of the core rules.

You hold them back, you gotta wait until turn 2. Sorry, man.

The only first turn drops in 9th are from Drop Pods or Da Jump.

Offline SKEETERGOD

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #10 on: November 9, 2020, 06:53:39 PM »
I do not want to seem like I am starting a rules fight, but page 208 of the BRB says nothing about later turns. I spent the last few days reading all 220 pages of errata/FAQ and saw nothing about units that set up off the board coming in on the second (or later) turn. There is a reserves thing but deffcoptas scouting ahead is not reserves.

If there is a link to where it says units that set up off the board have to come in on turn two, I would greatly appreciate a link so I can read it myself.

Thanks

****Wyddr don't read this part, it is need to know only********
PS: Roboknee look at the second paragraph on page 256 of the BRB, (scouting ahead is not reserves) you still can set up your koptas in the movement phase of any of your turns.
« Last Edit: November 9, 2020, 07:49:31 PM by SKEETERGOD »
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
     We orks are not about being the hero; We orks are about being the mob.
                         
Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Wyddr

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #11 on: November 9, 2020, 09:31:50 PM »
Skeetergod, on BRB Page 366 the definition of "reinforcement units" is:

Quote
Any unit that starts the battle in a location other than the battlefield...is considered to be a Reinforcement Unit.

Now refer to BRB page 282, left column, third paragraph:

Quote
In Eternal War missions, Strategic Reserve or Reinforcement units can never arrive on the battlefield in the first battle round.

This is echoed on BRB page 334 for Crusade Missions, as well. I suppose the rules might be different for Narrative Play (I don't have that booklet) and, of course, Free Play anything goes. But if you're playing a Matched Play or Crusade mission, you can't show up turn 1.

Offline Roboknee77

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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #12 on: November 10, 2020, 12:38:03 PM »
Skeetergod, I sent you a PM with a link to a Reddit post that asked the same question about when units with alternative deployment rules can come onto the board.  It does seem like in Free and Narrative Play you can come in first round.

That said, they really spread out the rules for this one.  As Wyddr pointed out, they give you a term and then you have to flip 80+ pages to get the definition of the term.  As a side note, I have found that same thing happening in multiple core rule books for other games and it kind of makes me angry at the poor design layout choices.

Offline Wyddr

  • Author Eminence: Hereticus Liber Daemonica | Fio'shas Shi
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Re: 1500 Orks vs Vostroyan AM: Sweep and Clear
« Reply #13 on: November 10, 2020, 01:21:35 PM »
Yeah, this is the worst organized edition since 4th, for sure. Better than 1st/2nd, anyway.

7th had rules all over, but the rules inside those books were easy to find, anyway.

 


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