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Made in us
Been Around the Block





First off I'm an Ork player. Just played my first three games the other day with my friend who's fielding The Guard. I had a lot of fun but lost all three games since I only had 20 Boyz and his mortars and autocannons ripped through them. Needless to say, I need more Boyz. Just wondering if there's any advice out there on how to help against the heavy support my friend was laying down. My Deffkoptas helped a lot, but not enough and I know I need some blast weapons of my own, but anything else? Thanks!

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Regular Dakkanaut




Use a Big Mek equipped with a Kustom Force Field- It'll give everybody close by a cover save which will help out considerably. While Guard still possess plenty of weapons that ignore cover saves, they either have to pay a lot of points for them, or get close to use them, either of which works in your favor. If he's close enough to flamer your boys, he's close enough to get dogpiled on your turn.
   
Made in us
Mekboy on Kustom Deth Kopta






a rookie mistake with orks is blobbing them up base to base. give them space. they are still a unit with 2 inches between bases. give them thier space that way a manticore rokkit won't hit as many boyz. set it up, get used to moving and seeing what a 2 inch coherancy is.then take casualties off the back .

also the kff is good advice. sounds like you have an AoBR box... do yourself a favor and buy a nobz box the nobz that came with AoBR are beyond useless btu with 1 nobz box you can cut off the arms and have 10 diversified nobz and one be a bosspole/powerklaw nob to attach to the boyz

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The best way to counter mortars is to spread out. If your orks look like a five on a dice, you are probably doing it right. Unless he is lucky, he will hit only one or two boyz.

And don't worry about losing in the beginning. I used to lose every game and get taunted about choosing orks, as they are a weak army, have t-shirts for armor and can't hit the broad side of a barn with shooting.
Nowadays those exact people cower in fear when my battlewagons come crashing at them and my warboss jumps at their big guy to add yet another Skull to the Waargh! Banner.
They might still win the game, but no one thinks of orks as weak anymore

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Been Around the Block





Thanks for the advice. I'll have to look into the Big Mek w/ kff, but I was also wanting to get a Shokk Attack Gun. I'm also thinking about upgrading some orks to 'Ard Boyz so I can get that sweet 4+ armor save.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Focused Fire Warrior




Boone, NC

Aren't mortars barrage? And don't barrage weapons ignore cover?

Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild"  
   
Made in us
Been Around the Block





Yes they do, but the cover saves will help against the autocannons. As far as the mortars, I can take the previous advice of taking advantage of the 2" coherency or have some orks be 'Ard Boyz to survive the AP on the mortars. I also have been using my Deffkoptas to Outflank his mortars and autocannons but even with twin linked big shootas not a lot of shots get through.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

yamgrenade wrote:Aren't mortars barrage? And don't barrage weapons ignore cover?


Nope read page 32 in the small book first bullet point.


Automatically Appended Next Post:
Also Ill add, when first starting out, Ard Boyz are fine as they have decent armor (for Orks) and can help make your lack of boyz last a little longer. But once you get more boyz and a bigger force, Ard Boyz are only for fun/huge games where you can take 30, stick Mad Dok in there and give them all Cybork upgrades. 4+/5++/4+FNP is hilariously tough

This message was edited 1 time. Last update was at 2011/08/17 21:28:11


 
   
Made in us
Been Around the Block





KingCracker wrote:
yamgrenade wrote:Aren't mortars barrage? And don't barrage weapons ignore cover?


Nope read page 32 in the small book first bullet point.


That's right, but right now me and my friend don't have any area terrain, but I'll keep that in mind.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Not to sound like a stickler, but Im not finding anything that says a Barrage ignores cover. Maybe Im missing it, which is possible, but can you give me a page that says that? It just says to work out if the unit gets cover from where the center of the whole is

This message was edited 1 time. Last update was at 2011/08/17 21:42:32


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Barrage figures out cover from the center of the hole. This usually results in models not getting any cover if the shell lands on target. However, it does not ignore the cover provided by the KFF or area terrain.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Thats what I was thinking, but you know never assume your always right
   
Made in us
Focused Fire Warrior




Boone, NC

I am assuming this from the 4th ed. rule-book, as I haven't bought the 5th ed one. I guess they nixed it.

Conquer ignorance with thought. Conquer brutality with precision. Conquer all with unity, for it is The Greatest Good. -"Commander Shas'o Strikesheild"  
   
Made in us
Twisted Trueborn with Blaster




goose creek, SC

Big mek with kff is usually the way to go to make sure those footsloggers survive the hail of fire. Another good combo is using grots as a meat shield since they are dirt cheap and if your opponent shoots through them you get a 4+ save. My favorite tactic is to have grots in front with a big mek leading a mob behind so everybody gets a save. It makes everything a real pain for the enemy to kill. Another tactic is to use kans up front with the big mek behind to give them a walking wall of metal that has a cover save.

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Made in us
Been Around the Block





The grot meat shield is good too, but I don't want any grot units other than kans. I could always have some 'Ard Boyz to give cover to other units so they'll be getting 4+ saves all around.

Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

yamgrenade wrote:I am assuming this from the 4th ed. rule-book, as I haven't bought the 5th ed one. I guess they nixed it.

Well that makes sense


Automatically Appended Next Post:
Darkninja107 wrote:The grot meat shield is good too, but I don't want any grot units other than kans. I could always have some 'Ard Boyz to give cover to other units so they'll be getting 4+ saves all around.



Well like I said, thats a start, and who knows you might really like how it plays out and keep that idea. Either way, let us know how it goes. If you need any help beating your friend, this is definitely the place to ask. Do you remember roughly what your friend brings to the table? Also how large is the force your using?

This message was edited 1 time. Last update was at 2011/08/18 01:18:11


 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

If your friend likes to have the mortar teams sit at the back of the field, a unit of Kommandos led by Snikrot will play merry hell with him. If an infantry unit is within 12" of any table edge, you can charge and slaughter them on the turn you arrive.

Make sure to take a couple of Burnas in the unit - they'll help you slaughter massive Guard units, and slice through any Power Armour you encounter.

Remember you can charge several units at once as long as you stay in squad coherency; the Kommandos can gang up on a couple of fire support teams, whilst Snikrot re-rolls to hit with five S6 attacks on a tank's rear armour

   
Made in ca
Flashy Flashgitz





Lootas, they instant death the teams and have the range to hit them easily.
   
Made in us
Been Around the Block





Using Kommandos would be hilarious! I didn't think of that.

My friend was just using the heavy support and about 20 guardsmen and a veteran unit with Straken. He was using Bastonne also.

I have 20 Boyz ao I made two mobs of 10 and put a Nob in charge of each one making them each 11 strong. I had 3 Deffkoptas, 5 burnas, 3 Nobs with my Warboss and a Weirdboy. I think in the future I'll just put all my Boyz together in a mob until I get more Boyz.

And I was going to get some Lootas too. I'm running Death Skulls so they're a definite must and they'll add the type of shooty power I need.

This message was edited 1 time. Last update was at 2011/08/18 02:07:11


Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Phil Kelly




USA

+1 for Snikrot Kommandos with Burnas; flaming then multicharging non-AV support on the turn they arrive then going on to cause general mayhem seems like a good solution.

Lurking harder than Deathleaper since 2005 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Lootas and Snikrot-led Kommandos are brilliant Elite choices, as near to must-have as it gets. Especially when you already have a pool of Burnas to add to the Kommandos!

Definitely mob up the Boyz into a big mob, with Ld7 you need the Fearless boost (which also keeps your Weirdboy - who really needs to be a Warphead - at Ld 10).

Remember your Warboss makes a unit of Nobz into Troops, so you're still sorted for scoring units whilst you've got 20 Boyz.

I'm building an army from Black Reach myself; plan is to build the Slugga Boys up to 30 strong with 3 Rockets and a PK Nob, then get a unit of 30 Shoota Boyz with Big Shootas and a PK Nob. A very solid backbone for any list, be it Kan wall, infantry spam or Kult of Speed.

   
Made in us
Mekboy on Kustom Deth Kopta






I don't think he's playing at the points value where he can actually do snickrot and komandoes.. i may be wrong, but seems like he has minimal models. if they up points values though lootas/komandoes and snickrot can restroy IG

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Made in gb
Huge Hierodule






Nottingham (yay!)

Well, even a cheap unit of Kommandoz with a Burna and no Snikrot will make IG frightened of table edges.

   
Made in us
Been Around the Block





Definitely mob up the Boyz into a big mob, with Ld7 you need the Fearless boost (which also keeps your Weirdboy - who really needs to be a Warphead - at Ld 10).

He is a Warphead, I just forgot to say that. I don't think anyone plays a normal Weirdboy, it's just a ridiculous choice.

I don't think he's playing at the points value where he can actually do snickrot and komandoes.. i may be wrong, but seems like he has minimal models.


And you're correct. For now I only have a little less than 700 pts worth of models so I'm still deciding on what to get next. Definitely more Boyz and Nobz, and I'm going to work on Lootas also. And I'm buying a friend's sentinels soon to convert to Kans and I'm planning on making Dreads from AoB Dreadnoughts.



Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!  
   
Made in us
Liche Priest Hierophant






That's how ya do it!

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Made in gb
Perfect Shot Black Templar Predator Pilot






Hit him back wit Big Gunz ( if your a beginner these are easy to scratch build, as you need only small sheet of plastic some orky glymphs and stuff and a pack of gretchin. Spare gun barrels, especially those for lascannons and autocannons are useful. A good idea is to ultimately get imperial guard heavy weapons, ork them up with a putty wires, gubbinz and a few snotz and those IG's will be feeling Ork choppaz in no time.


Automatically Appended Next Post:
The new plastic Kan sets might also be a good start for you, as you could have a Kan wall, against which his mortars will do crap.

This message was edited 1 time. Last update was at 2011/08/31 21:09:18


 
   
 
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