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== Games Done by the Un'tan Collective == Our groups house rules are as follows. *'''Eternal War Missions''' *'''Static Objectives:''' Ignore the "Mysterious Objective" rule in all missions. In addition, in the mission "The Scouring" treat all objectives as being worth 2 victory points. *'''Fair Play:''' No player may ever attempt to Seize The Initiative. *'''Pain of Eternals:''' If a model with '''Feel no Pain''' also has '''Eternal Warrior''' it can make feel no pain saves against wounds with '''Instant Death'''. It can not however take saves from Deathblow destroyer wound. ====Angry Necrons Vs Calm Inquisitors with Militarum Tespestus allies==== 1000pts Vs 1000pts Mission: The Emperors Will. *'''Necron army list''' Combind arms detatchment. HQ: One cryptek faculty, one Harbringer of The storm with lightning field (going with the 11 strong warrior unit), one Harbringer of Eternity with Chronometron and Timesplinter cloak (going with the Immortal squad). Troops: One squad of 10 Warriors, one squad of 11 Warriors and one squad of 9 Immortals with Gauss blasters. Elites: One C'tan shard with Pheonix Spawn, Soul Eater and Ghost Flight. Fast attacks: one squad of 3 Destroyers. Heavy support: One Monolith. *'''Inquisitors with allies list''' Inquisitorial detatchment. HQ: Ordo Xenos Inquisitor with Needle pistol, Psyker level 1, rad and psychotroke granades, Power armour, one servo skull and Force blade. Elites: One Inquisitorial henchmen group, two Jokaeros, one psyker, two servitors with plasma cannons, three acolytes with power armour and plasma guns and two acolytes with power armour and hot shot lasguns. Chimera as dedicated transport. Allies detatchment. HQ: Militarum tempestus command Squad, one power maul and 4 hot shot volley guns, Taurox as dedicated transport. Troops: one squad of five scions, 2 hot shot volley guns, taurox dedicated transport. One squad of ten scions, 2 hot shot volley guns. *'''Turn 1''' Taurox killed a warrior. Destroyers caused 2 pens to a Taurox (Stunned). *'''Turn 2''' 2 wounds lost on the C'tan shard. One Immortal dead by Jokaero las cannons. Monolith deep struck successfully and killed two scions. Immortals with the Chronometron got one 6 enough to wreck the damaged Taurox. Destroyers inflicted 1 hull point on the chimera. *'''Turn 3''' C'tan charged scion command squad to kill 3 and make the remaining get caught by sweeping advance. Shard was killed by plasma fire and the Inquisitors Needle pistol. Scions shot and killed a Destroyer. Warriors killed 2 scions. *'''Turn 4''' Monolith teleported in a Warrior squad in rapidfire range. Entire necron army (Except crypteks) shot at the chimera and finally managed to inflict 2 glances and wreck the chimera. The remaining Taurox and scions killed 9 warriors from the squad that had teleported in and 2 Immortals. The Inquisitor surrended at this point, as the Angry Necrons were ahead and he wouldn't be able to get to the objective. *'''Conclusion:''' Inquisitor player made a mistake in only trying to kill Necrons and not going for the objective. He also got unlucky as a total of 6 models died to gets hot from shooting near or at the Phoenix Spawn C'tan. Warriors in total inflicted one glance and two wounds. Immortals were worth their points even at toughness 3. C'tan shard would have died earlier If not for Phoenix Spawn (though there was luck involved), having Ghost Flight which let it arrive to do damage and having some pretty good cover for two turns. From the battle however It felt like the Phoenix spawn upgrade is slighltly underpriced, 40 or 45pts is more fair priced for what it does. Chronomancer was about worth its points, choronometron was useful but did not have too much of an impact (about right). Warlord rolled on the angry Necrons trait table and after reroll got Tomb defender, which was useless in the current mission. units preformed decently overall. ====Angry Necrons Vs Calm Inquisitors with Militarum Tespestus allies: Game two==== 1000pts vs 1000pts Mission: The Scouring. This game was played right after the one above, with the same armies as above with the following exception: C'tan shards Pheonix Spawn power was switched out for Nightmare Tentacles. *'''The Difference:''' First turn the Inquisitor focused most of his firepower in taking out the Destroyers and succeded, granting first blood and a point for destroying a Fast attack choice. One warrior squad inflicted 1 glancing hits on the chimera. The destroyers