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alrighty i played my first ork game (WOOT!) against a imperial guard player in the shop. i must say i got slaughtered really bad in the first 2 turns to his leman russ and mortar teams...all i could really do is kill a few guardsmen with the big shootas (bad dice rolls on my part), kill two out of the 3 heavy bolter teams in a squad with deff coptas and kill a chimera and its armoured fists team with the only mob to get close to his line. overall i did get credited with doin a good job with what i had, but u still think it did horrible. Does anyone have a suggestion to how i can limit early losses and reach his lines faster? My army consists of alot of footsloggers, boss with mega nob retinue, looted tank, trukk for the boss, kannons, and deff coptas. Admittadly the table was kinda set against me with the imperial guard player getting to choose the table side he wanted to play on since he won the roll for first turn and he picked the side dominated by buildings while i got no mans land.
Have you checked out the topic in the 2008 Ork index called 'the basics'? If not, I'd check it out. A few people, including myself, put it together as a basic guide for new Ork players.
Those mortars and Leman Russ' are nasty, but it would've been even worse if he'd been using the dreaded basilisk.
Footsloggers have trouble with entrenched shooty armies in general (Guard, Tau, some Eldar, some Marines) and the best thing they can do in response is use a big mek with a kustom force field. Not only will it give every unit within 6in (the whole unit doesn't have to be that close, just a single model from the unit) a 5+ cover save, but it will also obscure your vehicles, giving them a 4+ save against every attack.
Anti-armor will also chew up what few vehicles you have, so either obscuring them or including a battlewagon or a few rokkit buggies to stand in front (absorbing a lot of the fire) would be nice. What kind of looted tank do you use? If it's a Leman Russ, it can be used as a battlewagon.
Kommandos are great against entrenched opponents, especially if they include 2 burnas and Snikkrot. Deffkoptas also work very well, but only in units of 5, and only when outflanking.
Instead of kannons, why not give him a taste of his own medicine and use lobbas? Indirect fire is nice.
Just try to engage his forces as quickly as possible, and if it's doable, I'd march up a side of the battlefield, rather than up the middle. If you march up the middle, then everything will be in range to shoot you. If you march up along a side, not everything will reach, and best of all, it's more likely that the blast/ordnance shots will scatter off the side of the board, and disappear.
If you want more indepth advice, I'm going to need to know exactly how you're equipping your units.
In any case, good luck!
hmm. well ig are tough. if you are looking for a list to beat imperial guard then i agree with grax about most of the above points. however, i think coptas are best used for anti tank, in small units.
also, maybe you should use stormboys. they move twelve +d6, and that is not including run. thats a guarunteed second turn assault (assuming the squad survives the turn of fire, big assumtion).
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okay what would be better. kommandos with snickrot or stormboys with zagsturk? i like the fact storms boyz can move 12 inches, but im not sure on how kommandos would fair with burnas. can someone speak from experience to how kommandos fair?
also to be honest since i get the feelin my footsloggerz will get smashed very badly i was thinkin of just puttin them in trukks....good idea or not?
Last edited by Cadian Guard; March 5th, 2009 at 15:28.
Snikkrot. You need to be able to take out distant, hiding command units and heavy weapons teams. Snikkrot is definitely the way to go. Stormboyz would fall to easily to their massive amount of ordnance, blast and template weapons.
but wouldnt snikrot run into the same issue. yeah he can infiltrate in im sure but unless he is ableto move in close he will still get shot to bitz. unless im missing something here and he's got some special ability that i forgot...
remember that snikrot allows you to pick which side you come out on, and if he has a ton of guys then his army most likely spans his deployment zone, so those 2 burnas come in really handy
I prefer trukks over large mobs anyday, and remember to always fill your troop choice slots in objective games
And deffkoptas are only good in groups of 5 because if there in groups of 4 or less then after the first casualty they have to take a leadership test
Because of command range, iron discipline and similar abilities, the Imperial Guard likes to bunch up. That's why one of the best tactics when fighting the Imperial Guard is to get as many of his units tied up in the assault at the same time. Since the basic units can't have powerfists, it won't be a big deal.
When Snikkrot comes on, give him 12-14 kommandos, and have those kommandos reach out and drag as many units into assault as possible. The same goes for trukkboyz. I don't consider it a successful assault unless I've assaulted at least 3 units with 1 of mine. Don't worry. You'll beat them all. ^_^
This also serves two purposes: not only will you tie up and destroy his army more quickly, but you're far more likely to win the combat after a second round, instead of on the first. If you can win the assault during HIS assault phase, then you'll be free to assault with them again, without them getting shot at.
Last edited by mynameisgrax; March 5th, 2009 at 16:44. Reason: forgot one thing
should i be concerned about the fact his units will be crammed into buildings? i dont want a difficult terrain test ruining my plans and we love having lots of buildings in our games evidently since the only open battle i have ever seen really happen at our game shop was eldar vs chaos on a deserty themed table..everythin else is usually cityfights...with me stuck in the one spot in which there are no buildings and forced to leg it to his lines and out of no mans land ASAP!
Remember, you kan keep Snikrot and his Kommandos in reserve (like deep strike), instead of infiltrating. When they become available, they come on from ANY BOARD EDGE WHEREVER YOU WANT and can shoot (or run/WAAAGH!) and assault the turn they come on. My last game, I took down two basilisks with Snikrot and 9 commandos before the flashlights got to me. I can't reccomend Snikrot highly enough.
I couldn't think of anything funny, smart, or witty to say, so I said this.