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well, i have been very frustrated because i could not beat the orks with any army.my biggest fear the orks have is meganobz,gazgkhull and the waaaggh.i knew that nighhtbringer was what i needed.So i built one of the easiest most simple list.
necron lord - veil and orb
2 heavy destryorers
extremely simple list huh??well nightbringer shot his lightning thingy and very luckily blew up a trukk then next turn gazghull couldnt assault nightbringer because for slow and purposeful he rolled snake eyez!!!!! the monolith also extremely helped-one thing swarm armies need to learn- dont bunch!!!! but warping out of hand to hand is the best against bugs or orks!!!!!!!!!!!!!! anyway, the key was number of shots and immortals do not disappoint.i will always take 20 immortals! and the orks left the big mek w shokk gun wide open!! heavy desroyers-boom although it is very sad when a ctan dies......who cares i am the first one at my school to beat the new ork codex!!!!!!!!
death to the false emperor!!!
call the waggh, i dare you...
Good to see I am not the only person who has trouble with the new Ork Codex. I have beaten every other army I have fought against no problem. But I can not beat the Orks. The chap I play with is a bit of a Meakon who takes about three weeks to get his army list right, but still every time I fight him I phase out.
He can just bring so many Orks and they are so cheap but they are better than me in close combat and some of ther guns are great.
He has one gun A shok attack gun I think its called that in one shot instantly killed 7 Immortals WTF!.
The last time we fought I took 1 x monolith 20 x immortals 31 x warriors and a lord I went with a mini heaby army to avoid phase out.
We play at a mates house who acts as game master and he sets the boards up very very scenary heavy so it is very difficult to get line of sight until there on top of me.
I am so pee'd of at the moment with the Orks I am considering just not playing against him as he can't be beat.
If anybody has any idea how I can beat them it would be appreciated.
Well, If you could tell what kind of ork units he deploys, maybe I can be of some assistance.
Hey I'm new, but I've read the Ork codex and have a few ideas that might work.
That Shokk Attack Gun is a nightmare! If you can maneuver the Heavy Destroyers to take it out that would really help, but do you have any Flayed Ones, Wraiths, Scarabs or Destroyers? I know it sounds counter-intuitive to close-combat Orks but if you infiltrate with the Flayed Ones or turbo-boost with the scarabs or wraiths you can probably take out the Big Mek with the snotling launcher (SAG). Or if you do have the destroyers (or more than 2 Heavy Destroyers) you should bring them, as the Orks suck at shooting, you should be able to hurry into range and start taking them out so the warriors and immortals have more time to set up, and you have fewer Orks to deal with in cc. If you keep the 'lith in reserve you have a nice way of keeping your warriors alive and take out clusters of the Boyz, thank God Orks have crappy armor saves. If you went with the Flayed Ones you could use their infiltrate ability to kill the Mek and tie up his Boyz while you get in position and take shots with the Destroyers, you'll probably lose the Flayed Ones but that with keep you from having to deal with some many Boyz at once, and you could do something similar with Scarabs, which are cheaper (and less durable). You can use Wraiths and gave the Lord a phase shifter and scythe to kill some of his Meks. The only advantage to using Necron cc is he won't expect it and he probably won't have an effective counter-strategy.
As an ork/necron player here are my suggestions:
1: Use the terrain to your advantage, if there are buildings then occupy them, they can really slow down orks as they lack high strength long range weapons. Stand behind/in difficult terrain to force them to slowly slog towards you and strike after you in CC.
2: Warriors are probably your best bet against boys squads. Weight of fire will tear through the boys when they are out of cover, if you keep your squads within 6" of each other then you can make best use of your WBB.
3: The counter intuitive one, if you use 2 above then you WANT the orks to charge you. The more necrons you lose to the ork charge the better, they get WBB to join another unit, if you run from CC and they catch you the survivors are removed, so no WBB. If you DON'T use 2 then charge him, the strength and init bonus will hurt you more than losing the one squad. Killing a handful of extra boys is always good too.
4: Combine fire, pick a squad, wipe it from the table, repeat. 4-5 boys + Nob can still take a warrior squad out, don't let them get to your lines just cause they are small. They also can't regroup at that point, force Ld tests when possible.
5: Monoliths are a pain for orks to deal with, they can only do it in CC and only with power klaws/tankbustas. Monoliths also bring ordinance to the table and the flux arc will help thin out several units at once for you.
6: If you feel there is too much terrain, ask for some to be removed. It can't hurt to ask...
To the OP: Good job, always nice to hear that someone has found holes in the ork armour. Congrats on being the first in your school to do it too.
Last edited by NovaJohn; June 26th, 2009 at 01:22.
W/D/L Ork Tide 22/1/14
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