Brutis Posted November 29, 2010 Share Posted November 29, 2010 I'm having a tough time with horde armies. Orks & nids. Tried lots of lists but lose way more than I win. Flame razors & vindis have such a short range, by the time I'm firing those, I'm in trouble. What do you all use against hordes? Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/ Share on other sites More sharing options...
Zeller Posted November 29, 2010 Share Posted November 29, 2010 I've used Predator Destructor, Vindy, and Baal in the same list. In addition a land speeder squadron with HB and one typhoon ML. Plus, I charge my tacticals right in their with furious charge after the ork squad has taken serious hits. Really, ork shooting is typically 24 inches or less unless it's a boom gun or something. Vindy with siege shield so I can drive anywhere anytime. Building? BAM! Now I'm through it and your orks are dead. The key isn't to too shoot them all dead because let's be honest, you probably won't as a SM. What you need to do is beat them in combat...horribly so their own fearless saves destroys them. The priest is key for your own survivability...and so is a full squad of marines. If cover is the problem try whirl winds. If nobs are the problem, try DC with reclusiarch or DCFD with blood talons. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575266 Share on other sites More sharing options...
BOBMAKENZIE Posted November 29, 2010 Share Posted November 29, 2010 Consider a 10 man assault squad! 30 attacks, Typically hitting on a 3/4+ and wounding on a 3/4+ Is alot of wounds on units with a low save (Ie: Most Hordes) An assault Squad on a horder of orks is going to average 6-7 dead. Far Far more then the orks will get in return. Which will quickly cut the mob down to size even when fearless. Or against Termagaunts its approaching more like 12 :3 Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575305 Share on other sites More sharing options...
shatter Posted November 29, 2010 Share Posted November 29, 2010 I use 300 points of whirlwinds. Smashes lightly armoured hordes like toddler fingers under a lawn roller. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575309 Share on other sites More sharing options...
bulley Posted November 29, 2010 Share Posted November 29, 2010 Assault Cannon's from Razors + Baals, AutoCannon's can chip in for some lovin' as well. I am running as my alternative list a BA immospam styled list, and against horde I'd want 2nd turn just to let em get right up near me where I can shoot forward 12" and flame away, other wise, say vs gunlines, I'd pound forward 18" and smoke it up for 4++. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575646 Share on other sites More sharing options...
Brother Molon Labe Posted November 30, 2010 Share Posted November 30, 2010 I believe that either ML devs or your RAS with meltas do a great job of taking care of hordes. Since I run a list with all infantry that being Devs and Jump Marines. I find that a full squad of assault marines even with the two meltas works out great when cleaning out Nids. Also MLs will really make a horde army run for the hills and having a dual purpose of blasting lighter armored vics and laying waste to your opponets infantry can really make for a heart breaking day on the other side of the table. I like it because the MLs give me a foot hold on midfield control without actually being there. This can be said for most ranged shooting. There is always more than one way to skin a cat tanks are one method I prefer Devs. Both have their pros and cons. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575826 Share on other sites More sharing options...
BLACK BLŒ FLY Posted November 30, 2010 Share Posted November 30, 2010 I like flamers to help thin down a unit before I charge. Orks are fearless when above a certain number per squad, same thing with gaunts when within synapse range. If you are right on top of them prior to the charge your opponent can't pull enough models between their unit and yours to prevent the charge. This works for my assault style army. Also with flamers you can burn enough gaunts to open a path so another unit can charge a monstrous creature bubble wrapped with lots of gaunts. Also you can lay the flamer on a monstrous creature declaring it as the target and burn down intervening gaunts then charge the big bug. G :cuss Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575844 Share on other sites More sharing options...
Roesor Posted November 30, 2010 Share Posted November 30, 2010 I'd hit them in the face with ten death company with power weapons and Lemartes. I don't find it's a problem so much with my templars, my squads are huge. Erm..and the 5 assault termies with claws jumping out of a land raider works really well too, 20 attacks re-rolling wounds (and in templar cases, hits too usually) I've wiped out a whole ork mob before. As for nid hordes, with the huge squads of gaunts I found the best thing was a dreadnought...they can't hurt them. And never ever split your fire until you've whittled the closest group down to something you can handle. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575856 Share on other sites More sharing options...
Mezkh Posted November 30, 2010 Share Posted November 30, 2010 What do you play, what models do you have? Is it big boys/gaunt units giving you trouble? Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2575879 Share on other sites More sharing options...
Glitch85 Posted November 30, 2010 Share Posted November 30, 2010 Against boyz ive had great results just using 10 man assault squad, 30+ attacks on the charge with boyz on a 6+ save there arnt many left to hit you after and sometimes you can get a sweeping advance and the unit is gone. For nobz though ive found a vindicator works or hit them with lots of AP1 & 2 to whittle them down, I learnt the hard way taking on full strength nobz in CC. Then again my mate learnt the hard way charging Mephiston with 5 nobz and a warboss, 1 lonely nob left after my first attack :) Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2576017 Share on other sites More sharing options...
JamesI Posted November 30, 2010 Share Posted November 30, 2010 Like others, I'm finding between my Vindicators and the large assault squads, hordes aren't the issues for me. 10 assault marines (especially with furious charge) do wonders to most hordes. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2576212 Share on other sites More sharing options...
CaptainLNH Posted November 30, 2010 Share Posted November 30, 2010 I use my vindicator to deal with horde armies. It's a double winner against Tyranids. Small creatures are taken care of by the large template, while big monsters fall to str. 10. Also our BA Vindicators are fast enough to keep away from most danger. Use one because it's an awsome tank. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2576658 Share on other sites More sharing options...
thundrchickn Posted December 1, 2010 Share Posted December 1, 2010 for orks just keep forcing Ld checks. Tank shock in the movement. If they pass try to kill 25% in the shooting. If that doesn't work multi assaults will do it. I don't know what the numbers are for orks specifically but I use this one all the time. It takes 24 bolter shots to kill 1 FNP BA. That's not including any power claws so you're gonna lose 1 or 2 from that and probably that's it. against orks it's awesome to have multiple PWs at I% because their number are so large they can double up those wounds when you get a ton of non PW wounds on them at I5 as well. Against Tyranid hordes, I ignore them completely and shoot the snot out of their synapse creatures with my Las/plas razors negating their armor and then watching the little guys lurk or blindly move around. The little guys are so weak I usually don't even fight them. Just kill the MCs and then park on objectives and slaughter anything that trys to take them away. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2576824 Share on other sites More sharing options...
spiros14 Posted December 1, 2010 Share Posted December 1, 2010 Area denial is a good tactic, just use rhinos! and as they are fast, it does not need a lot of effort to get them into possition Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2577347 Share on other sites More sharing options...
Brutis Posted December 1, 2010 Author Share Posted December 1, 2010 Thanks for the great feedback brothers! I appreciate all the help. The last post, I don't understand however. How is driving a rhino into a bunch of guys with klaws/rending a good idea? Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2577564 Share on other sites More sharing options...
Redfinger Posted December 1, 2010 Share Posted December 1, 2010 Thanks for the great feedback brothers!I appreciate all the help. The last post, I don't understand however. How is driving a rhino into a bunch of guys with klaws/rending a good idea? I think what he is implying is to simply stay out of CC by using the "fast" aspect of rhnio's to play "keep away". It works, I was running my mech list against a Dark Eldar player the other night, all of his skimmers/troops were CC oriented, I simply kept moving, used smoke, terrain and Shield of Sanguine to provide cover saves to his lances, there was also a bit of luck too, I only lost 1 razorback and the 5man sqaud inside, and he lost all but one of his skimmers, and his foot troops never got into position to assault. Fun strategy, makes for quick games, but gets old after a while. Ashton Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2577640 Share on other sites More sharing options...
biglou666 Posted December 3, 2010 Share Posted December 3, 2010 Well personally ive had excellent results with a frag launching dread. Just put a furioso with frag launcher and flamer combo into a pod, then drop down behind the opponents, usually tightly packed, horde squad. The frag launcher will force usually a minimum of 14 saves, and the flamer will often lay down at least 6 models if saves are low. Ive killed a 20 man ork squad in this way in one turn before. Just remember that when fighting hordes, template template template. But also make sure that the templates can get there quickly. Its no good giving a tactical squad flamers (usually), but an assault sqaud on the other hand, with two flamers, will give you massive pre-charge power. Oh, and against orks, may i also reccomend giving any furiosos magna grapples. All of those low armour vehicles will be begging for mercy! :lol: Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2579079 Share on other sites More sharing options...
NICS Posted December 3, 2010 Share Posted December 3, 2010 Chuck a Libby in with fear of the darkness. I don't find the short range a problem. I deploy as far forward as I can moving forward turn one making sure to stay around 18 to 20 inches away. Then as they advance I use our sweet fast moving tanks moving backwards and trying to stay out of assault range if I can and just shoot shoot shoot. I play a mech list obviously this would not work well for an assaulty army. Link to comment https://bolterandchainsword.com/topic/216041-crowd-control/#findComment-2579176 Share on other sites More sharing options...
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