Switch Theme:

CSM player getting my face smashed in 1k point games... Tips? Info inside  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Happy Imperial Citizen





So I suppose this is a request for general tips. I have played maybe 4 1000 point 6th ed games as CSM vs Orks, and the green tide is fething me over hard. Only once was it even close; every other time I've been krumped but good. I've been rocking nurgle lords with various permutations (Termie, biker, footslogger) with PM as troops (sometimes with CSM ). I've used a forgefiend, daemon prince with wings MoK and AoBF, terminators kitted to CC, and always a few oblits.

My opponent uses battle wagons and trukks to get them within range, and with either shootas or sluggas just closes the gap and rapes me. I can never do enough to slow him down, and instant death power klaws feth me over in mandatory challenges. I am not trying to blame the CSM codex, I'm pretty sure I'm just a noob learning the hard way... But so is he. I want to represent the dark gods but they just ain't havin' it. I am trying to make diverse lists that are somewhat good as all-comers; building an ork killing list would be too cheap. I don't mean to sound whiny and I'm not looking for cheese, but I am clearly doing some thing(s) wrong.

Damn his open top transports you can charge out of! Damn those instant death power klaws! And damn zogwort for the one time my lord got squiggified.

Further info: sparse terrain, 60x36 inch table

This message was edited 1 time. Last update was at 2013/01/03 22:12:19


 
   
Made in us
Regular Dakkanaut




Running expensive troops like PM in 1000pt games means horde armies will roll over you in bad ways. Go for some chaff units like cultists zombified by Typhus.

Also a Heldrake absolutely punishes hordes. Bring at least one.

Also a lord with the Burning Brand is excellent for thinning out hordes.s

Check out my tournament blog: http://warptravels.blogspot.com/ 
   
Made in us
Sneaky Lictor






 LuxInterfector wrote:
I want to represent the dark gods but they just ain't havin' it.


i couldn't help but to laugh.....for the emprah...

On building Tyranid army flow chart.

Do you have enough Termagaunts?
No > Add More
Yes > No you don' t > Add more
 
   
Made in us
Boosting Ultramarine Biker





Lowell, MA

Try a hellbrute, should soak up some hoard.

This message was edited 1 time. Last update was at 2013/01/03 22:25:03


 
   
Made in gb
Warp-Screaming Noise Marine




England

Noise marines with sonic blasters may be a good solution a ten man squad with a blastmaster puts out 24 str 4 Ap5 shots and a str8 Ap3 small blast all of which ignore cover meaning the boyz cant use a KFF save 2 units like this can easily put down a mob of boyz
   
Made in us
Pyro Pilot of a Triach Stalker




New York

Problem 1: Orks rely on Power Klaws.

Solution: Take a Power Sword on your champs, or Lightning Claws, or even a Power Maul. Simply hit before the Orkz in a Challenge and you'll kill him.

Problem 2: Trukk Spam

Solution: Trukks are only AV10. Try some Autocannons, Lascannons, or even melta. Also, because Trukks can only hold 12 Orks, the mob rule can take them out of fearless with 2 shots (dropping them to Ld10).

Problem 3: Battlewagons

Solution: Battlewagons have a nasty front armor, but that's about it (beyond the deff rolla). Aim for at least the side armor and you'll be fine.
   
Made in us
Beast of Nurgle





South Jersey

I play all nurgle and in 1300 PTs I field
15 plaguemarines with 6 plasma guns 15 cultists 4 nurgle oblits a hell drake with flames a terminator lord with burning brand and 5 havocs with 4 las cannons and my list can pretty much be put up against anything

Also I've had luck with combi melta terminators but I find that there are better places to allocate your points

When in doubt poke it with a stick!

12000 16000 
   
Made in us
Freaky Flayed One






Autocannon havocs might be a good buy, pretty flexible and rather cheap (name of the game at 1000pts). Nurgle or khorne bikes could also be another nice buy, making orks wound them on 6's. Also, loading up on standard marines, with ccw+bolter is also not bad, gives you bodies, some good anti-horde, and will hit first in CC. Again, the more bodies you have the better. Heck, you could even try berzerkers if you run a khorne lord, since they match up pretty well against orks.

