| 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. |
|
 |
![[Post New]](/s/i/i.gif) 2017/02/18 20:39:20
Subject: How to deal with ork swarm?
|
 |
Fresh-Faced New User
Clayton-le-moors
|
I've got a game coming up that is tau vs (swarm) orks at 2k points, who currently rules our local gaming, this is my army, what you think?
HQ
commander - cyclic ion, iridium armour, missile pod target lock and drone controller -- 70pts
-Commanders body gaurds (x2) - Burst cannons, missile pods, target lock -- 62pts each
-- 6 markerlight drones
Elites
Riptide (x2) - ion accelerator, stimulant injector -- 221 pts
Crisis battlesuit - twin fusion blaster, missile pod, target lock -- 81 pts
-- 2x gun drones
Troops
Strike squad (x3)- 11 fire warriors, 1 shas'ui (with marker and target lock) --157 pts each
-- 1x gun drone
-- 1x gaurdian drone
Fast attack
Piranha - Fusion blaster, Gun drones -- 50 pts each
Heavy support
Hammerhead (x2) - Rail submunition, SMS, black sun filter -- 131 pts each
Hammerhead - Ion cannon, SMS, Blacksun Filter, Longstrike -- 171pts
Support
Drone network (x2 gun, x1 marker) -- 56pts each
Total pts --- 2000 pts
What you think?
|
All is one and one is to serve the greater good |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/18 21:56:21
Subject: How to deal with ork swarm?
|
 |
Waaagh! Ork Warboss
Italy
|
What do you mean with swarm orks? mobs of 30 boyz on foot? greentide? blitz brigade or trukk spam? or you just know that orks will be your opponent but with no idea about their list?
With tau and at 2000 points you should have no problem at all in dealing with orks. Orks have some mid tier lists with lots of bikers and meganobz, but other than that tau are far superior.
Of course players' experience matters and a good ork player can be tough to defeat.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/18 23:24:07
Subject: How to deal with ork swarm?
|
 |
Fresh-Faced New User
Clayton-le-moors
|
my opponenet is a really good ork player to beat would can do a 1st and at latest turn 2 charge...
he runs ork boys with power claws and mainly wagons, but is also using trukks to aid his speed,
on top of all that he has 2 units of bikers and uses the mega
kustom force field to give all around him 4+ invul
|
All is one and one is to serve the greater good |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/18 23:29:07
Subject: How to deal with ork swarm?
|
 |
Longtime Dakkanaut
|
Tau tend to match up well against Orks, but if he's running a Green Tide, the formation with 10 Ork units all mashed together into 1 mega-unit, that could be a tough game.
As for your list, there's definitely a lot of room to optimize. I don't know what models you have access to or how competitive you're wanting to make this list, but even with what you listed, we can make some tweaks.
First off, generally try to avoid arming your suits with different weapons. You'll often be mixing and matching ranges and purposes when doing so, so pick a job for your suits. For your Commander, dual missile pods is probably best since he seems like he's going to run with your Marker Drones. His bodyguards are a waste of points. Just attach him to a regular Crisis Suit unit instead, saving yourself 20 points in the process. Alternatively, split the suits off entirely, and have the Commander run with a Marker Drone unit - probably what I would choose.
Riptides should basically always have an early warning override. That's far too strong of an upgrade to ignore for 5pts. Stimulant injectors aren't my thing on Riptides, but they're a reasonably popular choice. I find that my Riptides rarely die without them, so I don't bother.
Upgrades for Strikers are overcosted. In them plain, and you'll have enough points for another unit.
Hammerheads are totally outclassed by Tidewall Gunrigs which are essentially the same thing but twin-linked and 2/3 the cost. That said, not many people have 3 Gunrigs, so whatever works.
As for the Drone Network, I'm not sure what you're aiming for. Most people use the Drone Net for Marker Drones since it's relatively easy to get S5 AP5 elsewhere, and intercepting marker lights are freaking awesome.
More later when my iPad isn't dying!
edit: Okay, here we go.
So, Ork bikers. They're solid units, for sure, but you should be a pro at ignoring their cover and dumping S7 shots on them. Even if they're in that 4++ KFF range, wounding on 2s should be more than sufficient to pile on enough wounds to stop those bikers in their tracks.
Speaking of massed S7 fire, Trukks should be no problem whatsoever. Pop them, and then mow down whatever is inside. Battlewagons are definitely a tougher situation, however, maybe consider grabbing some fusion blasters on your Crisis Suits to crack that AV14. You can also scoot around the side to get at that juicy AV12 on the sides.
It occurs to me that a Stormsurge would wreck him pretty handily. Throw that bad boy in the mix if you have one, and watch the skulls get missiled/blasted/stomped.
I'll try to stick to the units you mentioned you have and rearrange things a bit the way I'd run it:
Hunter Contingent:
Commander - 2 missile pods, drone controller, target lock, Iridium Armor, 2 marker drones - 167
3 Crisis Suits - 2 missile pods each - 156
2 Riptides - ion accelerators, EWO - 380
4x9 Strikers - 324
Piranha - fusion - 50
Whatever heavy choice you have
Armored Interdiction Cadre
3 Hammerheads as you listed- 433
Skyray - 115
Drone Network -
4x4 Marker Drones - 224...if you have them. Swap in Gun Drones as necessary or just run them as markers, if you can.
That's 1859, so 141 pts for your heavy choice in the HC. Maybe 2 indiviual Broadsides with EWO? I can see that list doing decently against the Orks you described.
|
|
This message was edited 1 time. Last update was at 2017/02/18 23:53:19
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/19 00:38:33
Subject: Re:How to deal with ork swarm?
|
 |
Fresh-Faced New User
|
I'll echo a lot of what Milkman says. Essentially your list is all over the place. And Honestly I think you need to recheck some of your list.
Commander @ 70pts with all that stuff? maybe a typo and you meant 170?
And you state your crisis suit has a twin linked burst cannon- fusion- and target lock. that's 4 hard points you can only take 3
Ditch the Body guards, they're not worth the points IMO . you could run some multiple small Crisis teams in the Hunter Cadre and in all actuality Burst cannons might even suffice points wise so you can generate wounds. or CID's
The Hunter Cadre over watch special rule should allow you some safety against a rush. Or you could play Farsight Enclaves which has preferred enemy Orks.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/19 01:46:16
Subject: How to deal with ork swarm?
|
 |
Nasty Nob
|
You might need to know more about your buddy's list. I hate to provoke an arguement in someone else's gameroom but a few points; If it is a Blitz Brigade nothing from those Battle Wagonz should be assaulting turn one. For him to get a MFF (4++ Invul) he has to have a formation from the W!G codex that includes a Big Mek. So he really needs to have the Council formation or the Dread Mob and if he had the Council I'm sure you would be talking about Ghaz, so maybe not. Also, the MFF only affects the vehicle the Big Mek is on and is not a bubble unless he gets out.
Deploy your hammerheads on different sides of the board and shoot side armor on battlewagonz. That Pirhanna should be used to get in close and take a melta shot at at least the side of a Wagon.
FUN FACT! Ork battlewagonz are long and narrow, making the front AV14 arc very small. Be sure your Ork friend is being honest about what arc you are standing in when taking shots with your Railcannon and Fusion Blasters.
Try getting a flame template or two in your list. Ork vehicles are Open Topped and suffer from No Escape! rules when struck with a flame template. (I've played against enough of my friend's Land Raider Redeemers to be more familiar with this then I ever wanted to be).
Do not be afraid to fire small arms at Ork Trukks, even a lowly Fire Warrior's Str 5 AP 5 gun can strike any part of a Trukk and send it into a fiery explosion causing Str 4 wounds to all that is inside and nearby orkz and even other Ork Trukkz. Remember, unless he is fearless somehow (not likely unless it's a Ghazcurion) that he has to roll Morale if he loses 25% of his Boyz, and then also Pinning Tests.
Next, an Ork swarm list at 2000 points is going to fill the whole board and trip all over itself. Aside from deploying the Hammerheads split on the board you might consider overloading one side to force all his choppy stuff to clog the board. Then simply feed the front of the mob cheap things as they approach the corner. Particularly vehicles because (remember this) if he assaults a vehicle, he does not remain in combat and cannot make a consolidation move. And because of assault rules his boyz will bunch up on the vehicle, easily mopped up by templates in shooting after you need but move your vehicle if he didn't destroy it and fire again.
With Markerlight support for your hammerheads you should likely strip him of his Battlewagonz your first turn of shooting. Use your smaller stuff on Trukkz.
|
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. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/19 08:09:53
Subject: How to deal with ork swarm?
|
 |
Waaagh! Ork Warboss
Italy
|
Rismonite wrote:
For him to get a MFF (4++ Invul) he has to have a formation from the W!G codex that includes a Big Mek. So he really needs to have the Council formation or the Dread Mob and if he had the Council I'm sure you would be talking about Ghaz, so maybe not. Also, the MFF only affects the vehicle the Big Mek is on and is not a bubble unless he gets out.
Not really, he can use the detachment included in the supplement to use an HQ big mek equipped with the MFF. A big mek on bike with MFF is quite common and gives its invuln to everything that comes under the 6'' bubble. Sometimes I use that big mek too, it's quite tough to kill because other than the invuln he joins 7-8 warbikers, maybe even a warboss.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2017/02/20 12:02:42
Subject: How to deal with ork swarm?
|
 |
Krazed Killa Kan
|
Balancekeeper89 wrote:I've got a game coming up that is tau vs (swarm) orks at 2k points, who currently rules our local gaming, this is my army, what you think?
Zero intent to be mean but I have to say your list is a bit of a mess. I'm going to go through and point out some of the errors and give a bit of advice as to how to tidy it up.
HQ
commander - cyclic ion, iridium armour, missile pod target lock and drone controller -- 70pts
-Commanders body gaurds (x2) - Burst cannons, missile pods, target lock -- 62pts each
-- 6 markerlight drones
Point value on the commander suit is definitely incorrect but I will assume its a typo. Good rule of thumb with Crisis Suits is to have 2 of the same weapon on each suit and for each suit in a unit to use the same weapon. So your commander should have 2x Cyclic Ion and for the commander to work with a unit that is also using 2x of the same weapon per suit. Iridium and Drone Controller are fine
Body Guards are almost always not worth it over regular Crisis Suits. Your basically paying premium points for 1 extra leadership and auto passing look our sir rolls.
Elites
Riptide (x2) - ion accelerator, stimulant injector -- 221 pts
Crisis battlesuit - twin fusion blaster, missile pod, target lock -- 81 pts
-- 2x gun drones
The Riptides are fine but the Crisis Suit has an illegal loadout. Each Crisis Suit has 3 gear slots and a twin linked weapon takes up 2 slots. Also I generally don't think gun drones are worth it with Crisis Suits unless your trying to spam S5 shots with a bunch of burst cannons + gun drones.
Troops
Strike squad (x3)- 11 fire warriors, 1 shas'ui (with marker and target lock) --157 pts each
-- 1x gun drone
-- 1x gaurdian drone
I love Fire Warriors but I find the Shas'ui upgrade to almost never be worth it. Fire Warriors work best when they are dirt cheap so bring a squad of 12 with their pulse rifles and you cut the cost by basically half. A 6+ invuln save isn't going to help much while your usually going to be looking to have cover or rely on your 4+ armor to keep you safe. Drones also lose the main benefit of being T4 as the majority toughness of the unit is T3.
Fast attack
Piranha - Fusion blaster, Gun drones -- 50 pts each
Heavy support
Hammerhead (x2) - Rail submunition, SMS, black sun filter -- 131 pts each
Hammerhead - Ion cannon, SMS, Blacksun Filter, Longstrike -- 171pts
This is fine. Not a huge fan of Longstrike but its not terrible by any means.
Support
Drone network (x2 gun, x1 marker) -- 56pts each
Each drone unit need 4 drones if im not mistaken and you shouldn't mix drone types in a unit.
Total pts --- 2000 pts
What you think?
In general you need more sources of markerlights to make your shooting more effective. Also markerlights tend to be targeted 1st so having redundant sources is good.
Balancekeeper89 wrote:my opponenet is a really good ork player to beat would can do a 1st and at latest turn 2 charge...
he runs ork boys with power claws and mainly wagons, but is also using trukks to aid his speed,
on top of all that he has 2 units of bikers and uses the mega
kustom force field to give all around him 4+ invul
How are his Orks getting a turn 1 charge? Deployment lines are 24" apart and the most a unit can move in the movement phase (and still charge) is 12". Unless he is running a formation that allows a turn 1 WAAAGH he can't run and charge and the max distance of a charge is 12" on double 6s. As Tau you never want to get close to melee armies so you should be shifting back and shooting to create distance and buy time to keep them away.
Destroy trukks asap as the pinning and possibly vehicle explosion will cut down their numbers and bog them down. Bikes with a 4+ invuln KFF just means you don't need to use markerlights for ignore cover on the bike unit. Use the markerlights to boost your ballistic skill and dakka them down with weight of fire. Boyz on foot are super easy to kill and generally only have cover to protect them. Battlewagons are generally the one thing I find that works well against Tau as the best tool for cracking AV14 in the Tau arsenal is the Fusion Blaster which needs to be close range (9" or less for the melta rule to kick in) and usually can't get close enough until turn 2 (via deep strike). The Fusion Piranha is actually quite useful for taking them out as them being fast means you can go 12" and still fire at full BS with the Fusion Blaster. Unless your hitting side armor I wouldn't use Rail Guns against AV14 as you lack the volume of fire to do much and you have (without markerlights) a 66% chance to hit, then a 50% to damage AV14 (33% to penetrate which can possibly blow it up), and a pen will blow up a battlewagon 50% of the time. Add it all together and assuming no cover or invuln save and your left with a 10% chance every time you aim that hammerhead railgun at the front armor of a Battlewagon to blow it up. With 5+ cover that drops to like 7%. Use the rail gun's submunitions to blow up large numbers of Orks on foot or after they stumble out of a wrecked vehicle.
|
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
|
|
 |
 |
|
|
|