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Hey guys I just started playing warhammer 40k and I've been playing as space marine against Orks my current list is:
Chapter Mater Bolt gun/ Relic blade
Artificer armor 170
Tac( 10 )
Bolt pistol/ Chain sword
Flamer/ Missile Launcher 170
Tac( 10 )
melta/ missile launcher
teleport homer 200
Drop pod 35
4x Sniper 1x Missile Launcher 85
Terminator Squad 200
My opponent has a squad with a War boss with mega armor and boss pole and 4 other nobs in mega armor and they are destroying me so any hints on destroying these guys would be great
Last edited by Dustin09; January 25th, 2011 at 07:31.
A chapter master is not quite worth taking IMO. You need him to join a squad, but when he uses his orbital bombardment, neither he nor the squad gets to move for a turn. Taking a librarian would give you more possibility's. For the powers, I'd give him at least might of the Ancients, but he still has his force weapon too, so keep that in mind.
For both your tacs, you really need to drop the chainswords on the sergeants and give them a more usefull special weapon. Ideally here I'd want to take powerfists.
Now I don't really see that second tac in the droppod working in an effective way. I'd ditch the pod and take a transport for these guys. Also, drop the teleport homer. If you plan on having your HQ joining one of the tacs, consider investing in a razorback instead of a rhino. This way you can leave the ML behind and move forward.
Sniper scouts are a usefull adition to almost any force, but if in any way possible, try and squeeze Tellion into that unit. His ability's are extremely good especially in lower point battles.
A MM dread? This one actually deserves the pod more then that tac. This guy would be much more usefull if you could invest some points in him. Taking a HF in combination with an Assault cannon or even a plasma cannon might serve you a lot better.
As for the termies. I assume they are regular terminators and not assault terminators. These guys are shooty terminators, so let them do just that. Give them a cyclone missile launcher and walk them in instead of teleporting.
Orks come in large numbers, but since your opponent takes those mega armoured nobz, he's forced to invest a lot of points in those guys, making that he has a lot fewer models on the table. Sure they are powerfull, but marines have the firepower to take them on. Personally at 1k, I'll in general use a list with a libby as HQ, 2 tacs kitted out and with transports, 2 typhoon speeders and 2 vindicators.
I agree. If the mega armoured orks are a problem than take some TH/SS terminators.
Quorn! - Protein for the Protein God.
I agree. If the mega armoured orks are a problem than take some TH/SS terminators. They will kill his elite units easily just don't let them be charged by 30 boyz as they cannot handle huge mobs.
Quorn! - Protein for the Protein God.
Vindicators work very well against nobs, instant death, which means no 2 wounds no armour save and no feel no pain(every nob squad has a painboy) if you really want them down you could as wel use two, dropping the scouts or the dreadnaught to really atleast give the nobs a pounding, and when it comes to mobs of orks vindicators are also my weapon of choice!
Are you sure you can use a large template when shooting with a Vindicator? I've checked the profile for the Demolisher Cannon and it didn't include the Large Blast type.
ordinance 1 = large blast, but if you shoot it, you can't shoot anything else, even defensive weapons
Tau Empire: We never stop hiding from you
I play both Orks with Mega Armor, and sometimes SM too. I would recommend the Vindicator, great weapon that. Which means the orks have to divert resources to deal with it, or avoid it, meaning you can control your objectives with it.
Other than that, I recommend taking flamers in your tactical squads. I also run Razorbacks with TL HB instead of Rhinos, I find them useful for taking out trukks, bikes and deffkoptas. I would also run a cheaper HQ in a 1000pt game. A chaplain or librarian would be nice. Also, give your terminator squad an assault cannon or cyclone launcher and walk them, they are a strong firebase. Your dread should ideally have Assault cannon/heavy flamer combo against orks, really lethal and useful.
Oh, and really, really prioritize destroying any transport the mega guys have. They are slow without it, and can be avoided or targeted by the vindicator..
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