Brother Captain Ed Posted January 1, 2011 Share Posted January 1, 2011 Pg. 46 of the Ork codex. First special rule on Warbikes. Don't you wish SM bikers go this too? D: Ooooooooh. Yes, yes I do. Stupid orks. >< Link to comment https://bolterandchainsword.com/topic/218188-orks-with-redundant-saves/page/2/#findComment-2603888 Share on other sites More sharing options...
Ming Posted January 3, 2011 Share Posted January 3, 2011 I've nothing really to add that was not already here or the other ork thread. Some armies get so large that it gets impossible to kill them fast enough or to break them. As for the scouts - since tellion cannot instakill the mek or boss or nob or painboy - the scout squad may be misapplied. We've already thought that through. If you keep Tellion - his job is to shoot the characters that gives the orks their extra boost of FNP or cover saves, or single nobz with Power Claws. Since this guy is Kan-free, go for PWs on sergeants or at least combiflamers. Shoot as he advances and charge him - but you need to really focus your attacks and not spread out. Gang up on his mobz. An interesting tactic is to keep the speeders in reserve - and drop behind the ork advance to make the player respond to you - that may get you the timing to split his army so you can focus on what he sends at your main body. The same can be done w/ ironclads dropped by pods. If you keep rhinos or small squads in razors - tank shocking into a mob to bunch them for flaming is an important tool as well. Whirlwinds are cheap - but are likely not to get their points back in firing - they may be a better sacrificial unit to draw fire off your other units though. Overall, unless you keep a separate anti-ork or anti-nid list handy, its better to keep your list ready for all-comers. When setting up objectives vs orks - put them in places orks hate - in the open, in the centerline of the table when you can. If you have to setup first - castle in the center so you can react or move better in response to his deployment. If the orks setup first - setup your force stronger on his weakest flank - weakest being where your marines are best protected and you have better access to objectives. Unless you have a plan or are required by the mission - reserve nothing, soo you can get maximum turn 1 firepower. A plan being - flanking them or dropping in the backfield, etc. Always watch orks for turn 1 assaults - never deploy close to them - keep counter-assault units slightly back. Stay on mission. If you shoot the trukks/mobility out from under the orks, you stand a better chance of getting local/mobile advantage. Watch how the ork player makes saves. Under certain cases FNP and cover cannot both or either be applied. Null zone pretty much eliminates or negates any invulnerables for them. (I'd love to proxy honor guard into a game....wish they came as a box of plastics....) Link to comment https://bolterandchainsword.com/topic/218188-orks-with-redundant-saves/page/2/#findComment-2605524 Share on other sites More sharing options...
Captain Idaho Posted January 3, 2011 Share Posted January 3, 2011 (I'd love to proxy honor guard into a game....wish they came as a box of plastics....) You don't have to use the metal models just have a suitable looking model. Check the Red Scorpian Honour Guard for inspiration here. :lol: Link to comment https://bolterandchainsword.com/topic/218188-orks-with-redundant-saves/page/2/#findComment-2605576 Share on other sites More sharing options...
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