Switch Theme:

Playing against Mek Workshop, halp!  [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 ca
Regular Dakkanaut





Chambly, Quebec, Canada

So I'm in a league in my local FLGS, and I'm about to face an ork player who I have never beaten (only ever tied with him).

He plays a 'Mek Workshop' list... it goes like this:

HQ:
Warboss (PK)
Big Mek (KFF)

Troop:
Trukk Boyz X 3 (Nob has klaw - I think he only has 10 boyz per trukk to save on point, not the full 12)
5 Nobz (1 pk, 1 painboy, all nobz have different gear... Warboss and Big Mek goes with those) + Battlewago/Deff Rolla
1 Deff Dread

Heavy:
3 Kill Kan X 3

He has over 5,000 points of ork, so he can truly do anything he wants, however he has yet to lose with this list, so I'm assuming he'll field the same thing.

I play vanilla SM (No cheezy BA or SW codex to help me out here :( )

I'm honestly at a bit of a lost here...

Any suggestion?


I'm thinking of something along those line atm:

HQ:
Lysander

Troop:
5 Tact (Combi-Flamer), Razorback (TWL Las) X 2

Elite:
7 Assault Termie with LR Crusader with MM (Lysander goes with)

Fast:
Land Speeder with MM/HF X 3

Nets me 1300 atm.

Idea would be to keep the LS back, when he makes the inevitable leap forward with his BW/Trukk, I move close (thus ignoring the KFF), hit the BW with 4 MM and charge the nobs with the Terminators. Here's hoping I won't need all 4 tho (LS X3 + LR), so I'll be able to target his truck that are close by.

The Terminator should take down the nobz (mathematically anyway) and Lysander will insta-gib the Warboss.

Once the nobs are dead, the LS can BBQ themselves some boys or hunt the walkers and the LR will be mostly safe and able to unleash its firepower on the boyz as well. I'm not to worried about the Deffdread... but even without a KFF, squadron of Killa Kans can take a while to kill...

The tact are really just objective holders, hopefully the las cannon will blow up a trukk or two, that'd help. Combi Flamer is mainly there to ensure some kind of killing power if the trukk boyz get close.

Not quite sure what to take with the 200-ish point left tho... more troop? An assault squad to better mitigate the trukk boyz (That would mean dropping or squadding some LS tho)? A Las Predator to shoot the walkers? A Dakka Pred + Vindicator? An ironclad to beat up the walkers?

Does this idea even work anyway?

What I don't have:
Whirlwind
Venerable Dread
Master of the Forge
Special Character other than Kantor and Lysander (Sadly, no Vulkan - altho I'm not sure he'd be better than Lys' auto-killing Warboss/Nobz + STR10/+1vehicledmg in here anyway).

This message was edited 1 time. Last update was at 2011/04/10 05:42:11


 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

He's fielding alot of armor for you to take down with what you have currently.

You need to think smaller point values and efficiency in taking down his army.

I'd start with boosting your army's tactical squads to a full ten, then giving them each a flamer and a missile launcher. Free upgrades. Then, equip las/plas razorbacks as their transports.

If you combat squad, you now have 4 long range weapons to threaten his army with. You have also spent less than 500 points for potentially 6 KPs and 4 potential long range threats before the enemy engages.

I'd also throw in a Scout squad with Sniper Rifles and a ML somewhere, especially if Lysander comes in and Bolsters the defense of their hideout; effectively adding a cheap roadblock to his army in a high loft he'd have to spend considerable resources to clear.

Keep the 3 Land Speeders. Threaten his rides more than anything else, as he needs to get to you in order to do damage.

Take Heavy Slot ranged support. The cheapest would be a trio of Preds sporting AC/HB options. At 85 points a pop, they threaten the Kans and Trukks with ease.

Finally, we move to the Elite slots. You could opt to go for a Terminator squad, though at this point cost, your army will sink a third of the force into a unit that his half cost nobs could take down along with a trukk of boyz.

I'd opt for Dakkanoughts, Las/ML being a good choice. If you want to be risky, try 2 Ironclads and a normal in three drop pods. Put them within range of his transports and smash his rides.

With all that decision making done, now select an HQ. Lysander is still a fine choice.

For your target priority, consider the following:

Deny his infantry rides.
Kill his long range support.
Mop up afterwards.

The biggest threat is his numbers. You have to decide what threat is the biggest followed by the others. If you can neuter his ability to get his troops to you followed by his Killa Kans, then you should be fine.

   
Made in us
Freaky Flayed One





Lasplas razorbacks are not that good for Codex: Space marines if you want anti-armor. They have become the go-to because of Codices like Blood Angels, where they can move 6 inches and shoot, but if you take lasplas on Razors in Codex: Space Marines, if you want to move even .000001 inches, you can only fire one of the guns. I, for one, would much rather have the TL-LC, so I know I'm always gonna hit that armor when I need to hit it.

I agree with you on kicking it up to ten men and grabbing the free upgrades for extra missiles.

Also consider taking Sternguard squads. They are murderous against orks. 2 Missile Launchers for 10 points, combi-flamers and meltas out the ass, a boltgun shot that ignores cover AND anything short of 'ard boy armor, as well as an ammunition that ignores 'ard boy armor if they are out in the open, and at 30 inch range no less. Sternguard are freakin awesome, especially if you take a Librarian with gate of infinity so you can teleport away if it looks like you're gonna get charged, or teleport near an ailing ork mob and rapid fire the crap out of them.

Also, instead of the MM/HF speeders, consider Typhoon speeders. You now have the ability to crack open ork armor, with the mobility to get those side armor shots on battlewagons, and even the secondary weapon (heavy bolter) can hurt the AV10 of trukks.
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Sounds like a job for AC/Lascannon predators. Potential for four shots that can each easily take out a trukk per turn? You will strain those KFF saves nicely. The sternguard idea is decent too, two cheap lascannons and some really nice bolter ammo....Myself I lean towards the predators.
   
Made in us
Sure Space Wolves Land Raider Pilot





take at least one TFC! 4 S6 AP5 blasts are nasty!
   
Made in gb
Daring Dark Eldar Raider Rider





Hertfordshire

What Rex-Nine said. TFC will play havoc with his troops and will take out trukks without many problems too! And for once it wont die turn one because he has very little stuff to shoot at it with.

Basically, so long as enough trukks die, you will be completely fine. Orks on foot with no kan wall don't last long. So long a your Lysander bomb is well placed to counter his BW bomb, you should have few qualms about facing his list.

Dark Eldar - Kabal of the Poisoned Tongue
2000



 
   
Made in ca
Regular Dakkanaut





Chambly, Quebec, Canada

I'm not sure bringing my TFC will do much... my main worry isn't the boyz, but the nobz (which won't care much about it with 'Eavy Armor, Feel no Pain and wound allocation shenanigans) and all the walkers .

So new take:

HQ:
Pedro Kantor

Troop:
10 Tact (pf on sarge, flamer, ML) + TL/LC Razorback X2

Fast:
LS Typhoon X2
Attack Bike with MM

Elite:
9 Sternguard (6Combi wep, 2 ML) + Rhino

Heavy:
Dakka Pred
6 Devastator (4 ML)

Total: 1497

I'm not sure about Pedro... it's thematic (my guys are painted as CFs) and well, he does make the Sternguard scoring, which could help if it's an objective game. Also allows from some rather sick amount of attack on multi-charge. And I suppose as a last ditch effort Orbital Bombardment does have a small chance at breaking up that BW (or does horrible damage on the transport less nobz). But yeah... it also seems that without Terminator/LR, I don't really know where to put Lysander.

The idea would be to deploy the Speeder on each side of the table, to try and get some side shot on that BW... if that doesn't work, the Attack Bike can move up, get inside the KFF's bubble and hopefully destroy it (at 50 points, it's a sacrificial unit really). Worse come to worse, the sternguard have plenty of melta to blow it up... but I'd much rather kill it before, so that the Sternguard can open with 6 ID-ing attack on the nob squad, hopefully evening the odds somewhat.

The Devastator, Razroback, RL in Tact squad and Dakka Pred will focus on the Trukks, and than change focus to the Walkers... Walkers are relatively slow after all, if I deploy at table's edge, they won't really be a factor in CC before turn 4, and hopefully I'll have thinned them out enough.

This message was edited 1 time. Last update was at 2011/04/11 00:32:00


 
   
Made in us
Sure Space Wolves Land Raider Pilot





Tarkand wrote:Heavy:
Dakka Pred
6 Devastator (4 RL)
Whats RL? you could use the TFC to really slow down the BW with the subterranean blast.
   
Made in us
Discriminating Deathmark Assassin






Rex-Nine wrote:
Tarkand wrote:Heavy:
Dakka Pred
6 Devastator (4 RL)
Whats RL? you could use the TFC to really slow down the BW with the subterranean blast.

Rokkit Launchas. He's looting the Ork army to use against him. Ingenious!
   
Made in ca
Regular Dakkanaut





Chambly, Quebec, Canada

Changed it to ML

And the sub blast only make the vehicule be in difficult terrain... with a deff rolla, he has to roll double 1 to be immobilized.
   
 
Forum Index » 40K General Discussion
Go to: