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![[Post New]](/s/i/i.gif) 2007/04/23 10:22:45
Subject: RE: Orks Vs. Tyranids- How would you do it?
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Joined the Military for Authentic Experience
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What you describe is much closer to my actual experience puree. Add in the fact that the described trukk mob costs more than the Warriors and you start to see the problem. They seem a tough proposition to me. I still hold out hope that I can do it though!
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![[Post New]](/s/i/i.gif) 2007/04/24 01:17:00
Subject: RE: Orks Vs. Tyranids- How would you do it?
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Longtime Dakkanaut
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Puree is right, between a couple of errors, and a couple of poor assumptions, my numbers are off.
But also realize, with leaping, RC,ST,TS,WS,Sv,+I,BS,
You are talking 47 pts per model, or 141 pts for the brood. This is a ton of points, for only 6 wounds, with a 4+ save. Exploit the weaknesses.
Your vehicles move better, even if assault range is close. They are 141 pts of CC,with *no* shooting ability. They can't get by a simple line of grots. A line of grots, with shoota behind them...
The spinegaunts are only 32, they are twinlinked, but only 12" range, at that range, you can be rapid firing them into oblivion.
Use your trukk boys to threaten/assault the carnies, make him split up his forces.
Don't put that many skarboys BtB so one BS shot takes out 8 of them.
My push to use the Trukk boys was fueled by my belief that BioPlasma was first round only. Since it isn't, you really don't lose that much by letting them get the charge. You rapid fire them, absorb the charge, and counter charge with another unit. If he isn't 'stupid' enough to attack, keep rapid firing him.
For the same price you can get 15 shootas and a Nob. Rapid fire,(30 attacks, 10 hits, 5 wounds, 2 unsaved.) let him charge,absorb the 5 deaths, and hit him back with 20 attacks, and 3 PF attacks.
And that isn't including any big shootas, or grot front lines....
ANd that is with only 15, you can have 30. No unit wants to attack 30 models.
You have better mobiity, you have cheaper units for their effectiveness, you have more shooting capability, you have grots.
Exploit these.
He has good assault, but poor movement, he has little shooting, and it is of short range, he is spending 24 pts per wound on his warriors, with only a 4+ save
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![[Post New]](/s/i/i.gif) 2007/04/24 01:29:47
Subject: RE: Orks Vs. Tyranids- How would you do it?
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Joined the Military for Authentic Experience
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That is what I'm trying for our game next week. Well, minus the grots. I threw in some flash gits instead. But yeah, it seems to have a bit of a better chance. If that doesn't work, it's back to hording. Warriors are fragile, and important in the game plan. In previous games, I've made the mistake of not targeting them, for fear of closer foes/stealers.
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![[Post New]](/s/i/i.gif) 2009/05/23 12:20:06
Subject: Orks Vs. Tyranids- How would you do it?
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Fresh-Faced New User
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The dakka efect is very good against nids (hope you defeated those damn purple aliens)
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![[Post New]](/s/i/i.gif) 2009/05/25 01:20:28
Subject: Re:Orks Vs. Tyranids- How would you do it?
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Raging Ravener
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As a 'Nid player myself, let me describe what I scratch my head and exhale over when my Orky opponent starts laying down models...
1) That 15 model unit of Orks in the woods with those d3(?) shot high S & long range heavy guns.
Why? That means whatever they point at, from anywhere they want, I am rolling tons of saves. This sets me up to be weakened when the inevitable CC comes.
2) Those 30 model units of Orks which have guns & a multi-wound, many-attack, power-klaw nestled inside safe from harm.
Why? Because my opponent's 'ready box' shows me that there are more than one of those units for me to deal with. They come with enough numbers to absorb my shooting or higher I CC attacks, they come with guns (anytime I have any saves to make, I don't like it) & they have multiple power attacks I can't get to easilly.
3) The fact that they can fill out a force org. chart as deeply as I can, with more models, and with more versatility.
Wait, what? More versatile than nids? Yeah, they have numbers that shoot & CC, they can get power weapons in troops choices with 30 wounds to cover them, they can soak and tar as much as my cheapo's can & they have vehicles available if they want them.
Now I don't always loose to Orks but I certainly don't always win either. A lot of the battle comes down to position. What units are being matched up against what broods. If the 'Nid player can regularly match their choice of units in combat (ranged or CC) without much problem it is bad news for the enemy. This would go as well for the Orky player too though.
Saturate your list with units, make the 'pick a fight' game more diffucult to pull off. As mentioned before, I would match your big units of troops with Power-Klaws against his monsterous creatures. Use your shooting on his Warriors & 'Stealers... let the Gaunts figure out how to win what's left of the battle to themselves.
