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There are many foes that stand against the Imperial Guard that tote nearly invincible unit choices that speed across the battlefields unscathed despite lascannon fire and other furious barrages leveled at them, yet all can be countered with the application of position denial, token offerings of troop squads while redressing the lines, and well timed acts of aggressive counter charges.
Despite all these measures the Imperial Guard can take against these powerful units, one unit stands out from the rest that defies Imperial commanders' most carefully laid plans: Ork Kommandos with Snikrot.
This lethal unit is a large mob that comes in as reserves moving from any board edge. Combined with a Waagh allowing D6 fleet of foot, or even worse, a guaranteed 6 inch fleet if Ghazkull is present, this unit can strike from the shadows at the very heart of our lines in turn 2, wrecking the rear armor of our tanks, or locking multiple units in close combat. Yes, it's true. One unit can indeed lock multiple units in close combat as the rule book allows for such luxury to close combat armies.
This means that no matter where you go, you are not safe from Orks. If you stay back to shoot, you will get assaulted from behind. Has anyone else been the unfortunate victim to such vicious backdoor action?
The time to protect our behinds is now! Some idea must be developed that will ensure our rear is guarded well so that no band of brigands can lock an entire rear gun line unopposed. I however, am unable to concoct such an idea. Suggestions?
My initial thought would be to center the forces in the deployment zone and place hellhounds that are constantly on the move in a triangular formation and in a fashion that they can't get shot in the rear by ork rokkits.
Granted, I used this against Space Wolves, and it didn't work, but maybe it would have better luck against Orks.
I took a few troops of Ogryn and built a defensive perimeter around the rear of my Russ and Bassy. A lot of wounds and quite a few decent S CC attacks.
They engaged and held off the assault long enough for me to get another turn or 2 of template love.
I hated keeping that expensive a unit in the rear, but at least I got a few more ordinance shots off.
The match was a lot closer than my previous run-ins with the Sons of Russ.
We had a lack of rear coverage during that event last month.
The Orks that we fought during the first Round of the Lucky 13s used that exact tactic you mentioned to great effect and much dismay for our team.
We barely squeaked a victory that day, mainly due to the same Space Wolves that I drill against and a Baneblade going Apocalyptic at a very opportune time.
They can't come on within 1" of you - I shamelessly deployed 2x squads 1" apart along the back edge to prevent this happening second time out. (admittedly first time out 2x stormtroopers (one with plasma) shot at a 8x man squad, did 2x casualties, they failed morale and ran into another squad and were removed - i laughed all day (even though i lost)
I digress. Another use for conscripts?
P.S. The rockit special character can deep strike and charge too - he's a total pain in the A## as well.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
As for calling Orks the bane of the Imperial Guard, I've only been defeated by the new Orks once, and that was by a Dreadmob with 2 Deffdreadz, 9 killa kanz, two units of deathkoptaz and dual shock attack gun big mekz, a trukkboy unit and a slugga boy mob.
There's not really much you can do to fight any unit that comes in from your own deployment zone like that - it's the same reason why everyone hates Space Wolf Scouts. It's a foolproof unit that you have no way of stopping unless you decide to space our models across the edge of the table edge all across your own deployment zone to prevent him from moving in there. If you've got conscripts, that's an excellent place for them to be, but it's still a very weak tactic, since there's alot of space to cover and people can say whatever they want; Ork shooting is not to be underestimated. They don't need to kill many conscripts to blow a hole in the wall you have protecting your rear and let the Kommandos in that way.
Mechanised armies have the advantage here, but it's still hard enough to get away from wolf scouts or kommandos with Snikrot. Since there isn't really anything you can do to prevent it, try focusing on clearing space for your army to advance a bit - concentrate your firepower on one flank and open up a safe spot for you to run too.
And like all close combat armies, Orks are even more screwed against IG if they're caught in the open. Do what you can to make sure you lose combat in his turn without anything to consolidate into; then when your round begins, let him have it and let lose the guns. Concentrate your firepower into one mob - because as soon as the mob goes below 10, they're no longer fearless and for every casualty they take, their leadership goes down further.
Another trick is to back away from the orks and rapid fire instead of firing heavy weapons. With a bit of eyemeasuring, you should be able to stay 10-12" away from the orks when you rapid fire, meaning any ork casulties caused will need to be picked from his front lines - depending on how many there are within range and your rolls, you might be able to kill enough of them for him not to be in charge range in his next turn and that just bought you another round of rapid fire from your lasguns while letting you shoot your heavy weapons too.
Worst case scenario - you charge them with one squad, preferably in a place where the ork mob doesn't get to many attacks to hit you back with. Deny them their 6" assault move. Deny them their extra attacks. Deny them their furious charge. Sacrifice one or two squads to keep the orks busy and back away with the rest - rapid firing like I suggested above.
Of course, this all works in the theorycrafting of internet forums. Sometimes it'll work, sometimes it won't. But this game wouldn't be worth playing if there was a tactic that guaranteed victory.
May the Emperor guide you as you bring retribution to the Greenskins. Bring Vengeance. Bring Retribution. Bring their End.
The orks can be a tricky beast if you don't know what your doing. http://www.librarium-online.com/foru...ork-codex.html
This thread more or less broke down the threats that the new ork codex give us. Infiltrating and deep striking issues are really quite easy to solve. All you need to do is deploy in a refused flank and give very little room for entry. Its ok if you give a little bit, there is no way they can fit everything in a 2 inch gap.
Use your Lemman Russes and Hellhounds to anchor yourself and prevent any entry from the sides. Hopefully if you deploy right they will be facing a funnel of guns, and their numbers will begin to work against them with no way for them all to get to the top of the funnel.
Special Character Issues- Man if you see Vultua boys cackle manically. First off they have to deep strike meaning guess what? There's less on the table for you to worry about for at LEAST 2 turns. Second if you deploy well the only place they can land is smack dab in the front of your line. A scatter in any direction means trouble, if the go back wards they can't charge, the go forwards they will probably die. So all in all Vultuas have a strong possibility of being at least a 300 point sink hole. Hurray for us. (note if they do charge, start backing up as much as you can and bring the hell hounds in to block them or the rest of the hoard from your army while you run damage control)
I tend to worry about the trukks myself. Those buggers are crazy fast. Normally when your conducting your shooting you need to focus on the fastest things force and work your way back.
Rheagar fought nobly
Rheagar fought valiantly
Rheagar fought honorably
And Rheagar died.
I have had really good luck with my Ogryns in games against Orks. I've used them to great effect in both shooting with their Ripper guns and in the role of counter charging. Ogryns beat Nobz bloody with their big clubs. Just keep them in a Chimera or behind a screening force of standard troops. Let the Orks blow their WAAGH against the little guys before clubbing the into oblivion.
What do you call a lasgun with a laser sight?