Chaplain Lucifer Posted July 11, 2017 Share Posted July 11, 2017 My second game of 8th edition. Deathwing vs Orks. We're both still learning the rules so mistakes were made (like forgetting to use CP's) We played 1500 pts because it's better to start lower. One funny thing: Altough both lists were 1500 pts (ish), the ork list had 20+ power level difference. My List: Battalion detachment Belial Chaplain in TDA: Crozius and SB Apothecary Ancient 2x 5 DW terminators with AC 1x 5 DW Knights 3x5 scouts with sniper rifles Ork list Warboss Flash Gitz boss (forgot name) 2x 30 boyz. Nob, 3x Big shootas 1x 10 Gretchins Runtherda 6x Tankbustas 15x Lootas 1 Trukk 1 Deffcopta with Rokkit 12 Stormboyz 6 Warbikes The mission was the relic. I deployed Scouts, Apothecary and Standard bearer, kept rest in reserve. I managed to steal the Initiative, so I moved only the terminator characters. The DWK appered close to the relic, with the Characters close by. The game was shakey in the beggining because the DWK took the brunt of the fighting. They managed to survive with the relic, always retreating and with the rest of the DW making a wall between them and the relic. I managed to face the mobs one at a time with Terminator shooting, Belial CC prowess and re-rolls and Ancient extra attack. Overview Scouts. Those pesky Sniper rifles took out both HQ's, a couple of storm boyz and some wounds in Trukk, Warbikes and other boyz. Thanks to Belial re-rolls the accuracy was kept high.. Apothecary: He healed single wounds and revived 3 dead terminators. He is definately a keeper in this sort of army because every model count. Ancient. Not only he was a force to be reckoned with in CC, giving the extra attack to the rest of the Terminators. DW terminators: AC was ace and at 12" those 4 SB shots made dents, paired with re-rolls from Belial. In CC they were no slouches . Belial: Buffed the army and everything he touched in CC, melted. Chaplain: Gave re-rolls to Belial and other squads and pulled his weight in CC. DW knights. They only soaked fire. I missed them not having firepower. I see no reason to have them instead of normal terminators at this moment. Maybe because they had to keep relic safe and I didn't want to risk them, but in such a small army, the Firepower of another DW squad would have helped much more. Having 2 wounds per terminators makes them more resilient but stuff like missile launchers have to be cleared from the table because they'll make short work of multi-wounds. All in all a fun game to learn 8th Ed. Thanks for reading. Frater Cornelius and Raztalin 2 Back to top Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/ Share on other sites More sharing options...
Frater Cornelius Posted July 11, 2017 Share Posted July 11, 2017 Did the Orks have much Rend? If yes, how impactful was the 2+ save of the TDA compared to their newly gained 2W? Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4815655 Share on other sites More sharing options...
Cpt. Bannockburn Posted July 11, 2017 Share Posted July 11, 2017 Chaplain: Gave re-rolls to Belial and other squads and pulled his weight in CC.Belial also gives rerolls to himself, so technically the chaplain isn't necessary for this. The aura should be nice though, when not going against orks or imperial guard with commissars. DW knights. They only soaked fire. I missed them not having firepower. I see no reason to have them instead of normal terminators at this moment. Maybe because they had to keep relic safe and I didn't want to risk them, but in such a small army, the Firepower of another DW squad would have helped much more.I think it's mission specific. I run 5 of those guys, paired with ancient and IC in a LRC and they do quite well. OTOH, they are quite survivable, and paired with an apothecary they do the job of snatching that relic pretty well, I'd think. Glad to see, you've won! My own list at 1500p (or rather 1460) is Belial, IC, DW Ancient, DW Apothecary, DWK 1, DW Terminators x 1 (shooty with AC), VenDread with 2x TAC, LRC with MM; all organized in two Vanguard Detachments for a total of 5 CP, and a very low deployment number for getting turn 1 (5 total). It's pretty 'in your face', with the shooty squad dropping where needed to apply pinpoint pressure, accompanied by Belial and Apothecary, while IC, Ancient and Knights drive up in the crusader for CC blender action. LRC unleashes its TAC and Hurricane Bolters. Dreadnought is holding the back field with very accurate shooting and weight of fire against light vehicles and monstrous creatures. Of course, it's even less on the model count, but my MVP is definitely the Apothecary (even though I seem to have bad luck with resurrection rolls). Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4815660 Share on other sites More sharing options...
Chaplain Lucifer Posted July 11, 2017 Author Share Posted July 11, 2017 Did the Orks have much Rend? If yes, how impactful was the 2+ save of the TDA compared to their newly gained 2W? The orks didn't have much in the way of Mortal wound weaponry but rokkits with multiple damage and armor saved reduction are dangerous en masse. I suffered quite a few casualties from rokkits until I managed to neutralize them. Against small arms fire and CC, the terminators held fine thanks to the 2W and 2+ save. IMHO unlike in other editions where terminators weren't safe anywhere that wasn't inside a Land Raider., they seems to be pretty much safer in CC and safer outside if their not being shot by anti-tank weapons. Massed small arms fire will take them down but not at an alarming rate like before. Chaplain: Gave re-rolls to Belial and other squads and pulled his weight in CC.Belial also gives rerolls to himself, so technically the chaplain isn't necessary for this.The aura should be nice though, when not going against orks or imperial guard with commissars. DW knights. They only soaked fire. I missed them not having firepower. I see no reason to have them instead of normal terminators at this moment. Maybe because they had to keep relic safe and I didn't want to risk them, but in such a small army, the Firepower of another DW squad would have helped much more.I think it's mission specific.I run 5 of those guys, paired with ancient and IC in a LRC and they do quite well. OTOH, they are quite survivable, and paired with an apothecary they do the job of snatching that relic pretty well, I'd think. Glad to see, you've won! My own list at 1500p (or rather 1460) is Belial, IC, DW Ancient, DW Apothecary, DWK 1, DW Terminators x 1 (shooty with AC), VenDread with 2x TAC, LRC with MM; all organized in two Vanguard Detachments for a total of 5 CP, and a very low deployment number for getting turn 1 (5 total). It's pretty 'in your face', with the shooty squad dropping where needed to apply pinpoint pressure, accompanied by Belial and Apothecary, while IC, Ancient and Knights drive up in the crusader for CC blender action. LRC unleashes its TAC and Hurricane Bolters. Dreadnought is holding the back field with very accurate shooting and weight of fire against light vehicles and monstrous creatures. Of course, it's even less on the model count, but my MVP is definitely the Apothecary (even though I seem to have bad luck with resurrection rolls). I wasn't sure about Belial giving re-rolls to himself, so I played it safe. I agree that DWK are mission specific and with that in mind, if I'm not taking a LR, and because my list as take-all comers they will see less use. Apothecary is definately a plus, patching up wounded termies and ressurecting dead ones is a powerfull tool when we have such low numbers. Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4815672 Share on other sites More sharing options...
Frater Cornelius Posted July 11, 2017 Share Posted July 11, 2017 With Rend I meant the AP value of their weapons. Sorry, used to the AoS term. the rokkits are pretty much what I wa asking about. I have this feeling that negative modifiers on saves will make life as a TDA all the much tougher. Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4815699 Share on other sites More sharing options...
Chaplain Lucifer Posted July 11, 2017 Author Share Posted July 11, 2017 From what I saw orks don't have much stuff that gives modifiers. The bread and butter Shootas, sluggas and big shootas have no AP value. The Lootas have the range and -1 to the Armour but their shooting is not reliable. Rokkits are really dangerous and God forbid a DW army faces an army loadedwith them. Had I faced more tankbustas/ rokkits the resul tcould be different. Negative modifiers will make TDA life tougher, but Cover will help and the 5+ Inv save also helps. Probably a Storm shield per squad can also help in that aspect. Stil I have the feeling that despite the modifiers, the Terminators somehow are still in a better position in this edition than they were in previous. They have more woundsand pratically double the firepower at short range and morale is of non-consequence. With DA Codex I believe situation will Improve further. Cpt. Bannockburn 1 Back to top Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4815736 Share on other sites More sharing options...
Saphrael Posted July 11, 2017 Share Posted July 11, 2017 My own list at 1500p (or rather 1460) is Belial, IC, DW Ancient, DW Apothecary, DWK 1, DW Terminators x 1 (shooty with AC), VenDread with 2x TAC, LRC with MM; all organized in two Vanguard Detachments for a total of 5 CP, and a very low deployment number for getting turn 1 (5 total). Quick question: how do you get this into two Vanguard detachments? A Vanguard detachment requires three Elite choices (therefore six required for two detachments) but I only count five Elite choices in this list? Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4816397 Share on other sites More sharing options...
Cpt. Bannockburn Posted July 12, 2017 Share Posted July 12, 2017 You're right. I've had my 1850p list in my head. It's one Vanguard Detachment at lower point levels. Of course you could always replace the LRC with more dreads, or terminators. Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4816597 Share on other sites More sharing options...
palin2222 Posted July 14, 2017 Share Posted July 14, 2017 (edited) My own list at 1500p (or rather 1460) is Belial, IC, DW Ancient, DW Apothecary, DWK 1, DW Terminators x 1 (shooty with AC), VenDread with 2x TAC, LRC with MM; all organized in two Vanguard Detachments for a total of 5 CP, and a very low deployment number for getting turn 1 (5 total). It's pretty 'in your face', with the shooty squad dropping where needed to apply pinpoint pressure, accompanied by Belial and Apothecary, while IC, Ancient and Knights drive up in the crusader for CC blender action. LRC unleashes its TAC and Hurricane Bolters. Dreadnought is holding the back field with very accurate shooting and weight of fire against light vehicles and monstrous creatures. Of course, it's even less on the model count, but my MVP is definitely the Apothecary (even though I seem to have bad luck with resurrection rolls). Correct me if I'm wrong, please, but I was under the impression that characters could no longer join other units, and vehicles could only carry one unit at a time. How are you getting the Knights, the IC, and the Ancient, (3 units) inside 1 Land Raider Crusaider? Can vehicles now carry more than one unit? Edited July 14, 2017 by palin2222 Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4818912 Share on other sites More sharing options...
dtse Posted July 14, 2017 Share Posted July 14, 2017 Yea they can Every datasheet tells you exactly what it can transport Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4818923 Share on other sites More sharing options...
Cpt. Bannockburn Posted July 14, 2017 Share Posted July 14, 2017 It's no longer unit based, but model based what a transport can carry. For example, a LRC could conceivably carry 16 characters, or 3 5 man squads and an additional character. Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4818929 Share on other sites More sharing options...
palin2222 Posted July 14, 2017 Share Posted July 14, 2017 Well hot damn, that is some good news. Thank you for correcting me Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4818957 Share on other sites More sharing options...
Aothaine Posted July 14, 2017 Share Posted July 14, 2017 Good to hear about the DW and good job keeping that relic safe. Another option you could have taken was to have the knights rush the Orks while your other two terminator squads pulled back. But how you did it was way more thematic. ^_^ Link to comment https://bolterandchainsword.com/topic/336487-battle-briefing-dw-vs-orks-1500-pts/#findComment-4818992 Share on other sites More sharing options...
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