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Now i saw that other IG problem topic, and it reminded me that i'm also in a bit of a sticky situation with a guard army, but this time it's a little different.
You see, thanks to the low armour saves and other whatever of the orks (as amazing as they are) i find that battle/demolisher cannons are a bit of a pain. And who am i playing against? someone who happens to have two Russ's and a demolisher in his army, so i want to know how to go up against that without 20 boyz dying a turn.
I assume you're talking about multiple demolishers if they're getting 20 or more kills a turn. You'd have to literally pack the orks side by side like sardines to lose that many in a single shot.
Ordnance is a real threat when playing orks, but demolishers are honestly the least of your problems when facing Imperial Guard. In fact, besides the basic chimera, I think the demolisher is the least threatening vehicle IG can throw at you, point for point.
Sure, it can do a lot of damage, but the low AP and higher strength doesn't mean a thing against orks, and their low range means they have to come close, allowing you to run or drive up and use powerklaws to peel it apart. A normal Leman Russ is more threatening, simply because of its far superior range. Sentinels can outflank and attack your shooty units that don't have powerklaws or stikkbombs, like lootas. Hellhounds can also drop templates on your boyz that will wipe them out in no time at all (although their relatively short range causes problems for them, like the demolisher).
The real threat are Basilisks! They don't need line of sight, their range is ridiculous, and even though they deviate more than a Russ, they deny you an armor save unless you're standing directly in cover, or you're under the influence of a kustom force field. 12 hits usually equals 10-11 kills with no save. Now that's a real threat!
To answer your question, the best thing you can do is try to get into assault and peel them apart in close combat. I find a lot of opponents forget to move them in turns when they fire, making all your attacks into automatic hits. Since you now hit back armor, this is especially effective, although their back armor of 11 will keep your normal boyz from doing damage. It's powerklaws all the way.
Also, it helps to space your boyz out so they can' t hit you all. I've also had some success running units right along the edge of the board, sometimes even close to single file, because if it scatters off the board, it's gone. ^_^
"Any job worth doing, is worth doing with a powerklaw."
I would say that if your opponent tends to place those vehicles in the back of his deployment zone, take Kommandoz led by Snikrot. They are very useful against gunline armies since they can attack where they least expect it.
"They say the Darkness consumes you. They don't say what happens after It's done."
Grax's point for point breakdown of the Guard line is primo, as always, but here are a couple of simple tricks to keep tucked up your sleeve that I use against Guard.
Fist, a Kustom Forcefeild is kind of a no-brainer here. 85 points that can cut the casualties from multiple large boyz squads in half.
Second, try to hit his line all at once. Keep a steady advance with your footsloggers so they all get stuck in on the same turn. If you pull it off right, the game essentially ends on the turn you reach him.
Third, the problem with trick #2 is that you will loose a lot of boyz on the way in. Usually this isn't nearly as big a problem as it seems, often you only need about 30% of your melee strength to engage him, but to take the pressure off certain points on the line that you're afraid might break fling truckks full of Boyz recklessly out into the open - the nearby guns will focus on them for a turn, destroying them but taking some of the pressure off you're line.
Two's to kill. Ahh, sweet sweet music.
some Slaanesh player got 10 Possesed and 8 Khorne Berzerkers under 1 demolisher large blast template. My inv save meant that 1 Possesed stayed alive (yay). This was only because of bloody LASH OF SUBMISSION, it is so harsh. He lashed them all together
Just keep your boyz 2" apart, so they are still in unit coherency, but only just, then he can only get 4 or 5 per shot, even though that is still pretty harsh.
Red ones goes faster - it's true :)Ork Freebooter Crusaders!3/0/1
Kommandos and Vulcha Boys are the most feared "come on and kill a tank" Units.
As a IG player, my most feared army by orks is: Trukks. Lots and Lots of Trukks.
They're dirt cheap, you burn across the battlefield 18", Giving him one turn to go 12", get out 2", Waa 1-6", and charge 6". That's Second Turn 39-45" range on your boyz with power klaw.
In one turn he'll have to eradicte your army (You are using terrain, right?)
You'll be in combat with 4x Power Klaw attacks, per squad against his rear armour. That tank ain't doing much more now.
Usefull hint : A Mek with force field gives your nearby Trukks a nice Save, so he goes in the middle one (but don't klump them together.)
Warbuggies on the flanks (to go for the sides) is quite good,
and with that much movement, with 12 boys able to waagh out in a nice, spaced conga line you should be able to get more than one IG squad in a charge. - Your 1st man charges the closest, but if the other end of your line can charge another squad it's fine
o o o o o o N o o o o o
g g g----Nothing----g g g g g (Or IG tank, wheras
you get Nob with Klaw this end)
Please note that's over 2 ft wide, they'll probably be closer. You get the idea.
If you're in combat, you can't be shot.
P.S. It edited it all wrong.
You are taking Power Klaws right?
P.P.S. He obviously doesn't have a hellhound yet. When he does you'll be louder.
Last edited by stayscrunchyinmilk; September 5th, 2008 at 12:55.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065