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Dropship update!

 Post subject: Dropship update!
PostPosted: Tue Dec 09, 2003 11:09 am 
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I finally have a game planned.  On Thursday (booked the time off work for it) my cousin is coming round for a game of EpicA.  And as the recent Jan WD mentions an EpicA report is going to be in next months mag, its about time. (its Orks versus marines in the WD if you're interested).

For  game, I will play my Ork force I'm building, against either marines or I.G. depending upon which he prefers.

I will take pics and record the battle to report back here.  I wont promise a proper battle report, but I'll try.


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 Post subject: Dropship update!
PostPosted: Tue Dec 09, 2003 5:54 pm 
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Well let us know how the game turns out and how the rules play ...

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 Post subject: Dropship update!
PostPosted: Tue Dec 09, 2003 6:42 pm 
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Definately - full report required :p

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 Post subject: Dropship update!
PostPosted: Tue Dec 09, 2003 11:00 pm 
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Hi!

At least your playing....

I'm envious.... :D

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 Post subject: Dropship update!
PostPosted: Wed Dec 10, 2003 10:07 am 
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OK guys, I'm asking for some impartial advice. ?In this game, I'll be using my Orks as I said. ?My opponent doesn't know the rules, and has no preference of what to use. ?So its either I.G. or Marines.

Now, I can only make certain armies, and I don't want him to be at a disadvantage, so can you guys choose the best army for him to use for me?

First my army will consist of (roughly)

Big Warband with stompa and extra nobz and boyz
Normal Warband with extra Boyz and stompa
Big KoS
Big BB or a gunz battery
Stormboyz Mob
Stompa Mob with extra Stompas and a few dreads
Gargant

Depending upon how many points I have, I may add in a gunfortress and extra stompas and dreads. ?I'm aiming for about 3000pts.

Now his options,

1- Marines

Tactical unit with rhinos
Tactical unit with rhinos
Dev unit with Rhinos
Termie unit with Land Raiders
Assault unit
Bike unit
Commander
Warlord Titan
(leaves about 150pts)

2- Impy Guard

Mechanised Inf Co.
-Tank Sqd (Demol's)
-Hellhound Sqd
-Griffon Sqd
Infantry Co.
-Fire Supp
-Snipers
-Ogryns
Sentinels
Rough Riders
Baneblade
Shadow Sword
Warlord
(This leaves about 200pts)

Now I don't have many options to alter things (In fact pretty much no options). ?Apart from flyers, but I don't want to introduce those yet.

For I.G. I have 3 Hydras and infantry I could add in.
For Marines I have loads of Land Raiders, Scouts and Whirlwinds.


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 Post subject: Dropship update!
PostPosted: Wed Dec 10, 2003 3:37 pm 
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I'd say marine units are a bit more flexible and forgiving, so i'd go for those. The IG army has more stuff which is more dedicated, and less easy for a first battle.

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 Post subject: Dropship update!
PostPosted: Wed Dec 10, 2003 4:05 pm 
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I'm tending to go for the IG, they have a lot of firepower, but SM Infantry has a high survivability ...  :;):

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 Post subject: Dropship update!
PostPosted: Wed Dec 10, 2003 4:10 pm 
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I would tend towards giving him the IG. ?SMs are tough, but they require some significant knowledge of how they are supposed to work to be effective, whereas ?IG tactics tend to be readily apparent.

However, I dislike that list.  If you have enough IG infantry, I would make a 3rd company and spread out the support.  2 massive companies like that are going to be strategically tough to handle because they lack flexibility.  If you can squeeze out 2 footslogger companies, that would be 2 garrisoned units that could form a fairly strong battle line right from the start.

If you can't break up the companies more, I'd go with SMs just so your newbie gets lots of activations to play with.

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 Post subject: Dropship update!
PostPosted: Wed Dec 10, 2003 4:12 pm 
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Ok that's one for each.  :{

I cant add a choice as I'm undecided.  The marines have more painted units, and are fully assembled, however, I'd prefer to play the Guard but need to get a lot assembled and most isn't even primed. :(

I need a deciding vote.  :blush:   Although no-one has said either armies are not fair, which is a good thing.  Wouldn't want him to be at a disadvantage.


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 Post subject: Dropship update!
PostPosted: Wed Dec 10, 2003 4:14 pm 
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O.K, there's the deciding vote.  I.G. it is.

Now to make those last few stands and Chimera's tonight.


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 Post subject: Dropship update!
PostPosted: Thu Dec 11, 2003 1:53 am 
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Hi!

I agree IG is a good beginner army and it also looks the most like a regular everyday army so he can feel more comfortable with the familiarity.

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 Post subject: Dropship update!
PostPosted: Mon Dec 15, 2003 2:07 pm 
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Okay, had the game (actually had it on Saturday)

These are roughly the lists;

Imperial

Mechanised Co.
- Tank Sqd
- Hellhounds
- Griffons

Support 1 - Sentinels
Support 2 - Hydras

Super Heavy Tank Co. (2 Banes 1 Shadow)
- Fire Support
- Troop (6 stands)
- Ogryns with Chimera

Support1 - Rough Riders

Warlord Titan

Orkziez

Big Warband - Xtra Nob, Boyz (+ grotz), Stompa, Dread, Gun fortress

Normal Warband - 2 Xtra Boyz (+ grotz), Stompa

Big KoS

Stormboyz

Big BB

Stompa Mob - 4 Xtra Dreads

Gargant

Table

The table was about 4 foot in each direction, so not a huge amount of room.  The terrain was a city scape, with lots of ruins, bunkers, refinerys. etc.  It meant not a lot of LoS as something usually blocked it.  So no long range weapon advantages.  The only exception was a grassy strip running the left side of the board (from Orks point of view, as everything will be) which was clear except for a bunker about half way.

Deployment
Orks won deployment, but we pretty much just put our stuff down without waiting for each other anyway.

From Left to right Orks were - Storm boyz - Big Warband - Stompa Mob - Normal Warband - Big BB - Gargant - KoS

Imperial Left to right as I looked at them - SHT Co. - Rough Riders - Hydras - Mech Co.- Sentinels - Warlord

First turn was uneventful, we both just positioned our selves. My big warband failed to activate first turn, and every turn after that.  For the first 3 turns, my activation rolling was very poor.  Consistantly rolling 1,2 and 3's.  Even changing dice never worked. I also forgot until turn 4 that I get to re-roll one test due to my supreme commander

Turn 2+ Imperial got first go.  He positioned his Mech Co. to get everything in range to shoot my Stompa Mob.  He killed a Stompa and a couple of Dreads, breaking the unit.  These never regrouped. His SHT went down the grassy strip, in an attempt to out flank me.  This was supported by his Rough Rider Det.  I assaulted the Rough Riders with my StormBoyz, but I only had range to use FF values.  Trying to out gun him (I had 5 units firing to his 2)  I failed, only succeding in rolling abysmally and getting wiped out for no loss to him.

His Warlord went down the otherflank, and through the refinery.  Lots of coolingtowers meant I couldn't draw a LoF to it.  Which was quite good as I had nothing strong enough to take it down through firing.  He killed 3 of my Big BB, which retreated and regrouped.

In my turns i advanced p the centre (which was a bottle neck) and concentrated on his large Mech Co.  I fired my normal warband, Stompa Mob (before they broke) and KoS at it, aswell as my Gargant.  Bad rolling (and the fact I was usually using double orders so at -1 to hit) meant I hardly inflicted any damage.  I tried sustained fore, but kept failing to activate, so shot normally as my hold response.  After 2 turns of firing at it, it finally broke.  Meanwhile, my Big Mob was taking several casulties from the SHT and Hydras.  I kept failing to activate them, and it was a hard choice between firing at the Hydras/SHT or moving out of thier way.

Luckily my Grotz kept the damage to a minimum.

After regrouping, my BB shot up the outside of the refinery.  A small road on the very right hand side of the board.  They were able to drive straight past the Warlord, who was on the other side of a high seperating wall that goes around the outside of the refinery.  They got round the back and shot up the Sentinels.

THe warlord carried on through the refinery (Marching), and emerged out an entrance to end up behind my KoS, Normal warband and stompa mob.  If he could rally his Mech Co. he'd have a crossfire.  He didn't.

What he didn't realise was that he was now in charge range of my Gargant, who charged straight away.  In the first round, he hit with all 8 attacks, and I failed 5 saving throws (even after re-rolls).  I hit back and he failed 3 saving rolls.  I also hit with my MW assault weapon causing another two hits.  5 each.  (I was also on fire) So we went into another round of combat. (both titans were DC8)  This time he inflicted 1 hit, and I destroyed his Titan (where are the catastrophic results for killing a Titan?)

We were both shocked how easily my Gargant had dispatched him, and he decided that next time the Warlord would stay right at the back of the board.  Using its long range weapons.

After that It went downhill for him.  The first couple of turns were going well for him.  He had most objectives, killed a lot of Orks (though we then realised I had plenty more where they came from) and was almost flanking me.

However, I turned the game round at the start of turn 4. (which he kindly pointed out happens everytime we play.  He gets the early lead, only to lose at the end miserably.  He asked how I do it,  I didn't have an answer!  :-:   )

After breaking his Mech Co. in the centre (which also never regrouped)  I charged my KoS round to the rear of the rough riders and took them out.  At the same time I was able to then take control of two objectives they were holding.  My Normal Warband stayed in the centre holding another Objective.  My BB had forced the Sentinles to retreat as only 1 could fire.  And they were then just round the corner from his withdrawing Mech Co.  His SHT were unharmed, as were his Hydras.  They were also out of the game, as when I saw him coming down the flank, I went the other way.  Thay never really had a target all game, just the rear of my big warband.  But this was where I kept my Grotz.

We looked at the V.C. at the end of turn 4.  I had destroyed his dearest unit (Warlord) captured two of his objetives, meaning I won.

Good Job really, since we had been playing for around 5-6 hours!!!  It took longer as I was teaching him and trying to find stuff in the pages of rules.


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 Post subject: Dropship update!
PostPosted: Mon Dec 15, 2003 2:20 pm 
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Things we learnt-

My Warboss has special rules - i.e. the leader ability and re-roll failed initiative test once per phase.

A large Mech Co. is hard to shift, especially with crappy Ork shooting.

Stormboyz killed themselves yet again on an assault they initiate.  I'll get it right one day.

A Warlord is poo in HtH.  Keep it away from Assaulty things.

My Ork Army has nothing to take out big natsies with firing.

SHT Co. is probably a waste.  A Tank Co. would be better.  Maybe with 1 Shadow Sword in support.

BB did poo again, though they were in a position to cause trouble later in the game if it had carried on.

Double orders are essential to get an Ork force moving, but they are then super poo at shooting.

************************

There's more we learnt, but I've forgot now.  :L

So, I have left my Imperial Guard army with him, and he's gonna paint it up ready for our next game.

The most important thing gained from this game !?!?!?!?????


He thinks Epic is the best GW game he has played!!!!!!!  :blues:

And is gonna collect Imperial Guard as soon as its released!!!  He also wants a rematch over Xmas, and wants to try out smaller titans (warhounds and reavers) rather than one expensive one.


RESULT!!!!  :cool:


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 Post subject: Dropship update!
PostPosted: Mon Dec 15, 2003 4:10 pm 
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Sounds like you have a convert on your hands.   Yeaaaa!!


my 2 cents,


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 Post subject: Dropship update!
PostPosted: Mon Dec 15, 2003 6:06 pm 
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The problem with Heavy Tanks or heavy weapons in general is they draw a lot of fire, because they are so powerful.  In many games I have played in the past, they didn't last very long, whether I used them or they were used against me !  They died sooner or later and rarely if ever, survived to game's end.  :{

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