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in a couple of weeks im going up against an ork player were playing a 2500 point battle and all tips will help (he always masses me too death)
plus i can survive the first 2-3 waves but the next 20 ALWAYS get me
When cities burn and armies turn
and flee in disarray,
Cowards will cry 'tis best to fly
and fight another day,
But warriors know it in their marrow when they
die and fall,
It is better to have fought and lost than not have
fought at all.
the keeper of the stuff!
the knower of werty!
the master of the obvious!
I am afraid that you might have to beat him at his own game here, mass up on GK's dont bother with storm troopers unless you give them flamers and a rhino, those hellguns are damn near useless against orks. Do not let him charge you, do not let him trick you into focusing all of your firepower on his bikes (though kill some off if it doesnt draw too much away from shooting the hordes). Take an orbital lance strike, inquisitor firepower retinues (inq w/ psycannon, 2 heavy bolters, a plasma cannon servator and 2 sages) hell take 3 of them if you can. If not that take a land raider crusader those chew up orks quickly and 14 armor is a nightmare for them at a range. Take alot of basic gk, with psycannons, maybe a teleport squad with incinerators. Take a grand master w/ a retinue of termies, charge them first and you should be able to clear out the kill zone before they strike back.
You know what they say, if you dont like the weather in houston...go back to where you came from
Well, if you're pure GK, just take a ton of psycannon troops and let him come you to, then charge him when he's within range. DS some guys behind him with incinerators to take out any pesky vehicles or ranged support (if there is any).
Mixed DH, same plan except take three of those Inquisitor firebases that Mrmeeperthe2nd mentioned. IST's are going to be either a meatshield for the long ranged guns, or mounted in a transport and with flame weapons, pretty nasty hit-and-runners.
Orbital strike will only really be useful if there's a lot of large terrain, a road or river, as the vast majority of his army will be moving the whole game.
Armored Fist squads set up the same way as the IST's might be useful, and two would allow you to bring in some Sentinels. Give 'em multilasers or autocannons and you've got speedy, long-ranged flankers.
2500 point army... 1 Grand Master with 9 Termie retinue, 3x 10 man Terminator squads. Keep them in reserve and drop them on the flanks... watch them flay ork flesh at warp speed . Oddly death cult assasins and eversors I've also found to be effective. And have as many psycannons as you can find. Land Raider Prometheus is uber effective for making sure your Termies land safely.
Don't bother with lots of wargear, keep it simple and stock up on stuff like psycannons etc. Remember NFWs give GKs a strength 6 attack, allowing them to plow through Orks. SO NO ISTs
I adopted a cute lil' poison fetus
from Fetusmart! Hooray fetus! </a>
Incinerators, perfect for any type of meatsheilding, and you can get through Invulnerable saves! The NFW weapon helps a load, and get the psychic power with the blast radius or whatever its called. You wanna hit as many targets AS POSSIBLE. My friend is Orky, and he has ALOT OF ORKY. I cant even destroy 3/4 before he rips apart my hammerhead (Only fought him with Tau).