If you are losing several games against him, I'm sure he'd be fine with making a few minor anti-ork items (like flamers instead of plasma's on you main units). If it makes the game closer then it will be more fun for both of you.
   
Made in us
Happy Imperial Citizen





Thank you for the excellent advice, gentleman and filthy xenos. I shall meditate upon your wise council.
   
Made in ca
Warp-Screaming Noise Marine




Canada!

I find I care a lot less about challenges when I don't invest in champions. Fine waste your characters round of expensive attacks killing my dude.

Usually vs close combat armies I recommend peppering in some small tarpits and grabber units to make it difficult for your opponents to get their things where they want them to be and doing enough damage to warrant their cost. Might not be as easy given they are all bulked into little packs of buggies.

CSM have lots of different kinds of autocannons. Those should be sorta helpful vs both the men and their transports.

Cheap CSM will help you try to keep up with the numerical advantages your opponent is counting on. Your own transports might seem like a waste but havok launchers will be helpful and so will the blocking a rhino can do to prevent charges

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Chosen with 5 flamers....?
or Havocs with 4 flamers?

spawn and bikes are great.

I might advise against a helturkey. The AP3 is wasted and other than that it is just a flame template.

burning brand might be more useful as you can shoot it every turn and in overwatch.

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
Lurking Gaunt





What about some Nurgle Chaos spawn? That's a lot of fearless T6 wounds you can use to tie up his squads, for a pretty affordable amount of points, and they may even do some damage, given the low armor saves of orks.

I don't think a Heldrake is going to be of much use; as noted above, it's essentially just a very expensive flamer against orks.
   
Made in us
Blood Angel Terminator with Lightning Claws






 Exergy wrote:
Chosen with 5 flamers....?
or Havocs with 4 flamers?

spawn and bikes are great.

I might advise against a helturkey. The AP3 is wasted and other than that it is just a flame template.

burning brand might be more useful as you can shoot it every turn and in overwatch.



How is the Helldrake a waste? Yes Ap3 is overkill for most ork units, but S6 means you'll only need 2+ to wound roll to kill them.

GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" 
   
Made in hk
Regular Dakkanaut




Maybe add a vindicator or defiler for large blasts... Does he have a lot of ranged high str weapons?

You gotta pop those transports early so you can wittle them down. havocs with autocannons should help.

 
   
Made in us
Regular Dakkanaut




greensboro,northcarolina

Yes vindcator with extra 15 point upgrade and flamers is awesome and melta guns with rhinos to get your guys around.the 15 point upgrade helps it to get over difficuilt terrian without rolling ones to immoblize,bikes with flamers and melta is house against any things give them mark of slaanish or nurgle.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Ferrum_Sanguinis wrote:
 Exergy wrote:
Chosen with 5 flamers....?
or Havocs with 4 flamers?

spawn and bikes are great.

I might advise against a helturkey. The AP3 is wasted and other than that it is just a flame template.

burning brand might be more useful as you can shoot it every turn and in overwatch.



How is the Helldrake a waste? Yes Ap3 is overkill for most ork units, but S6 means you'll only need 2+ to wound roll to kill them.


sure it is good against the lootas, nob bikers and high value targets, but against shoota or slugga boys you have to hope they are really bunched up. if you kill 7 of them in a pass the ork player will be laughing at your 170 point flyers that only gets a few shots a game just depleted a squad by 50 points. Not scary.

Also, orks are BS2, so they have lots of shots. consequently their AA is great, they dont lose much chosing to shoot at zooming flyers. While a lot of armies might find AV12 helturkey nearly impossible to down, orks have an easy way. volume of shots.

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
Nurgle Predator Driver with an Infestation





Buffalo, NY

All I can say is....DEFILER

Bring at least one and pie plate the gak out of those orcs
   
 
Forum Index » 40K General Discussion
Go to: