Switch Theme:

SM v orks  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stalwart Tribune





Long Beach CA.

So I'm up for a game against orks on Saturday, it's been a while since I've played against them and I was just hoping some people could give me a few pointers .

My army consists of roughly the following at the moment:

Librarian with GoI, Force dome 100

5x Scouts with camo cloaks, ML 100

TAC squad with melta, MM, DP with locator beacon 220

7x sternguard with 2 meltas, 3 combi meltas, 1 combi-flamer.

6x Scout bikers with locator beacon 155

Predator with sponson las 120

T-fire cannon 100.


I don't really know much about my opponent's forces, aside from the fact that it's mostly, i believe, based around the AoBR boxed set. Any help would be appreciated. Thanks!

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in cz
Death-Dealing Devastator





Hi,

orks in 1000 pts lists and lower are very dangerous, they can put on table 50+ units so go to him with Tac squad in DP isnt the best idea, maybe better is to put your tac in rhino and stern into DP, give to your libbi null zone and avenger. Agains hordes armies dont be hurry to go into CC with them, only if you have CC special list. TFC is good choise but always in 2 or more units, same about other heavy support vehicles, always is good to double them. In SM army heavies are very specific and fill different tasks in battle, antitank platform, antihorde, etc., so if you take 1 type of heavy unit and want from it to support your other units and it will be destroyed, you support in this platform is gone and also your battle plans and main tactics.
Maybe this helps you a little.

This message was edited 1 time. Last update was at 2011/01/21 09:34:24


 
   
Made in gb
Bonkers Buggy Driver with Rockets






What's the points limit? Seems like 1000pts frmo what I can see.

Anyway having fought the AoBR stuff (x2 at 2000pts), I know you've got a poor set-up. Flamers - you need more. Sternguard could be 5 man with a heavy flamer or too and some combis. Tac squads should have flamer/ML set up. Scouts, make them cc based and use them as a speedbump for the boyz. The thunderfire cannon should give you the upper hand but watch out for the koptas scouting into your lines first turn.
See if you can get another tac squad and the stenrguard to go in a drop-pod. That should mess up his lines. Oh and give the Librarian Avenger. Null Zone shouldn't be needed since the AoBR orks don't have cyborks.



Grimjaw's Doom Riderz - 1500pts, 98% WIP 
   
Made in gb
Tunneling Trygon






You're heavy on the melta, but if he goes full horde you have little to offer. Tacs should be in a rhino with flamer and ML if possible.

Sternguard I would make use of their special ammo to trim the orks down rather than going quite so heavy on the meltas.

Drop the locator beacons, they are too expensive at 1,000 points. I would also look to drop the las sponsons as you can afford another predator for the points. With all the other savings you could also add a dread to your list if you have one?

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Charing Cold One Knight




Lafayette, IN

Lord PoPo wrote:So I'm up for a game against orks on Saturday, it's been a while since I've played against them and I was just hoping some people could give me a few pointers .

My army consists of roughly the following at the moment:

Librarian with GoI, Force dome 100 Why force dome? Its better to take null zone for all comers (and in case your opponent takes cybork bodies

5x Scouts with camo cloaks, ML 100 I prefer the special heavy bolter, BS 3 solid shot missiles are something I don't like in 100 points units that have anti infantry weapons, go with the poison blast

TAC squad with melta, MM, DP with locator beacon 220

7x sternguard with 2 meltas, 3 combi meltas, 1 combi-flamer. Make all of this combi, the special ammo is a big part of the reason why these guys cost 25 points base

6x Scout bikers with locator beacon 155 I don't think I would ever consider scout bikers without the astartes grenade launcher

Predator with sponson las 120

T-fire cannon 100. This is pretty decent against orks, but really only against orks and maybe nids. Has some issues with durability if your opponent brings lootas. (artillery rules suck)


In general most of your list seems to be a deepstrike list, maybe trying to be too cute with the gate of infinity sternguard at such low points. Deep striking means you start out next to the orks, which is bad.

I would suggest not deploying in the pod and dropping it empty.

 
   
Made in ca
Krazed Killa Kan




Claremont, ON

As an ork player my first goal would be to tackle that thunderfire cannon. Since you can expect him to have coptas Do not rely on the cannon to win the game because if he is smart he would make every effort to take out the fragile cannon.

Lots of flame. Orks hate flamers. Be ready for CC as well because everyone knows that will be an orks top priority.

2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

Take the lascannon sponsons off the pred. You need the additional dakka of the Heavy Bolter sponsons.

I would drop the drop pod altogether. You want as much distance as possible.

Change the sternguard to flamers (you could just do counts-as, I'm sure your opponent wouldn't mind).

Give you libby the avenger.

Go with the Heavy Bolter on the Scouts.

 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

Dreadnoughts. Orks hate Dreadnoughts. Ironclads with heavy flamer, Hurricane bolter, Ironclad Grenade launchers = full of win

   
Made in us
Stalwart Tribune





Long Beach CA.

notabot187 wrote:
Lord PoPo wrote:So I'm up for a game against orks on Saturday, it's been a while since I've played against them and I was just hoping some people could give me a few pointers .

My army consists of roughly the following at the moment:

Librarian with GoI, Force dome 100 Why force dome? Its better to take null zone for all comers (and in case your opponent takes cybork bodies I like dropping S 8 ap 3 hits from a 88% chance to kill to a 55% chance to kill. But I'm on the fence on whether I should take that or null zone, so I'll try Null zone this time

5x Scouts with camo cloaks, ML 100 I prefer the special heavy bolter, BS 3 solid shot missiles are something I don't like in 100 points units that have anti infantry weapons, go with the poison blast I'm worried about mech armies, not against this opponent in particular, but in general, that taken into account, would you still suggest the heavy bolter?

