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hey guys, i have an army list that i recently used, it was designed to squash my friends Tau and shooty eldar, but after squashing them faster then i anticipated i was left with a lot of spare time till my lift home arrived from my local GW... so one of the assistants challenged me with his Orks...
as my army was designed to combat Tau (uber shootyness) and some Shooty based Eldar with little powerfull CC, the majority of my army was CC based, to tie up the enemie, while some tactical squads move up and support/give cover fire.
literally as i accepted his challenge everybody in the store at the time (its only small... but it was packed) turned at me and looked in horror... i had no idea what i was getting myself into, never played against orks before, and i had this CC army... anyway... on with my question eh?
is it actually possible to beat the orks without changing my army list too much? i want to keep my close combatness, as the guy i fought against was impressed by the fact i "ran in the wrong direction" and charged at him. i want to incorporate some chapter traits to give it some fluff and maybe help me seek vengence!
My Current Armylist: 997pts (1000pts battle)
Master of Sanctity with Termie Honors, jump pack and bolt pistol - 138
Venerable Dreadnaught with Assault Cannon and CCW - 125
7 x Space Marines with 1 Plasma gun - 115 (hey it was tau, i hate their 4+ and 3+ saves lol)
7 x Space Marines with 1 Plasma Gun - 115
5 x Scouts with 4 Sniper Rifles - 105
6 x Scouts with CCW and Vet Sarge - 93
Land Speeder - 50
Attack Bike - 50
8 x Assault Marines with Vet Sarge and Power Fist - 206
it wasnt a total all and out loss by my side, they fought rather well, but i got some unlucky rolls in CC with my Chappy and Assault squad, and instead of a lighting strike in and oout they got bogged down by some 30 slugga's and a looted tank...
the CC scouts were quite valiant, bringing down around 5-6 'ard boyz by themselves, and the Bike and Landspeeder did ok, taking down a looted rhino, immobilizing a killa kan, and taking out about half a squad of truck boyz i think they were called?
i dont know exactly what his list was, i was on a steep enough learning curve in that fight as it was to be able to learn what his list was exactly... but he had roughly this left at the end
4 x Loota's
3 x Killa Kanz (1 immobile)
6 x 'ard boyz
1 x commander of some sort... Big Mek i think?
17 x Trukk Boyz
1 x Looted Rhino
anyway... any ideas to how i can keep my CC fluffiness and still be able to win?
Last edited by Sabby03; December 14th, 2007 at 10:09. Reason: Got my Maths wrong... lol
Trust your Battle brothers.
Stick them in cover and hang out there shooting at the orks unil they charge you, you will strike first and hopefully kill enough to at least tie.
or run up to rapid fire range plug the squad and wait for him to charge you since you will strike first either way.
No heavy weapons, ten man squads, mabe cleanse and purify for flamers8X
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ok, Orks love to swarm, so getting into close combat is brutal because "hey I charged you! now my 10 space marines will PWN you!"
compared to "my 30 orks will destroy you! with 90 attacks on the charge!"
yeah, so unless it's black templar hoarde (in which case RZ FTW) I wouldn't go close combat again orks. Or maybe even a dreadnought heavy list, hehe 6 smexy dreadnoughts shooting everything like there's no tomorrow. (for them...)
Now I'm assuming it's the old codex right? cause choppa's hurt marines, as in "don't use terminator fools!" without their godlike save termies go by-by. if it's the new codex, it's just more boys to worry about then.
Create flames for a galaxy and it will be warm. Put a galaxy in flames and it will be warm for the rest of it's existence.
i only have 1 marine with a flamer, so not really enough for clense and purify, and i am lacking in basic bolter marines, i only have 12 with bolters, rest are special/heavy weapons or have CCW, i'm fiddling around with a list, am seeing what i can fit into a rhino with a Librarian for some CC.
if i wait for him to charge its just asking to die, he'll get an extra attack for every ork, and theres a lot of orks out there... thats a lot of attacks!
Trust your battle brothers does seem a viable idea... but i'm not so sure...
and no its the 4th Ed codexes
max out your squad sizes and get the charge, as above orks tend to hit with big mobs, the charge adds to their number of attacks, large squads, charging and hitting first will hurt him by vastly reducing his attacks boith by loosing his charge attacks and killing numbers before he gets to attack, unfortunatley some SM armies are better at this than others, most notably Templar crusader squads because of their size and Space wolf blood claw squads (all those yummy power fists attacks), full scout squads can help because of their number of attacks, but depends what models you have, priority 1 is to get the charge, and that means taking out his vehicles quickly
Everything you have been told is a lie!
i'll tweak some possible lists and come up with one that looks like it might work, i'll post it in the Army List section later
am thinking Epistolary for the extra leadership and wounds, with a command squad and a rhino, to replace that hefty assault squad.
also got preferred enemy and furious charge on the majority of it
Assault Marines with Flamers. Orks are scary in combat, but if you get the charge on them, they become a lot less scary. Instead of striking at initiative 4, they strike at initiative 2. Instead of four attacks each, they have three, and your three attacks per marine, hitting before theirs, really cuts down the number you're taking in return.
So do flamers. They really cut down the number of attacks you're taking in return.
A Blood Angels army with lots of assault marines with flamers, a pair of jump-pack Chaplains and some Baal Predators actually stands a very good chance of beating the orks at their own game.
Once again, the conservative, sandwich-heavy portfolio pays off for the hungry investor!