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i am a new ultramarines player and will have to face a reasonable sized ork army soon i have no idea what the army list could look like so could you help me.
well I would suggest going to the ork forum. Also there are several different builds do you know if he plays speed freaks, normal orks, shooty, or feral orks. Speed freaks willl have about 50 orks riding around in mostly armour ten vehicles thoug they do bring some heavier armoured ones on ocasion. Normal orks you can expect at least two mobs of slugga boys a sma-medium mob of shoota boyz maybe some grots and stormboyz maybe a few warbuggies and perhaps a speed freaks mob. shooty orks switch around the shoota and slugga boyz and often will have lobbas or cannons. Feral orks are anyones gues....
I hope this helps this is just what I would expect out of my friends.
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-Ork buggies and trukks are open topped and have the Vulnerable to Blast/Template special rule. Read it and exploit it because he can have those trukks boost 24" (25" if painted red) and be into your lines before you know it.
Keep a counter assault unit (like assault marines lead by a Chaplain).
-Orks have 2 base attacks, 3 attacks if they have a choppa and choppas reduce all normal armor saves to 4+, so don't bother taking assault terminators. If you take regular termies then keep them moving back away from the orks while shooting those 2x Assault Cannons. Basically terminators are risky against orks because if he assaults you he's going to kill big point termies pretty easily with cheap old Boyz.
-Orks armies are typically infantry based so take more Heavy Bolters than LasCannons. But be prepared to take out AV10 buggies and trukks and 1 looted AV12+ vehicle. (like a Leman Russ or HellHound)
-Ork armies will almost always choose to come to you, thier special weapons (Big Shootas, Rokkits, etc) are all assautl weapons and can be fired on the move.
-Grot mobs: if you have a Master on the field then you can easily shoot past them to the Ork Boyz behind. If your Ld is only 8 then think about shooting the Grots in turn 1 and finish your shooting with ordinance. You want to force that pin test at an additional -1 for under 50%.
Last edited by medic_4077; August 1st, 2006 at 15:19.
War Record Since Sept 2005
Old Codex 48-20-9 Dark Eldar
New Codex 1-0-0 Dark Eldar
The general idea when playing orks is that you want to shoot them.
They have abysmal saves, so your holy bolter is your best friend in these games. However, you must be careful. If an Orky mob fails a morale check, they get their nice Mob up rule. Soon that 20 boy squad turns to a squad with 50 boyz. Not very fun.
If at all possible, AVOID COMBAT! Their sheer numbers are enough to make your ten man assault squad go poof. Plus, all Slugga boyz have Choppas, which turns your 2+ and 3+ saves into 4+ saves, they will eat you.
Individually orks suck, but put 30 in a mob and watch out. They will hurt.
For an HQ, I suggest a Master, that way, if you are outnumbered completely, you'll be taking Morale on 6's instead of 4's
I'm the brother of a Freek, and I can tell you that fast orks are deadly orks. Against all orks though, your greatest friend is the heavy bolter. Against Freeks, a lot of str 5 can shred AV 10 and bypass armor plates. Throw in slightly fewer missles to crack harder targets and frag orks (AP 6 vs AS 6).
Aside from that, 2 more things. First, bolters are good. Double tap when you can and use big squads to concentrate fire. Second, if you can't get away from assault, assault him first. Orks have the power of waaagh, and it lets them double their initiative to 4. Charging not only lets you hit first but also reduces his attacks and increases yours, letting you reduce the number of return attacks. If you think you can break a squad of orks who are within 12" with a round of double tapping though, that really is better.
If its normal footslogging orks, flamers are nice too. Because you'll get at least one round where the unit is about 12" away, you can advance into flamer range and cook a wide swathe of them before blasting the rest of the squad apart.
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Orks are always a formidable enemy that alot of players underestimate. Assault Cannons, Heavy Bolters, and Flamers are your best freinds when faced with a good sized ork army. Also, don't be afraid to get your Marines into Cose Combat with his squads becuase marines can handle themselves well in CC against just about anything. Assault Squads are amazing at cleaning up any camping shooty squads he might have hidden in cover or to just rampage through his units. Don't forget to use your bolters either! against Orks, bolters can tear through almost any unit so use them to your fullest advantage. A whirlwind might come in handy as well to take pot shots at his units. Best of luck to you
W-1 L-0 D-0
Chaplain with BP/PW, jump pack
1 ten man scout squad (5 bolters, 4 sniper rifles, 1 heavy bolter)
5 ten man tacticle units (3 with Heavy botlters, 3 Ml's)
2 3 unit Tornado squadrons
10 man assault squad
8 man Dev squad with ML's
Sustained rounds on target is your best option against most Ork armies. Bolter him to Hell and back.
If he's running Speed freak's pop all his trucks and then when he falls back, he leaves the table.
breath, sight, squeeze.
now double tap just for grins
and Another One bite's the dust.
A bolter round for all that oppose the Emperor.
There are a few dirty tricks I use on orks. Now the first thing u need is two dreadnaughts. Yep assault cannon and cc weapon and put them in front of your line about 12 inches. That way u assault the orks with them or they waste time assaulting your dreads.
Everone suggest heavy bolters, but i stick with my rockets. You can blow the vehicals up with ease and they are very effective against orks (you cant kill five orks a turn with a heavy bolter).
DO NOT bring terminators you dont want to risk that armour being reduced to 4+
Wirlwinds, pinning is good and so is ordinace blast.
That should help
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Scouts. You should get scouts with cc weapons. They are just as good as normal marines but with a 4+ save. So you don't have to worry about their choppas. And there cheaper point wise and they can infaltrate. So you can field more of them to help even out the odds.
Whirlwinds. I would give the Whirlwinds the Castellan missiles(the one that lay mines) and put it in the very back of your table in good cover. Put the mines on your squads. So target your own men with your missiles and have the mines under your men. So it would make them think twice about chargeing you. Because if they do then they have to do the saves for the mines before the combat starts. Don't really give it Vengeance missiles. Because if the squad size is above 12, there fearless.
Vindicator. Works wonders if you use it right.
Landspeeder Tornado. With the assualt cannon and heavy bolter. They own. Just be careful and don't put them in the wrong place at the wrong time.
DO NOT TRY AND PIN THEM! DO NOT GET WEAPONS THAT PIN! YOU WEAPONS THAT CAN GET MANY SHOTS OFF AS THEY CAN!!
They still have to take cheacks for morale and pinning. But as long as the squad size is above 12 they will atomaticly pass. Even if you get them below 12 they can still take checks to ignore it. So I said it once, and I will say it again. DO NOT GET PINNING WEAPONS!!!
Last edited by Orange Dragon; August 1st, 2006 at 16:59.
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thanks heaps! any more ideas pleas tell me