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![[Post New]](/s/i/i.gif) 2014/07/15 10:19:46
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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Hi, im fairly new to 40K started about a month ago and im playing orkz and im in a league and my first opponent is a Iron hands space marine chapter was just curious what is a good method for fighting them
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![[Post New]](/s/i/i.gif) 2014/07/15 10:45:01
Subject: Hi there need help battling an Iron hands army
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Is 'Eavy Metal Calling?
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What kind of Ork list do you run? Mech, foot or mixed?
In general, you can expect a few things from Iron Hands:
Tough Vehicles: IH regenerate Hull Points on a 5+ each turn, so in other words a vehicle with 3 HP will take 4 glances on average to kill, and if you run into a Land Raider it can be very tough to crack open. To this end, you're going to want some weapons capable of penetrating vehicles so you can go for an Explodes result. Power Klaws are your best bet, so bring a few and keep them safe, and maybe some KMBs as well. Lootas will shave off Hull Points from low-AV vehicles, but won't explodes. Still, a large squad will down a Rhino a turn with decent roles.
Chapter Master: IH can get a Chapter Master on bike that, with the Shield Eternal relic, will have a 2+ armour, 3+ invulnerable, 6+ Feel No Pain, Toughness 5 and Eternal Warriors. He will likely be carrying a Thunder Hammer, which will allow him to take out Nobs in one hit despite their 2 wounds. I would suggest hiding from him, but he'll catch you anyway with the bike, so it might be worth taking the initiative and forcing him into combat with a large Boyz squad (with a Character or two to stop them running), as he'll take a while to kill them all so won't be hurting your more important units. The CM comes in at around 250 points, so even if you send in 25+ Boys you're still ahead on points trading.
Marines: If you've not fought Marines before, be prepared for tough armour and with IH Chapter Tactics, a 6+ Feel No Pain as well. The way to kill them is simply through forcing a lot of saves. Orks do this very well, either with shooty units like Lootas or Shoota boys, or in combat with Nobs/Boys. Just drown them in dice and even the best rolls won't help them eventually.
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![[Post New]](/s/i/i.gif) 2014/07/15 10:53:16
Subject: Hi there need help battling an Iron hands army
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Long-Range Ultramarine Land Speeder Pilot
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As a marines player with some experience playing Orks, I'd recommend bogging everything down in green.
If you're not using a broom in the movement phase to shove a green tide of Orcy goodness towards to the Marines, I'd suggest you're not doing it right.
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![[Post New]](/s/i/i.gif) 2014/07/15 17:17:08
Subject: Hi there need help battling an Iron hands army
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Grovelin' Grot
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Green Tide honestly isn't a great approach anymore wityh the new codex. It is just as pricey as it was before and gets pretty boring after awhile. Cinematic and cool sure though it gets old. I would personally go the bike, defkopta, buggy route with maybe a few trukks filled with Tankbustas and just shower their vehicles with rokkits! The rokkits will ignore their FnP on everybody except the CM and bikes with their T5.
Kustom Mega Kannons from Mek Gunz do good at this two being S8 and Ap3
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![[Post New]](/s/i/i.gif) 2014/07/15 21:19:07
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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was gonna use this
9 bikes Warboss on a bike
Big mek with KFF in a trukk with 11 nobz
a Trukk with 12 Shoota Boyz
10 Lootas
then 4 Deffcoptas
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![[Post New]](/s/i/i.gif) 2014/07/16 01:08:02
Subject: Re:Hi there need help battling an Iron hands army
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Ragin' Ork Dreadnought
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30 Orks in a horde won't kill a Chapter Master in one turn, but they'll sure mess him up. (And take negligible damage in return.)
One problem I've seen Iron Hands lists having is long-range anti tank. Their big weapons for popping tanks are Grav-Guns, Meltaguns, and Close Combat. (Since most of them will be mounted on bikes, and these are the weapons that Bikes can take which deal with vehicles.) They're on bikes, so getting in close isn't difficult, but they'll still have to in order to deal damage. In other words, they can get in close, but until they do they won't be hurting you. This suits us Orks just fine.
I'd take a modified trukk-spam or possible a battlewagon spam, with Biker support. Space Marine bikers can take a lot of punishment from low strength, and they have enough Bolter rounds to punish you with firepower if they get in close, but if you manage to assault them before they can hurt you too much then you'll be golden. (Even wounding on 5s and 6s, you've just got so many attacks and they cost a lot more than you do per model.) Your bikers should have a Warboss with a Power Klaw and Lukky Stikk, and potentially a Big Mek with a Killsaw and KFF to protect all your tanks until you are ready to assault. Then, if you do have to pop any vehicles, you can split the bikes up into three missiles: The bikers, to deal with anything that has rear armor 10, and the Warboss and Big Mek to deal with anything bigger. Alternately, the bikes make a tough squad that puts out a lot of S5 firepower, and makes for a painful assault. (One warning: Don't use your bikers to attack his Chapter Master unless he's weakened or all alone. He's still a lot stronger than your Warboss, immune to Instant Death, and very hard to kill. You'll want to be taking him out with the hordes of orks you have in Trukks and/or Battlewagons. If he is alone, though, take the Challenge with your Nob so that you can direct his attacks into your least-important character, and then fight into the combat with your entire squad while he has to swing at an enemy that isn't super important. Then again, if you absolutely have to take out that squad, your bikers are the deadliest squad you have. Throw 20 Ork Boys into the fray as well and you will have a hard time losing.)