It seems from your opponent's own post that he doesn't really have BIG broods of the troublesome elements... pump the tons and tons of shots you get every turn (yes I know they are low BS & S) into those relatively small & fragile broods and make them roll saves. I cringe when someone picks up 20+ dice in shooting against my 6-8 Genestealer or 3 Warrior unit... I don't care what they are shooting, it could always be very bad news indeed.
I hope this gives you some good ideas but as a disclaimer... go Bugs!
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This message was edited 1 time. Last update was at 2009/05/25 01:21:25
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![[Post New]](/s/i/i.gif) 2009/05/28 01:59:32
Subject: RE: Orks Vs. Tyranids- How would you do it?
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Hollerin' Herda with Squighound Pack
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Redbeard wrote:"Two units of trukk boys can indeed mug at T7 carnifex, with a smattering of luck." Uh, One unit of trukk boyz can mug 2 or 3 carnifexes. A shooty-fex has 2 attacks in close-combat, and a low weapon skill. They might kill one boy/turn. Your nob can get 5 attacks on the charge and 4 the following turn, with his powerklaw. Hitting on 3's and killing on 3's (or 2's on the ones he doesn't give toughness upgrades to), you should get 5 wounds in 3 turns. So, he kills 3 boyz in that time. You have 7 left to go whack the next fex. I brought orks to the adepticon gladiator, played against godzilla 'nids, and got a massacre against them. It's all about putting the powerklaws on the fexes.
when i play nids I usually go heavy nobz with pk, especially against shooty fexes. pk doesn't discriminate, it hates all saves equally. run em up with cybork bodies and you actually can try to defend yourself against the monstrous creature attacks. I played a game recently in which my 8 man nob squad and WB, rocking 3 pks between them took out 3 shooty fexes. If he doesn't give the fex the intiative upgrade then youre going with your pks at the same time as his attacks, and a shooty fex isn't really too scary in cc. defying logic i feel like its better to try and out cc the nids, dakka doesn't really work too well since they're so quick. CC fexes are slightly tougher, but throw enough pks as you can at him, hes not invincible.
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"Your orks are givin me the worst diarehhea ever."
Record
BW Orks 3000ish who/car/es?
Grey Knights 1000
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![[Post New]](/s/i/i.gif) 2009/05/28 03:56:25
Subject: Orks Vs. Tyranids- How would you do it?
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Blackclad Wayfarer
From England. Living in Shanghai
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Things that nids hate:
Battlewagons: Av 14 is nasty. Make it enclosed so that it doesnt count as open topped and put a big mek with KFF inside (giving it a 4+ cover save). Very hard to deal with. The KFF also gets a slight bonus from vehicles...12" from the vehicle all round.
Lootaz: These guys are great against MC's who havent got the 2+ armour save. Alternatively can take out broods of anything in pretty much 1 go....How many 4+ cover saves can you make?
Nobz with painboy: Seriously...this one is tough to beat. 2 wound models with FNP. Are capable of crushing the life out of even dedicated assault units. Add a warboss and not only do you have a hard as nails squad but also a scoring unit too. Give em a trukk as well since they need to get to grips as early as possible if taking objectives. Or hold back and watch your opponent weep as they try and budge these guys from your own objective (you did put it in cover and went to ground didnt you?).
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![[Post New]](/s/i/i.gif) 2009/05/28 10:36:47
Subject: Orks Vs. Tyranids- How would you do it?
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Mutilatin' Mad Dok
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You guys realize the initial post here is over two years old right? Sketches resurrected the thread, but it has been long dead.
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![[Post New]](/s/i/i.gif) 2009/05/28 13:23:25
Subject: Re:Orks Vs. Tyranids- How would you do it?
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Major
far away from Battle Creek, Michigan
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Da Boss, you ever beat the Nids?
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PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
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![[Post New]](/s/i/i.gif) 2009/05/28 13:31:19
Subject: Orks Vs. Tyranids- How would you do it?
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Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
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Orks have 1 unit that are amazing against any and all nids
Burnaboyz.
flame templates galore for any units that get too close (stealers, gaunts, rippers, all fair game)
MC getting too close? feth it, all da boyz have power weapons so will be striking 1st, take advantage of that and start hacking through em.
Edit: just a note here, but focus alot on any stealers he uses, due to thier crazy stats they will tear through boyz, nobz and bosses without worry.
shoot feth out of them, dont bother charging them as they will hit 1st with 3 high WS and S attacks 1st
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This message was edited 1 time. Last update was at 2009/05/28 13:33:21
Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
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