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 Argghhhh blurgh!

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skp
Hellion
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Join date : 2015-02-05
Location : UK, Oxford

PostSubject: Argghhhh blurgh!   Wed Oct 28 2015, 21:33

Is basically how I feel untill turn four/five(refer to topic title).

I'm seriously struggling to beat my friend, Although I am unbeaten against him at the moment, it's still a "barely convincing win" Last game I played which was.. on the 26th he was beating me 17 points to 4 yet I only beat him because I was able to table him, now you might think well, a win is a win and I agree, I shouldn't complain, I know that but I will say now.. I am not a very competitive player, so please don't make that judgement of me! Crying or Very sad

So down to the situation, I want to field a well rounded army that can roughly face and take on almost all that comes at it, I'm seriously struggling versus a super bike heavy orc army that typically runs two boy units in trucks, 2/3 squads of orc bikers and 2 units of 5 orc nobz on bikes.. yikes, I know.. now once again, a win is a win.

I'm not asking "How do I make the ultimate pew pew army vs orc bike armies" I'm asking.. what would you do? what do you think works versus them? I'm ok-ish to change my army but I will say that I love the whole Venom spam with 3 Ravager support, so anything around that.. would be great.

I'm seriously thinking dropping the Incubi, Armour of Misery from my Archon, rid of the Reavers and taking a big block of Trueborn with Splinter Cannons and Blasters, sticking them in a gun boat Raider with Sails and Racks and trying to kite around the board with the huge movement, but.. once again, would that fit with the "Meets everything" requirement? and this could be questioned against all fast armies, BA, Raven Wing, Eldar/Dark Eldar etc etc.

My list is simple, 5 x venom warriors with blasters, Archon with Incubi in Venom, 3 ravagers and then the next bit which I am mixing things up, I was running 2 x 5 Scourge with Heat Lances but dropped them for 3 x 3 Reavers with Caltrops. ((Full list can be found at : http://www.thedarkcity.net/t11594-kabal-of-the-void-lance-1500-points))

Cheers,
sKP.
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Azdrubael
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 05:55

Maybe just change incubi for grots ? List seems to be pretty lean in competiteve sense, except for them.

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Scrz
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 07:27

Yeah lose the incubi. They are not too god against orks. If you want CC that can deal with them, grots can hang.
You do not say what you have on your ravagers. Lances or dissies? Bringing dissies on all or some of them would probably be better against the army you are facing.
Also, with that many venoms in your army you could consider giving all vehicles chain snares and try some tank shocking shenanigans.
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Painjunky
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 08:05

Apart from shooting the living crap out of them, which it seems you are already doing, and swapping the incubi for grots that can take them in cc you could try some movement/deployment shenanigans...

Split ur deployment to the far flanks and hold units in reserve so its not obvious which direction he should send his bikers in. Hopefully he splits up. Then bring in a bunch of reserves to butcher half of them and turbo away from the others only to gang up on them later.

WWP or turboing units into his dep zone, after his bike units have come zooming across the table at you, can give him a headache. He has to decide if he will continue forward into ur dep zone or turbo back to protect his obj holders. This should encourage him to split up further.

Move blocking with some sacrificial units can buy u an extra turn of moving and shooting.

Good luck!
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The Shredder
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 16:41

- If he doesn't have a PK warboss, some Grots would definitely help, I think. They strike before his boys, have a chance to ID his Nobz and nothing he has can ID them.

I'd recommend a Grotesquerie, if you have the points.

- If he's not running Pain Boys (or a Warboss with Lukky Stikk) with the bikers, then some venoms would go a long way. Each venom should (on average) kill 2 boyz or 1 Nob.
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skp
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 21:20

Although Grots would be an excellent choice, I don't feel that it would match my army, I am a true believed in fluffed armies to some extent, so I'd prefer to stick to 'normal' humanoid type units(not including vehicles:P).

I'm seriously thinking dropping my Archon in a raider with a 9 man Trueborn unit with Blasters and SC's with rerolling hits, my army is fast as is so, fluff wise it'd fit in, are 9 man Trueborn units worth the point sink? I get they'll be almost always #1 Target.

@The Shredder He run's a PK Warboss on bike, thing is crazy hurt Sad, he doesn't run pain boyz though.

sKP
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Azdrubael
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 21:34

Dont mix trueborn weapons, it is a waste.

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skp
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 21:56

No? then are trueborn even worth it then because they can only take one extra heavy weapon than regular warriors..?

sKP
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Count Adhemar
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 22:51

@skp wrote:
No? then are trueborn even worth it then because they can only take one extra heavy weapon than regular warriors..?

sKP

You don't take Trueborn for the 2 Heavy weapons. You take them for the 4 specials.

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skp
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PostSubject: Re: Argghhhh blurgh!   Thu Oct 29 2015, 22:59

Mind checking out my latest incarnation of my list @ http://www.thedarkcity.net/t11594p20-kabal-of-the-void-lance-1500-points#148961 Count?
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stilgar27
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PostSubject: Re: Argghhhh blurgh!   Fri Oct 30 2015, 01:06

I used to take trueborn in the last edition for the heavy weapons, when needed.  But then you could just plop a 3 man squad with 2 lances (for like 75 points) in a corner somewhere and encourage people to go the other way.  3 wounds, 2 lances, and zero mobility - kind of like getting a cheap fourth ravager (that has already taken a round of shooting).
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Nannermand
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PostSubject: Re: Argghhhh blurgh!   Sun Nov 08 2015, 03:43

I've seen some players that do 2 dark lance trueborns either in cover or have the venom get them there. 4+ cover, threat but not a huge one and just another unit to deal with. I like grots more than incubi in most cases so if you have them I would change.
For reavers go 6 with 2 caltrops. Once you learn thier strengths and weaknesses you will love them. They are priced well for what you get.
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