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Made in ca
Regular Dakkanaut





Hey just wondering if any or players have a consistent way to deal with snipers? Just wait until they deploy and spring kommandos on them was my idea. Any help appreciated.

Three men can keep a secret, if two of them are dead.

6000 points

 
   
Made in us
Locked in the Tower of Amareo




Being an Ork with extra wounds?
   
Made in ca
Gargantuan Gargant






Some of the proactive ways would be putting them in transports (for mechanized lists). For footslogging, kommandos could work if you have points leftover but I'd also go for lobbas since they don't need to see them to shoot the snipers (and most snipers don't have amazing saves generally speaking) and lobbas have the range to engage them.
   
Made in dk
Longtime Dakkanaut




Lobbas are super expensive and deals very little damage. The best and only way for Orks to deal with snipers is to ignore them. And always bring an extra warboss and perhaps also an extra Weirdboy or two. Kommandos will only work if your opponent makes some mistakes. Don't count on it.

What characters do you lose to sniping?
   
Made in us
Smokin' Skorcha Driver






Utah

agreed with the sentiment of mostly ignore them.

Putting them in transports alleviates any buffing they are supposed to be doing.

If you are already running commandos and they can get to the snipers go for it. I wouldn't change up your army to deal with situational models. In fact thats about the advice for anything, if you have any unit already bearing down on that part of the board, sure go after the snipers as well. but I wouldn't even change my plans in most cases if it was out of the way(or you need that one more kill point and taking out the snipers looks easier than a big troops unit).

So far only the vindicare is annoying, ratlings and scout snipers have so far only plinked away at minor characters liek a painboy(who even if they killed will do his job of stuffing wierdboys brains back in for the first couple turns). Warbosses tend to have enough wounds and the 4+ (or 2+ in mega armor) save, so its mostly only the wierdboy and other minor support characters that are vulnerable. Bringing an extra wierdboy is never a bad idea, as there is utility there even when there are no snipers. Other things like meks, and painboys I think are too situational (and a little cost prohibitive to bring too many multiples of) to worry about creating redundancy.

   
Made in us
Locked in the Tower of Amareo




Seriously, snipers suck. Everyone keeps telling me to take them. To quote Ackbar, it's a trap.
   
Made in ca
Regular Dakkanaut





Thanks all, I haven't actually played my buddy with Marines but we were hanging out this weekend and talking hammer it came up. I was just trying to be proactive and get ahead of the potential roughness, if most people arent too worried about it, I will endeavor to do the same

Three men can keep a secret, if two of them are dead.

6000 points

 
   
Made in ru
!!Goffik Rocker!!






Just take more of what the snipers want to kill.
   
Made in it
Waaagh! Ork Warboss




Italy

Honestly I've never had problem with snipers so far. I play full mechanized lists with BWs and trukks, mek gunz and biker characters. Snipers are tipycally not able to kill a biker HQ (that has +1W thanks to the bike and several wounds) in the first turns and after that the character is already in close combat or he has done his job like the big mek that only has to give a 5+ invuln to vehicles for 1-2 turns.

If you play footslogging orks they shouldn't be a problem either since you should be able to field tons of characters (weirdboyz, painboyz, banner nobz, big meks, ghaz and/or warbosses) and eventually losing one of them shouldn't be a tragedy.

This message was edited 1 time. Last update was at 2017/08/01 11:09:32


 
   
 
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