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Made in us
Ork Boy Hangin' off a Trukk




Los Angeles

Hi,

I'm playing a league game this weekend, against Orks, an army I have never played. I know it will be an Annihilation game, but I really don't know what he will be bringing. So, assuming almost anything, this is what I have come up with for my list:

CCS 105
MoO, Lascannon, Vox

Vets 165
MeltaGun x3, Chimera (HF/ML), Stubber

Vets 180
PG x3, Chimera (HF/ML), Stubber

Vets 140
Lascannon, PG x3, Vox

Penal Legion

Platoon 470

PCS
Flamer x4, Chimera (HF/ML), Stubber

Squad
Commissar, Melta Bombs, Vox, GL, AC, PW x2

Squad x3
GL, AC, PW

Vendetta
Hellhound
Scout Sentinel w/AC, x2

LRBT w/LC, x2
Manticore

I figure to castle up the tanks, CCS, and static vets with the blob surrounding them. The other vets on the other side of the table, with the hellhound and vendetta in reserve. I have a lot of anti-tank if he bring trukks and BW, as many pie plates as I can pack in, and some direct threats he has to deal with in the vendetta and hound.

This comes to 1970 points. I was thinking of replacing the penals with another vet squad with demolitions, or adding more melta bombs to the blob to deal with kans and deffdreads. Another thought was an astropath to make sure my reserves come in a timely manner. If I went with the astro then I might reserve the chimera vets too.

Any thoughts? Like I said, I've never played orks.

Thanks,

BB

This message was edited 1 time. Last update was at 2012/01/31 03:43:52


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Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

As much as I would prefer the Orks to win ^^, it looks like a decent all-comers list. I wouldn't bother with the PW's, personally. IG are less effective in CC, and the vast majority of orks will have an armor save of 6+.


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Made in us
Ork Boy Hangin' off a Trukk




Los Angeles

Hmmm, you aren't just saying that so I will lose, are you?

If I lose all the power weapons, I can give all the infantry squads melta bombs and put HB sponsons on the tanks. As I believe the Orks say, more dakka. Also, upon reflection, I took out the penal legion and put in another vet squad to ride in the Vendetta, with 3 flamers and a heavy flamer. More...flaming dakka? Flamma?

Thanks,

BB

This message was edited 1 time. Last update was at 2012/01/31 03:48:00


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Made in ca
Flashy Flashgitz





Yes, flamers are often good against Ork lists if the Boyz are not embarked and are relying on a KFF for their saves.
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Keep the penal legion squad for two reasons: One, it is just fun to say penal and get away with it. Two, stubborn. You are going to need that. As far as 30 extra points, H/K missiles or three ratlings. I would go with the H/K missiles on the scout sentinels.

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Made in us
Waaagh! Warbiker






Your list needs some work, your wasting 40 points on the Lascannons on your Lemans. You are going to be shooting at infantry, and the LC shot is gonna kill half a guy every turn? For 20 points? Give them HB, and don't get the sponsons.

Also, make sure there is no room behind your tanks so he does not come in behind your lines with Snikrot (which he probably will).

More Flamma (lol) is a very good thing against orks.

Your lone Vendetta is going to be a BIG target for his Lootas, which he WILL have if he has any brains. Which I'm sure he does.

Its personal choice for PWs in your blob or not, I would keep them because what happens when a mob of Meganobz assaults you? or when a 30 strong mob of 'Ard Boyz charge you? Your gonna want at least a LITTLE staying power with your blobs.
But, Brother T has a point; most likely it will be normal Boyz with a 6+ t-shirt save attacking you, in which case the PWs will be wasted points.

Your Sentinels aren't doing anything for you that a HWS couldn't do better (other than Outflank of course). It would serve you better to drop them for more Autocannons in the form of a HWS.

Stubbers on the Chimeras are wasted points because they are Heavy, and can therefore only shoot when you do not move.. which will maybe one turn in the whole game? Especially if you put them in reserve.

Penal Legion is a no, just because they will get destroyed by the first Boyz mob they come into contact with.

So, after making all of the changes I have mentioned, you have 260 points to spend on good replacements for what you dropped.

Here is my suggestion:

HQ:

CCS 105
MoO, Lascannon, Vox

Troops:

Vets 155
MeltaGun x3, Chimera (HF/ML)

Vets 170
PG x3, Chimera (HF/ML)

Vets 135
Lascannon, PG x3

Platoon = 585

PCS
Flamer x4, Chimera (HF/ML)

Squad
Commissar, Melta Bombs, GL, AC, PW x2

Squad x3
GL, AC, PW

HWS: Autocannons

SWS: 3 Flamers (In Vendetta)

Fast Attack:

Vendetta = 130

Hellhound = 130

Hellhound = 130

Heavy Support:

LRBT w/ HB = 150

LRBT w/ HB = 150

Manticore = 160


OK, now we can break down how to use this in the most efficient way possible (while still conforming to the theme of your original list).

DO NOT put half of your army in reserve, then he only has to face half of your army at a time, making at infinitely easy for him. Start all of your units normally in your deployment zone.

Bubble Wrap your Lemans and Manticore with your Blob, and make sure there is no room for Snikrot to come in behind you.

Vendetta should be moving back and forth along your table edge, DO NOT suicide the SWS in because you will lose the Vendetta. Use it as long rage AT, and as the orks get closer, you can drop your SWS and flame them, but make sure not to do it too soon, so you can get maximum use out of those 3 TL Lascannons.

Chimeras should all be moving forward turn one. Good strategy is to pop smoke first turn and move them 12 inches up field. Then next turn move your normal 6 and start burning the crap out of the Boyz squads. Make sure to melta any and all vehicles while your up there. Your probably going to lose these squads (because there are only three). But it will do a fair amount of damage and slow down his advance. Unfortunately, that's 6 KPs right there, but then again, Guard are always at that disadvantage.

Move the Hellhounds up with this squad, but keep them a little ways behind, as their range is 24" (plus template) and they do not have to get as close as the Chimeras. They are also fast, so you can kite large boys squads. (Move away so they cannot assault you while burning the hell out of them).

Put your HWS in behind the Blob, as well as your CCS and foot Vet squad, and issue an order to the HWS and another to the CCS (I'd actually drop the Vox on the Vet squad, because now you have a HWS to receive the second order). - Keep the vox on the CCS though, because it can re-roll orders that it gives itself. Both the HWS and the CCS should be issued the order 'Bring It Down" to get TL against vehicles and MC's. Which is also very useful for the MoO, because he is now TL.

Hope that helps. Good luck!

P.S. Green is best

EDIT: Had some point value typos. Derp.

This message was edited 1 time. Last update was at 2012/01/31 07:33:46


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Made in us
Ork Boy Hangin' off a Trukk




Los Angeles

Thanks for all the tips. I'm partly limited by the number of models in my collection. For example, I don't have a second hellhound or any more HWT. Since this is a league game WYSIWYG is in effect. I did take a good long look at the sentinels, power weapons, lascannons, sponsons, and heavy stubbers. Here is my new list:

CCS 105
MoO, Lascannon, Vox

Vets 165
MeltaGun x3, Chimera (HF/ML), Stubber

Vets 180
PG x3, Chimera (HF/ML), Stubber

Vets 140
Lascannon, PG x3, Vox

Vets 100
Shotguns, Flamer x2, Heavy Flamer
(Rides in Vendetta)

Platoon 430

PCS
Flamer x4, Chimera (HF/ML), Stubber

Squad
Commissar, Melta Bombs, Vox, GL, AC, PW

Squad x3
GL, AC

Vendetta
Hellhound
Scout Sentinel w/AC, x3

LRBT w/HB, HB Sponsons, x2
Manticore

The 3rd Sentinel is the best way I can get another autocannon in my list at the moment. I will scout move them in to cover, if possible. They should survive for a bit, as there are other juicier targets in my list. If I go second I may outflank them. I thought about the SWS idea, but I have the points so I went ahead with a more durable unit, the vets. I left one PW on the Commissar, along with only one pack of Melta Bombs. Stubbers can fire on the move, btw, as they are classified as defensive weapons. So I kept those. I also kept the sponsons on the LRBT's, but switched to all Heavy Bolters. The "Bolter Boat" seems like a good idea against Orks, and if my bubble-wrap blob does its job they shouldn't have to move much.

Really looking forward to playing this game. Guard vs. Orks, so iconic and fluffy!

BB

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