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Made in ca
Fresh-Faced New User





Grande Prairie, AB

Hey guys I just finished playing my second warhammer 40k game today!( it was a blast) I'm pretty new and I'm just wondering if anyone can help me out. My opponent has a squad with an
ork warboss with power claw and a few (4) other nobs I'm not sure about their upgrades, but I can't seem to kill this squad and they run through most my army! Please help I play as space marines but hope to change
to blood angels in the near future so any tactics or certain units that I should add into my army would be great! also I might be playing a Imperial guard army in the next few weeks any tips would be great! thanks in advance!!!!

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Made in se
Sneaky Kommando






Sweden

Hello there! I know nothing about space marines, but I play Orks. For what it's worth, Warbosses and Nobs are pretty resilient, especially if they are upgraded correctly. Their armor saves still suck though, even with upgrades they'll be 4+ at best, so AP4 and lower will always deny them saves. Other than that, the best advice I can give is to just unload on them. You do not want them to get in close combat with you, but they suck at shooting so you should be able to take them down from a distance if you focus mildly on them.

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Made in ca
Fresh-Faced New User





Grande Prairie, AB

He also has Mega armor on his war boss giving him 2+ armor save :S

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Made in gr
Sneaky Lictor





Greece

Your best shot has to be their bad movement. If they have a boss with Mega Armor then they are moving at 3d6 rather than a full 6. If your opponent is transporting them target the transport and make sure they are walking

To kill them you will need lasscanons or rockets which are Str 9 and 8 so they will deny the nobs an armor save, feel no pain and will also cause instant death. Blood angels also have the Sanguinary guard who all carry power weapons and will strike first on the charge however this can be risky because if the orks are not wiped out they will take several sanguinors with them

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Whats your vanilla list look like? You dont have to go BA to beat them, infact my fav games are when I play against a vanilla SM army, I personally think they are so nicely matched gamewise.

The thing is, a Warboss w/nobz is just a tough unit. Even not optimized its a tough unit. But nobz get the ol ID from a missile launcher, and last I checked SM tacticals get those for free. Now is the boss running with regular nobs or MegaNobz? Because if its the ladder, then assault them with something that has power weapons. Same goes for taking the boss out reliably. Power weapons will ignore that hefty 2+ and leave the boss with just a 5+ save (unless your friend didnt take that upgrade, in which case, he wont forget it next time lol)

This message was edited 1 time. Last update was at 2011/01/24 12:01:18


 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

For a modest point cost, grabbing a Vindicator with a Demolisher Cannon on it will wipe away any save that an ork may get short of a cybork 5+ invulnerable.

It's a short 24" weapon range, but it works wonders against anything that needs to get close to you and has 5 toughness or less.

This message was edited 1 time. Last update was at 2011/01/24 13:40:12


   
Made in us
Charing Cold One Knight




Lafayette, IN

If you want to beat the nobs at their own game of assault just bring a unit of TH/SS termies.

2+/3++ save (so shrugs off power klaws) with weapons that cause instant death to the nobs ignoring armor (he has to have cybork to get any save at all, and is only 5++) and ignoring FNP.

An advantage to going with these guys in addition to beating that unit is that it is much cheaper than your opponents. If you want to screw with him even further, take a null zone librarian. Makes him reroll his successful invuls, pretty much guaranteeing that his nobs will die.

You also should invest in a land raider, redeemer or crusader, to transport the termies + librarian in. This ensures you will get to deliver the cargo where you want it. It also has the advantage of being nearly unstoppable by any army that doesn't have access to melta or high strength AP1 weapons. This includes orks, whose best option for taking out Land raiders is CC, and not even a good option at that (get assaulted by cargo and die even if successful).

 
   
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Arch Magos w/ 4 Meg of RAM






Mira Mesa

Granted TH/SS Terminators will get bent over by a mob of 30 Boyz, so don't get cocky.

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Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

notabot187 wrote:If you want to beat the nobs at their own game of assault just bring a unit of TH/SS termies.

2+/3++ save (so shrugs off power klaws) with weapons that cause instant death to the nobs ignoring armor (he has to have cybork to get any save at all, and is only 5++) and ignoring FNP.

An advantage to going with these guys in addition to beating that unit is that it is much cheaper than your opponents. If you want to screw with him even further, take a null zone librarian. Makes him reroll his successful invuls, pretty much guaranteeing that his nobs will die.

You also should invest in a land raider, redeemer or crusader, to transport the termies + librarian in. This ensures you will get to deliver the cargo where you want it. It also has the advantage of being nearly unstoppable by any army that doesn't have access to melta or high strength AP1 weapons. This includes orks, whose best option for taking out Land raiders is CC, and not even a good option at that (get assaulted by cargo and die even if successful).


Thats over 600 points to combat a unit of 4 nobz! If it was a full 10 man tricked out nob squad then it might be worthwhile but its insane overkill to sort out the OP's problem

@OP- Two units of tactical marines in double tap range should be able to put the nobz down in a turn (if they have 4+ armour and you roll statistically you'll get 10 wounds through). That leaves you 2 krak missiles and 2 flamers for the warboss (Krak missiles cause instant death and ignore the 2+ armour). You just have to be able to focus your fire when they get close to make sure they go down.

   
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Charing Cold One Knight




Lafayette, IN

Gorechild wrote:
notabot187 wrote:If you want to beat the nobs at their own game of assault just bring a unit of TH/SS termies.

2+/3++ save (so shrugs off power klaws) with weapons that cause instant death to the nobs ignoring armor (he has to have cybork to get any save at all, and is only 5++) and ignoring FNP.

An advantage to going with these guys in addition to beating that unit is that it is much cheaper than your opponents. If you want to screw with him even further, take a null zone librarian. Makes him reroll his successful invuls, pretty much guaranteeing that his nobs will die.

You also should invest in a land raider, redeemer or crusader, to transport the termies + librarian in. This ensures you will get to deliver the cargo where you want it. It also has the advantage of being nearly unstoppable by any army that doesn't have access to melta or high strength AP1 weapons. This includes orks, whose best option for taking out Land raiders is CC, and not even a good option at that (get assaulted by cargo and die even if successful).


Thats over 600 points to combat a unit of 4 nobz! If it was a full 10 man tricked out nob squad then it might be worthwhile but its insane overkill to sort out the OP's problem

@OP- Two units of tactical marines in double tap range should be able to put the nobz down in a turn (if they have 4+ armour and you roll statistically you'll get 10 wounds through). That leaves you 2 krak missiles and 2 flamers for the warboss (Krak missiles cause instant death and ignore the 2+ armour). You just have to be able to focus your fire when they get close to make sure they go down.


I could have sworn that 200(can only fit 5 termies + character in a redeemer, and 6 with character in a crusader) + 100(or 125 if you go with the termie armor) + 250 was only 550 (or 575).

Also, there is no such thing as overkill. Only the termies are really meant to combat the specific threat of nobs. The librarian SHOULD be the defualt HQ. A LR crusader or redeemer can nearly break an ork army by itself, clearing out a mob of boyz during the shooting phase. So of that 550 point total 100 is compulsory, and 250 is great against the rest of the army.

Krak missiles don't ignore 2+ armor. Krak is AP3. The WB gets its full save including FNP. It also doesn't cause instant death. The WB is T5 and 3 wounds. Bolters suck against nobs unless you are packing more than that. Most ork players include the pain boy, so they get a 4+ and FNP against marine small arms. Lets break down what 16 bolter shots do (1 squads at rapid fire range, and assuming correctly that your special and heavy weapons guys don't have bolters) 10.5 hits, just over 5 wounds. They put 1 wound on each single model, which is what diversified nobs do. They ignore 1/2 from armor, then they ignore 1/2 of the remaining from FNP. You MIGHT cause a wound to a single model. Which kills exactly none of them. The second squad shooting doesn't really do much, but there is a chance that you could possible get the opponent to fail on a nob that already has a wound. Don't count on it.

I personally always assume an ork player knows how a warboss + nobs works. Rules familiarity with how wound allocation, FNP, and instant death work is why people create these squads.

 
   
Made in us
Death-Dealing Devastator






I sugest hitting them with ML and meltas, these will cause instant death to the nobz. also don't count out your bolters, consentrait your fire and try to stay out of charge range. the CC termies are also a great Idea. A Daka pred might be of some use as well.

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Its INCREDIBLY unlikely, but I did once lose a boss on a bike to a HB razorback. Just sayin

that was actually the funniest moment ever playing Orks. The story is just insane

This message was edited 1 time. Last update was at 2011/01/24 16:58:59


 
   
Made in us
Charing Cold One Knight




Lafayette, IN

KingCracker wrote:Its INCREDIBLY unlikely, but I did once lose a boss on a bike to a HB razorback. Just sayin

that was actually the funniest moment ever playing Orks. The story is just insane


Mine was shooting a greater daemon to death with grots.

