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NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2

 Post subject: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 5:56 pm 
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NETEA EMPEROR’S CHILDREN 4.0X VS NETEA ORKS PLAYTEST

Playtest 5 of the EC. We switched it up a bit and Dave took Orks. I was reminded how much I hate his ork lists. No point-sink gargants, and 35-unit bike formations. Ugh. It’s like he wants to be competitive or something. This happened well before Christmas so my memory is fading a bit. Anyhoo:

For the EC, I switched the list also. I made sure the knights were not the BTS, and took raptors, a big noise marine formation, and some daemons.

EC 4.0x, 2995 points:
Retinue, warlord, rhinos, pact: 330
Retinue, rhinos, stalker: 305
Retinue, 3 chaos marines, 4 marines replaced by havocs, 2 dreadnoughts: 450
Noise marines (8), 2 dreadnoughts, pact: 495
Chosen, rhinos: 145
Knight pack (2 hell scourge, 150; 4 hell striders, 200): 350
Raptor cult, 2 raptors, pact: 265
Raptor cult, 2 raptors, pact: 265
Hell Talons: 225
Hell Talons: 225
Daemon Pool: 6 free Lesser Daemons, 2 lesser daemons: 30

Code:
16 Is the New 35, 3000 POINTS
Ghazgkhull Thraka's War Horde (NetEA Tournament Pack 2013)
==================================================

BLITZ BRIGADE (BIG) [350]
6 Gunwagon, 2 Flakwagon, 2 Oddboy

KULT OF SPEED [225]
8 Skorcha, Warbuggy

KULT OF SPEED (BIG) [350]
16 Warbike

MEKBOY GUNZMOB [175]
5 Big Gunz, Oddboy

MEKBOY GUNZMOB [175]
5 Big Gunz, Oddboy

STORMBOYZ WARHORDE [200]
8 Stormboyz

WARBAND [270]
2 Nobz, 6 Boyz, 2 Grotz, 2 Dreadnought

WARBAND [270]
2 Nobz, 6 Boyz, 2 Grotz, 2 Dreadnought

WARBAND [375]
2 Nobz, 6 Boyz, 2 Grotz, 4 Battlewagon, Flakwagon

WARBAND [410]
2 Nobz, 6 Boyz, 2 Grotz, 4 Battlewagon, Flakwagon, Nobz, Warlord

FIGHTA SKWADRON [200]
4 Fighta Bomba


Start of Game:

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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 5:59 pm 
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TURN 1

Strategy: EC

Hell talons ground attack garrisoned boyz, lay a BM
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Retinue with dreadnoughts advances out of intermingling with chosen, takes out 2 boys
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Mob marshals and sheds its BMs
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Hell talons break the storm boys
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Big guns sustain and take out a chosen rhino
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Raptors double
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Boy mob goes all blurry and fails to activate (I think) and sheds one BM
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Other raptor cult doubles up
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Gigantic warbike formation doubles up and lays a BM on the chosen, after chosen burn their overwatch and lay a BM on the bikes first
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Retinue with stalker advances
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Fighta bombas intercept hell talons, killing one
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Knights fail to activate, regroup #$%##@!!!!
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Ork BTS doubles, breaks raptor cult (doubling, in cover, hitting on 7s and 8s; #$%##@ times 2!!!!)
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Retinue doubles, takes out some warbikes
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Mob doubles, makes sure retinue is walking the rest of the game by taking out two rhinos
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Noise marines double, take out an ork transport
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Gun wagons (yellow mass in the background with a green cube in front of it ;) ) double and break the chosen
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Scorchas double and take out a havoc
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EC hell talons exit the board with 1 and 3 BMs respectively
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Fighta bombas escape unmolested (an accomplishment when facing slaanesh)
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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 6:02 pm 
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TURN 2
Strategy: Orks ([Begin sand-in-vagina whining] //of course, when it matters, EC lose strategy// [end whining])


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Scorchas sustain and take out a marine and a havoc:
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Mob engages, retinue breaks with dreads, lord, and havoc surviving. Mob suffers 2 losses
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Retinue sustains on the warbikes, taking 4 out – a minor inconvenience for the orks
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Antoher mob doubles, takes out a noise marine
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Hell talons strafe the BTS, take 4 units out
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Big guns double, take out a rhino
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Hell talons stand down
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Braving the dangerous terrain, the war bikes double, lay a BM on the retinue sans most of its rhinos
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Another mob engages said retinue, which breaks, 1 marine unit survives
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The “highlight” of the game for me: summoning two daemons as bullet catchers, the raptors engage big guns on overwatch. They suffer only one BM in the assault move, but manage to miss most of their attacks. They are driven back, all but 2 hacked down. That’s right, by big guns. The second photo is blurry because they’re running away so fast (#$%##@ times 3!!!!). wow, that was “fun”
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Nice of you guys to joint the party: the knights double and take out 2 gun wagons.
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Gun wagons return fire and kill a Hell Scourge with the TK shot. That’s a fine howdy do.
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Noise marines engage the warbikes and are victorious, in exchange for a couple of losses
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War boss mob doubles and lays a BM on the retinue
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The retinue advances and returns the favor
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Fighta bombas strafe the noise marines and lay a BM
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Aircraft that activated escape relatively untouched
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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 6:04 pm 
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TURN 3
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Strategy: Orks //see above whiney comment about strategy rolls, heh//

Mob engages knights (forgot to take the initial pic). Two AV knights are destroyed, the remainder run back to the board edge.
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Ork BTS fails to activate and moves out of harm’s way
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Hell talons stand down
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Big guns sustain on retinue, easing the burden of future maintenance by ridding them of their remaining AVs
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Retinue engages ork BTS, is victorious but broken in the end
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Fighta bombas strafe the noise marines and break them
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Hell talon strafes the scorchas and lays a BM
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Gun wagons march to a T&H objective on the ECs far right flank
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Chosen advance to protect the Blitz and lay a BM
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Big guns… do something, I can’t remember what (cube says sustain or overwatch, but I’m not sure of their target). No matter, orks win 3-1 in turn 3
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END OF GAME
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Orks: They shall not pass, Take and Hold, and Defend the flag
EC: BTS

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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 6:06 pm 
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Thoughts: Ground pounding EC are tough to use if you don’t out-activate the opponent. I find it’s like playing IG, easy to get pinned back on my own board half, but with the added disadvantage of fewer numbers.

The knights did not perform overly well. I thought I took a good mix of shooty and FF-capability, while avoiding making them the BTS. If anyone has any doubts about it, initiative 2+ (as opposed to 1+) makes a big difference. When I did get them into the thick of things, they did not prove to be all that impressive. I’m still not inflexible on points cost, but at least they’re not making up for bad luck and/or poor usage… I would think one of the characteristics of a broken FM is that they’re good no matter how they’re used, and that isn’t the case with these, I can safely say.

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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 6:33 pm 
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I edited your first post with my list.

And in all fairness, my Zzap only did 1DC to the knight. it just took crit...

Knights are less scary when you're Orks. I'm fine loosing a boy or two as opposed to loosing a Marine in an assault.

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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 7:05 pm 
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Cool batrep, thanks! I love the EC army. Very nicely painted.

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 Post subject: Re: NeTEA EMPEROR’S CHILDREN 4.0X VS Orks, take 2
PostPosted: Fri Jan 03, 2014 8:20 pm 
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Dave wrote:
And in all fairness, my Zzap only did 1DC to the knight. it just took crit...

True, I had forgotten about that... Of course, that's the downside of WEs; there's a 1/6 chance that it turns into an AV for the purposes of dying.

thank you for updating the list

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