Switch Theme:

1500 SW vs ork need some help  [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 us
Kabalite Conscript





Alright so long story short. I play the wolves and I've never really fought a good horde list. While playing against my friends ork list I got creamed. So here is the new list and I was wondering if you guys and gals could throw me some pointers.

HQ
Rune priest
Living lightning and jaws
Master of runes
Term armor

Elite
Dreadnought
Tl assualt cannon
H flamer

Wolf scouts x5
Meltaguns
Meltabombs

Troops
Gh x10
Meltaguns x2
Wolf standard
Mark of the wulfen
Rhino

Gh x10
Meltaguns x2
Wolf standard
Mark of the wulfen
rhino

Gh x10
Meltaguns x2
Wolf standard
Mark of the wulfen
Drop pod

Heavy
Long fang x6
Missles x5

Long fang x6
Missles x5

I'm at work right now but that's roughly the list I used I believe. So any pointers would be great. Also while I'm posting I noticed a lot of people use GH in squads of 6 or 7. What's the madness behind that theory? Is it just for added mobility?
   
Made in us
Twisted Trueborn with Blaster




goose creek, SC

What does your opponent typically use in his tide list? I don't know much about wolves but I play orks so if you give what he uses it might give us an idea of how to counter his army.

Deathbringers 5500
"we are the defenders of humanity, we are the bringers of death."
Waaaghallans 4000
"We dont fight fer food, or fer teef, or guns, or cos we's told ta fight. We fight cos we woz born ta fight. And win."
Kabal of the Bleeding Shadows 1500
"Fear not the darkness. Fear that which the darkness hides."

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination



 
   
Made in us
Kabalite Conscript





For the part I remember 2 10 man loota and 3 30 man boyz a mech boy with a kustom force field and ghrazgul or how ever you spell it
   
Made in us
Twisted Trueborn with Blaster




goose creek, SC

Ah ok if you are building your list to take out his then switch all those meltas to flamers since he has no armour to speak of. With kff meks anything that ignores cover is gonna be king and since flamers ignore that and have an ap that negates their armour(which to be honest as an ork player I am not counting on anyway). Whirlwinds are also devastating as they have that special shot that negates cover. Also high armour tanks are tough for hordes to deal with. Consider maybe a land raider redeemer to get more heavy flamers and put something threatening in it like thunder termies to take on ghazzy. Yes I realize that ghazzy and other nobs can whack that tank in cc but he has to get there to do it. For the lootas the whirlwind would be very useful to force those ld tests and make them run. All you have to do is kill 3 of them and theres a good chance they are gonna bail. Also consider speeders with a heavy flamer on them for even more burny goodness.

Deathbringers 5500
"we are the defenders of humanity, we are the bringers of death."
Waaaghallans 4000
"We dont fight fer food, or fer teef, or guns, or cos we's told ta fight. We fight cos we woz born ta fight. And win."
Kabal of the Bleeding Shadows 1500
"Fear not the darkness. Fear that which the darkness hides."

(\__/)
(='.'=) This is Bunny. Copy and paste bunny
(")_(") to help him gain world domination



 
   
Made in gb
Longtime Dakkanaut




I do not think your list is too bad I find 30 boyz is the number I need to take just to counter the countercharge. Seriously have you counted the number of attacks you have correctly, you should get off a good deal before they hit and even then you should have cut the number down in shooting. Flamers are not that great as you need to get close.
Stay back and get as many missile shots as possible.

Sure use the drop pod and the wolf scouts to take out the lootas. You'll need to charge them to stop the shooting.

Then use your rhinos as a blockade to the horde.
Probably have the rhinos empty. You should get one 24'' bolter round per troop and hopefully 3 lots of missile rounds per longfang. Then you have the choice to charge or not: this is actually a tricky question, usually you'll want to charge to leave them a bunch of st3 hits and a powerklaw. Charge the dread into a mob by himself, it will tarpit the squad, a nob with klaw will take time to flatten you especially if you got the charge.

If you want to change models Wolf claws on the scouts. More longfangs.

So in conclusion you should get let's say 10 bolters, flamer and 4 assault cannon rounds and 30 missiles fired at them, you then get fire lots of pistols as you charge in. That should wear them down to mobz of a reasonable size to be able to eventually beat them in cc. It is not easy .
   
Made in us
Speedy Swiftclaw Biker




Ditch Master of the Runes. It is completely useless to you. Both the powers you've chosen are Psychic Shooting Attacks, which means you can only use one per turn even if you can use more than one psychic power in a turn. Instead, use those points to buy a Chooser of the Slain, and maybe the Saga of the Warrior Born. Also, it might be worth swapping out Living Lightning for Murderous Hurricane.

Swap out the meltaguns in the GH squads for flamers, you get more kills that way against hordes.

This message was edited 2 times. Last update was at 2011/10/14 18:37:29


 
   
Made in se
Hurr! Ogryn Bone 'Ead!



Sweden

I agree with Teln. If you're really set on Jaws, then go Jaws + Murderous Hurricane, or if you're not i personally prefer Living Lightning + Murderous Hurricane.

Murderous Hurricane is great against hordes, and it doesnt matter if those 3d6 S3 hit or wound, the unit is still treated as being in both Difficult and Dangerous terrain, which should give you some more time to add in extra shooting before they reach you. I've stalled Tyranid charges that would tear me apart from charging me with MH, and it really has its uses. I like Jaws of course, but i find Living Lighting more versatile, as it can target vehicles etc.

I'd also consider going away from full 10 man GH units because of two reasons:

1. Wolf Guard Pack leaders with Combi-Melta and Power Fist really adds a punch and boosts your leadership, which of course is important for both morale tests and for counter-charge, and you can attach one of these bad boys to your Scout unit. If you add one to your scouts, drop meltabombs and go with TH on your WG for just 5 points extra.

2. Giving space for your Rune Priest inside a rhino GREATLY outweighs his survivability compared with giving him TDA.

I'd also strongly advice against a single drop pod. However cool and strategically advantageous you might think it is, it will get targetted very hard, and will be shot or charged by probably the heaviest hitters the enemy got, or shot to pieces. I tried the single drop pod with a strong GH unit myself, and that is exactly what happened, every single time. It will arrive unsupported on turn 1 with no chance to delay it for when its strategically valid. If you want to you can add 2 more Drop pods, one carrying the dreadnought and a 3rd empty one (just to be able to DS 2 of them first turn).

Dropping a 10 man GH unit together with a dread is an entirely different matter to deal with for your opponent and great way to bring them mutual support up front

This message was edited 1 time. Last update was at 2011/10/14 18:53:45


 
   
 
Forum Index » 40K Army Lists
Go to: