Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
ThIs has been posted before but i need help with a spasific GK build it is as follows.
Dread nought the shooty 1
Dread nought cc
And big bad draigo
As it stands its 4-1 to him wooped him at OBJs
I have at my disposeal
15 burna boys
1 BW/loooted BW
3 killa cans
The point value is determined by me and he matches it 1500-1750.
The lad is a cheese ball i have a good idea what itwilll take ive done my research but i wana win this time what would you make out of my list of units.
*Please don't post a pointless post like this. *
Last edited by King Ulrik Flamebeard; January 24th, 2012 at 23:20.
I don't think this is a useless post just might have asked the question the wrong way. There have been many discussions online about handling GK with orks. It mainly boils down to this. If he is not using purifiers you need to drown him Combat. Take Warboss and Mek with KFF take 2 units of 30 shoota boyz with 3 big shootas, 11 nobz in trukk (keep them cheap because you won't get FNP and force weapons will kill you if you don't make the cybork save) I would give them cybork, 2 PK, big choppas some comi stuff if you feel like it. 3 kills kans, 2 units 7 Lootas, 12 burna boyz in a wagon (hit a 5 man unit 60 times and see how many are left) and use your left over points on 5 storm boyz and a non with PK (not zag) as a suicide squad to drop behind that psy-rifleman and make him choose to shoot them or ignore them and be wreaked next turn. With there's models I would beat his list by running the kans an boyz forward with the KFF use the Lootas to kill the dread knight and or dreads keep the nobz in reserve so you can kill the shooty stuff early on, the burna wagon goal is easy kill the plaidins. Rush them up and flame next turn the transport will probably die then charge and use power weapons to clean up. Like I said before deep strike your cheap story boyz behind the psy-rifelman and make him choose to shoot or die next turn. Not ideal but with your models that is how I wOuld do it. I have yet to loose to GK and I've played them about 15times with every Gk power build you can thInk of. My secret, LUCK! No, focus your fire and remember the mission objectives.
Drop the Nobz.
In most games with Orks they are far too expensive for what they are really doing. So unless you are going all out with nob bikers, or simply using meganobz, then I would drop them to be able to gain more points in your list. Also, while you're at trimming the fat off of your list, get rid of zagstrukk and his boys. 6 Models aren't going to be doing anything.
I'd stick the Burna boyz in the Battle wagon and give it a Deffrolla. Put the big mekk in there and roll into a unit of paladins - S10 will cause instant death, but the tank shock will also bunch them up really nicely when they get flamered. You don't care how tough they are - they will die. Then, you can run away and charge something else next turn as his thunder hammers need 6's to hit you.
But you don't really want them to hit you. Get to some shooting. Grey knights will eat your for breakfast when it comes to close combat if you attack them piecemeal. So don't. Stick some boyz in those trukks, and have a nice large mob with shootas. Divide his limited firing between your trukks, that roll around with a 4+ cover save if you play right, and your Ork mob, who will have a 4+ thanks to cover again. The main threat to your army is the Paladins with a 2+ save, 2 wounds apiece and FNP. Thats alot for Orks to get past. Usually, one trukk mob should deal with most terminator units out there with a smidgen of luck, 11 orks jump out, shoot and charge. They cause a few casualties and then the nob swings and butchers them. It is easy to be a rabbit in the headlights against the likes of grey knights, lots of special rules and harsh units. You need to make sure that you are driving the car. Divide those lootas up into 2 seperate squads and get shooting back at his dreadnaughts to keep your trukks alive. The dreadknight is no problem - a single nob with a powerklaw can deal with that.
You need to seperate the Paladin squads. One unit of them is bad enough, especially if he is playing around with wound shenanigans, but two units in combat will be a nightmare. If he doesn't seperate the units out then you need to get creative. Park a battlewagon in his way so that the second unit has to take a turn in order to walk around it, giving you ample time to flame with the burna boyz and charge with the units in the trukks. If you are playing for objectives then this shouldn't be a problem as he will ahve to move from his comfy deployment areas to get to your objectives. If you can, get MORE shoota boyz in your list - his big scary paladins cannot hurt you if you are outside of combat. And if you have them in trukks you can laugh as you lead him around by the nose. Sure, you will lose transports. but who cares? You're an ork. Let him rip up a little trukk mob here and there. You can happily do so. But every paladin, and especially every dreadnaught, will hurt him. Get some weight of fire onto him from shootas, and then charge when he is weak.
Whats more, if you see him sending one or two units out to get you in the first turns, feel free to laugh again, use your superior mobility and firepower to take these units apart and kill them when they have no support.
Nobz have been droped i swear by them they are 1 of the hardest hitting toughest squads in 40k awsome against ordinary marines but every thing in his army has a power weapon im guna out shoot him no sluggaz at all.