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Salamanders vs Orks

 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 6:52 pm 
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Salamanders
150 Scouts
150 Thunderbolts
200 Land Speeders
400 Assault marines, Chaplain, 2 Predator incinerators
375 Terminators, Chaplain
250 Thunderhawk
510 Tacticals, Salamander Tacticals, Redeemer, Chaplain
585 Devestators, 4 razorbacks, Land Raider, Hunter, Supreme Commander
375 Whirlwinds + Hunter (originally considered the whirlwinds+Helios combo but its just too many points to have not directly fighting in the army, especially when some armies can slaughter it in an air assault)
2995

Orks
Changed by gavin from my last tourny army (which managed to come second)
850 Great gargant
150 3 Fighta Bombers
200 2 flak, 1 gun, 1 zap
200 2 flak, 1 gun, 1 zap
350 4 flak, 2 gun, 2 Supa
350 Big boyz
350 Big boyz
175 4 big gunz, 1 Zap
175 4 big gunz, 1 Zap
200 8 Skorchas
3000

Deployment hopefully able to be made out below which shows the battle a few moves in.
Marines won init then the terminators wiped out the guns on the right. The Scouts then sustained into the guns on the left.
Skorchas did nothing to the terminators then the preds and assault marines moved up and killed two more guns, breaking the left hand formation.

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 7:10 pm 
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Rest of the turn the skorchas got t'bolted and done in by the whirlwinds, blitz moved up to no avail vs terminators, got land speedered in response who previously had lost a chap to fightabombers.
Another blitz tried to destroy the thunderhawk who had landed in a narrow street to extract the terminators, only doing one point of damage. That blitz got hit by the devestators and broken.
The land speeders dodged the MW barrage from the big blitz and the Devs survived the GG attack.

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 7:19 pm 
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The Tacticals moved up into 15cm range of the ork boyz and shot to little effect (redeemer 30cm version missing :( ).
One boyz mob moved up into support fire range, shooting at the tacs . The second assaulted.
After many many dice the Marines were down 3 stands, the orks 7, and even with the outnumbering and grotz it wasn't enough.
The thunderhawk just made it through the 4 flak wagons to escape.




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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 7:27 pm 
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Turn 2
The scouts assault the orks after they are hit by the whirlwinds and with tac support beat them.




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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 7:29 pm 
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Good luck continues, these are the dice for the scout formation saves.

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 7:34 pm 
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Gavin called it a day after the Gargant made the hill but hit nothing in the tac formation. With only the great gargant, some of the big blitz and the fighter bombers left unbroken his confidence wasn't great.

Onto game two.




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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 8:02 pm 
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Gotta love the hand of God in the last image  8v)

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 8:13 pm 
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Fundamentally game one the salamanders hit ork units before they activated, or stripped away the smaller skirmish formations after they doubled, didn't get hit before moving up to the orks, mostly moved into 'activated' sections of the battlefield where significant counter activations weren't, the orks normally target marine formations that had already activated, the sallies managed to fight the ork infantry in the open with their own stuff with high saves and in the cover of vehicles and finally got very lucky indeed.

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 10:06 pm 
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Game 2
Gavin wished to have another go, so we reset the game (which was a shame for me as I had by now twigged how vulnerable the troops were in the open from all the weapons.
This time the terminators came in next to the big blitz. A double 1 later no joy and since they only had heavy flamers no targets, so all they could do was marshal.
The Orks then set about firing the big gunz at the salamanders.

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 10:07 pm 
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End of turn two, prior to rally (the tacticals didn't rally).

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 Post subject: Salamanders vs Orks
PostPosted: Wed Jun 10, 2009 11:38 pm 
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Game #1 I set up the Orks garrisoning the two Gunz mobs on either flank of a 'Big' mob, the second 'Big' mob in the centre leading the Great Gargant and the rest of the army.

From the camera's perspective, TRC teleported the Terminators on the right-hand Gunz mob (in the town), won the initiative and anahilated them. He also used his upgunned Assaults formation to assault and break the left-hand Gunz mob. Both armies then concentrated on gaining the centre of the battlefield with the Orks pushing forwards various formations to lay BMs on the Termies, and the Sallies replying in kind. It culminated with the central 'Big' mob doubling through its compatriot to lay BMs and support the assault of the other 'Big' Mob on the Tacticals that had arrived to their front. However, despite having a third of their number in B-B and some 39 Ork units assaulting or supporting, this achieved a grand total of '1' dead tactical (not even '3' TRC :sad: )  - and the Orks lost '12' in reply and subsequent hackdowns. To add insult to injury, in the following turn the Marines scouts used their infiltrator ability to mount a clipping assault on the flank of the remaining 'Big' mob, and broke it as well (with the support of the victorious Tacticals) for no loss. So with the Orks down to two disilusioned mobs and a Great Gargant, the game was stopped and reset.

Game #2 used exactly the same setup except the RH Gunz mob was put on OW (to discourage the Assault Marines). TRC switched the Termies to drop in on the Big Blitz brigade by the Blitz, but one stumbled and even the SC reroll could not get the formation to budge. Subsequently both Gunz mobs and a small Blitz brigade killed some of the marine transport using their Zzaps and OW fire, and with the Great Gargant steaming up the table, the Orks had most of their formations intact at the end of turn #1. Meanwhile the Sallies ended up with the Terminators broken (the THawk flew by without trying to retrieve them) and most formations severely mauled; and the game slipping rapidly from their grasp after the first activations of turn #2.

TRC suggested that the remarkable difference between the two games lay in the different tactics adopted by the Orks. In Game #1 the Orks were pushing formations forwards which were being picked off in turn by the various advancing marine formations. This strategy was precipitated by the loss of the two Gunz mobs at the outset. In Game #2, the failure of the Termie assault allowed the Orks to use these Gunz mobs, and the subsequent activation sequence meant that it was the Marines who were forced to advance in a hail of fire.

Personally I lay the blame squarely on my fickle dice which threw abysmally in Game #1, and then made a stunning comeback in Game #2. And before anyone asks, TRC very bravely used my dice throughout and seemed to achieve fairly consistent results - though he did throw 5x '6' saves at one point (from 6x dice). I replied in kind on game #2 saving 4x scorchas from the ravages of his Tbolts.




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