Kealios wrote:
Wow. I think you cheated and then took a pic of a crappy die roll to convince us otherwise

I offered a full re-roll of that entire throw... but it wasn't accepted. *laugh*
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It was really odd seeing no Defender Reinforcements on Turns 3 and 4. Being a mechanized list, it makes sense, but I think that is a rare occurrence, and prevented the Attacker from really being able to concentrate their firepower on so few formations.
I was also a little surprised at, what, 4 defending garrisons? More that _I've_ seen

Well, the Ork list is a variation of my "Tournament Orks", and they always tend to have 3-5 garrisonable formations... lets one get in the fight fasta!
Even if the Guard had been the defenders, they had three garrisonable formations, one being the very deadly Storm Troopers, and with the road, *four* of their formations would've been showing up in Turn 2.
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The Attackers looked to be well back in their DZ as well. Both times we played it, we loaded up the tip of the triangle with troops just itching to go!
That would've been a nice, ripe target for 4BP worth of MW from the Gunzmob, there was no way the Guard player was going to let me get something that easy! Was a surprise when I dropped overwatch to tag the Mech Co anyway. *laugh*
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The IG had some seriously bad rolls. Tanks breaking that early, and then with so many formations not rallying, meant this game was not normal!
Well, the Orks had a lot of broken formations too... *laugh* That's what you get with 2+ and 3+ init armies! If the enemy harasses you, you've got less than a 50% chance of rallying.
Both sides were pretty savaged.
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Thanks for the report. I need to take a stab at the Defending side now, with a non-mechanized list. My Sisters are starting to not thrill me, but they have decent survivability. Maybe I'll give them a shot!
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Looking forward to the report!