The more I play KD the better I'm getting and I seemed to play this one smarter than previous matches - but the lack of that Blood Thirster or even Maulerfiend hitting power is starting to show. KD either need lots of bodies to die which kind of necessitates taking a CAD as you can spam lots of Cultist units or having to kill stuff in combat. Problem is the CAD lacks the Tithe bonuses of the Slaughtercult and Blood Host which are just too good to turn down.
Either way this was another enjoyable game that reinforced my preference for KD over CSM and that Orcs are definitely an army I'd consider starting at some point (if I had the money of course).
|My opponents main Bike horde - he had 2 one on Jet Bikes with 2 strong supporting characters and a few hordes of infantry|
|My opponents deployment showing the massive horde that was his army|
|Bikes wait with Meltas ready while behind them dismounted CSM sit behind cover as the Orcs approach|
|An Orc Warboss takes on the first lot of Bikers - unfortunately I lacked Blood Tithe points at this stage so they had to rely solely on their 3+ save, which couldn't help them against a Powerclaw hitting on S10|
|Blood for the Blood God|
|The Orc Warboss meets his demise at the hands of my CSM Squad - really like this picture|
|The final act...|
Learning that after dismounting the Rhinos really need to move back to the rear where they can be reasonably safe and shoot their Havoc Launchers - perhaps using Smoke Launchers in the turn they disembark would be a good idea (if its allowed by the rules). I tend to keep forgetting about them after I drop the troops off. Getting used to the rules more and more now - although some of the differences with WFHB take some getting used to e.g. all shooting hits get resolved first on the closest model mean if an opponents 2+/2++ Lord is in front of his weak infantry and I land 20 hits they all go on him until he fails enough for the others to get through. In WHFB they'd just go on the unit and the Lord would take 1 if he failed a look out sir. The whole Initiative to flee thing is strange as well as is the fact that one of my fleeing units got caught in a charge but wasn't wiped out but got to turn and fight? Really need to read the rules more carefully before June.