Welcome to Librarium Online!
I am an established CSM player and have made the jump to Orks because I used to play them years ago in the first and second edition rules before I stopped paying. I'm back and am passing my CSM army to my bro.
I have built an army with 12 Nob Bikers, warboss, Big mek with kff, Warphead, 10 lootas and about 60 ork boyz with the required nob leaders. oh yeah and 2 as yet unassembled trukks
I wil be getting some killa kans and more boyz soon hoping to get to about 100
I have read a lot of your posts and they are great with special thanks to Grax and prince of excess for and others who i forget to name for unknowingly shaping my collection with your advice.
Anyway I am playing a 40k space wolves player and an experienced eldar player. I am planning on running 3 squads of 30 boyz with mek and kff and nob leaders and lootas for my first 1000pt battle agains them both. Are there any specific tactics or unit choices I should use against these two army types? Particularly the eldar guy who runs scorpions and seer council a lot?
any advice would be a bonus as you lot have already helped me a lot!
Personally I've never played agains new Space Wolves but I've faced the Eldar quite a bit.
Seer Council will tear through normal boyz in CC. Warlocks with WS5 and rerrolls will hit 8 out of 9 attacks, wounding on 2+ to an armorless boy. Even small units (6) will kill ~12 boyz on the charge. You will retaliate killing 1 or 2 if lucky. I'd recommend softening them up with loota/shoota fire, try to block their charge with expendable units (gretchin or bikes come to mind) so you can fire them and get the charge. Kitted nobz or meganobz can fight them on equal terms but try to get the charge.
Striking scorpions have tons of attacks and are a threat to your boy count but they will die to power klaws, shoota fire and sheer numbers. As usual, try to get the charge. Battle Wagon assaulting + Kombi-scorcha + massed shooting can force some Ld checks.
Some things you will hate from eldar: dire avengers blade storming on doomed boyz + retreat to serpent + repeat, and fire prism frenzy on footsloggin hordes. Be ware of those and bring something that can deal with wave serpents and their other skirmishers.
Ork Latin Lover since 1980
Your Lootas will dictate who wins if he's playing Mech. Take out the transports asap, if it's Immobilized charge it with PKs to finish it, you can trap them inside and force an emergency disembark.
Eldar usually lack anti-horde guns, they're good with anti-tank and speed. Dire Avengers with Bladestorm are going to lay the hurt on you, so take out their armor first and make them a priority.
The rest of your units are best off waiting until some armor is down before they do a lot. You probably can't get a charge with your ground pounders unless he loses mobility. I'm a big fan of Rokkits in Boyz Mobs because of Mech armies. They don't hit a lot but when they do, it can really help. That's more of a personal like than a must play though.
If he's on foot you'll probably win easily. The only foot things that hurt you are Wraithlords which you can charge with 2 or more PKs and crush.
Make sure you don't over-commit if he's speedy, just make a general advance into cover and wait for some downed transports. If you chase one he can run the others away and pick you apart.
Hope that helps, thanks for the shout out good sir.
Thanks for the advice guys!
My best tactic in the past with stuff like unkillable falcons and seer councils are to ignore them but thats when I had plaguemarines and awesome armour saves.
I don't think thats gonna work with orks.
I've played the Orks for quite some time, and one thing's certain: Eldar is one of the toughest armies for them to beat, if not THE toughest.
The Eldar are the only army that can stand up to both a horde or a speed freaks army without running a special list. The combination of doom, guide, and skimmers is very difficult for Orks to beat.
That said, it's not impossible, of course. The trick is to divide and conquer. If you can force him to move units away from his Farseers, or take those Farseers out completely, then the rest of his army will be a lot more vulnerable.
Lootas, rokkit buggies, combi-skorchas, and massed powerklaws all work well.
"Any job worth doing, is worth doing with a powerklaw."
For the power of the Seer Council, I'd suggest creating a Nob Bikers counter unit to deal with it. Get the charge off and hopefully spark's will fly.
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Not sure if the nob bikers will be the best against them- their witchblades will still hit and wound on 2's and 4's and the Nobz's PK's will not get past their invulnerable saves. Instead, I'd say massed shoota fire- you'll wound on 3+ and if you can make them take a massive number of saves, they will die.
Large footslogging ork squads are really not a problem for eldar to handle. And eldar dont lack anti horde weapons. A mech eldar would just dance around them in serpents and kill them with dire avengers and flamers when he felt it was safe.
A unit i would really fear as a eldar player are lootas. Nob bikers can also be a problem unless they attack unsupported, then its just a matter of doom and massed fire power, followed by warlocks
You can dance around IF the Ork player let's you. It's easy to hang back with Mobz and outshoot Serpents with Lootas, if you come up to say hi with some DA's or Guardians, charges are coming.
I've been advocating Rokkits on Mobz as well, exactly because of fast armies. Orks have no problems with hordes, they ARE a horde! Rokkits give a ton of shots at S8, of course you won't hit a lot but weight of fire suits Orks well.
Once people wrap their minds around Orks as a shooting army and not a CC army, things become so much simpler.
I got there this weekend =P