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Made in us
Hollerin' Herda with Squighound Pack







How do orks deal with 2+ save, especially in low point games.

Terms can be over whelmed, but what about multi wound units?
Broadsides? BA HQ Mephiston?
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Turn em into squigs with old zogwort lol

SAG if your rolls are good, taking the zap guns on your big gun units

PK if you enjoy getting inclose and crushing faces with ork brutality

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Nasty Nob





United States

The ideal solution?
[Thumb - pic535359_md.jpg]
Dice Bucket


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Executing Exarch





McKenzie, TN

I am assured that any Ork problem can be solved with the following flow chart;
Problem => Mo'Boyz => Mo'Dakka? => Mo'Boyz!!!

In my experience the answer to termies for orks is to either throw buckets of dice at them (good pic) and/or tarpit them in CC. Occasionally a big choppa or PK can help.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

mowr dakka!

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ca
Giggling Nurgling




Sunnyvale Trailer Park

 Rismonite wrote:
The ideal solution?


Exalted.

3750tps Nurgle & Khorne CSM & Mixed Daemons

2000pts Necrons

3000+pts Orkses & Dread Mob WIP


 
   
Made in gb
Mauleed



UK

I believe Grots > Terminators normally...

40K: CSM/DA/IG/Orks
FoW: LW Brits

Total Nephilim kills: 6 cultists 
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

2+ Saves is best left to either PK's or weight of dice. Go nuts.
   
Made in nz
Disguised Speculo





I've never had any issues with 2+ saves. Boyz will kill them. Burnas will kill them. PK and SAG will murderize them. Or even just ignore them and laugh as they kill pitiful numbers of boyz per turn and go after something squishier.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

2+ saves on something like termies shouldnt be a problem for orks. My bikernobz has demolished even the uber scary S10 AP2 ratfinks from Dark Angels that strike at initiative. Weight of fire is the best way to deal with multiple 2+ save units, for any army, because only tau really can bring THAT much AP2 to rely on it (and theres probably some 4+/3+ invulns around anyway).

A big blob of boys (or two) should easily remove a group of termies. If not, it will sure as hell weaken them up.

Now 2+ saves on MCs can be an issue. Riptide is the only one that really isnt (for bikernobz anyway because WAAAGH! Banner makes hiim hit on 5s now) but even he can paste you if hes lucky. Unless you have Ghaz you shouldnt ever send a pklaw at a big dude, Riptides are the only one you'll deal with that cant challenge out a boyz squad nob, and MANz/Bikernobz are way too expensive to willingly shed half the unit to kill an MC lol. Weight of fire these things as much as possible.

This message was edited 1 time. Last update was at 2013/12/07 15:35:27


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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
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Made in pf
Ambitious Space Wolves Initiate




French Polynesia

Shoota boyz, lootas.

If that fails, moar boyz.

   
Made in se
Honored Helliarch on Hypex




Lootas are a good solution to Riptides, especially if it's the sort of player who likes to nova charge their shield. You've still got to get through the 2+ save, but you're wounding on 3's and you've got a lot of dice to throw.
   
Made in ca
Lieutenant Colonel






funny you should bring this us, as I just played draigo wing with my orks...

simply put, his entire army was two units of paladins (20) and some psyflemen + assasin,
mine was 100 boyz + 25 bikers, some grots, BW's + a trukk 3 PK's in the whole army,

needless to say, even with draigo 3++'ing the PK hits, and his 2+ on the normal ones, by turn 6 hes was pretty much tabled with just one dread and an assasin left.

by then end I had 45 ish boyz and 14 grots, a warboss and the odd bike/transport left.


my ork tactic, is hit it, and if that doesnt kill it, hit it again.

repeat until dead.

 
   
Made in us
Hollerin' Herda with Squighound Pack





Just ran the numbers, Mephiston with Feel No Pain would take 720 shoota shots to kill.

So ..... I guess I will LITERALLY need that bucket of dice
   
Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Mephiston needs to be hit by a squad of Manz. He will kill one or two at the most with his force weapon but its only AP3 so you could even possibly get away with no losses. When you hit back you hit on a 4+ and wound on a 2+ unless he has some kind of psychic power or some other way of aquiring an invo save he will just die as he doesn't have an invo given to him.

There are some situations where you need a sledge hammer to solve your problems there are the boyz just keep piling them in. Other cases might need a scaple approach which is where your Manz or Nob bikers come in smaller number but a lot more hitting power. It's up to you the Warlord to decide what you need to use and where in each situation. It can be a good idea to take a good look at your opponets lost pre game and ask tgem when setting up which units are which so you can get you target prioities right and have in you head where all you units will be in 2-3 turns time.
   
Made in us
Tough-as-Nails Ork Boy





Washington, DC

I had never had that much success with my SAG- it either blew itself up, or failed to damage the vehicles I was pointing it at, so it sat on my shelf and gathered dust for a while.

...Then I played against a deathwing, and needed some range support, so it came back out. And it performed SPECTACULARLY! First shot cut down 3 termies, it was beautiful. I realized, suddenly, that it's not an anti-tank weapon at heart, but it's great for taking out 2+ save infantry.

I know your question was specifically about NOT Terminators, but I think SAG is still a great option. Large blasts are great for orks, 5' range is awesome, and though it occasionally poops out, over a few games it'll average out.

Also, warbosses with klaws do work. Either in megaarmor for most folks, or maybe on a bike against tau, just zipping in and crushing folks.

Check out my gathering Waaagh! of drunken orks: http://www.dakkadakka.com/dakkaforum/posts/list/559908.page 
   
Made in gb
Longtime Dakkanaut






mephiston needs shooting to death, orks can do that.

termies can be killed by orks doing anything at them. seriously, there's nothing orks do that won't deal with termies (well, perhaps not deff-rolla...). shooting? buckets o' dice. combat? bigger buckets o' dice.

riptides aren't fearless. let me just emphasise this:

riptides aren't fearless.

so go charge them with orks, volume of dice will bring him down a bit, and even if you don't kill him, you can run him down!

dreadknights can be killed by a warboss/mek with powerklaw and a nob with PK in the same mob. charge in, deny the challenge, still attack with a powerklaw.

if you're allowed imperial armour, gun trukks with big zzappas look fun... 5D3 S 2D6 AP2 shots... so many dice to roll...

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
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Made in us
Shas'ui with Bonding Knife





Don't just charge a Tau castle.

If you are going to charge a Tau Castle, make sure you takeout the marketlight support or stay outside LoS of dangerous models since they still need LoS to shoot you with Overwatch.

If you can't do either, send a super tough unit/sacrificial unit so your main assault force isn't shot to pieces.
   
 
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