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Made in au
Pyromaniac Hellhound Pilot




Australia

Hi all,

Quick question with probably multiple answers. I have an expanding Imperial Guard Army and I mostly play against Orks. I need to get as many dirty tricks as possible, also, and in particular, the best or dirtiest tactics to defeat Ghazghull and that damn infiltrating Snikgrod? I think thats his name!

Anyway, thanks in advance for all your responses!

Oh, I mostly field a single combined infantry platoon of fifty guard with attached autocannon and mortar squads. Four veteran squads in chimeras, a sqaudron of Hellhounds, a manticore, a unit of ratlings and a psyker battle squad as my standard sort of force. Just in case that helps!?

4th company
The Screaming Beagles of Helicia V
Hive Fleet Jumanji

I'll die before I surrender Tim! 
   
Made in au
[MOD]
Making Stuff






Under the couch

Wrong forum. Moving to Tactics.

 
   
Made in au
Pyromaniac Hellhound Pilot




Australia

Whoops, sorry about that!

4th company
The Screaming Beagles of Helicia V
Hive Fleet Jumanji

I'll die before I surrender Tim! 
   
Made in at
Deranged Necron Destroyer





First off, why mortars? If you're shooting your mortars at infantry, your autocannons aren't taking down tanks racing towards you.
Ratlings . . . what exactly do they do for your army?
I don't have any experience with the Psyker Batlle Squad. It's in a chimera, right?
What are your hellhounds doing in an average battle?
What else is your opponent running? How is he delivering Ghazzy? What are your Veterans armed with?

Well as to actual tactics. The Manticore can fire when moving as non-barrage. Use this to your advantage to get it away from the edge a bit. Alternatively, only combine four infantry squads and use that one squad to build a skirmish line behind your tank. The commandos will have to charge them and be unable to hurt your manticore the turn they come in. Your Platoon command squad can then flamer the suckers (I'm assuming you're using a x4 flamer platoon command squad, its the only setup that makes sense to me).

https://atlachsshipyard.blogspot.com/
Just a tiny blog about Dystopian Wars and Armoured Clash 
   
Made in gb
Chaplain with Hate to Spare






Don't combine squads... not against orks anyway. It just means that one unit gets into CC with 'em, then most of your infantry can't shoot.

If you have seperate infantry squads with heavy weapons, such as Autocannons, they can target multiple vehicles a turn.

For instance.

Pop a trukk with your Autocannon(s) and bombard the Boyz with the Mortar(s).

Hellhounds, just keep them near the board edge, and when snikrot turns up and chops apart a guard squad or two, just flame him. Prob solved.

If the orks get close enough, feed him a squad and run back a bit if you can. Then just pile shots into Ghazzy, there's no other way about it. Although, the best way to defeat him with your army would be to render him useless!

Assuming he's in a trukk, then high-priority target that and blow it up. Well, Trukk, more likely a battlewagon. Just so long as he's footslogging it towards your lines you won't have to worry about him too much. Other than that, Lascannon and plasma spam him if he actually becomes a problem. Try CCS with x4 plasma in a chimera, and provided that your plasma guns behave themselves you should be fine.
   
Made in us
Moustache-twirling Princeps





About to eat your Avatar...

I have no idea how you can work with the units you have right now, in order to meta-game against Orks. That also depends on what your opponent is playing. More flamers, more tanks, I guess.

For the specific units you listed, neither poses a huge problem to IG in general. Snikrot can enter on any board edge he likes, but his squad isn't tank hunters; they do poorly against tanks. Snikrot himself can do damage to a tank, but the unit can't assault after assaulting... so it isn't a huge problem. Even with units in cover, you can pull the front lines back while taking damage from flamers; again, Snikrot and family can't assault. What Snikrot can do, is absolutely destroy your Ratlings, which don't do very much against Orks anyway, so it doesn't matter.

Ghaz will eat tanks squadrons for brunch, so avoid him. Those Hellhounds are pretty good against Orks, but you may think about using them separately (not in one squad, probably a good idea for your guard too), as Orks don't have much in terms of AT guns. Use your chimeras to block assaults as much as possible, the Hellhounds can snipe squads of Boyz easily.



