Anyway, I played my Deathskull Orks against Marines. Mission was Seize Ground w/Dawn of War deployment. Got wiped out to a man, but had a good time. My after game thoughts:
- Just because you can deploy 24" forward doesn't mean you should. My opponent choose to deploy nothing and then he could move his entire army onto the table. 3 rapid firing tac squads, 2 land speeds, a vindicator, and 2 predators later and my poor shoota boyz mob and warphead went back into the case.
- Outflanking with the deffkoptas was fun. Previously they were warbikers (they're converted to be riding Dark Eldar jetbikes), and this was the longest they were on the board in any game I can remember.
- It's been like 4 years since I played where Marines don't have their performance degraded if you damage the transport. Was hard to get my mind around. Is kind of fun to see mech marines though.
- Even when you're down to a squad of 'Ard boyz, you can inflict some damage. Killed a dread and was whittling down two other squads. Given a little support, it might've made it close.
- Flash Gitz are sorely underestimated. While I rolled over a 4 on all three shots for the AP of my guns, they managed to beat an assault marine squad with a PF sgt and a librarian in melee combat, despite having no power claws. Essentially they're Nobz with 'Eavy armor (so 4+ save and 3 attacks base). The pain boy gave then FNP and I bought the cybork body. Pricey, but well worth it I think.
Anyway, looking forward to another game with them. Need to convert some more guys and fix some guys damaged in the move. Also need to tear off all those sluggas off my PK nobz. I wish there was still the option for more dakka guns. Ah well.
Welcome back! :)
ReplyDeleteIt's still not a GOOD game. I just am willing to overlook the absurd aspects of it.
ReplyDeleteI hear ya!
ReplyDelete