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NB: Not sure if this should be in Ork taktics or SM tactics. Probably Ork taktics.
Hello peeps. I am an ork and Blood Angel player, and my friend plays Eldar and now GKs. Thing is, while I can open a can of metaphorical woopass against his eldar with my orks, and, occassionaly (when I don't be stupids) with BA, I am now worried about his GKs.
Thing is... they are scary. I think - I haven't seen the codex, but my friend keeps telling me all the amazing stuff they can do (*cough Mat 'the Hack' Ward /cough*). So, how do I beat them?
Here is how I see it:
Take 180 ork boys for around 1000 pts
Take a boss and nobs
Take some other stuff ?Like what?
Cover the board with as many orks I can muster then pray they don't have enough bullets/force weaps to kill me entirely.
Any thoughts about beating GK with Orks (or BA)? Kunnin' taktics fer krumpin' dem silver 'umies?
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2) Mob them (but not purifiers) in close combat, they have a single attack that only hits half the time, and then only half of those wound. It's not as if ork players were ever banking on those 6+ armour saves.
3) Don't write an 'anti-grey knight' list - you could be facing a blob of terminators, a mass of dreadnoughts, a wave of chimps and chimeras, etc. Just build a solid ork list and be wary of potential S8/AP4 spam, anti-hidden claw snipers, and lots of S4/5 instant death close combat.
I agree with A.T.
Shoot them to death, and/or mob up on everything besides the purifiers.
As an added note, killa kans would be a fun choice for countering them.
I can't see the 'Kans doing well unless the GK player somehow lets them get into combat and forgets to pack his Nemisis Hammer. Even then the regular GKSS's can glance the 'kans with their regular weaponry + Hammerhand, not to mention the krak grenades that most everyone is packing, even the terminators! It'll probably tarpit the GK for a turn or two, granted, but with a 2+ Inv save in close combat from that Nemesis Stave, the DCCW on the 'kan isn't likely to make too much of a dent to the squad on the whole.
Plus, There's an awful lot of S7+ weapons floating around the new dex, some of it with rending too (*cough* psycannon *cough*), so light armour stuff like 'kans are going to suffer fairly badly. Factor in the preferred S8 Psyfleman dreadnoughts and light armour is in for a whole world of hurt!
I have too many armies to list in my signature!
Solutions people we need solutions...not more problems
2 big meks with KFF
Lots of Boyz
Maybe some lootas?
is there a better solution to GK's?
Haha, dont know why everyone is panicking haha. the game is about odds and how to put them into your favor, sure they have alot of stuff that can be more favorable to them, but meh.
i had a fun idea for a list that i posted in the Army list section and i think it would be a hoot to try out =P 5 battle wagons. haha sure they'll probably kill them or what ever but meh, if they can get in there and they do a death or glory thats 2d6 s 10 hits =D and if Cover saves/ KFF saves are on your side, squisheyness might happen!! just play smart, and remember these 3 Orky Rules.... SLOGG'EM OR ZIP UP! RUN IT OR GUN IT! FLOGG'EM AND WAAAAGHHHHHHHHH!!!!!!!!!!!
Thats all well and good saying try running 5 battlewagons but I just spent all my moneys buying 9 kans and enuff trucks for my orks. I can't think of any scenario where I was playing seriously where I would take 5 battlewagons...let alone 3. If you love playing orks...and you wanna try fun stuff thats fine but I have this psychological issue(problem) with GW and their codex power ups.
I HAVE to know that my orks can beat every new dex...call it a personality flaw.
So once again is the Iron curtain kan wall a legit tactic against GK's
Lootas lots of lootas. Problem solved.
You guys know that a single grey knight costs 25 points right? Any ork list is going to outnumber them by such a huge amount, it's going to be comical. (more hilarious then normal) Just shoot the purifiers and don't CC them. Everything else treat normally.
20 points, not 25. It's only 25 if they have a halberd.
I don't think they're that much of a threat to killa kans. Sure, they can get up to S6 (with powers and upgrades), but they still only have 1 base attack per model. The 'thunder hammer' equivalent can hurt them, but they're less dangerous than normal TH/SS marine terminators.
They're a low model count army with few invulnerable saves and only a couple units with FNP. Just shoot em up and then swamp them with numbers.
The only thing to watch out for are purifiers. Keep your hordes away from them, and just try and shoot them to death. Either that or send your killa kans after them.