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Made in us
Guarding Guardian





so, i have a friend that is slowly building an Ork army and I myself am building an Eldar army. He's awesome at his tactics for orks. I myself am totally new to the game and need a few tips on eldar vs orks tactics. i have an Avenger squad, a guardian squad with support weapon, and a Farseer. I wanna win :p so any suggestions?

 
   
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Dark Angels Librarian with Book of Secrets






Connecticut

BlueDagger wrote:Night Spinners: Buy it, learn it, and love it. Vs Horde Armies they are pure gold wrapped in juicy bacon.
+1 Night spinners will make ork armies cry themselves to sleep at night.

Vehicles are another thing the orks have a hard time with. If all your models are in serpents, the orks will have a bear of a time fighting you.
   
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Gore-Soaked Lunatic Witchhunter







Transports, Night Spinners, stick with shuriken cannons and scatter lasers for your heavy weapon selection. Grab a box or two of Striking Scorpions if you find the Orks are getting into close combat with you.

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Made in us
Regular Dakkanaut




You won't need a lot of AV since you'll mostly be shooting at stuff like Trukks which you can use scatter lasers to do the trick with.

Does your friend plan to have a horde army or use the more elite stuff like bikers?

EDIT: And yeah, it was already mentioned, but Night Spinners are very powerful against Orks.

This message was edited 1 time. Last update was at 2011/12/13 09:13:26


 
   
Made in us
Unrelenting Rubric Terminator of Tzeentch






In the Ring of Debris Around Uranus

My two favorite armies.... Eldar take finesse, but trust me once you get them down, he will have a lot harder time beating you... If you want to go foot list, I would take 3 squads of War Walkers with Scatter Lasers - 24 shots per turn! Can you say Dakka Dakka
I would also maximize dire avengers with bladestorm and have 2 squads of 10 of Banshees or Harliequins with shadowseer, troope master (with Power Weapon) and the rest with Kisses. Then maybe a squad of fire dragons to take out deff dreads and vehicles. Then take Eldrad and the Avatar!!!.. Use the DA to shoot, backed up by the CC units and Avatar fortuned up front to soak up damage. You can then have the War Walkers shooting from turn 1 or scout or outflank.....

If you want to go Mech, then maximize it! Depending on points - DA with Bladestorm with Wave Serpent with Shuri cannon TL and Underslung Shuri Cannon (ap5 will go through most of his armor - and for the extra points Scatter lasers with 1 more shot and AP6 - MEH - save your points). I would then take a Squad of banshees in a serpent, and then 2 squads of fire dragons for killiness in serpents. Then I personally would take 3 Fire Prisms - you could take 1 as a Night Spinner too which puts your friends squads in dangerous and difficult terrain and it is rending, so can be nice. I seem to have more luck with my fire prisms, but I have played a nightspinner before.

Good luck and keep us posted on how you do...
I play both armies and have a harder time winning with my orcs, esp against Eldar shennanigans!

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Made in ie
Devastating Dark Reaper





I agree mostly with what is said above but against orksyou are much better off with scorpions as your cc than banshees or harlequins because they are much more survivable and can hit way harder.Night-spinners are amazing as are scatter laser war-walkers.Max squads of avengers with an exclaim with bladestorm and feth catapults in serpents are your best choice for troops.also a squad of dragons wouldn't go amiss either to deal with battlewagons bikers or nobz.
   
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Dark Angels Librarian with Book of Secrets






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AnomanderRake wrote:Transports, Night Spinners, stick with shuriken cannons and scatter lasers for your heavy weapon selection. Grab a box or two of Striking Scorpions if you find the Orks are getting into close combat with you.
Which is about the only time you will ever use scorpions. Really.....they have nearly no use against MEQ today with FNP being much more common.
   
Made in us
Guarding Guardian





thank you all for the tips! the thing that im wondering after that is what can i buy that will ALSO take out MEQ because we all know how squishy the eldar are and i have a friend who plays with me and plays space marines. i did pretty well against him last time destroying one squad and killing half the other. thing is i still lost and the only reason i got even close was because i was EXTREMELY lucky. i dont want to buy a whole army and find out "oh so that one was only good against orks?"

