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chutche2 posted:Our death guard player is supposed to dust off her 4th ed army this week, looking forward to it. What kind of dreads?
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# ¿ Jun 17, 2017 23:34 |
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# ¿ Apr 29, 2024 08:42 |
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Battle Report: 1500 Orks vs Space Marines Wait, Space Marines Reroll Leadership? My buddy and I decided to give 8th edition a shot. He hasn't played in over a decade, I haven't played since 6th turned the whole game into a shitshow, so why the hell not. He dusted off his models, I put together a force, and we decided to see how things went. We decided to do something basic; No Mercy with Dawn of War Deployment. Orks 2 Big Meks w/ KFF 2 WAAAGH! Nobz 2 Squads of 18 Slugga Boyz w/ PK Nob 1 Squad of 30 Boyz w/ 3 Big Shootas, PK Nob w/ Kustom Shoota 2 Battlewagons w/ 'Ard Case, 3 Big Shootas, & Deffrolla 2 Dakkajets w/ 6 Supa Shootas Marines Captain w/ Relic Blade Terminator Captain w/ Relic Blade & Storm Bolter 5 Scouts w/ Camo Cloak & Sniper Rifle 2 Squads of 10 Space Marines w/ Missile Launcher & Flamer Apothecary Dreadnought w/ Multi Melta & DCCW Dreadnought w/ 2x Twin Autocannon Dreadnought w/ Twin Lascannon & DCCW 5 Assault Marines w/ Jump Packs Land Speeder w/ Heavy Bolter & Typhoon ML Whirlwind Deployment We used a 5'x4' space since that's what my table can handle. You can see the terrain above; a combination of craters, Hex Platformer towers, and barricades. The battle for the planet of Greyplas will be hard fought. My Big Mek warlord ended up getting the leadership trait (Woo...) while the Power Armor Captain got the 6+ save against all wounds (Boo!). I set up first with a Battlewagon in the center; The Orks finished first so we went first after my opponent failed to seize initiative. Turn 1 - Orks The Orks advanced aggressively, with everyone pushing forward before dumping every bit of firepower available into the assault squad to get first blood. The real firepower was in the Dakkajets who did the majority of the damage while the other squads got a few. Being able to dump 18 shots that hit on 4's is fantastic, especially given how hard it is to hit a jet in response. The assault squads melt and first blood go to the Orks. The scouts in cover were also wounded once. Turn 1 - Space Marines My buddy unloads with his shooting, and we quickly learn that his dice are cursed. The MM dread takes aim and shoots at a Dakkajet, missing it but hitting it on a reroll before proceeding to roll a 1 to wound. The shoota boyz start to take casualties as the tactical marines, scouts, and Whirlwind kill a total of 12 from combined fire. Meanwhile on the other flank the battlewagons take fire from the remainder of the force to no effect; not a single shot proceeds to hit or wound vs T8 in spite of the presence of the Captains and I don't even get to roll a KFF save. The tactical marines decide that they should be able to handle the tank in front of them and proceed to charge it, thinking that at least they could wrap around and prevent the boys inside from doing anything. Instead they proceed to do nothing while the Deff Rolla takes out five. The Tactical Marines roll boxcars on the leadership test and in the span of single roll the squad disappears. We might have forgotten that Marines can reroll leadership. Whoops. Turn 1 Total: Orks 3, Marines 0 Turn 2 - Orks The slugga boyz spill out while the Dakkajets make a hard turn to strafe the line. Shooting from the wagons and slugga boyz knocks two wounds off the Land Speeder, and completely by accident I manage to maneuver my Dakkajet so that the Warlord Captain is closest. Four wounds later the Captain is nearly dead, but the other Dakkajet is sadly too far and instead has to blast the scouts without effect. The shootas do just as little and then everything that isn't a flyer on my side charges. One Battlewagon manages to get into range of the Whirlwind and takes off five wounds, the slugga boyz destroy the Land Speeder before consolidating into the Whirlwind, and then the combined force of 18 boyz, a WAAAGH! Nob, and a Battlewagon manage to take off three wounds from the Terminator Captain. In retaliation he turns around and slices the WAAAGH! Nob from brains to fungal balls with a relic blade. Whoops, probably shouldn't have put the Nob in combat. The slugga boyz also wrap around and engage the Dreadnought, preventing it from escaping. On the other side of the field the shoota boyz kill a scout and maneuver into engaging the tactical squad without taking overwatch; in response they kill three boyz. Turn 2 - Space Marines The scouts smartly fall back by jumping off the tower they were on while the unengaged dreadnoughts retaliate. The Lascannon Dread takes aim and blows several wounds off the Dakkajet, but that's all that really happens in shooting before charges are declared. Combat is fierce between the tank and the slugga boyz; 2 orks die before the Nob tears apart the vehicle. The Terminator Captain succumbs to the volume of attacks before he can respond, but on the other flank the combined forces of tactical marines and dreadnought start to wear down the shoota boyz. In response the shoota boyz concentrate all of their attacks on the tactical squad, taking out enough that when my buddy rolls another boxcars for the Leadership test they are wiped out. At this point we've been playing for two hours, my friend doesn't have many forces left, and he concedes so we can do hobby stuff and pay attention to our neglected wives and children. Turn 2 Total: Orks 8, Marines 0 Impressions
All in all I had an incredible time, and I'm excited to play again!
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# ¿ Jun 18, 2017 01:04 |
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evilmiera posted:Since people are asking about rules here, how many seeker missiles can you fire from a model per turn? As many as you want/have? They look like separate weapons, so as many as you have.
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# ¿ Jun 18, 2017 01:51 |
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TheChirurgeon posted:8TH EDITION BATTLE REPORT: CHAOS VS. NECRONS So much better than my report!
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# ¿ Jun 18, 2017 02:15 |
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TheChirurgeon posted:Nah man, I was just about to post--good report! It's been my experience that people tend to not care about the turn-by-turn so I just do the highlights unless there's something particularly tactically interesting about the game worth discussing. Also, more photos that show off cool game details and less "here is the table on turn X." The impressions are good though--very interesting to read. Yeah I'll keep that in mind for the future. I can definitely see how highlights and analysis are the most interesting aspects. I'm just remembering the good ole' days of WD when they had really comprehensive (if horribly run) reports. But then again that was two decades ago.
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# ¿ Jun 18, 2017 04:21 |
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muggins posted:Eh? You can't target a character unless they're the closest unit. This includes for Overwatch.
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# ¿ Jun 18, 2017 05:43 |
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Basically Overwatch is a free opportunity to declare a shooting attack against the target charging you. If you can't actually perform the attack due range, visibility, or targeting rules then it doesn't happen.
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# ¿ Jun 18, 2017 05:48 |
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Master Twig posted:Under the targeting characters section it says. "A Character can only be chosen as a target in the shooting phase if they are the closest visible enemy unit to the model that is shooting." Works for me.
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# ¿ Jun 18, 2017 14:22 |
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Lord_Hambrose posted:A guy at my store was complaining how powerful Orks and Tyranids are now. What an amazing world we live in now. mbisonyes.gif
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# ¿ Jun 18, 2017 14:56 |
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Dibs for my next avatar.
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# ¿ Jun 18, 2017 20:16 |
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Cooked Auto posted:They aren't. They're two guns welded together and if you want to fire them both you take a -1 penalty to hit.
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# ¿ Jun 18, 2017 23:35 |
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WhiteWolf123 posted:It is. For some units. But not for open-topped transports carrying troops that move less than 6". Mind you this is remembering poo poo from 5th edition... A Battlewagon used to move 12", deploy 2" (effectively 3"), and then assault 6". 21" assault range. Add d6" with a WAAAGH! Now Orks deploy within 3" of a Battlewagon, move 5", and then assault 2d6". 10" to 20" assault range, average of 15". Add d6" with a Warboss nearby. So at least for Orks it's definitely reduced.
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# ¿ Jun 19, 2017 01:51 |
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chutche2 posted:Yeah, I tried that for like a month. So gently caress it, why not respond? Because it makes you look foolish. If you want something to go away you never respond to it. You ignore the comment, regardless of how tempting it is to defend yourself, and focus on what you want to talk about. Every time you respond to someone you are validating that person. Your reply is a clear indication that they got to you and that whatever they posted is important to you. I'm doing the same thing right now by posting this very message, because frankly I'm tired of how easily the thread gets derailed when people get under your skin. Please keep posting battle reports. Those are great.
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# ¿ Jun 19, 2017 11:54 |
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JBP posted:I made a 30k power fist sargeant, I think he's sweet as hell so I'm putting him here too. Awesome, but he needs to be pointing the gun down.
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# ¿ Jun 19, 2017 12:57 |
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Holy poo poo. That's loving terrifying.
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# ¿ Jun 19, 2017 15:49 |
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Legendary Ptarmigan posted:Getting the covers laminated is something you could also think about, but with codexes in the pipe it might not be worth it for the indexes. It's like $7 for everything. I love doing it.
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# ¿ Jun 19, 2017 23:25 |
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Gyro Zeppeli posted:Now I want to see them fighting against an ork army convered from the AoS Bonesplitter orcs. I picked up two models and holy poo poo they're huge compared to regular boyz.
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# ¿ Jun 20, 2017 01:12 |
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WhiteWolf123 posted:Since there's no entry for a "Boss Nob" in the points index, the current interpretation is that one model in the squad gets a free upgrade (similar to a veteran/sergeant tax) at whatever the base model costs (plus the Nob's wargear, obv.) ...is this accurate to how other Ork players have been paying for Boss Nob upgrades in Boyz squads? Yeah. It says somewhere else (I forgot where) that squad leaders are free upgrades.
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# ¿ Jun 20, 2017 13:39 |
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People who play Plastic Space Barbies different from me are Doing It Wrong and are Having Fun Badly. Sad!
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# ¿ Jun 20, 2017 14:03 |
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The Sex Cannon posted:Played a game of 8th today against Beer4theBeerGod. Called it after 2 because it was getting rush-hour-ish and I was getting destroyed. I had orks in face turn 1 and my IG could not kill stuff fast enough to do anything about it. I'm a little demoralized because he had control the whole game and I felt as if I had very little agency: it was the old pick up my models bit by bit while he rolls poo poo. On the plus side that Asian restaurant was pretty tasty. I think I learned a lot about how survivable Battlewagons are (extremely), but also how ridiculously potent meltaguns are when used properly. I think units of meltaguns (like Command Squads) in transports would be incredibly dangerous for the Guard. Drive up, unload melta squad, nuke enemy, repeat.
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# ¿ Jun 21, 2017 03:23 |
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Tiger Millionaire posted:Any of our resident Ork players want to give me some advice? I am trying to draft a 1.5k list now indexes are out. Nobody has played enough games to know if a unit is terrible or not. At best you can question how likely it is that something can be effective, but the hidden synergies and effects that this game can produce are likely going to require several months of effort. I wouldn't expect anything concrete to really be established until we see how a major tournament like NOVA works out. That said I have my own opinions on Orks and can share them. As I see it Orks work really well when you overwhelm your opponent and don't give them enough time to damage you. They're extremely deadly but very fragile. I've had a lot of success (okay, two games, but they were two successful games) with slugga boyz in Battlewagons. The units are large enough to do serious damage, the vehicles can move fast enough to reliably get a 2nd turn assault, and it's fun to overwhelm your opponent. I've also been fairly happy with Dakkajets, who seem to over a nice combination of high damage (18 S6 shots with -1 AP) and maneuverability. I'm not sure how well your approach of tying up units with the bikers will work, as your opponent can always fall back (and shoot you with something else) and the boyz on foot will likely take an extra turn or two. One thing you can do that's pretty scary is use a Weirdboy to dump a squad of 30 shootas on your opponent's doorstep; with some lucky rolls you can get a first turn charge. You have a roughly 50% chance of getting the 9" with a regular reroll, and I haven't done the math yet but with a command point optionally letting you reroll one die if you get a high number it should be a bit higher. As other have said the benefits of Deffkoptas is that they're fairly tough, have scouting abilities, and can deliver mortal wounds via Big Bomms. Personally I think Dakkajets are a better choice to fill that niche. The problem with regular Warbikers is that they're expensive at 27 points each. Now you get a lot for that 27 points, including improved speed, +1T, +1W, a half-range big shoota, and a 4+ save, but it's still the price of four sluggz boyz. Nobs on warbikes, on the other hand, are definitely interesting. While expensive at 42 points each their ability to carry large weapons like power klaws or big choppas makes them a significant threat to the type of high toughness, high wound targets that are normally a challenge for Orks. Whether or not they're superior to other options (like regular Nobz riding a truck or Battlewagon) remains to be seen. Here's the latest iteration that I'm thinking of for my 1500 list: HQ: Warboss on Bike w/ Shoota, Power Klaw, Attack Squig HQ: Warboss on Bike w/ Shoota, Power Klaw, Attack Squig HQ: Big Mek on Bike w/ KFF T: 20 Boyz w/ Sluggas, Nob w/ PK T: 20 Boyz w/ Sluggas, Nob w/ PK T: 30 Boyz w/ Shootas, 3 Big Shootas, Nob w/ PK & Kustom Shoota HS: Battlewagon w/ 'Ard Case, Deff Rolla HS: Battlewagon w/ 'Ard Case, Deff Rolla FL: Dakkajet w/ 6 Supa Shootas FL: Dakkajet w/ 6 Supa Shootas Tiger Millionaire posted:Thanks for the ork advice everyone! A Big Choppa is -1 AP, a Power Klaw is -3 AP. Huge difference.
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# ¿ Jun 21, 2017 19:53 |
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chutche2 posted:I agree. My friends still want to play with points (and points definitely have some advantages, like sometimes I want to take a heavy bolter devastator squad instead of a lascannon one and shouldn't have to pay the lascannon price) but it's way easier to just put on whatever the gently caress I want for wargear and roll with it. I don't like it because it requires that I max out units that I don't want to max out. For example with PL a Battlewagon costs the same if it has nothing or if it has a Deff Rolla, 4 Rokkit Launchas, Grabbin' Klaw, Wrecking Ball, Zzap Gun, and a Killkannon. For most units that's not a big deal, but the lack of granularity on some of the more expensive options is frustrating.
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# ¿ Jun 21, 2017 20:45 |
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my kinda ape posted:When would you be hitting on 4+ with a hydra? When shooting at a Dakkajet? The Hydra has a BS of 4+, +1 to hit Flyers, -1 to hit the Dakkajet because of Hard to Hit.
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# ¿ Jun 21, 2017 21:48 |
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TwingeCrag posted:Stormboyz are literally manned anti-aircraft rockets now. This timeline is getting better Plus they don't have the -1 to hit because Hard to Hit only applies to the Shooting phase. Safety Factor posted:Yeah, that's pretty much my complaint too. I've always been more inclined to take more models over upgrading what I have. Power doesn't work for me and while it may work fine for units like tactical squads who get minimal upgrades, others like Death Company, Vanguard, Sternguard, Nobs, etc. can break the system pretty easily. It's very imprecise and the difference between points and power can be quite huge. You can almost get three basic carnifexes for the price of one haruspex in points while in power you can only get two. It's a cool system for things that are quick and fun, but I really don't expect to see it outside of fast and casual games. Plus it means having to modify my tanks rather significantly.
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# ¿ Jun 21, 2017 21:49 |
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Corrode posted:A decent Vice article about 8th: https://waypoint.vice.com/en_us/article/warhammer-40000-is-a-triumphant-expression-of-the-new-games-workshop Solid article. Honestly it still feels like 40K to me, just a faster, more modern, far more brutal 40K. And that's a good thing.
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# ¿ Jun 22, 2017 21:22 |
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Anyone happen to have some Zzap guns and the turret mounts that they're willing to sell/trade? I need three more.
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# ¿ Jun 23, 2017 04:58 |
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poo poo, if it's that bad I might cancel my preorder for the books. How are you guys finding this stuff out?
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# ¿ Jun 23, 2017 11:51 |
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Artum posted:There's really no shortage of people coming back after 10 year breaks right now. It definitely got me, that's for sure.
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# ¿ Jun 24, 2017 13:47 |
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Corrode posted:Yep. Game looked exciting again rather than frustrating. I particularly like how I have options instead of meta lists.
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# ¿ Jun 24, 2017 13:58 |
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TKIY posted:It is just a matter of time until the netlists take over. The key to 8th is how quickly and decisively GW reacts. Forgeworld already seems to have some broken things, so hopefully they react quickly.
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# ¿ Jun 24, 2017 15:05 |
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I find it hilarious that Company Veterans can dual-wield combi-weapons.
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# ¿ Jun 25, 2017 05:52 |
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Yeast posted:Although the lack of exorcists would make dealing with big nasties at range an issue. Otherwise it's very, very solid. Range doesn't seem to be much of an issue with this edition.
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# ¿ Jun 25, 2017 12:38 |
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So are the models in the new starter kits the same as what was sold in Dark Imperium?
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# ¿ Jun 26, 2017 01:09 |
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Thundercloud posted:The new £50 starter is Dark Imperium minus two sprues and the hardback book. Go figure I just bought the Primaris Marines off of eBay for $65. Then again I'd be paying more for models I didn't want. Beer4TheBeerGod fucked around with this message at 01:45 on Jun 26, 2017 |
# ¿ Jun 26, 2017 01:41 |
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I'm wondering exactly how viable Primaris marines will really be given how expensive and yet seemingly easy to kill they are. What are they designed to counter? Intercessors are 20 points each, Inceptors are 75, and Hellblasters are 38 each. That's a lot of points.
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# ¿ Jun 26, 2017 16:13 |
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Gyro Zeppeli posted:But can it stop a horde of gants? Nothing can. Don't even bother unpacking your army.
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# ¿ Jun 26, 2017 16:37 |
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My concern was less about durability and more about firepower, say compared to a regular tactical squad.
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# ¿ Jun 26, 2017 16:58 |
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The Bee posted:I mean, chutche has a cupola good points. Hitting a Space Marine with plasma removes "one wound," while hitting a Primaris with it removes "two wounds." However, the main difference is that you're usually not going to hit a regular marine with plasma, so it's kind of a non-issue. For other weapons, a Primaris has a better chance of surviving flamers and grenades. Having two attacks, even with no dedicated CQC units yet (besides the new Skullmachetes), also helps them survive better on the assault, which can be important when dealing with fight-happy armies. Getting Primaris into assault against anything intended for close combat seems like a terrible idea to me. They are no more effective than a regular 10 man tactical squad, and being only 5 guys means they can be surrounded and locked. At least the flying dudes can escape and shoot the following turn.
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# ¿ Jun 26, 2017 17:27 |
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The Bee posted:That's true. I meant more getting them through turn 1 of the assault so you can disengage, not intentionally getting into the mix. Yeah they can only shoot after falling back. All Flyers have that ability, plus they can ignore models that surround them since Flyers Give No Fucks. The big problem is that an Inceptor is 75 points per model yet only have 2 wounds at T5 and a 3+. IMO what makes Inceptors nasty is their significant damage output coupled with their maneuverability. On average an Inceptor squad is going to be killing 10 orks every round (24 shots, 16 hits, 10 wounds), so if you can maintain that 18" range while doing so it provides a reasonable chance of avoiding getting charged. In other words you're paying 225 points to kite a unit. WhiteWolf123 posted:Honestly, regular Marines have been outperforming the Primaris in a pretty significant way. In order to make them more competitive, I think they're going to need wargear options and a transport that can compete with a Razorback to start replacing them. Right now, even ignoring their lack of transports, their inability to grab wargear options really hamstrings their battlefield role flexibility. Unless future Primaris can take tactically specialized weapon equivalents in the Intercessor squads, I just don't think they're going to be widespread upgrades to conventional Marine lists. Primaris marines strike me as the fluffy, easy-access army that is designed to teach new players how to play and paint but really struggle to exploit the mechanics of 8th edition. They lack the punch to take on heavy-hitting opponents like Land Raiders or Battlewagons and they lack the firepower to take on hordes like Guard, Gaunts, or Orks. Obviously a big part of this is their lack of options and it will be interesting to see what the new releases bring to the table, but I guess they really are meant to work with the fluff of being SM killers. I haven't played against them yet, but I'm getting them soon and my goal is to use them as my "gently caress it I want to paint something quick" break from the never-ending slog of painting ork boyz that is currently my life. I don't expect them to do well, but I think it should be a fun way to get some casual games in. Also I'm hoping to run into a few super-spergs who get all pissy that the Marines Malevolent got Primaris Marines. I'll just say they intercepted a shipment intended for the Lamenters.
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# ¿ Jun 26, 2017 19:42 |
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# ¿ Apr 29, 2024 08:42 |
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JoshTheStampede posted:I'm a Metro-bound DC goon, and Dream Wizards in Rockville has a burgeoning new playerbase as well. I know the place has a bad reputation but the players are great and we cleaned repainted the place so it isn't a dingy stinkhole anymore. Wednesday nights is mini gaming night. Worst case scenario if it's not near a metro someone (like me) might be able to pick you up from a stop.
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# ¿ Jun 26, 2017 22:06 |