Switch Theme:

Anti orks with a grey knight and blood angel list  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Yeoman Warden with a Longbow





Hello,
I was wondering what the best options these armies can bring as far as anit-orks. I was thinking of not bringing termis but pagk units. Are purifiers still a
good option to take for anit-orks. What should I be taking as far as blood angle troops, assault marines or tactical marines?

Thanks for any comments.
P.S. The game size is 1250 points and he plays a horde of close combat orks.
   
Made in au
Mighty Chosen Warrior of Chaos





Australia

Purifiers are ideal. Not only do they have purging flame, but they get cheap incinerators (not that you even need them!) and are monsters in melee. If you went Crowe and purifier squads, or just heavy on the purifiers even without crowe (with either pyscannons or incinerators or a mix of both) the orks probably won't stand much of a chance.
You would do ok with strike squads, but they are really expensive to take incinerators on (you would almost always take psycannons instead) and aren't nearly as good in close combat. You'd be aiming to kill the orks before they got too close with these guys, so it might be a bit risky.

If you're trying to be as competitive as possible and purposely counter his list, Crowe and Purifiers is the way to go.
If it's more of a friendly game, I'd probably tone it down a bit and maybe just take 5-10 Purifiers.

This message was edited 2 times. Last update was at 2012/10/20 11:00:45


Harry, I'm going to let you in on a little secret. Every day, once a day, give yourself a present. Don't plan it. Don't wait for it. Just let it happen. It could be a new shirt at the men's store, a catnap in your office chair, or two cups of good, hot black coffee.  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Yes, Purifiers are whores, and as close to broken as a unit gets. Hows that for an answer?
   
Made in us
Deadly Dire Avenger





 KingCracker wrote:
Yes, Purifiers are whores, and as close to broken as a unit gets. Hows that for an answer?

Wow, do I sense some animosity here? Did a Purifier kill your dog when you were a child?

"TheGamer555" I would advise Purifiers with Incinerators if he likes close combat so when he charges you get D3 auto hits for each Incinerator along with the rest of your shooting.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Incinerators are completely redundant on Purifiers. Take Psycannons instead.

A unit of 10 with 7 halberds, daemonhammer, 2 psycannons, and psybolts is a good all rounder unit.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Stinky Spore




Anti-Ork defines grey knights. Have you considered:
Spamming psycannons
str 5 stormbolters
force weapons on all your guys to kill nobs before they swing
Psykers in every squad so you can re-roll misses
Fielding multiple troop units with 2+ armor and/or feel no pain
Monstrous creatures with high initiative that are independent characters with T6 and a 2+ save
A walker with 4x twin linked str 8 shots at 48" range

All of those things house Orks.

Asking about beating Orks with GK is like asking how fall off a unicycle: you don't have to try... it just happens.

This message was edited 1 time. Last update was at 2012/10/20 23:07:34


 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Well, that's the Grey Knights side adequately covered.

For Blood Angels, either Assault or Tactical Marines will do nicely as long as you keep them cheap and field plenty. You could do both, having the Ork wave crash into your overwatching Tacticals then have the Assault Marines counter-charge in the following turn.
If you *really* want to ruin their day, Death Company armed with bolters will do the trick. They're not as expensive as other DC options, they can pump out rapid fire before charging, and if they don't quite make the charge they can still overwatch AND still get a lot of Attacks.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Ellethorn wrote:
 KingCracker wrote:
Yes, Purifiers are whores, and as close to broken as a unit gets. Hows that for an answer?

Wow, do I sense some animosity here? Did a Purifier kill your dog when you were a child?

"TheGamer555" I would advise Purifiers with Incinerators if he likes close combat so when he charges you get D3 auto hits for each Incinerator along with the rest of your shooting.




Nothing of the sort. I just think its completely crazy and near game breaking, when 5 hopped up Space Marines can kill off half a full unit of Boyz before the combat even happens. Im all for making Grey Knights badasses, because they are what they are. That being said, going that route just leaves a sour taste in the mouths of anyone thats a horde player.
   
Made in au
Longtime Dakkanaut







Blood talons. Blood Talons on a venerable and the PK can't easily touch it. Blood talons on a furioso and you have enough attacks to kill a squad a turn of CC almost. Remember they're hitting on 3+ wounding on 2+ and they get f-ing rerolls.

"There's a difference between bein' a smartboy and bein' a smart git, Gimzod." - Rogue Skwadron, the Big Push

My Current army lineup 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Purifiers with flamers, Incinerator Purgators, Incinerators everywhere you can put them, Heavy Flamer Land Speeders, Flamers in Assault Squads, Flamers in Tactical Squads, Flamers in Vanguard Veteran squads, flamers, flamers, FLAMERS.

You can NEVER have enough flamer templates when facing Orks.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

 Grey Templar wrote:
Incinerators are completely redundant on Purifiers. Take Psycannons instead.

