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if tyranids was battling a huge ork swarm, would one use genestealers or hormies or whatttttttttt
New Eldar Army 1W-0L-0D
I've always rather like the idea of massed Termagaunts because for the most part they will deny the ork armor save. Since both use numbers you should probably use them to your advantange and bring some blast weapons as well.
I believe Spinegaunts would still deny armor saves with AP5 but they cost less so you could have a few more of them maybe? Against Orks you should be careful they are kind of the same as Nids alot of folks specialize and its hard to out shoot them but they are tough in melee. As suggested before try taking some blast weapons, maybe a few zoanthropes and some biovours. Of course I would suggest bringing some stealers just in case but maybe don't use them as your first assault line.
"Ohm nom nom nom"
Against orks you need quantity. With gaunts, take as many as possible. With stealers, you can either go low upgrades for more models or with scy-tals for the extra attack. You want as many attacks on everything as possible.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
Genestealers have become weakend against orks because of the new casualty removal system. You used to be able to assault the orks can have a small kill zone; kill almost all of it, then pile in and clean up the rest in the next turn or two. Now they reassault, and you can't kill enough of them to prevent them from taking about 40 attacks (20 hits, 7 wounds, and most of you stealers are dead [8 stealers wound about 8 of them]) so you win the combat but on turn 2 it is now 12 vs 2 and you are finished.
I don't like fighting Orks in hand to hand anymore. You have to shoot them because they are about 3 times as good as a spine gaunt for 1 or 2 more points, and overwhealm stealers because of the squad sizes and effcientcy.
Blast weapons are your friends. Barbed stranglers especially so. Dakka fex and tyrants actually are somewhat ineffective: you usually only have one turn of shooting from them before they get into CC and, in one round, you're not going to kill enough orks to prevent them from overwhelming you.
ork very2 bad in shooting but very2 effective in cc,so you need to defend and shoot as much as you can,than when ork come close,you can wipe them from the table
The day before this topic was posted I ran the numbers between an equally priced Genestealer unit and unit of boys. It boiled down to this:
All of these numbers assume the orks didn't shoot first.
For the Genestealers I used thier most effective point per attack configuration which is Prefered Enemy and Scything Talons. The GS unit was 210 points and the Boy unit was a full 29 boys with a PKed Nob at 215 points.
If the GS chage the boys they eventually win the combat, but are left with only 2 Stealers.
-40 attacks, 5 will miss after re-rolls, 6 rends, 12 wounds, 2 saves = 16 dead orks.
-39 attacks back, half will miss, 1/3 will wound = 6.5 wounds = 5 dead GSers. 3 PK attakcs 1.5 will hit, 1 more dead GS. = 6 dead GS total. Orks take 10 saves (they are still above 12 models so they are fearless = 24 total dead Orks and 6 dead Gs.
-12 attacks, 1 will miss after re-rolls, 2 rends, 3 wounds = 5 dead orks. PKed nob kills 2 GS and then runs from combat resolution = GS winning with 2 bodies left.
If the Orks charge it's REALLY bloody for the GS, as the orcs totally wipe them off the board very quickly and only suffer 12 to 14 casualties. And of course if the orks get off a round of shooting first, then they win even if the GS assult them.
So in conclusion, Yes, a unit of GS can wipe out a unit of boys, but you need to be very carefull, as casualties taken before you hit CC really hurt.