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I've recently played a few games against a friend of mine who ran a proxy list based on the new ork codex, and was completely wiped out in all of the games. The list I run is based on using a lot of fast units, I have 2 squads of 16 spinegaunts with scuttlers, 2 squads of hormagaunts, and 4 ravenors. I've had decent success with this list against things like marines, because the many gaunts can quickly bog down the marine squads for as long as I like until my better CC units get there.
However, the orks seem to be able to do everything my list can do, but better. The ork boyz are just as cheap as a spinegaunt, but much better. So he could field many more models than I did. Not to mention, with those trukks, and the new stormboyz, the orks are just as fast, if not faster than my quickest units. In each of the games we played, our entire armies were pretty much completely engaged with other by the end of turn 2.
I found that trying to slow down ork squads with gaunts just does not work. There are enough of them, and they get enough attacks that they'll wipe out the squad in a turn or 2. So, for the first time, I found myself being beaten by numbers, and I didn't like it. Even my winged devourer tyrant wasn't as useful as it normally is. Certainly, it can basically kill an entire squad of orks a turn, but those trukks let the orks charge my tyrant even if it's at the max range, and powerklaws seem to be everywhere.
In trying to come up with ways to deal with this green menace with my friend, it was also painfully clear that stocking up on shooting isn't a reliable strategy either, because in addition to the mass amount of fast assault orks get, they can also have a massive amount of shooting at the same time. Granted, ork BS leaves something to be desired, but when the shootas are shooting 50 shots at you, they're going to get a bunch of hits/wounds. Also, the new lootas are mean as hell.
After all this, the best ideas I could come up with for countering this endless horde is to stock up on genestealers and warriors. Ork initiative is fortuantly beyond lackluster, and even when they get their furious charge on your genestealers, they'll likely kill a large chunk before getting their attacks. The general strategy would be to move the army in one big glob, using a dakkafex and devilrant to shoot the bejesus out of the orks that approach, but be damn sure to keep a screen of gaunts around them at all times. The CC would rely on stealers and CC warriors, and hope that their survivability combined with good numbers of rends would weaken the boyz enough send them running after combat, where your almost guarunteed to chase them down.
So there you have it, that's all my observations and ideas about the new orks. If anyone has other ideas on how to deal with the new version of green menace, please post. My list is still all in theory, because I don't have the genestealer models to try it out yet.
Just a couple of thoughts:
1) maybe some ripper screens? Give him something to fight while you counter-charge.
2) Barbed Strangler?
3) Anything that works against nids?
I have to admit, I haven't seen the new orc codex so I've no clue what's in there.
I didn't know that the new ork codex was out already.
back in the old codex the orks had a T of 3 mostly, and if my memory serves they have low saves too. Sure they may be many, but they are week. Blast them with some heavy weapons, venom cannons on the trucks before they move, and then barbed stranglers when they models disembark, give the many orks, they'll need to cluster the rks to fit them all in the disembarking pionts. so long as disembarking is anything similar to that of marines. If all else fails get the ork codex and study up. mabie you can find some akehles heal, then you would be able to tryumph over the little green porkers.
Fair point aeroplane, but, I'd still like the genestealers just for the models.
To reply to some of the other ideas here:
I hadn't thought of ripper swarms, that might be the way to go for the screen.
Shooting the trukks before the get across the field is obviously the first choice, but that is often difficult to do, because he had them hiding behind cover, and they all had some kind of upgrade, forgot exactly what it was, but it basically allows them to easily drive through cover. So the trukks just turbo charged through the cover, the orks got out, and charged my poor ravenors all in one turn.
Barbed Stranglers would probably work wonders. My only problem with that is that my own sniperfex is really unreliable when it comes to hitting with the barbed strangler. The dice just aren't with me when it comes to that weapon.
Thus far, fexes and tyrants armed with devourers, surrounded by rippers is looking to be the best strategy.
if your having bad luck rolling to hit with the BS you could do two of two things to bettr your luck. Firstly you could make it twin linked it you have the pints to work with. Another thing is you could put it on the Flyrant, sure the S would go down but the tyrant has the posability of BS4. or 3+. You could run a nidzilla army. As many squads of ripers as you can feild plus 6 fex's and 2 tyrants. 3 dakka fex's and 2 sniper/barbed strangler dedicated carnexex's. And mabie you could try a CC tank fex. It seems that the ork player is bringing the fight to you, so you don't need your speed anymore. Sit back and let the mob rush you and keep drawing him out with BS and dev. If they charge you smash them with the CC fex. As is the fex is good at CC if you bulk him up he'll be hard for the orks to match. Don't spend too much points on him though. Another thing you could use is biovores, ork vehicles are open toped so there are all sorts of uses for them. I'm sure some1 else will correct me if I'm wrong though, just hang around and the'll help out.
ohh and BTW you could give erything Dev too.
just because dakkafex's are limited to 115 pts, doesn't mean the heavy slots have to, they can go over, and still use dev. So don't cop out on the biomorphs lol.
I once baught a tyranid battleforce because I wanted more bits for the models I alredy had ... You wouldn't beleave the piles of bits and spurs I have with unasembled models ...
I mean when I grab my mouse my elbw is sitting in bits haha
All religion, my friend is simply evolved out of fraud, greed, imagination and poetry.
- Edgar Allen Poe
Unless there is something about orks can get out of trukk that has move more than 12 it must be in the new ork codex and I have not heard that from my friend new codex.So the trukks just turbo charged through the cover, the orks got out, and charged my poor ravenors all in one turnOrks have toughness 4 in generalcodex the orks had a T of 3 mostly,
You will need gaunts and genstealers plus tl dev on carnfex and hive tryants. Let the gaunts tie up front unit and have the fexs fire over the close combat to the trukks or other unegaged units because you can not fire though close combat but may fire above it ,so model height is important in this case. Then have the genestealers counter attack it.