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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

In the area I live, folks use a *lot* of vehicles. As an Ork player, I've been using a lot lately too. 4-5 trukks full of boyz, and a battlewagon floating around.

I'm running up against more and more heavy tanks though; wave serpents, land raiders, predators....I feel ill-equipped to deal with them.

Yeah, Power klaws. Having to get into assault with a land raider, and get 6s to hit, then 5-6s to penetrate depending on the PK isn't reliable enough. Oftentimes, I take boarding planks so I can pull up alongside a vehicle and swing on it without having to get out.

I have plenty of Deff Koptas, but Str8 isn't scary enough, especially when someone's talking about 2-3 land raiders in a list. I've been thinking about trying to incorporate Tankbustas into an army, but I haven't the slightest whether they're worth anything or not. Having a ballistic skill of 2 doesn't impress me when I'm trying to shoot at vehicles either, and I always seem to ultimately not have enough anti-tank to deal with whatever I come up against.

Anyone with creative ideas?

   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Going against tanks has always been an Ork players "weak spot" (we can't do every thing good).
I belive that for the most part PK's and rokkitz are the best anti-tank we have.
I notice that many ork players don't care much for tank bustaz,especialy in 5th ed,I however,have always included a unit (ever since 3rd ed) when going against tank heavy armies,true the BS is crap,but with a lot of rokkitz,tankhammers &bomb squigz your going to kill somthing,plus their a unit your opponent can not afford to ignore,so they can also draw fire allowing your PK weilding nobz to get in and do some tank smashing as well.


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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Tankbustas have wargear - Tankbusta bombs that are armor penetrating 2D6+6.

How do you use them? Do you assault and then use a bomb? Toss it during the shooting phase? Use one per attack in close combat? I have no idea.

   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Tankbusta bombz are used in "assault",and yes,they are a one shot per mini per turn peice of wargear.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Maybe I'm daft tonight, but could you walk me through a Tankbusta assaulting a tank?

Assault turn, declares an assault, moves into base with the tank, has 2 base attacks. Then what? Do both of those attacks become sucked up by the bomb? Are they seperate from the regular attacks? If a model has a tank hammer, do they get to use the bomb and their tank hammer? How does it work?

   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Ok,tankhammers confer s 10 to the assault phase,so you have a Tankbusta armed with a tankhammer,he would get his base attacks + 1 one the charge,any hits would be at S10.
Tankbusta bombz are just like krak grenades in terms of assaulting tanks only at2D6+6,so you get one attack to clamp yout TB bomb to the tank.
If a model uses a TB bomb he cant use any other gear,so no a model with a tankhammer would only use his tankhammer.

This message was edited 1 time. Last update was at 2009/06/07 06:49:48



"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Do you still need to roll to hit with a tankbusta bomb?

Why would you ever take a Tankhammer if you automatically get a tankbusta bomb?

   
Made in us
Regular Dakkanaut




Yes you roll to hit, same as a tank hamma... unless the vehicle didn't move. Then you hit automatically with both.

And a tank hamma is more reliable than a tankbusta bomb - more attacks, and against rear av 10-11, 10+d6 gives similar/better results to 6 + 2d6

Went digging through my old posts, and guess what? I've been hating on mat ward since before it was cool

http://www.dakkadakka.com/dakkaforum/posts/list/244212.page 
   
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Made in ca
Stalwart Ultramarine Tactical Marine





Wrecking balls on trukks perhaps.
   
Made in ca
Huge Hierodule






Outflanking

I find Deffcoptas good against anything lighter than a LR or Monolith. Turbo boost helps them get their sights on side army very quickly, and they are very accurate (in an orky kinda way), hitting with 5 out of 9 shots.

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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

I've taken DeffKoptas in quite a few armies lately, and they never get utilized. Boarding planks are cheap, and a pretty easy way to get into close combat with a vehicle, but its Land Raiders I have trouble with.

I keep seeing dual land raider lists, and EVERYONE around where I live is a fan of vehicles. I just need more anti-tank.

   
Made in za
Painting Within the Lines





Goodwood, South Africa

Dashofpepper wrote:I keep seeing dual land raider lists, and EVERYONE around where I live is a fan of vehicles. I just need more anti-tank.

Easy solution. Hide their tanks before the game starts
   
Made in us
Boosting Black Templar Biker





Jacksonville, NC

If you put a squad of tankhammers into a trukk, would they be forced to disembark when they see a vehicle? If not, load up on the tankhammers. It'll pop an AV14 eventually. I've found success with a nicely kitted out Biker Boss.

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Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

MasticatorDeelux wrote:If you put a squad of tankhammers into a trukk, would they be forced to disembark when they see a vehicle? If not, load up on the tankhammers. It'll pop an AV14 eventually. I've found success with a nicely kitted out Biker Boss.

