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Made in us
Fresh-Faced New User






Texas

Played my first couple ork games and lost a lot but was wondering how do Orks get past stuff with 2+ armor saves such as riptides or dreadknights? MANz will get instant death versus any S8+ unit and a mega warboss will die to S10 dreadnoughts/dreadknights or S10 MCs in CC. I'm not worried about walkers since tankbustas or lootas kill them but idk about 2+ MCs. I run lobba mek gunz which always works for me but is the only answer to run 5 KMK mek gunz in all lists for the S8 AP2 range blast?

Also, is a big mek in mega worth it for the KFF? I always run a warboss with lucky on a bike with warbikers(sometimes a mega warboss) and a painboy or two in a bike squad or with MANz.

My usual list consists of 3 units of 10 boyz, nob claws in each(The formation to get the extra HQ slot), Manz with bosspole/trukk, warbikers(6 with 1 being nob claw, 10 lootas, 5 lobba mek gunz with 5 ammo runts, trukk tankbustas(10), warboss/lucky/bike, 2 painboys(1 on bike and other with MANz), and a dakkajet(I just like the model).

Just need some tips on good units or core units orks need and tactics, thanks.

Space Wolves 2500pts
Orks 1500pts 
   
Made in us
Locked in the Tower of Amareo




2+ armor MCs are a problem for most lists, except for a privileged few.
   
Made in gb
Fully-charged Electropriest






This is a big issue for Orks but we're not alone, as Martel says it's a problem for lots of armies. You've got all the right ideas with lots of power klaw Nobz, KMKs, fast PK Warboss etc. That's about all we've got to combat them besides wound spam from boyz, shootas, dakkajets and Lootas but those only work in conjunction with AP2 attacks. Don't get a Warboss involved with a Dreadknight unless you have another character to take the challenge and you're sure you can end the combat in less rounds than you have disposable characters. Another alternative is Ghazghkull for that 2+ invulnerable save but that's such a niche use for him (and he's so slow and overcosted) that it's not worth bothering with.

It's reasons like this that you should never leave home without the maximum number of Meks you can legally field. They really do wonders for PK Nobz in Boyz squads, so much so that I almost never field more units of Boyz than I have Meks - there's just so many things that destroy a Nob before he strikes causing you to lose that 46+ point model instantly (plus spill over casualties) which also causes your mob to fall apart due to Mob Rule. It ain't easy being green but it is a good laugh.
   
Made in gb
Lead-Footed Trukkboy Driver





United Kingdom

Your mega boss shouldn't be getting splatted by monstrous creatures unless he's challenging them, in which case I'd sacrifice a lesser character so that the boss can retaliate.

Honestly, I really find most monstrous creatures easy to deal with provided I manage to get into melee. A truckload of attacks from boyz to overload with wounds and then power klaws to finish off is where it's at.
   
Made in us
Locked in the Tower of Amareo




That's a pretty big gamble vs 2+ mcs.
   
Made in ru
!!Goffik Rocker!!






Use little meks to eat challenges instead of your pks.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Dreadknights, for example, are almost unkillable for orks, at least not without losing many times their points cost worth of units.

Going last, taking fear tests, and having no characters in our entire codex that have even a prayer against them make them a nightmare in CC. And mobbing them in boyz has, no my knowledge, NEVER worked. And I've fought more than a few.

Effective ork AP2 ranged is also nearly non-existent. And before anyone says it, lootas are NEVER the answer to dreadknights. DKs shunt + torrent flamer just removes them from play, and even if they survive, and don't run away, they never do anything anyways, least in my experience.

KMK batteries are awesome, but simply don't have the rate of fire to deal with 2+ save MCs (with 4++ saves to boot). They're good for most of the rest of the GK codex, though.

Flash gitz have a good ROF, but variable AP value and relatively low strength v. MCs make them unreliable at best.

Bringing meks to eat challenges is a decent solution, honestly. And if you have enough PKs involved (you need more than 1, 3 would be best) you can kill them. But given their extreme mobility and devastating firepower, you'll find it rare when you can do so.

Riptides are......I don't fight tau much, but I don't think I've ever actually killed a riptide. If I have, it's only because they killed themselves from nova charging. They are usually in the extreme backfield. Not nearly as dangerous in CC, if you can make it, but have a reliable 3++ plus 5+ FNP, instead of DK's 4++. So, while not as dangerous in CC, quite a bit tougher to kill.

Anyways. 2+ save MCs are almost unkillable for orks, generally. I would rather fight a 3 imperial knight army than one with 3 dreadknights or a riptide wing.

Also, KFF big meks are a pretty good escort for MANZ. Though, honestly, generally you can nab a cover save for the same effect. Ignores cover, AP2 shots are somewhat rare.

This message was edited 1 time. Last update was at 2016/10/11 20:18:30


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

My last game had Ghaz Orcurion go multiple turns with a WraithKnight. Got it down to one wound but the game ended on Turn 5. Earlier in the game I feed it multiple units of fearless boyz. I ran my Bikerboss in forgetting that Invisibity only let me hit it on 6+ in CC

Fighting crime in a future time! 
   
Made in gb
Fully-charged Electropriest






Bad times, all of that's surely 3, 4 or more times the cost of a Wraithknight and only being able to reduce it to 1 wound must have been frustrating.
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Anoka County, MN

xlDuke wrote:
Bad times, all of that's surely 3, 4 or more times the cost of a Wraithknight and only being able to reduce it to 1 wound must have been frustrating.


Honestly the crazy psyker powers along with all the under costed tricks Eldar have were the most frustrating. Though I did remind myself that I could field Come The Apocalypse Eldar allies if I really wanted to.

Better to lose with a 100% Ork force than the denigrate myself like that. Though some Chaos Sorcerers and Obliterators could come in handy . . .

Fighting crime in a future time! 
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

For range orks have stronger plasma then Imperium and allies. Coming in at strong 8 ap2 it'll wound the Mc''s but our BS2 and the gets hot will make it a problem. There are ways to spam ork plasma which I intend to try sometime in the future but it comes at a major drawback. The platforms that can deliver kustom mega tek are better served with other options said platform can take. For example deffcoptas can be made into squads that use kustom mega tek but are better off being lone wolf's with twin linked rokkits. Killa Kans can bring out a squad of kustom mega gins but grotzookas are too good to pass. 3 kustom mega guns can be put in each squad of burnas and lootas but leave you with schizophrenic squads that conflicts with their original role etc... not to mention a fair chunk of kustom mega tek delivery systems are point ineffecient. Nonetheless in good orky fashion they could spam that tek.
   
Made in gb
Tough-as-Nails Ork Boy





UK

I had some great advice recently on how to take down a dreadknight in the Ork Tactica thread, and its worked for me.


What you need is a unit of Meganobz in a truck, and a unit of boyz with a barebones Nob in a trukk.

Charge both units into the monster at the same time. The barebones Nob challenges, and the DK's extra overkill attacks have to spill onto the boyz squad. Then the Meganobz tear it a new one without fear of getting splatted.
   
Made in us
Dakka Veteran





California

Ive had good luck with a bunch of mega blastas. I run a dredd mob list that has 18+ mega blasta in it. All the dredds , kanz, big meks, meks, koptas and mek guns are S8, AP2 range.

Its risly and has back fired on me a few times. But thats orks take risks for reward.

But it pretty funny gunning down riptides at range with orks and them not getting their 2+. Forces them to just use their 5++ or have to use their over charge for a 3++ and not shoot as well.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
 
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