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Made in gb
Water-Caste Negotiator






Hi dakka,

I am relatively new to orks but thought the new rules edition would give me a pretty even playing ground. So I play against Tau, Nids, and DE primarily. So i thumped Tau, no real issues there. I lost against nids, changed my list and beat them but I my opponents list wasn't that strong in my opinion compared to what he can field. So I am asking some advice as to how to deal with certain units.

My main issues are deepstriking mawlocs, they are devasting to big mobs, to my vehicles and I am just not sure how to deal with them.

My second issue is zonathropes, he tends to field 3 at a 1000pts and with their 3 up invun save I do not really have any solutions other than pumping loads of shots into them.

Most other things are fine, I have some kannons on my BW to insta kill warriors and pop wounds of some big monstrous creatures. I have burnas to deal with pesky little bugs and a warboss with a nice big PK to take on some bigger bugs. I only won the other day because I took out all his infantry and it was a control game.

I appreciate any advice (if none ill have to go back to JSJ with my Tau lol)

Thanks

ATO

1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. 
   
Made in us
Yellin' Yoof






the best combo Ive had against nids is lootas and a looted wagon or 2 with boomguns

This message was edited 1 time. Last update was at 2012/08/18 08:12:05


 
   
Made in gb
Water-Caste Negotiator






Yer my looted wagon was the game winner so maybe i should take two. Are lootas that good against nids? I just thought with AP 4 they dont really help against the MC's? What do you normally target with them?

1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. 
   
Made in za
Mutilatin' Mad Dok





Killa Kanz with Grotzookas will vaporize gaunts, swarms, gargoyles, ravenors, shrikes, and genestealers - and will rather hurt warrior units as well. Mind the 18" range, however.

Lootas are FANTASTIC against nids - that ap4 completely tears up warriors and hive guard, not to mention that biovore hiding in the back, and the high strength forces numerous saves on MC's, and pose a considerably threat to harpies. Not to mention being able to help cripple all the enemies listed in regards to the Grotzookas.

Burna Battlewagons are amazing, even more so in 6th edition. You're going to remove entire units of gaunts, regardless of size, per shooting. Any non MC nids looking to assault the battlewagon are going to be rather nervous with all those burnas in there.

Kustom Mega Blastas are also fantastic, but understandably hard to fit in. That str8 ap2, hitting on 4+ if its fired by grots, is a tremendous help against the MC's. I've very nearly gibbed a Hive Tyrant on my first turn with them (only one wound remaining! curse that one failed to-hit roll!). Mind that Get's Hot affects vehicles now. Regardless, I find them invaluable regardless of the army I'm facing.

Carnifexes, and tyrannofexes can be assaulted without much worry - you should be able to deal with them with trukk boyz. Mawlocs aren't as much as an issue - Orks have the ablative wounds to take the damage, and hit back with the Powerklaws. Ideally, get the assault, so your normal boys wound on a 5+. Trygons can be scary if NOT in assault - that shooting attack will tear up orks. As such, get into assault as soon as possible. Ideally, try to soften them up with Lootas, (or KMB's if you have them). In general, boyz will be what will be dealing with them.

Tankbustas are actually also great against Tyranids - that ap3 str8 really tears through their MC's. Just note that they are just as killable as normal boyz.
   
Made in gb
Stalwart Dark Angels Space Marine



Somewhere dark, cold and scary (A.K.A my mind)

Kharrak wrote:Tankbustas are actually also great against Tyranids - that ap3 str8 really tears through their MC's. Just note that they are just as killable as normal boyz.

If you want to take Tankbustas then you'l want to put them in a trukk or open topped Looted wagon makeing them more resiliant and very mobile. You should also take as many as you can, I recommend at least five. Give one mabey two Tankbustas Tankyhammers so when you get tired of missing you can get 'Krumpin MC's in CC.

This message was edited 4 times. Last update was at 2012/08/18 11:03:12


May your rolls be high and your victories countless


 
   
Made in gb
Water-Caste Negotiator






Tankbusters, I had never even considered them lol, you reckon they are best held in reserve?

Sounds like I need to get some lootas in there, just at 1000pts its pretty tough getting lootas and a burna wagon without losing my boys. My main issue with the Mawloc is when it pops up from beneath me, that is often a lot of dead boys or a popped BW which is very annoying indeed. Any tactics for the boroughing mawloc?

Thanks for the tips so far.

ATO

1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. 
   
Made in za
Mutilatin' Mad Dok





DA SPEED FREEK wrote:
If you want to take Tankbustas then you'l want to put them in a trukk or open topped Looted wagon makeing them more resiliant and very mobile. You should also take as many as you can, I recommend at least five. Give one mabey two Tankbustas Tankyhammers so when you get tired of missing you can get 'Krumpin MC's in CC.

I don't believe you can have any unit smaller than 5

Generally, consider that only one out of three tankbustas are going to hit - and scale based on that. Nine tankbustas will hit an average of three times, twelve an average of four - I prefer to decide on either of those. Remember that Tankbusta nobs get Powerklaws for cheap - 15pts! If you take 9 'bustas and a nob, that's 180pts.

Getting them into a trukk isn't that easy - since you have to load them into the trukk on your first turn (you can't start the game with them in the trukk). I would generally rather recoomend putting them into a battlewagon, or a looted wagon if you're prepared to deal with the potential random movement.

You can try keeping one unit, inside a looted wagon, in reserve. No idea how that will work for you, though - but it could work well!
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

As for the Mawloc, there's nothing you can really do. It's going to pop up for chompy-chompy time no matter what.

The best thing you can do is spread your boyz out, positioning them all so that each model is only just in coherencty, i.e. 2" away from another. The Mawloc'll still eat a fair few, but not as many. Mind that, in friendly games, such a thing can get some people wound up.

As for when it pops up, it's just standard MC-eliminating procedure, which has been covered well by other posters.

Happy bug killing

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Yellin' Yoof






Alltheones wrote:
Yer my looted wagon was the game winner so maybe i should take two. Are lootas that good against nids? I just thought with AP 4 they dont really help against the MC's? What do you normally target with them?


the nice thing about lootas is the volume of fire they can dish out despite having a 4 ap its the fact that you can wound easy with them to force enough saves

 
   
Made in gb
Water-Caste Negotiator






Well thanks for all the advice, tankbusters sound an interesting inclusion in the list. The problem is I just want burnas lootas and tank busters now lol.
As for the Mawloc I guess i will just have to wait for it to come up and then power klaw it in the face lol.

So is it best to field 12 lootas and 12 tank busters or would you guys say that I should take one or the other?

Cheers

ATO

1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. 
   
Made in gb
Dakka Veteran




Reading - UK

Yep, not much you can about the Mawloc other than kill it when it does come up.

As for the Zoanthropes, just get into combat with them. They aren't good in hand to hand and a small unit of boyz will potentially keep them tied up for the majority of the game which means no shooting your veichles.
   
Made in za
Mutilatin' Mad Dok





Personally, the Doom is the biggest issue for me. You need mass str8 firepower to get through that 3+ invul. As soon as one gets through, its dead. BUT that means that Tankbustas are a necessity if you're looking to counter this. Otherwise its just going to sap your army. You can try for a PK wound, but that ends up dedicating a massive sponge for it to continuously leech from, and it could just challenge your nob and whack him.

Just remember that, while you still test at Ld 10, you will get cover saves against the life leech.

However, if the nid player takes a gamble, and replaces its Cataclysm power for a biomancy power... and it draws Iron Arm? You can ONLY kill it if it fails to cast that ability. Past that, the only way you're going to be able to kill it, is to either squig it, or double 6 it with a Shock Attack gun.

(Iron Arm gives +D3 Toughness and +D3 Strength, as well as Eternal Warrior).
   
Made in gb
Water-Caste Negotiator






Yer Doom is a bit of a nightmare too! Just have to get lucky with those strength 8 hits, my best tactic for Doom is getting my DeffRollas into his face lol and hope i roll a nice high roll for the strength 10 hits, he only has to fail 1 lol!


1000pts DeffBoys 4/2/0 (W/L/D) 6th Ed
1500pts Blazing Sept 4/2/0
1000pts WoC 0/0/0 (W/L/D)
"Look at all the ones!"
Orange and White see the Gallery. 
   
Made in gb
Longtime Dakkanaut




Mawloc is too hard.

Doom is prevented by castling around tanks. In tanks they can not be touched.

Orks should have enough st8 weapons to deal with mech, that when they deal with 'nids they can instant kill a doom, plus ap3 is pretty good vs. monsters with 3+ armour. you haven't any mech to hit after all.

Play as a shooty army. nowadays orks are probably should be playing this way anyway
   
 
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