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SW vs. Orks


Walker

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Hey everyone,

Soon, I have a small game with my SW vs. orks. But I am not sure, how to beat them.

My list will something about this:

 

A Runepriest with JOTW and living lightnings

 

3 Guards with 2 power fists and 2 combi-mg.

 

8 Greyhunters with a mg, wolf-standard in a rhino. The Runepriest and a guard will be there.

 

6 Greyhunters with a mg in a rhino. The other guard will be there.

 

3 TWC with a storm shield and a TH.

 

1 naked Vindicator

 

6 Longfangs with 3 ML and 2 LC. The naked guard will be here.

 

 

The ork will field something like this:

 

1 bigmek with electric field

 

1 Waaghboss in Mega Armour

 

2 *10 Boyz in pickups without nobz

 

1 *10 gretchin

 

3 mega nobz with wound allociation ( WB will be there) in a battle wagon. ( right.. combat tank does not exists^^)

 

3 * 2 killa kans.

 

 

So, the things I am most afraid of are the mega nobs and the kanns, but mainly the nobz.

And I have no really idea how to act against something like this. ( I haven`t played for a long time)

 

I think, i have to stop the tank with my 2 lasers and the mg`s of my Grey hunters. When they are standing in the open, i decimate them with my firepower and charge them at least with my TWC to bring them down through the TH?

And the killa kanns. I don`t know. Shoot with the ML at them or something like this.

 

I hope you can give me some advices!

 

Thank you very much ( and sorry for my English).

 

~

Walker

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Just my opinion........Ditch the Vindi for a Whirlwind,add an assault cannon to your Termies,drop the L/F.Missile La's and replace with Heavy Bolters,and finally shave back on the whole list till you can afford a Land speeder mit Assault Cannon+Heavy Bolters.

"Kill en all!"

 

Forget too say, ditch the Rhinos they WILL comre to you !

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Your list is ok, maybe not optimal to kill orks, but it'll do the job.

 

Your first priority is to scrap or immobilise the combat tank the mega nobs are in, after that go for the pickups. The meganobs are slow and purposeful, so if you force them to slog it across the board, you'll have plenty of time to take them out.

 

I'd keep the transports. They'll offer protection from small arms fire and give you a better chance of getting the charge. If they don't charge, regular orks are pushovers vs. grey hunters.

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Hey,

thanks for your reply. You confirm that I have thought.

 

The Tank first, then the pick ups and the rest is slow, so that I can shoot them up and should be able to manage to get the charge.

 

Yes, my list may not be optimal, but it should be my all rounder list and I don`t like to modulate my list for every enemy.

 

~

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As an ork player, the following would worry me:

 

The vindicator can instakill the most important units, or wipe out the boyz.

 

The long fangs can (and most likely will) immobilise the trukks.

 

No ork shooting (unless he has a zzap gun) is better than S8. It'll be hard for him to damage your tanks.

 

 

If I were playing SW with my orks, I'd not take the list your friend's bringing. I'd be trying to outnumber with boyz, or outmanoeuvre with fast attack. He's got some shooty units there, but nothing that seriously threatens SW. None of the units are big enough to be fearless, and will probably have lost the mob rule benefit by the time they get up close. The gretchin unit is not going to be able to screen him usefully, as his squads are in vehicles. They might try and seize an objective, but ten grots won't last.

 

My thoughts:

 

Long fangs take out transports (as mentioned earlier, if the meganobz have to walk, they're almost useless).

Vindicator takes out nobz/boyz. (If you take out a vehicle first, then the orks inside bail out, ready to be pulped by vindicator fire).

Missile launchers take out boyz once the vehicles are down.

Stand back and let him try and come through your fire.

Counter-attack once you've worn him down to take the objectives.

Use the gretchin for practice once the main body of the army is gone.

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