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Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

The main races my group plays are Blood Angels, Imperial Guard, Necron, and Nids. I play orks, obviously, so im the oddball.

Against Nids it just depends on whether or not i called my friends bluff on either his swarmy army or his armor army with that flying bastard (forget the name atm).
However, against Blood Angels and Imperial Guard, i run into an issue of artillery just dominating me regardless of which tactic i try.

My last game against IG i ran this:
1004pt (they were cool with the +4 points)
Big Mek w/ SAG and Cybork/Heavyarmor
8 Deffguns
(These sat in the back and dakkadakka'd their heads off. Not in a group, but close enough to become one if i needed to)
12 Shoota Boyz w/ Nobklaw in Trukk (2 of these) with Rokkits
4 Nob Bikers w/ Klaws and BPs
3 separate single Deffkoptas w/ TL Rokkits

The game was Objective with 6 objectives, each worth 1-4 points, and Fast Attacks counted as scoring units (mind you my deffkoptas are solo running)
I charged forward with everything except the big guns, intending to take out a tank or two then back off with the koptas to hold objectives. Problem, these two tanks had artillery and in the 2 turns it took my trukks to get there they along with a couple long-range dakkas took out everything because of the no-cover save issues.

How the heck do you deal with this? I tried battlewagons with ard cases and they just exploded as well, in fact that hurt me more because i lost the Kareeeen! rule getting me a tad closer. I tried saying screw the vehicles and just let loose the green tide....yea that didnt work lol. It could just be insanely consistent lucky rolls, but still, what else could i try?

Similarly i have the issue with Deepstriking necrons. Because of their Mark ability i cant just wait for it and predict where hes going to go for an ambush, anything he wants to kill when he deepstrikes (which is every turn) usually suffers enough wounds forcing me to run away. What do you guys do to avoid this?

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Deffkoptas in reserve to take em out from behind on 5-6..

Or deepstriking stormboyz with boss zagstruk.
Kannons works well too, str 8 ap3 for only 20p each and counts as T7 when shot at. (bs3 grots!) against IG i mostly ore boyz, or more hitting stuff. Looted wagons is a cheap str 8 ap3 large blast with armor 11. front and sides, 10 back and against necrons... more BOYZ! 24 is to little on a 1k list :/

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Your problem is the fact that in 1k points, you only have 22 boyz. I have 60 @1k typically. If your going to run trukks, youll need more. Focus on having at least 3 trukks @1k points, and work on your list from there. Ive been spamming buggies with my trukks to act as LOS blockers. I just rush them up and get right in the faces of my opponents, so far, its been working pretty well I think. So again, if your going trukks, its the same principal of horde Orks, you need a lot of them.
   
Made in us
Sneaky Kommando



Pensacola, Fl

Drop the nob bikers, maybe have a biker warboss instead, or a dakkajet, 9-bs3 tl s6 ap4 shots... 18 on a waaagh!!!

Thank You
Rejn (region) 
   
Made in au
Grovelin' Grot Rigger




Hey Vineheart,

I am far from an Ork expert but I have played enough 6th ed games to start to get a feel for what seems to be working with Orks. I also played a 4 round tournament last weekend and I faced the same thing with the artillery. I just can't get there quick enough before basilisks, manticores and thunderfires blow me off the table.

Firstly at 1000pts I would scrap the Nob Bikers. It's just to many points at that level. Yeah they are tough and beat face but anything goes wrong and your hammer of pain is now a rolled up newspaper. Plus with the reputation they now have every single krak missile and lascannon will be heading their way. Maybe try some regular bikers if you want. I have had limited success but they offer less threat, are heaps cheaper and have the range and speed to do something.

Deffkoptas seem ok but they are a bit overcosted for my liking. Especially now the buzzsaw is useless thanks to the no assault on turn 1 business.

I tried the green tide which seems to be all the rage these days but i never got to the enemy. There is just to many things that kill masses of boys. I think every opponent at the tourney except 1 had an Aegis Defence line and just sat there and blew me away.

I found Battlewagons are still pretty awesome but you need a few and be prepared to lose a couple. I ran the burna wagon with 2 meks to patch up the krak missile holes as you go, another with a KFF mek and Mega Nobs and another with boyz. AV14 is still pretty solid and in the majority of games they mostly made it to deliver their cargo.

Might be a tad too much at 1000pts though, sorry got carried away there...

Back on topic:

Take more boyz. 2 trukks are going to die. 4-5 and a couple make it. Use your nobs can opener and your opponent's artillery doesn't last long. Lootas beat face as well. I go a couple sqauds of 5 but others have different opinions. 3 squads of 5 means a lucky manticore missile kills 5 max plus if you get the dice and kill your target you have 10 left for other things.

Also big guns are great. 60 points for 3 kannons or 75 points for 3 lobbas (underrated considering range and ability to snipe out heavy weapons with a barrage). Hitting on a 4+ and you can pretty reliably pop tanks.

