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My second game (ever) was against Orks; it was an utter massacre! I had lost almost everything when I threw in the towel, and cost my opponent one Kan and five Boyz. I largely blame this to inexperience, as I got too close and let myself lose my mobility (dense terrain and Rhinos broken down in critical choke points --- he played it well!). However, the combination of a squad of Kans and a Biker Boss was pretty awful at 500 points. I sent the Canoness against the Kans, as I figured she would have the advantage there (if not for failing Spirit of the Martyr; the only Act of Faith roll I failed all day!), but that left me with nothing to hit the Warboss with!
The two of us were discussing the game today, and with a little Mathhammer we decided it was actually impossible for me to handle this situation, as only the Canoness had a real chance against either of those two, while I needed both squads of Sisters to take on the Boyz. I tarpitted the Boss, but at such low points it was to his advantage. Without the Canoness, we figured I would need three (minimum-sized) squads of Battle Sisters devoting a round to shooting the boss to handle him; a far-greater dedication of points than he should be worth.
I assume that by 1000 points, my Exorcists will slaughter the Boss and/or the Kans, but what do you do at lower points? If you were playing 500-750 points and your opponent had a squad of Kans and a Biker Boss, how would you handle the situation? I am hoping our next encounter will be 750 points and I will have my Seraphim ready by then, so I can split the Kans and the Boss between them and the Canoness. Is that a good strategy?
vs Marines - 2/0/1
vs Orks - 0/0/3
it all comes down to your playing style
your list is very mech based and unfortunately (as weird as it sounds) mech lists do very poor against orks
my lists are much more if not completely infintry based and i have never even come close to losing to orks in fact since the codex was remade i have faced 5 ork armies and massacred them all
at 500 hundred points even mech lists need to leave the tanks at home in such points no matter what army it's all about the bodies
in 500 i would take 2 units of between 13-15 sisters with heavy flamers, vss's with an eviserator and a meltagun as versatile as it gets
with the leftover points either a palaitine with evis or just extra bodies
750 is where the game starts pailatine with jumpack and evis, the 2 squads of 13-15 sisters and a seraphim squad of around 8 usually make a nicely rounded force
and 1000 plus is where you can safely start to mech up your list however i have yet to see a mech list do well against orks - one guy came close using the drive-by-flaming stradegy but then a couple of kans showed up and that was the end
it's the same vs nids and guard any decent horde army will either cook you in your rhino shells or just swamp what comes out of them, there is very little you can do to prevent this, some people say to hug cover and deny los but then you arn't killing things so it just turns into a incredibly boring stalemate the other tac is to ditch the transports early and just use them as moving cover but really dude the points spent on em could so be used to better effect getting more bodies into the squads so the loss of a few won't hurt
i'm sorry for repeating myself i'm rather tired atm you might want to look at the index at the top of the thread list it'll link you over to some very useful tacticas as well as some rather biased but not terrible gw ones
some other people to look up would be cheraldaine or heiromyo as they are vet rhino rushers
"take my love, take my land, take me to where i cannot stand, i don't care i'm still free you can't take the sky from meee" ;- firefly
"i'm gonna grant you your greatest wish i'm gonna show you a world without sin" ;- serentiy
"I am a leaf on the wind, watch how i soar" ;- serenity
Orks are very tough for pure WH, because they laugh at our trumps.
If you go invuln, they'll just swamp you till you fail your saves.
If you use Divine GUidance, they don't really care, because they're 6+ anyway.
(So much for Faith.)
You can't. They're faster than us.
You have to inflict mass losses.
Shooting and templates obviously achieve that.
That alone is not enough, obviously.
Other forms of inflicting mass losses:
Take advantage of their low Ld/Init, and try like all hell to cause either a Sweep, a Trap, or a Forced Fallback. These are "wholesale" forms of attack. You need to achieve 1 or 2.
If I were tooling for Orks, I think my troops would be 2 squads of ISTs with 2 Grenade Launchers in a picket line at the front. The GL can shoot Orks or a light vehicle. That's nice tactical flexibility. I'm undecided if I would give them shotguns. Probably not.
- I think I'd also take an Inquisitor with "Word",
and 3 HB Servitors, possibly as my second line.
- I'd also take 2 squads of 8 GKs as my third line.
- I'd have at least 2 Immolators, but I wouldn't be too dependent upon them.
- There's nothing wrong with the TWin-Linked Heavy Bolter Immolator, either.
- 2 Iron Fists with IG Chimeras that include Heavy Stubbers.
- (Possibly take Mortars in the IG Squads as two will give you 12 total chances to Pin a squad, which tends to mess up his priorities if you keep telling him that there is a potential Pin check coming up).
- 1 Exorcist (I don't think you need 2)
- 1 Penetent Engine (possibly for counter-Charge)
(A big part of the Ork game is the Nob. Kill him and the GKs will cut through Orks like a hot knife through butter in CC. Now CC becomes his problem).
* Seraphim can possibly use Hit-N-Run to jump behind an Ork squad and surround them, then shoot them in the next phase. If the Orks break while surrounded, they are trapped, and thus eliminated. I recommend laying maybe 2 "impassable" or "solid" rock objects that can't be climbed over in the middle of the field. Maybe even an impassable river. But you need something impassable that will disrupt his traffic, or at least make it predictable. The objects could also be used by the Seraphim to link up with for purpose of encircling.
Sisters Repentia: Wow what beautiful models! Wow what terrible rules! -stjohn70
Thanks for the advice. You have both given me some good ideas. I am fairly hesitant to use allies (a major reason why I chose Witch Hunters was that I did not like any of the other armies in the slightest), but I shall definitely need to re-examine the codex to see the options I have overlooked. In our next game I will drop the Rhinos and try adding some more sisters (I am currently toying between a third squad of Battle Sisters or a small squad of Retributors with Heavy Bolters --- I think a separate squad would have more tactical flexibility than fluffing-out the existing squads). I suppose the beginning is one of the best times to experiment, so I shall see how other units work for me too.
vs Marines - 2/0/1
vs Orks - 0/0/3
dont sob have sisters of repentia to employ?
You can take Sisters Repentia, but only if you want to give your opponent victory points; if you want to make them work for those points you are better off charging with unarmed Battle Sisters. Repentia rarely reach combat, and even when they do they still die before they can do anything. In the slimmest of chances your opponent is stupid enough to let you bring them near his vehicles, then they will chew them up, but do not count on it.
vs Marines - 2/0/1
vs Orks - 0/0/3
Repentia...oh boy. Yeah, they lost to shoota boyz in CC in the old ork codex and I can't imagine it got any better.
The key to it is targeting specific areas. If you have a mech list use your speed to your advantage. Hit only a third or half of his force, move all your things to one side and he will be forced to walk his his far away troops over. Block his movement and line of sight with your rhinos after you disembark and you will hopefully only have to deal with "waves" of ork boyz coming at you. target his faster stuff first so your speed is a greater advantage. Heavy bolter retributors placed in the middle of your deployment zone in a nice piece or terrain can give you a solid fire-base as your rhinos zip around. Depending on what he does I might not rush my rhinos forward at the first chance I get. It will be a lot of reacting to what you friend does. It might take time to get the hang of it, but if he has a footslogging force you should be able to win at least some of the time. If the orks are speed freaks with lots of boyz in trukks and biker squads then mech sisters are in heaps of trouble.
Repentias are probably THE worst choice against the Orks here. Fast flamers or HBolters are most suitable to take on Orks IMHO. Playing 500pts games against his bikers or some other CC oriented stuff will not be easy for Sisters at all, and there is no silver bullet unfortunately...
I'm gonna defend the sisters of repentia here because you seem beat her up a bit, the reason i pointed them out for the obvious reason against the armour, but also vs the bikes, they can move faster and can wound easily, you can pententially chew them up then spit them back out again.
But yh i would agree with you, 500pts its probably not wise to go for these girls that slice anything up like cheese with a knife.
At 90pts minimum (4 models, 3 Evis), and 200+ pts when expanded, this squad is a bad idea at 500pts game. You could have an SOB squad in a Rhino for same amount. I would love to see Repentias on the table, but would save them for larger games... Maybe in 5th ED they will fare better...