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Thurgrimm's vs Orks

 Post subject: Thurgrimm's vs Orks
PostPosted: Tue Jul 01, 2008 2:30 am 
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|--------------------------------------------|
| ooo   | ooo  | 210  | ooo   | ooo  | 310   |
|-------|------|------|-------|------|-------|
| ooo   | 410  | WB   | ooo   | WE   | ooo   |
|-------|------|------|-------|------|-------|
| WA    | ooo  | 501  | WD    | ooo  | WG    |
|-------|------|------|-------|------|-------|
| WC    |ooo   | BC   | ooo   | ooo  |   703 |
|--------------------------------------------|
ooo equals Open 1' x 1' square no terrain
WA, WB, WC etc equals Woods 'A', 'B', 'C' etc
410, 501, etc equals Hill '410', '501', etc
BC equals Building 'C'

Ork Horde: Rich (Choorok)
Squat Brotherhood: Jaldon
Judges: Jack, Bob

Ork Horde List (Ghazkull’s Horde)
1st Big Warband: 4xNobz, 12xBoyz, 4xGrotz (Warlord) 350pts
2nd Big Warband: 4xNobz, 12xBoyz, 4xGrotz 350pts
3rd Big Warband: 4xNobz, 12xBoyz, 4xGrotz 350pts
4th Big Kult of Speed: 10xBuggy, 6xBike, 4xSkorcha 450pts
5th Uge Blitz Brigade: 10xGunwagonz, 2xFlakwagonz, 2xOddboy (Zzaap) 450pts
6th Big Gunz Mob: 10xBig Gunz, 2xOddboyz (Soopa) 450pts
7th Stompa Mob: 3xStompa, 10xKilla Kanz 475pts
8th Fighta-Bommaz Sqd: 5xFighta-Bommaz 250pts

Squat Brotherhood List (Thurgrimm’s)
1st Warrior Brotherhood: 1xWarlord, 11xWarriors, 3xThunderers 475pts
2nd Warrior Brotherhood: 1xWarlord, 11xWarriors, 2xThunderers 425pts
3rd Bezerker Brotherhood: 12xBezerkers, 6xSpartan 400pts
4th Hearthguard: 6xHearthguard, 3xMoles 375pts
5th Robot Cohort: 5xRobots 200pts
6th Gun Battery: 6xMole Mortars 150pts
7th Thunderfire Battery 150pts
8th Heavy Tank: 1xCyclops w/Living Ancestor 500pts
9th Bikers Guild: 9xBikes w/Guildmaster 325pts

Ork Objective Locations
Blitz: Exact center to right of Hill 210
T+H: Right upper corner of Woods E
T+H: Right upper corner of Woods B

Squat Objective Locations
Blitz: Dead center between Building C and Hill 703
T+H: Right lower corner near Woods A
T+H: Right lower corner near Woods G

Ork Deployment

1st Big Warband is at mid-table covering a 60cm frontage from in front of Woods ‘G’ and all of the frontage of Woods ‘E’

2nd Big Warband is at mid-table covering a frontage of 60cm from in front of Woods ‘D’ and all of the frontage of Woods ‘B’

3rd Warband is at mid-table covering a frontage of 60cm from in front of Woods ‘A’ and all of the frontage of Hill 410.

4th Big KOS is in the upper left corner of table 30cms to the left of Hill 210

5th Uge Blitz Brigade in upper left corner of table next to Hill 210

6th Big Gunz Mob is in Woods ‘E’ behind 1st Big Warband

7th Sompa Mob is centered between and directly behind the 1st and 2nd Big Warbands

Squat Deployment

1st Warrior Brotherhood  20cms from center of table in Woods ‘G’ and into the area between Woods ‘G’ and Woods ‘D’

2nd Warrior Brotherhood 20cms from the center of table in Woods ‘D’ and into the area between Woods ‘G’ and Woods ‘D’

3rd Bezerker Brotherhood to the right of Woods ‘C’ and 15cms up from the table edge

4th Hearthguard location of arrival turn 3 in upper left corner of Woods ‘E’

5th Robot Cohort 16cms from center line of table and covering a frontage from the edge of Woods ‘A’ to the left edge of Woods ‘D’

6th Gun Battery to the right of Building ‘C’ at the edge of the table

7th Thunderfire Battery 15cms up from the table edge to the right of the 6th Gun Battery and to the left of Hill 703

8th Cyclops WE intermixed with the 7th Thunderfire Battery

9th Bikers Guild to the left of Building ‘C’ and 15cms up from the table edge

Introduction (All of Jaldon’s comments are in brackets ( )

It has been a long time since we have done a batrep for the forum, and a power packed line up this one is. Rich (aka Choorok) has been leading Greenskins since the inception of Epic-A, plays Orks in WH40k, has an Ork Fleet for Gothic, uses nothing but green dice, and even his skin has a green tint to it. (Whoa Jack Rich also field Epic Space Marines, and has a Squat Army to call his own, so he isn’t all that green) Jaldon, for those that don’t know, got us all here started playing Epic-A when it was just a couple of pages of printed rules, has helped in the design of those same rules and the first three army lists, has helped in the design of the other major army lists, is the author of “Building and Using Epic-A Armiesâ€Â

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 Post subject: Thurgrimm's vs Orks
PostPosted: Tue Jul 01, 2008 2:13 pm 
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Wow, great report will need to reread a couple of times to get the full gist of what happened but it sounds like a tough battle.

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 Post subject: Thurgrimm's vs Orks
PostPosted: Tue Jul 01, 2008 2:58 pm 
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Yeah, I feel like printing the report out and cutting it up to move things around the board.

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 11:40 am 
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Jaldon, I'm sincerely sorry for not having responded to this.
It was a really great read and damn helpful too.
Especially the ensuing discussion helped understand the work behind the Thurgrimm list.

"...and the odds are the Squats will come out on top without inflicting a large number of losses, as direct combat value increases would. To us this seems to be what stubborn is, IE troops that are harder to move off a position, but that aren’t necessarily ‘better’ in direct combat then the troops they are facing."

Good wording!

I ought to be back on track fairly soon, mainly waiting for Shoel to get back from his overloaded work.
And I would love to have one squat army list. One as official as it can be. And all three presented so far has different good sides. Ok, I'm biased towards the Golgoth one, but that's as it might be. A common work is more vital after all.

Yours
Erik

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 3:03 pm 
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Quote: (Erik M @ 05 Jul. 2008, 11:40 )

"...and the odds are the Squats will come out on top without inflicting a large number of losses, as direct combat value increases would. To us this seems to be what stubborn is, IE troops that are harder to move off a position, but that aren’t necessarily ‘better’ in direct combat then the troops they are facing."

But aren't they better? After all they assault a position and kill more ultimately and lose less. Thats stubborn or simply tougher overall?

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 5:43 pm 
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Staying alive better doesn't automatically mean being better at killing.
If you stay put till the other one gives up, then you're more "stubborn".

IIRC most troops start walking backwards at 20% losses (WWII numbers?) while US Marines started thinking on if somewhere else would be nice at 80% losses.

US Marines aren't better than comparable other troops, but if they stay put at loosing a comrade while the other side retreat at that time, then they have won that firefight.

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 5:54 pm 
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That was my point in the other thread, stubborn equating to more casualties but more chance of winning by virtue of hanging in there. The above isn't that, it’s over a number of combats taking less casualties and winning more (by virtue of losing less). Stubborn to me suggests being more like SS units in WWII which won objectives but often took high casualties doing so - whereas other units would take less but fall back unsuccessful.

I wouldn't have though simply having a greater chance of winning a combat without any extra loses compared to other races was being stubborn, rather perhaps showing a level of tactical brillance that allows them to achieve more with the same casualties. Perhaps call it power of the ancestors or something to reflect some sort of scying ability from the ancesestor squats?

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 6:00 pm 
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Quote: (The_Real_Chris @ 05 Jul. 2008, 09:54 )

Stubborn to me suggests being more like SS units in WWII which won objectives but often took high casualties doing so - whereas other units would take less but fall back unsuccessful.

Ditto

I think the issue is finding an easy game mechanic to do it with

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 6:19 pm 
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Well if you wanted literally the SS effect you could sacrifice units for +'s on the roll. Say give certain units the stubborn ability and they can sacrifice themselves following casualty removal but before the dice roll for +1 each say.

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 6:40 pm 
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Seems a little grim for Squats.

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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 6:50 pm 
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Well it matches winning despite the cost :) Would be moderated by formation size I guess. If you wanted more random couls be sacrifice a stand get the extra D6 to roll.

if you wanted to do away witht he sacrifice you could always say if any stubborn units died then you get to roll the extra D6 to reflect their stubborn fighting.




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 Post subject: Thurgrimm's vs Orks
PostPosted: Sat Jul 05, 2008 8:38 pm 
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The parallell to SS is inapt.
We are not talking death wish (fearless).

Given taking a likewise amount of punishment the squats (or US Marines) stay put when the other side runs.

The "extra D" seem to work fine. Would it work in the other lists too?

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 Post subject: Thurgrimm's vs Orks
PostPosted: Wed Jul 09, 2008 3:22 am 
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Sorry All been a bit busy.....................

The Original rule for Stubborn from the SM/TL game had the Squats re-roll any assault dice that came up '1' to "......give most opponents a run for their money as they will normally get a good, or at least reasonable, score."

We did try this in Epic-A and it was a bloody mess making the Squats murder in assaults, and hardly reflected the background as stated in the SM/TL rule book. After a number of games we also realized it was going to be real hard to play balance it anyways so we dropped it.

Further, "Solid and stubborn in defense and relentless in attack, Squats make excellent infantry. Individual Squat infantry squads are highly disciplined and fiercely determined, their pride and sense of honor both to their revered Ancestors and fellow warriors makes it impossible for them to do otherwise. Squats are particularly resolute in close combat, refusing to go down without putting up a good fight."

The SS in WWII were trained to be near suicidal in the attack, and were trained to carry out offensive action even when on defense. This combination got them into trouble on more then one occasion when prudent action would have been more profitable then the near idiotic offensive actions they carried out. At Arras in 1940 Totenkopf rather then roll with the attack being delivered by 'Frank Force' (UK Infantry supported by Matilda Infantry Tanks) and remnants of the 3rd DLM (French S-35 and H-39 Tanks supported by Motorized Infantry) the SS attacked!

They had no Tanks of their own, their PzB-39 AT Rifles were useless against the heavy armor of the allied tanks (from all aspects), and their handful of 37mm At Guns couldn't hurt the French Tanks at anything but point blank range, and were totally ineffective against the Matildas (74 Matildas took the field at Arras). The results were massive losses in infantry while obtaining nothing but those huge losses. Totenkopf would have accomplished more if they'd given ground until the 7th Panzer arrived to launch an effective counter-attack, for sure a lot more of those SS troopers would have survived the battle.

At Kharkov the 1st SS threw away the advantage of the Panthers better armor and gun by launching foolish attacks against the 3rd Guard Mechanized Corp. Instead of laying back with those wonderful Panthers they foolishly closed the range on the Soviet T-34s to 'drive off the slavs' only to let those same slavs get into a position were they could 'flame' those same expensive Panthers. In effect they threw away their advantage! Once again the SS may have taken the ground they thought needed to be taken, but in the end the cost was way too high (Kharkov fell, and the SS was forced to withdraw as they had nothing left to stop the now reinforced 3rd Guard Mechanized Corp (Two Tank Brigades were added from Front Reserves) with.)

Sorry but this doesn't sound like Stubborn, it sounds more like determindly stupid and wasteful. As Brotherhoods are just that, a formation made up of relatives, they wouldn't just throw themselves blindly at the enemy (As the SS often did). On the other hand they will also not want to look bad in combat around their relatives either so they would be less likely to run. Also they would also be more likely to rally around the flag as, once again, the formation is being led by a relative and they wouldn't want to look bad.

Any Thoughts?

Jaldon :p

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