Originally Posted by
Erik Setzer
On the topic of insane luck with psychic powers and playing with the new rules...
I brought out my Orks yesterday for a quick spin before the new codex arrives. Played two games, used a couple of ML2 Weirdboyz for giggles even though Orks can only use Daemonology. First game was against another Ork army, loads of fun, I'll touch on that one. The second was against Space Wolves and reminded me why I don't like the current Ork codex or Space Wolf codex (I think pretty much my entire army was destroyed by the end of turn 2, and about half of that was in close combat).
Actually, no, let me touch on the second one. It shows some of the abuses you can do. And I like the player, but I think the mentality of our local "beat everyone's face in with gimmicked lists" has tainted his list building. 1500 points, he brought a list like this:
Wolf Lord on Thunderwolf, Thunder Hammer, Stormshield, a bunch of Fenrisian Wolves
2x Grey Hunter Pack (10) with two flamers
2x Ministorum Priest
1x Primaris Psyker
1x Runepriest
2x Long Fangs Pack (6) with five missile launchers
Manticore
AM Command Squad
AM Veteran Squad with missile launcher
Valkyrie
Aegis Line with quad gun
One Priest and one psyker each (both with Biomancy) joined the two Grey Hunter Packs, one of which the Wolf Lord joined. He got Endurance with both. So it's now two Grey Hunter packs running around with Feel No Pain (4+), Relentless, Eternal Warrior, and rerolling failed saves. Sure, you have to get kind of lucky to get all that stuff off, I suppose, but he managed it. So my Warboss and Mega-Nobz hit one pack, his Wolf Lord shredded my Warboss and two Mega-Nobz, the Mega-Nobz did jack squat because the Grey Hunters got their FNP (4+) thanks to having Eternal Warrior, and that unit died. Two massive Ork mobs disintegated in combat against the other Grey Hunter pack (one of them even got to charge the Grey Hunters... but that didn't much help). And then there were krak missiles flying everywhere (hello, Open-Topped Battlewagon!), and S10 AP1 multiple template Ordnance barrages dropping all over, and the Master of the Ordnance... But yeah, those two damn squads, watching my army just crumbling in waves to them thanks to that combination of stuff (brought to you by Battle Brothers!)... it was hard to plow through that game. It was disheartening.
So anyway, the first game...
In the first game, it was pretty much evenly matched armies, with Relic as the mission. But I had one of my Weirdboyz who turned the tide on his own, pretty much. He ended up summoning three packs of Horrors by the time it was done, as well as a pack of Bloodletters; one of the Horrors units summoned a pair of Heralds; the other ended up sacrificing its last four members to summon in a Keeper of Secrets (would have been Lord of Change, but I don't have one of those yet). Didn't get Perils on the first turn; second turn he had Perils but passed; third turn he had Perils, got a 6, passed his Leadership test, and promptly obliterated the Killer Kanz that were holding up the unit he was in (the Nob with Power Klaw was surprisingly useless), and then the next turn he did the same thing again and passed on his base Leadership (there wasn't really a mob left at that point), whereupon he proceeded to lay the smackdown on some Flash Gitz in assault. Tremendously lucky, but it did get a little ridiculous that I was able to just churn out Daemons like crazy with an Ork army. By the time I was done, in a 1500 point game, one Weirdboy was responsible for having added 880 additional points worth of models (because the Daemons he summoned ended up summoning more Daemons).
Yeah, this edition's going to be a bit insane...