Switch Theme:

General advice against eradicators when running mech armies?  [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
Yellin' Yoof




I'm still catching up with all the new-ish stuff, what is the general advice for dealing with eradicators? I'm running a really casual ork mech army, and eradicators just wipe a lot of my stuff. Deff dreads and killa kans just get nuked by them, manz units get wiped in one round. I'm throwing the manz in trukks to move them up the board, will try to use as much cover as possible to move the mechs up, but even then they can essentially delete whatever they fire at and I have a lot of expensive/elite units.

Adding 4 smasha gunz, trukk for manz, weirdboy for da jump to make my boyz more of a threat.... will that make me sort of competitive against melta? Or are vehicles just bad and I should feel bad
   
Made in au
Calm Celestian




Current advice is...

...

...don't.

Most Mech just don't work like you might hope. There are a few units, but they feel more the exception that proves the rule...

This message was edited 2 times. Last update was at 2021/07/08 10:36:23


   
Made in ca
Commander of the Mysterious 2nd Legion





Lammia's above advice is proably not what you wanna hear, big fancy looking tanks are awesome, (especially if you're playing guard, which I suspect is the case from your name) and tanks, despite what some people are saying can do well, HOWEVER if your opponent goes all in on eradicators you're going to struggle.

Melta right now is the strongest it's been in AGES, and eradicators are a highly durable platform with powerful melta. if your opponent is deploying 3 squads of 3 eradicators.


now assuming you're going to anyway, eradiactors are tough, each packing 3+ armor saves, 5 toughness and 3 wounds, that puts the overall squad in the territory of "tank tough" and thats how you should handle them, focused fire from your anti-tank weapons. burn them down early and at long range.

Opinions are not facts please don't confuse the two 
   
Made in it
Waaagh! Ork Warboss




Italy

With orks?

Use Deathskulls (built in 6++) and make use of squadrons, so they can't double tap if they kill a single model, and KFFs. Take A LOT of vehicles. I mean no infantries except cheap min squads for secondaries and maybe Tellyported Meganobz but don't mix up blobs of boyz and vehicles.

A squad of Eradicators killing a single 40ppm Smasha Gunz or even a 90-110ppm buggy doesn't break the game.

Smasha Gunz are also perfect Gravis killers.

This message was edited 2 times. Last update was at 2021/07/08 12:24:01


 
   
Made in fi
Locked in the Tower of Amareo





Deathskull is 6++.

2024 painted/bought: 109/109 
   
Made in au
Calm Celestian




I'd probably add that playing a casual 8th ed Codex against a 9th ed Codex is very likely going to be a sad time in general. With a number of exceptions, most units in 9th are playable good. While 8th was more inclined to have it's haves and have nots...

   
Made in it
Waaagh! Ork Warboss




Italy

tneva82 wrote:
Deathskull is 6++.


Of course, fixed.

 
   
Made in us
Perturbed Blood Angel Tactical Marine




For vehicles going into eradicators, it's scissors vs rock. If you don't have access to a mixture of an invuln save, T8, FNP, and -1D abilities, you are basically SOL.

Your options at the table:
You need to stay out of LoS or out range of the melta whenever you can. Force hit penalties through dense terrain, moving to shoot heavy weapons, advancing with assault weapons, etc.
Set screens that prevent great board edge positioning for reserved Eradicators.

Lastly, be lucky.

If it's your friend that's playing something like 3x3 eradicators against your mechanized ork list, ask him to chill out. Thats too much tailoring for an already lower powered army to handle.
   
Made in us
Fresh-Faced New User




Boston

Ace them with lances from beyond their range.
   
Made in us
Mekboy on Kustom Deth Kopta






Eradicators live up to the name. pretty hard to deal with and unfortunately current metas tooling up for admech and dark eldar inadvertently make hard counters to ork mek lists.

combine that with of the possible mek lists (strongest mek lists use buggies) a walker list is towards the lowest power level of any ork current army it is going to be an uphill battle

best advise is use those smasha guns to open any transport and prioritize wiping the eradicators/avoid them as much as possible until they are dealt with. if you can lots of shooting from them kanz too trying to take out eradicators and other meltas first.

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Fresh-Faced New User




Boston

Orks might get lances, right?
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Italy

If you like Battlewagon's / Bonebreakas you can get them a 5++ Invul save with either the 1CP Kustom Job or a Big Mek with KFF inside. It will still get crippled / die easily if you fail any Saves.

While I like the Shokkjump dragsta, I wouldn't feel comfortable having it teleport near eradicators unless there's only 1-2 models left and you're feeling lucky.

Someone with Flyer experience might be able to recommend you strategies with the Dakkajet or Bombers.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

I hadn't played Orks in 9th edition, but dakkajets might be a decent counter to eradicators. Just start them far back as possible to eradicator units to keep them out of 1st turn range and you should be able to move the jet into range and get the drop on eradicators.

Although expensive to procure ork mech models, orks has the ability to simply flood the table with mechanized units such that most lists don't have enough AT guns on the table.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Fresh-Faced New User




Boston

Better double check Drukhari and Admech. Even DG are known to have 6 lances and a damage 3 mortar. Yes, its correct marines and necron can easily be overwhelmed. But that hardly matters.

This message was edited 1 time. Last update was at 2021/07/09 16:04:55


 
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 T800Necron wrote:
Better double check Drukhari and Admech. Even DG are known to have 6 lances and a damage 3 mortar. Yes, its correct marines and necron can easily be overwhelmed. But that hardly matters.

*waves*

Drukhari player here.

I'm not afraid of large blobs of orks thats popular these days, due to plethora numbers of shots Drukhari can bring to bear and blender CC units (Drahzer/succabus/wyches/incubi). I actually think massed mechs, fast attack various-buggies and/or deffcoptas, and smashas could pose problems for Drukhari, especially in the primary objective scoring side of things.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Fresh-Faced New User




Boston

I can't see how drukhari can fail to lance buggies to death.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

 T800Necron wrote:
I can't see how drukhari can fail to lance buggies to death.

One buggies, or even two or three? Yes, Drukhari can handle that.

But a whole fleet of them, and spammed cheap vehicles on the table? Could be problematic.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Fresh-Faced New User




Boston

Maybe, yes i can see that. But seems like everyone else save admech are even worse off.

This message was edited 1 time. Last update was at 2021/07/09 19:30:05


 
   
Made in gb
Fresh-Faced New User




Sobie wrote:
If it's your friend that's playing something like 3x3 eradicators against your mechanized ork list, ask him to chill out. Thats too much tailoring for an already lower powered army to handle.


Thats what comes to mind for me, if its more of a causal fun game then one player greatly tailoring his list like that probably knowing what the other wants to use seems a bit questionable.
   
Made in us
Brainy Zoanthrope





Assuming they aren't untra marines or white scars shock jump dragsters feel like the way to go. Jump in and charge them.

I'm a blood axe fan so pull out and charge again and again. If you are keeping them pinned in melee they aren't shooting you in the shooting phase.

With a def rolla and the kff you can pretty reliable get in charge over something, pull out then charge again.
   
Made in us
Dakka Veteran






 The Red Hobbit wrote:
If you like Battlewagon's / Bonebreakas you can get them a 5++ Invul save with either the 1CP Kustom Job or a Big Mek with KFF inside. It will still get crippled / die easily if you fail any Saves.

While I like the Shokkjump dragsta, I wouldn't feel comfortable having it teleport near eradicators unless there's only 1-2 models left and you're feeling lucky.

Someone with Flyer experience might be able to recommend you strategies with the Dakkajet or Bombers.


For CP and you run Evil Sunz like me - you can have 2 dragstas. Teleport them into the eradicator area to kill them, then drop CP to teleport them again.

   
Made in us
Shadowy Grot Kommittee Memba






As Orks, my general strategy for dealing with eradicators is to do three things.

1) have a plan to reserve rokkits to kill them the turn after they arrive. Rokkit-bearing units are very efficient at acing erads since they wound on 3s, Ap them down to 5s to save, and then they insta-death them being flat damage 3

2) put my most important to protect vehicles on the center of the board, and the vehcile I want to direct the eradicators into, on the sides of the board.

Eradicators will usually use the CP outflank stratagem to appear turn 2 to do their dark business, since otherwise you get a chance to hit them with rokkits before they get in range (or take a turn)

So I will place my objective-scoring Trukks, or my BoomDakka Snazzwagon (an excellent unit for trolling eradicators since it has -1 to hit and 1cp Nope Your Shot Did No Damage strat) off to one side to make it my 'eradicators shoot this' target, and my other vehicles will be in center board under the KFF.

3) if I have a target just too juicy for them to resist, I use CP outflank myself to keep it out of harm's way.

My most recent game vs Eradicators is the perfect example of this in action: I was playing my Grot Revolution army and I had lots of targets I was A-OK with eradicators attacking - grot tanks that were gonna have invulns and ramshackle and weren't worth much anyway, Mek Gunz that are like 50 points and I'd trade up if they shot them, and a Forktress Kustom Job Bonebreaka that theyd wound on 4s and would get a 5++.

....but I also had a Grot Mega Tank just loaded up with rokkits that would be just the perfect thing to kill that squad of eradicators, but they would absolutely focus on if it was anywhere on the board. So i outflanked that bad boy and happily used it to mop them up at the bottom of turn 2, after they showed up and didn't do a whole lot (I think they targeted the forktress bonebreaka and did like 5 damage to it). The only thing you have to be careful with and keep in mind with this trick is, SPACE MARINES CAN SHOOT YOU IF YOU DS WITHIN 12" - so make sure you drop that unit outside of 12 and you're good to go.


Automatically Appended Next Post:
 ArmchairArbiter wrote:
 The Red Hobbit wrote:
If you like Battlewagon's / Bonebreakas you can get them a 5++ Invul save with either the 1CP Kustom Job or a Big Mek with KFF inside. It will still get crippled / die easily if you fail any Saves.

While I like the Shokkjump dragsta, I wouldn't feel comfortable having it teleport near eradicators unless there's only 1-2 models left and you're feeling lucky.

Someone with Flyer experience might be able to recommend you strategies with the Dakkajet or Bombers.


For CP and you run Evil Sunz like me - you can have 2 dragstas. Teleport them into the eradicator area to kill them, then drop CP to teleport them again.



^just keep in mind that auspex scan strat.

Personally I dont use dragstas for this because rokkits are damage flat 3 and dragstas are D6.

This message was edited 1 time. Last update was at 2021/07/12 18:58:05


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
Forum Index » 40K General Discussion
Go to: