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In the last few games my main opponent has feilded 5-6 ork nob bikers, with a warboss and pain boy thrown if for luck..... i send in my grey knight termies (4 + bc) and get beaten time after time.
At present in my arsnel i have 2 GK squads, 1 dread, and the afore mentioned termies.
With the units i've got, how do i deal with them?
If i need a different unit, what would you reccomend?
Any advice would be much appreciated
Hmm.. what i try to do against ork players is i usually leave my gk's in cover preferably somewhere where they need to travel through to get to me. storm bolt the bikers to hell. have your terminators support after. I find that whenever i receive with my PAGKs they handle it better for their point cost and terminators.
I usually just kill them...
what you need:
3 blast templates with AP2
random number generators
step 1 target the enemy termies
step 2 roll your random number generators
step 3 unleash your evil laugh
rapid fire plasma guns
How big are the PAGK squads? What is the Dread armed with?At present in my arsnel i have 2 GK squads, 1 dread, and the afore mentioned termies.Never having played Orks before I'd go with Plasma Cannon Dreads. Take three, and paint beards on each one.If i need a different unit, what would you reccomend?
ok the present dread is armed with TLLC and ML, classic helfire, i've got another which hasn't been built yet so i could get a plasma cannon for that (magnetised). the present GK squads are 10 men with psycannon.
However i may have to turn down the bread choice
This is a rather stupid question but could you run them over/tank shock them with a LR (got one in the works at present)?
Last edited by matt01price; April 15th, 2009 at 13:49.
Check the rulebook; it'd be possible, as long as they're not Fearless and there's no Power Klaws or suchlike in the unit. The three Plasma Cannons are the way I'd go though.
What points limit are you playing at?
normally it's 1000-1500 point limit, and most of the time he chooses a big choopa for the warboss.... i don't think he goes for the power klaw option but still i'll be alert to him throwing one in
Remember that Nob Biker units are really expensive. Playing against an opponent that fields one -- or even two -- such units is one of the few times where we can actually afford to set up speed bumps and sacrifice units.
But one of those units should not be our Terminators!
In general, DH army generals need to remember that GKs are not assault units! Even our fabulous terminators will get hammered by truly dedicated assault troops. (E.g., those awful Nob Bikers, harlequins, bloodletters, etc.). GKs are balanced units. They have excellent -- but not game-wide superior -- skills in mobility, shooting, and close combat potential.
So when you're facing an opponent that is fielding superior assault troops, don't go looking for a fight! You must do all you can to avoid that fight.
Shoot the buggers down instead! Pour fire into them until they are so depleted that you can weather the inevitable assault. Set up speedbumps. Throw a GK unit in their way. Make sure the GKs are in cover, and entice the bikers to go for 'em there by pouring as much dakka down the open fire lanes as you can. Inquisitorial firebases with a plasma cannon are ideal for this purpose, but hellfire dreads and land raiders are useful, too. Anything you have that can ignore Feel No Pain -- or at least force them to make a lot of saving throws -- is what is required.
Shoot them, weather the initial assault, and you should be able to mop up the remnants. Suddenly the opposing Orks are without 1/3 of their points and their most potent and valuable unit. You should be well on your way to victory.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Shoot, shoot, and then shoot again. Forget Plasma cannons or psycannons. Stormbolters in mass works best against them. Incinerator also work well as it ignores their 4+ cover saves. You're gonna need a sacrificial unit to bait them into cc. When they finish off that unit, get up close and personal, flame them and then assault them. My setup would be something like this:
10x PAGK's, 2 incinerators
Dread - TL-Autocannon, DCCW+Heavy Flamer
Let them assault your vanilla PAGK squad 1st. Charge them with your termies while they are locked. Then charge with your Dread. If they survive all that, burn them with your 2nd PAGK unit.
Also, a GKLRC is not too bad in this case. 12 rapid fire bolter shots w/re-rolls can't hurt. Plus you have the assault cannon on top of that.
If this is indeed the case I'd sooner take my chances with the templates from 36" away. If AP isn't going to be such a big problem, i.e if these Nob biker things get a permanent Conceal-type save or whatever, three Autocannon Dreads might be an idea instead (same S7, 2 twin-linked shots per turn from each Dread, no chance of the template breezing off into some trees). Use the Dreads to pummel down the bikers and screen them away from your PAGKs as much as possible. You could also use...
BroCap & 5x GKTs
3 of 9x PAGK & Justicar
2 of 9x ISTs with 2x plasmaguns, grenade launchers or meltaguns + 1 Vet
1 of 10 x ISTs with 2x plasmaguns, grenade launchers or meltaguns
Use the ISTs as a meat-shield for the PAGKs and keep the Terminators off the board; wait for him to commit the bikers to something then DS the Termies in support of whatever it looks like he's going to charge, and pile all 3 squads into him. Frees up 4 other Troop choices to run around and do other stuff too. Personally I'd go for the grenade launchers for the Assault thingy, but the plasma guns might work too.