REVIEW Overview: Balanced and uberskilled play by both in this game. Chaos opens with 2xcults, a heretic, barracks and a gen. Orks queue 3xsluggas a builder and they construct a barrack and a banner. Chaos tries to harass but finds himself being harassed by sluggas and BM, after the initial shock Chaos manages to repel the Ork forces, with a squad of csm, and establish a good eco, soon CL and raps join the fight against 2 squads of sluggas, BM and shootas. Battle after battle Chaos finally secures his northern entry point and moves to the southern one, there he fends off against Ork forces that refuse to fall. Both tech up to T2 and soon CS and KB are dispatched as well as Nobs and more equipment for shootas. The fight is intense and the armies seem to be equally strong, at a fast pace both tech to T3 and PSM, plasma for CSM and obliterators are utilized to attack the Ork forces of Nobs, shootas, and war trucks, Chaos now seems to have the upper hand as his forces attack the first buildings of the Ork base, however Orks haven't said their last word, which is flash gitz with mad dok and juice. FG seems more than capable of matching the firepower of obliterators, CSM with plasma and a squad with KB plus CS. Chaos retreats and goes to defend the northern passage, Ork follows with a squad of FG and destroys an LP (critical at that point and later on), Chaos and Orks fight off each other with everything they got, PSM, obliterators, defilers, and demon prince for Chaos and flash gitz, sluggas, warboss and finally some looted tanks for Orks. This great battle ends when Chaos falls +50 rate of req behind and cannot match the economy of the Orks. And thus ends what Orks would refer to as a real Waaagh!!! ----------------------------------------------------------
sCa|DRAgoooN (Chaos) points
Ops:
Defended against a powerful early game harass
Secured an entry point for a long time
Good eco
Teched fast and countered the Orks's attacks
immense micro of T1 squads
Defiler usage
Good use of obliterators and PSM
Cons
No flamers for PSM, could be used to break units as you chased them
Could use the DP to break FG if placing him among them and used the ability, it was kind of wasted
No usage of Mark of Khorne ability to instabreak enemy unit moral, since they didn't have waaagh enabled.
Player rating: 8
Player overview>: You started off with difficulties but you managed more than follow him in squad utilization, tech and eco. At a point victory seemed so close for you, but due to FG and juice you were forced to retreat and then defend vs Orks attack waves, if you had restored your eco you might had won because the Chaos relic unit isn't bad at all and combined with DP can take down an Ork base on their own. Provided you applied pressure in another part of the map. Great usage of Chaos and especially in T1. ----------------------------------------------------------
fz|marty (Orks) points
Ops:
Great early harassment
Fast tech to T2 and T3
Established a great eco and applied the global upgrades in time
Fended off against Chaos T3 with FG
Didn't stopped teching
Backdoor destruction of an LP
Good usage of FG+MD and juice
Cons:
Wartracks could be used to disrupt his inf and take down defilers faster
You could also have a squad attack from the other entry point
A minefield in the northern bridge could be of use
Player rating:8.5
Player overview>: You played the Orks at their full potential as you used all the units and made the best out of them. Tech speed was as fast as possible, micro was impressive, eco was ensured and established early game, constant pressure and some smart moves brought you the victory.
GJ to both!
RoTW contestant and probably Gold!
Overall rating: 8.5
This post has been edited by GW_Fingolfin: Oct 2 2007, 06:44 AM
Review by midnight71-
REVIEW
Overview: Balanced and uberskilled play by both in this game. Chaos opens with 2xcults, a heretic, barracks and a gen. Orks queue 3xsluggas a builder and they construct a barrack and a banner. Chaos tries to harass but finds himself being harassed by sluggas and BM, after the initial shock Chaos manages to repel the Ork forces, with a squad of csm, and establish a good eco, soon CL and raps join the fight against 2 squads of sluggas, BM and shootas. Battle after battle Chaos finally secures his northern entry point and moves to the southern one, there he fends off against Ork forces that refuse to fall. Both tech up to T2 and soon CS and KB are dispatched as well as Nobs and more equipment for shootas.
The fight is intense and the armies seem to be equally strong, at a fast pace both tech to T3 and PSM, plasma for CSM and obliterators are utilized to attack the Ork forces of Nobs, shootas, and war trucks, Chaos now seems to have the upper hand as his forces attack the first buildings of the Ork base, however Orks haven't said their last word, which is flash gitz with mad dok and juice. FG seems more than capable of matching the firepower of obliterators, CSM with plasma and a squad with KB plus CS.
Chaos retreats and goes to defend the northern passage, Ork follows with a squad of FG and destroys an LP (critical at that point and later on), Chaos and Orks fight off each other with everything they got, PSM, obliterators, defilers, and demon prince for Chaos and flash gitz, sluggas, warboss and finally some looted tanks for Orks. This great battle ends when Chaos falls +50 rate of req behind and cannot match the economy of the Orks.
And thus ends what Orks would refer to as a real Waaagh!!!
----------------------------------------------------------
sCa|DRAgoooN (Chaos) points
Ops:
- Defended against a powerful early game harass
- Secured an entry point for a long time
- Good eco
- Teched fast and countered the Orks's attacks
- immense micro of T1 squads
- Defiler usage
- Good use of obliterators and PSM
Cons- No flamers for PSM, could be used to break units as you chased them
- Could use the DP to break FG if placing him among them and used the ability, it was kind of wasted
- No usage of Mark of Khorne ability to instabreak enemy unit moral, since they didn't have waaagh enabled.
Player rating: 8Player overview>: You started off with difficulties but you managed more than follow him in squad utilization, tech and eco. At a point victory seemed so close for you, but due to FG and juice you were forced to retreat and then defend vs Orks attack waves, if you had restored your eco you might had won because the Chaos relic unit isn't bad at all and combined with DP can take down an Ork base on their own. Provided you applied pressure in another part of the map. Great usage of Chaos and especially in T1.
----------------------------------------------------------
fz|marty (Orks) points
Ops:
- Great early harassment
- Fast tech to T2 and T3
- Established a great eco and applied the global upgrades in time
- Fended off against Chaos T3 with FG
- Didn't stopped teching
- Backdoor destruction of an LP
- Good usage of FG+MD and juice
Cons:- Wartracks could be used to disrupt his inf and take down defilers faster
- You could also have a squad attack from the other entry point
- A minefield in the northern bridge could be of use
Player rating:8.5Player overview>: You played the Orks at their full potential as you used all the units and made the best out of them. Tech speed was as fast as possible, micro was impressive, eco was ensured and established early game, constant pressure and some smart moves brought you the victory.
GJ to both!
RoTW contestant and probably Gold!
Overall rating: 8.5