TAC squad with melta, MM, DP with locator beacon 220

7x sternguard with 2 meltas, 3 combi meltas, 1 combi-flamer. Make all of this combi, the special ammo is a big part of the reason why these guys cost 25 points base Again, the idea is that against armies in general, I like not having to worry about running out of melta halfway through the game. Again however, i'll try keeping to combi

6x Scout bikers with locator beacon 155 I don't think I would ever consider scout bikers without the astartes grenade launcher I would agree. But I've found that considering how many turns I end up turbo boosting to place my locator beacon for subsequent gating, I rarely get a chance to use such a good upgrade.

Predator with sponson las 120

T-fire cannon 100. This is pretty decent against orks, but really only against orks and maybe nids. Has some issues with durability if your opponent brings lootas. (artillery rules suck) I realize this, ideally i would like to bring two, but i simply don't have the points. hopefully I'll be able to protect it. Any thoughts on how?


In general most of your list seems to be a deepstrike list, maybe trying to be too cute with the gate of infinity sternguard at such low points. Deep striking means you start out next to the orks, which is bad. Again, I realize how hard it is for an army like mine to be effective at such low points, and help would be appreciated.

I would suggest not deploying in the pod and dropping it empty. what about objectives?


Thanks for the comments

PM me! Let's play a game!

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination.

"GOTHIC MOTHAFETHA, DO YOU SPEAK IT?!" 
   
Made in ca
Krazed Killa Kan




Claremont, ON

Orks don't particularly hate dreadnaughts. Pretty easy to take down with a few loota squads or buzzcoptas if you ask me. So unless you have more than 2 dreads then it's not worth it.

This message was edited 1 time. Last update was at 2011/01/24 14:21:18


2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in us
Charing Cold One Knight




Lafayette, IN

skycapt44 wrote:Orks don't particularly hate dreadnaughts. Pretty easy to take down with a few loota squads or buzzcoptas if you ask me. So unless you have more than 2 dreads then it's not worth it.


I wouldn't say that they are easy to take out with lootas. 15 lootas (max you can take) 30 shots on average (if you want to calculate lower or higher, multiple my final result by .5 or 1.5) 10 hits (BS 2 sucks) 1.66 pens, cover ignores 1/2 of these (against lootas, its in cover) so .83 pens, need a 5+ to destroy, so about a 28 percent chance to kill a dread with penatrating shots (this doesn't include the desirable lower results or destruction chance from glancing to death, as they aren't particularly good) ICs are nearly impossible for orks to destroy with shooting.

Koptas: If you are shooting the rokkits, the odds aren't horrible for single shot weapons, but lack the volume to really do as much as people like to think. And S7 PKs only scare transports.

Lord PoPo:

1: most of the time people aren't firing anti tank weapons at tactical squads or sternguard. They usually fire small arms and occasional templates at them. In which case you are 3+ armor against small arms, and against Ap3 blasts you should be in cover against LRBT type units. (including DS into cover, its safer to take a dangerous terrain test than to have a pie plate eat your squad)

2: yes, scouts aren't good anti tank. 1 anti tank weapon that has a guardsman BS isn't worth 100 points. Scouts are better at shooting up infantry, and the HB is a superb complement to the sniper riffles or bolters you give them.

3: you can get 2 shots with combi squads over the course of the game. It takes about 3 shots at a single target with melta to have a good chance of destroying it, so if you take 6 combis and fire only 3 the first time, you can have some left if you have another target during another turn

4: I think you might be trying to be too cute with how you use your beacon. Wasting the potential of the S6 rapid fire against side armor in a unit that has infiltrate and scout moves is pretty wasteful. Also, with those two deployment options, why do you need to turbo so much? Infiltrate 18 inches away from opponent + turbo boost during scout move means you can be 12 inches away from the enemy pretty much anywhere on the board.

5: i advocate not using these things at all. They stink of too narrow focus, and you can get better utility if you can free up ponts for a dev squad with MLs. ML devs can shoot tanks up pretty well, and can rip up horde infantry with 4 blast templates.

6: Start on the board, DS is an option, not a straight jacket. You have gateway, so can have the librarian jump if you need too.

7: you only need to capture more objectives than your opponent. You can contest the ones that he is trying to cap. So have your tac or scouts baby sit one objective, and drop a pod (empty),drive your bikes, or gate in your sternguard into his.

This message was edited 2 times. Last update was at 2011/01/24 15:34:00


 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

notabot187 wrote:I wouldn't say that they are easy to take out with lootas. 15 lootas (max you can take) 30 shots on average (if you want to calculate lower or higher, multiple my final result by .5 or 1.5) 10 hits (BS 2 sucks) 1.66 pens, cover ignores 1/2 of these (against lootas, its in cover) so .83 pens, need a 5+ to destroy, so about a 28 percent chance to kill a dread with penatrating shots (this doesn't include the desirable lower results or destruction chance from glancing to death, as they aren't particularly good)
What are the chances of a single loota vs. an AV12 dreadnought? The chart shows below when ran through the simhammer. I would say 15 lootas has a good chance to destroy a dread. (divide the chances in half if the dread is obscured)

Overall
Total Shots Hit................33.24%
Total Shots Missed...........66.76%
Target Not Effected.........88.86%
Total Effects on Target.....22.28%
Destroyed or Exploded......1.83%

Total Effects
Shaken Hits.................... 7.28%
Stunned Hits.................. 3.86%
Weapon Destroyed..........3.84%
Immobilized .....................3.50%
Destroyed.......................1.86%
Exploded........................1.84%

In comparison, a LC fired by a marine has a 45% of effecting the dread, with 11% destroyed.
   
 
Forum Index » 40K General Discussion
Go to: