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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.

 

 

 

 

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).

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.

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.

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?

 

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 by palin2222

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