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Made in us
Fresh-Faced New User




New to the game. Ive been playing against my friend and get demolished by turn 2. My army is completely ineffective. I'd like some help making a list so I can at least feel less frustrated.

Typically ill move my guys up to try to get to assault range but by the time I get close everything has been mowed down by heavy weapon teams and Leman Russes.

We are slowly buying armies so 750 is the limit for now.

Ill post his list and mine./
   
Made in us
Fresh-Faced New User




+++ New Rosterzzz (757pts) +++
+++ 1000pt Imperial Guard (5th) by Kn1ghtofDarknes Roster (Standard) +++

Selections:

+ HQ + (87pts)

* Company Command Squad (87pts)
Flak armour (Flak Armour), Frag grenades (Frag Grenades)
* Company Commander (12pts)
(Bring it Down!, Fire on my Target!, First Rank, FIRE! Second Rank, FIRE!, Get Back in the Fight!, Incoming!, Move! Move! Move!, Senior Officer)
Bolt pistol (2pts), Power weapon (10pts) (Power Weapon), Refractor field (Refractor Field)
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran heavy weapon team (20pts)
Close combat weapon (Close Combat Weapon), Lascannon (20pts)
* Veteran with vox-caster (5pts)
Close combat weapon (Close Combat Weapon), Lasgun, Vox-caster (5pts) (Vox-caster)


+ Elites + (50pts)

* Ratlings (50pts)
(Infiltrate, Stealth)
* 5x Ratling (50pts)
5x Flak armour (Flak Armour), 5x Laspistol, 5x Sniper rifle


+ Troops + (180pts)

* Veteran Squad (90pts)
Flak armour (Flak Armour), Frag grenades (Frag Grenades), Krak grenades (Krak Grenades)
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran heavy weapon team (10pts)
Autocannon (10pts), Close combat weapon (Close Combat Weapon)
* Veteran Sergeant
Close combat weapon (Close Combat Weapon), Laspistol
* Veteran with special weapon (5pts)
Close combat weapon (Close Combat Weapon), Grenade launcher (5pts)
* Veteran with vox-caster (5pts)
Close combat weapon (Close Combat Weapon), Lasgun, Vox-caster (5pts) (Vox-caster)


* Veteran Squad (90pts)
Flak armour (Flak Armour), Frag grenades (Frag Grenades), Krak grenades (Krak Grenades)
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran
Close combat weapon (Close Combat Weapon), Lasgun
* Veteran heavy weapon team (10pts)
Autocannon (10pts), Close combat weapon (Close Combat Weapon)
* Veteran Sergeant
Close combat weapon (Close Combat Weapon), Laspistol
* Veteran with special weapon (5pts)
Close combat weapon (Close Combat Weapon), Grenade launcher (5pts)
* Veteran with vox-caster (5pts)
Close combat weapon (Close Combat Weapon), Lasgun, Vox-caster (5pts) (Vox-caster)


+ Fast Attack + (35pts)

* Scout Sentinel Squadron (35pts)
(Move Through Cover, Scouts)
* Scout Sentinel (35pts)
Multi-laser


+ Heavy Support + (405pts)

* Leman Russ Squadron (190pts)
* Battle Tank (190pts)
Battle cannon, Heavy bolter, Plasma cannons (40pts), Searchlights (Searchlights), Smoke launchers (Smoke Launchers)


* Leman Russ Squadron (215pts)
* Punisher (215pts)
Heavy flamer (20pts), Lascannon (15pts), Punisher gatling cannon, Searchlights (Searchlights), Smoke launchers (Smoke Launchers)



Profile Summary:

Name Unit Type WS BS S T W I A LD Save Pg
Company Commander Infantry 4 4 3 3 3 3 3 9 5+/5+
Ratling Infantry 2 4 2 2 1 4 1 6 5+
Veteran Infantry 3 4 3 3 1 3 1 7 5+
Veteran Sergeant Infantry 3 4 3 3 1 3 2 8 5+
Veteran Weapon Team Infantry 3 4 3 3 2 3 2 7 5+

Name BS Front Side Rear Type Pg
Leman Russ Battle Tank 3 14 13 10 Tank
Leman Russ Punisher 3 14 13 11 Tank

Name WS BS S Front Side Rear I A Type Pg
Scout Sentinel 3 3 5 10 10 10 3 1Walker, Open-topped

