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Made in gb
Roarin' Runtherd





I am a new ork player, having had a few games here and there (no more than 1000 points though). When playing a new army, what should I be scared of seeing in each of the opposing armies? What are the anti-ork specials of the Eldar/DE/MEQs/GEQs etc.?

[Edit : I am planning a footslogging green tide most of the time, and then trukks when I get tired of endlessly moving 100+ boyz].
   
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Death-Dealing Devastator




Online

Templates, Blasts and Ordnance.
   
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Twisted Trueborn with Blaster




East Coast

The Imperial Guard are probably youre biggest fear. They can field more flamers and ordnance than any other army and they can do this in a competitive take all comers list. Other than that you need to look out for purifier GK, BA that take sanguinary priests and space wolves with long fang spam. Dark Eldar can be a problem but im not to sure of the lists you need to look for. Try asking Dashofpepper as he plays both DE and Orks

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Made in sk
Angry Blood Angel Assault marine




Furiouso DD with blood talons in any numbers...

LR Redeemer packed with BA Assault termies... (4LC/1TH, with sang priest and chap, as i run them this way)

But yeah basicaly all of those above above my post.

This message was edited 2 times. Last update was at 2011/05/25 06:47:47


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Twisted Trueborn with Blaster




East Coast

BloodTzar wrote:Furiouso DD with blood talons in any numbers...

LR Redeemer packed with BA Assault termies... (4LC/1TH, with sang priest and chap, as i run them this way)

But yeah basicaly all of those above above my post.

I forgot about the Blood Talon dread, those are scary for orks. You better hope the PK breaks through on the first combat, otherwise it gets bad

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Wave your arms and shout.'
-Parody of the Litany of Command,
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Made in us
Ship's Officer






Anything capable of rapidly inflicting many wounds in a single phase. While that basically works against any type of unit, it's especially effective against Orks, given the same number of wounds.

Templates, Blast Markers, Blood Talons, Death Cult, massed bolters with a clear shot, etc are all good at dealing with an ork horde.

Also, things that slow down a charging close combat unit will interfere with Ork horde tactics. If yer boyz can't get to the fight, they can't get choppin'.

Pinning weapons, terrain/related effects, and "speedbump" units accomplish this.

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Screamin' Stormboy




Sydney, Australia

In terms of armies, I fear fully or near-fully mechanised IG the most. Can you get across the table with enough of your army in tact? Will your Klaws get the rolls they need to bust the armour? Will the survive the flamer template wave that comes from failing, and even sometimes succeeding, the above conditions?

I fear blood talon dreadnaughts but I've got a few things that can handle them (Killa Kans, Deffrollas, Cybork Nobz).

I fear GK purifiers, though I haven't yet faced them.
   
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Lincolnshire, UK

Fear itself.

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Alluring Sorcerer of Slaanesh






Reading, UK

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Jovial Plaguebearer of Nurgle






I would say any army you don't fully understand is something to be worried about. The good news is as you play more you should develop strategies and tactics for dealing with different difficulties, so you should have less to worry about.

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Bonkers Buggy Driver with Rockets






Pretty much anything that can lay down many wounds before you can hit them back. I mainly now point at the Purifiers of the Grey Knights and that stupid ability Cleansing Flame.



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Xeno-Hating Inquisitorial Excruciator




Armies without tanks. I always take a lot of anti-tank, so when whoever I'm playing writes up a footslogging list...
   
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Crazed Gorger



Colton

I use Eldar and my mates who use Orks hate my war walker sqns, I put EMLs on them and have guideseer babysitters, great for fragging boyz and popping wagons.

They are pretty useless when the boyz get in choppa range though :(
   
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Mighty Brass Scorpion of Khorne






Dorset, UK

You don't have much to fear from things like Lascannons or Meltas, Normally they have the potential to bring down 200+ point models in a single shot, but the worst they can do it melt a 6 point boy!

You have to fear (as others have said) anything with a hight rate of fire or flamer/blast templates.

   
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Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

Yeah I agree, I don't tend to fear stuff that can kill my vehicles. Since I run wagon orks its a bit different, but mostly, the wagons are gonna die, if they die somewhat close to the enemy that's a bonus. What scares me are flamers, large blasts, units with lots of rapid fire, and Space Wolves in general.

Grey hunters mess up orks. A mob of boyz could charge 8 grey hunters, and lose half the boyz before they swing! most units with good armor and 2+ attacks has the potential to beat your orks where they are best, in close combat. It's important to avoid bumrushing these units, shoot them up first.

Large blasts you can mitigate by spreading out, be sure to leave your nob in a good spot though, so he can take part in the combat.

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Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in gb
Waaagh! Warbiker





It does depend on how you're fielding your army. For a green tide, it's definitely templates and blasts. Same for trukks, which can be popped with an S4 weapon.

If you go for nobz, you need to worry about S8+ weapons that can ignore all your fancy tricks, especially if they are also templates (vindicators)

As above, LRs full of termies are always nasty.

Anything better in CC than a mob of orks, as you will need ranged weapons to deal them. I really hate stealers.

But at least orks are adaptable. They is no threat they can't deal with. I'm looking forward to deff rolling a land raider in the not too distant future...
   
Made in us
Regular Dakkanaut




I play foot orks, so I actually fear me some Chaos.

My worst nightmare army includes Defilers, lash of submission, and khorne berzekers.

So basically, if you are playing foot orks, you should fear large blasts, psychic powers (this applies to all orks - we have no defense against them) and units that can put out 20 or more wounds in a single close combat phase.
   
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The Conquerer






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Chosen Praetorian wrote:
BloodTzar wrote:Furiouso DD with blood talons in any numbers...

LR Redeemer packed with BA Assault termies... (4LC/1TH, with sang priest and chap, as i run them this way)

But yeah basicaly all of those above above my post.

I forgot about the Blood Talon dread, those are scary for orks. You better hope the PK breaks through on the first combat, otherwise it gets bad


you might not even get the chance.

the DC dred goes 1st.


personally, I really don't have anything specific.

that is, I know what counters what.

Nob Bikers: a couple of Str8 pie plates in their direction will pop em(read Vindicator or Basilisk)

Seer council on bikes: Nullzone + psychic hood.

Nidzilla: Missile launchers. if i am running GKs then I love these guys.

Bug swarm or Greentide: Purifiers make em cry. or pie in any amounts.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Generally speaking, you're probably going to fear things that put down a huge volume of attacks. a 50-dude guard infantry blob FRFing your boyz will put down roughly 16 boyz, and then still attack simultaneously when you charge. A MoK LC terminator of doom squad can clean through a 30-boy mob without breaking pace. etc.


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Tzeentch Veteran Marine with Psychic Potential





Don't Orks strike at initiative 4 when charging? I thought they got +2 I on the charge...?

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Basecoated Black





+1I due to furious charge IRCC.

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Made in ca
Lethal Lhamean





somewhere in the webway

Fc grants them +1 init and str. so basic boys goto str 4 and init 3. nobs get init 4 and str 5 on the charge.

for dark eldar, basiaclly anything thats not a lance or blaster will decimate orks. (and even those are str 8 ap 2) venoms in particular can throw out 12 poison shots a turn wounding on 4+. then there are the guys inside. raiders with warriors on board can do the same, unleasing huge salvos of splinter fire. plus lances will absoultly EAT your vehicles.

id honestly say your probally hosed, baring an objective grab game or bad DE dice.

dark eldar vrs orks matchup:
-DE are faster and more mobile then orks
- are better shots, and have more at longer range then orks.
- are faster in CC, and have weapons that negate the diffrence in toughness and low DE str. (agonizers, venom blades, punishers, etc)
-can field lots of low cost units that do the above, matching or beating the orks at the numbers game

orks biggest advatage the nob wound allocation game is negated by lances (wich insta kill and ignore fnp and armor), they also pop ork vehicles EASY. your KFF if taken has a small bubble, and even then the sheer amount of lance spam in most DE lists will overwhelm the kff.
yup. orks will have a VERY hard time fighting DE.

for kan walls, again lance spam will tkae them down or stun lock them, and be able to stay away from them. (while bs 2 shooting wont do jack back) static units like lootas will get eaten fast by the more mobile DE. either shredded by poison or in CC.

trukk spam faces the same problem. lance fire and a faster more agile DE transports that can outrun slower trukks. (plus DE will probally have more raiders then there are trukks)

powerklaws hitting skimmers on 6+.... yup. (if for some reason the skimmer gets caught)

not saying its impossible to win, but orks are severe underdogs when fighting DE.



Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
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Frenzied Berserker Terminator




In your squads, doing the chainsword tango

odorofdeath wrote:Don't Orks strike at initiative 4 when charging? I thought they got +2 I on the charge...?


lol crack

Just Dave wrote:Fear itself.


/close thread

   
Made in gb
Swift Swooping Hawk






Did anyone mention the Night Spinner yet?

It doesn't need to see you to shoot, its twin linked, its large blast.

After that, any unit it hits (note: hits, not wounds) moves as if in difficult + dangerous the next time it moves. For a mob of 30 boys... that might hurt. Especially if its placed to clip 2 or more units.

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Long-Range Land Speeder Pilot





If using Green Tide, fear timed tournaments with a really short time duration.

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Malicious Mandrake





Codex: Dark Eldar.

If they go first, and torrent your lootas with venoms, you'd best start packing up your army...

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Kovnik




Bristol

What do I fear the most?

The dice gods anger.

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ObliviousBlueCaboose wrote:I cant wait until i team up with a cron player an kill a land raider with a lasgun.

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Deadshot Weapon Moderati





Rochdale (GW Manchester)

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Seriously be fearful of anything that is a tank with lots or ordnance. If you ever see 3 manticores on the other side of the table be worried.

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Renegade Inquisitor de Marche






Elephant Graveyard

Anything capable of cracking AV14...
I need my Land Raiders to get across the field...

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Roarin' Runtherd





The Acolyte wrote:Fear anyone who wears a red Games Workshop shirt.


What's the red shirt for? I've only ever seen blue & black as far as I can recall.
   
 
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