Switch Theme:

Orks need help against SM  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Yellin' Yoof





Houston, Texas

Hey all! My bud plays DA and/or BA. I run orks. I always go into the games feeling really confident, but then he pulls off the game quick and easy. Him and I are still relatively new to the game, so I figure we're missing rules, buut... I need help. Most of our games are around 1500 points. I need help knowing how to put down his army. I don't know his specific unit's names, but he runs 2-3 squads of 10-15 marines, 6 bikes, a drop pod, a rhino, then a couple of other random things. I have a lot of options available, but I haven't found the right recipe. Some tactics advice would be great. The units I have available to play are Grukk, a warboss, a painboy, a mek, 10 lootas, 6 kans, a deff dread, 9 bikes, 20 grots, a battle wagon, 2 trukks, 2 looted wagons, 10-15 nobz, 3 meganobz, and roughly 130 boys. Where should I go tactics wise? Foot slogging didn't work, and my 5 vehicle approach failed the other night. Any help would be great! Thanks!
   
Made in us
Longtime Dakkanaut





Depends on what rules you are playing with for army construction.

Sounds like you have the stormclaw units, do you have the stormclaw data sheets?

I would try out the grukk formation from stormclaw that uses all the stormclaw units, and DS them down turn 1, then run boyz in battlewagons as troop, and grots as troop.

second detachment use the ork detachment with the 3 troops and 3 hq.

Put another warboss and painboy in with a large boy unit in BW.

Another trukk mob, with boyz
trukk with 3 meganobz
2 units of 5 lootas

couple of large boyz mobs.

the bikes if points are left. I would split them into three units of three.


the grukk formation gets DS first turn, drop them in near his units to threaten them, if you shoot some stuff and kill it thats great, if not doesn't matter. He will either spend a turn or two killing off the grukk units while the rest of your stuff get into charge range and charge, or if you are lucky you get to charge him turn 2 with the remnants of the grukk units.



   
Made in ru
!!Goffik Rocker!!






nscg4149 wrote:
Hey all! My bud plays DA and/or BA. I run orks. I always go into the games feeling really confident, but then he pulls off the game quick and easy. Him and I are still relatively new to the game, so I figure we're missing rules, buut... I need help. Most of our games are around 1500 points. I need help knowing how to put down his army. I don't know his specific unit's names, but he runs 2-3 squads of 10-15 marines, 6 bikes, a drop pod, a rhino, then a couple of other random things. I have a lot of options available, but I haven't found the right recipe. Some tactics advice would be great. The units I have available to play are Grukk, a warboss, a painboy, a mek, 10 lootas, 6 kans, a deff dread, 9 bikes, 20 grots, a battle wagon, 2 trukks, 2 looted wagons, 10-15 nobz, 3 meganobz, and roughly 130 boys. Where should I go tactics wise? Foot slogging didn't work, and my 5 vehicle approach failed the other night. Any help would be great! Thanks!


Anything works for orks. You just need to stick to the theme. Orks are, ironically, not a no-brainer rush army. You got to be quite tactical with your positioning to force threat saturation. Timing is the most important thing for us as ork units tend to be cheap, deadly,but not too durable and quite counterable.
So, basically, you have some determined main directions:

1. Footsloggy. Lots of footslogging boyz. Your aim is board controle and potential turn 3-4 charge. But charge ain't important, so if the enemy is cowering at the board edge and wants you to go there, just sit on points - you won't realistically catch him in his own game of mobility but you'll force him to come for you - otherwise, he'd loose a point game (Maelstorm, YAY!). Our own long-ranged and fast support is super-important for footsloggas. A bunch of big gunz - i prefer lobbas and KMK - or something like lootas or anything long-range shooty you can get. And it's not bad to have a squad of truckboyz/manz and/or stormboyz or a small squad of bikers to throw at the flank to disrupt the enemy.
I think that footsloggas are currently one of the most tactically interesting options that allows you to field a bit of everything - kommandoes, stormboyz, a single truck full of something - all will be helpful. Your main aim is not literally rushing forward killing everything...not that it's not an option, ofc. Your goal is to take the mid board and not let your enemy there, pushing forward but not rushing and Mork save you, if you get lured to come in waves. Both on the tabletop and in fluff, when something comes in waves, heroes smash you one by one.
Has an awesome formation: Greentide that's showing to be good even at GT levels. 10 squads of boyz and warboss packed in one. Usually you take 10 * 10 with lots of nobz with pk, support it all with a Lukky Stixx and Painboss and BOOM! You've got half the table occupied by a hellhuge squad of fearless fnp greenskins with tons of ws5 PK attacks.
Footslogging also works fine with a snikrot formation - but it's a bit situational.

2. Speed freaks. Lots of fast stuff. Your aim is a 2-d turn charge with everything you got. If not charge, at least be there for a 3-rd turn charge on the next target. Very aggressive and straight-forward gameplay but once again, relies on tactical positioning and threat overload A LOT. Wagons and trucks full of boyz or manz and bikers are your bread and butter units here. Heavy support is handy too, so, you can't go wrong with some lobbas and/or KMK/Smashas/Anti-air. And tankbustas work best in here. One of the best anti-tank units.
Has some great formations to support: blitz brigade. We heard you like 2-d turn charges? So, here are 5 darn battlewagonz with a scout move.
Bully boyz work within a speed freak list - 3*5 fearless ws5 MANz.

3. Walker wall. Lots of ork walkers. Currently rules for walkers make them rather mediocre on the whole and the ammount of cheap AT weapons that everyone wields ain't helping at all. However, it's an awesome themed list that's gona rock in friendly games.

You might find some other combinations - don't be afraid to experiment. Orkses are all bout it
   
Made in us
Nasty Nob





United States

With 6 Kanz, a Wagon, and a Dread, I think you should saturate AV.

Bring Rokkitz on the Kanz.. You'll need the AP3 for Marines and the Rhino/Pod.

Supplement with some 'Ard boyz in the Trukkz.. and then squat on something with Grots in the backfield.

Remember that Kanz get HoW on the charge. AP2 is nice versus marines.

EDIT; You could also use your nobz to make your Battlewagon a dedicated Transport, freeing up HS for some Lootas or a Looted wagon with a Killkannon or some rokkitz.
EDIT2; Or/And/Also get those Meganobz in their. With all that AV flying around he won't have much AP2 for them.

This message was edited 2 times. Last update was at 2014/12/15 05:16:16


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 gb
Lead-Footed Trukkboy Driver





i would go for the green tide of you have the supplement. throw some nobz in there with your warboss (make sure there are at least 5 power klaws in there). then have a CAD with a painboy (put it in the tide) with 2X 10 grots to screen the tide or secure objectives, and then possibly some cans or the wagon with lootas.
   
Made in us
Squishy Squig






 Tiny_Titan wrote:
i would go for the green tide of you have the supplement. throw some nobz in there with your warboss (make sure there are at least 5 power klaws in there). then have a CAD with a painboy (put it in the tide) with 2X 10 grots to screen the tide or secure objectives, and then possibly some cans or the wagon with lootas.


The Green Tide is a specific detachment from the waaagh ghazghkull suppliment. I didn't think you could have any other characters/HQ join that formation?

This message was edited 1 time. Last update was at 2014/12/16 11:46:50


 
   
Made in ru
!!Goffik Rocker!!






You can.

This message was edited 2 times. Last update was at 2014/12/16 11:52:09


 
   
Made in gb
Battleship Captain




You can't include any other unit in the Green Tide Detachment, but characters from another detachment can joint it as long as they're Orks or Battle-Brothers with Orks, just the same as a marine character from an allied detachment joining a guard platoon.

Putting in a painboy is a dirty but very efficient trick - when the cost of a painboy is spread over 100-150 boyz, Feel No Pain becomes essentially free, and massively increases the already ridiculous durability of the unit.

Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Squishy Squig







 koooaei wrote:
You can.


locarno24 wrote:
You can't include any other unit in the Green Tide Detachment, but characters from another detachment can joint it as long as they're Orks or Battle-Brothers with Orks, just the same as a marine character from an allied detachment joining a guard platoon.

Putting in a painboy is a dirty but very efficient trick - when the cost of a painboy is spread over 100-150 boyz, Feel No Pain becomes essentially free, and massively increases the already ridiculous durability of the unit.


Ah, ok! Thanks! Out of curiosity, if you were to take 2 Painboyz in the second detachment and had them both join the Green Tide formation would you then be able to roll FNP a second time on a failed FNP?
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

 crkdltr wrote:
Ah, ok! Thanks! Out of curiosity, if you were to take 2 Painboyz in the second detachment and had them both join the Green Tide formation would you then be able to roll FNP a second time on a failed FNP?
No.
You get one FNP roll. You can't roll again, nor do they stack.
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

If you're looking for a 3rd HQ for this army, I would really suggest running a Weridboy. He can either buff the entire unit (which is awesome) or he can summon more units. But your 2nd HQ should always be the Painboyl

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in ru
!!Goffik Rocker!!






Generally people take a painboss + mek/warboss with DLS as you'll face some choppiness issues cause even though it's a ton of boyz, not all of them can strike for obvious reasons. Furthermore, you're most likely multicharging, so they're 1s less. And finally, there's stuff that can't be killed in one go even in ideal situations - even with such a mass of boyz and pk everywhere. And this +1 WS helps you vs wraithknights, IK and other WS4 stuff.
Wierdboy could be awesome too. But you might be short on points as you definitely need some ranged suport out there.
   
 
Forum Index » 40K General Discussion
Go to: