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Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Um.. what high I ork do you have that the codex forgot..?

He's talking about using them vs a Green Tide (Orks) not Dark Eldar or other high I armies..

Shooting the Gak out of it works, assuming that you can hit it (orks ) and do some damage. I think if you destroy one blender claw it loses the infinite attack ability?

All too often they just get zoomed over to you, dropped off and plow into combat before you can gak-shoot them


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

IIRC, Dreads have gak I.

Sent something like Wazdakka or mayhaps Ghazzy on a Waaagh!. Sure, he hits last, but not much will get past his 2++.

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Marine dreads have I 4 or better, generally.

ORK dreads have gak I.

Wazdakka might be able to shoot him up from behind, IF he's anywhere near the place the BA player feels like dropping his blendernaught off. Even then he'll likely only hit with 1-2 Kannon shots, and then fail to pen with one of those..

Powerklaws will go last, and so will not get to swing.


Ghazzy has a 2+ inv, which helps, but blendernaughts keep swinging as long as they keep wounding, and eventually they will punch Ghaz out (as they are wounding him on 2's.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Twisted Trueborn with Blaster





Were it me, I'd load up on 3 Predators with Autocannons/Las sponsons (if the points allow it) and deploy only them at the start of the game. Everything else would enter via Drop Pod, Deep Strike or DoA behind the Kan Wall, while the Preds put some serious hurt on the Kans up front. A damned if you do, damned if you don't situation. The orks are trapped between two very serious threats, and not dealing with either of them will do put some serious hurt on their army.

This message was edited 1 time. Last update was at 2011/08/31 17:07:54


 
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

Zagstrug's PK strikes at initiative if he charges. So, they attack at the same time, meaning that the dread could go bye bye.

This message was edited 1 time. Last update was at 2011/08/31 17:12:08


Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Trigger-Happy Baal Predator Pilot





Bakersfield, CA

Vulkin list with heavy flamer, multimelta land speeders and thss termies, 3x achb predators, .

I would open up the trucks using multi-meltas, then flamer ork mob with tl heavy flamer from another close by land speeder. termies take out nob bikers. autocannons shoot kan wall. i also love tank shocking mobs with rhinos to gather them close to each other and then flame then up with tl heavy flamer. I never lost to orks with this list and it does very good at tournaments.

This message was edited 1 time. Last update was at 2011/08/31 17:26:13





nWo blackshirts GT Team Member

http://inthenameofsangunius.blogspot.com/?m=1 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Chowderhead wrote:Zagstrug's PK strikes at initiative if he charges. So, they attack at the same time, meaning that the dread could go bye bye.


Only on the turn he charges in though, and assuming he manages to land safely with a unit around him and still be in charge range of the dread.

It could work, but it'd be a complete waste of a lot of points if it didn't come off, as a stormboy unit would be killed right along with him. Even if he does kill it it will kill him and his boyz if it strikes at the same I step.

This message was edited 1 time. Last update was at 2011/08/31 18:53:41


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I was taking about the Green tide apoc Formation.100+ boys and a Warboss.


Juast a question,what do orks have that are Int 4+.If the Dreadnopught(the common holder of BT is Death company Dreads),is charging,you would need Int 5+.

Orks aren't that good shots,so don't rely on shooting,especially as the DCD has AV13

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Made in us
Longtime Dakkanaut







OP, how are you running your BA first of all? Are you doing jumpers, a mech list, or a mix of stuff? And what are your opponents like, tactically?
   
Made in gb
Perfect Shot Black Templar Predator Pilot






When your up against a Killa Kan wall, a good tactic for slowing the Orks behind is to hut and try to immobilise or wreck a kan or dread at a chokepoint, forcing the orks behind to lose ground handling difficult terrain. Having a number of power fists distributed amongst your marine squads is an idea. When the kan get too far ahead of the boys following at certain points on the line, assault it with a marine squad, although there will be losses, they won't be heavy (due to the fact that the Kans have low WS. The combination of krak nades and possibly a powerfist will ensure the dread/Kan is dispatched of in this first turn (this can be risky, as you can lose many marine squads to the boyz if you stay locked in combat). Once you've made these holes in your opponants battle line, push up with close assault units such as Vanguards or Death Company, or rip up the now exposed infantry from further away with Baal's or Devastators.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Deadshot wrote:I was taking about the Green tide apoc Formation.100+ boys and a Warboss.


Juast a question,what do orks have that are Int 4+.If the Dreadnopught(the common holder of BT is Death company Dreads),is charging,you would need Int 5+.

Orks aren't that good shots,so don't rely on shooting,especially as the DCD has AV13



When it comes to Orks, pretty much its bosses and BigMeks and a few SC. But they only get 4 on the charge, the boss gets 5 if he doesnt have a PK, and why would you do that
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Exactly.A charging DCD/Blendernought can be Int 5 on the charge,due to FC.A warboss can easily picked off in assault,with the remaining attacks going on the Mega-Mob.If you don't take the claw,then you can't hurt him anyway,unless you have a power claw nob in the Green tide.Effectivly,a blendernought can wipe out a boys mob.The PK nob is the only modal capable of hurting it,and he needs a 4+ to hit,so that is 1.5 attacks remaining,with a 16.666% chance to glance,and a 16.666% chance to penetrate.

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Made in gb
Joined the Military for Authentic Experience






Nuremberg

When I play against BA, the main threats I percieve are:
-Stormravens carrying bloodtalon dreads and or assault terminators.

A bloodtalon dread can make a mess of a mob. Absolutely nasty.

-Vindies: All ork players hate these, however they can be taken down.

-Units in vehicles: To disembark you from your vehicle, I usually have to assaultit. This often causes the vehicle to explode, and therefore kills my guys. Then you get to shoot or assault me next turn. Or, I fail to kill you, you disembark, the vehicle drives off, you shoot or assault me.


If you are playing a jump troop orientated list, you're probably going to have some troubles. Jump troops are easy prey for a mob. So. Protect your guys from being shot. Pounce OVER hte Kan wall and assault the mobs behind. Thin them out as much as possible, and play conservatively until the mobs are reduced. Once you can shave off ten or so with shooting, you have a MUCH better chance at taking them down.

   
Made in us
Longtime Dakkanaut







As a semi-mechanized shooty Ork player, the fact that most of my shooting elements are either comparably short-ranged or static/fragile means that what I hate is any army with the ability to reliably hurt me at range from reserve. Take the Ork Battlewagon. It's a mighty front armor of 14(!) but a more moderate side armor 14. Now, if you were able to delay my movement for a few turns while you went around securing objectives and making a nuiscance of yourself, I have a few difficult decisions to make. Do I attempt to Deffrolla your (much cheaper) Flamerback, knowing that there be Marines inside that will Death or Glory my Wagon afterwards (or if *that* doesn't get them, the Rifledreads emerging from Reserves to sidesnipe me will). Or do I continue to dance around, hoping to slow you down long enough for me to secure objectives in turn?

Additionally, there's the whole "3 Land Raiders+Mephiston" army that I have to be very careful in fighting, due to the fact it will have the advantage over me in speed, and ability to threaten my vehicles versus his...

Anyway, keep note of the most reliable Ork AT shooting being a static affair, vulnerable to getting the drop on it, and you should do well. Also note that enemy units cannot consolidate or otherwise move after assaulting a vehicle, and that you should have at least 6 TL Heavy Flamer Razorbacks if you're using that config...

This message was edited 1 time. Last update was at 2011/09/02 16:19:34


 
   
Made in us
Grovelin' Grot





Oregon, USA

There are only 3 things Orks really need to worry about:
1. Berzerkers
2. Blood Talons
3. Purifiers, doubly so when joined by an IC with pychotropes.

Really, Vindicators? Vindicators suck. Bad. Even fast ones. I still get screening and/or KFF saves. It's not like I'm gonna bunch everything up just so you can shoot me.

The way to beat orks is to divide and conquer. That's it. You have to take on ork units one at a time, wipe it out before it can get support, then move on to the next one.

I've made this mistake more then a few times, allowing units to get isolated. I usually only realize I've done it after the game is over though.

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http://www.da40korks.com/ 
   
Made in us
Devastating Dark Reaper




Well, Kan Wall lists generally rank up and march forward at foot pace. Aside from Nob Bikers, it sounds like a fairly slow list.

Blood Angels are the opposite of this. Mech Up. Grab a Stormraven, load it down with some shreddy death company and a death company dreadnought, let them out when you've cleared the Kans away, and they'll eat 20 man squads for lunch.

Blender Dreads in general are nice, though don't count out Frag Cannon Dreads, 2 Str 6 Rending Templates plus a heavy flamer will put a nice dent in Boyz mobs, plus be able to do decent vs kans if they have to.

Baal Predators are also a good choice, but with Assault Cannons rather than Hellstorm Cannons. The Hellstorm get's diminishing returns thanks to AP 3 meaning exactly nothing against Orks. Assault Cannons have a high rate of fire, high accuracy, and can punch big holes in kans.

Put assault squads in Razorbacks (super cheap ones!) and roll around the board.

In general just keep him as arms length and annoy him, run four different directions, force him to split up, then use your mobility to crush the mobz once they have become isolated. Focus fire on the Kans until they go down, and in general just stay out of their reach.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I am thinking from this,assault squads in TL HF Razorbacks,and Baals with TL AC and HF sponsons?


Not bad,and can stand against Kan Walls.

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Made in us
Devastating Dark Reaper




Hvy. Flamer sponsons on those tanks are bad ideas. I know that they SEEM good, what with being able to ignore cover and all.... but those tanks are only going to be able to get one shot off (which, admittedly, will be an impressive one) before they get swamped by kans/boyz. The goal here is keeping the orks around 18" to 22" away from you at all times, and kiting the heck out of them as they advance on you. I'd go with Hvy. Bolters on the Baal Predator, and either Hvy. Bolters on the Assault Squad Razorbacks (as that's a 20pt tank), or Assault Cannons for the omni-role of troop/tank shredding (while still being super cheap compared to what it would normally run you).

Also, remember that all of these tanks are fast, meaning that they can scoot 12" and still let loose with TL Assault Cannons.

This message was edited 1 time. Last update was at 2011/09/01 20:25:43


 
   
Made in gb
Nurgle Predator Driver with an Infestation




Dover

Easy way to take out orks as a BA player, send a LR redeemer, packed with SS/TH straight at them, flame them. Drop pod behind them with tactical squads etc (1500 pt game say 2 squads of 10), rapid fire, and then close in from each side with assault marines - you now have the orks completely surrounded Well done. As most ork armies wont split up their force as they are stronger in numbers, it gives more mobile armies an advantage when dealing with them, such as BA.

This message was edited 1 time. Last update was at 2011/09/01 21:47:21


W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Well if yiou are doing a 6" move(fast,so counts as stationary for guns),then that effectivly halves your damage.Plus.they will be missing 3-7 boys,so I won't be bopthered.

Against Kan Walls,you should be sending in Double Blood Fist Dreads with Magna Grapples.Hole punch the front armour of 11 with str 8,AP 1/2,then wheel him in,and smack his face in.

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Made in us
Devastating Dark Reaper




Deadshot wrote:Well if you are doing a 6" move(fast,so counts as stationary for guns),then that effectivly halves your damage.Plus.they will be missing 3-7 boys,so I won't be bopthered.

Against Kan Walls,you should be sending in Double Blood Fist Dreads with Magna Grapples.Hole punch the front armour of 11 with str 8,AP 1/2,then wheel him in,and smack his face in.


That's very true. Still, half of a charging mobz of boyz is still plenty able to wreck a Baal Predator. Heck, the Power Klaw alone can reliably get in 2 hits, and Str 9 vs rear armor generally means those are both pens (they only glance on a 1). Even the normal boyz can glance it on 6's. My point is that while the attack is indeed impressive, barring super-luck, it will only happen once.

I much prefer keeping them at arms length, as that allows me to keep the pressure on while moving about the table and forcing him to split up if he wants to inflict damage. I'd rather have 6 shooting phases of TL Assault Cannon and 2 Hvy. Bolters than one shooting phase of Hellstorm Cannon and 2 Hvy. Flamers.

I do agree with just throwing BA dreads at the Kans. Magna Grapples, higher Int and WS. They will eat the Kans for lunch and then start in on the Boys behind.

This message was edited 1 time. Last update was at 2011/09/01 22:58:54


 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Can Dreads eat?That was a question I have been wondering since the Authoring Astartes article in WD374.

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Fluff wise? DeffDreads are fed a liquid goo through tubes. SM Dreads, Ive no idea
   
Made in nz
Regular Dakkanaut






I'm not familiar with BA, but if it helps I hate thunderfire cannons. Ignoring my KFF 4 times per turn hurts real bad.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Deffkoptas or kommandos will fix that problem for you REAL quick like
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

Not what he meant.The Thunderfire cannon's Airburst mode ignores cover saves(and ork 6+ armour).Because the KFF is a cover save not an invulnerable save,the Thundefire cannon can effectively saturate a 30 strong mob with 4,Str 5 small blast markers,no saves(AP6).

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






That's exactly what he meant. Koptaz eat thunderfire cannons for breakfast.

This message was edited 1 time. Last update was at 2011/09/04 15:34:35


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Liche Priest Hierophant






But the Kommandoes or Koptas are able to get to the Cannon and tie it up in close combat, so it can't fire.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

I though he meant the Stealth or 3+ cover for Turbo Boosters.

I'm celebrating 8 years on Dakka Dakka!
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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Why would orks rely on anything other than ramming a choppa into the problem's head?

Kommandoz also don't have stealth.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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