Orks vs Adepta Sororitas Warhammer 40k Tournament Companion Battle Report



Totally just caught that heroic Intervention doesn’t give the Strikes first bonus!
…i blame Ben.

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18 thoughts on “Orks vs Adepta Sororitas Warhammer 40k Tournament Companion Battle Report”

  1. How balanced are the mission cards/objective cards? Because I recall in 8th edition I think it was, they were absolute garbage and a Tau player could draw cards that just let him sit in his deployment zone and shoot all day while scoring tons of points.

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  2. I'm really liking the new 10th edition rules, I think they did a great job. It will be interesting to see what changes when the actual army books start coming out.

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  3. Hey Ben, Steve. Awesome Battlerap! still trying to wrap my head around 10ed rules. For that initial charge of the Repentia, I don't see where it stipulates they must go into base to base contact with enemy models even if they do not have the required movement? Going off the rules in the app, it just says that each model must end the charge move closer to the enemy Unit, in engagement range and in coherency, but not as close to each enemy model as possible. They are only required to end in base to base contact IF possible. The rules commentary (v1.0) mentions close as possible is base to base only IF it's movement is sufficient to do so, so Ben would be clear to just move each model to the closest part of the enemy Unit no?
    Pile-in simply says move each model closer to closest enemy model, If they can end such a move in base to base contact they must do so (I think the importance is placed on the can, since if they cannot it doesn't say they must end the pile in completely).
    Maybe I missed something super obvious, but that interaction felt super janky 😅😅
    love seeing the sisters again Ben❤

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  4. Regarding the length of the game, I played 1K and it took 3 hours but it FLEW by. I think that says something about the rules. Simplified, not simple.

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  5. That was a fantastic game to watch, easily one of my favourites of 10th so far. Instead of just one army wiping another there was so much back and forth between the 2 armies. Sisters feel like the superior shooting army here yet they didn't get to overwhelm the Orks which made it a real game. You both played really well too. Hope for more of this stuff (even though it must have been exhausting for you guys)

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  6. Hey steve. We need more Ben 😀

    i think you got turn and battleround mixed up. The Battleround starts, then player 1 gets a turn, then player 2 gets a turn, then the next Battleround starts…. rinse and repeat.
    Waaagh can be called at the start of the BATTLEROUND (not tun) and lasts until beginning of the next battleround (so always 2 turns)

    EDIT:
    ahhhh u got it right in the second round 😀
    still…. we need more ben!

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  7. Waaagh is declared at the start of the battle round. Thus, you can declare it for defensive purposes if you opponent goes first, and then in your turn you can use the offensive AND defensive benefits. It is no longer declared in Command Phase. That is a distinct and awesome change with 10th Ed.

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  8. I think 10th Edition Orks can play missions like other armies and not just charge headlong into the enemy. Having said that, it appears they need a couple of hard hitting units to TCB. Perhaps a couple of fat Squighog Boyz units running around and smashing vehicles and walkers! Or, Ghazzy, Makari and 5-6 Meganobz coming in from reserves!!!

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  9. When you find some 3D prints of the right sizes for the footprints, PLEASE let us know! We'd love to get some! Cobblestone, Flagstone, etc. I can do some the old fashioned way via Hirst Arts molds, but some printable ones would be fantastic.

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  10. charging only seems janky because you guys are doing it entirely wrong. key excerpts from the charge rules (caps for emphasis): move each model a distance in inches UP TO the result of the charge roll. (they literally clarify: LESS THAN or equal to) Each model in the charging unit must end its charge move CLOSER to one of the units selected as a target of its charge. IF you can ALSO move a charging model so that it ends its charge move in base to base contact it must do so.

    nowhere does it say a charging model is required to use its entire charge distance to make base to base (regardless of being able to make base contact with less distance) nor does it say a model must move as far as possible toward available base to base contact if it cant possibly make it to base to base contact. that is some seriously bonkers interpretation. its frustrating to watch because it is a major component of the game and looking it up in the app literally only takes seconds. steve''s sideways interpretation actually takes significantly longer to explain than just looking it up does.

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  11. I think the terrain layouts for the Tournament Companion pack looks great, as look as all the ruins aren't as tall as the ones people used in 9th. Because any vehicle or monster will struggle to do anything, and that sounds boring to me. I think you guys made a smart decision by playing some of them as less than 2".

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  12. Am I too stupid to read the charge rules? I can´t find that you MUST move the maximum distance. "You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible." "■ If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible." I don´t read that you have to move the full inches, only try to get in base to base if possible. If not possible move them otherwise?

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  13. Very close, very good game!

    Ben not using command rerolls and miracle dice at the end (for the canoness vs nob and then vs weirdboy) really hurt him. That actually might have secured you the win, or at the very least denied Steve another 2-5 points.

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