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Ork Trust in Rust Dread Mob Punches Eldar in the Face Repeatedly

5/21/2015

Comments

 
Welcome back to the overpowered ork dreadnought channel.  I hope you all brought your teef with you.  (for betting purposes of course).  Todd from Sincain40k and I were able to play a second game (after the first one) continuing our Nova Open practice.  Would the orks fair any better? Would Greg run out of tealight markers again?
Picture
This time I'd be running a legal list.  (Quick adjustment meant dropping the bikes, taking a mega armored warboss, and another dread (mega dread).  This won't be my final list, as discussions with FW (they actually answer rules questions!) let me find out I can still run Zhardsnark with a dread mob, he just can't be leading it (no bikes as troops, and can't be warlord).

Nova Open GT Practice: The Scouring

Nova Open GT Rules
Eldar Missions: (Primary Mission 1, Secondary Heart of the Matter, Marked for Death, Linebreaker)
Eldar 1850
File Size: 13 kb
File Type: html
Download File

Ork Missions: (Primary Mission 2, Secondary Slay the warlord, Moment of Bloodshed, Marked for Death)
Ork 1850
File Size: 14 kb
File Type: html
Download File

Deployment (Hammer and Anvil)

This was going to be a tough one for the walkers.  Hammer and Anvil is not friendly to orks!  Hopefully the dread mobs speed would help me get into range quickly.  It should be noted that I tend to not run KFF's, MFF's, grot riggers...or pretty much any upgrades at all.  This is to fit even more dreads in.  My narrative list with the bikes actually has an alternate version where I just add another deff dread in!  I win the roll off, and decide to go first!
As before, I kept the heavier AV models in front, to provide cover for the lesser models in back.  Tommy if you are reading this one, this match was directly after the first one, so I couldn't apply any of your tips yet.  I have found however (in LVO, and tourney practice), that the second the killa kans are in range of enemy guns, they get picked off first, regardless of whether they are behind a KFF, MFF, Cover, etc.  As such I'm starting to think I should just give them all big shoota's and keep them way back and dakka continuously.  The Av11 just can't stand up to all the str 6 spam in the game now.  An entire unit is wiped out nearly anytime it's shot at.   You'll see this as anytime Todd chooses to shoot at something, it blows up, unless it's the AV13 dreads. (the FW one's have 5++'s)

Turn 1: Eldar/Orks

My Turn! I run the entire army.  Everything is out of range.  Todd is worried about the fourth av13 dread.  I position my warlord in the center building (the center buildings block 100% of los, ignore the windows).  Todd shifts things arounds, fires some salvos.  He does a hull point or two, I make a bunch of saves..  (All the dreads have cover or 5++, and night fighting is a yes).

Turn 2: Orks/Eldar

The orks surge forward.  It's pretty much all they can do since eldar is hugging hte back of their deployment zone.  I can't remember if I tried a waaagh this turn or next.    Ork shooting is ineffective (I basically move the dread up to the edge of area cover, and the 5++ dreads straight up the road).  I start collecting primary points this turn.  I'm very good at quietly collecting points while Todd worries about being assaulted by Death.   One of my grot squads comes on.  (stay in reserve ya gits!)

The Eldar turn on their targeting computers.  Todd realizes if he doesn't wipe out a lot of dreads on this turn, he's going to have a very bad Turn 3.  In particular, the mega dread is kitted out with triple flamers, one of which is str 6 AP3.  So as you can guess, with 20+ str 8 (BS5 and guided depending on the unit), The Eldar go to work! Bring out the tea lights boyz! Gonna be distracting the panzees with flashy lights!  When the dust has settled, a deff dread and the mega dread have bit it.

At this point, I am getting a bit tired, so the images bunch up a bit

Turn 3: Orks/Eldar

I declare a waaagh!  I fail charging with the meka dread (would have gotten the hidden scatter bikes).  The morkanaut makes his charge into the fancy sparkly bit launcher tank.  Another unit of grots comes on.    The mork annihilates the vehicle, and is stuck facing forward (because no consilidation after smashing a vehicle).  Other dreads shoot some and fail charges, no damage.  I secretly gain more points. (6 points primary now out of 9 max).  

The warboss charges into the warp spiders, and kills four, but they auto pass morale, and hit and run away.  He consolidates back onto the objective. 

At this point, I am getting a bit tired, so the images go slightly out of order (I forgot to take a photo every turn)

The zip zooming flyer comes on and combined with the hornets, takes out the morkanaut who yells at it angrily because it finally got to kill something.
The wave serpent on the other side wipes out the deff dread over there, and the fire dragons make the other FW dread explode in a brilliant manner.  The warp spiders and scatter bikes, wipe out two units of killa kans.  (one of these units might have been damaged in the previous turns).  The durability of the dread mob is primarily determined by whether or not guide and doom get off.  If they do, everything explodes. (basically TL all, reroll pens)

Turn 4: Orks/Eldar

With the left flank collapsed, Todd is free to roam the countryside and plan where he will build his elf cottage.  I max out my primary points this turn.  (9 points primary, 0 Todd) Todd suddenly realizes I could win primary.  He starts playing the mission (which is easier since there are only four dreads left on the table tricks on him though...they are the meanies ones!).

The gorkanaut slams into the wave serpent yelling "Remember when I couldn't kill these things?? BOOM!"  He consolidates towards the fire dragons.  (Todd is very good at using his vehicles to block the walkers.  6 inch move means I have to go through the vehicles to get to the infantry. The killa kans shoot some bikes.  They know I don't like them anymore, so they miss on purpose.

Todd shifts his units around for a turn 5 play. He wipes out the remaining killa kans on the left side (i think one was still alive).  He can't draw line of sight to anything else because he blew it all up.  (haha take that! The ultimate strategy!)



Turn 5: Orks/Eldar

The gorkanaut fails to charge the fire dragons.  The grots hide behind a building on the objectives, and go to group prematurely to poop on the cottage location.

Todd splits all his IC's from his bike squads, so he can cover every objective on the board in one move.  Everything that doesn't jump on an objective shoots the gorkanaut, who blows up in ultra slow motion, inspiring all the remaining orks to paint the other walkers.

Todd is able to tie me on primary by holding enough objectives to score 9 points.  Now to be fair, we totally forgot to score the objectives, so we just "guessed" it was enough.  Either way Todd had enough firepower to clean the planet free of everything but all the rusty dread parts which would slowly give him tetanus, and result in joint pain for the rest of the space elves existence.

Final score 15-9 (tied primary 9-9, Todd got all his secondary objectives) (I didn't get tabled, and scored more! getting better! :) )

Winner and Still Champion (for now) Todd's Shiny Space Elves!

Note: Any sarcasm is because I am tired writing this report after primering things most of the day.  (and is meant to be funny) It in no way reflects the behavior of players in this game, as I had an absolute blast playing Todd (as always!).  That being said, his witches cheat with their fancy eldar psychic shennigans! :)

Summary

Another great game.  The dreads durability really showed this game, as it took an enormous amount of continuous firepower to wear them down...and in doing so, they had maxed their primary points.  The lack of mobility really showcased my need to run a bike squad (or other fast moving force) to give the dreads another turn to get to the opponent.   Here is my latest revision of the list for Trios/Narrative.
Revised Narrative
File Size: 14 kb
File Type: html
Download File

"Legal" now, though I still have to pick someone to be warlord. The seven bikers go with Zhardsnark and the painboy and provide distraction.  The meka dread drops it's gun to gain another CC attack, and shred.  (6A, str10 AP2, Shred on charge).  Can also do claws (might be easier) which give him sunder instead of shred.   Today I did a lot of priming and getting ready for painting coats on the dreads and bikes, as well as finishing a grot squad!  I decided to split up the posts so I can finally be one week ahead for once in this blogs existence.  So look for that next week!  Hope you enjoyed the game and thanks for stopping by and commenting as always!   Have a good one guys!

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