 
   
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Longtime Dakkanaut



New Zealand

S6 shooting is one of the few things Eldar do well, and it chews through pretty much anything so if you are looking for something to buy Serpents, Falcons, War Walkers, Prisms, Night Spinners and Vypers are all pretty safe all comers units (sense a theme, avoid infantry lol).

In a competitive environment none of the assault units are worth bringing anyway, so it doesn't matter that Scorpions are better against hordes and Banshees are better against MEQ (and Harlies hit harder than both) because actually getting them into assault against a competitive player is a nightmare.
   
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Nightspinners are good against everything except vehicles with a decent side armor. Prisms are good again all too (make sure you take at least two in a list if you go with them. 1-2 units of fire dragons in serpents. DA in serpents. Eldrad.

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Guarding Guardian





so gideon was right? Get more Dakka!

 
   
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Guarding Guardian





so just asking but i now know that scorpions are better than banshees against orks but they're still very dependable too right? because my plan now because im not rich is to keep it to infantry right now. he's doing the same thing so im safe for now (im def gonna get what you guys told me when i can) but my plan is to get a close combat unit and then get some Dark reapers for when i face my space marine friend my complete plan is~~~

banshees

dark reapers

and....should i get a wave serpent? or should i stick with another infantry and if so what kind? im kinda leaning toward infantry because were mostly going to play infantry matches for now

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






As far as I can tell dark reapers are strictly worse than warwalkers.
Ork in general have problems dealing with transpots, wave serpens are definitely something that's giving me a headache. If you want to keept it to infantry, look for the army type called "footdar", which is based on a load of footslogging eldar suported by an avatar.

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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.
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Made in us
Stoic Grail Knight






Yendor

Aite, if you really want Eldar close combat- or will be building a foot list take Harlequins. Harlequins are especially a no brainer since you'd like to be able to tacle MEQs with them as well.

Give every Harlequin a Harlequin's Kiss (Gives them Rending) and take a shadow seer- maybe a troop master if it pleases you.

Harlies are a bit better than striking scorpions- they are practically immune to ranged fire (veil of tears), they have fleet and totally ignore difficult / dangerous terrain, they have the same number of attacks (2 base vs 1 + Mandiblasters) the same strenght on the charge (furious charge vs scorpion chain sword). And rending to help them punch through power and terminator armor, and the Troop Master can take a power weapon for free.

If you run a mech list harlies can fit in there as well, simply take 5 Dire Avengers without any upgrades, buy them a wave serpent dedicated transport, and take a falcon in heavy support. Put Dire Avengers in the Falcon, and let the harlies board the avenger serpent turn 1.

Always remember to cast powers to help your close combats go in your favor. Harlequins especially benefit from doom to get more wounds, and fortune to re roll their 5+ invulnerable save.

Just remember that trying to beat orks in close combat is a losing gambit. Harlequin or Scorpions for that matter will get overwhelmed if they charge headlong into ork lines. Shoot em up first, and send in your close combat units to mop up whats left.

Whats your opponent running? 2 small Fire Dragon squads in a cheap serpent can quickly shut down battle wagons. Storm Guardians with 2 flamers and a destructor warlock can burn swaths of orks with doom support.

Guide + Doom + Bladestorm can do good damage as well, especially if those orks are out of cover for some reason.

Scatter Lasers and other strenght 6 fire power will tear through trukks and killa kanz, especially if they aren't protected by a KFF.

Eldar Armies often times find themselves in favorable match ups against orks. This is mainly because that prior to the Influx of feel no pain on tons and tons of MEQ models- blood angels... Eldar kill MEQs the same way as we kill orks. Volume of Fire.

This message was edited 1 time. Last update was at 2011/12/15 18:15:16


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Guide, Doom, Bladestorm. Learn to spot 18" range and you'll be mowing down Orcs like your cutting grass.

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Burtucky, Michigan

labmouse42 wrote:
BlueDagger wrote:Night Spinners: Buy it, learn it, and love it. Vs Horde Armies they are pure gold wrapped in juicy bacon.
+1 Night spinners will make ork armies cry themselves to sleep at night.

Vehicles are another thing the orks have a hard time with. If all your models are in serpents, the orks will have a bear of a time fighting you.




No thats not correct at all. AV14 yes, we struggle, but against AV13 or less, nope, we have a better chance everytime the AV drops a point. Now, if your playing against a BW spam list, then yes Orks would have a problem. But I spam rokkits and PKs (as any Ork should spam those) so those serpents would be like popping anything else.


Id suggest, getting a really good and fast dedicated CC squad, to deal with his Nobs. Or fire dragons, as those melta things would cause ID and fast on the Nobs. Problem is we had an Eldar player, and only incredibly briefly, so my experience against them is pretty small. But, get as many shots down range as possible, and dont let them get the charge. Thats the basics against Orks. And I have felt the pain from a Dire Avenger shooty squad, and I can tell ya, those guys piss bullets
   
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In the Ring of Debris Around Uranus

I think if you are building to face an all comers list for CC take Harlies, I think they are better all around and will whipe out a squad of 5 termies on the charge most of the time, esp doomed. I love the look of scorpions, love there fluff, but for the game until they hopefully improve them in the codex, they are pretty much crap. I think Harlies or Banshees are your best bet. If a Harlie squad gets a farseer to both fortune and doom their target... watch the death. I love fire dragons, however against orks, you may not need too many. I think going heavy on the T6 weapons is good, let's face it a brightlance is nice but with BS 3 good luck consistently hitting (poor orks as BS 2... ). The only time I use brightlances are with Wraithlords. If you want to run a foot list, then I would take a squad of 10 Wraithguard with spiritseer, stick in Eldrad, have a squad of harlies to help with cover and CC and watch vehicles and troops die, I would then take 3 Wraithlords - give them dual flamers and a brightlance +/- EML / shuri cannon or Sword, have them stick close to the Wraithguard and you can hold an objective. I think dire avengers are great troop choices as well as guardian jet bikes 3 with shuricannon and warlock with spear + Embolden or destructor - don't get them in cc, but they are good objective grabbers and light troop killers (IG/Grots/Orks/SOB). If going mech then I would use fireprisms x3 for an all comers list (nightspinners are okay, I just don't think all that and a bag of chips, and I think the fire prism can just do more, esp linked with a friend.

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Mekboy Hammerin' Somethin'




Kansas City, Missouri

Eiluj The Farseer wrote:I think if you are building to face an all comers list for CC take Harlies, I think they are better all around and will whipe out a squad of 5 termies on the charge most of the time, esp doomed. I love the look of scorpions, love there fluff, but for the game until they hopefully improve them in the codex, they are pretty much crap. I think Harlies or Banshees are your best bet. If a Harlie squad gets a farseer to both fortune and doom their target... watch the death. I love fire dragons, however against orks, you may not need too many. I think going heavy on the T6 weapons is good, let's face it a brightlance is nice but with BS 3 good luck consistently hitting (poor orks as BS 2... ). The only time I use brightlances are with Wraithlords. If you want to run a foot list, then I would take a squad of 10 Wraithguard with spiritseer, stick in Eldrad, have a squad of harlies to help with cover and CC and watch vehicles and troops die, I would then take 3 Wraithlords - give them dual flamers and a brightlance +/- EML / shuri cannon or Sword, have them stick close to the Wraithguard and you can hold an objective. I think dire avengers are great troop choices as well as guardian jet bikes 3 with shuricannon and warlock with spear + Embolden or destructor - don't get them in cc, but they are good objective grabbers and light troop killers (IG/Grots/Orks/SOB). If going mech then I would use fireprisms x3 for an all comers list (nightspinners are okay, I just don't think all that and a bag of chips, and I think the fire prism can just do more, esp linked with a friend.


IMO this is not very good advise (sorry), 10 wraithguard with spirit seer = 381 pts without upgrades compare that to orks and we can afford 30 orks squadw nob + powerklaw + boss pole INCLUDE A BIG MEK WITH KFF and have about 70 pts left over... The unit is tough but ironically lootas could overwhlem this unit pretty fast with wounds and hit your spirit seers causing them to die before a 30 boy squad walks up absorbs your gunfire avoiding almost all ill effects due to 5+ kff cover and nob will kill his share in CC before you wipe them out.... it's a very counterable defense from our troop choice.

Personally Eldrad in my opinion is badass in veyr large point but honestly a typical farseer is probably a better use of pts against orks as you are paying SO MUCH for that extra power each turn and toughness 4.

Harlies are solid but again you run into pts vs hordes or spammy guns of lootas (but this is a rolling theme with orks vs Eldar)

Dire Avengers will deceive you with how useful they are; i use to play eldar and one of my current friends is using my old army now and days. Yes, they get extra shots but do the math unless the squad has been very heavily widdled down you normally firing about 30ish shots with the Avengers using a blade storm while you should connect with 15 + another 6-8 more making it about 23 shots connecting then 11 wounding with about 4-6 from doom makes 17 saveables which basic cover is 4+ which most people have unless your a smart gunline making it in worst case scenarios 5+ cover KFF instead. This means only about 8-12 wounds done to the squad, good ork players might even use nobs to soak a wound meaning worst average you killed 10 orks of the 30 squad then we crush you in assualt, true you can even things up with a charge but it's really a desperate eldars attempt to thin horde rather than avoid it with speed which normally works better against us unless we are too numerous to move anywhere...

Wraithlords are by no means scary to orks in the least, toughness 8 is laughable to strength 9 power klaw hits the boys are just there to soak the 2-4 orks you might kill each round till he wipes it, Oh that and rokkit spam lol killla kans with BS 3 getting rokkits at 50 pts collectively each means your wraithlord could see his death before he even reaches the front lines due to size and scale, even if rokkits aren't taken i ignore them until they charge me. Infact the only thing i do respect about wraithlords if their flamers which do hurt quite a bit! But it's normally never enough to do much to the horde at that point cause yet again you are trying to meet ork on our playing ground!

The Jetbikes are better but asking for Loota fire being so small in number...

The Fire Prisms are the best suggestion here but i personally wouldn't sacrifice my Warwalkers slot for them considering if you gave them cannons + spirit stones and holo-fields to have a fighting chance this would be 510 pts, i think they could make their points in some armies as an all comers list but against orks it would be a challenge since yet again the loots can chew on your armor very easily being only 12...

All and all I don't mean to be a dick about this but these suggestions are more or less coming with the idea the ork player simply lets the eldar do whatever they want to the ork player under great circumstances. Personally i suggest keeping the Harlies but trying to run them a little under max strength to equal out points, Farseer with favored powers, War Walkers with Scatter lasers, vypers for speed and power with little sacrifice to armor but for SPAMMABLE pain, I have seen the power of Nightspinners and they do VERY MUCH hurt the orkish commander ... that is till my Deff Koptas show up to buzz saw it in the face All and all you need to out manuever the orks not fight us on our own ground otherwise we'll just muscle past ANYTHING you wield on us eventually coming out on top through sheer body count. That is why minimal encounters with us is adviseable while you tear us apart while avoiding combat at all costs. The main challenge most armies face is a reliable way to deal 31 wounds to a troop squad and when they have how they will do it 3 more times while avoiding all our death traps

This isn't anything against Eiluj, i just think perhaps he has so many points of eldar he is use to using higher pts to compensate for a difference perhaps? All i know is in my history playing them and facing them now consistently for a long time those tactics really play to the main strengths of orks unless they involve speed.

This message was edited 1 time. Last update was at 2011/12/21 18:37:49


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Night Spinners, War Walkers with scatter laser and flamers, a lot of flamers, also remember to keep away your tanks from the Ork klaws
   
 
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