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==== MESSAGE BEGINS ====

Greetings comrades, you have been summoned to this tactical meeting to discuss the recent developments in the eternal war against the green skin filth. Points on the agenda:

  1. Changes to the Ork lines
  2. New units and capabilities
  3. Likely increases and decreases in Ork unit uses
  4. Tactical and strategic devices to counter Orks
  5. Recommended units

Please enter your knowledge according to the tenets of the Tactica Imperialis.

 

The Emperor Protects.

==== MESSAGE ENDS ====

 

So, it's that time when new menace appears on the horizon with an update - time to address the Guard's classic arch enemy in the Orks! Those of you who may collect them are more than welcome to give us the insider's scoop (but be aware you will be sentenced to death immediately afterwards for consorting with xenos)! For the rest of us we'll need to discuss our tried and true tactics and how they may be updated.

 

I think it's safe to say the Orks will likely be getting tougher generally with the new plastic Meganobz and their new Gorkanaut (or is it Morkanaut?) but for our purposes it's mostly a case of more of the same. I'll be using my Eradicator to annihilate Ork troops as always, but my new Wyverns will of course be even better at killing them so I'm not concerned with the boys. Flamers can finish the rest off along with disciplined lasgun fire, Demolishers will pop anything with a 2+ or with weight of fire as always and our artillery will reap a fine toll.

 

The new artillery looks like it could be an irritation especially with grot gunners, but I don't know what they're capable of yet but I'm sure we'll find out about the new stuff soon after the codex is released.

 

The thing that normally troubles me is how fast their damn transports zoom across the table, I'm assuming this will not be changing in the new codex so for the moment my plans are unchanged - plenty of long ranged guns to thin the horde and slow them down if possible then the good application of small arms with some guts behind them to finish the job!

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I do not see much changing for me aside from my flamer vets gettig more of a workout. The basilisks will definatly be come out to play more now. I think that the big issue will be how to negate/stall/ survive the whaaaagh charge.

 

Now to troll the commissars.

 

Running a battlewagon and kan centeric army the new book is great because now i know i can actually get my guys into assault and get them there faster. Downside. I can't make nobz or deff dreads troops anymore so my army will for the forseeable future be unbound which means that a canny guard player will play to the objectives and beat me there unless i can kill them all first.

 

SMASH DA HUMIZ

ORKZ IZ DA BEST

WAAAAAAAAAAG!!!

 

This heresy brought to you by 27 hours of no sleep/painting green skin.

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I've only just enlisted, but I have received a transmission from High Command entitles "Codex; Ork's".

 

I can basically answer specific questions as I bought a copy if the codex and I'm always around.

 

Pro tip; there is no Kustom Force Field anymore.

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I've heard the ramshackle rule is modified now so it no longer lets the trukk get even closer to your lines after popping it which would be good. It's why you always need to be ready as they will hit your lines; it's just a matter of when and where. Keeping mobile helps of course, lets you manage your reception party so you can make the most out of your assets. In particular I've found some plasma lurking in my lines works to help receive Meganobs, that and the infantry escort always means they won't be getting any easy charges against tanks.

I think my usual mantra of numbers, fire power and mobility will be very effective. Aside from working well anyway I've found it particularly good against the Orks. Doesn't hurt that I love Eradicators and Mortars, along with Ignores Cover in general smile.png

Maybe a quick run down of important changes to rules and units would be good? It would help bring us up to speed a bit better and let us focus our questions and tactics.

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Anyone not having a Wyvern is advised to report to your next convenient Manufactorum and get that bloody thing operational.

I have already played against the Morkanaut. Pask ripped it a new one in one shooting phase. As for the boys, easily eaten by blasts, especially Wyvern. Battlewagon centric lists are rather irritating but with Demolishers and Basilisks on our side nothing but a mild nuisance. That Grot Artillery is the only thing that concerns me a bit. Tractor beam can make fliers drop out of the sky line nobodies business, that big boom version is fairly deadly for it's points and T7 is not easily removed unless showered with Artillery.

It's almost like GW wants to sell a new product so they make it pretty strong *gasp* /sarcasm

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Immersturm,

 

What did you have Pask in? Anyone think using Standard Russ' as a Sit back mini artillery piece would do well? Let it start raining shells turn one at 72" and if placed well should have a good shot at the Green Menace artillery.

Keep in mind I'm all theory crafting here so if I am completely noobing it up bear with me please. However I think the standard Shoot them ALL! tactic should work fairly well. FRFSRF with a full platoon and maybe some Stormtroopers should  remove a good chunk of Orks.

 

Maybe a Flamer PCS for that fun wall of death and some good templates against the mobs of greentide coming my way.............. Anyone else get PTSD from playing against orks like I did?.................Or am I taking the game too seriously?

 

DoC

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++++++++ Transmission begins ++++++++

 

I have recieved word of a ork waagh splinter fleet heading for an outpost near the MOB of the cadian 171st tomorrow evening 1930hrs terran time.

 

Due to the surprise of the incursion I have requested help from the nearby though secretive space marine fleet (still haven't named my chapter), and await a reply.

 

Due to not knowing who will be able to mobilise first I am unaware who will hit the fleet first but I will send any findings I do have.

 

Stand fast and the Emperor will guide you to success.

 

Your eternal service Lieuten#*#*#______ ××

 

 

+++++++++ Transmission Ends. +++++++++++

 

 

 

 

 

In other words, been challenged to a 750 game and undecided who to take yet as I Quote "all umies die the same".

 

Who and what do I take?

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++++++++ Transmission begins ++++++++

I have recieved word of a ork waagh splinter fleet heading for an outpost near the MOB of the cadian 171st tomorrow evening 1930hrs terran time.

Due to the surprise of the incursion I have requested help from the nearby though secretive space marine fleet (still haven't named my chapter), and await a reply.

Due to not knowing who will be able to mobilise first I am unaware who will hit the fleet first but I will send any findings I do have.

Stand fast and the Emperor will guide you to success.

Your eternal service Lieuten#*#*#______ ××

+++++++++ Transmission Ends. +++++++++++

In other words, been challenged to a 750 game and undecided who to take yet as I Quote "all umies die the same".

Who and what do I take?

@750 you can put a lot more bodies/guns/tanks on the table than any marine army can bring. I play DA, BA, and CSM also but at 750 I know my guard will be the strongest army I can bring. Remember to use your orders (I forget them sometimes) and bring lots of pie plates.
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The Kustom Force Field is still there, and is now a 5++ on a per-model basis, rather than a 5+ Cover per unit. Haven't had the chance to play against the new Orks yet, though.

 

I was being a smartypants sry, Ork players are saying there not worth taking now.

 

Im writing a 750 pt list now and am thinking about adding thudd guns - seems theyd be a good bet.

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That is true Sviar, but perhaps not in a 750pts game :lol: Flamers, Wyverns, Eradicators... the choices for killing boys is multitude so concentrate first on some heavier guns. Perhaps some autocannons might be worth a thought for popping trukks?

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Warriorfish,

 

A question if you will that is slightly related to the topic. I've seen several people state a pair of Eradicators and a Demolisher for a Heavy Support Slot. While I see the appeal would a Punisher be better? Perhaps Warlord with the pair of Eradicators? I haven't seen much on Eradicator tactics and I see a Large Blast Str 6  Ignoring Cover weapon would probably be excellent against green tide (Mega Armored obviously would be a problem but you can't have it all).

 

So I guess to the group as a whole Eradicator or Normal Russ for anti Orkiness? Longer Range and few higher strength seems nice but I can see a Heavy Bolter/Hull Bolter Eradicator causing a lot of pain (albeit a lot closer range too). Opinions?

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A single Eradicator can dominate enemy troops short of heavy infantry, two will roll up entire flanks. The Demolisher means that the squadron can also threaten 2+ models, so it's sort of a Swiss Army Knife slot. Expensive for it though, and it seems a bit OTT so I would rather split them up. A single Eradicator is more than enough I've found, especially if you give it HBs so it can really punish infantry. It's cheap and effective which is why it's one of my favourite tanks, keep squadrons for other variants as the Eradicator doesn't need help.

 

Against Orks I'd obviously go for an Eradicator first, too good not to. The standard Russ is also good, for throwing high strength pie plates around and hopefully popping more than one Ork vehicle or just dropping it on big green heads.

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Immersturm,

 

What did you have Pask in? Anyone think using Standard Russ' as a Sit back mini artillery piece would do well? Let it start raining shells turn one at 72" and if placed well should have a good shot at the Green Menace artillery.

 

Keep in mind I'm all theory crafting here so if I am completely noobing it up bear with me please. However I think the standard Shoot them ALL! tactic should work fairly well. FRFSRF with a full platoon and maybe some Stormtroopers should  remove a good chunk of Orks.

 

Maybe a Flamer PCS for that fun wall of death and some good templates against the mobs of greentide coming my way.............. Anyone else get PTSD from playing against orks like I did?.................Or am I taking the game too seriously?

 

DoC

 

Like you need to ask :D if you read any other tank commander related thread, then you will notice that I only ever run him as Punisher :P this time I used MM sponsons on him though.

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I find them enough by themselves, but that doesn't mean it's the only way to run them. Punisher is better with BS4, best with Pask (as we all know) and I'd run a normal Russ with another one, let them concentrate fire as that would likely be enough to do some serious damage to most things. Weight of fire wins the day :) Generally I don't have the points for tank squadrons as I spread my army across Fast Attack slots too, so I'd only ever squadron if I was out of relevant FoC slots.

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