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Made in us
Executing Exarch





The Twilight Zone

Shock attack gun. Even on average rolls, you get an Ap2 large blast. Decent chance to insta kill them too.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in za
Mutilatin' Mad Dok





Dribble Joy wrote:Bit of a bump, but hey ho.

Here's how it works:

Boys assault the paladins and get into BtB with all of them, leaving a small gap. The meganobs are off to one side and just in reach of one of the paladins through the gap. The paladins in BtB with the boys have to attack them, no choice about it, only the single model in contact with the lead meganob can attack the meganobs, if this is the banner bearer, all the better. There should be a number of meganobs clustered around the lead member, which all attack through him.

A bunch of boys die, maybe a meganob, then a torrent of PKs rain on the paladins.

yeah, I can understand that, but considering how one is forced to move models into B2B, leaving just a "small window" upon seems an overly risky thing to rely on. This also assumes the Paladins are in a straight line, and not "bunched" so that middle members are not immediately in b2b, thus can (a) react into the meganobs, and / or (b) be within 2" of a paladin that is b2b with the meganobs. If even two paladins can throw attacks at the them, you're already losing 3 whole meganobs.

I agree that it's an affective idea, just that it's risky. You'd need to get both the boyz and the meganobz to them, AND you'd need to rely on fortunate positioning so that you can wrap around them.

But one must remember that they have defensive grenades, AND 3 attacks base due to the very likely presence of the banner - you'll only get 3 attacks when charging with your Meganobs, and only a few meganobs will get in if you're looking for such a small window.

And finally, the paladins will be scoring very high on assault results purely on the number of boyz they kill - they will still stand a very good chance of winning combat.

It's a messy affair getting into assault with them - I still recommend just keeping back and hitting them with KMB's

This message was edited 1 time. Last update was at 2012/06/22 18:06:43


 
   
Made in ca
Lethal Lhamean





somewhere in the webway

swarm them with grots while the rest of your army kills everything else.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in za
Mutilatin' Mad Dok





DarthSpader wrote:swarm them with grots while the rest of your army kills everything else.

Hilarious imagery, but a whole unit of them will rarely inflict even a single wound, and they will be fleeing for their hides after the first combat. Remember, grots don't have mob rule! They will certainly serve as a great "barrier" to prevent the Paladins from assaulting something of yours, but when one takes assault-victory consolidation into account, grots may even speed them up.

You could use them as buffers, to prevent the Paladins from assaulting a certain unit - I wouldn't disagree there. Just remember that they don't have mob rule, and are only t2, so they CAN be shot off the board before they cause issue for the Paladins
   
Made in ie
Jovial Junkatrukk Driver





Angloland

I seriously hope GKs will get a nerf in the next edition

motyak wrote:[...] Yes, the mods are illuminati, and yakface, lego and dakka dakka itself are the 3 points of the triangle.
 
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

flamers actually do really well. It's just like any other army against grey knights. There are not alot of them, the more you make them roll, the better you will do.

 
   
Made in us
Charing Cold One Knight




Lafayette, IN

Daemonhammer wrote:I seriously hope GKs will get a nerf in the next edition


Why? GKs aren't broken by any means, its orks and older codexes that need a boost.

As for what orks can do against paladin squad: Not much that you would normally take in a list other than kans with KMB (uncommon build, but quite a reasonable upgrade) and battle wagon spam tank shocks. Paladins are like a giant rock and orks lack the proper paper. Best they can do is get out of the way of the rock, and maybe divert it.

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






sfshilo wrote:flamers actually do really well. It's just like any other army against grey knights. There are not alot of them, the more you make them roll, the better you will do.


Even a perfect hit from a burna wagon (that's 165 hits) would only cause seven wounds, not killing a single paladin.

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 gb
Waaagh! Warbiker





Paladins with force swords/halberds/falcions/staves are AP3 now.

Meganobs will do horrible things to them.

Deffwing Nutta.

Codex: Bad Moons 
   
 
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