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![[Post New]](/s/i/i.gif) 2012/12/17 16:33:18
Subject: 6th edition Blood Angels v Orks
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Beast Lord
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The battlewagon/truck shoota, lootah and burna boyz builds has forever been my bane. I just don't seem to have enough fire power to put down enough of them to make a difference. I run primarily a jump list with vindicators and DC (with JPs or in a Land raider).
Does anyone else have an issue with these guys? Are there tactics that I'm just not realizing that would offset the sheer amount of dice they put down range? Is there anyone that faces the same style build and has and suggestions for me? Any help here would be appreciated.
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around 2500 points
600 points |
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![[Post New]](/s/i/i.gif) 2012/12/17 16:44:18
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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I had a big issue with them in 5th edition. Jump lists are begging to be squished like bugs by the orks. The Orks actually are the ones that made me switch to being mech Angels, fluff be damned. I crushed them with mech over and over, however.
The best advice I can give you is get your guys in metal boxes. The lowly AV 11 of a razor or rhino makes your squad completely immune to shootas. It's not heroic or fluffy, but currently I use ASM purely as counter attackers.
Unforunately, the kustom force field cheese is just something you just have to power through. Note that if you blow up the big mek's battle wagon, he can't really keep up with the other mechanized Orks.
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![[Post New]](/s/i/i.gif) 2012/12/17 16:49:21
Subject: 6th edition Blood Angels v Orks
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Sneaky Lictor
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vindicators everywhere...
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2012/12/17 17:59:44
Subject: 6th edition Blood Angels v Orks
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Member of the Malleus
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Jump Lists in 6th are not what they used to be in 5th, assault in general. With that in mind you should play to the strength of cheap and precise firepower in unison with mobile elements capable of assault (which BA do the best out of MEQ).
Options
- ML devs - 130 points for something that deals with trucks and hoards ez/pz
- MM attack bikes - 150 for a unit to take out a battle wagon.
- Divination libby - make sure the above hit
After this preds, SR and sternguard are also all capable of dealing with this easily. Just remember the BA codex is not a assault codex, its a mobility one.
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This message was edited 1 time. Last update was at 2012/12/17 18:00:16
Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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![[Post New]](/s/i/i.gif) 2012/12/17 18:06:38
Subject: 6th edition Blood Angels v Orks
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Sneaky Lictor
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hazal wrote:Just remember the BA codex is not a assault codex, its a mobility one.
well said.
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2012/12/17 18:12:54
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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Also, your libby can roll up "ignores cover" with divination. If he's a jump libby (come on this is the BA, of course its a jump libby!), he can join up with attack bikes and let them ignore cover. Sad face for the kustom force field
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![[Post New]](/s/i/i.gif) 2012/12/17 18:25:33
Subject: 6th edition Blood Angels v Orks
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Member of the Malleus
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Or a Libby on a bike =D (its only 10 points more for the durability, turbo, jinx and TL bolters  )
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Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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![[Post New]](/s/i/i.gif) 2012/12/17 18:35:32
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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Right. I need to make one of those. I'm sure there is a way to kit bash them on the internets.
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![[Post New]](/s/i/i.gif) 2012/12/17 18:43:15
Subject: 6th edition Blood Angels v Orks
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Member of the Malleus
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But comparatively a priest on a bike is better than a libby due to the respective range on their buffs, its easier to keep the libby out of harms way.
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Task Force Rath : 5000
Deathwatch: 4000
6000+ |
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![[Post New]](/s/i/i.gif) 2012/12/17 19:27:45
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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Unfortunately, I think the ignore cover buff requires the libby to be in the squad in question. It's worth the risk to frag a battlewagon with the big mek in it. Especially if you hammer the orks that come out with a whirlwind or TFC after the explosion result. Battlewagons explode on a 3+ if penetrated by melta. I love it
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![[Post New]](/s/i/i.gif) 2012/12/17 19:33:57
Subject: 6th edition Blood Angels v Orks
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Sneaky Lictor
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holy crap i had no idead some one could join a bike squad if they had a jump pack! i hate to go off topic, but can someone verify this?
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On building Tyranid army flow chart.
Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
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![[Post New]](/s/i/i.gif) 2012/12/17 19:44:39
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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Why wouldn't they be able to join? Attack bikes are not vehicles.
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![[Post New]](/s/i/i.gif) 2012/12/17 19:49:39
Subject: 6th edition Blood Angels v Orks
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Regular Dakkanaut
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My brother plays BA and I play Orks so I have done this matchup a whole lot the one thing he does that really hurts is sternguard in a drop pod with combi melta's and combi flamers. It hurts bad and I have to devote a large portion of my firepower to these guys even after their combi weapons are spent as they are still dangerous. This gives the rest of his army breathing room to operate. It's expensive but also very effective.
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![[Post New]](/s/i/i.gif) 2012/12/17 19:56:26
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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But they are still subject to custom force fields. However, it is not crazy to drop pod a shotgun dread behind a battlewagon. It gets 3 shots that auto hit and auto ignore cover. And a magna grapple that might hit.
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![[Post New]](/s/i/i.gif) 2012/12/17 20:03:42
Subject: 6th edition Blood Angels v Orks
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Regular Dakkanaut
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If he is shooting at a vehicle I have never not lost it kff or not. Combat squading them usually means I am losing 2 or I am losing a ton of guys on foot.
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![[Post New]](/s/i/i.gif) 2012/12/17 20:16:44
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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KFF really messes up the math on how many meltas to shoot to reliably take it out. Sorry you have been so unlucky. I find the sternguard to valuable to suicide like that myself. I'd rather frag it with attack bike who have ASM support right behind them.
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![[Post New]](/s/i/i.gif) 2012/12/18 00:21:23
Subject: 6th edition Blood Angels v Orks
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Sneaky Kommando
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Martel732 wrote:
The best advice I can give you is get your guys in metal boxes. The lowly AV 11 of a razor or rhino makes your squad completely immune to shootas.
While this is true, Lootas only need a 4+ to glance an AV11 with their Deff Gunz and they can throw a lot of shots down range so be careful not to rely on them too much.
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![[Post New]](/s/i/i.gif) 2012/12/18 14:30:20
Subject: 6th edition Blood Angels v Orks
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Beast Lord
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Yeah the razorbacks usually pop quickly when he has 2 units of 5-7 lootahs and rolls a 5-6 for how many shots each unit takes. Thanks for the posts here guys.
In my experience anything that comes down in a drop pod is a sacrificial unit.
I like the mobility point, however. Might look into getting a few bikes.
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around 2500 points
600 points |
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![[Post New]](/s/i/i.gif) 2012/12/18 17:36:54
Subject: 6th edition Blood Angels v Orks
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Locked in the Tower of Amareo
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The lootas will be shooting something. You can't prevent that. So, yes, they're going to kill some AV 11 hulls. Also, the more lootas they have the fewer they have in HTH troops.
Lootas are one of my favorite targets for shotgun dreadnoughts in drop pods  Depending on how the ork player deploys, this may not be sacrificial.
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