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Feral Orks vs Imperial Fists http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=28029 |
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Author: | Tiny-Tim [ Sat Aug 16, 2014 6:03 pm ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
Feral's were NetEA compliant |
Author: | Consul Avenging Angel [ Sat Aug 16, 2014 6:05 pm ] | |||||
Post subject: | Re: Feral Orks vs Imperial Fists Turn 1-3 | |||||
Turn 1 FO wins initiative but hands it to IF IF-Scout, Overwatch FO-Boarboys, Double IF-Scout, Advance (Kill Boarboy 2 BM) FO-Boarboys, Double IF-Tactical, Advance (1 BM Madboys) FO-Boarboys, Double IF-Thunderbolt, Ground Attack (Kill Boarboy 2 BM) FO-Boarboys, Double IF-Tactical, Double (1 BM Boarboys) FO-Steam Gargant, Sustain Fire (kill 4 Scout & Rhino, broken Rhino falls back) IF-Thunderbolt, Ground Attack (Kill Boarboy 2 BM, broken Boarboys hide behind hill) FO-Big Boarboys, Overwatch IF-Bastion, remains Overwatch FO-Boarboys, Double IF-Bastion, remains Overwatch FO-Boarboys, March IF-Fellblade, Double (1 DC 2 BM on Orkesurrus) FO-Boarboys, March (Overwatch Bastion 1 BM) IF-Centurion, Double (kill 2 Boarboys, broken Boarboys retreat) FO-Junka, March IF-Fellblade, Overwatch FO-Warband, Double FO-Warband, Double FO-Warband, March (Overwatch Bastion 1 BM) FO-Junka, Double (1 DC 2 BM Fellblade) FO-Madboys, remain Overwatch End phase, Marine rally broken Scout and remove BMs Orks fail to rally broken Boarboys and remove BM from other Boarboys but remove all from Warbands Turn 2 IF wins initiative IF-Fellblade, Advance (1 DC 2 BM on Orkesurrus) IF-Centurion, Advance (kill 1 Junk 1 Ork 3 BM) FO-Steam Gargant, Double (kill 2 Tactical & 1 Rhino, 4 BM) FO-Boarboys, engage (Overwatch Scout 1 BM, lose all dead 2 Tactical killed 2 BM, Junka receive 1 BM) IF-Tactical, Marshal (remove 3 BM) IF-Bastion, Overwatch FO-Boarboys, Double IF-Fellblade, Advance (3 DC 4 BM on Orkesurrus, critical moves it backwards 11cm) FO-Warband, Fail (removes 7 BM) IF-Bastion, Overwatch FO-Warband, Double (Centurion 1 BM) IF-Tactical, Double (1 BM Boarboys) FO-Junka, engage (kill 1 Tactical 2 Junka die, broken Junkas retreat) IF-Scout, Double FO-Boarboys, Double IF-Thunderbolt, Ground Attack (Kill Boarboy 2 BM, broken Boarboys retreat) FO-Big Boarboys, Double IF-Thunderbolt, Stand Down FO-Warband, March IF-Thunderbolt, Stand Down FO-Madboys, remain Overwatch End Phase, Marine remove BM Orks fail to rally broken Boarboys and Junka but remove BM from Warbands and Madboys Turn 3 IF wins initiative IF-Centurion, Double (1 DC 2 BM Orkesurrus) IF-Tactical, Engage (3 Tactical & 2 Rhino die, 2 Warband die 2 BM, broken Tactical retreat into Bastion) FO-Boarboys, Engage (no hits but die from support) FO-Warband, Engage (1 Centurion & 1 Crusader die, 2 Warband die 2 BM, broken Centurion retreat behind woods lose 1 from combat) IF-Fellblade, Advance (1 DC 2 BM on Orkesurrus) IF-Fellblade, Fail (remove 2 BM) FO-Warband, Double (kill 2 tactical, broken Tactical retreat behind ruins) IF-Bastion Sustain Fire (2 DC, broken Warband retreat) IF-Scout, March FO-Warband, Double (1 BM on Scout) FO-Boarboys, Engage (kill 2 scout, 1 Boarboy support kill 2 Scout & 1 Rhino, destroying formation) IF-Thunderbolt, Ground Attack (Kill Boarboy 2 BM, 1 kill from AA) FO-Madboys, Double IF-Thunderbolt, Ground Attack (Kill Madboy 2 BM) FO-Big Boarboys, Double FO-Steam Gargant, Double (1 BM Scout) Feral Orks win 2-0 Take & Hold, Defend the Flag
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Author: | Consul Avenging Angel [ Sat Aug 16, 2014 6:21 pm ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
My thoughts on the game, apart from some silly mistakes on my part it was a good game although it is going to be hard to win games decisively without teleporting terminators or lots of cheap activations. My 2 Bastions on the blitz worked well with 2 fellblades as support (the Orkesurrus's had some good armour) and the devastator centurions are a tough BTS mounted in crusaders. |
Author: | Tiny-Tim [ Sun Aug 17, 2014 10:20 am ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
Some thoughts on facing this list: I'll be honest, I went into this game blind. I knew there were Bastions, but I have only been lightly watching this army development. So, when I saw the units that I was facing I thought that this should be a fairly easy victory for the Ferals, no artillery, Thunderhawks and for this game no Terminators. This allowed me to be more aggressive with my Steam Gargants breaking a Scout formation early on. CAA's set up with his two Bastions on his Blitz meant that I didn't feel threatened up the table and was able to go after the faster units and try and block him in. This was partially successful leaving only the flanking force which caused me concern at the start of turn 3 with regard to the possibility of delaying the victory. My main concern is I am not sure how I would press for a large victory if I was playing with them, but I have not seen all the options played yet. |
Author: | kyussinchains [ Sun Aug 17, 2014 12:18 pm ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
thanks for sharing your thoughts guys ![]() personally while two bastions on the blitz would be quite a tough nut to crack (and the bastion transport rules are getting a re-jig in the v0.4 list to reduce confusion and gamey options) I would have put them further up the table I've found in my test games that the list works best using tarantulas and hyperios to hold objectives and deny table area, while the rest of the force plays aggressively, I've found thunderfires sitting in ruins near the blitz can be an effective guard formation, especially against infantry, but then I normally spend my other points on stuff like land raiders, predators and tactical formations which can move up, shoot and support engagements, also I've said it many times before but terminators are almost essential for the list, with no air assault or long ranged artillery, they have to threaten the backline of the opponent and take on the tough targets, apparently the IF use lots of terminators so it's a fluffy inclusion to have them in the list all the time ![]() |
Author: | Markconz [ Sun Aug 17, 2014 10:25 pm ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
Interesting, do you often take those Wyrdboy placements given the vulnerability to suppression? MADBOYZ HORDE [165] Wyrdboy, 7 Madboyz BOARBOYZ HORDE (BIG) [225] 10 Boarboyz, Wyrdboy |
Author: | Tiny-Tim [ Mon Aug 18, 2014 8:53 am ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
Markconz wrote: Interesting, do you often take those Wyrdboy placements given the vulnerability to suppression? Yes, they need to be dealt with and the Madboyz are often garrisoned up the table so that early cheeky air assaults either have to face the flak or BM them before attacking the main formation. Same goes with the Boarboyz and it also gives them a shooting attack.
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Author: | Markconz [ Mon Aug 18, 2014 12:42 pm ] |
Post subject: | Re: Feral Orks vs Imperial Fists |
Ok interesting and makes sense, cheers Tim. |
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