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Made in us
Fresh-Faced New User





So, hey, my brother is heavily experimenting with Blood Angels. And he has a tactic that I can't seem to beat.
We, on average, play anywhere from 1000 to 1750 point matches. My brother will run a terminator librarian with a force axe (since i can't get literally any saves against it as orks) in a 14 man squad of death company and brother corbulo. Then he'll cram them in that land raider with the big capacity. he'll fill up his other points with things just to meet his battle-forged requirements, then we'll all be set to deploy.
He'll then hammer me with the land raider by racing it forward (since as orks, breaking them with ranged fire is unlikely), let them pop out in turn two and charge the nearest thing they see, then murder their way through the green tides (ork boys have an almost impossible time dealing with these guys it would seem).
I've tried pain boys, I've tried force fields, i even sent my warboss against his librarian. I killed him, but i lost the boss and two of his nobs in the process. But I can't stop the land raider in time, no matter what I try. Even the smasha guns aren't much help. I can handle the death company just fine if their stuck in the open, but when they're in their ceramite case, it feels almost impossible.
Please help, my green brothers!
   
Made in ru
!!Goffik Rocker!!






Why would you need to kill it so hard? He's got a single squad in a landraider to do his stuff. You've got the whole army. Roll around - kill other units, claim points.

If you absolutely want to destroy his deathstar, get manz with a pair of killsaws or a bunch of tankbustas. Or both to ensure he won't pop all the trucks on the way there. It's still gona be like 3 times cheaper.

This message was edited 1 time. Last update was at 2014/12/01 06:30:50


 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

1st: termie armor takes 2 spots in the transport, so assuming the 16 capacity crusader, him + corbulo leaves room for 13 DC.
2nd: I always find bro corb to be an odd choice in a death company. Sure he can tank, but it feels like the furious charge fnp bubble is being wasted. I find a reclusiarch to be much more threatening in a DC.
3rd: onto how to deal with them- don't bother shooting the land raider as an ork player. Shoot other things. Put an expendable squad 13" ahead of the metal box, with some better guys right behind. If he leaves them alone, charge the box and klaw it to death. If he charges them, counter charge with the better unit next turn.

20000+ points
Tournament reports:
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Made in ru
!!Goffik Rocker!!






niv-mizzet wrote:
onto how to deal with them- don't bother shooting the land raider as an ork player. Shoot other things. Put an expendable squad 13" ahead of the metal box, with some better guys right behind. If he leaves them alone, charge the box and klaw it to death. If he charges them, counter charge with the better unit next turn.


This also works. You've got much more units - use it for your advantage. Sometimes a 35 pt truck can stop a 700+ pt deathstar. A squad of grots can bauble wrap your orks the way he'll have to waste shots at the gobbos and will even have to charge them instead of the boyz. Big gunz work even better here. They're t7 and 3+. Very hard to remove with shooting. March big gunz forward and bauble wrap the boyz. He'll have to waste a turn tankshokking them with a landraider or charging them with a deathstar.
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Go second, charge Landraider with Tankbustas in a Trukk. They'll melt it in combat quite easily.

Fire on the survivors with Kustom Mega Kannons
   
Made in us
Resentful Grot With a Plan





Seattle

Make sure to take some bomb squigs as they hit on two's. Use the Nob who should be carrying your tank hammer shoot the bomb squig. Also lootas will help a lot. I play mostly against blood angels and I always take care of the death company with loota fire.

This message was edited 1 time. Last update was at 2014/12/04 21:36:13


Insert inspiring text here.
3K 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 Makinit wrote:
Use the Nob who should be carrying your tank hammer
No one should be carrying the Tank Hammer. Such a bad (and expensive) weapon.
AP3 just doesn't cut it anymore for blowing up vehicles. Especially as the model already has an AP1 Armourbane bomb. If a unit full of melta bombs can't do the job, a couple more swings with a pap tank hammer won't help.
And if they're in combat with something other than a Vehicle (Bombs even work on MC's!) then something has gone very wrong, and a tank hammer won't save them.

Edit: I'm not sure Nobs can even have them, unless you're pulling pre-upgrade shenanigans.

This message was edited 1 time. Last update was at 2014/12/05 00:35:05


 
   
Made in ru
!!Goffik Rocker!!






Tankhammers could wreck a tank without exploding it unlike melta bombz. And they're better vs mc. But yep, in general, they're not worth the points.
   
Made in us
Grovelin' Grot




United States

Meganobz and mega armoured warboss with killsaws and kustom mega kannons ready to fire.

 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 koooaei wrote:
Tankhammers could wreck a tank without exploding it unlike melta bombz. And they're better vs mc. But yep, in general, they're not worth the points.
Problem is they go at the same initiative step.
You you need to choose then and there if you're using your bombz or not. You can't use the hammer then "wait and see".

So you'll have 4 attacks on the charge with it (set Strength, so no Furious Charge bonus). Chances are you'll miss with one Attack, fail to pen with another. You're unlikely to wreck a 3HP vehicle, and if you don't it's too late to use your bombz.

If they're in combat, they're soon to be dead anyway. Such is the life of a Glory Hog. Might as well get the job done properly and blow that tank up!
   
Made in ru
!!Goffik Rocker!!






 grendel083 wrote:
Problem is they go at the same initiative step.
You you need to choose then and there if you're using your bombz or not. You can't use the hammer then "wait and see".

So you'll have 4 attacks on the charge with it (set Strength, so no Furious Charge bonus). Chances are you'll miss with one Attack, fail to pen with another. You're unlikely to wreck a 3HP vehicle, and if you don't it's too late to use your bombz.


I might be wrong but don't you resolve damage one by one? And as soon as the HP goes to one all the extra damage is gone. Where can i find this stuff if i'm wrong?
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 koooaei wrote:
I might be wrong but don't you resolve damage one by one? And as soon as the HP goes to one all the extra damage is gone. Where can i find this stuff if i'm wrong?
Last sentence of "Penetrating Hits", just before the vehicle damage table (sorry, have iPad rulebook not printed so can't give you a page number).

If you cause 12 Pens, you'll roll on the damage chart 12 times, even though you've been reduced to 0 HP.

So if you use a Tank Hammer and Melta Bombs, they go at the same initiative step, so even if the Tank Hammer wrecks the vehicle, the Bombz can still explode it!
So you need to choose carefully when you attack.
   
 
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