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6K Ork Waaagh vs. Tyranids

 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Mon Feb 08, 2010 7:15 pm 
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This Ork Waagh may be for a game at the end of the month. Two players on each side. I'm assuming there will be a limit on Titans so maybe only one per player. Have a look and if you can, try to keep me honest.

Bad Moon Clan - 600 points (BP: 14, VP: 9)
Brain Crusher Mob - 200 points
Mekboy Shokk Attack Gun Mob - 100 points (** Mekboy Cards)
Madboys Mob - Free (Entire Madboy Mob - BP: 10, VP: 4)
Orbital Roc Artillery -
Orbital Roc Artillery -
Great Gargant - 840 points (Head/Gutbuster/Ripper Fist/2x Super Lifter Droppers/Gatling Kannon).

Goff Clan - 650 points (BP: 14 VP: 8)
Mekboy Shokk Attack Gun Mob - 100 points (** Mekboy Cards)
Madboys Mob - Free
Orbital Roc Artillery -
Orbital Roc Artillery -
Orbital Roc Artillery -
Great Gargant - 840 points (Head/Gutbuster/Ripper Fist/2x Super Lifter Droppers/Gatling Kannon).
Warlord Mob - 500 points (Separate BP/VP)


Snakebite Clan - 600 points (BP: 14 VP: 9)
Pulsa Rocket Battery - 250 points (** Mekboy Cards)
Madboys Mob - Free
Orbital Roc Artillery -
Orbital Roc Artillery -
Orbital Roc Artillery -
Freebooter Mob - Free

Kult of Speed Clan - 400 points (BP: 18 VP: 12)
Bikeboys Mob - 100 points
Bikeboys Mob - 100 points
Fighter Bomba Mob - 200 points (** Mekboy Cards)
Fighter Bomba Mob - 200 points (** Mekboy Cards)
Madboys Mob - Free
Renegade Mekboys - 600 points (** Mekboy Cards) - 2x Dragsta, 3x Lifta Dropper, 3x Kustom Kannon Speedsta.

Ok, so it's 6030 points but I'm sure the others wont mind. They may even do just as bad themselves.

1) The Snakebite Knobs, can they elect to become Boarboy Knobs instead (as per the core rule regards Cav units) but retain their normal stats except the movement? If not then who's head do I have to hurt to get Snakebite Boarboy Knobs added to the list?.. Oh, Hi Zap!

2) Fighter Bombers: Being independent do they stay as individual detachments or do they have to mob?

3) The Warboss/Warlord thing. I have to include a Warboss or Gargant for this sized army. The first Warboss OR Gargant does not take up a special card slot? Even Gargants?!?

3a) A Warboss or Warlord can spot for Orbital Battery. Why not the Gargant? It's part of the above leadership that must be taken rule so we can assume a Warboss or Warlord is in the Gargant so why isn't it able to spot for Orbital Strikes?




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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Mon Feb 08, 2010 9:33 pm 
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What about giving the goffs some APCs?
Battlewagons will carry this CC Clan fast upon your enemies

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Mon Feb 08, 2010 10:44 pm 
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Excellent Smithers, I hope the too miss the reasons behind my army choice. The Tyranids will need to come to us so as to gain yummy VP's. They're artillery and long ranged stuff will be suffering under the attention of an Ork Air Raid while Ork Pulsa Rokkits and (maybe some) Orbital Rokkits will be hitting them at the same time too. I'll have some things to throw at them in a shooting match that'll curl their claws and the Speed Freaks'll go out and harass them along in the right direction if they get all cunning and lurky. Nah, I'm sitting tight. Let them come. As for the Boys, I gots plans for them all that'll cause some nasty Tyranid Butthurt.




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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Tue Feb 09, 2010 2:07 am 
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As was pointed out to me once, you can only have one free card per company.

1) No Snakebites Nobz don't get a free upgrade to mounted on boars.  I'm in support of the idea of a Snakebites only Nobz Cyboars card....I think I floated the idea a while back.  If I take the Snakebites clan I sometimes max out the Boarboy support cards and use them with Evil Sunz so I can take the Evil Sunz Nobz Warbikes card to command them.

2) Fighta-Bombas from the same clan have to Mob.

3) Even Gargants!

3a) I'd be ok with the Gargant Nob spotting for the rokkits....of course the Gargant couldn't fire then   :glare:  :laugh:
Seriously, given the existing limitations on the Rokkit Barrage I'd be ok if the Gargant's Nob called it down.




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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Tue Feb 09, 2010 8:47 am 
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Thanks, so Freebooters or MAdboys in the Snakebites but the rest are ok? As an Ork Clan = a Company.

1) Evil Sun Knobs? Lame. Snakebite Boarboy Knobs for the win! Re-flote the proposition.

2) Independently dependant huh? SOundS OdD.

3) Mwah-hahahahah!

3a) Cool! So both Gargants can Obs for Orbitals.


Got another.

4) Given that all things are equal and that space time are relative... why is it that Mekboy cards for vehicles only relate to a squad and not the entire Mob of the same vehicle?.. which given the Mob rules kind of makes some movement enhancing cards redundant. This is an old rule from SM2 days that never made me happy and back then I was fighting these guys.

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Tue Feb 09, 2010 10:18 am 
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About VP granted by Orbital Barrages, against tyranid, do they reward double VP ?

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Tue Feb 09, 2010 11:46 am 
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Quote: 

do they reward double VP  

I think they should do

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Tue Feb 09, 2010 8:15 pm 
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I don't!!!  :oo:

Why would they?

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Tue Feb 09, 2010 9:53 pm 
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Quote: (Warhead @ Feb. 09 2010, 20:15 )

I don't!!!  :oo:

Why would they?

Why not ? :p

A question Warhead:

how do you handle when a shock attack gun hit ( hit + double) a multiple wound unit ? And when hitting a bio-titan ?

We have a discussion currently on french board and we can not reach a situation clearly stated in the rules.

1)"bad mother fucker" version:

According to this:

Quote: 

The effects of damage, p38
Special ability: Multiples Wounds

Some weapons or abilities slay the target outright. In the case of creatures with multiple wounds these weapons inflict as many wounds as the model has. These wounds may be regenerated unless the attack is an ethereal psychic attack. In that case they are irrevocably destroyed as these attacks usually do not leave anything behind to  regenerate


Some would say that a hit + double on a multiple wound unit generate maximum wounds :oo:

2) other version:
- multiple wound creatures suffer 1 wound, bio-titan are hit in a table location without suffering a wound (except the wound(s) due to the roll in critical table).




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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Wed Feb 10, 2010 12:55 am 
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:laugh: Just 'cause.  :whistle:


Ok, just thinking out loud here...

I would say it depends if you think it a wound you can regenerate. What would you say if a Troll or Bloodletter was hit by the same effect. It would keel over and get to regenerate, right?

If it was a Titan the armour would be defeated automatically and the roll on the template location could be survived, it's not an instant kill.

Ah, but it also says Tyranid creatures with wounds that lose in close combat take the difference in the Close Combat in wounds... but this isn't a close combat, it's a hit effect. Wither the snotlings appear inside the creature is immaterial, it's normal damage, like a tumour.

Therefore... and here is my conclusion.

Tyranid creatures with regenerate alone, by rights should be destroyed which just means killed, not destroyed as in nothing remains because it's not as devestating as a Vortex or similar. Place it on it's side but it's allowed to regenerate in the end phase.

Tyranid creatures with multiple wounds that regenerate automatically take one wound that they may regenerate in the end phase.

Tyranid creatures with multiple wounds that regenerate AND have damage templates will also automatically take one wound AND they will roll on the Critical Damage table for effect. Any wounds caused can be regenerated in the end phase like any other.

(If Ork players are going to cry about it though then I would accept two wounds on account of snotlings appearing inside you is kind of cool but that's a bit much for a 100 point light artillery unit... but they do kill Titans sometimes sooo 2 wounds is arguable).




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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Wed Feb 10, 2010 2:56 am 
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Quote: (Warhead @ Feb. 09 2010, 07:47 )

Got another.

4) Given that all things are equal and that space time are relative... why is it that Mekboy cards for vehicles only relate to a squad and not the entire Mob of the same vehicle?.. which given the Mob rules kind of makes some movement enhancing cards redundant. This is an old rule from SM2 days that never made me happy and back then I was fighting these guys.

I could go either way on this....but given the double edged nature of most Mekboy cards perhaps just one detachment is better  :blues:

What do people think?  (bearing in mind WMN might not look too kindly on a heap of changes to books he's already formatted  :oo: )

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Wed Feb 10, 2010 3:04 am 
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Shokk attack says:

HIT + Double Target destroyed with no save. If the unit has a template, pick a location on a hit location template and scatter normally, then roll for damage to that location.

seems pretty clear for titans/Dom.  Multi-wound creatures with no template take maximum wounds and put on their side to make a regeneration attempt in the end phase.

Orbital Barrages will give Tyranids double VPs.

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Wed Feb 10, 2010 6:11 am 
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Quote: (zap123 @ Feb. 10 2010, 03:04 )

Multi-wound creatures with no template take maximum wounds and put on their side to make a regeneration attempt in the end phase.

Ouch, that's hard. Poor harridans, they gonna have a hard but short life.

Extra question: when a multiple wounds creature collapse is hit another time by a SAG with double+hit, does it add as many wounds as the creature has maximum wounds or just it adds one extra wound ?

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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Wed Feb 10, 2010 7:17 am 
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Geeze, you guys come up with some hard ones  :glare:

Hmmm....it's already "slain" so arguably the P38 rule doesn't apply, but in absence of any other rule I guess yes, it would take it's maximum wounds again.  I'd suggest "maximum wounds" being the number the unit had at the start of turn, not its' starting wound value (if that is different).

Given there's a bit under a 6% chance of a Hit + Double I'm not sure the Harridan has too much to be worried about  :flyboy:

Maybe if it rolls an arrow and double 6 the Snotlings should materialise at the Orks feet  :laugh:




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 Post subject: 6K Ork Waaagh vs. Tyranids
PostPosted: Wed Feb 10, 2010 7:35 am 
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Looses entire wounds is kind of screwy for 100 points of light artillery even on only a 6% chance. Just doesn't seem right, and I'm the one who'll be fielding them.

So, you defeat the armour and snotlings appear. When you roll the crit you roll the location the assumably appear in. What happens if it's a leg? Can't see an outright kill being caused by a leg hit, can you? I think you've got this all wrong Zap. One wound for the hit and a roll on the crit to see just how much worse it gets.

Tyranids without a table might be full wounds as they are smaller creatures so the damage is more critical I guess.

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