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Well, looking through some past post I see a couple threads about DE vs Orks. They are how ever from 2006 and the game has changed a little bit. I will be playing game two vs Orks soon and would like to come up with good tactica to help achieve victory. In the last game that I played it was all ground pounding Spinter cannons and shredders. A couple squads of wyches and a Ravager with three disintegrators. The army did well and killed a bunch of those green skinned dudes, but I had a hard time against the Killa Kanz and I am sure there will be more in the next game.
In trying to keep game being played in perspective I am looking at a fair amount of objectives being need to be taken. What are some sound tactics us DE players can use to control this part of the game? Instead of trying to out hoard a hoard army I am thinking that taking a good deal of raider squads and playing keep a way might has some merrit. with Raiders being open topped and having a full squad being able to fire their splinter rifles as defensive weapons I am hoping that The warriors will be able to get their shooting done and not be assaulted. The raiders with any luck will help take out big things like Killa Kanz and Ravagers can use Disi's to throw out the hurt.
Wyches can I think go on the ground as they tend to be pretty fast and from what I have seen, ten can take on thirty in CC with out too much trouble. One thing I did like was the Warp beasts. they were fast, fast, fast and cheap to boot so that I lost them, then oh well. In a perfect world i guess you would like to have the wyches on raiders as well, I just faer for them if they are to ever crash and burn.
As far the HQ? I wonder if a Dracon with all of the fixins is any better than a Haemi with a flame template of doom. The Haemy will be cheap and will more than likely earn his points back in one round of shhoting alone. Perhaps there is a role a Dracon can play, but I am not all to sure what it would be.
If any one has any experience with DE vs Orks, please let your voice be heard so that others can learn from your sage-like wisdom.
DE should try to exploit every enemies weakness to make up for their own fragility. As Orc BS is wanting, a mechanised list crushing a flank and then zipping away when power claws/shootas come in to range should put the hurt on them.
If you have 3 ravagers, great, kit them with diisies and get rid of anti-tank units like lootas with them. Then decimate the boyz. The most reliable source of orc anti-tank is the Power Klaw. Our skimmer rule will make it hard to be hit, at any rate you won't want to be hit when it happens, so think ahead and keep nob bikerz at bay with flat out moves.
H2H I think should be avoided. A solo orc slugga boy can put out a lot of attacks, granted at a low I and I think if you have to commit a unit to assault it would be an Incubi retinue. You must cut down Orcs so that only a handful remain to throw something back. Don't take on a warboss, he has the wounds and the instant kill weapon to make a mockery of a hard hitting archon.
I think an uber retinue, 2 haemonculi with destructors, archon with the works, 4 incubi with punishers and 3 warriors is a safe bet on munching through a green tide. The raider they ride in will be your golden goose so make sure you have 2 other raider SC squads to shield it. Supergunboating them might be a good idea, disembarking the mini lance squads for pot shots at killa kans/trkks and the like.
Keep your squads embarked and force the boys to march on you. Shoot from the raiders and keep your moves at 6" until the boyz get too close and zip away to repeat the pain again.
By keeping the bulk of your force meched and maneuvorable, you can negate some of the awesome outflanking moves that kommandoes and deffkoptas bring to the table.
My 2 cents, played orks once but they are my second favorite army to collect!
I've not used de vs orks, but one thing I could see being a solid unit would be incubi and a dracon in CC. Good Sv and power weapons will surely be a solid match for the large but rather under equipped mobs.. a good unit maybe to take on the nobz and other elites... I do like the incubi so try to fit them in at every occasion sorry.
I am not all too sure what a DE take on all comers army looks like, but I am interested how such a list takes on the green tide.
Over all, most of my units remain in the raiders where it is safe. When units get blow a certain size or a juicy target presents itself, I send out my incubi and wyches to start mowing down or tying up units in CC.
I've only done the above once but it worked fairly well.
You want to use your speed and ranged attacks together. Tactics for me are usually to load up one side of the board and try to bait the Orks into also going heavily to that side. That gives you space on the other side of the board to escape to while you pummel them with disintegrators and splinter cannons. Only make use of your shredders, destructors, and rapid fire after a few rounds of staying at long range. By then, they should be weakened enough for the extra firepower to leave only a very few units left for mopping up.
If you are setting up terrain, place something large and impassable in the middle of the board. This will force the Orks to go to one side or split their force in two (which allows you to face only half their army at a time).
When facing Killa Kans with the kustom force field, take out the Mek first, and a dark lance to do it. He should go down to one shot once you get past the cover save. Then the Kans can't be repaired and will have to be hiding behind something (impeding their own shots) to get a cover save. The number of dark lances we can bring usually makes short work of them at that point. If you really want them dead, you can always run a small squad of Reavers with blasters at their rear armor. Otherwise, it's best to stay at range.
One other trick I've mentioned on these boards a few times: take scythes on your Raiders. If you've got no way to escape an impending Waaagh! charge, make a wall with your bladed Raiders to stop the Orks for a turn. The scythes are extremely effective because Orks have so many attacks on the charge and usually a pretty poor armor save. The Raiders can be hit only on 6s if you move them at least 12" to get into position, and if one explodes it can take even more Orks down with it. A full sized Ork mob charging this barrier can often come out the other side in dire straights, but again this is only a last resort tactic since you would prefer to just zip away in those Raiders and continue shooting.
If you are playing for objectives, you can flat out/turbo boost your units onto the objectives on turn 5 trying to contest as many as possible. Or you can gamble on going to a turn 6 and wait until then. This is far more effective when you go last in each turn, since it gives the opponent no chance to take down your contesting units.
Last edited by Krovin-Rezh; November 22nd, 2009 at 17:15.
seeing as how orkz don't have the best LD way not take a bunch of horrorfex? and raider squads, spam the horrorfexs.
yes i know orkz are fearless if more that 10 am i right?
so shoot shoot shoot to get them down then terror/horrorfex the poop out of them, pin them down, then next trun move away...
as for an HQ id take an archon with all Incubi maybe a master if you wanted it. Combat drugs, hell mask, punisher and a shadow field. i huge point group but i think it could beat ork at the CC game.
CSM: Slaves of Tzeentch
TYRANIDS : hive fleet leviathan
DARK ELDAR: wip Kabal of the Black Sun
I find orcs to be one of my harder matches. For some reason orcs can generate alot of cover saves. The orc players at my store always roll full mech. So while they are in smaller squads, they are also in my face turn 1-2. So between the mech on board a battle wagon and the nob bikers and all the boosting trukks I run out of room really fast, unable to kill enough on the first crucial turn. And to top it off, orcs are cheap enough to field all this armor and still manage a couple loota squads. So I can even get out shot once some of my stuff dies.
My first strategy against this list is to get his army going in different directions. Orcs tend to cluster around the mech making vehicles harder to kill then they should be, especially if the orc player makes his cover saves like its no big deal. If you can get trukks more spaced out you can start picking them apart.
And if nob bikers are being fielded they need to be dealt with as well some how. To me the bikers are just a way to draw fire and assault from the rest of the orc army. They take up way too much fire while the rest of the orcs are breathing down your neck and if you do assault them it takes a couple wych squads to win, leaving them vulnerable to counter assault. And if you ignore them they can deal way too much damage.
I guess I don't really tell you how to counter orcs, but its something to look out for. I don't really have an answer for it yet.
Shadow Field won't save you against the huge number of wounds you will be saving against Orks in CC, but the horrorfex is a good choice and something I was meaning to mention myself. It's great for when you go in close with your shredders, blasters, and destructors because the squads can be pinned if there's anyone left. That gives you a little extra time to mop up the stragglers if you need it. I wouldn't go crazy with a ton of horrorfexes & terrorfexes though, since you won't be able to use them most of the time.