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I have played a total of 10games with my guard so far and my results are: W4, D1, L5. Although not a bad record, it is mainly down to the dice rolls it seems to be one of the extremes. My big problem is playing against an ork player (guard vs guard is mixed bag, guard vs marines am doing fine) he runs a speed freak stlye list with:
3 deffkoptas, 6nob bikers with painboys, warboss, 3 squads of 11 boyz+nob...
My list usually looks something like this:
CCS with 2 x GL, Lascannon
PCS with 4 Flamers, Vendetta
Inf1 - GL and Auto
Inf2 - GL and Auto
Vets squad with Chimera (3meltas)
2 LRBT with Lascannon
and a couple other bits usually
I just cant hold him up enough and his Nob Bikerz have 4+cover save, 2 wounds, 4+ FNP, 5+ normal.....His nob bikers just wreck things easily and quickly, his boyz are at me by turn two usually.
So far i have tried: Set up in corner using inf squads as tar pit, Setting up over two locations forcing him to choose, directing all fire at them for a turn, ignoring them....
Nothing seems to get rid of the bluddy models...I am tempted to make a cheese list as well with a similiar list
Its doing my wick in and any advice would help.
Target the Nob Bikers with your Manticore and Russ first - remember, they pack enough punch to Instant Death his models, so no wound shenanigans to worry about, no FNP, no saves other than cover. A direct hit from the Manticore will probably wipe out most of the squad.
Once that's done you can use the Chimera to tank shock the boyz squads into nice clumps for the Hellhound and Russes. If you're careful with the way you Tank Shock, he won't be able to Death or Glory with his nob - he can only do that if you actually hit the Nob model on your Tank Shock. You could also try and Tank Shock his Nob Bikers into a clump with the Chimera or Hellhound. presents itself. Also remember that hits from Death or Glory are taken on front armor, so unless every Nob has a Power Klaw, they're probably not going to do anything even if they try. (and if you move 6.1+ inches, they're hitting on 6's the next turn)
"The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
"Innocentia Probat Nihil"
The final segment of this episode of the 11th company is them all talking about ways to deal with Orks. There's a lot of good ideas. One you may not have considered is to charge him. 12 orks swinging second probably isn't that tough to beat on combat res. Remember they aren't fearless at that point, and are actually quite easy to cut down with Initiative 2. If you get 2+ squads in there, you're going to dish out quite a bit of hurt.
Personally, I think your list is way overloaded with heavy support and you're just not packing enough bodies. Is that a 1000 pt list? I'd drop at least a Russ or the Manticore and take dedicated troop squads to play sacrificial lambs. The best time to shoot template weapons is after you knock guys out of a vehicle or after an assault when they're all bunched up.
Copy, Improve, Innovate
Something else to consider are Collosi and LR (Eradicator? the one with the nova cannon). Str 6 and AP3 and 4 respectively. They both also ignore cover. That should flatten most infantry. You could be kind of mean about it and employ Hellhounds and Bane Wolves.
Praise the Emperor and pass the promethium!
One of my favorite units in my IG army has always been my psyker battle squad. They also happen to be the perfect counter to nob bikers, 10 man TH/SS termies, basically any non stubborn, non fearless deathstar.
Kill 2 of the nob bikers, then hit them with weaken resolve. They should flee 3D6" and if you have 1st turn this move will often run them off the board. If not it will slow their advance and he will focus on killing your psykers .
If your psykers are alive later in the game you can even use them to help make sure his boyz squads flee off of objectives.
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Something like this would be better:
195 Company Command Squad w/4 x Plasma, Astropath, Chimera
155 Veteran Squad w/3 x Melta, Chimera
155 Veteran Squad w/3 x Melta, Chimera
125 Platoon Command Squad w/4 x Melta, Chimera
65 Infantry Squad w/Autocannon, Grenade Launcher
65 Infantry Squad w/Autocannon, Grenade Launcher
130 Vendetta Gunship
145 Hellhound w/Hull Multi-Melta
150 Leman Russ Battle Tank w/Hull Heavy Flamer
Total: 1250 Points
(note: This is an all-comers list, not a list tailored for killing Orks alone.)
The real secret to killing Orks though is defense in depth. You need to throw expendable units in their way to slow them down and allow your big guns to kill them off.
Your Hellhound, for instance, is your first blocker. Run it up into whatever terrain gap the Orks need to pass through. NEVER move this tank less than 7" so that the Orks need 6's to hit it in assault. Usually, the Orks will stun or immobilize it on turn 1, then take another turn to kill it off (because they have to or it'll kill them). That buys you 2 turns.
(This tank works wonders against Nob Bikers BTW, as it can force them to advance through difficult terrain. Which causes them to take dangerous terrain checks and prevents them from turbo-boosting. The Inferno Cannon also denies their cover and armor saves.)
Next up is your infantry squads. Feed them to the Orks one at a time. NEVER charge them into the Orks. Let the Orks assault you! You want your squad(s) to die in the same turn that they're assaulted, so that your opponent's troops are left standing in the open on your turn. That lets you shoot/flame them up. This should buy you 1-2 more turns.
Last up comes your Vet, PCS, and CCS squads in their Chimeras. These are your big killers. Run them up behind the walking infantry and shoot up the Orks with their meltas/plasmas and heavy flamers. Once the infantry goes down, use your mobility to spread out so that you can't be multi-charged and to make the Orks hit you on a 4+. This will force whatever Orks are left to choose which tank to go after. When they kill or immobilize it, get out and shoot them up again.
There should be very few Orks left after all of this blocking and shooting.
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I've found chimeras to be very effective Ork killers. Often, I'll move a chimera into flamer range, and then flame the mob. That'll kill off a few of em, but the real kicker is when they assault it and get into a nice little clump. Then, I have the troops inside hop out and attack them, usually with meltas, the best nob killer around. That'll kill off some more. Then, they'll charge my troops, and kill them off. Then, they'll again be in a nice little bunch, which is when I unload with my Leman Russes and other chimeras. Rinse and repeat. If they don't take the bait, then I tank shock them into a clump and unleash the pie.
One great speed bump is a special weapons squad. They're very cheap, so you can have them appear, chuck a demo charge, then get slaughtered without missing them. The only big change to the ever-helpful SandWyrm's list I would make would be to swap out Marbo for a SWS with 2 flamers and a demo charge, and stick it in the Vendetta. It'll cost about the same, and will make for a slightly better speedbump. Have your Vendetta scout move forward at the start and drop them near enough to an ork blob to fire off the flamers and the demo charge. Resist the temptation to charge them to get the bonus attacks. Your group will just get slaughtered and the orks can move on during their turn. Make him attack you and waste a turn of assault. If he doesn't, he'll get more flamers to the face.
The key is to spread your stuff around enough that he can't just assault everything at once. Make him chase you. Have your Vendetta jetting around blasting at his nobs or armor. Meltas and lascannons will ruin a nob squad's day, big time. Pie plates and templates are an ork's worst nightmare. Have plenty to throw. Use autocannons to take out his trukks.
Hellhounds. When the word "orks" appears anywhere in the question, the answer is "get a hellhound" (or two). Seriously, a S6 flame template? On a vehicle that moves 12" and then places the template anywhere within 12" without scatter? It's especially the answer to orky bikes.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Vendetta and Chimelta vets are the answer to everything for the guard. Of course, if you go that route, you won't be the only one who can make accusations of cheese.