A unit of 10 with 7 halberds, daemonhammer, 2 psycannons, and psybolts is a good all rounder unit.


Why would you take 10 and only take 2 Psycannons?

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I have played orks for a while now. However, with 6th edition, I revisited my IG. Tp beat foot orks, you have to. Get each ork mob down to 1o models. Each round try and fire only at one mob until you get them to ten or less models.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 Godless-Mimicry wrote:
 Grey Templar wrote:
Incinerators are completely redundant on Purifiers. Take Psycannons instead.

A unit of 10 with 7 halberds, daemonhammer, 2 psycannons, and psybolts is a good all rounder unit.


Why would you take 10 and only take 2 Psycannons?


So I have more force weapon attacks, and it saves points.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Sneaky Kommando



Pensacola, Fl

 AnomanderRake wrote:
Purifiers with flamers, Incinerator Purgators, Incinerators everywhere you can put them, Heavy Flamer Land Speeders, Flamers in Assault Squads, Flamers in Tactical Squads, Flamers in Vanguard Veteran squads, flamers, flamers, FLAMERS.

You can NEVER have enough flamer templates when facing Orks.


I dare you to come at me with flamer templates! And I'll stay 15 inches away at all times and light that squad up with 60 shots minimum each round!

Thank You
Rejn (region) 
   
Made in us
Flashy Flashgitz




USA

Rejn wrote:
 AnomanderRake wrote:
Purifiers with flamers, Incinerator Purgators, Incinerators everywhere you can put them, Heavy Flamer Land Speeders, Flamers in Assault Squads, Flamers in Tactical Squads, Flamers in Vanguard Veteran squads, flamers, flamers, FLAMERS.

You can NEVER have enough flamer templates when facing Orks.


I dare you to come at me with flamer templates! And I'll stay 15 inches away at all times and light that squad up with 60 shots minimum each round!


Except you will be decimated by psycannons, storm bolters, TL ACs etc., assault marines will jump into range and burn you and charge you, and I don't even want to consider the Rhino-mounted or Drop Pod-loving Steel Rehn squads that will bash on you. GK are simply unbeatable using a horde Ork army, and possibly unbeatable using Orks at all if the GK player is half decent at avoiding blunders. That's the reason GK exist-to make even half decent players able to beat all comers, make everyone enjoy the game and increase sales. Make people hate GK so passionately that they buy more models and try more combinations to beat them, leading to even more sales. I hate economics.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Sneaky Kommando



Pensacola, Fl

In the post I responded to, I don't see much mention of an other weapons besides flamers, and I was simply pointing out that's a bad theory/idea. Now you rebuttle with a diffrent strategy? I'm used to taking shots and loosing boys by the droves how used to are squads of anything taking 60 shots? Regardless of BS? Then calculate in that overwatch?

I haven't played GK yet because my FLGS's GK player told me that he would not be able to handle my list, too many bodies! This was after playing my 3rd or 4th game ever.

Look all I'm saying is orks, right now, aren't the "run headlong into CC and krump some 'uumies" that we all know and love. Be prepared for it

Thank You
Rejn (region) 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

^exactly

And you certaintly don't want to assault a unit that is THE hard counter for horde armies.


At range, they are just expensive strike squad marines. In melee, they are a million times more deadly.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Stinky Spore




As an Ork player, the counter to 30 shoota boyz is psychic powers and special rules. GK can bring psychic abilities providing re-roll to hit. Incredibly powerful in 6th edition! Snap shots and over watch are prime re-roll opportunities. Also, the grand master can designate re-roll of "ones" to wound. Str 5 storm bolters and psycannons will murdalize boyz in droves.*

Want to stand and shoot with 30 boyz? 24"-36" range can kite shootas (but not necessary as the GK can shoot to decimate and charge to eliminate).

Another very tough counter is the dread knight. A heavy incinerator and psycannons will remove swathes of boyz. Str 10 as a character can pimp-slap nobz, mega nobz or war bosses with impunity.

Hammer hand and force weapons vaporize nob bikers and battle wagons alike.

Interceptors can get to lootas with little challenge. Not many folks use them, but I know Ork players are going to bring up "but my lootas!" As an argument. Terminators can score and deep strike, so a more likely anti-loota option...

So there are a few specifics of GK torching Orks.

It's not that 60 shots won't kill some GK, it's that any decent GK player will not give you the chance. 180 boyz will go fast when one GK round of Psych, Move, Shoot, Assault from a single squad can kill 30+

I fancy myself a good Ork player (9 years of 40k, multiple local tourney wins, GT top 10) and I've been tabled by GK nearly every game!

*Droves = 8 Psycannon shots kill 6.7 Orks, 16 stormbolter shots kill 13.5 Orks with psybolt ammunition, twin-linked, re-roll "ones" to wound = 20.2 dead Orks

This message was edited 2 times. Last update was at 2012/10/21 18:58:05


 
   
 
Forum Index » 40K General Discussion
Go to: