Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Monday, August 16, 2010

Painting progress

Friday night fight was skipped this week as A. & I were seeing "Deep Blue Orchestra".

I have not been slack, far from it - I have had the painting urge strike. 30 Gretchin, 8 Orks and 16 Sarus Lizardmen have gone from plastic to waiting for basing. I was doing a couple of hours at the end of the night, perched in my usual spot behind the Teev while the others watch their programs, L. watching ABC3 until 8.30, and then more adult stuff once L. was in bed.

I was amused by the timing of the BOLS article on Army Painter quickshade, as I was prepping my Saurus for just that treatment when I read the article. If you like painting armies fast, it's a great article. My only alteration to that article - I always paint the dip on - less mess, less wastage.

Tuesday, July 27, 2010

Mini Apocalypse 40k Experiment: Bart's Orks V Sui's Terminators

Sunday night fight was a bit of a thought experiment - What does it take for the Orks to bust the Imperials hardest armour?

Sui took a Land Raider and 2 lots of five Terminators and one lot of ten.  I took three Kopters with rockets, 10 boys with rokkit and Nob with power Klaw in a rokkit truck x2, and one mob of 30 Orks with 3 rokkits and Ghazgul.

The scene was a building littered desert.

On the way in, the raider retreated to a corner to take up a clean firing position, and boomed a truck, and thinned boys. Turn two it did similar, but started taking rokkits. Well, 5 to hit, 6 to pen and 5 to make the table mean anything meant that it took some doing. The Orks never wavered - I never failed a leadership roll all game. And Sui had industrially awful reserve rolls.

In a perfect experiment, the Orks all got to pound away with rokkits, and eventually Power Klaws. The Raider took until turn 3 to immobilise, and turn 5 to Pop, and that took Ghazguls s5 Power Klaw.

The termies popping out from the raider caused good rollicking carnage, and the boys gave back. They dispatched them over two turns. One lot of five had a terminal teleporter accident, and the ten man squad ended up out of close combat, arriving turn 5. 

So in the end, I lost three points - one lot of truck boys, Ghaghulls 30 mates, and the kopters. Sui lost the teleporter 5, the raider, and it's passenger 5.

So the game was a tie, but that took insane luck with the six ones for the reserve rolls, and the teleporter deaths.

Next investigations - ZZap guns or Tank Buster boys?