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Batrep: Marines vs Orcs, 3k

 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Wed Oct 25, 2006 2:14 pm 
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Leaving Marines in their transports is only dangerous if they are treated with MW or assaults. If a common artillery barrage destroys the transports then the marines inside can still use their 4+ armor save.

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 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Wed Oct 25, 2006 2:39 pm 
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I think the problem is, that in transports 5cm apart, so many more units take the hit from a barrage (and therefore, there are more failed saves).  

Personally, if I'm facing a barrage heavy army, I'm pushing the limits of that 5cm coherency and my opponent is lucky to get 3 units under one template, but that changes to 9 if they're 3 Rhinos plus 6 Inf. inside.

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 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Wed Oct 25, 2006 4:20 pm 
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(Mephiston @ Oct. 25 2006,07:58)
QUOTE
One question I have is do you risk leaving marines in rhinos most of the time?

I tend to leave my infantry outside their transports, just in case, whether I'm playing Marines or IG.

Thanks for the Batrep, Hena.  :cool:

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 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Thu Oct 26, 2006 2:48 am 
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The situation for Orks can be somewhat different. ?If you have a Warband in a Battlefortress, I believe that it's best to deploy inside the transport. ?That way, the barrage attack can only cause 2 attacks (by centering a template on the 3 DC WE). ?On average, only 1 will hit, and you'll save that hit half the time. ?True, that hit can cause a critical (killing the fort and almost all units in the warband), but that's balanced against the 50% chance of escaping with only BMs, and a 41% chance of just suffering 1 DC.

Things are worse with a MW barrage, of course. ?a 'Fort won't save the 1 hit it receives on average, so there's a 83% chance of suffering 1 DC, and a 16% chance of losing practically everything (strangely enough, losing the 'Fort to a crit actually increases the chances that one of the transported stands survives to 1 in 6)!

Big warbands in 2 Battleforts, or normal warbands in 2 Gunforts can deploy so that only one 'Fort gets hit by the barrage, so if your opponent wins the "crit lottery", you'll only lose half the formation, and have a chance to rally it back and get some use out of it.

Many people would ignore the low average hits, and decide not to take the chance. ?*I* say those people need to develop a more Orky attitude! ?That barrage is gonna land somewhere, and its better to take the hit on a formation that has good odds of laughing it off. ?If luck is against you, remember the Orks' motto: "cruch all you want, we've got more!"

One final note. ?Do not try this against Deathstrikes and do not keep your boyz mounted up at the end of Turn 1. ?Deathstrikes kill 'Forts with a single blow almost 75% of the time (thanks to crit rolls when they roll low), and direct fire attacks (which should be in range after your first move) typically land far more than one hit. ?This tactic is very specialized. ?

Personally, I think the jury is out on whether you should try to pull this off against an opponent with an Air Assault formation. ? On the one hand, you will lose the entire Warband. ?On the other hand, you may intentionally be using the Warband as bait, have a bunch of support fire formations lined up, and expect to eradicate the Air Assaulters once they're on the ground (which should, on average, be a trade in your favor). ?Dangling entire formations out as bait seems very Orky to me, but can be quite chancy.

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 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Thu Oct 26, 2006 6:28 am 
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Actually, I thought 'bait' formations were a Tau specialty.

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 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Thu Oct 26, 2006 9:35 am 
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(Hena @ Oct. 24 2006,18:45)
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1. I should have not put my marines into transports in the start. They were too good an oppotunity for Landas. I had them in there in hopes of engaging the orcs on turn 1 as they should move forwards.

Agreed on that one  :D I always, always, deploy marines outside rhino's if there's anything that might threaten them big time. Especially air assault formations.

Having entire formations wiped out because they are inside transports kinda makes you want to avoid that...

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 Post subject: Batrep: Marines vs Orcs, 3k
PostPosted: Thu Oct 26, 2006 1:20 pm 
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(Hena @ Oct. 26 2006,09:39)
QUOTE
Also there is the protection from support (which I didn't use) where there is some deployed to protect the mounted partners.

You can't keep them together forever. You can retain initiave only once. Orks don't have to land in first turn afterall  :laugh:

Most of the times our landa strikes come in late turn 1 or even on turn 2. Let the enemy spread a bit and see where impact is felt most heavily and leave as little time for enemy to recover from it as possible.

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