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Made in us
Corporal




Chicago

In a week or so I am going to be playing against a SM army and am not sure how to take care of the tanks and the terminators. As far as im concerned the boyz can take out the tactical squads, but I have a feeling that the super high armor units are definently going to cause some problems, any ideas?

Been out of 40k for many years. Slowly painting up old models and getting back into it.
-----
1500 orks in a jumbled pile
WIP Space wolves no direction
 
   
Made in us
Waaagh! Warbiker






Crusnik wrote:In a week or so I am going to be playing against a SM army and am not sure how to take care of the tanks and the terminators. As far as im concerned the boyz can take out the tactical squads, but I have a feeling that the super high armor units are definently going to cause some problems, any ideas?


Everyone will tell you that you aren't efficient at killing vehicles, but you really have a ton of options.

Str 10
Battlewagon ram
Deffrolla (if your group allows it to be used in ramming)
Warboss w/ klaw
Deff Dread
Kill Kan
Tank Hammers

Str 9
Nob w/ klaw

Str 8
Rokkits!!! You have a bazillion things in the codex that can sport a rokkit, so feel free to take a few.
Bomb Squig

Those are your reliable options. You have Weirdboys & Kustom Megablastas on the less effective, but still possible solutions to armor. A deffrolla, particularly a deff rolla toting around a big mek with a KFF, is about as foolproof as you can get for eliminating landraiders, though you do have to verify the rules calling at your FLGS before you try going that route. If your store doesn't allow it, throw a grabbin' klaw or two on the board and let any of the above melee-based options do their work. As long as you are auto-hitting with str 10, you'll eat any level of armor alive very quickly.

Goffs 
   
Made in us
Violent Space Marine Dedicated to Khorne





I don't play as orks, but it seems that nobs with fnp and a lot of power klaws seem to eradicate everything marines have in cc
Terminators aren't really a problem for nobs, they might kill like 1 or two before you get to hit, but once you do hit little survives a bajillion power fist attacks
Using nobs in a battle wagon allows you to get to their vehicles, unload, and hit them with a lot of s9 or 10 attacks
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Carnuss wrote:
Everyone will tell you that you aren't efficient at killing vehicles, but you really have a ton of options.

Str 10
Battlewagon ram

4(armor>10) + 3(11.9" ram) + 1 (tank) = 10

This message was edited 1 time. Last update was at 2010/01/21 23:13:13


 
   
Made in us
Waaagh! Warbiker






I read "armor", but didn't read "high armor units". Pardon my ignoring the main point of your question.

The answer is that 6 point boyz own high armor units in every way, because they just can't reach the same level of cost effectiveness. If you shoot space marines with a shoota squad, you'll kill a 3rd of the squad with every shot (54 points +), and the same squad can't deal that level of fire back, as they just can't put 9 orks on their backs in the best of times. Those same shootas can outright demolish a group of space marines on the charge, due to (1) sheer volume of attacks, and (2) the nob cutting through armored units without saves.

Taking it to terminators instead, you actually get better odds of taking out more than they can safely return in fire, as every round you should be killing 2 terminators (80 points), and terminators can't do the same in return.

Change that out to sluggas instead of shootas, and you now have much more damage on the assault, but you'll need mobility to hit the targets. So put them in trukks and wagons to get them to the opponent, and crack transports open using the methods above before getting out of your vehicles. Once the vehicles are cracked, you can cluster your attacks on big scary units, or spread out your attacks to encompass multiple tac squads, and you should handily put anything down.

All of this is better illustrated when you list what exactly you intend to field and people can make suggestions on how to improve it.

Goffs 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Terminators shouldn't be a problem for orks unless they are assault terminators.

regular terminators will go after you(powerfists) except the sergeant. these guys can be taken out with PK spam( a 5+ invuln will save some, but not all)

Assault terminators with LCs will go simultaniously(IF you get the charge) and before otherwise, this means you have a less chance of getting to swing at all. if they have TH/SS they will be extreamly difficult to kill, 2+ armor means regular boys will only kill them by mass wounds. a 3+ invuln means they will laugh in the face of PKs, you will hit simultaniously and they will have very good chance of surviving PK wounds while you will not.

Nobs won't get FnP, and will suffer ID while terminators don't care about ID(being only 1 wound models)


They best way to stop terminators is to bog them down with a large unit of boyz who are expendable. the rest of your army can go for objectives. the bonus is the boyz CAN(note: the emphisis on can) kill the terminators through sheer weight of attacks. while it won't be the end of the world if they fail

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 us
Fixture of Dakka





Feasting on the souls of unworthy opponents

OP: A little research will find you the same math-hammer over and over again showing that a squad of ork boys come out ahead of terminators. Don't fear them.

   
Made in us
Corporal




Chicago

Thanks for all the advice, as far as what im intending to field its looking like mostly an infantry horde. Im not sure what the most effective way to group boyz is but im thinking 20 to 30 boyz in a mob and putting in as many rock-it launchers as possible since the AP 3 should def help against the marines. Im toying with idea of bringing in deffkoptas with twin linked rock-it launchers as well with their scout movements it could help to have early shots at either tanks or troops (also I have 3 from AoBR). I dont exactly know what to do with my heavy support since im pretty new to orks, but looted wagons seem like a good choice but are the big guns any good? Also I plan on bringing a decent amount of nobz with PK in their own mob and a group of tankbusta's with tankhammers. Later if I put it all together i'll put it up for critique (not to much time now with midterms and what not).

Been out of 40k for many years. Slowly painting up old models and getting back into it.
-----
1500 orks in a jumbled pile
WIP Space wolves no direction
 
   
Made in us
Waaagh! Warbiker






Gorkamorka wrote:
Carnuss wrote:
Everyone will tell you that you aren't efficient at killing vehicles, but you really have a ton of options.

Str 10
Battlewagon ram

4(armor>10) + 3(11.9" ram) + 1 (tank) = 10


As I was writing the list, it was not broken out by strength initially. When I got to rokkits, which can't reliably put down landraiders, I decided to break it out by strength on the list. You, sir, have proven that I should proofread when I change organization mid-stream.

Goffs 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Looted wagons with Boom guns are a nice way to get some anti-MEQ template love into your army. the boom gun is actually better than the killkannon on a wagon.

they can also provide a transport with a better armor value and they can have up to 2 big shootas or rokkets too

provided the grots "Don't press dat" looted wagons are a good way to fill out your heavy support choices. in larger games there are better things to spend points and FoC slots on(deff dreds, kans, battle wagons) but they are a nice filler

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 us
Flashy Flashgitz




CT

squad of 15 burna boyz in a battle wagon, open topped. Disembark, charge termi's, 45 powerweapon attacks. get some. =D

I'm a latin bro, so my slampiece cooks me quesadillas.  
   
Made in us
Waaagh! Warbiker






Well, if you want to bring burnas into it, why even get out? If you catch 80% of the group under a template from inside the vehicle, they all disappear in a puff of smoke anyway.

Goffs 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

BUT if they are LC termies they will go first(even if you charge) with 3 power weapon attacks each that will reroll to wound, say there are 5 termies, 15 attacks, 7.5 hit, 3.85 wound, reroll means 5.35 wound = 1 dead burna per termie and even if you get to swing they still have a 5+ invuln.
and lets not even go to TH/SS termies.

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 us
Stabbin' Skarboy






Some snikrot kommandos wouldn't be out of place in your horde so you can silence thunderfire cannons and whirlwinds, because both of these will harsh your mobs pretty badly. Terminators aren't really a worry for you as even if they charge out of their land raider and kill a mob off you've got more.

   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Culler wrote: Terminators aren't really a worry for you as even if they charge out of their land raider and kill a mob off you've got more.
You can even use a squad of grots to absorb the termie charge. Just line them up so they are 1" apart, preventing the enemy form charging through them. Spread them out in front of the LR, and let them take the hit. Any grots that survive will also not be caught by sweeping advance because termies .. well ... cant.

Then your boys can show the termies what 2 squads of assaulting boys can actually do. Don't forget to fire your shootas/sluggas on the way to the assault.
   
Made in us
Waaagh! Warbiker






Grey Templar wrote:BUT if they are LC termies they will go first(even if you charge) with 3 power weapon attacks each that will reroll to wound, say there are 5 termies, 15 attacks, 7.5 hit, 3.85 wound, reroll means 5.35 wound = 1 dead burna per termie and even if you get to swing they still have a 5+ invuln.
and lets not even go to TH/SS termies.


Which is, of course, why planting a template on 4 of them, and forcing 60 auto hits is the way to go, without ever leaving the wagon.

60 hits -> 30 wounds -> 5 unsaved = dead terminator squad. Bring marshmallows.

Goffs 
   
Made in us
Corporal




Chicago

labmouse42 wrote:
Culler wrote: Terminators aren't really a worry for you as even if they charge out of their land raider and kill a mob off you've got more.
You can even use a squad of grots to absorb the termie charge. Just line them up so they are 1" apart, preventing the enemy form charging through them. Spread them out in front of the LR, and let them take the hit. Any grots that survive will also not be caught by sweeping advance because termies .. well ... cant.

Then your boys can show the termies what 2 squads of assaulting boys can actually do. Don't forget to fire your shootas/sluggas on the way to the assault.


I like it, a nice shield made up of 3 point models =D

Been out of 40k for many years. Slowly painting up old models and getting back into it.
-----
1500 orks in a jumbled pile
WIP Space wolves no direction
 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

or you can take the Mad Dok and give them all 5+ invulns.

i did that once just for the heck of it. the grots were absorbing power wounds like chumps.

stupid, but no one expects grots that can't be killed

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 us
Ork Boy Hangin' off a Trukk




Wired into a deffdread

Terminators come in too small of numbers to worry orks. Throw 20+ boyz at them and watch them have to make an ***load of saves, even at 2+. Burnas are great. Charge them if they are all Thunderhammer termies, burn them otherwise. A battlewagon w/ 15 burnas that can hit 4 terminators in a template deals 60 hits, 30 wounds, 5 of them already mathematically dead.

Landraiders are more difficult to crack, but boarding plank + warboss is best bet overall. If you ever immobilize, jump on it and rip it to shreds. Otherwise, honestly, IGNORE IT. Most of the time, they can never do enough damage to make of their points. It's only annoying when a scoring unit is held inside.

~4500 pts 
   
Made in us
Corporal




Chicago

Burna Boyz sound legit, I also happen to have 9 deffkoptas with twin linked rockit launchas out of AoBR. Besides killing of MEQs does anyone know if they are good enough for tank hunting?

Been out of 40k for many years. Slowly painting up old models and getting back into it.
-----
1500 orks in a jumbled pile
WIP Space wolves no direction
 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

The way that a space marine player beats orks is by focusing his firepower and assault power on one section of your army at a time, and utterly obliterating that section.
If they do it right, you'll have problems hitting them back.
So you've got to try and make sure your army supports it's own elements. Also, be careful about shooting the buggers before you assault- if you do too much damage, they'll fall back out of your assault range and shoot you again next turn. Very fluffy, but very annoying.
Land raiders are a bit of a problem- if you attack one, try and hit it with multiple claws at once.

   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

Crusnik wrote:Burna Boyz sound legit, I also happen to have 9 deffkoptas with twin linked rockit launchas out of AoBR. Besides killing of MEQs does anyone know if they are good enough for tank hunting?

Yeah deffkoptas are great, you can easily moanouver found to the more vunerable amrour sides.

PKs are a main form of tankbusting. Add a oarding plank and a nob with a PK can easily crush a vehicle from the saety of a vehicle. Deffrolas and tankbustas are good anti tank too. As for termies, PK nobz do just fine and burna burna boyz are great, and theyre quite cheap at 15pts a piece, lots of power-weapon death, or burn death. Or you could just run them over with a deff-rolla.

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in se
Dakka Veteran





Crusnik wrote:Burna Boyz sound legit, I also happen to have 9 deffkoptas with twin linked rockit launchas out of AoBR. Besides killing of MEQs does anyone know if they are good enough for tank hunting?

Running Deff Koptas in units of 1 with a Buzzsaw and rokkits is pretty popular. With first turn, scout turbo-boost, move, fire rokkits, charge enemy vehicles and auto hit 3x S7 attacks on their rear armor.
   
Made in us
Corporal




Chicago

number9dream wrote:
Crusnik wrote:Burna Boyz sound legit, I also happen to have 9 deffkoptas with twin linked rockit launchas out of AoBR. Besides killing of MEQs does anyone know if they are good enough for tank hunting?

Running Deff Koptas in units of 1 with a Buzzsaw and rokkits is pretty popular. With first turn, scout turbo-boost, move, fire rokkits, charge enemy vehicles and auto hit 3x S7 attacks on their rear armor.


yeah, this guy at the hobby shop was telling me about how he turbo boosts with his scouts first turn and goes tank hunting from there. sounds like loads of fun to me =D

This message was edited 1 time. Last update was at 2010/01/25 02:13:25


Been out of 40k for many years. Slowly painting up old models and getting back into it.
-----
1500 orks in a jumbled pile
WIP Space wolves no direction
 
   
Made in us
Terminator with Assault Cannon





This is a really good trick if you can get the first turn.
   
Made in se
Dakka Veteran





Crusnik wrote:
number9dream wrote:
Crusnik wrote:Burna Boyz sound legit, I also happen to have 9 deffkoptas with twin linked rockit launchas out of AoBR. Besides killing of MEQs does anyone know if they are good enough for tank hunting?

Running Deff Koptas in units of 1 with a Buzzsaw and rokkits is pretty popular. With first turn, scout turbo-boost, move, fire rokkits, charge enemy vehicles and auto hit 3x S7 attacks on their rear armor.


yeah, this guy at the hobby shop was telling me about how he turbo boosts with his scouts first turn and goes tank hunting from there. sounds like loads of fun to me =D

Yeah, just had a deff kopta blow up a rhino and then he lost FIVE Grey Hunters in the explosion lol (on Vassal).

I lost the game tho - Bjorn and a Ven dread > Ghaz and 8 meganobz 8[ (tho the meganobz came in waves of 4x2, after the second meganob unit wiped a GH squad) Lesson learned: Let Ghaz charge the dreads alone lol. Also, don't miss with all 5 attacks on the second turn. Fun game tho =) Could have been a draw if it had ended after turn 5.

This message was edited 1 time. Last update was at 2010/01/25 03:37:46


 
   
Made in us
Nurgle Predator Driver with an Infestation







Just get nobs.
I could argue that they're the best unit in the game.
With a couple power claws, a wargh banner, and a painboy, they can easily kill, well, almost anything in cc

 
   
 
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