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I have had some troble fighting space wolfs with orks
I have tried green tide and they just missle launcher me to death
I have tried fielding battlewagons, bt those are again killed with missle launchers
does anyone have ideas howt to fight space wolfs or any space m chapters who mass out on rokkit launchas
and then clean up with wolf rider dudes and those heavy close combat infantry
Kaptain! I got the tellyportas workin.
Did yer test im out?
No sir, wez low on grotz
After you den mista Nailbrain
!Bizap!
I have no idea if dat meanz it worked... ahhh zog it, ere we go WAAAGH!!!
!Bizap!
2012/06/03 03:21:43
Subject: Re:How to win agianst space wolfs with orks
I speard my boys 2 inches apart, they are cappin my battlewagons because they take 3 squads, one in middle, and one on each side, they keep gettin my side armor, and my kff never freakin works on them, only on boys, stupid dice , yes I take them in squads of 30 unless I have them in battlewagons
Automatically Appended Next Post: I speard my boys 2 inches apart, they are cappin my battlewagons because they take 3 squads, one in middle, and one on each side, they keep gettin my side armor, and my kff never freakin works on them, only on boys, stupid dice , yes I take them in squads of 30 unless I have them in battlewagons
This message was edited 1 time. Last update was at 2012/06/03 03:25:44
Kaptain! I got the tellyportas workin.
Did yer test im out?
No sir, wez low on grotz
After you den mista Nailbrain
!Bizap!
I have no idea if dat meanz it worked... ahhh zog it, ere we go WAAAGH!!!
!Bizap!
2012/06/03 03:32:18
Subject: Re:How to win agianst space wolfs with orks
Maximize your firepower against one of the squads on the sides. If you kill it then you can drive up that way while keeping your high armor facing the enemy. You might also just be able to steamroll them from the side if they are spread out in a line.
If they don't use many vehicles you might do well having more boyz and dropping the battlewagons entirely. Small blast markers shouldn't do much to orks to begin with, with lotz more boyz you might have half reach while previously losing that many meant there were none to reach.
"A rule is only as good as the reasoning behind it."
I played Ordo Malleus since before it had a codex.
First off, if you know that you're going to be deploying in responce to missiles, be absolutely sure to spread out the models. This is the thing that lets my friend demolish me with dark eldar almost everytime. Turn one he can hit with four large blast templates, and if we end up in a spearhead deployment them I am absolutely fethed just because of how close my hoard has to be bunched to fit on the table quarter.
Next, The battlewaggons and truck ideas are not bad at all... if he has to spend a turn shooting them, then at the very least you know where the alphas are going to land. Kit out your transports with the abosulute bare minimum of points. Decide immediately what is disposable, and use that to gum up the board untill you've made some progress in crossing it. Just about everything in your army is ablative and there so that your boyz can get into Krumpin. At most, Red paint.
Deffkoptas are nice too, because you can start them off the board, and then outflank and have a 2/3 chance of them comming in on the board side that you want em to be on. Again, these show up and are threatening enough to discourage people from shooting at your hoard. Even better, wehn they arrive, they are twin linked rokkits. You stand a very good change of blowing up some meaner armored units before you have to smash into them with your boyz.
Boyz are where the money is. Spend allot of points doing up this part of your army, that way even if they take a few hits, you're going to have some big units left. Again, lookup the word ablative. Here is where spending the points on some upgrades is nice. Always take a nob with bosspole and power kla to mitigate leadership issues and avoid being stuck in CC with something like a dread that you can't hit. Maybe take a smaller squad of boys and give em the 'ard boys upgrade so that you can put them in the front, giving everyone behind them cover, and forcing the opponent to shoot into em. If he doesent, then he's hitting something that was father away (less of a threaty unit when dealing with orks) or else shooting at the ard boyz, which are a smaller squad and have saves to boot.
The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.
A blast marker should only fit 2-3 Orks under. So 1-1.5 kills per shot.
I don't see that being too much of a problem, they may be able to take 15+ but that's still only 15-22.5 Orks.
Far less than the points they're costing, this is assuming they never miss.
Just get some Dakkajets, flat out right into the enemy on the first turn, I have no doubt that the missiles will go their direction. (Or small arms fire :/ )
1: Im guessing all those missiles are comming from a longfang unit.
If so, either take some kommando's with a klaw nob, or snikrot.
Both get the job done and remove that threat early on.
2: Battlewagons should be working fine against missiles.
However, how many do you run?
Its usually a case of 0 or 3+ to make use of them.
Sounds silly, but make sure you keep the front facing towards any missiles.
3: A simple idea here, but grab a large unit of burna boyz and throw them in a wagon.
You can then burn your way through units, or against thunderwolf cav, simply use them as power weapons and cut through them with sheer weight of numbers.
Automatically Appended Next Post: The blasts are a problem because they will cap my vehicles then kill the tight together ork unit in the crater
This message was edited 3 times. Last update was at 2012/06/03 19:32:19
Kaptain! I got the tellyportas workin.
Did yer test im out?
No sir, wez low on grotz
After you den mista Nailbrain
!Bizap!
I have no idea if dat meanz it worked... ahhh zog it, ere we go WAAAGH!!!
!Bizap!
2012/06/03 18:02:57
Subject: Re:How to win agianst space wolfs with orks
Notice how when Ghazghkull shows up half the board vaporizes
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
Go up one side of the board to deny the last squad a turn or two of shots if they are too far out. You should still get 3 of your six wagons there unless something goes horribly wrong. if you are still having trouble drop 1 wagon for some fast attack or kommandos as said. Sometimes if you throw something in someones face they will start to shoot at that instead. Or if you can lock a squad of longfangs for a turn or two with deffkoptas you will save another 1-2 wagons.
The thing thing about any discussion concerning why orks did something usually ends with because they are orks, and noone seems to argue, or offer further questioning.
2012/06/03 19:00:21
Subject: Re:How to win agianst space wolfs with orks
A couple things, actually, I ran the numbers for missile launcher Krak grenades just a moment ago against AV14 open topped w/ a 4+ cover save and he should only have less than a 20% rate of destroying a Battlewagon if 20 Krak missiles were fired at the same wagon.
With 30 missiles it's still under a 30% rate to get a destroyed damage result.
If you got 'ard Case upgrade that changes to 0% irrespective of the number of Krak missiles you sustain per Wagon. Note, you should be using Big Shootas to prevent Weapon Destroyed Results/Immobilized Results from becoming Destroyed results.
In short, if you watch your facing and you aren't getting flanked, you shouldn't have to worry about Missile Launchers popping your Battlewagons. Unless the Space Wolves player is using something like Lascannons or Melta Weapons to crack open your Battlewagons and then using Frags on his Long Fangs to blast your Horde to bits.
If it's that much of a problem, try using 'ard Case. You will lose almost all of your assault capability, but on the bright side your Battlewagons will be almost immune to Missile fire. If you're still losing Battlewagons to Krak Missiles you're probably reading the rules wrong
By the way, seeing as you're already using Reinforced Rams, they actually become redundant with a Deff Rolla, meaning that it would only cost you 90 points to get Deff Rollas instead of Reinforced Rams, or 15 points more per wagon.
This message was edited 1 time. Last update was at 2012/06/03 19:01:30
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
So from what im seeing I need some sort of a diversion for my battlewagons?
Automatically Appended Next Post: and to keep them to one side or skrunch them together so they are always facing my front
This message was edited 1 time. Last update was at 2012/06/03 19:49:18
Kaptain! I got the tellyportas workin.
Did yer test im out?
No sir, wez low on grotz
After you den mista Nailbrain
!Bizap!
I have no idea if dat meanz it worked... ahhh zog it, ere we go WAAAGH!!!
!Bizap!
2012/06/03 20:16:21
Subject: Re:How to win agianst space wolfs with orks
You don't need a diversion. The more Battlewagons that are in KFF range the better off you'll be.
Keep the front armor facing the enemy at all times and do not let him get off a shot on your side armor.
Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak.
Youve got to be able to angle your BW somehow so that he can only hit front armor, atleast for most of them. The 4++ cover save from the KFF on the BW should be enough
You can angle the BW's in such a way that he can only see front armor on them. You just don't line them up straight ahead and right next to each. It also helps if you play on a board with decent terran.
Hard to explain without making a picture, but I've done it plenty of times. Worst case scenario is he's in your side ark but can't actually the side of the vehicle.
Thats a pic of Dash's from here.
See how he runs his wagons?
This stops any heavy fire to the side and even prevents assault, so a double bonus.
You want to run all of your wagons side by side.
I know this is heresy, but you could actually cut a unit of nobs and a wagon from the list saving 460 points.
Then, throw deffrollers on everything.
With the other 380 or so points, invest in rokkit buggies.
These can have a few uses.
1: Use them to deny shooting and assault to the side of your wagons.
They are cheap and expected to die.
If they save you from a turn of shooting, then they have done the job.
2: Directing fire.
9 more targets with armour mean some of that firepower is drawn away from your wagons, more so when you throw the buggies into his deployment.
3: Tank hunting.
May not seem great, but 9 TL rokkitz is pretty damn good for orks and seems to serve justice for him using so many against you
I'm a fan of nob bikers.. nob bikers woudl very much help your situation... oh look a bunch of bieks turboboosting at the left or right longfangs. then get them into assault turn 2 and then its just getting two longfang squads for front armor which should be doable