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Made in ca
Regular Dakkanaut






Hey Guys,

Let me start off by saying I do not own any Storm boyz.

I have been having a problem dealing with some deep seated Obliterators that are hitting on 95% of their Plasma Cannon scatters! This player was using 2 squads of Oblits so you can imagine dozens of orks dieing, especially my Lootas.

I have done a short video on the tactic I use for deffkoptas with buzz saws. The last game I played all 5 of them had buzz saws, but in this vid, I played with only 3. I think to better ensure this squad lives on, I will play them with 5 buzzsaws from now on.

Please help me with other tactics of deep seated heavies, or how you use your deffkoptas.

http://www.youtube.com/watch?v=rDa5pE6O9w4&feature=feedu



Cheers and thanks!


 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

Devs and Oblits can essentially fill the same roll as Lootas do for a CSM army; long range firepower that acts as opportunistic shooting attempts to undermine your army, usually in the theater of popping light to medium tanks and wrecking infantry formations.

The amount of points you spend to eliminate the threat are points wasted from eliminating other bigger threats his army has.

As it is, Devs are in the 150-200ish range, depending on loadout, and his Oblits are within the 150 range exactly for a squad of two. If it is a full squad, 225 points.

If you devote a significant amount of points towards killing off these Devs and Oblits, I'd say it is ruining your overall tactics.

Above all, let us see a list of what you run and what the opponent generally runs.

Things I would consider doing before seeing the list:

Minimizing his shots via terrain-
If he cannot shoot your men, you have wasted no points in addressing his long range shooting advantage and he must now either wait for LOS to become available or move his men to get to your guys.

Cover Saves- Place at least half your squad in cover so at least some of your orks can get a save, especially Lootas who can sometimes attract unwanted firepower.

Going to ground- Place your men in cover, and if he shoots the squad, going to ground improves your cover saves by +1. It's an effective way to deny an opponent extra casualties, but doing it should not hinder your ability to win (i.e. Do not go to ground if you need to get those orks somewhere, unless getting there at reduced strength cannot accomplish your objective anyway).

Mech up, add KFF- If you have a mixed force of infantry troops (not Lootas), get them transports, specifically BWs and a few Trukks. Add a Big Mek /w KFF. Watch as his shots simply plink off their armor.

Get to assault ASAP- Goes with meching up- the faster your boys get into assault, the faster his investment in long range firepower fails (Cannot shoot into combat).

Outflankers and Snikrot- If you really want to deal with this threat directly, reserve Snikrot and add in burna boyz to the squad and threaten the edges of the board. It shrinks the field and gets the enemy closer to you. If he doesn't, a Waaaghed! Snikrot can usually assault an enemy, tying up his forces either way.

This message was edited 3 times. Last update was at 2011/01/26 13:27:35


   
Made in us
Sneaky Kommando




If your opponent has half a brain, he would never place his obliterators out in the open like that. He would bubble wrap them preventing you from charging with deffcopters.

Using a 300 point deffcopter unit like that is a terrible waste. Their role is to alpha strike or to out flank tanks. Their best set up is in units of 1 with rokkits and buzzsaw. When you decide to use FIVE buzzsaws, you are looking at a 350 point unit. Total misuse of points.

If you properly space your orks, a plasma cannon is hitting 1, maybe 2 boyz at a time. The only way dozens of orks can die is if you are not screening them at all AND if the chaos list is a LoS list. However, your lootas out range LoS, and should be behind your army granting them a 4+ cover.

Bottom line, if you are losing dozens(plural) of boyz to 6x plasma cannons, you are not spacing your boyz out correctly AND you are just throwing them out in the open without KFF or something to screen them.

As for your tactic, IMO, its terrible advice. Noone shoudl run deffcopters in units of five, with half bigshootas and half rokkits and with every member having buzzsaws.
   
Made in us
Decrepit Dakkanaut






Eternal Plague

Taoofss wrote:As for your tactic, IMO, its terrible advice. Noone shoudl run deffcopters in units of five, with half bigshootas and half rokkits and with every member having buzzsaws.


It is normally a suboptimal tactic, but such a squad may have a niche in an Ork Outflanking army.

HQ:
1 Big Mek with Shokk Attack Gun with Bosspole- 100 points

1 Big Mek with Shokk Attack Gun with Bosspole- 100 points

Elite Option:
15 Kommandos -220 points
-1 Upgraded to Nob with Power klaw and Bosspole
-2 Upgraded to Burnas

15 Kommandos -220 points
-1 Upgraded to Nob with Power klaw and Bosspole
-2 Upgraded to Burnas

15 Kommandos -220 points
-1 Upgraded to Nob with Power klaw and Bosspole
-2 Upgraded to Burnas

Troop Option:
19 Gretchin with Runtheder with Grotprod- 72 points

19 Gretchin with Runtherder- 67 points

19 Gretchin with Runtherder-67 points

Fast Attack Option:
5 Deffkoptas -260 points
2 with Twinlinked Rokkit Launcha
-1 with Buzzsaw
3 with Big Shoota
-1 with Buzzsaw
-1 with Bigbomm

5 Deffkoptas -260 points
2 with Twinlinked Rokkit Launcha
-1 with Buzzsaw
3 with Big Shoota
-1 with Buzzsaw
-1 with Bigbomm

5 Deffkoptas -260 points
2 with Twinlinked Rokkit Launcha
-1 with Buzzsaw
3 with Big Shoota
-1 with Buzzsaw
-1 with Bigbomm
1846 points

This message was edited 1 time. Last update was at 2011/01/26 13:44:12


   
Made in us
Charing Cold One Knight




Lafayette, IN

If you want to take out back line units/armies, bring kommandos with burnas and Snikrot.

Even if it doesn't actually do much in assault, it can scare your enemy enough for him to deploy differently.

 
   
Made in us
Sneaky Kommando




A unit of 15 kommandos will statisticly take out a unit of 3 obliterators before they can attack back. But then, they get rapid fired to death.
   
Made in ca
Regular Dakkanaut






Guys,

Thanks so much for all your comments, good or bad.

In the last few games we played, terrain was limited so I did have to bunch in my lootas together, hence he was getting tons of shots in. With a leadership of 7, its not that he was killing them all either, if you have 10 and he shoots 3, good luck on your LD role. Especially with no access to a bosspole unless you park a warboss with them, that is a waste of points.

I do realize this is point heavy, there is no dispute there. This was a tactic that I have used to deal with deep seated oblits (that he was using 3) from killing off my lootas. It may not work in your lists, I am just explaining it worked in mine


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon






Ohio

Taking 10 Lootas in a squad is never a good idea for exactly the reasons you stated. Taking 5 man squads is much more efficient as you can threaten more targets, and you'll only lose three Lootas rather than 7 if you fail a Ld test.

Conversely, taking 15 Lootas is also a good idea as you will demolish anything you shoot, and you need to lose 5 before you're taking Ld tests and that's on Ld 10.

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Warboss Lemmy's Speed Freaks: 1730pts painted
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Made in us
Longtime Dakkanaut





whidbey

him shooting plasma cannons at orks are much better then him deepstriking in and triple twin linked flamer a 30 man unit away. your lootas should be able to exchange fire with the oblits from long range and come out as a winner.
   
Made in us
Mekboy Hammerin' Somethin'






For 10 more points then a unit of 10 boyz you get,
Deffkopta: TL-Rokkit and a Buzzsaw and it performs this job wonderfully.

A second Kopta with TL-Rokkits in the same unit for a total of 10 more points then 3 Warbuggies armed with TL-Rokkits is nice for the wound allocation. Any more then that is not necessary as for unit size, given the points.

Storm Boyz are good because it is a fast moving powerklaw, they can catch up to Eldar vehicles and are effectively running with fleet every turn (:1: will cost you a model), yet we have the option of going another 1d6"... Just remember to hide the on the first or second turn out of LOS.


Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

Your worlds will burn until their surface is but glass. Your destruction is for the Greater Good, and we are instruments of Its most Glorious Path.
 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Taoofss wrote:A unit of 15 kommandos will statisticly take out a unit of 3 obliterators before they can attack back. But then, they get rapid fired to death.
+1

Snikrot and his kommandos have killed 3 Oblits for me before. After that, they drew so much fire, the rest of my boys were able to arrive nearly unmolested.
   
 
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