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Made in us
Fresh-Faced New User





Hello, I just started playing WH40k for the first time at my local shop. A lot of the people at the shop play Ultramarines or Imperial Guard, and they bring a lot of tanks and three people use Guilliman. He wrecked 16 of my boyz in one turn and one-hit my Ork Warboss.

As an Ork player, what are some of my options for dealing with tanks, particularly the shadowsword, and dreadnoughts?

What are my priorities versus Guilliman?
   
Made in gb
Longtime Dakkanaut




Not tried it with orks but with nids what worked reasonably well was ignoring girliman himself, and pick off the units around him he is buffing - if you have orks look at the things that roll a lot of dice (anything with two assault cannons especially).

also keep your characters like war bosses well back so they can't flatten one squad then kill him.

apart from that just pile forwards at full speed and get choppy with them.

finished him off with hormogaunts, orks should be able to do the job if they get close - but you'll do better picking off the stuff surrounding him first - when he's down to a handful of models near him he can buff all he wants to no effect
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

I came to a conclusion for my ork army build that a unit of kill saw meganobs was essential to give me something to hurt heavy vehicles. They may be expensive but they are the only ones up to the job. I transport them with a trukk.

Tankbustas are good against vehicles too.

However against guilliman nothing you throw at him would normally win or take a cost effective loss. Avoid him and kill the razorbacks from range with rokkits if possible. Thats my strategy. It does not win but it's the best I can do.

This message was edited 3 times. Last update was at 2017/12/02 19:38:24


Brutal, but kunning!  
   
Made in us
Fresh-Faced New User





I can't really pick anything around guiliman because they keep a tight box formation where 2000 points of units are within 12 inches of guiliman. He puts guiliman in the center, with lines of intercessors and hellblasters with a captain on the left, and a dreadnought on his right with other stuff.

He kind of sits back and shoots until they get close, then sends in guiliman and the dreadnought. I miss a lot of hits because guiliman rerolls everything.
   
Made in nl
Longtime Dakkanaut




1) Always play maelstrom or ITC missions.

2) Always have LOS blocking terrain in the middle of the board

3) Bring lots of boyz. 150-210 in a 2000 points game. Don't use walkers, bikes or vehicles.

4) The best way of dealing with tanks is to ignore them and win on points. This is especially true for the shadowsword

5) The best way of dealing Guilliman is to kill everything around him. Not with shooting, but by charging the pile-up with 80 boyz or so.

6) KMKs are not bad at 42 points. Bringing 6-9 is not a bad idea.
   
Made in us
Nasty Nob





United States

A legit tactics question in the general forum.

The one time I beat an RG list I prioritized everything except BobbyG and went first. I brought 24 Lootas, 3x10 Tankbustas in trucks, 6 Manz plus Ghazzy in a deff rolla wagon, and a Big Mek w/SAG.

The numerous times I have lost to a BobbyG list;
-Boyz and stormboyz, all of them, tabled by turn five
-Kanz and planes, tabled by turn six
-Kanz, Deff Dreadz, a naught, and planes, tabled in six
-Boyz in wagonz with Lootas, concede by turn three, probably tabled in five
-Boyz and TB in trukkz with planes, concede by turn three, probably tabled in four

What is also interesting is that in those five losses I went second and prioritzed things like moving with dudes that can't shoot. In my one victory over 50% of my list could shoot turn one and the rest had a 2+ armor save.

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 us
Longtime Dakkanaut




pismakron wrote:
1) Always play maelstrom or ITC missions.

2) Always have LOS blocking terrain in the middle of the board

3) Bring lots of boyz. 150-210 in a 2000 points game. Don't use walkers, bikes or vehicles.

4) The best way of dealing with tanks is to ignore them and win on points. This is especially true for the shadowsword

5) The best way of dealing Guilliman is to kill everything around him. Not with shooting, but by charging the pile-up with 80 boyz or so.

6) KMKs are not bad at 42 points. Bringing 6-9 is not a bad idea.


Pretty much this, though I have not lost to a girlyman list yet, I have only killed him 1 time. That one time My list was mostly boyz/stormboyz and Ghaz and Ghaz went toe to toe with Girlyman (with the help of 45 boyz and a weirdboy/painboy) and smacked him around a bit.

Every other time I have played and beaten Girlyman I ignore him and his stupid gunline and focus ENTIRELY on objectives and forcing him to move out of his little comfort zone bubble. If I saw an opportunity to snipe a ranged unit he left unprotected I had 90 Kommandos ready willing and able. Otherwise it was maneuver to objectives and hunker down in cover and LOS blocking terrain. I also kept at least 1 Squad of Kommandos in reserve until turn 3 so they could take an objective last minute (With the 200+ models I play with most games don't go past turn 4 in tournaments) and that +2 to cover makes them at least slightly harder to shift in 1 turn, especially when his army is stretched out and not all in LOS.

As for dealing with armored opponents....tie them up. Get a good charge off and SURROUND the vehicle, if you have 1 boy directly behind and to the sides of the vehicle then it can't disengage and your opponent CANT shoot into that combat, and if you use the rules to your favor, you can consolidate into other vehicles this way. On numerous occasions against Dread/vehicle heavy lists I annoyed my opponent by swamping his expensive ranged units in cheap 6 and 9pt models and wouldn't die so he couldn't shoot his expensive lascannons/plasmacannons and such.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in it
Waaagh! Ork Warboss




Italy

Best way to deal with Guilliman is to bring a fast green tide. I had good results with 6x15 kommandos and 3x30 boyz. So basically 120 boyz 9'' from the gunline in turn 1 if I get first or 90-120 if I get second (since the opponent can slaughter a lot of boyz in turn 1 but cannot touch kommandos).

When I tried 180 boyz plus buffs I usually ended up tabled easily. 5-6 razorbacks, 1-2 stormravens, cheap troops and missile devastators are the gunline I face, mostly anti infantry based with just a predator with lascannons.

 
   
 
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