This message was edited 1 time. Last update was at 2010/06/05 10:15:21



 
   
Made in au
Death-Dealing Devastator






One mean tactic I've heard of, get one of your hellhounds to zoom around the back of a mob of boyz who are traveling close to the edge of the board. Then have something else tank shock them or otherwise make them fall back towards the hellhound. Then block them off from falling back further with your other hellhound or a chimera or something and burn them as they squish up in your blockade.

Blood Ravens W: 5 D: 3 L: 5
Argent Castellans: Ideating on a new non-codex chapter.
"It is only fitting that we ride into battle!"
Imperial Guard soon.  
   
Made in gb
Decrepit Dakkanaut






Omadon's Realm

Something my regular Imp G opponents use which often provides annoyance is a chimera held in reserve with a flamer and melta in it.

Reinforcing gaps and bolstering the gunline where the orks break through is highly useful.

Other than that, templates and templates, large blast, small blast and flamer, cover the board. Oh and a few anti tank if your opponent likes his battlewagons.



 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Take what you currently have and add...>STRAKEN!

Or whatever the guy's name is who gives your army counterattack and stubborn. Against the Ork horde, having 50 man infantry blobs that get a bunch of attacks before we do (if you deploy in cover) is gross, and we can't decisively end the combat because you have stubborn, and the following turn furious charge is gone - meaning that you strike first and we're only STR3 now.

   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Not only what dash has said, but his stats speak for themselves lol, he is a beast, however, since im not familier with IG rules, not sure if special rules stay if he dies.

   
Made in us
Daemonic Dreadnought






Psychic battle squads are one of the dirtiest tricks you can pull on orks. Their elite units lack fearless so Nobz, Meganobz, Lootas, and Burnas are all subject to break tests once their numbers get low enough. As soon as they take a break test hit them with a PBS and watch them run. In the case of lootas they will run off the board, in the case of other units you may need a Valk or Chimera to escort them off.

This message was edited 1 time. Last update was at 2010/06/06 18:51:46


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

Straken's nice, like Dash said.

A squad of 2 hellhounds will ruin a horde ork's day.

Finally, use a PBS in a chimera and stomp on Nobz by making them LD2

2000 pts 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Spam what the orks have problems with. I play an ork list, and Ill tell you what I hate to see.

* Go mech. Orks have a hard time cracking armor, and even if the get into assault and claw the tank open, thats another turn your IG are not assaulted.

* Flamers are a pain for orks to deal with. Hordes are wiped by them, mech orks tend to wind up very clumped the turn the leave their vehicle. Both make the orks lives' difficult.

* Keep your chimeras and vehicles spread out. Snikrot and crew are very expensive, and if they only take out one chimera and IG squad, did they earn their value back? Keeping your army spread out helps to keep them all from being overwhelmed.

* If the ork is mech, you will need the ability to crack his truuks/BWs early. That will require valks, meltaguns dropping in, etc. Mech orks can only be up to 20 or 12 in size (depending on the transport), which makes them much more vulnerable to shooting than pure horde orks after the mech transport has been destroyed. This might backfire though, as if our facing just a horde, then your lascannons will be killing one 6 point model a turn

That should help you a bit. Best of luck!
   
Made in us
Lone Wolf Sentinel Pilot





San Diego, California

Oh, always remember to move 12" when needed if you're going mech, then he hits your vehicles on a 6!

Also, keep HHF on your vehicles, toasting hordes is pretty fun.

2000 pts 
   
Made in au
Pyromaniac Hellhound Pilot




Australia

Ha ha, those are some great answers guys, thank you! I'm gonna try a bunch of em tonight! I didn't think of using Straken like that and I got caught up with expecting Snik to take out a squadron rather than splitting em up into single units, that changes things heaps, thanks again dakkites!

4th company
The Screaming Beagles of Helicia V
Hive Fleet Jumanji

I'll die before I surrender Tim! 
   
 
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