 
   
Made in ca
Lethal Lhamean





somewhere in the webway

- entire unit of 10 trueborn with SC and carbbines unload on a DP - fail to do anything.... dracon with splinter pistol = HEADSHOT and takes the DP last wound. too funny.

on topic. best way to deal with ork nobs with vanilla marines is thus:

shoot his trukk or battlewagon. if you can make him walk, youve got a big advantage. second, anything that will negate his armor (usually 4+/5+ invun, fnp) plasma works well here. hits on 3, wounds on 2, and only a 5+ invun. a lot of plasma can turn a nob mob into mush. combine with some krak missle and addtl bolter fire, makes nobs die fast.

also wont do much, but maybe can help with picking off that painboy, is tellion. he can "snipe" models. force the wounds on the painboy. when it dies FNP goes away. otherwise anything with init 4 or better with power weapons and a decent armor or invun can mush nobs. TLC termies can do well. or the TH/SS.

just some food for thought

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

notabot187 wrote:If you want to beat the nobs at their own game of assault just bring a unit of TH/SS termies.

2+/3++ save (so shrugs off power klaws) with weapons that cause instant death to the nobs ignoring armor (he has to have cybork to get any save at all, and is only 5++) and ignoring FNP.

An advantage to going with these guys in addition to beating that unit is that it is much cheaper than your opponents. If you want to screw with him even further, take a null zone librarian. Makes him reroll his successful invuls, pretty much guaranteeing that his nobs will die.

You also should invest in a land raider, redeemer or crusader, to transport the termies + librarian in. This ensures you will get to deliver the cargo where you want it. It also has the advantage of being nearly unstoppable by any army that doesn't have access to melta or high strength AP1 weapons. This includes orks, whose best option for taking out Land raiders is CC, and not even a good option at that (get assaulted by cargo and die even if successful).
Notabot gives good advise here.

Orks have an incredibly hard time with land raiders. A redeemer gives 2 very nasty templates that wound on a 3+ (though usually only one can be fired)

A squad of TH/SS termies can counter his warboss and nob squad. I was playing last week with my green tide army, and both my warbosses were brought down by them. Even though he could not insta-kill the warboss (T5), he was able to deliver 3 wounds after just 1 round in assault.

The termies are not the overall/end-all to your problems. If they are assaulted by 2 squads of 30 boys each, they will lose due to volume of fire. Still, for the role of taking down the enemy boss, they deliver what you need.
   
Made in us
Lone Wolf Sentinel Pilot






Philadelphia

All of these are good suggestions, however the OP did say it was his 2nd game people. You are suggesting units and tactics that are, IMHO, a little above his head at the moment.

I would suggest plenty of bolter fire, and denying him the charge. No matter how many wounds he has, or how good his armor, eventually he will have to roll 1's. So just keep pumping bolter fire into him, and eventually those nobz will go down. Orks also benefit so much from getting the charge, so when he gets kinda close, make sure that you assault him. Your marines are going to need all the help they can get in close combat, and taking away furious charge will help to Nerf his nobz somewhat.

This message was edited 1 time. Last update was at 2011/01/24 19:58:06


 
   
Made in us
Combat Jumping Ragik






If it's nobz / nob biker wound allocation abuse I have 2 words for you.
Strength 8+ (ok so three) it will ID the nobz & make wound allocation much less abusable.

Shoot at them with whatever your anti-tank guns are.

This message was edited 1 time. Last update was at 2011/01/24 20:26:30


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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

notabot187 wrote:
KingCracker wrote:Its INCREDIBLY unlikely, but I did once lose a boss on a bike to a HB razorback. Just sayin

that was actually the funniest moment ever playing Orks. The story is just insane


Mine was shooting a greater daemon to death with grots.



ok I might be 2nd to that one then. He survived being shot at, literally, by the entire SM army (1500pts) everything either missed, or he saved. The last ditch effort of the SM player was a HB razorback, that scored 2 wounds that I failed, and the stormbolter took number 3. All within about 20 seconds. It was EPIC
   
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Daemonic Dreadnought






TH/SS termies will pretty much wreck nobs, even more so if they are FNP BA.

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Made in ca
Fresh-Faced New User





Grande Prairie, AB

Hey guys! Thanks for the quick reply! My current Vanilla Space marine list is
HQ Chapter Master
Bolt gun/ Relic Blade
Artiifiicer armor 170

Troops
Tac (10)
Boltpistol/ Chainsword
Flamer/Missile Launcher 170

Tac (10)
Combi-plasma/ Chain sword
melta/ Missile Launcher
Teleport homer 200

Scouts
4x sniper 1x Missile Launcher 85

Rhino 35
Drop Pod 35

Elite
Dreadnought multi melta/ stormbolter 105

Terminator squad (5) 200

Total 1000


Automatically Appended Next Post:
and as for his squad his Warboss has mega armor and boss pole and the nobs just have mega armor!

This message was edited 1 time. Last update was at 2011/01/25 00:56:41


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Powerful Pegasus Knight






Oxnard, CA

PraetorDave wrote:All of these are good suggestions, however the OP did say it was his 2nd game people. You are suggesting units and tactics that are, IMHO, a little above his head at the moment.

I would suggest plenty of bolter fire, and denying him the charge. No matter how many wounds he has, or how good his armor, eventually he will have to roll 1's. So just keep pumping bolter fire into him, and eventually those nobz will go down. Orks also benefit so much from getting the charge, so when he gets kinda close, make sure that you assault him. Your marines are going to need all the help they can get in close combat, and taking away furious charge will help to Nerf his nobz somewhat.



It is never too early to start learning advanced tactics. I won quite a few games starting out over my buddies starting at the same time because I went beyond the whole IG has lots of guns... lets just stand here and shoot alot at stuff idea.

This message was edited 1 time. Last update was at 2011/01/25 01:01:31


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Lone Wolf Sentinel Pilot






Philadelphia

I'm going to assume you are building off of AoBR with your list.

The Chapter Master is too overpriced for this points amount. Call him a captain and save the 25 points.

Who has the Rhino and who has the Drop Pod? They are bought as upgrades, so attribute them to whichever squad has them.

I'm assuming the terminators are regular storm bolter ones. They aren't great, not terrible, but there are things that do everything they do but better and for cheaper. I understand they are all you got, so they are fine for now. But when you get more models, think about taking them out of your list.

Same(ish) thing with the Dread. Not a bad layout, but IMO, not the best. I personally like the TL Lascannon for Dreadnoughts, IMO the best lascannon platform in the codex. Again, this is all you got, so it's fine for now. The best way to use a MM Dread is put him in a drop pod, and melta a tank first turn.

Sniper Scouts aren't great. Make sure to give them camo cloaks, and plop them on an objective. Don't expect them to kill much of anything, but they work for holding objectives.


Overall, a pretty good first list. I would think about getting either a speeder, or a dread (or both). Either one can help give you some serious firepower. But for right now, this is a good list to learn on. You might not be able to totally destroy anyone, but you certainly shouldn't get crushed.

 
   
Made in se
Ferocious Black Templar Castellan






Sweden

As someone who regularly fight Meganobz, I can only agree with the others in the thread and tell you to shoot any AP2 or better weapon at first their transport and then the Meganobz themselves.

HOWEVER:

If they hit your lines, you can always charge them back with your Terminators. While the best case realistic scenario for you is that your termies get horribly mangled and emerge more or less neutralized, all those power fist attacks really hurts the Meganobz, as every failed invulnerable save (now that I think about it, can the Manz even get an invuln without Grotsnik?) will mean a dead Meganob. Your dreadnought would also be capable of sacrificing itself in exchange for a lot of Meganobz, as it has a S10 power weapon and strikes before the Meganobz. While it is very likely that the return attacks will see your dreadnought dead, you could go in there and turn the head of the warboss into a nice trophy, which in turn makes it easier to kill the rest of the Meganobz, as they won't have anywhere to "hide" any instant death wounds they take...

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Charing Cold One Knight




Lafayette, IN

Ah, his nobs are just mega armor nobs? Shoot them with lascannons or melta to instant death them. Plasma works too, but don't recommend it (price and doesn't instant death). Or you can even trade your termies with them. Regular termies should be able to kill 4 mega nobs, but are likely to die in return.

 
   
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Infiltrating Broodlord




The Faye

I'd go with what warone said.

A Vindicator will make a mess of the orks.

I was in the position to kill all the Orks at once with a nice shot for the Vindicator along with the librarian who had used Null Zone meaing he had to reroll his succesfull 5++ and then everything was instant deathed.

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Eternally-Stimulated Slaanesh Dreadnought





UK

vindicators....

good until they get their big bad cannon boomed....
   
 
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