Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
I've just been looking on the ork forum and one person in particular seemed to think that orks own SMs in the 4th ed. Whats everyones opinions and are there any specific tactics or armies you'd play against an ork opponent?
HALO 2 - Sure those first few games where you wipe out the opposition with the rocket launcher, overshield and camoflage are fun but after a while you start looking for something more. Next it has to be death by plasma sword or sticky bomb, till pretty soon only clobbering your opponent with the butt of your rifle will do. The more difficult something is to do, the more fun it is when you pull it off. For IG players the word for this is Mobility
They come in hordes and reduce your armour save to 4+....Not a good thing generally.
1v1 a marine will take an ork. How ever you will rarely get that opertunity. You need to whittle down their boys with bolter fire/rockets/the whirlwind/demolisher cannon.
Heavy bolters work well
Assault cannons too
The thing that you have to watch out for are the Nobz and Warboss, as they have powerklaws...which own p.fists.
Since 4th edition started, I've had the unpleasant oppurtunity to watch 4 or 5 different Ork v. SM games at the GW I frequent (we dont have alot of orc players). One once have i seen the SM player win, 2 draws, and 2 Ork wins. The draws were very ugly affairs, and were very very close to being ork wins. The two losses were against assault heavy chapters (Blood Angels and Space Wolves) and they got decimated by turn 4. The only thing that I have seen that works with any consistency is to whittle down their numbers and manuever out of their assault range. Best way to do this is with assault cannons, Heavy Bolters and plasma cannons. If you have two Dev squads, one filled with Heavy Bolters, and one filled with Plas Cannons, you might have a chance. The win I saw was a player using a LR Crusader. Those hurricane bolters/twin linked assault cannons/multimelta waxed the orks.
Couple notes though: 1. DONT BOTHER WITH TERMINATORS. they take up way too many points and are next to useless against choppas. 2. Dont deep strike. Youre going to need everything on the table ASAP to thicken your fire against the orc mobs.
Hope that helps
Really? I find storm bolters to be a very appropriate wepon vs orks.
You walk back 6 in..fire. They move 6, you walk 6, they move 6....etc. Eventually you wear them down to more manageable numbers. Assault cannons are good vs just about anything, Cyc missiles are good when they horde together....They're not so bad of unit.
Throwing up a wall of heavy bolter fire helps.
Plasma gunning marines are also a big factor.
If possible, use a Lib. Fear of the dark is a pretty good one...Vortex of doom could also be pretty useful. It could be fairly useful to neutralizing more annoying targets, eg : Nobz. In addition, he strikes before the warboss and can knock him out instantly...If he fails that, he's still got about 5 more attacks he can throw at him that ignore his armour.
Castellin missiles. These just crossed my mind. A minefeild set up infront of your firing line means every time one of them wants to come get you, they are not only eating bolter, but eating a mine hit for every unit that passes through. 2 whirlwinds can lay down a pretty nice sized mine feild, as well as control cover with their mines. Taking 3 whirlwinds may be classified as cheese, but it'd do the job very well.
Dreads. The average ork str is 3 on their boys. Since all shots are directed at the front armour of the dread, they will not be able to cut through the armour with anything but a power clawed Nob. The only thing you have to worry about is outnumbering...Seeing as if the dread is attacked by a mob of 20, you're boned because it's going to be outnumbered 2:1, thus they can hurt you in this respect.
The outnumbering rule only comes into affect when you lose the combat, just keep killing those btb models and your dred is fine.
But yes. They will be occupied with the dread long enough for your terms to get to a safe distance yet again.
the dread only has 2 attacks. I would say give all and I say all your squads heavy bolters and flamers and don't bother assault marines.
scouts with sniper are great for pinning because of the low leadership the orks have.
a predator with lascannon and heavy bolter side sponsons.(the lascannon for the vehicles)
have never played orks but I think this would do the job
DonÂ´t mess with the dicegod
I play against orks fairly frequently and find that my biggest advantage over the orks are my Scouts with bolters. As a Scout has a space marines statline except the save and is cheaper you can have a few more scouts than you could marines and their +4 save isn't modified by choppas (and of course scouts can take heavy bolters and missile launchers).
Am I right in thinking Orks cannot harm a dreadnought in CC? If so, that'd be a great way to hold up a squad of orks you'd much rather shoot down.
choppas can't. power klaws can and will. careful who you decide to lock up. that aside, assault cannons and heavy flamers do wonders against them. when they inevitably get too close, assault a big unit that doesn't have a power klaw. it really hinders their advance.Originally Posted by I_Spy_A_Witch
otherwise, your basic anti horde gear will be put to the test. if you need tanks, definantly get either whirlwinds or destructors. if you want blasts, missile launchers could prove useful, if they can't push their forces far apart.