Meanwhile, you should probably have 3 Battlewagons full of boys, minimum, with either trukks flanking them or else some kind of air support or artillery backing you up. (Lootas are good since they wound bikers on 2s and put out lots of shots, but if he brings Stormravens you'll want Traktor Kannons.) An unwounded charging horde of 19 Ork Boys and a Painboy will beat 10 Space Marine Bikers (Or even just 10 Space Marines!). (Causing 5-6 wounds on average against Bikers, and taking only about 3 wounds in return.) Since you'll be in a Battlewagon up until you're in charging range, they won't get many chances to hurt you before you charge. At the very least, you should have a couple 20-boy squads, or several more 12-boy squads to assault with by the time you reach your enemy.
That's the real killer for him: Get into assault. Unlike the ever-deadly White Scars alternative to his Iron Hands, he can't hit-and-run. This means, once you're in assault he can't leave, and he can't shoot at you. If he played White Scars, this'd never work since he'd just break off with his survivors and shoot the crap out of your Ork Boys with everything he had. Instead he takes Iron Hands, though, so you can pin him down.
If he runs tanks instead of bikers, just take lots and lots of Power Klaws and run your own Biker list.
I'm working on a list over here that would work well: Automatically Appended Next Post: Addition:
Since you're apparently playing in lower point values, taking two or three battlewagons might be a bit excessive. (And I doubt you can afford a Biker squad with a Warboss on top of it all, that's a lot of points.)
Looking at your proposed list... Attach the mek to your bikes, so that he can protect both trukks instead of just one, as well as the bikes. Deffkoptas are an interesting choice... Make sure to give them Rokkits, so they wound on 2s and penetrate any armor except the Chapter Master's.
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This message was edited 1 time. Last update was at 2014/07/16 01:10:35
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![[Post New]](/s/i/i.gif) 2014/07/16 02:07:09
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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Yea were playing a 1250 point game and the mission is crusade I don't have any battle Wagons yet I do have 2 trukks and like 15 bikes
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![[Post New]](/s/i/i.gif) 2014/07/16 02:41:29
Subject: Hi there need help battling an Iron hands army
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Sword-Bearing Inquisitorial Crusader
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Get used to moving as many models as possible cause you will want lots of boys and lots of power klaws. Another thing that will help against the marines is lootas, lots and lots of shots!
Havent ran the mek guns yet but i think they can bring in their cost easily.
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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. |
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![[Post New]](/s/i/i.gif) 2014/07/16 02:49:02
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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So I should run full bricks of boyz?
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![[Post New]](/s/i/i.gif) 2014/07/16 02:53:49
Subject: Hi there need help battling an Iron hands army
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Ragin' Ork Dreadnought
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If you have the models, it could be effective. You don't have the vehicles available to really protect them, but if you throw in a Painboy and maneuver properly, you should still be able to get into Close Combat with ~20 boys left. I'd take 120 Boys with Painboys, and then a nice, decked out Warboss. (That's around 1250.) Feel free to drop one Boys squad for bikes if you fancy.
One thing you shouldn't do is take *one* brick of boys, a handful of trukks, a biker squad, and some artillery. Dividing up your troops into four non-synchronized groups that can't work in unison will lose you the game.
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![[Post New]](/s/i/i.gif) 2014/07/16 03:19:01
Subject: Hi there need help battling an Iron hands army
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Sword-Bearing Inquisitorial Crusader
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About 3 squads of 20 has been pretty good to me, not too expencive but not to light on wounds
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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. |
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![[Post New]](/s/i/i.gif) 2014/07/16 04:54:11
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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Hmmm ok thanks alot guys
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![[Post New]](/s/i/i.gif) 2014/07/16 06:31:53
Subject: Re:Hi there need help battling an Iron hands army
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!!Goffik Rocker!!
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They're all just like regular marines. Just 1/6 tougher with IWND characters and vehicles. It's not enough to invalidate any regular tactix that orkses use vs marines.
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This message was edited 1 time. Last update was at 2014/07/16 06:32:20
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![[Post New]](/s/i/i.gif) 2014/07/16 08:04:00
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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ah well this will be my first time playing against space marines period my first 5 games were all against Tyranids/Tau/Eldar/Taudar/Necrons
so any tips on just basic space marine fighting is appreciated
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![[Post New]](/s/i/i.gif) 2014/07/16 15:30:43
Subject: Hi there need help battling an Iron hands army
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Ragin' Ork Dreadnought
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Bash their brains in in Close Combat.
Marines who are not built for CC lose badly to Orks in CC, if you get there with approximately the same point's wirth of models. (About a 2-1 Ork-Marine ratio will do it easily.)
Marines who *are* built for CC still struggle against Orks in CC. Even Veterans and the like rarely have more than 3 attacks on the charge, and 4 for a very special few. That means your boys hordes will slaughter most opposition while taking negligible casualties.
If you do end up facing Lightning Claw Terminators, send in Meganobz and laugh...
Their Chapter Masters are far better than us in Close Combat, unfortunately. However, even they are no match for 30 Ork Boys on the charge.
The trick, sir, is getting your boys into Skull-Bashing range.
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![[Post New]](/s/i/i.gif) 2014/07/16 20:29:59
Subject: Hi there need help battling an Iron hands army
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Regular Dakkanaut
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Hmm ok thanks alot guys sim starting to think im going to need KFF from my big mek wish it were higher points i bring my Morkanaut
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