Welcome to Librarium Online!
My friends and I just started getting into WH40k. We've been playing mainly 6 turn 1500 point armies with no objective other than to destroy the most points just to get a feel for our armies before we buy pieces ( we've been using quaters and such as stand-ins for a lot of models). I am currently running an Eldar army. After the new Ork codex came out, I'm having some trouble playing against my friends new army and need some advice.
His army usually contains a warboss on a bike, 5 knobb bikes ( I HATE these jerks ), 2x trucks with boyz, some infiltraitors, a few weapon battery squads ( one that needs LoS and one guess range ) and the new shockattack gun HQ guy and the new guys with the big 48" guns ( i cant recall their name ).
Against his old Ork army I used to just range him down with blazing gunfire from 3 squads of 3 warwalkers with SLs and 2x farseers with guide as my core. They would be backed up by Vypers, and some guard bikes.
Well, now if he gets the first turn ( He usually does ) my walkers get face melted in round 1 and im left with not much else. I've decided to not focus my core on weak armor walkers. I could just put them behind some blocking terrain for T1, but his guess range guns usually would take out atleast 1 full squad or cripple most. I've decided to go with a more flexible army list when playing against him. My new list contains the following:
3 squads of 10 warpspiders
2 squads of 10 Avengers
2 squads of 3 shadow weavers
Need an HQ and something to deal with his knobbs and warboss.
Basically my Weavers shoot at his back line from cover all game. My spiders move up and 2 of them take out or disable his 2 trucks 90% of the time on their first salvo of shots then warp backwards or to the side where the avengers step up to fire at the boyz that then pile off. The third squad of spiders usually darts across the board to deal with his shock attack HQ. Where I need help is dealing with his warboss and knobb bikes.
I tried using a wraithlord and 8x wraithguard to deal with his knobbs and boss. The WL got owned by his guys with the big 48" guns and the WGs only dented his knobbs before getting stuck in combat with them. Should I try using say 5-6 dragons with a farseer against his knobbs for the 8S fusion guns? I'm afraid hell lock them in CC with his knobbs before they can fire since they move farther than my dragons. Should I use something tough to go toe-toe with his warboss or just try to fire a lot of shots at him? I could drop the third squad spiders for 6 harlies w/ kises in falcon to go after his warboss and then use the falcon to snipe down his shock attacker HQ.
how many power claws does he have in his army?
I'm going to guess around 3, 8 if his knobb bikes have them, I cant recall atm. When hes able to HtH me the unit is pretty screwed anyway.
Playing around with set-ups im thinking about this:
3x 10 spiders
2x 10 avengers
2x 10 guard-bikes
Farseer on a bike w/ guide and mind war
falcon w/ holo and missle
5 dragons in the falcon
Two spider squads move up and disable the 2x trucks, then do a warp back/to the side to get safe. The avengers move up to handle the boyz that come off the trucks. The third spider group moves up taking on his infiltrators ( he'll probably never use them again soon since he can never get them behind me ). The Guard-bikes charge across the table hopefully getting into combat with his back line of canons locking them in combat. The falcon with dragons on board moves up and drops the dragons off within range of the knobb bikes. The farseer stays behind the Falcon to guide the dragons so I hopefully dont miss many shots on the knobbs and insta-kill them with the S8 fusion guns. Hopefully, the falcon will distract some of his backline fire and survive and turn or two just long enough to put some shots down and drop off the dragons. 1-2 squads of spiders will hopefully make it across to his backlines to take out the shock-attack HQ and work on his heavy guns. The Farseer would hopefully be able to get a mindwar off on his warboss.
Only other thing would be to drop the guard-bikes for the weavers and hopefully get him to just exchange fire between our weapon platforms ( and not my avengers/spiders ). I could also drop one squad of spiders for something else.
Orks couldn't deal with 30 spiders! I've played lots of ork armies and my unit of 8 warpspiders does really well. If you have all that fast stuff you should easily able to out manouver the orks. The 5 fire dragons well, i'd try and fit in another falcon. This should probably be in the army list section now. A good combo is to have a avatar near a wraithlord or two. (but make sure you have a farseer/warlock within 6" or a spiritseer within 12") I find that combo works against orks.
I would say ditch the Eldar missile launcher on the Falcon, and get a scatter laser. If you are going to take Dragons in a falcon, may as well take a 6th one, its an extra shot, and an extra wound. Perhaps you could consider dropping one of your bike squads and taking Striking Scorpions to support your Avengers as a counter-charge unit?
I'm Solid Snake...also, I'm a Primarch.
Well I wouldnt really need the 6th dragon if theyre getting guide from the farseer, but I guess I could drop mindwar for one. Also wanted to keep the guard-bikes to lock up 2 of his 3 weapon batteries.
But don't the batteries just have a crew of a slaver and some grots? That should be easy to take down.
I'm Solid Snake...also, I'm a Primarch.
Against the Orks, 3 things can't be beat: Warwalkers with Scatterlasers, Dire Avengers with Bladestorm in a wave serpent, and striking scorpions. If your war walkers are getting decimated on turn 1, you just need to be more careful with how you deploy them. set them up behind some sort of terrain that blocks los, and if your opponent gets 1st turn, he can't see them, and if you get 1st turn, you can just step up and fire. also, don't forget that they get to make a free move at the start of the game thanks to their "scout" rule. This is very useful if you can trick your opponent into deploying to take them out, only to have them duck back behind cover before the game even starts, or if you want to reach some terrain feature that's just out of your deployment zone.
Sadly, two of his 4 batteries dont need los...Hes also extremely luck on their rolls 80% of the time.
Ive used Scorps before, quite a few times actually and I wasnt really impressed. Not to mention his knobbs bikes will tear them up and any other boys he sends down the field are torn down by my spiders or avengers.
I also tried bladestorming a handful of times. Rarely did the 10 extra shots get more than half their hits. Id prefer to walk his boyz back keeping them in the deadzone with the avengers 18" range and just finish off what didnt make it the 2nd turn. I also couldnt work it in with the extra points with the past few mock-ups.
GW Scorpians are sold in pack of 6, i'm guessing thats what you've used, i think they should be in a unit of 10.