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Bjorn Darkwolf

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So i had the pleasure of playing my friends ork army three times last week. i am now 0-3... i have had little difficulty with his space marines and was not too concerned with his orks. i guess i was wrong. Ill give you his list as best as i can remember it. what i am looking for is what you guys have tried and what seems to work.

 

2500 pts

 

4 Battle wagons with death rollas and assorted goodies (bording planks grot riggers ect.)

in these wagons were the following:

15 man burna boy squad with Mad doc somethign or other (gave them all FnP)

15 (maybe 20) man Ard boy squad the WeirdBoy character

16 (maybe 20) Slugga Boys with Cybork Boddies

6 or 7 man nob squad (not veary tooled out but hard none the less)

 

then he had two deff copptas which tried to pop my vindicators all game.

he also had a truck full of 16 or 20 Slugga boys

lastly a 30 man squad of shootas that he brought on in reserve to cap an objective in the later part of the game.

 

i brought

 

wolfpriest TDA

6 TDA wolf guard with assorted melee weapons

LR Crusader

 

wolfpriest w/ runic armour on a bike

10 swiftclaws w/pf

 

4 mounted 10 man GH squads all with FL/MG/PW

 

10 skyclaws w/pf

 

2 Vidicators

 

1 long fang squad with missiles

 

In hind sight i feel that my vindicators where useless as they only fired once in each of the first games, then got lucky and three turns of shooting in the last. My major problems came with me opening the AV 14 transports before they got his orks into my lines. i found it frustratingly hard to get a charge off on him, i seemed to always be receiving his charges and never having any charges available to me. (much less having the opportunity to fire my bolters and flamers)

 

any thoughts?

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Drop the flamers on your GH packs, take more meltaguns and remove those battlewagons as a threat.

 

Get a whirlwind. Once youve cracked a wagon pie plate it. Also great vs Lootas! and Custom Force Fields. If possible consider using two. Youll get three or four turns of shooting off with them ;).

 

And Id drop those terminators like a ton of bricks. Not sure why youve got a Wolf Priest in TDA either, Id consider runing him in runic armor, but in either case Id take your skyclaws, cash them in for regular old bloodclaws, and use them as a counter-assault unit.

 

Let the Orks come to you, position yourself for easy objective grabs to be sure and force his hand on moving to you. Then shoot the ever-living-crap out of him, and then counter-attack his Waagh. Youll go first, his numbers will be severely diminished, and youll mop up.

 

Things to kill:

Lootas.

Dethkoptas.

The Burnas Transport.

Everything else.

 

Why? Because Lootas are the biggest threat to your vehicles and to any squad in the open. Koptas are a close second in both regards, in some ways worse. Taking out the Burnas transport keeps them from using its open topped ability to do a drive by 15 flame template burnination of doom. And of course, killing everything else is fun.

 

You have 2 attacks base, 3 on the first round of combat and one of the best basic longarms in the game. Space Wolves were literally made to hunt down orks and rip them appart with our bare hands.

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I agree with GM... destroy the transports as quickly as possble... the squishy things on the inside can now be taken... Oh and they take longer to get to you... The key with Orks is that you are unlikely to beat Orks in combat in a straight fight... if they all make it into your lines that is... however unless it is a shooty Ork army (which are dangerous!) you should be able to do enough damage to even things out when they make it to you!

 

So dakka him at the start of the game and soften him up... then go in for the kill... I also find runepriests have a number of powers that work well against Orks... especially 30man footslogging units.

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It helps to be more physically imposing in real life than the ork player is. If he (it is always a he, let's be realistic) is smaller than you, your menacing physical presence will throw him off his game. Now, of course most folks can't pull that off, so go for the crazy instead. Practice the "dead in the eyes" look in the mirror. When you perfect that your opponent will fear you. Also, if you wear an actual wolf pelt when you play that will help too. If your opponent believes that you think you are an actual Space Wolf, he may worry that you will bite him after the game if he wins.
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i hate the green filth seiriously madly badly ..ok thats said

 

i rather like droping a dread with heavy flamers into there back area band leting have fun yes it dies but it plays havoc with there movement

and yes charge them before they charge you as for the wagons i use a multi melta speeder or 2 still works well as there chasing my dread about

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It helps to be more physically imposing in real life than the ork player is. If he (it is always a he, let's be realistic) is smaller than you, your menacing physical presence will throw him off his game. Now, of course most folks can't pull that off, so go for the crazy instead. Practice the "dead in the eyes" look in the mirror. When you perfect that your opponent will fear you. Also, if you wear an actual wolf pelt when you play that will help too. If your opponent believes that you think you are an actual Space Wolf, he may worry that you will bite him after the game if he wins.

 

Having a big axe by Your side helps too, as well as letting the other player know that You won't hesitate to use it.

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*Lines long fangs up, Gets a healthy dose of 4 grey hunters, has Sky Claws/small groups of swift claws/Thunder Wolves or speeders ready, with elites spread throughout the ranks*

 

FUUUUUUUUUUUUUUUUUUUUUUUUUUUU

 

Remember that he has side armour, drop podded dreads or speeders can get good side shots on his armour. Reduce the size of your swift claw packs and you can do simliar with them since 10 swiftclaws is no more efficent then using 2 squads of 5, admit you will need to make sure you got enough melta to account for the weaker accuracy.

 

Basically, try and make your army more mobile to get side and behind shots. Once you can do that chances are you can break up a fair amount of the transports before they hit you. Once you reduced the numbers of transports, you can easily manage them through long fang fire and try and use the Rhino as a further screening wall against the rams, so that the possiablity of it simply wreaking it will stop it's advance dead in it's tracks and perhaps slow them down.

 

Just remember, Orks are not terribly good at busting armour, though i guess all those Wagons make this list an exception. XD

 

Also, vindictors are really inflexable in my opinon.

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As you will have found, the Fangs MLs bounced off the AV14. Now you know how your mates feel when facing your Raider ;)

To prevent this from happening, you have 2 packs, deployed apart from one another. If he shows Front to one, he shows Side to the other. AV12 is much more manageable.

 

Lists need, imo at least, both LRAT ~ long range anti-tank & Meltas. The Fangs bring the LRAT. I think you need Speeders or Dreads to bring MMs as I feel Mg are not enough.

 

I would consider swapping the Skyclaws out. Even if you want Blood Claws, the Rhino gives you the same speed-ish, and he has to get through AV11, meaning his s4 guns are doing nothing, whereas against the Skyclaws, they are killing them. You also get a foot-WG or IC into the Rhino for much cheaper than if you had given them a Jump-pack.

 

Speeders with MM+HF are good. Ork armour takes a pounding from s8+2d6 and ap1+open-topped is giving you +2 on the damage rolls. Win!

Blowing up Ork transports is actually a good way of killing boyz quickly. Once I assaulted with my Dread & blew up a Wagon, which killed far more boyz than if the Dread had assaulted them instead.

The Heavy flamer is a brutal tool against the poorly armoured Orks, and besides Mega-armour, they have a best save of 4+

The KFF and Bikes use a cover save, which is handily ignored by the HF.

Perhaps the greatest thing the Speeders give is move-blocking. Fly your Speeder right up close to the Wagon. Even if he rams it with a Rolla, you get a 3+ save and if make it, the Wagon stops moving. Great for slowing the Ork rush down, giving you longer to poor shots into him.

 

Your Witches are very powerful, LL being excellent at taking out light vehicles, whilst SC will slow his rush down [once you get them out of their transports] and JotWW is solid against Orks.

Jaws makes him bunch up ~ instead of forming nice long lines. Flame templates make him string out ~ instead of forming nice tight bunches. Either way, you have a good weapon for reaping a good tally against him ;) And remember, both the Witch and the Speeder have a second weapon. If he bunches, you can use LL. If he strings out, you can get the flame template in line with them OR use the MM on something else ;)

 

It helps to be more physically imposing in real life than the ork player is. If he (it is always a he, let's be realistic) is smaller than you, your menacing physical presence will throw him off his game. Now, of course most folks can't pull that off, so go for the crazy instead. Practice the "dead in the eyes" look in the mirror. When you perfect that your opponent will fear you. Also, if you wear an actual wolf pelt when you play that will help too. If your opponent believes that you think you are an actual Space Wolf, he may worry that you will bite him after the game if he wins.

 

A+ :)

:)

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The problem you're having all stems from his AV 14 transports. Options include:

 

1. Podding multi-melta dreads

2. Podding combi-melta wolf guard

3. maneuvering Landspeeders to the flank

4. Getting lucky with Lascannon shots.

 

Personally, I'd go with a combination of #2 and 4 and maybe 3. 3 squads of 5 combi-melta wielding wolf guard cost 150 a piece or 450 total, cheaper than a dread and you get 5 shots instead of 1 (albeit at shorter range, but with 4 Battle Wagons, it'll be hard to scatter and not be in range of one). That should equal 2 destroyed transports (less one for horrible scatter or hit/pen rolls). It also does another thing, which is severely change his tactics. Losing 1/2 his battle wagons turn 1 will force his fire into your suicide wolf guard troops, which will leave the rest of your army alive to unleash hell. To get 3 drop pods coming in 1st turn, you would need at least 2 units of Long Fangs with empty drop pods. I'd go 3 full LF squads, 3 MLs, 2LCs, and a termie CML in each squad. Combine that awesome fire base with the fact that his army gets shut down on turn 1 and spends it cleaning up his lines instead of advancing towards yours and you're looking at a solid victory.

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You forgot drop podding Riflemen dreads. Which can serve two perposes, mobile cover, and getting good side shots at armour if you go first. Riflemen can be the reliable gunline or the flanking attack force, which is easpically useful against none ork codexs.

 

Just because it's a drop pod, does not nessiarily mean they have to land close. Heheheh

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You forgot drop podding Riflemen dreads. Which can serve two perposes, mobile cover, and getting good side shots at armour if you go first. Riflemen can be the reliable gunline or the flanking attack force, which is easpically useful against none ork codexs.

 

Just because it's a drop pod, does not nessiarily mean they have to land close. Heheheh

 

 

If you don't have much long range or heavy weapons and your more geared to close combat. A good tactic is to allow your enemy to come to use and engage them on your terms. This means is you know your orc's movement distance and plan ahead of time to be out of that movement distance at turn one. Here is a few examples for if you get first and or if you go second..

 

If you go first.

First turn:

Orc's can only charge you from there fast vehicles only if your with in 13 inches(Fast vehicle with red paint job) + 3 to 3.75 inches(Deployment out of the vehicle and depending on the size of the largest base mini he has in it.) + 6 inches (Charging). 20-21.75 inch movement on the first turn a orc in a trukk can pull. So stay 24inches away with all your units do not bother moving towards the orcs. Let them come to you the first turn. So take your time and pick your targets as best you can and try to eliminate what threats you have to deal with. If you can eliminate the big mech's battle wagon forcing him to make that guy foot slog makes it easier in removing those battle wagons all the sooner no +4 cover save for them!

 

Second turn:

Move in an engage, Shoot what you can, if you can get some vehical's poped before charge.. Then if you have a p-fist or t-hammer... Multi-charge a unit and vehicle open up the orc's wagons as best you can this way. Do as much damage as you can do and hope its enough.

 

 

If you go second

First turn:

Much like the first but you will move foward to engage there is no escaping the orc's or trying to get distance at this point. They will easily out pace you on turn two with a Waahhh and charge range that is around on average 26-27.5 inches. So you best bet is to shoot the living snot out of everything blow stuff up and then multi-charge squad and vehicles in hopes you can nail that rear armor good enough to pop the tanks. This ensures you eliminate the death rollers as best as possible keeping what ever rear line units safe from the havoc of the insainly strong deff rolla's.

 

Honestly no matter what type of wolf army play style you choose to play, ranged, melee or mix.. Evolve tactics around your play style. Learn your weakness and strengths then learn the weakness and strengths of your enemies armies. The biggest weakness of an orc army is they MUST get into melee contact you can take advantage of that allowing to draw close to eliminate them. If you can survive the first of melee combat with a orc squad which is the most deadliest your chances are much better there after due to the fact they loose that extra strength and initiative bonus which makes it so most of his army strikes well after you make your attacks.

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The primary threat of this Ork list is the "relative" durability of his armor wall, coupled with the "hardiness" of the infantry within (as a result of buffs from attached characters, etc.). The key to beating an Ork army has always been to reduce it's mobility as quickly as possible, and forcing them to move their blocks of infantry on foot to engage you. At this point you can use your smaller, elite numbers to your advantage, flanking his army and tackling his individual units with the brunt of your army.

 

There are a few ways to do this, as prior mentioned, but removal of his transports are essential. Once they have been destroyed and the infantry are forced to proceed on foot, use things that don't necessarily just do direct damage, but severely limit his options.

 

Whirlwinds to lay mines perhaps, to funnel his troops lest he walk through and suffer untold casualties. Murderous Hurricane is amazing in this regard because he has to move to close the gap to be effective, and the numerous difficult and dangerous terrain checks he will have to make will slow him down and do more damage than your guns alone.

 

Against Orks, Jaws of the World Wolf is ESSENTIAL. Pick off his Nobs with Power Klaws, Mad Doc Grotsnik, Painboys,etc. The majority of Orks are so low initiative that a few strategically placed Jaws lines can quite literally cripple an Ork unit, rendering it useless. Used in combination, you can quickly decimate his Ork units. (For example, Jaws out Mad Doc or a Pain Boy to remove FNP from an Ork unit, and then shoot them to do more damage than you would had you shot first then Jaws'd. Or Jaws out the Nob with the Power Klaw, and then have your Grey Hunters pistol-shot and charge to destroy the unit. I've tackled full 30-man Ork squads with 10 Grey Hunters in this manner, because they simply can't generate enough wounds without the Nob to even out the combat resolution, and are simply run down).

 

 

DV8

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Aye, just saying that you don't have to drop Mult-Melta Dreads to use the drop pod tactic, I just simply don't like them.

 

Speeders do a very simlar job for 70 points, scouts are less reliable, but are only 85 when decked out without the wolf guard and chances are can inflict damage on a unsuspecting unit. The reason I prefer auto cannon dreads is that I can place them at good angles though the drop pod when I want to the moment I land. They are not limited to a unreliable role like the melta drop Dread or the really expensive wolf guard squad. It then gives you two ways to go about things. Either drop him at a good side angle and pop a hefty tank with light side armour, or with the rest of your guys and use the pods to cloud their view and otherwise obstuct routes to objectives.

 

 

A good tactician can pick the grounds he fights on, a great tactican can create the ground he fights on, shaping the field to his desire with his tools of destuction.

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I personally like droping 3 wolf guard squads with all five members wielding Combi-Meltas (sometimes Melta Bombs for if they are close enough to charge a vehicle after they droped) and accompanied by a rune priest with JOTWW and another power since they can't have the same gear/powers (they can't all be the same as i'm sure you know). i then generally have a couple GH squads in rhinos equipped with 2x Flamers, MotW, and a power weapon to charge in after the vehicles have been popped to flame the crap out of them greenies. i always take a full squad of long fangs with 2x Las Cannons and 2x missile launchers with an empty Razorback with a twin-linked Lascannon on top for added support fire and possible cover for the long fangs.

 

If you can, use Jaws on their special chars if you can, it works AMAZINGLY well against orcs low Int value, i know from personal experience playing my friend with my small orcs army how easy it is to snipe orc ICs of the table with it, and get rid of the buffs granted by them. Do your best to pop those vehicles from the side (or rear if you can manage it) as far from your troops as you can manage and follow each wrecked vehicle success with a counter assault of massed fire from all available units. hope i helped some what, not really an expert at 40k, or anything else for that matter =D

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