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![[Post New]](/s/i/i.gif) 2006/08/27 13:48:21
Subject: Khorne vs. Ork tactics...
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Regular Dakkanaut
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I've pretty much been getting my hindquarters handed to me by orks' on multiple occasions and honestly I'm wonder how to beat them. They seem tailor-made to beat Khorne. Can anyone give me any advice/tips/strategies?
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![[Post New]](/s/i/i.gif) 2006/08/27 13:54:09
Subject: RE: Khorne vs. Ork tactics...
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Ancient Chaos Terminator
South Pasadena
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What does you Khornate army look like? My World Eaters (2000 points) have 72 berzerkers, a glaive wielding statured prince and a bloodthirster. I have played against an Ork mob once and I crushed them. I would be worried about a biker-boy Ork army though.
Darrian
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![[Post New]](/s/i/i.gif) 2006/08/27 14:03:33
Subject: RE: Khorne vs. Ork tactics...
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Regular Dakkanaut
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My 2000 point World Eaters army looks like a glaived daemon prince, bloodthirster, 5 termies, 24 berzerkers, 10 bloodletters, 5 bikes, 5 khorne hounds
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![[Post New]](/s/i/i.gif) 2006/08/27 14:27:11
Subject: RE: Khorne vs. Ork tactics...
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Ancient Chaos Terminator
South Pasadena
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Does the number "8" mean anything to you? Khorne frowns on those who do not heed his sacred number.
My advice to you is lose the termies and take more berzerkers. Berzerkers are the key to your army, everything else is just support. 16 man berzerker squads with chain axes, led by asp champs with p-fists and TBB are nearly unstoppable and resilient enough to charge straight across the board and get into H2H.
Last week I faced a genestealer based Tyranid army and my berzerkers came out on top.
This is just my opinion but 20 point berzerkers are the best buy in a Khornate army.
Darrian
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![[Post New]](/s/i/i.gif) 2006/08/27 15:05:37
Subject: RE: Khorne vs. Ork tactics...
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Regular Dakkanaut
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of course the number 8 means something... ive got 3 groups of 8 zerks... the sole reason for my 5 terminators is money... (and i actually just use 8 letters, it was a typo), shell out 50 more bucks to get 5 more termies, 2 of which i dont use? i have a far too restrictive budget for that...
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![[Post New]](/s/i/i.gif) 2006/09/07 05:12:07
Subject: RE: Khorne vs. Ork tactics...
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Rampaging Chaos Russ Driver
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You could opt for a dread or pred in there to soften up the greenskins before you get to them. When I play against Orks with my CC oriented Black Legion I try to avoid combat and hit them on my terms. Chainaxes are wasted on most Orks. Termies might not be too bad with lots of bolters with them. Sure Orks laugh at termies and for good reason, they have a 4+ save when fighting Orks. Sending marines against Orks is a bloodly battle. If the Orks waaagh its extra painful.
What do the Ork players use?
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![[Post New]](/s/i/i.gif) 2006/09/07 05:12:45
Subject: RE: Khorne vs. Ork tactics...
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Rampaging Chaos Russ Driver
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As a side note, the swap shop here and ebay are your friends for getting cheap warhammer stuff.
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![[Post New]](/s/i/i.gif) 2006/09/08 19:59:27
Subject: RE: Khorne vs. Ork tactics...
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Frenzied Berserker Terminator
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A few ideas:
1. Rhinos. Don't even bother using them as transports; give them Smoke Launchers, Extra Armour and, if you have the points, Destroyer of Khorne. Deploy them carefully so that they can delay the enemy troops from reaching you when they need numbers and strike at specific points of their line. The Destroyers are there so that once they've done their job, the Rhinos can start tank-shocking the almost-Fearless Orks; more often than not, they'll simply move out of the way and any that don't will be crushed.
2. Monstrous Creatures and Dreadnoughts work well most of the time, even just to slow down the horde. However, you'll probably want as many troops as you can get so you can actually statistically kill enough of the enemy to break them.
3. Drop two Bloodletters and pick up three Flesh Hounds (you'll have to cut something else to make them fit, though). Note that the Favoured bonus to Summoning is entirely optional, so you're not forcing your troops to come in earlier than you wish. The Hounds will be useful to distract and/or pick off small groups of pesky Orks. Another idea is to let them receive the Ork charge; that way, your higher initiative will allow you to still get a few attacks in, and your berzerkers/bloodletters will be able to countercharge. This isn't easy because of the hounds' high charge range, though.
4. Make sure every unit is capable of taking out vehicles. EVERY unit; the last thing you want is to have to try and take on AV11 Killa Kanz in close combat with nothing but chainaxes and Axes of Khorne.
Other than that, you'll just have to try and use terrain to your advantage. Know where your opponent will deploy, know where you will have to run to reach him. Cut off a section of the enemy army by using fast, disposable tools (Rhinos, Hounds) and concentrate on the rest at once.
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