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!
next week im fighting a speed freaks army my friend has. i seen him battle several times i know his tactic which doesnt seem to change vey much but it still kicks everything its basicly 10 men units with choppas and 2 burnaa boys and one unit with 4 burnaa boys and a mech thing with cusom force feild thats the jist of it he packs them under the custom force feild then does a full on charge at the enemy army and over welms them with massive speed and 40 attacks on the chrage after burning you to death with as many flamers as he can carry he got other suff but i dont know the ork army very well but they are all in trukks
this is the army list i came up with any sugjestions would be nice:
Troops: 3x 10 warriors 300pt
2 dark lances each
2x 5 man raider 230pt
2 dark lances
Fast Attack: 2x 5 reavers 250pt
Heavy Support: 2x Ravenger 230pt
Elites: 5 mandrakes 75
9 whyches, raider, sucubus, poisined blades 194pt
punisher tormenter helm combat drugs shadow feild animus vitae 155 (with wyches)
my tactic was to let the ork clump do the 24 " charge at me surround it with the 10 bikes and the raiders then fire my stuff and destory the trukks sqishing his troops (can if he has his oqn trurkks right up agains one side then does that side count as blocked)any way the lord will try to mop up the mess.
this idea is proably not a good idea but im very scared of the mass template weapons he uses any other stratugies that would work better would be great
From my personal experience considering you are playing dark eldar vs orks you automatically have an advantage as the ork army list in general is underpowered. One thing you should never be worried of unless this player is a dice god is a custom forcefield. 5+ invunerable save within 6" is nowhere near substancial enough even if he has multiple mekboys. With a 30 point cost per model and they are usually attached to a small unit like a warboss and retinue or similar circumstance he should be no problem to annihilate. a 5+ cover save although good for orks is easily beaten as 2/3 of the time he will fail statistically. The amount of firepower you should be considering in your army should consist of your 3 heavy support choices maxed out with 3 ravagers all with disintegrators and night shield. The night shield will give you protection against his rocket launchers and the 27 disintegrator shots should make light work of his infantry. Against a speed freaks army once you take down the transports they cannot do anything so this should be your priority with loads of small 5 man sniper squads with dark lances to take down any transport vehicle and then turning attention to bikes. I find that if you delay particular units for example, not allow them to move for a turn this can wreak havoc on an ork players strategy. The reason for this is because they would rely on all forces turning up at once and mass mobbing the enemy which cannot occur if you delay certain nasty unit or just annihilate his forces before he gets near you.
My choices here would be loads of 5 man sniper squads all given raiders with disintegrator and night shield. In this army (1500 point) you should have at least 5 raiders all with night shield and disintegrators - a steal at 75 points a piece! and your 3 gun boat ravagers fully maxed with disintegrators. This will allow you to set up a mobile firebase in your half of the board with the 5 man units and then use the fast moving vehicle to decimate his flanks and close in on his central units. If he plays conventional ork style he will send bikes along the flank which can be quite simple dealt with from a battery of template shots form a ravager, 3 strength 7, AP2 templates. The reason i would suggest this is because of toughness 5 you will be killing on a 5+ which isn't extremely reliable and may cause them to survive. I would always prefer to be killing on a 2+
In summary - interupt sections of his battle line which will be supporting each other when they reach your table quarters. One sneaky idea if the game appears to be going pear shaped depending on your scenario is to turbo around behind the enemy with your raiders and take table quarters. The way his strategy appears is that he doesnt leave any units behind and brings them up togethe, take advantage of this and attack from behind which will always confuse him. I played a speed freaks player before using these tactics and left his army stunned in the middle of the battlefield. In a 1000 point game i used my list consisting of 5 raiders, and 3 ravagers and various other units ( the list has been posted for critque on the dark eldar army list section if you care to take a look ) I left my sniper squads blowing about his wartrukk's and impeding his army while all of my vehicles flanked him and opened up from behind. This is a guaranteed win for the dark eldar - if you can have all of your gun boats behind his forces by turn 3 he cannot win as you have effectively divided your force to consist of a firebase and a mobile unit of hurty death. If the ork player turns around your troops will keep blowing up vehicles, if they continue towards the troops they will be destroyed by your extreme amounts of fire from raiders and ravagers (42 disintegrator shots per turn to be precise )
Wow, that was a long summary - sorry about that unfortunately i get carried away sometimes hope some of the above has helped
peace, happy hunting!
One by one the penguin's steal my sanity!
Sorry, but your list seems to be lots of bits and pieces to me. Some of it is good, such as the nice solid sniper squads, but then you have things like un-upgraded Reaver squads and small Mandrake squads.
Consider how you intend to tackle the Orks. While I haven't played Orks before, my understanding is that they're pretty mean once they hit combat, with a large number of attacks. I also understand that their shooting is quite mediocre (although can be made decent by the pure number of shots available to an ork player that decides to go shooty). It seems to me that DE's advantage is in shooting, and given your mobility, you should look to exploit this. Take out his transports as early as possible using the multitude of Dark Lances and Disintegrators available to DE. Then try to gang your army up against parts of his, once it can no longer move as quick as yours. Shoot it to pieces, then move onto the next section of his army. Look to use terrain so that your units are only exposed to those orks that you're intending to kill by shooting.
While smurfboi's suggestion of a maxed-Disintregrator army doesn't sit so well with me, he/she is right that they'll be very useful, and night shields should actually work very well given the Orks' 24" range on their Rokkits (I think that's their range anyway). If you manage to stay between 18" and 24" away from Ork squads you should be able to fire your Ravager's Dissies on low power without the Orks being able to retaliate.
The big key, though, will be neutralising the Orks' vehicles. Do that, and at the very least you should easily be able to claim table quarters with ease at the end of the game, if you haven't already destroyed his forces.
NOTE: As I said, I've never faced Orks directly, although I've watched them played and read their Codex a while back. Still, my word is definitely not anything approaching gospel.