Name RangeStrength AP Type Pg
Autocannon 48" 7 4 Heavy 2
Battle Cannon 72" 8 3Ordnance 1, Large Blast
Bolt Pistol 12" 4 5 Pistol
Grenade Launcher (Frag) 24" 3 6Assault 1, Blast
Grenade Launcher (Krak) 24" 6 4Assault 1
Heavy Bolter 36" 5 4 Heavy 3
Heavy Flamer Template 5 4Assault 1
Lascannon 48" 9 2 Heavy 1
Lasgun 24" 3 -Rapid Fire
Laspistol 12" 3 - Pistol
Multi-laser 36" 6 6 Heavy 3
Plama Cannon 36" 7 2Heavy 1, Blast, Gets Hot!
Punisher Gatling Cannon 24" 5 -Heavy 20
Sniper Rifle 36" X 6Heavy 1, Sniper

Selection Rule Summary:

* Bring it Down!: If the order is successfully is issued, choose one enemy vehicle (or squadron of vehicles) or monstrous creature (or unit of monstrous creatures) visible to the officer. The ordered unit immediately shoots at the nominated target, counting their weapons as twin-linked.
* Close Combat Weapon: See the Warhammer 40K rulebook.
* Fire on my Target!: If the order is successfully issued, choose one enemy unit visible to the officer. The ordered unit immediately shoots at the nominated target. Successful cover saves taken against this shooting attack must be re-rolled.
* First Rank, FIRE! Second Rank, FIRE!: If the order is successfully issued, the orderd unit immediately shoots at any visible target. If the enemy is up to 12" away, models firing lasguns fire three shots, rather than just two. If the unit did not move in its Movement phase they fire two shots with their lasguns at an enemy up to 24" away, instead of just one.
* Flak Armour: A model with flak armour has an armour save of 5+.
* Frag Grenades: See the Warhammer 40K rulebook.
* Get Back in the Fight!: This order can only be issued to a unit that is falling back, or that has gone to ground. If the order is successfully issued, the oredered unit immediately regroups if falling back (even if it would not normally be able to do so due to casulaties suffered, enemy proximity and so on...) or returns to normal (if it had gone to ground). As a result, the ordered squad may shoot and assault as normal this turn.
* Incoming!: If the order is successfully issued, the ordered unit immediately goes to ground. The ordered unit receives +2 to its cover save, rather than the normal bonus. Note that this means the squad will not be able to act normally unitl the end of the player's following turn.
* Infiltrate: See the Warhammer 40K rulebook.
* Krak Grenades: See the Warhammer 40K rulebook.
* Move Through Cover: See the Warhammer 40K rulebook.
* Move! Move! Move!: If the order is successfully issued, the ordered unit immediately runs, rolling three dice and using the highest result when determining how far they move.
* Power Weapon: See the Warhammer 40K rulebook.
* Refractor Field: A refractor field grants the bearer a 5+ invulnerable save.
* Scouts: See the Warhammer 40K rulebook.
* Searchlights: Searchlights are used when the Night Fighting rule is in effect. If a vehicle has a searchlight it must still use the Night Fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the Night Fighting rule. However, a vehicle that uses a searchlight, can be targeted during the following enemy turn, as if the Night Fighting rules were not in effect, as the enemy can see the searchlight.
* Senior Officer: The Company Commander can issue up to two orders each turn. He has a command radius of 12". Company Commanders can use the Bring it Down!, Fire on my Target!, Get Backk in the Fight, First Rank, FIRE! Second Rank, FIRE!, Incoming! and Move! Move! Move! orders.
* Smoke Launchers: See the Warhammer 40K rulebook.
* Stealth: See the Warhammer 40K rulebook.
* Vox-caster: If an officer is attempting to issue an order to a friendly unit and both the officer's Command Squad and the chosen unit contain a model with a vox-caster, the Leadership test to see if the order has been understood can be re-rolled if failed.

Created with BattleScribe (http://www.battlescribe.net)


Automatically Appended Next Post:
Here is what I own that I could use:

This message was edited 1 time. Last update was at 2012/07/30 08:02:32


 
   
Made in us
Fresh-Faced New User




These are the models I own:

+++ owned set (1441pts) +++
+++ 1500pt Orks (5th Ed) by Kn1ght Roster (Standard) +++

Selections:

+ HQ + (100pts)

* Warboss (100pts)
(Furious Charge, Independent Character, Mob Rule, Waaagh!)
'Eavy armour (5pts) ('Eavy Armour), Bosspole (5pts) (Bosspole), Power klaw (25pts) (Power Klaw), Stikkbombs (Stikkbombs), Twin-linked shoota (5pts)


+ Elites + (90pts)

* Burna Boyz (90pts)
(Furious Charge, Mob Rule, Waaagh!)
* 5x Burna Boy (75pts)
5x Burna (Burna)
* Mek (15pts)
Mek's tools (Mek's Tools)


