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3k Marines vs Orks

 Post subject: 3k Marines vs Orks
PostPosted: Wed Jul 14, 2010 4:36 pm 
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So I meet up with TwilightWalker Yesterday at the Glen Burnie Battle Bunker. So I decided to take a couple of pictures. It was a fun game and I learned a couple of things too. Aircraft are powerful, maybe to powerful?

The one thing that got me was how many 6's could one person roll? TwilightWalker Had to roll 20+ 6's for saves. I couldn't believe it.

So here is the list I used.

Dev ( BTS )
Land Raider
2 Razorbacks w/ Heavy Bolter
Hunter

Dev ( BTS )
Land Raider
2 Razorbacks w/ Heavy Bolter
Hunter

Dev
land Raider
2 Razorbacks w/ Heavy Bolter

Terms
supreme command

Terms

Wirlwinds
Hunter

Land Speeder

Predators
4 Annilators

All in all it was an ok list, there is changes that do need to be made but thats fine. It worked pretty good. I garrisoned my Land Speeders and he garrisoned his warband in a ruined builing. Turn 1 was tough without the Terms ( due to teleport ) but I still played it ok. He decided to bring in some Fighta Bommas and shot at my whirlwinds and managed to kill 3 of them. Which in turn broke the sad little formation at this point. I also lost a couple of my Land Speeders. He took light damage during my turn. Turn 2 I Tported the Terms next to a Big Guns mob with 2 soopa guns. I luckly won the initiative so proceeded to engage with both Terms due to commader abililty. Needless to say they wiped out the squad when they broke. I rolled pretty high on the 2 d6's. Then I retained the initiative and I engaged his 2 supazap guns that were left from his blitz brigade with my last 2 Land speeders. Would't you know it I rolled 2 5+ MW hits and killed them too. After some shots back and forth I managed to kill 4 formation that turn but I had taken some casualties too. Turn 2 was my turn. To bad that wouldn't last. Turn 3 is alittle fuzzy to me. I know it was the turn that made me loss the game. I was kinda overwhelmed by his Fighta Bommas again with my Hunters not really doing much again. He charged 2 of my units with his big Warband and proceeded to wipe them out. Oh Orks in an assuallt, but wait it was Fire Fighting..lol He just out numbered me so. But towards then end of the turn I called it as I really had no chance to stop him from getting the win.

I really enjoyed this game. Next time I might have to bring the nids against him though. lol I look forward to playing somemore games when time permits.

Hey TwilightWalker. Post your list too if you would like.

Here are a couple of pictures.

Having troubles uploading pictures. Says there to big, how do I fix this? please help anyone.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Thu Jul 15, 2010 5:19 am 
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rasputin: Might want to upload them to a photo-sharing site first, then putting them here with the img tags. Or zip e-mail them to me and I can do it for you.

As for my own army list, I rumbled out with this one.

But to save everyone a click:
WARBAND (BIG) - 400
4 Nobz, 12 Boyz, 4 Grotz
+2x Boyz
+2x Grots
+Warlord

MEKBOY STOMPAMOB - 550
4x Stompa ( 2 Big guns, 1 Kombat Hammer)
+Supa Stompa ( 3 Soopagunz)

KULT OF SPEED (BIG) - 350
4x Buggy
6x Skorcha
6x Warbike

MEKBOY GUNMOB (BIG) - 395
10x Big Gunz
+2x Oddboy (Soopagunz)
+2x Nobz

BLITZ BRIGADE (BIG) - 350
5x Gunwagon
3x Flakwagon
+2x Oddboy (Soopagunzz)

BLITZ BRIGADE (BIG) - 350
5x Gunwagon
3x Flakwagon
+2x Oddboy (Zzaps)

KULT OF SPEED - 200
4x Skorcha
4x Warbike

FIGHTA SQUADRON - 250
5x Fighta Bomba

FIGHTA SQUADRON - 150
3x Fighta Bomba

We did run into a few rulebits that we found we did incorrectly by the end of the battle. For one, I was suppressing each of my Fighta-Bombas with the blast markers they were getting by the flak-attacks. And he wasn't kidding about the 6's, by turn three I had only lost two from the formation of five and the other hadn't been dented at all. This battle also left me with the following questions:

1) Can the Supreme-Commander re-roll be used for rallying in the end phase? It's based off initiative, but is it a valid initiative check?

2) Is it ever worth it to put Zzaps out as oddboyz? My own Zzaps got put down quickly, but the Soopa-guns carried the day.

3) Does anyone ever use Kombat-Hamers/CCW's on their Stompas and equivalent big brothers? With a 15cm move, getting them into the fight to use them is difficult, whereas the extra shots from the guns I could have used.

4) Mekboyz Gunzmob. What do I use them for? A Blitz Brigade is slightly cheaper, as I don't have to take Nobz, and is far more mobile, has better armor, and better CC. So why take Gunz? To simply sit on an objective?


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Thu Jul 15, 2010 6:41 am 
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TwilightWalker wrote:
1) Can the Supreme-Commander re-roll be used for rallying in the end phase? It's based off initiative, but is it a valid initiative check?

Yes.

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 Post subject: Re: 3k Marines vs Orks
PostPosted: Thu Jul 15, 2010 8:14 am 
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TwilightWalker wrote:

1) Can the Supreme-Commander re-roll be used for rallying in the end phase? It's based off initiative, but is it a valid initiative check?

Yes as onyx has already stated
Quote:
2) Is it ever worth it to put Zzaps out as oddboyz? My own Zzaps got put down quickly, but the Soopa-guns carried the day.

Both are valid options in blind games. You have to look at the list you played to see why you found Soopa-guns better, there were no War Engines in the list to pick on.
Quote:
3) Does anyone ever use Kombat-Hamers/CCW's on their Stompas and equivalent big brothers? With a 15cm move, getting them into the fight to use them is difficult, whereas the extra shots from the guns I could have used.

This is always going to go down to our personal preference. Do you want the extra firepower even if it is poor in most situations or do you want the CC bonus attacks.
If the formation is going to be the BTS goal then the Kombat Hammmers may be enough to put off most opponents who use CC specialists (Terminators etc.) to go BTS hunting.
Quote:
4) Mekboyz Gunzmob. What do I use them for? A Blitz Brigade is slightly cheaper, as I don't have to take Nobz, and is far more mobile, has better armor, and better CC. So why take Gunz? To simply sit on an objective?

As you and your opponents introduce more Air assets (T-hawks/Landas/Vampire raiders etc.) to do Air assaults,Teleport Alpha strikes, Rapid moving Titans/War Engines (Warhounds/Revenants/Deatwheels etc)into your games, you will find having a formation like these starting the game on overwatch protecting vital formations extremely valuable and very disruptive to your opponent.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Thu Jul 15, 2010 6:45 pm 
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funnily enough, Hunters can be really scary but can often end up doing nothing much at all, even with 3 or 4 of them. And they're bleeding expensive too. If anything, take 1/2 the no. of hunters and put in a thunderbolt fm - it'll give you an extra activation plus the option of either using CAP to guard against ground attacks/ assaults (which would have wiped at least one of those fightabomma fms off the board) or chasing down broken fms.

Mud marines is also a difficult style of play, especially against a horde army - you don't have the range to shoot up the orks before they get to you but also don't have the flexibility to pick and choose your fights throughout the game (though it sounds like your termies did a good job - what happened to them afterwards?). A single thunderhawk (excellent ground harassment when empty BTW) with some devs or assault marines would have given you a lot more options :)

keep up the reports though, they're always welcome!


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 12:45 am 
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Matt..Yeah my hunters really were useless in the game for as much as i spent on them. I was really dissapointed. Honestly though the marines worked fine for me as they were. ( except for the hunters..lol) I understand that thawks are the tournament standard but I really don't care for tournaments. I like to play epic and I like to do different stuff as you can see with my list.

The termies did do really good, they useally do for me. I did kinda place them wrong when I tported them, so they were kinda out of the fight for turn 3, but honestly I had allready lost at that point so I didn't even move them. Maybe next time I will place them a bit better. I am also used to playing on a 5x4 foot table (not that I am trying to make excuses..lol). So that extra foot was bigger then I thought. But all and all it was a very good game and a very fun experience.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 4:47 pm 
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rasputindarksyde wrote:
Matt..Yeah my hunters really were useless in the game for as much as i spent on them. I was really dissapointed. Honestly though the marines worked fine for me as they were. ( except for the hunters..lol) I understand that thawks are the tournament standard but I really don't care for tournaments. I like to play epic and I like to do different stuff as you can see with my list.


that's fair enough, it's all part of the challenge of playing epic. I'd still recommend some t'bolts though, but I love playing with aircraft in Epic.

rasputindarksyde wrote:
The termies did do really good, they useally do for me. I did kinda place them wrong when I tported them, so they were kinda out of the fight for turn 3, but honestly I had allready lost at that point so I didn't even move them. Maybe next time I will place them a bit better. I am also used to playing on a 5x4 foot table (not that I am trying to make excuses..lol). So that extra foot was bigger then I thought. But all and all it was a very good game and a very fun experience.


anything with 15cm move that lands/ teleports/ tunnels in needs a bit of forethought about placement, otherwise they have to choose between doing something to the enemy or being within range of an objective. Canny opponents facing teleporters will place their blitz away from cover and not have anything within move range (but within contesting range) of it, just to force that kind of choice. Still, with a thunderhawk (:)) you can air-evac those termies for another round of combat the following turn...


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 5:23 pm 
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Yeah you are right about the forethought. To be honest I was scared of the big unit of guns with a couple of soopaguns in it. But honestly there was more around the termies when I placed them. I just kinda had a good turn and killed all the other stuff around my termies. I really didn't expect that at all. but with some good dice rolls and a retain or 2 I ended up killing everything, which in turn left my termies out of the fight after that. When I did place them they were or should have been in an ok position, mind you not great but ok.

I do understand what you are saying. And I will look into the aircraft rules, I haven't worried about them yet as I am rather new and none of the regular people that I play against use them.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 7:16 pm 
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well, least they did something useful :) A good rule of thumb is that a unit has to earn it's points back - either taking an objective or destroying equal to it's own points worth.

aircraft are fun. A lot of people on here dislike the rules for them, which are a little clunky and not 100% realistic, but I enjoy playing with them.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 7:58 pm 
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I don't mind the rules for them except that they seem a bit to powerful...no supression. That is what I dislike about them.

everything else in the game gets supressed why wouldn't the aircraft?


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 8:15 pm 
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Mainly because of the cumulative -1 to activate from BMs. If aircraft fail to activate they don't even come on the board, plus they (generally) are unable to claim objectives.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 8:38 pm 
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Yes I do understand that..but still seems powerful...I dont know I guess maybe I had a really bad experience with them....making all them saves.


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 Post subject: Re: 3k Marines vs Orks
PostPosted: Fri Jul 16, 2010 9:37 pm 
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With the exception of air transports (e.g. Thunderhawk) aircraft don't have great saves. Of course any unit that, in a particular game, always makes its save will seem rather good.


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