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Khorne loves orcs


djkest

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So I played some Orcs last weekend, and I had very good luck with a particular squad- 10 marines, champion, power weapon, Icon of Khorne. (it would have been better with a powerfist). Icon of Khorne made a huge difference. That squad, on the charge, would kill about 10 orcs. When charged it would still kill 6-7- and that is precisely what happened. 12 man trukk squad charges 10 man CSM squad, CSM go first, 3 attacks each. One time there was only 1 boy and 1 nob to strike back. Ran 'em down. This happened TWICE! Of course, vs. a 30 boy mob, probably wouldn't have the same effect.

 

My berserkers were quite effective vs. orcs on the charge, but they die just as easy to massed attacks, and they cost more.

 

Also, more than once I screwed myself by shooting before assault, then losing my chance to assault. I always do this, and I have no one to blame but myself.

 

Anyway, it was an interesting battle, but I was just surprised that the Icon of Khorne was so excellent against them. Also against many types of Orc armies, I've noticed, they don't have much shooting to scratch heavy vehicles.

 

Now if we only had some troops with power weapons or rending, that would be really nice to fight mega-nobs, but then again, that is what terminators are for.

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Icon of Khorne is one of the best all rounder Icons out there, as more attacks are always helpful.

The big advantage against Orks that Berserkers have is WS5, that means they're hitting on 3's instead of 4's so 30 attacks gets you 20 hits instead of 15.

Berzerkers are fearless, WS5 and strenght 5 on the charge. This makes them the best unit for me against orks, the more cause I take them anyway on tourneys. The csm squad you describe loses efficienty after you lose some guys: you start making leadership test, and due to wund allocation you can lose the Icon (you do not get the bones anymore if he dies right?)
2 really great anti horde units are havocs and chosen. Chosen can have 4 power weapons which is cool, but 4 flamers and a power weapon is sick. it really is, especially outflanking. Havocs are awesome too, as they can do the same. with the icon of khorne, they are just as effective as CSM, but with the flamers, they screw up units before charging, especially hordes. i usually run a couple of these units with my khorne sisters, and they do phenomonaly. so yeah, just a little input

Anti orc tactics?

-Deny the charge so they get no bonus attacks (30 boyz mob is 30 attacks less)

-Flamers on assault. As positioning may be tricky, this works better with raptors as they can get longer movement and get to their rear. Careful timing and you hit with flamers then assault with both raptors and running 'zerkers.

-Land Raiders. Orks need tankbustaz for them and it's not a very popular unit, and it's not easily manouvering it. Defilers are also a good option but lootas can make a mess of them. Anyways if a loota mob shoots a defiler, it's not shooting anything else like transports or troopers.

-Also bait squads/screening with demons for example to soak their first charge, then countercharge with several squads after softening 'em with small arms fire or flamers...

Just two cents.

Just a quick warning with the land raiders- there's been quite a lot of debate of how one can use a Deff Rolla during a ram, but in a last-ditch effort, I wouldn't be surprised ramming a battlewagon against a land raider for those S10 wounds.

 

Being an ork player, I can't emphasize how important it is to get the assault on your enemy. Ork mobs live or die based on whether or not they can get the Furious Charge bonuses. I've had 30 man mobs melt away from Terminators because they couldn't land a wound with S3 and those 2+ saves.

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