+ Troops + (666pts)

* Da Boss' Nobz (270pts)
(Furious Charge, Mob Rule, Waaagh!)
* Nob (40pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Bosspole (5pts) (Bosspole), Twin-linked shoota (5pts)
* Nob (60pts)
'Eavy armour (5pts) ('Eavy Armour), Bosspole (5pts) (Bosspole), Power klaw (25pts) (Power Klaw), Twin-linked shoota (5pts)
* Nob (40pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Bosspole (5pts) (Bosspole), Twin-linked shoota (5pts)
* Nob (40pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Bosspole (5pts) (Bosspole), Twin-linked shoota (5pts)
* Nob (35pts)
'Eavy armour (5pts) ('Eavy Armour), Big choppa (5pts) (Big Choppa), Twin-linked shoota (5pts)
* Trukk (55pts)
(Ramshackle)
Armour plates (10pts) (Armour Plates), Big shoota, Red paint job (5pts) (Red Paint Job), Rienforced ram (5pts) (Rienforced Ram)


* Gretchin (40pts)
* 10x Gretchin (30pts)
(It's a Grot's Life)
10x Grot blasta
* Runtherd (10pts)
(Furious Charge, Mob Rule, Waaagh!)
Grabba stik (Grabba Stik), Slugga, Squig hound (Squig Hound)


* Ork Boyz (163pts)
(Furious Charge, Mob Rule, Waaagh!)
* 20x Boy (120pts)
20x Shoota
* Boy with special weapon (16pts)
Rokkit launcha (10pts)
* Boy with special weapon (11pts)
Big shoota (5pts)
* Nob (16pts)
Choppa (Choppa)


* Ork Boyz (193pts)
(Furious Charge, Mob Rule, Waaagh!)
* 20x Boy (120pts)
20x Slugga & choppa (Choppa)
* Boy with special weapon (11pts)
Big shoota (5pts)
* Boy with special weapon (11pts)
Big shoota (5pts)
* Nob (51pts)
'Eavy armour (5pts) ('Eavy Armour), Bosspole (5pts) (Bosspole), Power klaw (25pts) (Power Klaw)


+ Fast Attack + (290pts)

* Deffkoptas (180pts)
(Furious Charge, Hit and Run, Mob Rule, Scouts)
* Deffkopta (60pts)
Buzzsaw (25pts) (Buzzsaw), Choppa (Choppa), Twin-linked big shoota
* Deffkopta (60pts)
Buzzsaw (25pts) (Buzzsaw), Choppa (Choppa), Twin-linked big shoota
* Deffkopta (60pts)
Buzzsaw (25pts) (Buzzsaw), Choppa (Choppa), Twin-linked big shoota


* Warbikers (110pts)
(Furious Charge, Mob Rule)
* 3x Warbiker (75pts)
3x Choppa (Choppa), 3x Slugga
* 3x Warbike
(Exhaust Cloud, Warbike)
3x Twin-linked dakkaguns
* Warbiker Nob (35pts)
Choppa (Choppa)
* Warbike
(Exhaust Cloud, Warbike)
Twin-linked dakkaguns


+ Heavy Support + (295pts)

* Flash Gitz (295pts)
(Furious Charge, Mob Rule, Waaagh!)
More dakka (5pts) (More Dakka), Shootier (5pts) (Shootier)
* 5x Flash Gitz (125pts)
5x 'Eavy armour ('Eavy Armour), 5x Gitfinda (Gitfindas), 5x Snazzgun (Snazzgun)
* Kaptin Badrukk (160pts)
Bosspole (Bosspole), Choppa (Choppa), Da Ripper, Gitfinda (Gitfindas), Goldtoof armour (Goldtoof Armour), Slugga, Stikkbombs (Stikkbombs)
* Da Powder Grotz
(Da Powder Grotz)
3x Ammo runt (Ammo Runt)



Profile Summary:

Name Unit Type WS BS S T W I A LD Save Pg
Badrukk Infantry 5 2 4 4 2 3 4 9 3+/5+
Boy Infantry 4 2 3 4 1 2 2 7 6+
Burna Boy Infantry 4 2 3 4 1 2 2 7 6+
Deffkopta Jetbike 4 2 3 4(5) 2 2 2 7 4+
Flash Gitz Infantry 4 2 4 4 2 3 3 7 4+
Gretchin Infantry 2 3 2 2 1 2 1 5 -
Mek Infantry 4 2 3 4 1 2 2 7 6+
Nob Infantry 4 2 4 4 2 3 3 7 6+
Runtherd Infantry 4 2 3 4 1 2 2 7 6+
Warbiker Bike 4 2 3 4(5) 1 2 2 7 4+
Warbiker Nob Bike 4 2 4 4(5) 2 3 3 7 4+
Warboss Infantry 6 2 5 5 3 4 4 9 6+