Dakkajets are superb at almost anything. Str 6 supa shootas are stupendous and on a WAAAGH! you decimate infantry, light armour and the back of tanks.

What about:

Warboss /PK, BP and Cybork &
11 Boyz
Trukk /Rokkits - (I actually like rokkit on trukks)

3 x 12 Boyz, Nob PK, BP in a Trukk with Rokkit

2 x 5 Lootas

3 x Kannons with an Ammo Runt

1 x Dakkajet with extra shootas and fighter ace.

1000pts.

**For a bit of interest you can switch a trukk of boyz out with 3 MANZ and try that**


As you go more points change trukks to BWs and add more dakkajets and big gunz. Honestly the games I do well I am in my opponents face fast. Don't give them time to whittle you down. 60-90 boys is great IF they make it. People will mathhammer what I am saying to pieces but anecdotally I can say that the above is beginning to work for me. So often you read "30 shootas do x wounds and y deaths to MEQs and z deaths to TEQ" or whatever but you can never get them all close enough to do it unless you are playing on an odd board with zero terrain or something. In the real world it can be very different indeed.

Finally a good point saver is BCs on Nobs. 20 points less is a lot for orks and tbh your nob is likely going to be splattered by an I6 character or sniper before he can klaw anything anyway.

Good luck.
   
Made in us
Sneaky Kommando



Pensacola, Fl

All at 125 pts (give or take 5)

Thank You
Rejn (region) 
   
Made in gb
Regular Dakkanaut




The above is pretty much exactly your problem. Always, always boys before toys.

I'd probably drop the Nobs and go all out trukks. 3 is ok, 5 is much better. Definitely drop the Koptas at this point level Trukk Spam.

Also, Rokkits in boyz is a waste, with their BS 2, big shootas are not . In fact, Trukks is the only occasion where sluggas are better than shootas. Significantly so.

Now, if you were willing to go a little further with this, you might wanna go with a Green Tide list, at 1000pts it tends to be too much for most armies to handle. By ignoring all vehicles, you basically made all their AT largely useless, and are actually more resistant to blasts compared to the trukks, which leave you with 12 strong mobs, which die in a single blast due to morale.

90 shootas with Nobs and a KFF mek giving them cover, still leaves you with 210 pts to play with. Spam some Lootas in there, or squeeze in some nob bikers, and you're good. I prefer to add 14 Lootas split in 2 squads. Swap some lootas for a Kopta if you dont have the models, they are decent for transport popping.

Or, you could be really mean and add another mob of 30 in there, but that will make you unpopular, and make for a very boring list. Only the most taylor made lists will be able to challenge 120 Boyz though.

Finally, Battlewagon lists CAN work at 1000pts, but you'd need several of them, which is expensive. Like 3 of them atleast.

This message was edited 3 times. Last update was at 2012/11/26 13:26:19


2000pts Mech
1000pts Daemonzilla
1500pts Kan Wall
1500pts Driegowing 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

I still run shootas in my trukk mobs, works a charm, specially since you should be focusing your shots on the same unit until its dead. But yea, youll want to spam trukks. Drop rokkits, give the trukks planks and the Nobz in there some PK. That way you can zip up next to other vehicles lickity split, and give them some STR9 lovin
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

All sounds like great advice.

I only have 5 loota models right now but i play with friends and we proxy things all the time. Technically i dont even have a big mek with sag, i just used a space marine with a heavy bolter as a standin.
That game in particular i found out something horrid that probably would have swong it more in my favor: i totally failed at using my SAG. For some dumb reason i thought it was a single shot, BS2 like any other ork range...not a LARGE BLAST ordinance lol. So you could say i played that game without an HQ as i only landed 1 shot and i was 1 str off of glancing that damn tank. Nobody but me plays orks and our local neckbeard rarely fights any so noone caught my major mistake lol. I also never knew i was suppose to deduct the scatter roll by your BS so untill recently i always despised lobbas and now, especially after the comments here, am tempted to go with it.

Sometime this week (probably saturday) im goin to run against blood angels 1500pts. Primarily trying out the Deffdreads since i keep hearing theyre horrible but everything i read in the rules shows theyre viable (damn cheap too).
This is what im running: (I accidentally left my codex in the gameroom so dont have points to go with this)

HQ:
Big Mek w/ SAG, Cybork

Elites:
Biker Nobx4 w/ Klaw BP
Lootas x8 w/ Deffguns

Troops:
4x 12 Shoota Boyz w/ Bigshootas and Nob w/ Klaw/BP (All in Trukks w/ Paint and Rams)
Deffdread w/ Skorcha/Bigshoota

Fast Attack:
3 Deffkoptas w/ TL Rokkits (Three solo koptas, not in a single group)

Heavy:
Deffdread w/ Skorcha/Bigshoota

Made this list before i learned about the artillery scatter deducted by BS, so now im probably going to drop the second Deffdread and get however many lobbas i can.

