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Made in us
Tough-as-Nails Ork Boy




Italy

Ok, our next game of our Dark Eldar Verses Orks is coming up. We're doing another 1,000 point game and since the DE player
won last time, he chose which mission to go on. He's chosen sabotage.

I'm a newer player without a large number of models to make an army out of, so advice along the lines of "Put Looters in your army" or "more fast attack" isn't all that helpful. I need a statagey framework for the army I've got for this mission based on what I know about my spikey hatted foe.


Note: There are some nobs that don't have Power Klaws. This is not an oversight, it is me simply not having the models with power klaw and deciding to put a shooty nob in with a shooty mob.


Scenario: My Big Mek, Screw'ead was a survivor of the last battle in which the local warboss was killed. As the nobz on the rest of the world duke it out to be the new Warboss, Screw'ead is in charge of constructing force field generators to grab Dark Eldar rading ships in orbit and smash them into DE forces. This has proven to be LOADS of fun for the orks, but has riled up the DE something fierce. So, the local Archon has decided to take out the generator. Sabotage, I'm on the defense with orks.

My army: Again, this what I have, which at this point, is not all that much.

Screw'ead: Big Mek with scorcha and KFF

2 mobs of 10 Shoota Boyz w/ 1 nobz with Big Shoota and added Big Shoota in the mob

2 mobs of 10 Trukk Boyz with Nobz with power klaws. Rokkit launcha has been added as an upgrade

1 mob of 10 grots with runtherd

1 Warbuggy with a scortcha upgrade

1 Def Dread with Big Shoota and Scortcha as weapons

2 Killa Kans, one with a big shoota, the other with a rokkit launcha

2 Big Gunz, upgraded to lobbas with extra grot krews and a runtherd


Like I said, not perfect, but I'm building and painting as fast as I can I took the Def Dread as a troops choice under the ability of the big Mek

My foe:

He tends to run DE as a footslogging force. Lord knows why, but I'm hoping to really teach him a lesson.

He tends to run an Archon and 5 Incubbi with full Wargear, all the whistles and bells

2-3 forces of DE warriors with splinter cannons (or what ever nasty thing they carry that has a whole bunch of shots)

1 force of scourges with dark lances

2 talos, maybe 3 if he can fit them in. He loves those things.

He's not fond of wytches but might run them just to see how they work. He read something on Grotesques's and how hard they are to kill, so he might try those out.

He hates the though of raiders or ravagers, although he might try to use one to see if the slave snares are useful, has no warp beasts or much else.



As a newbie with a whopping 2 games under my belt, I'm looking for ideas on deployment for the forces that I have (remeber, has to fit in an 8 inch radius around target), what I should leave in reserves, which units I should go after, how to go after them and any other useful advice. I'd really like to cream him and show him that fast vehicals like my trukk rock, even though the armor is poor.

thanks!







Current Armies:  
   
Made in us
Mindless Spore Mine




Scenario-wise you're at a disadvantage. Ork shooting generally sucks. Though the last game I played against Orks I lost 40 gaunts to one round of shooting. Orks like to slice and dice stuff so you should go on the offensive.

Also, combine your mobs of boyz. Boyz work well in large groups. That way when you lose 10-15 in a round of shooting you're not sweating bullets about moral or holes in your line. In appreciation of the fact you lack the models, make sure your next purchases are for shootas/sluggas/lootas. My local ork guy kills me every single time. But he also manages to outswarm my 'Nid army....

Leave the Big Guns at the objective with a small mob of boyz to help them out if something manages to get back there. Everything else should go out to the front lines. Get the boyz in their faces and get them there fast.

As a sidenote: trukks are a waste beyond transporting boyz. Keep them behind cover whenever possible and they'll be safe. One time I had a stray squad of Tyranid Warriors I didn't know what to do with and my Ork opponent hadn't put a trukk behind quite enough cover so I could see it. One turn of outstanding rolling on my part and the thing exploded taking out half its cargo.

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If you really want to play defensively, here's what I would do.

Big guns go into towers or buildings if you can get them there. Killa kans should go behind cover, preferably as a pair and at a bottleneck. Deff dread... I dunno, I've never seen one. Boyz should be in/behind cover, a dead boy doesn't kill anything. Grots should stay at the objective. Warbuggy should provide fire support.

Use the terrain to your advantage and try to not get shot up terribly bad. But you're Orks, you're going to take some pretty heavy casualties.

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Final thoughts: Stay the hell away from his Archon. If you get the chance, shoot him up, but I wouldn't at all suggest going hth.
   
 
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