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Bit of help needed from those with longer fangs


Simo429

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Well the last few weeks have been successful

 

Anyone who bothered to read my thread in the Army List section (A game a week for the rest of the year) and I don't think there were many of you will notice I packed in doing it mainly because I never got any feedback so I figured it was boring

 

Any way....

 

I have kept up my oath of a game a week since March now and most weeks I exceed it and for the past 6 weeks I have done very well only losing 1 game to the Blood Angels, couple of Draws against Guard and plenty of wins against Squats, Blood Angels, Dark Angels, Ultra Marines and the forces of Chaos

 

This week I come up against the Orks for the first time in my first 2000 point game

 

Looking for advice on what is best to take against these buggers, never played against any hoard army bar Guard and the bloke I played against doesn't really use lots of infantry

Orks WANT to get their hordes into CC with you.

 

Use this to your advantage by either funneling them through gaps in terrain so their own mass causing them to slow or through terrain which mass + terrain will slow them down. Lots of dakka from farthest range to right before you are able to charge them or they are having to charge into whatever cover you are located.

Vehicles:

Whirl Winds take away their cover save and you are bringing it to their support troops hiding/running behind in the back field.

Vindicators are a pie plate of death for any massed troop.

Land Raider Crusader speaks for itself.

 

Troops:

Meet their masses with mass firepower bolters and flamers and a few more bolters and flamers.

 

Elites:

Dreads with AC/HF

 

Fast:

3 Land Speeders all with double HB will take apart any horde list. 6x3 for 18 Str 5 AP 4 shots will tear up any unit and leaving them with at least a morale check but usually decimates .

 

Vrox

Great points all-round, and I'd like to add a few.

 

 

Long fang packs of 5, 2 MLs/2 HBs ... OR ... 3 MLs/1 HB. Split your fire, or frag/shoot up a large mobs.

 

A crusader filled with blood calws and a wolf priest that hates "infantry".

 

A lone wolf with TDA/SS/CF used as a "speed bump". Its so much fun performing "Death or Glory" against a Battlewagon.

If it looks inevitable that one of your units will get into CC, keep a unit nearby to contour-charge.

 

Jaws is your friend. Get the Orks to line up in a row somehow (Bear in mind, this isn't mandatory) and snipe out the Nob (this IS mandatory). Without their leader, they will lose their control and run away.

i find playing Orks is much like playing Tyranids

try and funnel them into gaps in terrain

stay in cover until the last possible second

take PLENTY of anti-personell fire, i recommened Long Fangs with ML's, able to deal with anything

Orks dont have much of an armour save

so flamers are your friends!

 

Iceman

Elites:

Dreads with AC/HF

 

Definitely concur with this - AP4 weapons like this eat Orks for dinner, even his 'Ard Boys units will be toast. The only thing he can get that has better armour than 4+ is with MegaNobz, and those guys are expensive and come in small units (which means they don't get to take advantage of the Mob Rule! very well, making them very easy to break and run. I once had a Venerable Dreadnought with AC/HF destroy an entire 'Ard Boys unit all by himself.

 

A lone wolf with TDA/SS/CF used as a "speed bump". Its so much fun performing "Death or Glory" against a Battlewagon.

 

Concur, one or two Lone Wolves will really disrupt a synchronized Ork assault, allowing the rest of your force to focus on his "leaker" units one at a time.

 

Jaws is your friend. Get the Orks to line up in a row somehow (Bear in mind, this isn't mandatory) and snipe out the Nob (this IS mandatory). Without their leader, they will lose their control and run away.

 

What? Losing their Nob doesn't cause an Ork mob to lose control and run away; they still get every advantage of the Mob Rule!. It's still a good idea to use Jaws to kill the Nob to get rid of the unit's Power Klaw, and thus the only real threat in most Ork units to Marines, but it doesn't really make much of a difference when it comes to Morale. Regular Orks and Nobz both have a Leadership value of 7, so the only loss is a potential Boss Pole reroll - which isn't a big deal at all,

 

V

No, what I meant about the Jaws vs. Nob thing, is that if they lose their Nob, then they instantly become weaker due to there no longer being a 2 wound model in that unit and their main anti-armour capability gone. Also, say you hose a unit of 20 Orks with 20 Bolter shots. About 10 will normally die, then Jaws comes along and takes out the Nob with possible Boss Pole. Should that unit fail it's morale test, it's gone completely since half the unit is gone so they can't regroup.
I have two friends with Ork armies that I play regularly. Like stated earlier I find it's best to funnel the Orks to where you want them. Chance are they will WAAGH! you and get the charge so make sure your units are in cover or a vehicle so that they ether go at Int 1 or have to blow up the vehicle first and them you still have a higher Int then them. Missle Launchers and Heavy Bolters are amazing against Orks. Watch out for their Flamers and there Independent Characters. I find that Murderous Hurricane and Jaws work amazing on them! And you should take 2 Rune Priest, 1 MH + Jaws, 1 MH + LL. If you have a 3rd use LL + Jaws. Living Lighting is good against them and can pop most of the vehicles easily. If you have the points play a Lord on TW with a TH and Saga of the Bear. He can crush bikers if you give him calvary or wolves as back up.
I have two friends with Ork armies that I play regularly. Like stated earlier I find it's best to funnel the Orks to where you want them. Chance are they will WAAGH! you and get the charge so make sure your units are in cover or a vehicle so that they ether go at Int 1 or have to blow up the vehicle first and them you still have a higher Int then them.

 

Space Wolves will always have a higher Initiative than Orks, so you don't really have to get your units in Cover for that (except fighting from Cover is always a good idea to get saves against low AP weapons, like Rokkit Launcha's). An Orks Initiative is a 2, so even with their Furious Charge it will be a 3. A Nob has a 3, which would go to a 4 with Furious Charge, except for the fact that every Nob in any Mob will always, always, always have a Power Klaw, which means that he'll go last anyway.

 

V

Well the last few weeks have been successful

 

Anyone who bothered to read my thread in the Army List section (A game a week for the rest of the year) and I don't think there were many of you will notice I packed in doing it mainly because I never got any feedback so I figured it was boring

 

Any way....

 

I have kept up my oath of a game a week since March now and most weeks I exceed it and for the past 6 weeks I have done very well only losing 1 game to the Blood Angels, couple of Draws against Guard and plenty of wins against Squats, Blood Angels, Dark Angels, Ultra Marines and the forces of Chaos

 

This week I come up against the Orks for the first time in my first 2000 point game

 

Looking for advice on what is best to take against these buggers, never played against any hoard army bar Guard and the bloke I played against doesn't really use lots of infantry

Space Wolves are the orks natural predators, Im not joking.

 

- 3 attacks on the counter-charge, going before the orks means that theyre going to take alot of damage before they can swing.

- Bolters ignore most orkish armor saves. Plasma, wich we also have alot of, igores mega-nobz saves.

- Unlike Templars, we have access to whirlwinds, wich are worth their weight in gold.

- Scouts can walk in and mess up units of lootas or artillery peices.

- Bloodclaws can, and have, taken out three times their number in orks on the assault.

- Long Fangs should be able to crush ork transports quickly and reliably- always have in my experiance. Also good protection against dethkoptas, a regular menace.

- Its also really easy to decide what your oath of war should be.

 

Go heavy on the grey hunters, and heavy on plasma weapons with a bit of melta and lascannon to crush any battle wagons you might come accross. Let him come to you, and die quickly as a result.

Beastslayer?

 

I was planning on warrior born, does the warboss have a Inv. Save I couldn't see it in the codex

 

Thanks for the advice, I must be thinking like a wolf now after all my hard weeks of campaigning because Id pretty much planned everything cept for a whirlwind because I don't have one

Orks are one of my main opponents, two things to keep an eye out for:

 

Nob Bikers: already mentioned, nasty, unit to kill. Use missile launchers for Instant death

Deffkoptas: twinlinked rokkits make a mess of your tanks. Again the answer is missile launchers.

 

My advice: do everything already said, then take a max sized unit of longfangs with missile launchers. You will not be sorry you did.

 

Oh, and take Warrior Born. Beastslayer is nice but only for one model. Bear might be nice to to avoid Instant death from powerklaws, its what I do.

SHOOT the warboss, don't assault him.

  • 2 weeks later...

Blood claws in a crusader were certainly the way forward as was a tooled up TWC wolf lord with 4 TWC

 

It was a fairly comprehensive victory for the wolves of Russ

 

only 3 Meknobs remained on the table with 4 buner boyz, 3 storm boyz and a 7 orks all running out of the 150 boyz on the table

 

All my blood claws died as well as a wolf priest but my great hunters (2 packs) long fangs, wolf scouts (2 packs) lord and TWC all survived

 

Raise a stein to you lads

Eldar this week

 

Again never faced them so any help would be greatly appreciated (I will dredge out the ork list I used)

1) Eldar are like SMs- theres ALOT of different list tyles they can bring- footslogging, mechdar, jetbikes, combined arms, wraiths.... all of wich have different challenges to defeat.

2) That being said, mechanized eldar is insanely popular considering all the issues it has- not the least of wich being the incredible expensive of eldar transports. The average Wave Serpent will cost around 140pts, and have one real offensive option.

3) Bring Missile Launchers- Long Fangs, Typhoons, whatever you have. Only one unit in the codex has an armor save of 2+, and many vehicles simply ignore strengths higher than 8 anyways.

4) Assault the shooty stuff, shoot the assaulty stuff has NEVER been better advice than against Eldar. Ask questions, find out what each units equipment is and what it does- youll see squads armed entirely with power weapons, or meltaguns, or three shot 18" bolters. If a squad has good shooting potential though its CC is usually crap, and vice versa- they also rarely have better than a 4+ save and are all T 3.

5) That being said if you have a whirlwind, bring it.

6) Watch out for Rangers/Pathfinders- for 120pts you get 5 accurate shots that are AP 1 on a to hit roll of 5 or 6, and are rending/pining. Oh, and 2+ save in standard cover.

 

I see MW has already linked my article lol.

As Grey mage said, they're very tactically able, for example I've seen the dreaded Wave Serpent spam speartipped by waves of Jetbikers, and I've seen the mighty power of the firing line Eldar stand and shoot army that obliterated a whole army of Chaos Space Marines by turn three.

 

But they're still only Xenos. Again, a Whirlwind and anything that can take out large numbers of infantry per turn are a must. I personally take the Battering Ram versus Eldar, but that's just me...

As Grey mage said, they're very tactically able, for example I've seen the dreaded Wave Serpent spam speartipped by waves of Jetbikers, and I've seen the mighty power of the firing line Eldar stand and shoot army that obliterated a whole army of Chaos Space Marines by turn three.

 

But they're still only Xenos. Again, a Whirlwind and anything that can take out large numbers of infantry per turn are a must. I personally take the Battering Ram versus Eldar, but that's just me...

Yeah... the good old days of early 4rth edition, when I could field 30 dark reapers as the troops choices for my 2k army.... 60 high strength AP 3 shots a turn, with exarchs who hit on a 2+ and could destroy any vehicle in the game with a bit of luck.

 

I only did it a couple times, to put a bit of fear into one of cockier locals :)

 

Thankfully you dont have to worry about that these days- 3 squads max, and youll rarely see more than 1.

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