Orks vs Black Templar Warhammer 40k 8th Edition Battle Report Ep 5


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Top Comments

Sklodo (9 weeks ago): - delete
YESSSS OOOORRRRKKKSS!!!! GIVE US MORE ORKS! WAAAAAAGH!!!
+19

Sklodo (9 weeks ago): - delete
Each warbike have 6 shots for 2 dakkaguns.
+13

Kirk Otsito (9 weeks ago): - delete
The Primaris Lieutenant can't ride in the land Raider. Land Raider rules state that they cannot transport Primaris models.
+12
 
DanielTMU (9 weeks ago): - delete
True, but makes no sense that they can't.
+1
 
Kirk Otsito (9 weeks ago): - delete
Makes perfect sense, GW wants us to buy that fancy grav tank thing when it's released, or a Thunderhawk lol.
+3
 
mmsolo (9 weeks ago): - delete
Maybe the step of the new fancy grav tank is going to be to high and regular marines will be to short to embark ! Ha 40k humanity smartness ! xD
 
Athanasios-Thanatos (9 weeks ago): - delete
Considering that according to lore the "Primaris" upgrade can be retroactively given to existing Astartes, they should be able to go into Land Raiders. Hell the land raider is able to transport Terminators, which are bulkier than Primaris Marines.
+2

halewynd (9 weeks ago): - delete
Where is the T'AU Faction Focus?? Still waiting
+8
 
Kitchpp (9 weeks ago): - delete
Yes agree - I know T'au are not a reliable army in 8th, but please guys, there are competitive ways to play them, please give them some air time.

99arcturus (9 weeks ago): - delete
Am I the only one that whishes that this ork army fought Tims guard?
+8

DanielTMU (9 weeks ago): - delete
Turn 1-
Black Templars player forgot that Characters don't join units anymore. They do catch it on Quirk's Turn 2.
+7

Cayesq (9 weeks ago): - delete
Quirk the Power Klaw is AP-3 meaning power-armored marines DO get a save, albeit 6+. Your opponent should have had a chance to save some marines on numerous occasions when you called them dead. Tisk tisk.

As friendly advice, save the command point to re-roll the 1's when your expensive meganobz have to disembark the dead battlewagon. Rerolling the 6 to explode was wasteful, could've brought back that pair of killsaws to get more work done than a lucky explodes result.
+6

Sklodo (9 weeks ago): - delete
Quirk for second HQ you should take Weirdboy for 60p haing da jump would be awsome, and +3 CP would be usefull too.
+5
 
JLP32782 (9 weeks ago): - delete
Weirdboy is 62 points.

Austin87 (9 weeks ago): - delete
Lots of tiny mistakes but still fun to watch
+3

Sklodo (9 weeks ago): - delete
You could just drop one maganob and one boy for Weirdboy.
+3

Other Comments

BuckbeeW (9 weeks ago): - delete
Nice Deadpool reference!

JLP32782 (9 weeks ago): - delete
13:00 I dont know your Battlewagon was getting a 'Feel no pain' on those lascannon wounds. The painboy was embarked on the transport and thus not on the field. His ability only works if he is ON the battlefield. Units embarked on a transport don't exist for all intents and purposes unless something like an explosion on their transport happens. This means their auras are gone as well.
+2

tristobal (9 weeks ago): - delete
Entertaining game, but the black templar player forgot so many re-rolls.

the main ones being:
That the chaplain could re-roll ones to wound (from the primaris lieutenant), that the land raider could re-roll all to hits in close combat do to the chaplain, and that the chapter master grants re-rolls

SOLIDSTEPH (9 weeks ago): - delete
@15:30 the crusader sqaud charged but grimaldus and the lieutenant went with them when they would have to make charges of their own

JarvisPants (9 weeks ago): - delete
42:23 Painboy swings at ws 3+ the banner does take it to 2 but you said hes using power claw so thats back to 3

JarvisPants (9 weeks ago): - delete
20:14 14 guys base 2 attacks 1 for weapon 1 for green tide 1 for ghaz so should be 70 attacks. no idesa how you got to 60.

Jelthuzuad (9 weeks ago): - delete
13:02 Daaaamn. Those dice are cold.

Magnetrofl (9 weeks ago): - delete
Aah, you missed a few rerolls from Helbrecht in that close combat and also a reroll for they shall know no fear!

Sklodo (9 weeks ago): - delete
Very underwhelming. Quirk kind of meed it up all around. from not taking secon HQ (weirdboy would be easy to take by dropping one of meganobz and maby one boy) not tieing enemies in CC and so on. This time you cannot blame dice gods dude . Quirk you need training with WAAAAAGH!!!-Sama sensei!
+1

tom0202 (9 weeks ago): - delete
It's always great to see Black Templars in a battle report! This one is just one of my highlights!! I'd like to see more Black Templars in your battle reports ...
+1

AIS (9 weeks ago): - delete
Great fun game to watch, though disappointing it was riddled with mistakes.
+2

Templarknight92 (9 weeks ago): - delete
Why Heavy 2D3 with the Predator cannon and not just Heavy D6; the max is still 6 possible shots?
 
machidiel9 (9 weeks ago): - delete
I and the minimum is 2 on one and 1 on the other.
 
Chuckabrocka (9 weeks ago): - delete
Its so the gun never fires less than 2 but can still get up to 6 and to represent the 2 auto cannons on the predator. Otherwise you would just have battle cannon

garrutinho8 (9 weeks ago): - delete
When he calls the crusader squad a tactical squad...

FlipmodeSH (9 weeks ago): - delete
Nice to see a classic Orks vs Marines game. Reminds me of the first White Dwarf I read around the time 2nd was released. Captain Tesco vs Orks. Fun!
+1

Prindlehaven (9 weeks ago): - delete
Quirk, you forgot to shoot your sluggas multiple shooting phases.

also, try tankbustas.
+1

Sureblade (9 weeks ago): - delete
im pretty sure the new FAQ have stated that you are unable to spend command points to reroll who goes first.
-5

fthorup (9 weeks ago): - delete
There is again some noise in the audio.
Sounds like a bad connection
 
fthorup (9 weeks ago): - delete
bad around 38:00

mmsolo (9 weeks ago): - delete
If it is a patrol detachment for orks, shouldn't be able to have 3 elites. Is that army legit ?

i'm not too familiar with orks armies but the two solo guys not being HQ and the meganobz unit must be elite ?
-2

skopji (9 weeks ago): - delete
Aren't plasma guns rapid fire?

Great Batrep though. Great game to watch.
+1

Drahcir1085 (9 weeks ago): - delete
was that young george rr martin? get back to working on winds of winter instead of playing warhammer

Dorebite (9 weeks ago): - delete
The Black Templars Chapter concentrates too much on close combat. Turn 1 shooting was some of the worst I've ever seen Go Space Marines, suffer not the Xenos!

Kervin (9 weeks ago): - delete
I can't wait until we see what the codex does for the Templars If it is good I may just go back to Black.
 
JLP32782 (9 weeks ago): - delete
Already out, go check warhammer live

TommyBoltgun (9 weeks ago): - delete
I'm afraid Orks still are at a disadvantage when it comes to dealing with vehicles. Though maybe Quark needs to try some tankbustaz.
+1
 
JarvisPants (9 weeks ago): - delete
Tank bustaz are awesome at taking out vehicles. Mek gunz and artilley work too.
 
JLP32782 (9 weeks ago): - delete
I dont have a problem with vehicles thanks to all the rokkits and lootas I usually bring

TaliTemlaa (9 weeks ago): - delete
Well today is a good day for me Templars Harley Orks and blood angels? Great
+1
 
TaliTemlaa (9 weeks ago): - delete
And the templar army is basicly my dream army

TommyBoltgun (9 weeks ago): - delete
WAAAAAGH!
+2

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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: July 17, 2017
Rated: 12345 (14)

Joel brings the might of a 2000 point Black Templar army against Quirk and his horde of boyz! Does Joel have the fire power to take down all the boyz or will Quirk's green tide over run the Space Marine force?

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