EDIT: Oh and personally i find buzzsaws pointless on koptas. TL Rokkits tend to hit quite often even with just 3 koptas and theyre pretty cheap and often obliterate or at least deal heavy damage to a transport or two in turn 1 alone. Buzzsaws are too expensive for such a squishy unit, especially since it lacks additional attacks compared to a bike. Hit and Run would make it somewhat useful i guess, but i dont see HaR getting me far enough away to get cover or get far enough away to avoid the 100000 dakkas flying at me cuz i got too close. Only reason my 3 koptas tend to survive till turn 4+ is because i run them at max rokkit range. My necron friend specifically HATES those things so he will target them in a heartbeat if i get too close.

This message was edited 4 times. Last update was at 2012/11/27 08:17:10


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in au
Grovelin' Grot Rigger




Deff dreads really are horrible. They seem scary on paper but you can just never reach anything to punch. Don't get me wrong, if they punch something it stays punched but AV12 is to easy to stop. I run one sometimes for something different and i guarantee it has killed more points worth of enemy from it's big shootas than anything else. The model looks awesome and scary but people just take it down way to easy.

Same has to be said of the SAG. Everyone has a story of the time they vaporized Abbadon or Dante but in reality it just doesn't do enough to warrant the slot and points. If you just want entertainment then knock yourself out, SAGs are fun but if your aim is to win think again. KFF mek will keep your 4 trukks alive a lot longer than a SAG will.

Want something fun and actually not to bad? Try proxying Zogwort for a few games. You have a much higher chance of squigging someone than sucking them into a SAG blackhole and I found that the high initiative poison attacks, extra WAAAGH and melta shot are actually pretty handy. The problem again lies with getting him close though. You kinda need a BW for that or a smattering of good luck. But an extra chance at 18(!!!) Str 6 Twin linked shots from your dakkajet is incredible, and when you have two of them....
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

I use my Deff dredds as distractions.

People always seem to aim for them, and ignore the meganobz rolling up the board in an unmarked, basic BW

Zogwort is fun. Unreliable as hell, like all Ork psykers, but fun!

This message was edited 1 time. Last update was at 2012/11/27 14:55:41


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Possessed Khorne Marine Covered in Spikes






New Hampshire

It's good to see you upped the boyz in your revised list, for 1K Orks are great for spamming the enemy with shots and targets. PK's are good for taking out armour especially if you can get to some of those IG tanks. the KFF on the mek is also another good choice to protect some of the boyz if you play on a board without a lot of cover.

WAAAGH!!!

 
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

To avoid your boyz getting killed as easy, don't get lazy while moving. Always make sure they all have the 2" gap on all sides. A small blast can only hit one. A large blast will hit 3 maybe 4. To use a blast the center has to be over a models base. Do that while moving your tide. You will find out blasts arnt as scary.

Black Templars 4000 Deathwatch 6000
 
   
Made in gb
Hardened Veteran Guardsman




Shrewsbury

As a Guard player I will second all the cries for more boyz.

At 1000 points I will probably have only 2-3 Large Blast weapons on the field (Personally it's Demolishers since there are few things strength 10 doesn't solve) and the rest will be infantry.

You however have the potential for fielding 90 Boyz (3 mobs of 30 on foot with a Nob with PK and Eavy Armor) a Big Mek with KFF and 20 Storm Boyz.

That's just too much for me to kill before you get in charge range and with bog standard boyz on the charge it only takes 4 of them charging to win combat against a vet squad (1 to die from overwatch, 1 to die from Guard attacks and the last 2 kill 3 guard to win by 2).

Alternatively you could have 60 Boyz and 40 Grots and buy the Stormboyz a Nob with PK. Grots can hold objectives and spend the game lying down in cover.

That's 125 (I always forget the Runtherds) models in 1000 points.

Aside from that get good at keeping your models 2" apart. Large Blasts vs an opponent with good unit placement will only hit 5 models at best.

EDIT:

On Ork Trukks from an IG point of view.

Take them please. I blow them up on turn 1 and if I get lucky they will kareen into range of my infantry and I'll kill enough Orks for you to lose fearless from mob rule and send you running back to your own board edge. If I get unlucky they explode leaving your boyz stranded in the open with not enough bodies to remain fearless and without fearless footslogging Orks aren't going to get into combat.

Taking transports vs Guard isn't the best idea because any transport on the board will normally be destroyed by the end of turn 2 (including Landraiders). A Trukk is 35 points and limits your mob size to 12 (good for me) - with only av10 and being open topped the chances of my big guns blowing it wide open are very good. Alternatively for 30 points you could take 5 more Boyz in each mob which is about as many as those big guns would kill anyway and you can take huge blobs of 30 ensuring you remain fearless for as long as possible.

Battlewagons are better as they are harder for me to explode generally popping on turn 2 rather than turn 1 and you can pile 20 Boyz into one which is far more likely to make it into combat once their ride explodes.

This message was edited 3 times. Last update was at 2012/11/27 19:17:58


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