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![[Post New]](/s/i/i.gif) 0018/06/16 15:10:15
Subject: orks vs tyranids help
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Yellin' Yoof
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ok im in a league at a local game store and me and my orks have stumbled our way into the semi finals. at this point we have set lists so i cant make any changes but i have not played 6th ed nids well actually i have not really played them at all. what i was looking for is advise on what to look out for what the big threats are who i should not charge who i should and general strategy to take these bugs down and make a proppa WAAAAGH.
my list if it helps is any review of the list is appreciated but the list is set so its not needed
warboss-150
bike, attack squig, cybork body, PC
Weirdboy-85
warphead
nob bikers(6)-415
painboy, 2 PC, 3 big choppas, cybork body, WAAGH banner, bosspole
battle wagon-125
deff rolla, red paintjob, 2 big shootas
X2 lootas(10)-300
slugga boys(30)-220
nob Boss pole, PC
shoota boys(30)-230
nob Boss pole, PC, 3 big shootas
slugga boys(20)-160
nob Boss pole, PC
X2dakka jet-260
fighta ace, 3 supa shootas
Aegis defense line-50
no gun
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/29 01:44:06
Subject: Re:orks vs tyranids help
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Smokin' Skorcha Driver
Canada
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I see a disturbing lack of burnas in your list. Though I am a bit biased because I always take as many as I can.
But anyway, my advice:
Carnifexes will munch your nobs if you go into combat against more than one, so be careful where you drive your bikes.
I would say try and kill the big ones first, because they are usually where all the threat is concentrated. When the little ones charge, you get all kinds of overwatch, and if you are in terrain you get to go first. This is really tough on all the gribblies.
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2012/11/29 01:51:42
Subject: Re:orks vs tyranids help
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Yellin' Yoof
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DakkaHammer wrote:I see a disturbing lack of burnas in your list. Though I am a bit biased because I always take as many as I can.
i don't have burnas only because i don't have the models but they are en-rout
also are the flying monstrous creatures that scary? i assume yes
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/29 02:27:47
Subject: orks vs tyranids help
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Regular Dakkanaut
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Not really. First try to ground them with Big shootas on your battlewagons. The shoot them with lootas or assault with bikes (refuse any challenges).
Shoota boyz can also take him down, but you'd probably have better targets.
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![[Post New]](/s/i/i.gif) 2012/11/29 02:34:49
Subject: orks vs tyranids help
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Raging Ravener
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FMCs can be scary, your best bet is to try and ground them then assault them. Better to deal with them on the ground then let them tear your army apart from the air. Most people run them shooting as well so you wont have to worry as much about close combat.
If your opponent uses a swarmlord shoot him down. Do not get into close combat with him you will lose.
Doom can hurt you very bad. He must be killed quickly, the longer he is on the field the stronger he gets, He is only T4 so try to double him out. It is worth it to focus on him for a turn, or even assault if you can.
Tervigon lists can be a pain without large volumes of fire "the burnas would have been nice" Focus on taking down the Tervigons, without them the gaunts are far less threatening, and as you are running bikes it should be easy to avoid them.
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Never underestimate the Genestealers ability to sweeping advance EVERYTHING! |
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![[Post New]](/s/i/i.gif) 2012/11/29 02:39:00
Subject: orks vs tyranids help
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Yellin' Yoof
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cool
what do you think the best and worst mach ups are?
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/29 02:52:38
Subject: orks vs tyranids help
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Raging Ravener
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General rule with bugs right now is dont assault unless the target is a real threat. Hive guard, leadership MCs, Zoanthropes. Things you either know are a serious threat at range, and weak in CC. Or things you desperatley need to kill quickly. With the removal of extra wounds for losing CC the bugs will try to sandbag you down long enough to capture objectives. He will outnumber you in scoring units as Tervigons pump them out a dime a dozen. So hes not worried about losing a unit or two to slow you down. As much as it pains me to say it orks need to rely more on shooting.
Killing synapse is always a priority, depending on the list this can cripple his army. As well as help deal with the large amounts of psychic abilities he is probably going to use. I dont know how well you know the bug codex, butt try and pick these bugs out. Gaunts are not very threatening without the support of larger beasts so dont let the numbers scare you into wasting valuable shots. As a bug player i love it when you shoot the gaunts XD
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Never underestimate the Genestealers ability to sweeping advance EVERYTHING! |
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![[Post New]](/s/i/i.gif) 2012/11/29 03:19:24
Subject: orks vs tyranids help
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Yellin' Yoof
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ok got it kill big gak then kill small gak. big gak is scary cuz its big and scary and will eat my biker nobs in CC. oh and i should have bought burnas hahahaha
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/29 03:31:51
Subject: orks vs tyranids help
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Raging Ravener
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You have a solid list, something i neglected to mention, fliers reek havoc with tyranids, Our only serious defense is vector strike with FMCs or TL Brainleech worms carried by MCs. You can probably tear his lines apart with your dakka jets. Most tyranid anti tank are CC or blasts so you have a major advantage.
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Never underestimate the Genestealers ability to sweeping advance EVERYTHING! |
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![[Post New]](/s/i/i.gif) 2012/11/29 04:25:01
Subject: orks vs tyranids help
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Yellin' Yoof
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so i should use the jets on there FMC or there other MC. or FMC and troops
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/29 04:33:15
Subject: orks vs tyranids help
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Raging Ravener
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FMCs, then Tervigons "the troop MC" then any shooty carnifex he has. after that have fun and cut him down/
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Never underestimate the Genestealers ability to sweeping advance EVERYTHING! |
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![[Post New]](/s/i/i.gif) 2012/11/29 06:19:46
Subject: Re:orks vs tyranids help
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Infiltrating Broodlord
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Also, keep a healthy distance between your front lines and his vanguard forces. Depending on deployment, He can run those things within an inch of your lines if he runs, and be ready to bog you down by turn two. Also, make sure to find out which units have toxin sacs. General rule of thumb with Tyranids is that if it has toxin sacs, do not engage in CC. You want to deal with horde attacks that wound on a 4+? Again, if there is a Swarmlord, do not let it get near you. Pop it at range. Now, popping synapse is perfectly fine, and something you should do, however, do NOT pop synapse if hes got a carnifex in charging range. Your giving a carnifex rage, and that is never good.
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"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2012/11/29 07:01:21
Subject: orks vs tyranids help
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Mutilatin' Mad Dok
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I'd actually recommend dropping the Deffrolla - it won't be as useful against nids, and getting that close will generally mean they can then take a whack at your battlewagon, which always ends horribly.
If needed, use your Lootas to shoot down his Flying Monstrous Creatures - they have the quantity of fire and the high strength to stand a good chance to do those wounds. Past that, just use them against anything flying in general. Lootas will also liquify Warriors as well, and have high enough strength to force some wounds on Monstrous Creatures.
If you have Tankbustas, they work fantastically against nids - point them towards their monstrous creatures (not the ones with the 2+ saves, mind) and you will see them whittle away.
Killa Kanz with Rokkits or Grotzookas also work amazingly against nids if you have them - rokkits for the Monstrous Creatures, Grotzookas for utterly decimating any gaunts / stealers / rippers he may have on the field.
Warbuggies with Rokkits can also go MC hunting for great effect.
And yeah, the Doom. A BIG issue for Orks. You need to get a str8 wound through it's saves (ie, Rokkits), and you'll kill it via Instand Death - though it's easier said than done due to its 3+ invul save. Again, Tankbustas work well here, since they have the quantity of shots to (hopefully) put enough wounds on it to force it to fail. Do NOT send boyz to assault it - the Doom can challenge any PK nob and put him out of the fight. be very careful of sending Walkers against it, since the Doom's resultant high strength will see it dealing high damage to them - though Kanz do have the bodies to soak up the damage while getting their attacks in. They will suffer or it, but they should take it out.
If your opponent has the balls to replace the Doom's psychic ability with Biomancy, and he gets Iron Arm... you're not going to kill the Doom. But I've only met ONE 'nid player who's tried (and done!) it.
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This message was edited 2 times. Last update was at 2012/11/29 07:09:17
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![[Post New]](/s/i/i.gif) 2012/11/29 09:09:12
Subject: Re:orks vs tyranids help
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Possessed Khorne Marine Covered in Spikes
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I might be the only one who thinks this, but why have a Aegis Defense Line (with no quad gun) with Orks? When I play I always go on the offensive and charge everybody toward the enemy, Orks aren't as good as playing defensive, in my experience.
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WAAAGH!!!
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![[Post New]](/s/i/i.gif) 2012/11/29 09:34:03
Subject: Re:orks vs tyranids help
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Mutilatin' Mad Dok
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cox.dan2 wrote:I might be the only one who thinks this, but why have a Aegis Defense Line (with no quad gun) with Orks? When I play I always go on the offensive and charge everybody toward the enemy, Orks aren't as good as playing defensive, in my experience.
4+ Cover save for Lootas and/or Big Guns.
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![[Post New]](/s/i/i.gif) 2012/11/29 10:58:17
Subject: Re:orks vs tyranids help
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Possessed Khorne Marine Covered in Spikes
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Kharrak wrote: cox.dan2 wrote:I might be the only one who thinks this, but why have a Aegis Defense Line (with no quad gun) with Orks? When I play I always go on the offensive and charge everybody toward the enemy, Orks aren't as good as playing defensive, in my experience.
4+ Cover save for Lootas and/or Big Guns.
I never thought of that  , I usually find enough cover on the board, but it would be nice to stash the lootas somewhere protective because some players target them because of their effectiveness.
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WAAAGH!!!
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![[Post New]](/s/i/i.gif) 2012/11/29 12:20:36
Subject: Re:orks vs tyranids help
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Decrepit Dakkanaut
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Yea its a lot of vague "dos and donts" when we dont know what your going up against. But I can tell ya what Ive learned from playing against my wife, she obviously plays bugs.
Genestealers - DONT let them in assault, specially when big numbers. I swear these things will win a combat with just 4 or 5 left lol. They die easy to shooting
MC - This is everything minus a hivetyrant variation. These guys die easy to either AP3 weapons (kannons/rokkits) and then mass boyz. Mass boyz are great (even against tyrants) because they make their high STR and AP2 weapons useless, not to mention weight of attacks will score you some wounds. Ive downed Carnifex and flyrants many times with just shoota boyz.
Tyrants - If its the armored shell/tyrant guard, your in for a treat, as this unit a tough sumbitch. Try to avoid it. Flyrants (most likely because Flyrants are all the rage now) as above, shoot it down, and then pile on the attacks. FMC are an odd thing, they are either not a threat, or they are, it depends on the army build. If theres a bunch of troops on the ground, gants/stealers then this is the scariest threat first. They can tie up your units or mow them down in attacks, and hold onto objectives like nobodies business, in this case, ignore the FMC as much as possible. If its more of an elite style army, then the FMC are more of a threat because of how quick and versatile they are.
Really, having not played Nids much, Im going to say, find all the bat reps and tactics threads you can on the web and study them, Orks vs Nids. Because I can tell ya from playing my wife, it took me a couple 4 games to finally weather the storm and figure out how to handle them. They are such a different army to play against that it can really handicap ya if your not prepared. Good luck
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![[Post New]](/s/i/i.gif) 2012/11/29 15:38:38
Subject: Re:orks vs tyranids help
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Smokin' Skorcha Driver
Canada
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Actually, if he does take doom (which I don't see why he wouldn't), then the Deff rolla might be a good bet for you.
I don't think you are allowed to use psychic shooting in death or glory, so he'd be relying on whatever strength buff he gets from mulching boyz on his turn. Even if it does get S10, it's only a 50/50 that your wagon will be ripped apart, and you still get all those instant-death hits.
If he has warriors, then that's where you want the deff rolla to go though.
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2012/11/29 15:47:07
Subject: Re:orks vs tyranids help
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Mutilatin' Mad Dok
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DakkaHammer wrote:Actually, if he does take doom (which I don't see why he wouldn't), then the Deff rolla might be a good bet for you.
I don't think you are allowed to use psychic shooting in death or glory, so he'd be relying on whatever strength buff he gets from mulching boyz on his turn. Even if it does get S10, it's only a 50/50 that your wagon will be ripped apart, and you still get all those instant-death hits.
If he has warriors, then that's where you want the deff rolla to go though.
It's risky, since you can take saves against the Deffrolla. Then the Doom will be hitting with its high strength verses the rear armour 10 (which is an autopen if it's at max strength). If you have Burnas inside, then infantry assaulting the wagon aren't as much of an issue, but MC's are a toughie.
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![[Post New]](/s/i/i.gif) 2012/11/29 15:58:29
Subject: Re:orks vs tyranids help
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Smokin' Skorcha Driver
Canada
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If he was tank shocking doom then the hit is resolved against the AV14 on the front.
I agree that if doom lives then the battlewagon is going to have problems, but after a bucketload of S10 hits, doom is bound to fail one save right?
And even if he doesn't DoG and survives, you can use the tank shock to push him out of range of your boyz so his power wont hurt them before you shoot back.
Edit: spelling
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This message was edited 1 time. Last update was at 2012/11/29 15:59:08
tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2012/11/29 16:54:11
Subject: orks vs tyranids help
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Yellin' Yoof
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whats a doom i was looking it up so i culd pick it out when i play but i cant find it
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/29 17:07:36
Subject: Re:orks vs tyranids help
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Infiltrating Broodlord
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Its a special character Zoanthrope. Look for a Zoanthrope all on its own, and in a drop pod, most likely. It has no model. Now, a Doom has the ability to cause massive damage to all troops in a certain range of it. This ability goes off quite a lot. Before every shooting phase, it will go off. The bad thing for you is that it will kill your units before they can even fire, so instead of full units attacking, your going to lose men and lose shots before your even in the shooting phase.
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This message was edited 1 time. Last update was at 2012/11/29 17:15:16
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2012/11/30 00:33:24
Subject: orks vs tyranids help
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Yellin' Yoof
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how well will the lootas do at cutting the doom down? and can it use that ability when it comes from the nid drop pod
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/11/30 01:22:58
Subject: orks vs tyranids help
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Infiltrating Broodlord
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TheEmperorProtects wrote:how well will the lootas do at cutting the doom down? and can it use that ability when it comes from the nid drop pod
Well. heres the funny thing. That ability kicks in before EVERY shooting phase. You want to fire something? Doom, then you get the chance to shoot with your now smaller units. You can skip the shooting and go right to assualt, and that ability kicks whether you want it or not. Think of it like an enviromental effect. It kicks in as soon as it hits the field. Now, let me explain the ability fully. When it uses that ability, it gains wounds, up to a maximum of 10, and it keeps replenishing as long as that thing keeps triggering. Now, thats the docile affect. It has a second ability that fires shots that are strength X, where X is the number of wounds she has. You can see where this is going... If they are smart, they won't land it right on your tanks, but right in the middle of the most troops they can, where it can live for turns on the sheer amount of firepower you can hurl at it. It is however not immune to ID, so if you find a big enough boomstick, it will explode. I have no experience with lootas, but your best bet is going to be to spread out your units. Doom is awesome to activate, but not as effective if he only hits a few guys. Also, the effect doesn't work on tanks, so keep that in mind. Max spreading will be your best bet, and do your best to counter that Doom with a good ol' fashioned Waagh!
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"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2012/11/30 08:11:40
Subject: orks vs tyranids help
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Mutilatin' Mad Dok
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Quite simply, the Doom is going to have more wounds, and keep getting more wounds, at a higher rate than you are going to be able to strip them off.
As such, you need to Instant Death it (it's only toughness 4) - so you need to get a single strength 8+ attack past it's 3+ invul save.
So kannons, rokkits, or a unit that has multiple Nob squads - if you're willing to lose some of the nobs.
Remember that it's life leech can't affect units in transports, and that you will get cover saves against it.
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This message was edited 1 time. Last update was at 2012/11/30 08:16:59
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![[Post New]](/s/i/i.gif) 2012/11/30 08:15:56
Subject: orks vs tyranids help
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Nasty Nob on Warbike with Klaw
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Kharrak wrote:Quite simply, the Doom is going to have more wounds, and keep getting more wounds, at a higher rate than you being able to kill off all it's wounds.
As such, you need to Instant Death it (it's only toughness 4) - so you need to get a single strength 8+ attack past it's 3+ invul save.
So kannons, rokkits, or a unit that has multiple Nob squads if you're willing to lose some of the nobs.
Havn't had an issue with this guy, he's picked off a couple Lootas from time and again. Mainly though Either I get stupid lucky with a quad gun, which happens way too often. Deffrollas answer him nicely, than again so does a Nob/ PK + Boss+ PK. Been using Ghaz a bit recently too ...
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![[Post New]](/s/i/i.gif) 2012/11/30 12:51:48
Subject: orks vs tyranids help
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Decrepit Dakkanaut
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TheEmperorProtects wrote:how well will the lootas do at cutting the doom down? and can it use that ability when it comes from the nid drop pod
Shooting it down is pretty easy, its only T4. Automatically Appended Next Post: jdjamesdean@mail.com wrote: Kharrak wrote:Quite simply, the Doom is going to have more wounds, and keep getting more wounds, at a higher rate than you being able to kill off all it's wounds.
As such, you need to Instant Death it (it's only toughness 4) - so you need to get a single strength 8+ attack past it's 3+ invul save.
So kannons, rokkits, or a unit that has multiple Nob squads if you're willing to lose some of the nobs.
Havn't had an issue with this guy, he's picked off a couple Lootas from time and again. Mainly though Either I get stupid lucky with a quad gun, which happens way too often. Deffrollas answer him nicely, than again so does a Nob/ PK + Boss+ PK. Been using Ghaz a bit recently too ...
Hes got the way of it.
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This message was edited 1 time. Last update was at 2012/11/30 12:52:10
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![[Post New]](/s/i/i.gif) 2012/11/30 21:35:06
Subject: orks vs tyranids help
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Yellin' Yoof
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how about there troops i run big boy squads will they stand up to assault or shuld i look to do something different
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get stuck in wiv da boyz
3000 Green tide
3500 Salamanders
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![[Post New]](/s/i/i.gif) 2012/12/01 00:09:18
Subject: Re:orks vs tyranids help
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Decrepit Dakkanaut
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If its stealers? No, stay the hell away from them as long as possible, which is tough because those things can cover a LOT of table. Anything else? Just shoot and laugh at it. Same with the Tervigons that will probably be there. Its basically a fex that poops out gants, just shoot and assault it with boyz as well
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This message was edited 1 time. Last update was at 2012/12/01 00:09:45
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![[Post New]](/s/i/i.gif) 2012/12/01 00:22:50
Subject: Re:orks vs tyranids help
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Infiltrating Broodlord
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If you have charging genestealers, there is nowhere to run. They will find you, and they will kill you. Your best bet is to keep as much distance between you and anything that does not carry a gun. If it has no gun, it will rip you apart in close combat. If it has a gun, it will hurt, but you'll have a fighting chance. Remember that things can move and run. So keep distances in mind. Also pay attention to Adrenal Gland units. They have furious charge.
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"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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