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Hi there !
Last Saturday, I played a game against 2 IG and 1 Space Marine. My first 2 games ware a charm. I washed a deep striking Guard Player quite easily and then I erased space marines from the board. Now, my main trouble came when I faced an IG player playing static guard with 1 Lemman Russ, 1 Demolisher, 1 Hellhound, 2 Lascannon Support squad and a sh** load of conscript (white shield) and guardsmens. Now, his army wasn't cheesy, and I had a good time coming forward and reaching his line. But when I finally got close up and personnal here's what happened :
I kill 6 guards out of 10, he kills me 1 ork, they fail their morale test (-5) and flee because I always roll a lower initiative when pursuing. So I got 18 orks (from a 30 strong squad) standing in rapid fire range of the guards and waiting to be grinded to pieces.
It happened to all my squads. And the guy was smart enough to shoot down my 2 trukk carying my shoota boyz so (relatively) long range battle was nearly impossible. My Big Mek did well.
How do you deal with Static IG players that uses Conscripts as buffering units ?
For the records, I did kill a lot of guards, but he still manage to kill more than I did a I couldn't overun.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Infantry heavy Imperial Guard is the best type of army IG can field, especially in 5th edition.
Even in 4th edition, the problem is that orks (and other CC focused armies) win too quickly against IG. In 4th edition, you could solve this by consolidating into a new IG unit (forcing IG players to space out their units, limiting rapid fire), but in 5th edition this isn't a problem, so Imperial Guard players intentionally place sacrificial units out to act as a buffer. Just yesterday I had a large portion my orks annihilated by IG and Space Marines (it was a team game) with this tactic.
I countered it by assaulting more than one IG unit at the same time, but I didn't have much support from my teammates (they were kind of new) so I couldn't destroy enough.
The best counter to this tactic is the fact that 'sit and shoot' isn't really a viable strategy anymore, thanks to the objective based missions. If your opponent sits in his deployment zone, you can just claim the objectives, go to ground and win. In annihilation he can sit there and still win, but IG has a lot more kill points, so you can still eke out a victory even if he holds you off.
The other answer is to field a variety of troops, to help deal with different kinds of situations. If you just throw boyz, you might have a problem, but if you have fast troops, and good shooting you can take out his armor and special squads, limiting his effectiveness.
In any case, the best strategy is to hit with everything at the same time. Try reaching him with multiple units of boyz in the same turn. If you can tie up his troops, than they can't concentrate their fire.
Well, I'm new to orks, but know a good way of owning this tactic. You get your big mek, and give it SAG. the gun is 60" range, so you can get a good shot without being attacked back. You aim the SAG to get as many troops as possible, and blow the up, 10 or 20 at a time. If this doesn't work, I'm not sure what will, just keep your troops out of their range, shoot SAG at them, and wait for them to make the move
Hope it helps, I know somone will complain about my tactic
Red ones goes faster - it's true :)Ork Freebooter Crusaders!3/0/1
More realistically, you'll kill 3-4 Imperial Guardsmen a turn with the SAG, assuming you scatter over them. That's assuming they're standing in lines rather than a bunch (common with shooty opponents), and getting a cover save, since it's very rare for IG to stay out of cover.
It's not bad, and it'll be more reliable against IG than a looted boomgun (IG has far too much anti-armor for it to survive), but the only thing you're going to consistently kill with the SAG are conscripts.
Depending on your army, you'd probably be better off with a kustom force field.
(First post ever!)
I used to regularly play IG with an ork list under 4th ed rules and I'd regularly get hammered by a gun line like this (every game no matter what mission). After numerous changes to the 1500 point list, I got corrupted by the ruinous powers and left the boyz in various boxes. Now the new codex is out, I'm looking at starting up a new Waaagh!
Best advice I can give based on those 4th edition thrashings is fast movement - I reckon at least three trukks loaded with boyz and a largish mob of bikes.
One trukk dies too easily, two just the same especially if there's three tanks / a load of anti-tank lascannons/missile launchers (particularly if they've got the sharpshooters doctorine - nothing more irritating than seeing your opponent re-rolling a hand full of 1s) or even heavy bolters, so the more the better and use cover or sweep 'em round the flank.
Oh yes, try deffkopters with big bombs - keep 'em in reserve, turboboost 'em on along the gun line and drop the bombs on heavy weapon teams.
I guess if you go for the footslogger option, try screening with cover and large mobile teams of grots. I'd also have big gunz (most likely zzap guns) to deal with any tanks and provide covering fire.
Have to admit, I haven't tried these tactics with 5th yet and I'll admit to not having done so with 4th either, but it's all based on hindsight, advice and disscussions with other ork warbosses (so most of the credit to them!). The 4th edition thrashings can most likely be based on lack of experience, tactics, knowledge of the rules and the rather stupid insistance that I didn't need any of these things!
Bikers are definitely a sound unit to use when fighting IG, especially biker nobz. The only problem is that Lascannons can pick off the bikers fairly easily, but if you supercharge one round and then leap into close combat, I bet you could easily tie up at least 3 IG units and still win handedly.