You don't get a "squad"of "tankhammers",2 tankbusters can exchange their rokkit launchers with tankhammers,so you max out @ 2,now of course 2 TB with tankhammers +a Nob with a PK + X number of TB bomb attacks from the other tankbusters is very capable of taking out a land raider.


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Made in us
Longtime Dakkanaut




St. George, UT

If your running battlewagons, put grabbin claws on them. If your closing with the enemy anyway, run it up next to the enemy tanks and you got a 50% chance of holding that sucker still next turn. That will make hitting with all those P-claws, tank hammers, and TB bombs much easier.

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Made in us
Charing Cold One Knight




Lafayette, IN

I haven't had really any problems with tanks with orks, unless I'm up against run away eldar or tau, but then again I don't run any boyz anymore. Grots for troops, nobs or mega-nobs in BW, stormboyz, and nob or regular bikers. No problem reaching the enemy usually, and lots of PK attacks when I get there. It has its problems, but it is more survivable than you would think.

Deffecoptas kinda suck vs armor btw. They are only S7 with a buzz saw (3 is base, double THEN add the FC), and S8 rokkits only really scares transport level tanks. A nob with a PK is S9 on the charge, and the warboss is 10. The trick to taking out High AV is a multiple charges. If you fail to knock out a tank, hopefully you immobilized it. Once it is immobilized the other PKs carrying units that turn auto hit.

How I approach orks these day is different than when they first came out. I look at the super cheap and very good boy and think, man these are a cheap killing unit that isn't terrible in combat. Then I realized that fearless is a liability when you have a 6+ armor, and that you lose pretty much every combat even if you come out ahead. That really sucks. At least boyz are able to torrent of fire right? Well lootas are more effective, and don't have to march up to do it. At least they are still cheap scoring units right? Well grots are even cheaper, and you can take a 19 grot and a slaver units for super cheap. Who is going to bother killing grots? This allows you to afford units that can kill at range, carry more claws, move faster, have armor, and actually allow you to use more than one tactic.

 
   
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Dashofpepper wrote:Re:(Ork): What am I supposed to do for anti-tank?


Cry.

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Made in qa
Dakka Veteran






Nova Scotia, Canada

I'm glad to hear someone say that grots are actually useful I alwasy feel like they are a waste of money and points, and I say "are" because I still keep buying and using them.

I use my Nob squad with 3 'Uge Choppas and 3 Power Klaws against tanks. They usually get the job done, though the 5+ from cyborking helps.

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Made in us
Dominar






I'm assuming you mean 'what can I do vs. AV13/14 since Lootas crush AV12 and even put the hurt on AV13 occasionally.

And since the majority of AV14 is rear armor not 14, I'm assuming you mean against Land Raiders and Monoliths.

Finally, assuming your store actually plays RAW and not RA-this-is-too-good-so-I-disallow-it, Deffrollas work against vehicles and can really smush Land Raiders with decent rolling.

So that's Lootas and Deffrollas for anti armor work.
   
Made in us
Charing Cold One Knight




Lafayette, IN

Its is a gray area with regard to rollas, but I would say its more toward the rollas working. Keep in mind some stores and even larger tourneys say it doesn't work. When GW starts doing FAQs for questions people actually ask, rather than garbage only purposefully obtuse people would try to abuse, we might see a clear ruling.

Orks shouldn't have too much problem with armor, they just can't handle it with the reliability that tau and guard can. Compared to daemons and nids, orks are practically can openers with legs.

 
   
Made in us
Agile Revenant Titan




Florida

Diregarding Land Raiders, I've had good luck stopping tanks with a couple of things.

Deff Koptas with T/L Rokkits. They are cheap and outflank. A few of them are not expensive points wise and I typically have open Fast Attack slots. I've had some success with S8 to the side and rear of most tanks.

I've even been playing around with Killkannons. I typically allow my opponent to go first and can usually begin firing the Killkannons on my first turn. Even if it deviates (likely), it usually is hitting and killing something. However, I will state this is most likely not a very reliable method of stopping tanks.

A few combi Rokkits from Nobz with Ammo Runs is an ok choice, but they are one shot.

13-15 Lootas still make a mess of most vehicles that don't have 14 armor. Putting Lootas inside Battlewagons has been interesting.

Monoliths are less scary as you can get a S10 Powerklaw in on it and not worry about units coming out of it and counterassaulting. This is what makes Land Raiders tough. You can kill it in assault, but then have to deal with the unit inside getting the charge on you. Ghazghkull is better at this as he can call upon the Waagh right before he gets counter assaulted.

And yes, it is a point of contention regarding Deff Rollas. I've been to various tourneys that have allowed and disallowed Deff Rollas vs. Vehicles. In fact, I'm still awaiting a ruling about this from the Necronomicon. IIRC, Adepticon did not allow Deff Rollas vs. Vehicles.

If they are allowed, Deff Rollas are effective. If not allowed, I typically get pummelled by Land Raider spam.


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