Points Played: 3000 Cadian 1.4 vs Thraka’s Ork war horde Result: Ork minor win Score 1-2
This is the 3rd test I’ve done in the past month with the 1.4 armylist.
I had: Hq 600 Fire support 100
Kasrkin 200 Fire support 100
Infantry 250 Infantry 250 Hellhound 250 Hellhound 250 Artillery 250 (manticore) Artillery 250 (bombard) Sentinel 100 (cadian) Sentinel 100 (cadian) Hydra 150 Thunderbolt 150
My opponents list was something like this: Warband (big), extra nob, some stuff Warband (big), extra nob, 2 dreadnought Warband (big), extra nob Cult of speed, normal Cult of speed, normal Blitz brigade, big Blitz brigade, big Gunmob, oddboy Gunmob Gunmob 3 fighta bomba 4 fighta bomba
I didn’t take notes, but I’ll sum up the highlights: Turn 1. I made a very stupid deployment mistake, enabling an Ork horde to be within 15 cm of a garrisoned infantry unit. It was promptly annihilated, leaving me with 1 activation less from the start. The artillery proved to be in top shape, decimating a lot of the dreadnought warband. The hellhounds went in and broke the unit. Some other stuff broke on both sides. In the end phase, most his stuff rallied and some of mine didn’t, widening the activation gap.
Turn 2. Hydra’s get taken out with bombas, taking 2 with them. Both cults of speed get broken (I hate those things) but somehow I am unable to take out the blitz brigades (bad shooting and good saves). Manticores get broke by the 2nd bombas before they can fire. Combined Ork firepower puts pressure on the Leviathan and a well-placed shot with the oddboy does 3 damage and immobilizes it. An assault from kasrkin on the other side of the table turns into a big bloodbath versus a blitzbrigade. 2 drawn rounds of combat (argh!) see both units decimated and broken.
Turn 3. Due to time restraints, we had agreed before the start of the battle to only play 3 turns. This usually results in a lot of tactical movement and not a lot of killing. I had only 5 activations left and quite a few broken units. The Orks lost most of their fast stuff but still had 7 activations. The troops from the HQ dismounted and got into a firefight with an Ork warband, breaking the warband with ease. The remaining fighta bombas went and broke the bombard, shutting down my artillery for good.
He had : DTF, TSNP I had: DTF
Looking back, I didn’t have enough big units (grunts) to stand my ground. The infantry units were just too small to deter the Orks from moving in. My deployment was poor. I should have used a refused flank instead of deploying pretty evenly across the board. Never deploy garrisons within 16 cm of the centerline when facing Orks (or pretty much any army). They will just conga line their big units to the centerline anyway, and you never want them to be able to close combat you.
Hellhounds are pretty sweet, but are still a supporting unit and cannot really take a beating. The leviathan works very well, but the army list can use an explanation on how the fighting platform should be played. Can the troops be assaulted or targeted in a firefight? If so, do they count as in cover? Will they be hit with barrage?
Cadian sentinels are an odd bunch. While their stats are great (for a sentinel), the loss of scouting severely restricts their utility (garrison, harassment, restricting the opponents movement. I might try a mix of both types next time.
_________________ - No plan survives contact with the enemy -
Imperial Guard Space Marines Eldar
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