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Made in pl
Death-Dealing Devastator




Poland

If you play for 1000 pt ork player is able to use 6 squads of 30 orks. 180 in total. You can not priety much anything to win. I need help?!!!


sergeant of the devestators 
   
Made in us
Bounding Assault Marine






Get some armor to tarpit the orks and the ones that are still move and shoot 24" at. You should also take template weapons.

The orks win by mainly fear, yes that is a lot of dice but 5+, 5+,3+ doesn't do as much as you'd think.

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devestator 7777777 wrote:If you play for 1000 pt ork player is able to use 6 squads of 30 orks. 180 in total. You can not priety much anything to win. I need help?!!!



They can only take 150, with a HQ.

And they'll all nearly be naked, at best one nob. Take a dreadnought, watch him cry as he can't hurt it.
   
Made in gb
Longtime Dakkanaut




ZebioLizard2 wrote:
devestator 7777777 wrote:If you play for 1000 pt ork player is able to use 6 squads of 30 orks. 180 in total. You can not priety much anything to win. I need help?!!!



They can only take 150, with a HQ.

And they'll all nearly be naked, at best one nob. Take a dreadnought, watch him cry as he can't hurt it.
The nob will kill the dread before the dread can do too much damage. Best to use an Iron clad.

Ork players struggle to break armour. In this sort of list they will probably look to open you up in cc.
In particular if you take a 'raider they will struggle to open it. Else vindis are awesome, they can be part of a balanced list and at the same time remove tonnes of ork models each turn.

Start reading a book and other relaxing activities, it will demoralise the player as they have to move so many models.

Take Telion as was mentioned without the nob the orks are not so great, so you use Telion to take out their nobs.

Good luck that is a huge number of models to shift.

This message was edited 1 time. Last update was at 2012/04/13 11:29:35


 
   
Made in us
Grovelin' Grot




I have used that list once. Really just play against it once or twice and your opponent will be so incredibly bored with moving so many models he won't ever want to do it again. Win or lose, you won't need to worry about it for more than a couple games.
   
Made in gb
Leader of the Sept







It seems like an ideal time to break out that Land raider with the inferno cannon on the sides Fill it with something extremely hitty and roll it up to each squad in turn. It probably doesn't leave you much room for troops choices, but what the hey

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Perturbed Blood Angel Tactical Marine




GA

Take one squad of assault termies with LC and then take tactical squads or some sternguard and blast the hell out of them.
   
Made in pl
Death-Dealing Devastator




Poland

What do you think of geting 3 landraider reedemers. Moving cruising speed each turn so the nob with power claw will hit in CC on 6 and burning them with flamestormcannons?!


Automatically Appended Next Post:
You can also tank shock them

This message was edited 1 time. Last update was at 2012/04/13 13:47:22


sergeant of the devestators 
   
Made in us
Perturbed Blood Angel Tactical Marine




GA

That dosent leave much room for troops or an hq your best bet is a squad or two of assault termies they will eat all the orks like nothing. make sure you get the assault, If you do want landraiders get the crusaider and shoot before you get the termies in assault. they wont stand up to that.
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

Take 3 thunderfire cannons and then the rest of your army, win every match.

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Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

THUNDERFIRE CANNONS will rip him appart, and cost alot less then land raider redeemers.

Also, really fun to use :-D

A master of the forge will also have alot of fun with a conversion beam.

 
   
Made in za
Mutilatin' Mad Dok





ZebioLizard2 wrote:
devestator 7777777 wrote:If you play for 1000 pt ork player is able to use 6 squads of 30 orks. 180 in total. You can not priety much anything to win. I need help?!!!



They can only take 150, with a HQ.

And they'll all nearly be naked, at best one nob. Take a dreadnought, watch him cry as he can't hurt it.


How so? 6 troop slots, 30 boyz each... equates to 180 boyz. Oh whoops, 1000pts, nevermind.

Anyway, yeah, Thunderfire Cannons are fantastic against ork mobs. Past that, repeated templates should help thin the horde. Only ever assault them when the target unit is at most half strength.

This message was edited 1 time. Last update was at 2012/04/13 17:46:36


 
   
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Ultramarine Land Raider Pilot on Cruise Control





Silver Spring, MD

Sternguard with combi-flamers are especially effective against orks, and there are a couple different good ways to use them in this scenario. They can hold the line on foot and defend something you don't want the Orks to charge (say, Thunderfire cannons) because whatever mob is across the table from them will not survive running into their shooting.

This other tactic I've tried before works on the idea that a 10-strong Sternguard squad with say 3 combi-flamers will basically wipe out an ork mob in one turn of shooting if you deploy out of a Rhino or drop pod right next to them. Use a drop pod to deploy on the Ork player's flanks/slightly behind them, but away from your own deployment zone. Try to pick a mob on the fringe of the herd that's more isolated. You can nearly wipe it out with one turn of shooting (should basically make up the point value of the Sternguard right there). After that the Ork player is faced with a decision: divert another mob to deal with the sternguard on his flanks, or face another few turns of shooting that will probably gut yet another mob before it gets to your lines. Even if he diverts a mob to deal with your Sternguard, you've steered that mob away from the rest of your troops and given you more time to cut him up piecemeal later.

This message was edited 1 time. Last update was at 2012/04/13 18:06:14


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sternguard, blocking movement/assaults with transports, and thunderfires are all great ideas

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Jacksonville, NC

Get some dreads with flamers and assault cannons, he wont be able to deal with your vehicles (except with hq and nobs which will be scarce). Lots of template weapons, ML and flamers. LR redeemer.
   
Made in us
Bounding Assault Marine






devestator 7777777 wrote:What do you think of geting 3 landraider reedemers. Moving cruising speed each turn so the nob with power claw will hit in CC on 6 and burning them with flamestormcannons?!


Automatically Appended Next Post:
You can also tank shock them[/quote

That's 720 points and you can tank shock them, they fail leader ship, and run them off the board. Yes, that is a viable strategy but you might want a storm bolter because if it gets immobilized it can't use its flamestorm cannons as effectivly. And compared to the crusader you get 1 extra weapon free.

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1 word
Vindicator

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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

iGuy91 wrote:1 word
Vindicator


For killing orks, a single thunderfire cannon is cheaper, more effective and comes with a free techmarine with servo-harness. Now for killing nob squads, yes vindi is better, but our friend is having trouble with the regular boyz.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in gb
Longtime Dakkanaut





Cover saves are orks' friend so a Whirlwind or two will cause some deaths.
Maybe some vanguard vets to deepstrike in and charge the flank of one of the mobs. Could be useful to tie down a third of their army.

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

..ummm.. 180 ork boyz without any upgrades whatsoever, not even an hq, costs 1080 points. With pk nobz in all the squads, and an hq, the list is closer to 1500. And it's still very one-dimensional and has a very difficult time openning tanks. Three thunderfire cannons firing the difficult terrain creating blasts will ruin his day. It also only costs 450 points, so you can fill the rest with some token tactical squads and a bunch of stern gaurd with flamer weaponry. The game will also be incredibly one-sided, dreadfully dull, impossibly tedious, and will bore the both of you to tears. I wouldn't expect to play it much more often after that.

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Devastating Dark Reaper




houston

Two blendernaughts.(ie furiosos) call it a day.
   
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Ye Olde North State

chewielight wrote:Two blendernaughts.(ie furiosos) call it a day.


To bad he plays 'nilla marines and not blood angels..

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Knight of the Inner Circle






3 thunderfire cannons, 3 plasma cannon dreads, one dedicated redeemer, termies inside to tarpit.....Libby with avenger, Telion. Problem solved.

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Devastating Dark Reaper




houston

loota boy wrote:
chewielight wrote:Two blendernaughts.(ie furiosos) call it a day.


To bad he plays 'nilla marines and not blood angels..


Hey I don't judge lol.

Since that's the case I would echo what's been said. Thunderfire cannons or at least dual vindies.
   
Made in us
Longtime Dakkanaut






Dallas Texas

vindicator, flamers

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Pyromaniac Hellhound Pilot





killeen TX

I play orks. If the opponent deploys first, and I see him field a thunderfire cannon, I stay away from it as much as possible. Vindicators are one thing, but, the fact that it is 4 small templates hitting a horde army, that realy hurts. The round that makes terrain difficult realy slows down the advance.

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Template>Non-template

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Made in us
Death-Dealing Devastator



Downingtown Pa West of Phili Pa

2 Devistator squads armed with 4 ML's. Put them both in Razorbacks with twin assault cannons. Use the ML like mortor barage and move when he gets close.

If you have the points the get 3 but keep him at range and use template weapons.

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Grundz wrote:blocking movement/assaults with transports


This alone can turn the tide. Using cheap rhinos at chokepoints to force his mobs to either go around or stop and smash it will buy you the time to defeat him.

The other thing is you need to focuse fire on a mob until it breaks, then go to the next one.

Other things you can do:

Send one unit at a time to be one inch in front of his lead rank. Yes, they will die, but it forces him to stop and deal with them.

I have played green tide many times. I want to close the gap and smash you as quickly as possible. Forcing me to deal with terrain and bogging me down are extremely frustrating. Anything you can do to slow down and delay my mobs will help as it gives you more time to shoot them up.

Also, nobs do NOT always deal with dreadnoughts quickly. I loathe walkers. They can tie your mob up for several turns as your nob continues to whiff, and whiff, and whiff. Even on the charge, 4 attacks hitting on 4s = 2 hits. Str 9 needs a 4 to glance = 1 on damage chart. 2 out of 3 times you are not wrecking or destroying it. Now, you are locked in combat for what will feel like an eternity.

 
   
Made in us
Longtime Dakkanaut





1. Impose time limit.

2. Take second turn.

3. Turn 2 contest his objectives with speeders.

4. Call game.

   
 
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