Name BS Front Side Rear TypeTransport CapacityFire PointsAccess Points Pg
Trukk 2 10 10 10Fast, Open-topped12 models. Models in mega armour count as 2 modelsEverywhere (open-topped)Everywhere (open-topped)

Name RangeStrength AP Type Pg
Big Shoota 36" 5 5Assault 3
Burna Template 4 5Assault 1
Da Ripper 24" 7 2Assault 3, Gets Hot!
Dakkagun 18" 5 5Assault 3
Grot Blasta 12" 3 -Assault 1
Rokkit Launcha 24" 8 3Assault 1
Shoota 18" 4 6Assault 2
Slugga 12" 4 6 Pistol
Snazzgun 24" 5 D6Assault 1

Roster Rule Summary:

* Mob Rule: Ork mobs may always substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.
* Waaagh!: Once per game, the Ork player can declare a Waaagh! during his shooting phase. This may not normally be declared on the first turn as a proper Waaagh! needs some momentum behind it. For the duration of that turn, all friendly Ork infantry units have the Fleet of Foot rule (not Gretchin units, they're far too weedy for a proper Waaagh!). If a unit rolls a 1 when making this Waaagh! movement, the Orks start fighting before they get to the enemy. One model from that unit takes a single wound. Note the unit may still move an inch, and assault as normal.

Selection Rule Summary:

* 'Eavy Armour: It confers a 4+ armour save.
* Ammo Runt: A model with an ammo runt is allowed to re-roll one To Hit roll for a shootin attack once per game. Ammo runt models are purely decorative and are always ignored for game purposes, just move them to one side if they become a problem.
* Armour Plates: It treats 'Crew Stunned' results as 'Crew Shaken' results instead.
* Big Choppa: A big choppa is a two-handed weapon. A model using a big choppa adds +2 to its Strength.
* Bosspole: Each time a unit with a Bosspole fails a Morale test you may choose to inflict a wound on that unit (not on the model with the Bosspole) in oreder to re-roll that Morale test.
* Burna: A burna may be used in the Shooting phase, or as a power weapon in the Assault phase, but not both in the same turn.
* Buzzsaw: A Deffkopta with a buzzsaw is treated as having a power klaw.
* Choppa: Choppas are close combat weapons, see the Warhammer 40K rulebook.
* Da Powder Grotz: These are seperate from the Ammo Runts allowed by his unit.
* Exhaust Cloud: Warbikers produce great clouds of smoky exhaust fumes, giving them a 4+ cover save.
* Furious Charge: See the Warhammer 40K rulebook.
* Gitfindas: When shooting, Flash Gitz may measure to see if they are in range before declaring their target.
* Goldtoof Armour: It confers a 3+ armour saving throw, and also incorporates a force field that gives the Kaptin a 5+ invulnerable save.
* Grabba Stik: A model with a grabba stikk attacks normally but each Assault phase he can cause a single model in base contact to lose an Attack (to a minimum of 1).
* Hit and Run: See the Warhammer 40K rulebook.
* Independent Character: See the Warhammer 40K rulebook.
* It's a Grot's Life: If a Grotz mob moves through a minefield then remove the minefield marker and 3D6 Gretchin along with it.
* Mek's Tools: If a Mekboy or Big Mek is inside (or in base contact with) a vehicle at the beginning of his Shooting phase, he can attempt to repair a single Weapon Destroyed or Immobilised result instead of shooting. Roll a D6 - on a 4+ the result is negated. This could allow a previously destroyed weapon to fire in that shooting phase. On the roll of a 1, the Mek gets a bit carried away and the vehicle counts as Shaken.
* Mob Rule
* More Dakka: Snazzguns with the More Dakka upgrade are Assault 2.
* Power Klaw: Counts as a power fist, see the Warhammer 40K rulebook.
* Ramshackle: If the vehicle suffers any destroyed result on the vehicle damage table, roll on the Ramshackle table below and apply the result instead of the usual effects. If the Trukk suffers more than one destroyed result, roll one dice per result on the Ramshackle table, but only apply the lowest result.
D6/Effect
1-2/All passengers and models within D6" takes a Strength 3 hit. Surviving passengers must disembark and take a Pinning test.
3-4/Move the Trukk 3D6" as far as possible in a random direction (the Ork player chooses if he rolls a 'Hit' on the Scatter dice). Then apply the result above. If the Trukk would careen into enemy models or terrain, stop it 1" away.
5-6/The Ork passengers take no damage but must immediately disembark. The Trukk is then wrecked.
* Red Paint Job: Ork vehicles with red paint jobs add +1" to their movement in the Movement phase but do not incur penalties for this extra inch. For example, a vehicle could move 13" and still count as moving 12".
* Rienforced Ram: A vehicle with a rienforced ram can Tank Shock, and treats its front armour as two higher than normal when resolving Death or Glory attacks (to a maximum of 14). Furthermore, the vehicle may re-roll Dangerous Terrain tests.
* Scouts: See the Warhammer 40K rulebook.
* Shootier: Snazzguns with the Shootier upgrade have Strength 6.
* Snazzgun: Roll once each Shooting phase to determine the unit's AP, but only after the target unit has been chosen.
* Squig Hound: Each time a unit with a squig-hound fails a Morale test it may remove D3 Gretchin models to re-roll that Morale test.
* Stikkbombs: Count as frag grenades, see the Warhammer 40K rulebook.
* Waaagh!
* Warbike: Any model mounted on a Warbike adds 1 to his Toughness (though not for determining Instant Death), modifies his troop type to Bike, gains a 4+ armour save and the Exhaust Cloud special rule.

Created with BattleScribe (http://www.battlescribe.net)


Automatically Appended Next Post:
In short, he will use the Russes and heavy weapons to mow me down and sit in one spot. By the time I get in range most of my army is gone and ive eliminated maybe 1 or 2 models. He is geared to counter infantry it seems so I'm not sure how to be effective with the models I own or waste tons of money experimenting.

Can I use what I have and be competitive?

This message was edited 1 time. Last update was at 2012/07/30 09:36:34


 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

At 750 points, IG definitely has more ranged attacks. You can take that power away from him by reducing the number of turns he gets to shoot at you before you assault him and reducing he number of hits he causes per turn. You can do that with speed and a Kustom Force Field. The KFF may not be as great as it was last edition, but it will still help. The only speed you have model wise are Bikes.

HQ:
Big Mek: KFF, Cybork Body (Proxy the Warboss for the correct base size. Cybork is to absorb those Ratling Rending shots that they will allocate with 6s)

Elites:
2X6 OR 1X12 Lootas (Reach out and touch somebody! Proxy one Mob of Burnas and the the other the Flash Gitz)

Nob Bikers: 1 PK, Bosspole, 3 Big Choppas (use Look Out, Sir! to keep those Ratling wounds off the Power Klaw and spread the wounds around to keep them alive. They are not optimal at 750 points, but try them at 1000. Never field Nobs on foot, especially against IG)

Troops:
With what you have I recommend 2 Mobs. Have the front Mob be just Slugga Boyz, Nob with Bosspole and no PK. They are going to get shot to pieces. Don't give those Ratlings a free PK kill. Run them in the shooting phase. Make them an immediate threat to take shots. Have the second Mob be Shootas with 2 Big Shootas, Big Mek, and Nob with a BP, maybe a PK and/or EA if you can afford it. Trail the Slugga Nob behind his unit to stay within 6" of the Big Mek so they can keep the 5+ cover save.

Fast Attack:
3X Deffkoptas: Twin-Linked Rockets (Start them on the board if going first to scout and/or move forward and shoot vehicles, outflank if going second, always in separate units)

Why don't you try out some of this and let us know how it goes.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in us
Freaky Flayed One





Durham NC

All great advice. You need to proxy the Looters to see if they make a difference. He will have to worry about your shots as well. In small games, shooties will best assaulty most of the time. Takes to long to get there.

About 10000
- 5000
6000
 
   
Made in us
Fresh-Faced New User




If you guys had to deal with that list what would you buy next? I have some scratch built trukks and could make something else from spare parts. If you could field whatever you wanted to counter that list within 750 - 1000 what would you use? Ill try the suggestions but I'm curious to know what models I need to focus on getting to stay viable.
   
Made in us
Battlefortress Driver with Krusha Wheel






Boulder, CO

Not gonna lie, I'm disinclined to respond due to how overwhelming your Battlescribe copy/paste is.
In the future, if you post a more simplified list, you'll probably get more responses.
   
Made in gb
Regular Dakkanaut




T/Wells

Hi Souplljk,

I would recommend finding a way to bolster abit of fire power to return fire and get something which will allow you to get into close combat as quick as possible. IG excel at long fights due to their weaponry, but in CQC (close quarters combat) they suck, as you are both mob armies you should look at his strengths, which are long range weaponry and orders. Yours is CQC dominance.

This message was edited 1 time. Last update was at 2012/07/31 16:02:10


 
   
 
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