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Made in us
Crazed Spirit of the Defiler






I have had several games against my friend's ork's, before and after the new codex. All games around 1000 points, and each time I am wiped off the board by the end of turn 3. I know part of the problem is I have only a limited amount of models right now, but his orks seem unbillable. I can send half my army after one 20 boy mob with a painboy and warboss and still not kill them off. I could use advice on what to purchase next, and how to better use what I have. He changes his list every game, but always has at least of one of those unkillable mobs.

My army is as follows:
Archon
Succubus
2X Warriors Squads
Wyches
Raider
Venom
5 man Incubi
10 Mandrakes
Ravager
3 Reavers

Basically a Combat Patrol, a Start Collecting, and 2 kill teams.

Thanks all.

"Because the Wolves kill cleanly, and we do not. They also kill quickly, and we have never done that, either. They fight, they win, and they stalk back to their ships with their tails held high. If they were ever ordered to destroy another Legion, they would do it by hurling warrior against warrior, seeking to grind their enemies down with the admirable delusions of the 'noble savage'. If we were ever ordered to assault another Legion, we would virus bomb their recruitment worlds; slaughter their serfs and slaves; poison their gene-seed repositories and spend the next dozen decades watching them die slow, humiliating deaths. Night after night, raid after raid, we'd overwhelm stragglers from their fleets and bleach their skulls to hang from our armour, until none remained. But that isn't the quick execution the Emperor needs, is it? The Wolves go for the throat. We go for the eyes. Then the tongue. Then the hands. Then the feet. Then we skin the crippled remains, and offer it up as an example to any still bearing witness. The Wolves were warriors before they became soldiers. We were murderers first, last, and always!" —Jago Sevatarion

DR:80SGMB--I--Pw40k01#-D++++A+/fWD-R++T(T)DM+
 
   
Made in us
Fixture of Dakka




NE Ohio, USA

What's your Ork friend have/using?
   
Made in gb
Mekboy Hammerin' Somethin'





United Kingdom

I won't speak on anything Drukhari specific as I don't really know them.

Typically speaking though, Orks have a very strong movement phase. Units are either fast, can deep strike or scout. Think units in trukks, stormboys, Squighogs, Kommandos, deffkoptas, etc. Even things like a 20 man blob of Boyz can deep strike with a Weirdboy. Make sure you're screening properly and can block movement.

If he's sending a seemingly unkillable blob at you, don't even try to kill it. Just move around it, and if it has to get into combat, just feed it a cheap unit that you don't really care about and slow it down. It doesn't matter if you can't kill it, but if you can effectively remove it from the game by stalling it then that's ideal. This applies to any particularly dangerous unit he has, just block it from getting at the targets it wants to get at.

Orks are most dangerous during the Waaagh turn, and we get huge boosts to durability and damage output on this turn. However, it must be called at the start of the round, so that limits it's effectiveness. Move your units strategically so that they don't have a great opportunity to use it and they essentially waste it on killing something you're not fussed about losing and otherwise not getting to charge anything.

Orks are also heavily dependent on characters to make their units truly dangerous. If you can pick them off early, you'll have taken some of the teef out of the list.
   
Made in gb
Longtime Dakkanaut




20 Boyz, a Warboss and a Painboy is about 300 points - or not far off a third of the list. So I'd echo those saying you should just avoid them until later on.

Generally I'd focus on the objectives and picking off smaller units to get pain tokens - and then close in later.

If you are building on the list - I'd probably say you want a bit more teeth. I'd throw in two more raiders (so both warrior squads and wyches have a ride). The Archon probably goes with the Incubi in the Venom. But you might want to move to 10 Incubi and then you'd need another Raider.

Reavers and Mandrakes are good for objective play, so that's probable covered (although you might want another squad or two at 2k points). I'd probably throw in 2*5 Wracks and a Cronos for pain token generation. Wracks not a requirement, but I think it smooths things.

You definitely want some scourges. Maybe a second or third Ravager (although I think competitive lists seem to be settling one just one). A 10 man squad of Incubi can serve as a hammer unit as mentioned. Talos are I think out of favour, partly since they don't tie in with the new detachment, but I think 2 isn't that bad an inclusion.

This message was edited 1 time. Last update was at 2024/05/01 14:21:28


 
   
 
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