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![[Post New]](/s/i/i.gif) 2008/08/20 19:58:02
Subject: 5th Edition 40k Vs Orks... really?!?!?!
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Widowmaker
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I'm under the impression that the 6 wagon list breaks the game wide open. Anyone seen a viable counter lists or strategy to the following:
2 KFF bigmek
3 x nob, wagon, rolla, red, armored plates, riggas, 2x shoota, klaw/plank/flavor
3+ x 20 boyz, klaw
3 wagon, rolla, etc...
Operate under the assumption that every wagon will have a 4+ cover save from the KFFs and every wagon will be either filled with 20 boyz with klaw, several nobz with oneshot heavy flamers, or giant nob squads with FnP and nastiness.
Has anyone seen a list like this defeated? Because I've played a number of games with it against typical tooled up lists and it's just annihilated everything without breaking a sweat (like only losing 2 wagons over the course of 3 games).
Melta guns that are not mounted don't stand a chance. Their threat range is 6" move + 6" melta against armor 14, compared to the wagons threat range of 21-27" (13" move, 2" deploy, optional 1d6" waaagh, 6" charge).
Traditional antitank doesn't fare much better. IG lascannon for instance: 2% chance of destroying a KFF'd open topped battlewagon from the front. To put that into perspective, you can expect to kill one battlewagon per 50 lascannons fired. Considering that the orks will start ~35" or less from your line (if you're hugging the back edge and they drive on turn 1), you have 2 turns to stop them. Did you bring the 150 lascannons it will take to on average kill 6 wagons over 2 turns? (note to the skeptical, there's a .8% chance to immobilize it, which it has a 50% chance of repairing automatically at the START of the turn).
When they get there, the boyz get out to take the objectives and the wagons wreak havoc on whatever can't stop them. As the orks get ground down to mobs of 10 or less, they remount when possible and stay scoring to hold objectives and retain KPs.
It is a DISGUSTINGLY powerful list, and if you haven't experienced it - I really don't think you're in a place to comment on it.
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![[Post New]](/s/i/i.gif) 2008/08/21 14:33:31
Subject: 5th Edition 40k Vs Orks... really?!?!?!
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Widowmaker
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The orks do have an expensive answer for the seer bike squad, being 10 nobz with FNP and heavy armor + banner. It's hard to squeeze it in 1850 with the rest of the wagons and boyz, but it's an extremely effect counter to many obstacles. It usually leaves you with one less 20 man boyz team, which is kind of a big deal with troops being so important.
Klaws & big choppas square off with bike-seer for instant death attempts, and the rest of the boyz work on warlocks.
It doesn't hurt that the squad is half the cost of the seer team and will win against it handily regardless of who gets the charge (though the nobz in a wagon do outrange the bikes).
Nob team cost to beat 700+ point seerbikes: 350
Farseers can swing this if they bring mindwar and succeed for 2 wounds on the painboy.
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![[Post New]](/s/i/i.gif) 2008/08/21 19:51:10
Subject: 5th Edition 40k Vs Orks... really?!?!?!
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Widowmaker
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A bona fide wagon list will be fully mounted (works 1500 to 2500 at least).
As a dark eldar player, i disagree that lance spam would really work. I could probably count on killing 2-3 wagons over the course of the first 2 turns, but then my army is entirely engaged, and Orks just win vs. dark eldar in assault. Terribly so with the orks charging from open topped vehicles.
The wave serpents playing keep away are a good idea though. It might be tricky since you're trying to avoid such a huge effective threat radius that 24" + 12" of movement isn't exactly a clean getaway. We are testing the idea of prisms here since 2 hits per shot (vs. open topped) is a promising idea, that stupid KFF screws with all of the numbers though.
One promising idea is the old skimmer wall, since the ram dodge of 3+ is about the only thing out there with a decent chance of stopping a battlewagon on the advance.
No dice for the rhinos, wagons can just ram through and the embarked orks don't budge.
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![[Post New]](/s/i/i.gif) 2008/08/22 16:05:36
Subject: 5th Edition 40k Vs Orks... really?!?!?!
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Widowmaker
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2 warboss, 5 nob squads, and 8 wagons with rolla comes in at 1300. Remaining points up to whatever limit you can think of can be filled with defensive upgrades to the wagons and offensive punch for the nobs.
Similarly 2 KFF Bigmek, 3 nob squads, 2 boyz squad, and 6 rolla wagons comes in at 1130. All barebones. First points go into basic wagon defensive upgrades and more boyz + klaws.
These are not high point lists, but they scale very well up to any points you can think of since the return on upgrades per point is so good. Case in point, grot riggers - 5 points!?! Combi-heavy flamers - 5 points!?!! Nobs are functional at 75 points for 6 wounds and 3 heavy flamers, or all the way up to 450 points for 20 wounds with 3 klaws, 6 big choppas, 4+/5i and Feel no pain.
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This message was edited 1 time. Last update was at 2008/08/22 16:06:28
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![[Post New]](/s/i/i.gif) 2008/08/22 16:56:08
Subject: 5th Edition 40k Vs Orks... really?!?!?!
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Widowmaker
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It's a YMDC question that I'm unsure on, but if obscured counts for the death or glory meltagun hit, then you will not want to DoG with a meltagun.
So if it works, a meltagun has a 1 in 4 chance of stopping the KFF'd battlewagon. 1 in 5 chance of actually destroying it. Meanwhile your crunched unit suffers another D6 S10 hits and you're losing your meltagun 75% of the time.
A carnifex has a 4+ (1 in 2) chance of stopping the wagon. At which point it would take 2D6 S10 hits that have a pretty good chance of offing it anyways. Hell a carnifex usually costs more than the wagon, lets make these trades all day long!
The math is never good when you're standing in front of a battlewagon, it's sad but true. Especially in light of the fact that none of these results have any impact on the wagons real mission which is delivering orks. On all results, they are still getting out and coming after you.
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![[Post New]](/s/i/i.gif) 2008/08/22 17:31:35
Subject: 5th Edition 40k Vs Orks... really?!?!?!
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Widowmaker
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Skimmer wall is a good place to start. The 3+ save against the ram (and rolla attacks) will go a long ways.
Load up on units that can beat 20 charging orks with a klaw, that also have a good enough save to ignore incidental shooting and rolla hits, plus a good enough Ld to not get chased off by tanks shocks:
Plague marines for instance will shrug off anything but the tooled nob squad. So bring on the wagons, they don't care. 20 black templars with preferred enemy are good for this too. Large warlock squads with fortune, or some demon squads like bloodcrushers stand a good chance.
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