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![[Post New]](/s/i/i.gif) 2013/04/16 19:04:33
Subject: Orks. How to deal with so many Biomancy powers
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Dakka Veteran
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I play against tyranids a lot and my opponent has started taking 4 pyskers with 2-3 rolls on the biomancy table. 2 tervigons and 2 flying hive tyrants with twin devourers.
if he gets 2 enfeebles and 1 or 2 iron arms, it feels as an ork there is not much I can do. Toughness 2-3 Nobs get insta gibbed my all the str-6 shots he has.
If he gets iron arm and get T-8 + monsters, most my stuff cant even hurt him Str-3/4. IN CC he challenges out my Nob with the PK.
Heck Endurance and having T-6 monster with FNP and Will not Die is still really rough.
If he doesn't use the flyrants I do much better, but it is still an uphill battle. Best thing I figured out so far is to try and divide his army up since it isnt that big and hit him fast to avoid the flyrant shooting.
I take lots of rockets, but doesn't help much
Any suggestions other suggestions ?
Thanks All
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2013/04/16 19:08:18
Subject: Orks. How to deal with so many Biomancy powers
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Noise Marine Terminator with Sonic Blaster
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My first reaction is probably the typical ork solution:
More Lootas.
After that, add kannons and maybe a SAG. Ghazgull may be your only solution as well since he is at least str 10 and, more importantly, eternal warrior.
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![[Post New]](/s/i/i.gif) 2013/04/16 19:43:28
Subject: Orks. How to deal with so many Biomancy powers
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Lieutenant Colonel
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identical pyschic powers are not stackable, strictly RAW speaking,
there is debate about it, but the BRB specifically allows different powers to stack, and does not specifically say the same powers stack,
around here, HH, enfeeble, in TO's and such do not stack, YMMV
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![[Post New]](/s/i/i.gif) 2013/04/16 21:04:13
Subject: Orks. How to deal with so many Biomancy powers
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Dakka Veteran
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easysauce wrote:identical pyschic powers are not stackable, strictly RAW speaking,
there is debate about it, but the BRB specifically allows different powers to stack, and does not specifically say the same powers stack,
around here, HH, enfeeble, in TO's and such do not stack, YMMV
True, but just takes one efeeble to drop nobs down to T-3 and inst kill them with S-6 devourers. It is the number of psykers and rolls he gets that is the issue. Other day he had 3 enfeebles and 2 iron arms between his 4 psykers.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2013/04/16 22:38:14
Subject: Re:Orks. How to deal with so many Biomancy powers
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Mekboy Hammerin' Somethin'
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It's an unfortunate state of events. You're going to have to max out your lootas like one of the above posters said. 3 x 15 and try to dakka dakka down the nasty T8 Monsters. If you're looking to take em down in close combat Ghazkull really is your only bet.
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This message was edited 1 time. Last update was at 2013/04/16 22:38:28
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![[Post New]](/s/i/i.gif) 2013/04/16 23:05:45
Subject: Orks. How to deal with so many Biomancy powers
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Confessor Of Sins
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Lootas are good, dakkajets are good... I personally like Nob Bikers. Its a tough match up.
You could also do battlewagons with orks/deffrollas/ghazzie (2++ ftw!)
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![[Post New]](/s/i/i.gif) 2013/04/17 10:51:39
Subject: Orks. How to deal with so many Biomancy powers
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Big Mek in Kustom Dragster with Soopa-Gun
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Ghaz and Lootas are the best bet for it, as sad as it sounds.
Tankbustas are forced to fire at them and are usually VERY expensive and squishy. The must fire at them part doesnt sound bad but it is because there are situations where you would rather fire at something else or be charged, so tough luck. The expense is mainly the issue - Tankbustas really should have Monster Hunter and Tank Hunter rules to back up their lust for da big kill. Especially since on average you are only going to land 3-5 rokkits anyway and probably wiff 1-2 on the wounds or 3-4 on the pens.
Lootas hit it reliably, the issue is it doesnt pen the 3+. This is still the best tactic in general because lucky hits enmassed can force several armor saves which tend to fail if you throw enough at him. Probably the reason you said you dont have as big of a problem w/o the flyrants is because the flyrant is the most likely to hunt your lootas out of existance if you cant clobber it in 1-2 turns.
Kannons are more likely to hit and have the pen value you need, but they cant move. Theyre good suppliments to your loota lines though since he WILL come into range to get the lootas. If he charges the grots, cool he just wasted a very nasty charge on ~100pts that he could easily out-range anyway.
Bikernobz are what most people are likely to have if you come across a nidzilla spam in a tourney. They CAN face it, since BCs tend to wound reliably and the PKs are not characters, but you will most likely lose 2-3 nobz a turn because he will smash you for the ID and deny FNP. I wouldnt do it unless you can manage to cause a couple wounds before the charge, otherwise you will probably lose the whole unit to take out one MC.
The reason Ghaz is a good one is because he cannot be ID'd and even without his Waaagh! power trip (given he has all his wounds) he can take out an MC even if he didnt get the charge bonus. If you can sneak in a few nobz + painboy he has FNP as well so he is forced to Smash you to deny the fnp which most players wouldnt do since they already wound on a 2+ and need more attacks not big attacks.
The issue: positioning. Ive had a few games where my Ghaz got kited around while he slowly picked off my lootas. Still a good pick though as he has to REALLY know what hes doing to pull that off the whole game.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/04/17 11:13:59
Subject: Orks. How to deal with so many Biomancy powers
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Bonkers Buggy Driver with Rockets
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Vineheart01 wrote:
Tankbustas are forced to fire at them and are usually VERY expensive and squishy. The must fire at them part doesnt sound bad but it is because there are situations where you would rather fire at something else or be charged, so tough luck. The expense is mainly the issue - Tankbustas really should have Monster Hunter and Tank Hunter rules to back up their lust for da big kill. Especially since on average you are only going to land 3-5 rokkits anyway and probably wiff 1-2 on the wounds or 3-4 on the pens.
Did they FAQ this in or something? Last I checked, Tankbustas were perfect against Nid armies because there aren't any tanks to divert their attention. OK they're still BS2 but you're getting so many rokkits a go you're bound to do something. Throw in some Tankhammers and you've got str10 hits too.
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![[Post New]](/s/i/i.gif) 2013/04/17 12:00:05
Subject: Orks. How to deal with so many Biomancy powers
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Big Mek in Kustom Dragster with Soopa-Gun
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The issue is w/o a BW they will be shreded before getting to assault, so tankhammers probably wont get to do anything. If that BW blows up before they get close enough to something, you probably lost half your tankbustas since they cannot take 'eavy armor.
Also unless i am recalling wrong (im at work, no codex handy) it includes monstrous creatures too for their half-rage rule. What sucks, is Bomb Squigs dont include them.
I never understood the Tankhammer. It is described as a Rokkit on a stick that the ork slams into the side of a vehicle. The extra 2 strength can be explained by point-blank explosion plus the strength of the ork slamming it, but whered the AP3 go? lol Automatically Appended Next Post: The issue is w/o a BW they will be shreded before getting to assault, so tankhammers probably wont get to do anything. If that BW blows up before they get close enough to something, you probably lost half your tankbustas since they cannot take 'eavy armor.
Also unless i am recalling wrong (im at work, no codex handy) it includes monstrous creatures too for their half-rage rule. What sucks, is Bomb Squigs dont include them.
If you were playing a no-flyer game i could see them being fine as the only real threat they couldnt respond to is a Mawloc getting a bullseye when it unburrows. Everything else would just kill a few before the tankbustas turn around and gak its face off. Exception being 2+ armor things like the Swarmlord.
I never understood the Tankhammer. It is described as a Rokkit on a stick that the ork slams into the side of a vehicle. The extra 2 strength can be explained by point-blank explosion plus the strength of the ork slamming it, but whered the AP3 go? lol
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This message was edited 1 time. Last update was at 2013/04/17 12:18:51
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/04/17 12:26:56
Subject: Re:Orks. How to deal with so many Biomancy powers
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Discriminating Deathmark Assassin
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How about allying with eldar and take Eldrad? I know they are desparate allies - just hide him and his entourage some place safe as he'll be a huge target but at least you won't see a lot of psychic powers going off which should by you the time you need to do some damage
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![[Post New]](/s/i/i.gif) 2013/04/17 12:54:07
Subject: Re:Orks. How to deal with so many Biomancy powers
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Andy Chambers
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necron99 wrote:How about allying with eldar and take Eldrad? I know they are desparate allies - just hide him and his entourage some place safe as he'll be a huge target but at least you won't see a lot of psychic powers going off which should by you the time you need to do some damage
+1 to this. Was just about to suggest Eldar allies myself =)
They bring you psy defence, and Doom is REALLY nice for orks. Plus you can keep them pretty cheap by just taking a Farseer w/ Doom and runes, and 10 guardians for 185pts. Doom doesn't need LOS, so just hide them somewhere in midfield.
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"Dire Avengers are even great in close combat, I mean, an Exarch with a Diresword can even take down a Carnifex!!"
EUROCHEESE - You can smell it.
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![[Post New]](/s/i/i.gif) 2013/04/17 18:19:07
Subject: Re:Orks. How to deal with so many Biomancy powers
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Fixture of Dakka
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As both an ork player and a tyranid player, this is how I would play against psychic nids - I would just drown them in ork bodies. Of course, I don't really run a pure green tide because I don't have enough more models, but I actually make up for this by bringing in some allied guards. I run something like this at 2K:
Biker Warboss
KFF Big Mek
5x Nob Bikers
30x Shoota Boyz (no nob)
30x Shoota Boyz (no nob)
30x Shoota Boyz (no nob)
30x Choppa boyz - PK nob
19x Gretchins
1x Dakkajet
Lord Commissar
Platoon Command Squad
50-man IG blob squad - 5x Autocannons and/or meltas
Any army will have problems against this many bodies, including tyranids. Against flyer-armies, just spread out your guys and ignore the flyers. Beat them by board control.
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This message was edited 1 time. Last update was at 2013/04/17 18:21:19
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![[Post New]](/s/i/i.gif) 2013/04/18 04:32:32
Subject: Orks. How to deal with so many Biomancy powers
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Longtime Dakkanaut
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I have similar problem with my local chaos players. It started with one of them but now their all starting to do it. Taking as many psykers as they can and spaming psykic schreek on all of them. 6+ deny the which just doesn't seem to cut it. I've been losing almost 2 whole squads of boys a turn. Not really sure how to handle it. He keeps them tucked away in squads or on deamon princes.
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