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hi niubs outthere !
i've made few games with my new sm army always against orks...
and i've always lost.
I'm wondering if there is a specific army composition in wich sm excel:
-shooty sm ? or an assaulty army ?
i mean i like to be fluffy but as i always lose i ask some advice to be more competitive
like endoftheworld units combo or super tactics
btw my ork opponent usually play with an ork warboss on warbyke with 3 nob on warbyke too
a caouple of basic 30 orks units wirh a bigmek, 3 killer kanz( 3 gretchng bazooka), 3 orkopta( 3 missiles launchers ), another 4 warbyke unit, a gretchin unit,10 burnaboyz and an infiltred unit ( don't remember the name )
my last list was
10 Veteran Sternguard havy flamer missile launcher 7 storm bolter
sgt with power weapon
10 tactical sm flamer missile launcher
5 scouts missile launcer and bolters
1 ironclad drednought hvy 2 flamer
5 terminator 1 hvt flamer
1 land raider redeemer
1 thunderfire cannon
5 devastator 4 missile launcher
it's a little bit more of 1500 pts
thx in advance LL
Last edited by Lazy Lizard; March 1st, 2009 at 22:47.
It sounds like he uses a reletively typical green-tide style list where he simply rushes as many orks forward as possible, overwhelming you with numbers.
Against Orks, shoot. Marines are very good at taking down orks at range, even the holy bolter is exceptionally effective!
What you need to do is simply overwhelm him with shots.
Looking at your list, its a good 'all-rounder', but it lacks ranged firepower beyond those devvies. I would drop the termies so you can get another 10man tac squad, and consider switching the raider for a pred with assault-cannon & HB's, that would free up enough points to switch the 5man scout squad into another 10man tactical squad, and then you'll be on about the right footing.
If points are available, take 10marines in the devvie squad, combat squad, and you get another unit that can move and shoot =)
As for tactics, try and stay as far away from his deployment as possible, combat-squad anything you can, and just keep the fire down. When he gets close, send the dread in to CC some of the bigger units while you take down all the other smaller ones at range =)
Oh, and sternguard lose the special ammo with storm bolters - check the rules, as you may be both cheating and wasting points there...
Last edited by CleanRabbit; March 1st, 2009 at 23:00.
thx a lot for the advices.
u think that i can use the same list with other types of armies using different tactics or it's a specialized one ( i.e. it's works well with orks but it's owned by tau ).
cause i like to play always with the same army list as far as it possible ^^
and i was thinking how i get objectives in enemy grounds with no transports and no infiltrators?
p.s. like i have few minis and the 5 termis are beyond them it was good to find a place in the army for these poor little brothers !!
This is great.Pedro Kantorthey should never have stormbolters, as it takes the special ammo away, and I would drop the power weapon and the missle launcher to give them a rhino or drop pod.10 Veteran Sternguard havy flamer missile launcher 7 storm bolter
sgt with power weaponthis is fine, might want to swap the flamer for melta since i suggested dropping a few of your missile launchers.10 tactical sm flamer missile launcherHeavy bolter is better for them as they are best to fire the blast as they are poor bs. I would just take another tactical squad.5 scouts missile launcer and boltersfine.1 ironclad drednought hvy 2 flamerdrop these for sternguard if you can5 terminator 1 hvt flamerfine.1 land raider redeemercan be really good but they tend to die quickly.1 thunderfire cannonneed some extra bodies in the unit to take wounds in place of the missile guys.5 devastator 4 missile launcher
Biggest thing about orks is to not let them get the assault so if you can always assault them if you are not gonna be able to gun them down to 8 or less. Also if you can keep pedro close to all your units as his + 1 attack to your guys helps a lot.
- You must set fire to water or you will be extinguished.
Something that I find useful against my friend's green tide army is to include a 10 man assault marine squad with flamers, sergeant with pfist and a jump pack chaplain, that's roughly 35 attacks, including two powerfist attacks, WITH rerolls if you manage to get the assault, it seems to be a match made in heaven against kommandos and other infiltrators... quite a few times I've managed to wipe out an entire infiltrator unit in the first turn...
They're also useful for holding back the tide... they inflict heavy casualties. They die quickly but definately make their points back, you should definately consider trying it.
Ultramarines: W1 D1 L1
What I would do is swap and change certain units each game until you get a list you can play and win with. Hopefully that will include all the models you want =)
thx all for the advices !!
i feel mauch more confident with my army now
what do u think about switch the tudner cannon with a venerable dred with multimelta?