inflicted a glance on the chimera before being destroyed. C'tan took out the last hull point on the chimera with its tentacles and in the following shooting phase was destroyed by the Inquisitor and its henchmen inside. Monolith arrived and brought with it the Immortal squad from reserves to just barely wreck a Taurox. The Immortal squad was focused down to all but one Immortal and the warlord Cryptek (who promotly went back into reserves from the Eternity gate as soon as they could). After that the Inquisitor spread out his forces to grab the objectives and got a victory by turn 6. *'''Conclusion:''' While not an overwhelming victory the Angry necrons did quite worse in the second game loosing both their heavy hitters early on. The C'tan shard showed its more frail nature and didn't nearly make up for its points this game, however a lot of that was caused by tactical errors. The destroyers took a decent bit of fire but would have gone down by the opponents firepower most of the times. ====Angry Orks Vs Angry Imperial Guard droop troops, a Calm Inquisitor and their Imperial Knight ally: Game one==== 1850pts Vs 1850pts Mission: Big guns never tire '''Angry Ork warband''' *Ork warband detatchment. Lord of war: Kustom Stompa with 3 big shootas, deth kannon, supa gatler, giga shoota, deff arsenal and a Mega-Choppa. HQ: Ork big mek with fixer uppers, force field and thinkin' kap (Warlord). Ork mek with grot oiler. Troops: Three Mobs of 12 boyz each with nob, power klaw, boss pole and each nob has eavy armour. Dedicated transport: Three trukks. Heavy support: Two mega dreads with rippa, kill kannon and grot riggers. One meka Dread with 2 rippas and mega charga. '''Calm Inquisitor and his angry army''' *Inquisitorial Detatchment. HQ: Ordo xenos Inquisitor (Warlord) with power armour, Psyker, force sword, conversion beamer, psystoke granades and rad granades. Elites: Inquisitorial Warband with 2 jokaeros, 1 psyker, 3 servitors with plasma cannons and 5 acolytes with power armour, 3 with plasma guns and 2 with hot shot volley guns. Dedicated transport: Chimera with heavy bolter, storm bolter, hunter killer missile and psybolt ammunition. *Angry Imperial guard drop Troops detatchment. HQ: Company command squad with carapace armour, camo cloak, deathmask of ollanious pious, blade of conquest, vox caster, medic, 2 plasmas and lucius 98 pattern lasguns. Troops: Veteran squad, 10 models, with granadier doctrines, vox caster, 2 plasmas and lucius 98 pattern lasguns. Elites: one tempestus Platoon. One tempestus command squad with 1 power sword and 4 hot shot lasguns. Two storm scions squads of 5 members, with vox casters and 2 hot shot volley guns in each. Dedicated transport: three taurox primes, one with hunter killer missile. *Angry oathsworn detatchment. Lord of war: Knight paladin with 1 melta gun and twin icarus autocannon. *'''Turn 1''' Ork Kustom stompa shoots at and destroys the knight (the Knights ion shield was not in the stompas direction). Knight goes apocalyptic and explodes, destroying all the nearby tauroxes and chimeras, taking out most of the Inquisitors army. The Inquisitor player concedes. *'''Conclusion:''' Be careful where you place your Ion shield. And for that matter, where you put your titans. ====Angry Orks Vs Angry Imperial Guard droop troops, a Calm Inquisitor and their Imperial Knight ally, Game two==== 1850pts Vs 1850pts Mission: Big guns never tire '''Angry Ork warband''' *Ork warband detatchment. Lord of war: Kustom Stompa with 3 big shootas, deth kannon, supa gatler, giga shoota, deff arsenal and a titan close combat weapon. HQ: Ork big mek with fixer uppers, force field and thinkin' kap (Warlord). Ork mek with grot oiler. Troops: Three Mobs of 12 boyz each with nob, power klaw, boss pole and each nob has eavy armour. Dedicated transport: Three trukks. Heavy support: Two mega dreads with rippa, kill kannon and grot riggers. One meka Dread with 2 rippas and mega charga. '''(Slightly less) Calm Inquisitor and his angry army''' *Inquisitorial Detatchment. HQ: Ordo xenos Inquisitor (Warlord) with power armour, Psyker, force sword, conversion beamer, psystoke granades and rad granades. Elites: Inquisitorial Warband with 2 jokaeros, 1 psyker, 3 servitors with plasma cannons and 5 acolytes with power armour, 3 with plasma guns and 2 with hot shot volley guns. Dedicated transport: Chimera with heavy bolter, storm bolter, hunter killer missile and psybolt ammunition. *Angry Imperial guard drop Troops detatchment. HQ: Company command squad with carapace armour, camo cloak, deathmask of ollanious pious, blade of conquest, vox caster, medic, 2 plasmas and lucius 98 pattern lasguns. Troops: Veteran squad, 10 models, with granadier doctrines, vox caster, 2 plasmas and lucius 98 pattern lasguns. Elites: one tempestus Platoon. One tempestus command squad with 1 power sword and 4 hot shot lasguns. Two storm scions squads of 5 members, with vox casters and 2 hot shot volley guns in each. Dedicated transport: three taurox primes, one with hunter killer missile. *Angry oathsworn detatchment. Lord of war: Knight paladin with 1 melta gun and twin icarus autocannon. *'''Turn 1''' Knight shot at stompa with battlecannon but Both shots scattered, it blew up a building next to it though. Veterans shot at the stompa but Did no damage. Psybolts from the Chimera blew up a trukk for first blood. Stompa shot at Knight and caused 4 hullpoints. Orks from a trukk assaulted the veteran squad and wiped them out. *'''Turn 2''' Knight charged orks and managed to overrun them (stomp attacks did the most damage), but lost a hullpoint. Stompa shot and caused 2 hullpoints to the kings, 2 hullpoints to the chimera and 1 on a taurox. *'''Turn 3''' The knight charged the Stompa. With some luck it caused 6 hullpoints. The stompa then wrecked the knight. The knight went apocalyptic and caused a destroyer hit on the stompa, which rolled a 6. As a result Both titans exploded, Both meks inside the stompa perished in the blast and the explosions hurt a nearby trukk. (Yes, It was quite awesome). Some boys also died. (dreads are still not close enough to assault). *'''Turn 4''' Inquisitorial reserves still does not arrive due to poor rolling. Psyker heavyflamered the ork trukk, caused one pen and one ork dead. Heavy bolter wrecked a trukk. 3 boys died to Jokaero heavy flammers. Boys disembark from a trukk to Assault and wreck the chimera, the meka Dread managed to charge the scion squad and kill 3 of them. Some guardsmen Died to gets hot from their weapons, but caused a hullpoint on a mega dread. Mega dreads finally in close combat managed to wreck a taurox. A single boy and a single nob charged a taurox with one hullpoint left, the nob had a powerclaw, but the boy wrecked the taurox before the nob could even attack it. (Said boy is now a nob for his feats in waaagh). *'''Turn 5''' Inquisitor wrecked the last trukk. The rest of this turn was both armies going over to take what objectives they could. The game ended in both players having the same amount of points, resulting in a draw. *'''Conclusion:''' Angry ork boys are pretty balanced for their points costs, though maybe they are actually a bit underpriced, so far they are not. Dreads are so slow that they Hardly get to do much in a battle. Knight was Lucky to "take out" the Stompa. Scions and droop troops were seldom near viable targets for them in this mechanized list and this underpreformed some. Overall it was a balanced game. ====Angry Orks vs Angry Necrons==== 2000pts Vs 2000pts Mission: Crusade '''Angry Ork Warband''' *Ork warband detatchment. Lord of war: Kustom Stompa with 3 big shootas, deth kannon, supa gatler, giga shoota, deff arsenal and a mega choppa. HQ: Warboss (Gutcruncha, warlord) With Bike, Lucky Stikk, boss pole, eadwhoppa and attack squig. Big mek with bike. Big mek with bike, big choppa, shock attack gun and gitfinda. Troops: three mobs of 12 boyz each with nob, power klaw, boss pole and each nob has eavy armour. Dedicated transport: Four trukks. Elites: Nobs with big choppas. Fast attack: 12 Bike boyz. '''Angry Necron Force''' *Combind arms detatchment: HQ: Cryptek faculty with three harbringers of the storm and one with lightning field, one Harbringer of despair with Veil of darkness and one Harbringer of eternity with Timesplinter cloak and Chronometron (Warlord). Anrakyr the Traveller. Troops: Two squads of 20 warriors, One squad of 10 Tesla Immortals. Elites: The Nightbringer. Fast attack: 5 Destroyers, two squads of 5 Scarabs. Heavy support: Spyder with fabricator claw array, one Monolith. *'''Turn 1:''' The three ork trukks on the front line, retreats... This threw up necron positioning quite a bit. The ork player made sure three of his trukks filled with boyz and nobs were not very useful for most of the game, but in the same move he made sure of the same to my Immortals and Scarabs. An excellent example of kunnin' ork taktiks. The stompa shot it's kill kannon at the destroyers and blasted down all five. Needless to say I was disappointed. Warriors to far away to reach, Immortals and scarabs not in threat range, destroyers removed and the rest of My army in reserves. One scarab squad moved closer to the ork trukk with the big mek. Stompa killed 2 scarab bases, 2 immortals and 1 warrior which was caught in a blast. The Nightbringer was out of its line of sight. Ork Bikes moved up. *'''Turn 2:''' Anrakyr, the harbringers of the storm and Harbringer of despair deep struck behind the stompa. Anrakyr used his mind in the machine, and rolled an 11... (Even with a 91,67% chance to succed I managed to fail the roll). The ethermancers all shot at the stompa causing 6 hullpoints (This was when their weapon were assault 4). The monolith deep struck next to the retreating trukks, and used it's portal to bring in the Nightbringer, who shot at a truck and Caused a pen, the monolith wrecked said trukk and caused a glance to another. Monolith blocked the stompas line of sight to the Nightbringer. The stompa turned and shot at the Cryptek faculty, and with some of its guns and the dakka guns from the Bikes (who moved back so they could fire) the entire squad was obliterated. One squad of warriors shot rapidfire and took out one ork bike, they proceeded to charge the bikes, mostly to hold them up, however in the Assault phase managed to destroy 2 ork bikers (quite lucky rolls). *'''Turn 3:''' The ork trukk boyz charged the Nightbringer, who stared 7 of them dead. The orks held it up though. Scarabs having Nothing better to do went up to a huge building on the field and reduced it to a smouldering ruin. Monolith caused a glance to the stompa. Stompa killed 9 warriors, 2 Immortals and a swarm base. Bike orks finally took out the necron warrior squad, Holding them up for two turns were however good results. *'''Turn 4:''' Nobz and the other squad of trukk boyz charged the Nightbringer, who stared another 23 orks to death. The ork nobs managed to put down the Nightbringer, who in the explosion killed off most of the surrounding orks, and blew up a trukk. It also shot at the monolith causing a glance before being removed. Ork boys shot at the remaining scarab swarm and charged them through the ruins of the building, managing to take out three bases. Monolith brought out the warrior squad with the warlord, shooting at a remaining group of orks, taking out a few boys. Immortals killed 3 boyz. *'''Turn 5:''' Bikers shot and charged the warriors, warriors struck first and took out one bike, but was then obliterated. Stompa shot and took out a few more immortals, having very few targets left. The monolith fired all it could at the stompa causing 1 glance. The stompa caused 2 glances on the monolith. Stompa tries to charge the monolith but falls its charge. *'''Turn 6:''' At this point the necron side was mostly barren, scarabs and Immortals being cleaned up by shooting, what remained was the spyder and the monolith. Spyder repairs the monolith and it Will not die actually works leaving the monolith back at 3 hullpoints. Now the battle is a combat between the stompa and the monolith. Monolith fires all it has, but it amounts to Nothing. The stompa charges successfully, but only causes 2 hits, one rolles a 1, te other does 1 hullpoint. Game ends with Both fighting but non able to fell the other. *'''Turn 7:''' Turn seven was just checking how the result would have been If tje game continued, and the stompa wrecked the monolith as expected. *'''Conclusion:''' I did not position My destroyers or faculty admireably this game. Which costed me a (the) good chunk of my army. After loosing the Cryptek faculty I had little left to deal with the stompa. (The Nightbringer being caught up in other buisness). Neither did I account for ork kunnin' (how would I guess that orks would retreat?). Warriors did very little in the game, except for holding up the bikes. The Nightbringer did quite well, but still didn't manage to bring up its point cost in casualties. Ethermancers, while not well positioned, did about as expected with their 4 shots each. However taking them in smaller squads with only 3 shots each would lower their effectiveness quite a bit. *'''Necron Warriors:''' Warriors still did very little. The squad holding up the bikers did the best of I believe all angry warrior squads I have used so far, and they still did not get their point cost back. They are still useful enough not to be a waste, but so far they feel more like a tax on an army than anything, which seems very strange.
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