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Made in us
Grovelin' Grot




Long Beach Mississippi

I am going to be playing a 2000 point game against a friend I suspect to be fielding a large amount of terminators and a couple land raiders. I was hoping the Dakka community might have some suggestions as to what orks units could be of most help and any good tactics against a deathwing army. I have a large selection of miniatures to use but no fliers yet. Any and all suggestions appreciated.

 
   
Made in gb
Regular Dakkanaut




A green tide of shootas WRECKS terminator armies. They simply do not do enough wounds to compete, and your weight of fire capabilities are amazing, which is the way you handle termies.

As for the Land Raiders, you dont really need to pop in long range, as you WANT them to come for you. However, if you want to pop them, Power Klaws work great. Other units that will do well would be KFF Killa Kans, which can pull out a lot of str 10 attacks, and even has some AP2 shots. They are vulnerable to assault cannons though. Deff Dreads are also an option.

Avoid Deff Koptas/Trukks etc, and go easy on the Lootas.

2000pts Mech
1000pts Daemonzilla
1500pts Kan Wall
1500pts Driegowing 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Swamp them. Versus Terminators, quantity trumps quality if you can bring your army to bear.

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 za
Mutilatin' Mad Dok





As suggested - huge amounts of attacks easily overcome terminators.

Even a unit of sluggaboyz in a trukk will be a serious threat to a squad of 5 terminators - taking out an average of 3 in the first round of assault.

You're putting out so many attacks, and forcing so many armour saves, that your opponent will inevitably roll several 1's. This also means you don't care at all about invul saves.

Walkers can work great - but the Powerfists can really hurt them in exchange. If your opponent has LC Termies, toss the walkers at them, and your boyz at any other termies.

The Shokk Attack Gun for the Big Mek is an ap2 Large Blast, that will average str7. Extremely handy - but be aware of the chance to roll a negative side-effect (any double that's not double 6's, and a 5 - 6 are generally less than favourable results). Double sixes are hilarious.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

At 2000 points, you can take 4 HQs. Take Mad Dok Grotsnik, a KFF Big Mek, two Bike Bosses, and put them each with their own 30 Mob. You will have points left over for 30 Lootas, 2 ADLs, and 2 Big Gun Batteries to man Quad Guns that will Intercept those pesky Deep Striking Terminators, or have S9 Icarus Lascannons that can use the Battery's Ammo Runts to twin-link it's BS3 shoots at the Land Raiders.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
 
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