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1000-1500 pt army vs Orks.


Rellik

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I will be starting to build a 1000-1500 point BA army and it will mostly be facing Orks in battle. Does anyone have much battle experience against Orks and have any good tips on what I should or shouldn't include?
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I play both BA and Orks, and I can tell you that orks fear two things - Land Raiders and units that ultra-hard close combat units that get the charge on them. So to that end, I'd recommend snagging at least one Raider and probably try to fit in some death company with a chaplain somewhere.

 

Our dreadnoughts are another thing orks have a hard time with - especially one with Talons. Between kills and the ensuing fearless wounds, a death company dread has a fairly good chance of annhilating even large ork squads on the charge. If you DO use dreads, then I'd recommend not dropping them in too close to the ork lines (or not dropping them at all) - battle wagons with deff rollaz are a dread's worst nightmare.

 

You can also support these units by taking units which can eliminate the ork's lighter vehicles (like Kanz, trukks or buggies). A squad of devastators with missiles is a good way to get this, though some people swear by predators.

 

For scoring units, consider assault marines. They're really the best by process of elimination. Shooting a horde of orks is usually a fools errand, so that rules tac marines out. Scouts, while cheap(er) and able to be tooled for CC, die extremely fast to orks (they are hit on 3s and lack power armor). Assault marines have the speed to choose when and where they engaged the orks, or indeed if they wish to engage the orks at all.

 

To lead the force, I've had some success with either a Reclusiarch (to lead the death company) or a Librarian with sanguine sword and unleash rage.

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From the few games I've played vs orks I have to say that dread's of any flavor with talons work well, as well as landpseeders with typhoon missile launchers and heavy bolters, baal's with flamestorm and heavy flamer sponsons (if you have the points and like the option) work very well for annihilating boys in cover (love catching lootas in cover with outflanking Baals!).
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Yeah I planned on a couple land speeders with typhoons and HBs, death company with chaplain, death company dread with talons just not sure on the rest yet.

 

Maybe RAS with priest, Baal pred, RAS in razor back, maybe vind.

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Seth eats orks for breakfast and lunch and mostly dinner unless hes near Armageddon. oh and I have had rather good success with Sternguard 2 with heavy flamers and 8 with combi flamers CSed with a TLHF Razor and if you can pilfer another ride for the other 5 like another fireback remember Orkz hate fire.
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Templates and pie plates. Assault squads with 2 flamers, flamer baal/razor back, vindicators, whirlwinds, sternguard (combi flamers or just hellfire rounds)

 

All of the above works nicely. As others have said dreadnoughts are handy as well, although be wary of power klaws, particularly meganobz. Could be one advantage of the DCCW is that you will instakill them BEFORE they strike at you. Talons will be more useful overall however...

 

HQ wise, i'd go with a Reclusiarch.

 

Just a few ideas there :)

 

The main thing with Orks is to "make them walk". Target their trukks and battlewagons early. Kill them and then whatever pops out is easy prey for the units listed above (vindicator gets a mention here as it can kill vehicles and infantry with ease)

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I play both Orks and Blood Angels and I have to say if I had to make a list against my own Orks I would field plenty of template and blast weapons. Make sure to field a shooty army instead of the usual close combat specialst the BA usually are. When I play Orks I usually try to field a lot of slugga boyz with powerklaw Nob as many as possible in trucks and the rest on foot behind a line of grots (or 2).

Orks are probably the worst army for killing heavy tanks, the only real anti tank weaponry they have are shock attack guns. Powerklaws are not that great against AV 14 and you first need to get them to the other side of the table. So mech would be a good option. If you use razorbacks give them twin heavy bolter instead of twin heavy flamers. The heavy flamers might make more kills in one shot but you probably won't fire them more then once.

Vindicators would work well against orks but I think they are a bit overkill for the price of 2 vindicators you can field 3 whirlwinds which will probably get more kills with their incendiary missiles since against the vindicators everything behind the first line of grots would get a cover save.

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While I won't say you have to turn yourself into a "Shooty" army to deal with Orks... some things I do are:

 

1. Devastators with missile Launchers

- These are great because you can use blast templates on hordes of boyz, but likewise you can use the Krak against annoying things like Killa-Kanz and Deff Copta's... note I normally also use Krak Missiles against Nobz packs since the str 8 will kill the instantly which ignores FnP.

 

2. Baal Predators flanking

- These guys coming on the table edge with Assault Cannons and even heavy bolters put a real hurt on for Ork Vechiles with rear armor 10.

 

3. Learn to calculate distances, you want to make sure you charge the orks... if they charge you its going to get ugly. Well it NOBZ charge you its goign to get ugly... my wife plays orks and Boyz with choppa's don't bother me.

 

4. Make sure to use your strengths against his weakness.... like using Decent of Angels on a squad with 2 flamers by the Loota's is great choice, dropping them beside a blob of 30 boyz with choppa's is not ideal.

 

5. Keep your Sanguinary Priests as safe as possible feel no pain is just awesome against orks...My wife charged me with 30 boyz, did 12 wounds, I made all but 5 armor saves, but I made 4 FnP saves... so my wife charged me with 30 boyz, and 1 of my troops died it was a fun site :) But the 2nd time she was able to get a nob with a big choppa against my sanguinary priest and when he died... my squad fell apart :P

 

Lesson learned on my part

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I would also like to say Epistolary... The Sanguine Sword at I4 S10 you will go before pretty much anything if you get the charge and you don't need to worry about the claws until you have had a wack... take the dreaded nob bikers for example... I've forgotten what weapon skill they have but 3's or 4's to hit and 2's to wound... ignore the armour save (force weapon), cover save (your in combat) and FNP (force weapon)... so if they have taken the upgrade they could get a 5+ inv save... however if they fail or don't have it... instant death (even for the Warboss).

 

I would then take either... Unleash rage to help hit (best if he has a helper squad that is good at cutting stuff up to deal with the boyz) or Might of Heros to give yourself between 5-7 attacks on the charge which will help you deal with large mobs of orks or give you more hits against the tough guys. Also being S10 wont hurt against vehicles...

 

Mephiston has the same role but he has no friends but is immune from claw instant death... not a problem if they are all dead.

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I have already said heavy flamers are the bane of orks only problem is most will still get a FNP unless you get rid of the pain boy in some way. and you really do not need str 10 against their tanks you bolters should be able to do it most the time.

 

Oh and for fun times take a Inq and the Sniper assasin guy and play snipe the FNP givers and the claws from mobs.

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I played against Orks today, although at 2000 points, I won by a large margin. For me there were 2 real stars of the show. The first was my Furioso dread with frag cannon and heavy flamer. Although it only got to shoot once it killed 21 Orks on the turn it podded in. In addition to this it attracted enough fire to keep the rest of my army fairly peaceful for a while. This was handy since I kept my Storm Raven with Lemartes, DC and DC dread in reserve since he was due to go first and the SR took it's sweet time to turn up.

 

The second star(s) without a doubt were my priests. I took three of them. Two armed with power weapon and jump pack to go with my RAS's and one with no upgrades to baby sit the tacs. The tacs were pretty useless all game and when charged by some bikers and deff kopta's I thought they were done for but the FNP granted by the priest meant they held their own. Same as for my RAS's they were all but immune to the Ork's attacks because of FNP. When my RAS's got the charge the FC bonuses and the priest's power weapons helped cut the big squads down before they could hit back and again with FNP it was like they were indestructable.

 

So there you have my 2 suggestions from today's experience. The furioso with frag cannon and heavy flamer because 3 templates a turn against those large mobs is just so mean. The priests mostly for their FNP but also added PW attacks and FC to tip the balance in combat.

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