Ork Boy Hangin' off a Trukk
|
Hey guys, I'm playing Orks vs Dark Angels. I'm using the following list:
Lords of War:
Ghazzy + Attack Squig
HQ:
Big Mek + Da Fixer Upperz + PK
Painboy
Painboy
Troops:
2 x 25 slugga boys with Nob + Bosspole + PK
13 gretchin (to fill remaining points)
Elites:
3 Meganobz
Heavy Support:
Battlewagon + 4 Big Shootas + Reinforced Ram + Lobba + Killkannon + some upgrades
Morkanaut + KFF + Grot Riggers + Extra Armour
Dark Angels (I don't know his exact roster, just what I remember):
HQ
Belial
Librarian
Troops
1 Tactical Squad + ML
Deathwing Knights
2 x Terminator Squad + Cyclone ML in each squad
Heavy Support:
2 x Devastators + 4 Lascannons in each squad
1 Thundercannon (or something like this, thing that shoots 4 small blasts)
What I try to do: I plan on keeping boys under KFF with Painboys to avoid heavy losses from shooting then march right to his position and beat the gak out of everything, while Ghazzy and Manz deal with Terminators.
What I get: KFF and Painboys succeed at keeping boyz alive at enemy's shooting phase only to be crushed by 3 terminator squads. Morkanaut gets blown up by Devastators, Battlewagon stays alive but can't kill anything with 2+ armor so he is just useless. Ghazzy and Meganobz end up in the middle of nowhere trying to charge Termies (what they actually do in turn 6, when everyone else is dead). I could kill some Terminators with shooting, but still not enough. Those Knights with their 3+ invul are just a rapetrain. Belial kills everything in a duel while boyz just keep dying being unable to penetrate armor.
Seems like, 50 boys aren't that great.
What do I do wrong? How do I win this Dark Angels army?
|
Longtime Dakkanaut
|
Well, the first thing I've noticed is that you're putting ghazzy with the meganobs.
what you're doing there is taking a unit which already has powerklaws and a 2+ save, and introducing a character with a powerklaw and a 2+ save. you're not adding anything to the unit. Mad Dok grotsnik is a far better choice.
Second, You're aiming the only unit which cares about avoiding AP2 at the units with AP2. Meganobs can not go toe to toe with terminators. termies are the best units at countering meganobs, they get invulns against your attacks, and they instant kill you with no saves. let me put this in a comparison way:
A terminator will kill a meganob as easily as it would kill a grot.
Meganobs thrive on bullying weaker unit that cry when faced with a 2+ save. buy the meganobs a trukk instead, and throw them at the devastators. once the devastators are gone, the morkonaught should survive better.
And that brings us onto the next problem: The morkonauhgt (who presumably carries the mek).
It's a bad unit. it's a unit that wants to run, to keep up with the tide, but wants to stop and shoot, as it has big guns, and wants to assault vehicles, but has anti-infantry weaponry (Blasts are anti infantry, even if they're
S8 AP2). you can't assault out of the transport, and if you disembark, the morkonaught can't move any further, including charging.
For the same points as a morkonaught with KFF, you can get a deff dread, for the same number of S10 CC attacks. you can also get a biker mek with KFF, for a decent sized bubble of KFF saves, on a fast platform that can redeploy to where you need it. you can also get a bettery of 3 Kustom mega kannons, for triple the firepower of the morkonaught, whith higher BS.
so you're swapping 4 S10 AP1 CC attacks, 1 S8 AP2 blast, 2 Rokkits, 2 Big Shootas and a KFF,
for:
4 S10 AP2 CC attacks, 3 S8 AP2 Blasts, 2 rokkits (on the dread), a twin linked dakkagun, a faster KFF bubble and 3 seperate units that can do their seperate jobs without compromising on the others.
All you lose is a useless transport capacity.
now, the battlewagon. seems quite poorly equipped - if the killkannon fires, the lobba can't. if you want to get to the enemy faster, which you should, all those guns are wasted for turn 1.
now, this doesn't strike me as a particularly high points list, and you've got ghazzy, a morkonaught and a fully kitted out battlewagon in there. it seems you're stacking a lot of points into very few units. this guy has 2 units of terminators and 8 lascannons and only has 2 less units than you do, before you attach characters to squads and put squads into transports - after that he has more units than you! with an overpriced codex, no less! you'll have 5 units on the board on deployment, he'll have 6!
So, what I'd do:
Put the meganobs in a trukk, and send them out on their own. don't stop to shoot, go as fast as you can toward the devastators. try and end in cover, if those lascannons turn to face the meganobs, they'll want a save.
drop the killkannon, battlewagons are buses not tanks these days. change the 2 units of 25 boys to one of 17 and one of 30. put a painboy and a megaboss with the lucky stikk in the unit of 17 and put them in the battlewagon. put a KFF mek and a painboy in the unit of 30 and get marching.
The thunderfire cannon is your enemy. as are the terminators. a unit of kustom mega kannons will put pay to both.
try and shoot a unit of termies with the aforementioned KMK's, then assault with the boys once there are less termies. termies have a 5+ invuln so don't be worried about giving him cover with the boys.
Get yourself a dakkajet or a blitzabomma - he seems to be lacking in anti-air, and a dakkajet puts out enough S6 firepower to cripple a devastator squad almost every turn.the blitzabomma will put an AP2 pieplate on those termies, hopefully after they deepstrike!
Hope this helps and doesn't seem too harsh!
|