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Made in us
Regular Dakkanaut




What I've got so far :

>Take out his transport
>Kill his bodyguard in alpha strike.
>Either hope for first turn or counter deploy opposite side of the field

Options I DON'T have:
>Tarpiting
> D weapons


So any ideas gents? That 2+ invul is a biyatch and aside from fishing for Null Zone with my libbys and shooting him to death, I mentioned stuck. After I blow up his wagon he'll be less of a problem, but even then he's still pretty damn fast with a crazy stat line and a 2+ invuln when he waaaaghs (every turn). If I was playing an army with more mobile I'd just ignore him, but I'm basically going to be sandwiched between him and retinue in a BW and some nob bikers on one flank and about 80 boyz on the other.

Any suggestions would be appreciated.

   
Made in us
Locked in the Tower of Amareo




Kill his transport and then stay away.
   
Made in us
Dakka Veteran





California

If he is using the orkurion to Waaagh every turn to get the 2++, then challenge him out ( he has to accept) kill the rest of his unit to get him solo. Then kill him by forcing him to make a bunch of saves.

Play the mission and kill the rest of the army. If he is running the counsil, then the rest of the army goes down fast.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Longtime Dakkanaut





Kill his transport and ignore him. Feed Him some unimportant units to keep him busy.

 
   
Made in us
Locked in the Tower of Amareo




Better yet, box him out with Rhinos.
   
Made in us
Decrepit Dakkanaut




He's not much harder to gut than a Terminator, but the real issue is getting to him through his bodyguard. Once you pop the transport, you can easily kill the Nob Bikers and then there's just the Boyz to worry about.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Longtime Dakkanaut





Martel732 wrote:
Better yet, box him out with Rhinos.


That tactic never occurred to my unworthy mind. I can just st imsgine the full ghaz star on their battlewagons just samwhiched between rhinos to where it can't disembark the crew. It can only ram a rhino. That's so funny it hurts. :p

 
   
Made in us
Stabbin' Skarboy




Pittsburgh

If you can sandwich the rhinos so they can't get out that's good. If you can't quite make it impossible to disembark then they will kill all of the rhinos in their assault phase fairly easily. You just have to kill the transport fast and then try to stay away. In combat BA tend to destroy boys so pushing that flank could give you more room so you aren't as boxed in. At least my buddies BAs killed boys very well anyway.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in ru
!!Goffik Rocker!!






Dantes_Baals wrote:
he's still pretty damn fast


If he's footslogging from turn 1, he won't be in combat earlier than turn 3. If he's using a ghaz star in a wagon, it's half the list in one unit. Means you can deal with the rest of the list and leave ghaz eating a rhino per turn.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 cranect wrote:
If you can sandwich the rhinos so they can't get out that's good. If you can't quite make it impossible to disembark then they will kill all of the rhinos in their assault phase fairly easily. You just have to kill the transport fast and then try to stay away. In combat BA tend to destroy boys so pushing that flank could give you more room so you aren't as boxed in. At least my buddies BAs killed boys very well anyway.


There is a big risk though, Ghazzy and a bunch of nobs with PK can multi assault your rhinos if you are not careful. It doesnt seem statistically likely that the Rhinos survive that.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Locked in the Tower of Amareo




They're not meant to survive. They also won't have anyone in them. Remember they get no consolidation off killing a vehicle, either.
   
Made in us
Stabbin' Skarboy




Pittsburgh

 Exergy wrote:
 cranect wrote:
If you can sandwich the rhinos so they can't get out that's good. If you can't quite make it impossible to disembark then they will kill all of the rhinos in their assault phase fairly easily. You just have to kill the transport fast and then try to stay away. In combat BA tend to destroy boys so pushing that flank could give you more room so you aren't as boxed in. At least my buddies BAs killed boys very well anyway.


There is a big risk though, Ghazzy and a bunch of nobs with PK can multi assault your rhinos if you are not careful. It doesnt seem statistically likely that the Rhinos survive that.

That is what i was saying. If you didn't make it impossible to disembark then they would kill them all the next turn in assault. It would delay them for a turn or two though so it could be worth it.

My Armies:
Orks about 15000-16000 mostly unpainted but slowly being worked on
Militarum Tempestus about 2000 points just built
Inquisition about 2000 points unpainted
Officio Assassinorum 570 unpainted
I dont paint quickly 
   
Made in us
Locked in the Tower of Amareo




They are also clustered up because they don't get a consolidation. My errant's thermal cannon likes the sounds of that!
   
Made in us
Regular Dakkanaut




Yup it was against the council. Turns out this particular game he wasn't much of a problem. My opponent put them in a wagon and for some reason decided to Outflank (warlord trait) the thing. When it did come in I rammed the side of the wagon with a LRC and popped it. The council then proceeded to eat an entire flank( 2 6 man hammernator units, Dante and a chaplain, a unit of scouts and half of my grav devs) The Grav devs didn't do much because they were either just dropping regular nobz or he was tanking 15+ shots at a time with Ghaz and grotznik. I brought a leviathan dreadnought with storm cannons who more or less cleared out the rest of the board by himself and on T7 it was 12-11 ork victory and Ghaz had a single wound on him.

I tried the "keep away" thing and it's easier said than done. You more or less have to keep ALL units at least 20+" away from the council because if they make a charge (and subsequently delete the unit) they can move up to 30" in a turn.

The box em in thing is a pretty good idea. It would probably work better with pods full of tacs and locator beacons though.

This message was edited 2 times. Last update was at 2016/10/20 23:05:43


 
   
Made in us
Locked in the Tower of Amareo




Not really, because you are throwing away a lot more points. Empty drop pods
   
Made in gb
Lesser Daemon of Chaos





UK

I thought that ghaz couldn't benefit from the constant 2++ save as he (AFAIK) cannot be taken in the formation that can waaagh every turn minus the 1st?

Chaos undivided: 8300, Tau empire: 5600, Ork speed freaks: 1750

 
   
Made in us
Auspicious Daemonic Herald





 hippyjr wrote:
I thought that ghaz couldn't benefit from the constant 2++ save as he (AFAIK) cannot be taken in the formation that can waaagh every turn minus the 1st?

They updated the Ghazgul supplement almost a year ago and it now hase a decurion that makes it possible
   
Made in us
Bonkers Buggy Driver with Rockets






Hmmm, a sm player having problems with the underpowered orks, not sure if I should give advice or just say "hah! Serves you right"

But in all seriousness a 2up invol ghaz is little different then a bunch of terminators with those stupid shields. The best way to get past that obstacle is weight of fire. Literally that is how it's done against 3up invol termies, knights, wraith knights and riptides, you just have to put out alot of shots to eventually force them to fail multiple saves. Now I know it's not that straight forward, but short of a D weapon there is no other way past it beside weight of fire. Now if your codex can't supply that then that is just suck. There are plenty of things the ork codex deosnt provide, just another testament that 7th sucks and 8th better get here quick

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in gb
Fully-charged Electropriest






geargutz wrote:
Hmmm, a sm player having problems with the underpowered orks, not sure if I should give advice or just say "hah! Serves you right"

But in all seriousness a 2up invol ghaz is little different then a bunch of terminators with those stupid shields. The best way to get past that obstacle is weight of fire. Literally that is how it's done against 3up invol termies, knights, wraith knights and riptides, you just have to put out alot of shots to eventually force them to fail multiple saves. Now I know it's not that straight forward, but short of a D weapon there is no other way past it beside weight of fire. Now if your codex can't supply that then that is just suck. There are plenty of things the ork codex deosnt provide, just another testament that 7th sucks and 8th better get here quick

Weight of fire will only do so much because in Ghazghkull's unit there should be a Mega Armoured Warboss with Da Lucky Stikk who is re-rolling all of the non-AP1/2 wounds on his 2+ save. Ghazghkull and the MABoss will be Look Out Sir!ing wounds to and from each other all game. The best way to handle the unit is probably stopping their transport and trying to destroy the rest of the list while doing your best to avoid melee with the Council. An army using the Council will have either no ObSec or very little, so playing the mission will help a lot.
   
Made in us
Nasty Nob





United States

That unit with Ghaz in it cost somewhere in the ballpark of 900 points. The key to stopping it is getting a bunch of AP2 in assault with it to remove the MA WB with lucky stick while a sergeant takes a beating from ghaz. Once that is completed the rest if the unit drowns in weight of fire.

You could also try to soften the unit up prior by flanking it with something shooty to help knock down the AP2 you'll need in CC to kill nobz and such to get to the warboss

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. 
   
 
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