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Made in us
Devastating Dark Reaper





Fort Collins, CO

A buddy and I have been playing for a few weeks, playing smaller games, in the 500 to 750 range. Now we have enough models to play a 1500 pt game. Here is what I have:

HQ -

Librarian - Termi Armor, Storm Shield

Troops -

10 Man Tac Squad - Lascannon, Plas, Combi-Melta, Power Weapon /w Rhino (additional pintle Bolter, HK Missile)
10 Man Tac Squad - ML, Flamer /w Rhino (additional pintle Bolter, HK Missile)

5 Man Scout - Sniper Rifles, Camo Cloaks
5 Man Scout Squad - 3x Shotgun, Plas Pistol, Heavy Bolter, Teleport Homer

Elites -

Dreadnought - MM, DCCW
5 Man Assault Termi - 3x TH/SS, 2x LC
5 Man Termi - Storm Bolters

Fast Attack -

5 Man Assault Squad - Powerfist, Plasma Pistol, Flamer

He Has: (May not be perfect, doing from memory)
Warboss - PK
10 Nobs 'Eavy Armor all in Trukk

20 Shoota Boys

30 Slugga Boys in 'Eavy Armor

3 Deffkoptas /w twinlinked Rokkits

3 Ork Biker Guys

20 Gretchin


Here's my question.... given these lists, no changes, how would you play this fight as the Space Marines?


Azrinae Chapter - 7300 pts

Eldar - 2250 pts
Necron - 1500 pts

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Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

I know what situation you are in, since my first ten or so games were played against the same SM guy, and i played Orks back then. A key is to first eliminating the fast stuff, and then shoot the Nobs, deffdread, warboss and such stuff. The boyz can be easily killed if you charge them, since they rely heavily on their furious charge. Therefore, you should make sure you are NOT charged by them, for then you will not last long. ask me if you want anything more, i have quite some experience and should be able to answer your questions. (you have steam? my steam account name: "nitrocean" but you will see my nickname: "(DTTH) Brother Haraldus (TS))


Automatically Appended Next Post:
Also, the deffkoptas are quite dangerous and should be shot quickly, but if they outflank you cant do much. when they appear, use termies against them and boyz, but stay away from the warboss as long as possible. get the dread into combat with the warboss, as the nobs cant harm you and you can instant death the warboss before he can strike. try to snipe the grots and pin them, and they wont be causing any more trouble. You should really try to kill the trukk on the first turn, as it can go 18" or 24" on a road.

This message was edited 1 time. Last update was at 2011/10/26 12:44:05


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Made in us
Fresh-Faced New User




I have found, with orks, the first thing you want to do like Brother said, is to kill the fast stuff. the trukk, the bikes and the defkoptas should be your first targets. I would probably do trukk and then bike, to me the koptas are dangerous, but maybe just through my like they have never really done much to me. The nobz will be the hardest thing for you to kill. Everything else should be pretty simple to dispose of as long as you can avoid the assault. I don't remember 100%, but if the Nobz can be instant kill remember what weapons you have dropping them in 1 shot would be huge. I try to avoid the guy who has orks in my area cause he's a power gamer and he's not very fun to play against, so I don't remember all the rules about da orkz. haha.

 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





North Jersey

Just a couple things on how I would do this:

1) Librarian goes with assault termies.
2)Kill the DK as fast as possible, they are the only thing that can pop your dread from range.
3)The snipers can destroy the trukk with a 5 or a six on 'to wound' rolls, then start taking pot shots at the nobs.
4)Get the shotgun scouts to a position you want them at using scout(preferably the middle obj) and drop your termies in on them. They will provide a nice juicy distraction for the orks to charge, giving you enough time to move the rest of your army into position.
5)Combat squad the rhino marines; put the heavy weapons in the back field and have the rhino's zoom up with the special weapons to deal damage.
6)STAY IN THE RHINOS! He can charge the boxes all he wants but can't actually do anything to the marines inside until it is destroyed. Use the extra turn or two in them to get where you want to be.

I have played both armies, orks being my favorite and main. To echo the other posters, the orks will chew through you when they charge, so don't let them. Remember, being in rapid fire range means you are getting charged next turn, so plan accordingly.

-cgmckenzie


1500 pts
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Made in nz
Bush? No, Eldar Ranger




Procrastinating.

Agreeing with above posters, in that kill the fast guys, then you'll be fine.
Also, try to deploy your forces so that when you end up in assualt, you have it so that your other troops can unload firepower whilst being out of assualt range.

Basically, shoot the faeces out of the -ers.

This message was edited 1 time. Last update was at 2011/10/29 05:05:31


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Made in us
Fresh-Faced New User




Change your weapon load out. A Lascannon is overkill with only 1 Trukk and some Deffkopters, drop it for a ML
Drop the 2xHK now you can upgrade your Sgt to PF to instant kill the Nobz and Deffkopters.
Change the Plasmagun to a flamer.
Drop the Camo Cloaks for the scout squad make it a single squad with Telios, Telios gives his sqd stealth so you do not need to pay for the cloaks. He also gets two shots and you can choose to allocate the wounds he causes, enabling you to kill nobz at will. Give them the Hvy bolter with poison templete. Drop the Teleport Homer and start with your Termies on the board.
Change the Dread to a Ironclad with two CCW with Hvy flamer and MG this allows you to lay waste to orks and makes it very difficult to pen. Drop the Combi-meltas and Plasma pisol on the Sgt and get combi-flamers. With a powerfist you do not get the extra attack so use the combi-flamer.
I agree with what everyone else said split the Tac Sqds to keep the long range at long range and drop those templetes after you kill the Deffkopter. Place the Termies with these sqds to protect when the Kopters assualt. Make it so he cannot assault the combat squad without assualting the Termies. Then you PF/TH them to annihilation. Use the mobility of the vehicles to choose your targets. Keep the two Rhinos together and when you are away from the PK Tankshock the troops into a tight little ball and flame the crap out of them. Why a Librarian? I think a Captain who already has the 4+ can get relic armor and tear the crap out of Orks, put him with one of the Rhino Combat Sqds. Ork bikers will get destroyed by the ML, MG or PF/TH.
For the first turn, if you go first, kill the Kopters unless he has the 3+ cover save, then shoot the trukk followed by the kopters. Move your tanks to make it more difficult for them to hit. If he goes first think about keep the PF with the ML, if the Termies cannot combine, since he will assault them or the vehicles. Then you should be able to kill them by lossing 1 or 2 Marines. If you are in DT he has to take and Dangerous test to get to you. If he goes after the Vehicle or the Dread you may lose them but then you should be able to wipe them then focus on the Trukk. If you get the truck then the bikers...the rest is just a bunch of flamers to wipe out his 6+ save fish in a barrel. Hope that helps.
   
Made in us
Devastating Dark Reaper





Fort Collins, CO

Sorry if this is a minor thread resurrection, but I still wanted to say think you to everyone who commented. I've used a lot of this info... and keep winning games against the xenos... now I just have to figure out Nids.... but that'll be another thread


Azrinae Chapter - 7300 pts

Eldar - 2250 pts
Necron - 1500 pts

DT:80S++G+MB++IPw40k11+++D+A++/areWD382R++TDM+
 
   
 
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