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Made in us
Fresh-Faced New User





So tonight I was playing a 1,000 match against an ork friend. Below is my roster as best as I can remember. What I am looking for is advice on what to bring to the fight next time. Is forces were mainly boys nobs and 5 chappas or whatever they are.

SM chaplin
2 TAC SQD of 10 with flamers
2 Iron clad with hurricane bolters
1 Whirlwind
1 Predator with heavy bolters on the sponsons.

This message was edited 1 time. Last update was at 2010/12/09 03:28:53


 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

take some terminators to go toe to toe with the nobs. right now you dont have anything that can stand up to them in assault. other than that your list is good its all about getting the charge. orks rely on charging you for so much strength so youve got to charge first. you need rhinos.

   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

DLC terminators will do good against them, and with a chappy should be outright disgusting.

also try fitting 2 vindi's opposed to the whirlwind+predator

Ironclads just can't dish out enough against mobs of orks imo

drop these for the termies and the xtra points for the vindi's

   
Made in us
Fresh-Faced New User





jdjamesdean@mail.com wrote:DLC terminators will do good against them, and with a chappy should be outright disgusting.

also try fitting 2 vindi's opposed to the whirlwind+predator

Ironclads just can't dish out enough against mobs of orks imo

drop these for the termies and the xtra points for the vindi's


What are DLC terminators
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

dual lightning claw

   
Made in us
Fresh-Faced New User





Space Marine Chaplain
2x 5 man Tactical Squad w/rino
10 man Terminator Assault Squad
2x Vindicator
998 points

we mainly play annilation
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

This looks good for starting out, especially against orks. The only thing you need to do is get the charge with Terminators + Chappy and that unit should just about drop anything they hit

Just be sure to drop the choppas before they get in and assault ur tanks

   
Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

dead your list is alot stronger now. looks really good.

   
Made in us
Fresh-Faced New User





Cool Thanks for the Help. I cant wait to try this one out. have to go and buy some Vindicator
s though.
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

I have 2 they alternate with my predators, always a nice thing to have at your arsenal

   
Made in us
Yellin' Yoof on a Scooter





Washington D.C.

Just one thing to remember about orks: never let them charge. Every model has two attacks base, and everyone has furious charge. With their Waaaaaaagh, they have a maximum charge range of 18" on foot. Orks are a hard matchup for Marines. The key, therefore, is to focus fire on one unit at a time, shoot at 12" and then assault with a dedicated assault unit. Due to their speed, an assault squad with two flamers might fill this role very well.

Just my two cents

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Made in us
Boosting Space Marine Biker






I fully agree with the adding of vindicators. I use them in all of my SM builds...usually at least 2. The games I've played against orcs those templates were devastating. I'm iffy on the 10 man terminator squad in a force this small though. That's a big chunk that may have a hard time getting around the board or they may find themselves tar-pitted. In my anti-orc forces I generally went template and shooting heavy to try and thin the hordes down and used a small terminator kill squad to go after hard targets.
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

yes vindicators are really solid. cheap, tough, and dead killy.

   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Hrm..

Things orks fear:

1. Meltas: They insta-kill nobs and the AP1 wrecks havoc with even the toughest battlewagon. On the flip side, if you're in melta range, orks are in charge range, so multimeltas are worth consideration.

2. Flamers: Heavy flamers, flamers, redeemer flamers, twin-linked flamers - they're all bad business for orks.

3. AV14: There's only a couple things in the Ork arsenal that can deal with AV14 - Warbosses and Deffrollas. Rokkits and Zzap guns aren't worth considering for this. IE, land-raiders are golden. Land Raiders with LC terminators inside doubly golden. Like a golden shower from the emperor himself pissing down upon the maimed body of Horus himself.

   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

Keep in mind that a single Tac squad w/ a flamer and combi-flamer in a rhino is more than a match for a maxed out boyz squad. The trick to maximize the flamer hits is to bait him into trying to klaw open your rhino. You want to park about 8-12" away for him after having moved 7" or more. He will then charge your rhino, stacking all of his boyz nice and neat up against the side. Given that he will need 6's to hit your rhino, your trasnport should be alive. Just get out (or drive if your rhino isn't immobilized) and line up some flamer shots, you should get about 10 or more hits per flamer.

Vindicators as have been previously mentioned will put some fear into an ork mob. But watch out as he may disperse. You can use this to your advantage, when 30 boyz are strung out at maximum coherency, he will not be able to get that many into an assault (like maybe 5 or 6 on the first turn assuming he is the one charging). Remember that a space marine squad can kill about twice it's number of orks in a straigt fight. Just try to stay mounted until his squads are about 15-20 boyz in strength.

Landraiders as were mentioned are indeed an orks worst nightmare. A Land raider redeemer will cause all kind of hurt for an opposing ork player. Keep moving 7" and the orks won't have a chance. Also, remember you can use the landraider's bulk to wall off areas and split up a mob. (Use a landraider and a rhino to split a mob in half and assault one side, then laugh as the ork player spends 3 combat phases trying to get his boyz into CC.

Space Marines (Anything but BA or GK): 6k
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-Thaylen 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

if your runnijng Iclads you really should run them with 2 DCCWs and 2 Hvy flamers.

the Hurricane bolters really don't have a place.


you can lay down 2 flame templates and then assault with 4 DCCW attacks.

2 Hvy flamers should kill 3-4 Orks each, assuming 5 hits. then you assault.


IClads are pretty much immune to non-charging PKs. they need 4s to hit and 5s to glance and with only 2 attacks it's not going to happen soon. Fearless wounds each turn will take those boyz down quickly.


IClads are even better in pairs. double flame and assault 1 boy squad and it won't stand a chance.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Bloodthirsty Chaos Knight




Pepper is right about AV 14. I remember my first game playing orks, by the end of the game all I had left was my 2 Land Raiders cruising around destroying orks. They were a lifesaver.

Try a redeemer with MM and extra armor. The templates will massacre the orks and the extra armor will keep it mobile. Lightning claw terminators are good for orks as well.

Try this:

Chaplain- 100

5x LC Assault Terminators- 200
Land Raider Redeemer, MM extra armor- 465

10x Marines, Missile launcher, flamer, combiflamer, rhino- 215pts

10x Marines, Missile launcher, flamer, combiflamer, rhino- 215pts



Combat squad your missiles and leave them in the back to kill stuff. Bring the double flamers in the rhinos. Only fire from the top hatch unless you really need to disembark. Chaplain goes with the terminators in the land raider.

The vindicators are sort of overkill for the orks. Those tanks are the best for super-units and death stars, denying FnP, insta-killing T5, killing TEQ ect. They will most likely get a cover save, then just charge your and glance you to death. The Thunderfire is the absolute bane of Orks - you can put out 4x small blasts at 60" that are str 5 that will ignore their armor AND cover saves.

This message was edited 1 time. Last update was at 2010/12/09 16:17:42







 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

Why are people suggesting LC termies? Nobz will rape them but will get stomped by TH termies.

I cannot believe in a God who wants to be praised all the time.
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Made in us
Longtime Dakkanaut





I recommend one or two assault cannon razorbacks. They're a pain to put together, but almost nothing in the ork arsenal has an AV higher than 12 or an armor save better than 4+.

A good, cheap squad that will shred orks (8 kills per turn against all boyz and oddboyz on average) is a unit of three 2x heavy bolter speeders. 36" range and 6" move firing all guns. I wouldn't use them for anything else, but in terms of crowd control, those things are golden.







There's just an acre of you fellas, isn't there? 
   
Made in ca
Bloodthirsty Chaos Knight




TH/SS termies tend to die before they get a swing off. A unit of 30 boys at 180 points will decimate the TH termies.

5 LC terms (with the chaplin) against a unit of boys: 20 attacks, 10 hit, 5 more with rerolls for 15 total hits. 7.5 wounds, 3.75 rerolls with a total of 11 unsaveable wounds. That will kill a unit of 5 aobr nobs outright. Assuming this guy is using black reach orks, the termies still get their 2+ save against whatever survives. This is excluding the chaplains attacks plus the land raider.

Take those 5 LC Terms and charge them into 30 choppa boys. They kill 11 boys outright before the boys get to swing back. Thats 19 boys left, 57 attacks, 28.5 hits 9.5 wounds, 1.5 Termies dead. Orks lose combat by 9.5 and lose 8 boys. 11 boys left against 4 Terms= the Terms basicly won.

Charge 5 TH/SS terms into the same 30 boys. Boys go first, 90 attacks, 45 hits, 15 wounds, 2.5 unsaved. 2.5 Terminators left with 7.5 attacks, 3.75 hit, 5.6 with rerolls, 4.6 dead orks. Orks lost by 2.1 and lose 2 more boys. The Terminators are tarpitted and doomed against 23-24 boys.

This message was edited 1 time. Last update was at 2010/12/09 16:45:16







 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

If you are charging a 30 boyz mob with termies you are doing something very wrong. As for Nobz a 10 man squad will lose maybe one or so Nob ( if you are lucky) and then kill every single LC termie. THs ID Nobz so no allocation shenanigans.




Automatically Appended Next Post:
If you are charging a 30 boyz mob with termies you are doing something very wrong. As for Nobz a 10 man squad will lose maybe one or so Nob ( if you are lucky) and then kill every single LC termie. THs ID Nobz so no allocation shenanigans.




Automatically Appended Next Post:
Also, what boyz squad does not have a PK nob?

This message was edited 2 times. Last update was at 2010/12/09 17:03:10


I cannot believe in a God who wants to be praised all the time.
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10k  
   
Made in ca
Bloodthirsty Chaos Knight




tedurur wrote:If you are charging a 30 boyz mob with termies you are doing something very wrong. As for Nobz a 10 man squad will lose maybe one or so Nob ( if you are lucky) and then kill every single LC termie. THs ID Nobz so no allocation shenanigans.




Automatically Appended Next Post:
If you are charging a 30 boyz mob with termies you are doing something very wrong. As for Nobz a 10 man squad will lose maybe one or so Nob ( if you are lucky) and then kill every single LC termie. THs ID Nobz so no allocation shenanigans.



The math supports that 5x LC terms with a chappy can charge 30 slugga boys and win easily. Also, it looks like his opponent is using AoBR stuff, so his nobs will all have the same wargear therefore no wound shenaigins. 5 Nobs will die before they can strike back.

If they are running 10 with different wargear and cyborg and all kinds of other goodies, then im probably gonna focus shooting on it before I charge it with anything. This situation vindicators would be better.







 
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

On the note of speeders, if you want to be bit more all comers style, try fielding typhoon speeders with the heavy bolter. It can drop 3 HB shots + 2 Frag missiles vs a horde whilst on the move. And can turn around and plink 2 krak missiles into the juicy side armor of a battlewagon.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

If you are just tailoring a list vs a weak ork list then why not take 10 sternguard with 8 combi flamers and 2 HFs? There are very few instances where LC termies are better than THs and in those instances none of them are ideal anyway...

I cannot believe in a God who wants to be praised all the time.
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Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

I would have to agree that tailored lists lead to some pretty ridiculous units. (I used to think that whirlwinds were actually good HS choices for SM, Then I played someone who wasn't orks) Try not to go too far in getting things that only work vs orks. You may want to play other people someday or your opponent might switch armies.

Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Longtime Dakkanaut





Thaylen wrote:On the note of speeders, if you want to be bit more all comers style, try fielding typhoon speeders with the heavy bolter. It can drop 3 HB shots + 2 Frag missiles vs a horde whilst on the move. And can turn around and plink 2 krak missiles into the juicy side armor of a battlewagon.
This is also excellent, if a little more expensive on a model-by-model basis.

This message was edited 1 time. Last update was at 2010/12/09 17:39:04








There's just an acre of you fellas, isn't there? 
   
Made in ca
Bloodthirsty Chaos Knight




The typhoon speeder is an amazing all around unit. It can move 12" and shoot its heavy bolter plus fire frag missiles defensivly. It can also destroy all Ork vehicles. Its only weakness is long range firepower, something Orks lack.






 
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

LoL @ nobz raping LC termies if he decides to run 10 the thought of them losing is ludicrous. 40 attacks on the charge, 30 hits after rerolls from chappy, 22.5 wounds

I normaly run typhoons cuz they're a JOAT

Vind's should do some great work, nobz, boyz, w/e you want them to shoot at.


   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

jdjamesdean@mail.com wrote:LoL @ nobz raping LC termies if he decides to run 10 the thought of them losing is ludicrous. 40 attacks on the charge, 30 hits after rerolls from chappy, 22.5 wounds

I normaly run typhoons cuz they're a JOAT

Vind's should do some great work, nobz, boyz, w/e you want them to shoot at.



Yeah, I totally forgot about the so common 10 man LC squad
Have fun with your imaginary 500 pt squad that gets tied up by a single walker.

I cannot believe in a God who wants to be praised all the time.
15k
10k  
   
Made in us
Nasty Nob on Warbike with Klaw




Stephens City, VA

It was mentioned above, I'm so sorry you forgot to read about it.

If it will ease your soul it can be 3lc/2th/ss per 5

is still better than all th/ss against orks.


   
 
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