So this past weekend I played in another flgs monthly tourney. I played with my orks like normal for competition. I am still too new with my blood angels to want to play them again in a tourney environment. I ran my usual Kan Wall list.
First Round was a turn based king of the hill mission with the center worth 3 points and each table quarter worth 1. I got paired against necrons and on the only ork themed board. This was such a good omen! I was nervous but with gork and ghaz on my side I just had to calm down and let the orky auto pilot side of me take over. I never let the crons have a point and tabled them in 5 turns.
My father Ming had borrowed two of my preds for the day and tabled a space wolf player. There was plenty of other opponents that I could play but I just had the feeling I would have to face him in combat again.
Gork smiled at the challenge of a father son duel and made the pairings so. I random-ed my father for round two. An all night fight dawn of war mission grabbing three objectives that pop up on turn 2, 4, and 6. Looks like this will go well. The game started well with me popping a transport on turn 1 with gahz and the nobz. Turn 2 however they received a concentrated dose of his whole army firing on them. Many nobs were wounded and the mighty ghaz took two las cannon wounds for his brothers. My dice had become so hot that I failed two morale checks and they squad fell back. They returned back strong as ever the following turn. However the in attempt to charge ghaz's armor locked up from all the fire and he was to lay in the open and take another turn of fire instead of fighting. The storm boyz flew over head and killed a squad and made the terminators run in fear. The tough fight would keep on for a few more turns with time running out. On the final turn with the clock winding down two objectives had been activated. The orks managed to capture one and contest another.
Phew a close one. Onto Round three. There was a Tau, Blood Angels, and another Ork Army left undefeated.
The pairing returned back and Gork had laid out another challenge for me. I was to fight another ork player and prove my worth. I went first and struck first on turn two. It was modified kill points and Ghaz with his abilities he made my orks deadly fast. So many charges turn two that I crippled my opponent. The game was over quickly and not much remained for my opponent. He was a youf in the ork world and has much to learn about commanding his men. He has potential to be great. Only time will tell how much he will grow in size and if he will be able to best the rippeddragon in combat.
On a far away battle field the tau and blood angels fought to a near draw. This would give me the edge I needed to win another tourney. Everyone fought well and Gork smiled on me that day.
Now it is time for ghaz to rest up and await his next battle.
RIPPEDDRAGON
This blog will focus on 40k and RIPPEDDRAGON's ork and blood angel army.
Monday, November 22, 2010
Thursday, November 18, 2010
Saturday, November 13, 2010
Monday, November 8, 2010
Ork Tactica: Ghazghkull
For orks this guy is the bread and butter. He hold everything together in a competitive format for orks. He is both a close combat monster and a force multiplier. Who else in the game can have an on demand 2+ save and make ever one of his buddies fearless? Any list of mine 1500+ or over I try to run him. He fits best with mega nobz but can work well with almost anything.
Now you are thinking where are the tactics and why am I reading this?
Ghazghkull's WAAAGH is the main reason for taking him. 6+ fleet move for almost your entire army and making them fearless for a whole game turn. On top of that Ghaz turns into a tank with a 2+ invuln for a whole game turn. Now the usage of this is the key point. The Key: IT CAN BE USED ANYTIME ON EITHER PLAYER TURN AND LAST THE FOLLOWING PLAYER TURN! If I use it on my opponents turn I still get my 6 inch fleet move on my turn. Now this is where making things fearless is key. PBS can drop your nobs down to a 2LD and then make you fall off the board...well not any more. Just pop the WAAAGH after he put his effort on them or else where and use it IN RESPONSE TO THE MORALE OR PINNING CHECK. I also tend to use this to save my stormboyz or other units that I need to stay on the board. Another use is to make Ghaz a tank and send him into a deathstar unit alone. He is fearless and has a 2+/2+ and that can typically buy me time for a whole game turn and let the rest of his squad kill something else and return to him. Or he will kill the deathstar unit by himself. The third and final use is to get all your troops into combat faster IE turn 2-3.
Ghazghkull is a monster and my favorite character in the game.
Thanks for reading!
Now you are thinking where are the tactics and why am I reading this?
Ghazghkull's WAAAGH is the main reason for taking him. 6+ fleet move for almost your entire army and making them fearless for a whole game turn. On top of that Ghaz turns into a tank with a 2+ invuln for a whole game turn. Now the usage of this is the key point. The Key: IT CAN BE USED ANYTIME ON EITHER PLAYER TURN AND LAST THE FOLLOWING PLAYER TURN! If I use it on my opponents turn I still get my 6 inch fleet move on my turn. Now this is where making things fearless is key. PBS can drop your nobs down to a 2LD and then make you fall off the board...well not any more. Just pop the WAAAGH after he put his effort on them or else where and use it IN RESPONSE TO THE MORALE OR PINNING CHECK. I also tend to use this to save my stormboyz or other units that I need to stay on the board. Another use is to make Ghaz a tank and send him into a deathstar unit alone. He is fearless and has a 2+/2+ and that can typically buy me time for a whole game turn and let the rest of his squad kill something else and return to him. Or he will kill the deathstar unit by himself. The third and final use is to get all your troops into combat faster IE turn 2-3.
Ghazghkull is a monster and my favorite character in the game.
Thanks for reading!
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