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Made in gb
Annoyed Blood Angel Devastator







orks are probrably the most fustrating army a necron player can play, they are outnumbered about 3:1

Death will come at the hands of the ancients, those who determined our fate aeons before we stood erect upon the holy ground of terra and gazed up into the starry night.

1500 pts
2000pts (Knights of blood) 
   
Made in gb
Ork Boy Hangin' off a Trukk




England

I know and thats why i'll go for the men unless theres a monolith present

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in us
Hungry Little Ripper





I played orks for awile and a warboss with power claw works well. I played orks how I thought orks would fight, to charge and kill everything in there path. If the monolith was close I tryed chargeing it with power claws. Other wise bash the warriors heads in nice and orky.

This message was edited 1 time. Last update was at 2009/02/16 16:20:50


Tyranids
Orks  
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

GraveO, that powerklaw would be much better put to use causing double toughness wounds on necron warriors who won't get a WBB if there isn't a lord present.

   
Made in gb
Ork Boy Hangin' off a Trukk




England

Ok thanks i will hopefully crush the metal warriors.
FOR DA WAGGGGH!!!

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in dk
Stormin' Stompa





I have charged Monoliths with all different kinds of Boyz 'n Nobz. Never with the intention of killing, but rather a way to gain some free movement towards other things I did want to kill.

-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."

18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000


 
   
Made in gb
Ork Boy Hangin' off a Trukk




England

Thats a good idea, this tatic could work well with most vechiles, this is a very goodidea thank you and i'm sure ill end up using it.

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in us
Hardened Veteran Guardsman





Don't forget to loot it.
   
Made in us
Devastating Dark Reaper






Dfanny wrote:Pk Pk Pk Pk

The warboss on assault will make a great weapon for the lith

But honestly, focus on his warriors, if you kill 75% of Necrons (no counting things like Monolith) then EVERYthing disappears and you get an auto-victory


Dfanny is correct a Power Klaw is the most reliable way to do it. However a good Necron player will keep you away from his warriors for a long time, be aware and have a exit strategy for the monolith in case you fight that kind of player.

Also Steelmage99 has a most excellent point! Free movement is never a bad thing and the Lith cannot tie you up since it does not have a WS.

This message was edited 1 time. Last update was at 2009/02/16 20:37:06




The Eldar, more than any other army, should not only look at the output of each unit individually, but the synergy of multiple units together and their role in the force as a whole. - Fable 
   
Made in gb
Ork Boy Hangin' off a Trukk




England

Recklessfable wrote:Don't forget to loot it.


Funny man, i actually had an idea for a looted wagon using the monolith model, but changed my mind going for a leman russ

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in gb
Ork Boy Hangin' off a Trukk




England

I had two games against a monolith and in both battles the PK's ripped the monolith to shreds, it only got to fire once.
Thx guys you saved my hide

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in gb
Annoyed Blood Angel Devastator







yes, i was on the recieving end, and it didn't help that we played dawn of war, and he was on me in the 1st turn :S but his orks were fast and we had a good game

Death will come at the hands of the ancients, those who determined our fate aeons before we stood erect upon the holy ground of terra and gazed up into the starry night.

1500 pts
2000pts (Knights of blood) 
   
Made in us
Nimble Pistolier





add a wrecking ball to the trukk. it has S8+2D6 armor penetration

501 Agathonian Grenadiers
Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
Made in us
Tough-as-Nails Ork Boy





wrecking ball is strength 9 + D6 mate.

My Armies: 2000 pts Vior La Tau
5500 pts Armagedon Deathskull Orks
3000pts Raven Guard with Grey Knight contingent
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4000pts Word Bearers, Company of Shadow, and Libation Bearers.
2000pts Chaos Daemons.
Warhammer Fantasy: High Elves
I'm Chaplain Israfil on http://sonsofcorax.freeforums.org/index.php
Current Projects: Imperial Guard: Swamp Stalkers of Myr! and Harbingers Space Marines! 
   
Made in us
Nimble Pistolier





IV BEEN TRICKED!!!!!!!!

501 Agathonian Grenadiers
Blood Angels strike force

Glory for the first man to die!

the caption says " when there is something scary at the front, put something even scarier at the back." 
   
Made in us
Hungry Little Ripper





Dashofpepper wrote:GraveO, that powerklaw would be much better put to use causing double toughness wounds on necron warriors who won't get a WBB if there isn't a lord present.


If the necron player knows what his doing he would most likely have his warriors always within the Rez orb. It depends or whats worse the mono or warriors eating up your orks.

In the end it just depends on what is more of a threat at the time.

Tyranids
Orks  
   
Made in gb
Ork Boy Hangin' off a Trukk




England

He usually does put a rez orb nearby so i did end up going for the monolith and blew it up in the first turn

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in gb
Annoyed Blood Angel Devastator







the orks are just too fast, and it doesnt help that tom worships the dice god

Death will come at the hands of the ancients, those who determined our fate aeons before we stood erect upon the holy ground of terra and gazed up into the starry night.

1500 pts
2000pts (Knights of blood) 
   
Made in ca
Serious Squig Herder






Power Klaws are your best bet. Orks have no effective ranged tank-busting, and melee is twice as good against vehicles then shooting.

blarg 
   
Made in us
Tough-as-Nails Ork Boy





I agree with what most people are saying. PKs are the way to take it down if you really must. But I have some general advice about your army list.
1.) Get rid of 'Eavy armor on your nobz, give them cyborg bodies instead. The VAST majority of ranged weapons in the game are AP4 anyways and since you get feel no pain as a second chance anyways, a 5+ save against almost anything in the game is far better than a 4+ save against las guns and regular cc attacks.
2.) Increase your unit sizes. Unless they're going in a trukk, I never run a unit of orcs under 20, if they're slugga boys, I usually go for the full 30. this is for a couple reasons, you pay 51 points minimum for that PK at the front, you want it to last as long as possible, more plain orcs around the nob=nob lasting longer. Next you have the obvious: mob rule 30 orc boyz are fearless for half the game but a unit of 10? you lose 3 boyz and you're already taking moral tests against your ld 7. Lastly, you want as many of your boyz to make their cc attacks as possible, obviously, and with initiative 2 and a 6+ save, running 10 of them is complete suicide, by the time it's your turn to attack against an squad of normal space marines, you've got 2 boyz and your PK left, the PK will kill a couple but then you lose combat by a good 6 and autofail your moral just in time to get a good sweeping advance.
3.)aurmor plates. AURMOR PLATES! If you are going to give a transport trukk exactly one upgrade, make it aurmor plates. I give my trukkz aurmor plates before I give them wheels. If you get a glancing blow, they make it so that a 1-3 on the vehicle dmg roll have no meaningful effect on you whatsoever.
4.)Everything I said about expanding orc mobz aplies at least 3 times for grotz. I can't imagine any scenario in which 10 gretchins could have possibly come in handy for you. If you're only running 10 because you don't have the models to run more, those points could be spent in much better ways... like giving your nobz silly hats or something.
   
Made in gb
Ork Boy Hangin' off a Trukk




England

Yes i run them in trucks, to ge them there hell fast and i now know that power klaws work wonders on the monolith, as in two battles my warboss blew it up.
Ps. my grots are used as daisy pickers, sitting at the back to hold an objective.

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in us
Incorporating Wet-Blending






Glendale, AZ

Deffgob wrote:taking moral tests against your ld 7.


I didn't know Orks had morals.

This message was edited 1 time. Last update was at 2009/02/27 23:39:30


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Made in ca
Serious Squig Herder






Deffgob wrote:3.)Armor Plates. ARMOR PLATES! If you are going to give a transport trukk exactly one upgrade, make it armor plates. I give my trukkz armor plates before I give them wheels. If you get a glancing blow, they make it so that a 1-3 on the vehicle dmg roll have no meaningful effect on you whatsoever.


Armor Plates is one of the worst upgrades you can possibly take for a Trukk. Armor Penetration happens so often on a Trukk that you essentially CANNOT glance a Trukk. The only upgrades you should take are RPJ and Reinforced Ram so you can zoom through terrain to your destination before that Trukk gets blown to bits.

This message was edited 1 time. Last update was at 2009/02/28 00:28:49


blarg 
   
Made in gb
Ork Boy Hangin' off a Trukk




England

Yep i take red paint and ocanisonly the rams if i have the points. It really helps, and yes armour plates don't really do much as most hits will penetrate armour 10

Followin da great gods Mork and gork. For da waaaagh!!!  
   
Made in us
Jovial Plaguebearer of Nurgle




How are you killing monoliths with regular PKs? To my understanding you can not get more than 1D6 of armor penetration against a monolith.
So S8 is your max with 14 being the highest, giving you a glance (except Warboss S10 with PK). So at most you're either immobilizing or taking away 1 from his D6 attack.

So your only bet is with a warboss that could be wrecking a lord's !%@#ing face in with, nullifying his orb.
Monoliths are not worth wasting your time on
If you wanna spend time dealing with it, just spread out your guys for less casualties.
Then just phase him.
As for if you're playing meat grinder: you phase a necron, you win the meat grinder auto too because his monolith goes bye-bye too.

This message was edited 1 time. Last update was at 2009/03/01 18:00:51


The true followers of the God-Emperor will never forget their name! We are the Imperial Guard!
Now and forever serving the God-Emperor, and Him alone! 
   
Made in us
Hardened Veteran Guardsman



CNY

If your opponent is putting a monolith in play at 1000 pts, you're probably going to win.

Step 1. Assault everything else
Step 2. Win the sweeping advance
Step 3. ???
Step 4. Profit!

STAND FAST AND DIE LIKE GUARDSMEN 
   
Made in us
Junior Officer with Laspistol






The eye of terror.

Nenya97 wrote:How are you killing monoliths with regular PKs? To my understanding you can not get more than 1D6 of armor penetration against a monolith.
So S8 is your max with 14 being the highest, giving you a glance (except Warboss S10 with PK). So at most you're either immobilizing or taking away 1 from his D6 attack.

So your only bet is with a warboss that could be wrecking a lord's !%@#ing face in with, nullifying his orb.
Monoliths are not worth wasting your time on
If you wanna spend time dealing with it, just spread out your guys for less casualties.
Then just phase him.
As for if you're playing meat grinder: you phase a necron, you win the meat grinder auto too because his monolith goes bye-bye too.


Furious Charge adds plus 1 to the model's strength: making strength 8 into 9. A charging nob hits like a dev squad of lascannon, so still not wonderful odds for taking down a monolith, but pretty OK.

Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right

New to the game and can't win? Read this.

 
   
Made in gb
Annoyed Blood Angel Devastator







So your only bet is with a warboss that could be wrecking a lord's !%@#ing face in with, nullifying his orb.

Just to point out, the lord still gets his res orb roll against instant death and the such

Death will come at the hands of the ancients, those who determined our fate aeons before we stood erect upon the holy ground of terra and gazed up into the starry night.

1500 pts
2000pts (Knights of blood) 
   
Made in ca
Hellacious Havoc




Edmonton area, Canada

Do you have any Nobz with Big Choppas? 'Counts as' tankhammers right there. BTW, what is meatgrinder?



8k CSM, legion 2, founding chapter 'Faceless Reavers' and auxiliary forces
2k 'Waaaghboss Gorzag's Trukkladz'

DR:90S++G++MB+I--Pw40k07#+D+A++/fWD343R+T(P)DM+ 
   
Made in us
Waaagh! Warbiker





Hey guys!

I'm glad I found this thread, since I've had problems with Monoliths and high armored vehicles in the past and probably will have problems again in the future. I hope some of these ideas work well on my next encounter with them.

I would like to suggest some of my own tips, but before I do that, I wanted some clarifications on some previous suggestions provided by all the wonderful people here.


Dashofpepper wrote:Something to definitely consider:

Monoliths can't do much to orks that are stuck in CC with necron warriors. Its not hard to stay in CC with warriors by arranging your charges and distances. You might be better off saving those powerklaw attacks for taking down warriors and working on phasing the army out.


I'm confused as to how being in CC prevents the Monolith from doing something to Orks...I wish it were that easy!! As far as I know, they can teleport their units out of combat, shoot you with those units, do that flux arc thing where every Ork unit within a 12" radius takes D6 Str ?? hits...I mean if you're trying to get in there and wipe out their warriors with lots of boyz, that thing literally will be hitting your entire army with D6 hits ever turn!!



Steelmage99 wrote:I have charged Monoliths with all different kinds of Boyz 'n Nobz. Never with the intention of killing, but rather a way to gain some free movement towards other things I did want to kill.


How does charging a monolith give you free movement? I don't even know of any "free movement" in the game..but perhaps you're refering to using the Monolith as cover from other Necron units or blocking LOS? I guess that's an option, but it still sucks when you take 1d6 hits for being within 12" of the Monolith



Deffgob wrote:
3.)rmor plates. ARMOR PLATES! If you are going to give a transport trukk exactly one upgrade, make it aurmor plates. I give my trukkz aurmor plates before I give them wheels. If you get a glancing blow, they make it so that a 1-3 on the vehicle dmg roll have no meaningful effect on you whatsoever.


?? How do armor plates make a 1-3 ineffective? It only effects 1 rolled result that equates to vehicle stunned and reduces it to shaken. So unless, I'm doing it wrong..it means that a roll of 3 on a glancing hit, would make it shaken instead of stunned. A roll of 1 or 2 would be the same regardless, but again...on a Trukk with AV 10, it's likely anything with Str 5 or better will be causing lots of Penetrating hits.

bryantsbears wrote:If your opponent is putting a monolith in play at 1000 pts, you're probably going to win.

Step 1. Assault everything else
Step 2. Win the sweeping advance


The last Necron player I played against had some equipment that let him roll 2d6 and pick the highest for this fallback, so I couldn't do the sweeping advance. Even without that, it's basically whoever rolls the highest on 2 d6..so it's not really a guaranteed thing.
   
 
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