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		<title><![CDATA[Latest posts for the thread "1500 Space Marine army (anti Ork)"]]></title>
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				<title>1500 Space Marine army (anti Ork)</title>
				<description><![CDATA[ So me and a good friend of mine play each other here and there. I play <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and he plays Orks.<br /> He plays usually, 3 boyz units, nobz unit, a dok, mekboy, a couple of truks, warboss, 3 defkoptas, 4 bikes, 3 kans (this is rough from memory)<br /> <br /> so i would like any help devising a specialist list for countering this army. I have come up with this:<br /> (p.s. there are no mechs because of the rockets on his defkoptas always get them. . )<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br /> +Chaplain<br /> Jump pack<br /> Combi flamer<br /> 140<br /> <br /> TROOPS- <br /> +Tactical Squad 10 man<br /> Heavy bolter<br /> Storm Bolter<br /> 180<br /> <br /> +Tactical Squad 10 man<br /> Lascannon<br /> Storm bolter<br /> 190<br /> <br /> +Tactical Squad 10 man<br /> Lascannon<br /> Storm Bolter<br /> 190<br /> <br /> ELITES-<br /> +Terminator Squad 5 man<br /> Assault cannon<br /> 230<br /> <br /> FAST ATTACK-<br /> +Assault Squad 10 man<br /> Sergeant with powerfist<br /> Flamer<br /> Melta bombs<br /> 230<br /> <br /> HEAVY SUPPORT<br /> Devastator Squad 10 man<br /> 4 heavy bolter<br /> Storm bolter<br /> 240<br /> <br /> Thunderfire Cannon <br /> 100<br /> <br /> TOTAL: 1500<br /> ------------------------------<br /> Thats a total of 57 space marines including 5 terminators <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.<br /> <br /> the idea is my chaplain will join with the assault marines and hold back with the fire line of my tacs and devis until a an ork unit gets too close or a vehicle threat shows itself, basicly an interception unit.<br /> the terminators will also hold back but maybe one or two movements infront of the fireline to take some ranged flak and provide to be a flexible ranged unit but with the mele stopping power to also intercept a unit getting too close to the fire line.<br /> the devi unit with split into 2 5 man, 2 heavy bolters in each.<br /> same with the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, a heavy weapon in 1 5man and the sarge with storm boltler in the other. This allows me to fie on vehicles with the lascannon combat unit and on infantry with the other half. This also means if the unit does get assaulted the other half of the unit remains out of <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.<br /> <br /> any thoughts and suggestions welcome!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 15:55:06]]> GMT</pubDate>
				<author><![CDATA[ Dahlvash]]></author>
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				<title>1500 Space Marine army (anti Ork)</title>
				<description><![CDATA[ Not enough anti-vehicle. This army, with a few upgrades, could take out all armoured targets in turn 1.<br /> Drop the heavy bolters on the devvies, have 2 <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and 2 lascannons.<br /> That should do it.<br /> It's a good plan there, but remember<br /> "no battle plan survives contact with the enemy"<br /> So don't contact them! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 16:41:41]]> GMT</pubDate>
				<author><![CDATA[ DrownedRat117]]></author>
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				<title>1500 Space Marine army (anti Ork)</title>
				<description><![CDATA[ I don't play <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, but as a regular ork Player I am looking at the assault squad and wondering "why?"  <br /> <br /> To offer any real advice I would need to see your friend's list.  Personally I play mech orks so the assault squad and storm bolters don't make a whole lot of sense to me. <br /> <br />  If your friend is running a mixed list the way it looks like he is then you should: nab the deffkoptas or the bikes with the assault squad as they will arrive before the rest of his army,  Pop the few trukks on turn 1 or 2 with the lascannons, after the trukks drop pore as many lascannon shots into the kans as possible, slow things down with the thunderfire cannon.]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 16:43:26]]> GMT</pubDate>
				<author><![CDATA[ ThatEdGuy]]></author>
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				<title>1500 Space Marine army (anti Ork)</title>
				<description><![CDATA[ <blockquote><div><cite>ThatEdGuy wrote:</cite> Drop the heavy bolters on the devvies, have 2 <span class="glossaryitem" onmouseover='gp(330);'>MMs</span> and 2 lascannons. </div></blockquote><br /> i did originally have 2 multimeltas winstead of heavy bolters, however given the range of an <span class="glossaryitem" onmouseover='gp(330);'>MM</span> is only 24&quot; if a truk gets that close to me with boys/nobs in there chances are they will get to my lines the next turn. i may trade out 2 <span class="glossaryitem" onmouseover='gp(51);'>HB</span>'s for lascannons though.<br /> <br /> <br /> <blockquote><div><cite>ThatEdGuy wrote:</cite>I don't play <span class="glossaryitem" onmouseover='gp(119);'>SM</span>, but as a regular ork Player I am looking at the assault squad and wondering &quot;why?&quot;  </div></blockquote><br /> basically if something gets too close to my likes, say the bikes or if i fail to take down a truk with heavy weapons, the assault squad could intercept that unit/vehicle before it reaches the bulk of my army, a sort of failsafe for Orks getting too close.<br /> <br /> i agree with ThatEdGuy that the truks must be popped asap along with the kans. i shudder at what happened when i kept missing with my heavy weapons and the kans reached my lines last time &gt;.&lt;]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 17:27:13]]> GMT</pubDate>
				<author><![CDATA[ Dahlvash]]></author>
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				<title>1500 Space Marine army (anti Ork)</title>
				<description><![CDATA[ I suggest either dropping a tactical squad or the terminators for a vindicator(with chronus). I know you said no mech, but those large blast templates hurt at <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 5. Alot.]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 17:40:03]]> GMT</pubDate>
				<author><![CDATA[ Commisar Von Humps]]></author>
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				<title>Re:1500 Space Marine army (anti Ork)</title>
				<description><![CDATA[ Faced his army earlier at my local gaming club.<br /> long story short I won’t.<br /> he had no truks this time round but 3 units of two Kans, using the kanwall tactic.<br /> with all that mech I was a bit scared of my lack of heavy, but I moved by assault squad to intercept the kopta to the right, termis moved to intercept middle and chaplain to the left. I took out his 3 koptas that scouted in the first turn using all my heavy’s apart from the thunderfire cannon.<br /> The thunderfire cannon and one lascannon managed to make a 2 kan gap in the middle revealing his brunas behind.<br /> in my next turn I opened up with my 5 heavy bolters into the burnas, he saved a lot with his force field but I got them to fail an <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> test and they ran.<br /> my next turn I took our 2 more cans and opened up with a few bolter rounds in the mass of boys behind following with charging my termis into the remaining kan on the right and assault squad+chaplain into a boys unit with the warboss. With the chaplains special rule of him and the unit he is assigned to all rerolling misses, I killed 12 or 15 of them and he only managed to kill 1 assault marine ^^ combat resolution meant all but his boss and nob were left. they hit back the next turn with both their klaws and a fresh boys unit and killed the chaplain and all but 2 assault marines which fell back safely. The terminators assaulting the remaining kan on the right and destroyed it.<br /> Cutting it a bit short here by this time only 2 terminators, the tech marine from the thunderfire cannon and about 15 marines had actually died.<br /> the assault marine (one has fallen to random pot shots but passed <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>) rallied and moved in 2 turns to assault the heavy weapon unit at the back, managing to win combat against 6 of them, and charged them down and moved the next turn to assault the other unit <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> during all this my marines didn’t move at all and made us of rapid fire weaponry and a kan got through to wipe a combat squad out and the rest of the boys also wiped a combat squad. game ended and I was left with 5 bolter marines from my devi squad, 2 full tactical squads and a single assault marine. he had his mech dude (with the force field) a nob about 8 boys and 2 heavy weapon orks at the back. Got a little scary at the end but I managed to hang in <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> Overall the thunderfire cannon performed perfectly at opening a hole in the kan line with a couple of lascannon shots. and the assault marines did exactly what they needed to do massively thin his ranks. (the seemingly ultra badass assault marine will be getting a purity seal or two <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">)<br /> <br /> aditionally, i will probably drop 2 of the heavybolters and go for plasma cannons or las cannons. The storm bolters in the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> units actually helped wittle away the ork ranks quite well.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 Apr 2011 23:03:04]]> GMT</pubDate>
				<author><![CDATA[ Dahlvash]]></author>
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