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Sunday means a new week i upon us, so this week we are discussing how to beat back The Green Menace.
(By no means this means the other threads are close, please still post and contribute, every little bit helps)
Havoc Launchers, Plague Marines, Khorne Berzerkers, Noise Marines (packed with Sonic Blasters), Heavy Bolters and Autocannons.That's what they hate.
they hate any gun that beats a 6+ save so our entire arsenal is fine.
I could probably just say heavy bolters, maybe 2 havoc squads with them, an infiltrated chosen squad coming from the flank behind with some CC ability, maybe an icon of khorne.
Flamers!!! Lots of flamers.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
A particularly nasty idea I just thought of on the spot =)
Combine with outflank and lash of submission (make em move towards your board edge)
Knock yourselves out
I'll take that as a compliment Rabbit
Other useful artifacts:
Twin Linked Heavy Flamers
Twin Linked Flamers
Autocannons (makes mockerys of trukks and looted wagonz)
Wind of Chaos
Lash of Submission (its a nightmare for Orks, move their horde infantry backwards)
So yeah, I will write more up tomorrow however =)
To summarize everybody's suggestions - anything that puts out a high volume of fire.
I'd like to add defilers to this list. Why? Because defilers can offer an extra punch in close combat and they are highly mobile (to help counter two of the Ork's biggest advantages, CC and speed) plus they lob pie plates.
This might seem like a very strange suggestion, so I'd like to get some feedback on it, but what about Spawn? I haven't had a chance to take a nice look at 5th or the new Ork 'dex, but it seems like they might be fairly effective as a speed bump and cause some damage with their high volume of attacks. Their high wounds and high toughness might actually give them a chance of surviving, and the Ork's weak ranged ability just might mean they actually get into close-combat. Just an idea.
How do you guys find the chance to use flamers when Orks charge 12+2D6" in a turn? I almost never find myself in a position to use rapidfire against them, let alone a flamer. Someone gets the charge off (probably the Orks) and then it's just CC attrition for the rest of the game, more or less.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The one game i did play with a defiler against the updated orks, the Pie plate was very good, when it actually caught something >.> The major reason i now like the blast rules is because of that battle. I had about half a dozen orks that were partials, i roll to catch, only 2 are hit >.> So Defiler is looking alot better.
Also, lol their weapons can lead to comical episodes. The Ork player tried to use a some kinda warp lighting gun. It backfired and he blew up one of his own tanks