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How would an Ork army deal with this 2000 point Mech IG monstrosity?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Nasty Nob






Gardner, MA

CCS
Melta bombs
4x Plasma guns
Officer of the fleet
Chim


Vet squad
3x Plasma guns
Autocannon
Chimera


Vet squad
3x Plasma guns
Autocannon
Chimera

Vet squad
shotguns
3x flamer
Chimera

Vet squad
shotguns
3x flamer
Chimera

Vet squad
3x meltagun

Vet squad
3x meltagun

Hellound

Valkeryie

Valkeryie

LRBT
hull flamer

LRBT
hull flamer

Manticore

A man's character is his fate.
 
   
Made in au
Spawn of Chaos





Firstly I'm going to assume that "an ork army" is going to be a standard ork army comprised mainly of boys.

Secondly, from experience, quite badly.

(edited two times because I can't spell the word badly for some reason tonight.)

This message was edited 2 times. Last update was at 2010/07/18 14:27:42


"And they shall stammer"

3000+ pts Chaos Space Marines
~500pts Imperial guard


 
   
Made in us
Nasty Nob






Gardner, MA

Honestly - Im beginning an Ork army so any configuration is possible. Id like to take suggestions from Dakka to build the Ork army.

A man's character is his fate.
 
   
Made in us
Yellin' Yoof




OKC

Trukks will help you get into close combat fast, which is generally where you want to be. Lootas can provide ranged cover and take out almost any vehicle he's got, if you're lucky.

Personally I'd prolly have Nobz in a trukk w/warboss, at least two groups of Boyz in trukks (hopefully tucked out of LoS for the first turn), Deffkoptas, and the rest is flavor to taste.

How do I roll?



Check out my blog!

http://allpurposenerds.blogspot.com/ 
   
Made in us
Regular Dakkanaut




In general? Terribly. This has a decent shot:

90 - Big Mek, KFF, Flamer
345 - 3x Battlewagon (Deff Rolla, BS)

340 - 20 Boyz, Nob, PK, BP, BSx2 (one on Nob)
159 - 19 Boyz, Nob, PK, BP, BSx1

280 - 8 Nobz, 3xPK,2xBC,PB,BP
-115- Battlewagon, Deff Rolla, BS

220 - 10 Kommandos, 2 Burnas, Boss Snikrott (215 if Snikky has his own BP, I seriously forget)
-120 Attached Warboss in Megarmor, Attack Squig

165 - 11 Lootas
165 - 11 Lootas

This is similar how I'd run a 2000 point list (okay, I might take a Waaugh banner, but nothing in the IG list is worth fielding one, Nobz are owning them anyway). Snikkrott and the Warboss should pay the Leman Russes a visit by infiltrating with Snikkrott's special rule. Strength 10 PKs on a stationary vehicle will ensure that even the Lemen Russ does not survive this (hell, a LAND RAIDER might not). Valks are going to be an issue, but... they do that. Lootas can take some out, but they may very well die to a man before all of them are down. It may be worth considering dumping Snikk and pals for a 3rd loota squad. That being said, Snikk is vicious when he works with the attached Megaboss.

I haven't particularly customized my standard mech boyz for 1750 much, so there may be other innovations you can take to make this list even 'arder.

Use Deff Rollas to deal with the Hellhounds. You won't get the bloody Valks with them, but they can smack down the hounds and russes fine, and can always go deff rolling guard units once empty.

P.S. Snikkrott with an attached IC utterly works. Your opponent can deal, he's running Imperial Guard.

P.P.S. Maybe I'm crazy, but that's a lot of flamers in that army.

This message was edited 1 time. Last update was at 2010/07/18 19:14:35


 
   
Made in us
Guarding Guardian




The key thing to remember with Orks versus mech IG is that while it may have AV12 or even 14 on the front... it's AV10 on the back. That means that even a single powerklaw on the charge is pretty good odds to wreck any vehicle in the list. And once you've wrecked the vehicles, you can generally mop up any troops left with your orks pretty easily. The vehicles are also where all the blast templates and most of the flamer templates are. Remove those, and your troops live a lot longer. So, really, the key is going to be to crack as many vehicles as quickly as possible.

Against this army, I'd probably start with a couple of Deffkoptas with buzzsaws and TL-Rokkits. 3 units of 2. If you can get first turn, those can probably neuter the most threatening of the opponent's armor (the Manticore, 2 russes, Valkyries, and Hellhound are priority targets, in about that order). If you've got spare points later on (probably not), you could go back and add in additional non-buzzsaw koptas to help blow down any leftovers in subsequent turns.

Lootas and Tankbustas are both good against this list. Without squadrons, Lootas lose a little of their luster (woohoo, I shot a single chimera 45 times, but the first 5 were enough to blow it up...). Normally anyone wouldd forgo tankbustas, but there's almost nothing in this list that they aren't going to want to shoot anyhow, and their tankbusta bombs and tankhammas are excellent versus guard vehicles. Remember that you don't have to shoot the closest vehicle, just that you have to shoot any vehicle if there's at least one in LOS. Bombsquigs are also very good, as they effectively hit on 2+ with S8 and allow you to potentially target two vehicles with each squad in a turn. I'd probably go with a unit of 10 Lootas and 2 units of 10 Tankbustas with 3 bombsquigs and 2 tankhammas each.

For HQs, I'd probably go with at least one Big Mek with KFF, and probably a Warboss of some sort. The Mek gives me that critical turn or two of cover saves against the shooting. The Boss gives me the ability to take a unit of MegaNobz as troops. As such, I'll go with a Mega-Armored boss.

That leaves enough points to fill out some troops. Meganobz, using the ability of the Warboss to take them as troops, are a must. They're the cheapest PKs available in the list, their 2+ save is good against all the vehicle shooting in this guard list, and once you've cracked open a few transports, they can be safely in combat where the plasma and melta vets can't shoot them. A unit of 6 in a Deffrolla battlewagon is probably a solid core for the army. You can put the Boss and Mek with them, to give the wagon a 4+ cover save for the turn or two until you're close enough to dump out. Leave the Mek inside and run around rolla'ing anything I can.

Beyond that, I need some boyz, just for objective taking and for helping to mop up things that have come out of transports. I'd want small units in trukks, because despite the fact that the trukks are going to die, a single turn of 19 inch flat out movement is almost entirely worth it. It also gives me more klaws for vehicle killing. Should have just enough points left to get 3 units or so of boyz in trukks. I always take boarding planks and reinforced rams. The rams will let you hide in cover without immobilizing yourself, and the planks can let the Nob assault vehicles with the his Klaw without taking wounds from the resulting explosions. Of course, assuming the trukks live that long.

So my list is going to look something like this:
Mega Armored Warboss with Bosspole.
Big Mek with 'eavy armor, KFF and PK.
10 Lootas.
2x 10 Tankbustas with 3 Bomb-squigs and 2 Tankhammers.
6 MegaNobz in a Battlewagon with DeffRolla, Boarding Plank, Bigshoota)
3x 2 Deffkoptas with Buzzsaw and TL-Rokkits
3x 11 Boyz plus Nob in Trukk. Rokkit for the Boyz, 'eavy armor, Klaw, and Bosspole for the Nob. Trukk gets Boarding Plank, and Ram.

The tactics are pretty simple. Hope to get first turn. If I do, rush a unit of Koptas at the Manitcore, and the other two units at whatever seems the biggest threat. That's probably the Russes, but may be the valkyries. If I can set up for a multi charge, especially on the second two kopta units, I'll take it. I don't need to kill vehicles, I just need to keep them shaken for a turn or two.

The Lootas set up in cover and start destroying Chimeras and Valkyries. The tankbustas will run behind the vehicle wall, for some cover, and start shooting anything they can. Once they're in range for the bomb squiggs, they'll start using those on nearer targets and their rokkits on farther ones.

The Battlewagon and trukks rush straight up the center, hoping that the 4+ cover save from the mek can keep enough of them alive to get to the IG lines. Turn 2, I should be close enough that the MegaNobz can pile out and I call the waagh. Again, try to multicharge as many vehicles as possible, as 29 PK attacks at S9/10 is enough to wreck several vehicles a turn. The mek stays in the wagon if it lives, and they ram and deffrolla anything they can, and use the PK via the boarding ram to help finish off anything that didn't die. If I can rolla over a troop unit into a vehicle, that's even better.
   
Made in us
Grovelin' Grot Rigger



East Coast

Hehe, if you try that, hopefully you'll have better luck than me with the squigbombs. I used those from behind my Dread last game and kissed my dread good by.
   
 
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