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I'm a tau player and my friend is planning to play an ork army. For all you tau players out there who are veterans against the orcish hordes, what should I worry about? In other words, what units or models should I target first to ensure my safety. I don't know if I should target their wartrukks warbuggies, their stormboys, or their sluggaboys. Replies would be appreciated.
You should worry about everything since any ork unit that gets to close combat will destroy you. I would reccomend some kroot, but as far as targets go, hit the trukks first then go for the ard stuff like kans and dreads. Just make sure you give the boyz some attention so they don't reach your lines completely unmolested. And if they do, that's what you have kroot for.
The enemies of the Emperor fear many things. They fear discovery, defeat, despair and death. Yet there is one thing they fear above all others. They fear the wrath of the Space Marines!
In my experience, the fastest moving vehicles are the greatest threat. Especially trukks because they generally carry elite boyz who will carve you up. Orks like to close with you just as quickly as they can. If you can, stay mobile with Devilfishes and Crisis Suits until they are on foot. Orks can't get out if thier vehicle moved more than 12" in the previous turn, so keep em moving and/or way over on the other side of the board, scared of your railguns.
1) Trukks; slow thier advance, AV10 open topped fast vehicles, don't waste railguns on these, burst cannons and missile pods work fine
2) Bikes; get rid of that darn +5 invulerable save for all units behind them, twinlinked bigshootas fire on the move, fairly fragile but fearless
3) Battlewagons; can carry upto 20 boyz and can have alot of nasty ranged weapons, also opentopped but can only move max 13", tough as our Hammerhead
4) Buggies/Trakks with Scorchas; nothing will save your Firewarriors from these engines of death, opentopped fast vehicles
5) GunTrukks; heavy hitting anti-armor weapons, still mounted on a Trukk though so fairly soft but can't carry troops
Once the army is on foot:
1) Sluggaboyz/Commandoz/Scarboyz; elite close combat fighters with choppas which will reduce all your armor saves to 4+, huge numbers that must be reduced to 11 or less to break
2) Mega armor/'eavy armor Nobz; just as tough as space marines but slower until they get into close combat
3) Shootaboyz; 36" assault 3 big shootas
4) Warboss and retinue; But if he's the closest foe move him to #1 cause if he's close, he's gonna assault and you don't want that.
5) Ork Heavy Weapons; Zzap guns are a real threat for all our units. They hit automatically if in line of sight and range. They deal 2d6 for strength and then 2d6 for armor penetration. These are commonly mounted on Battlewagons or GunTrukks. Lobbas and Cannons are also a threat, but not as serious.
I've never faced off against Dreadnoughts or KillaKans, but they can only move 6" a turn and can't Deep Strike or Infiltrate. They can, however, be armed with twinlinked bigshootas and scorchas. The real threat from them is the Dreadnought Close Combat Weapon. Deal with them the same way you would a Space Marine Dreadnought.
Stormboyz are also a threat I've never faced, but if they work the same as Space Marine Assault troops armed with Ork Slugga and Choppa, I'd be kinda afraid of them. I don't think they can be in as big a mob as Shootaboyz or Sluggaboyz, but maybe they can. You might want to list them as a viable threat somewhere before the Mega/'Eavy Armored Nobz.
Mekboyz can be a real pain to deal with because of thier force field, but I wouldn't worry alot about them.
Bottom line is: Don't let them get close.
Photon grenades will only slow the eventual. If they break through your lines, mount up and move. It is possible to win in close combat with the Orks, but it must be on your terms, not his. 1)Don't let him get the charge, 2) Numbers are our friend, 3)Ethereals are a must if you want to stay in combat and not get wiped out by a sweeping advance.
Good Luck, Tau'Fann
Shas'O Dal'yth Shi'Or'es
Commander, 4th Dal'yth Hunter Cadre
182nd Cadian Para Infantry Reg
E Company Commander
3rd Company, White Templars
Shas'O Dal'yth Shi'Or'es
IVth Dal'yth Hunter Cadre
Aun'Shi, historically, has a good track record taking on Orcs in CC. If you're considering an ethereal as an HQ choice, consider taking this badass as some support for that CC that you will, despite your best efforts, evetually find yourself in. Crisis suits with missile pods, being sufficiently powerful to take out trukks reliably, are invaluable.--give them burst cannons and multitrackers as well to help their crowd control abilities. Stealth suits will ruin your opponent's day--leaping burst cannons are the bane of all horde armies (and these guys pretty much always get the first strike when charged). Kroot are good, too.
If playing Orks, make sure you have Railguns on your Hammerheads, as well as Burst Cannons, Gun Drones, and Multi-Tracker. The Enemy IS going to get close to your tanks! Prepare in advance.
On Crisis Suits, make sure you have at least one assault weapon on a hard point. Either a Burst Cannon or a Missile Pod.
Put slugs in those Trukks ASAP!
Target RED PAINTED Trukks first, then take out others.
If your opponent is using "Red wunz go fasta" without a red painted model, he is breaking the rules! ( A couple Red dots dont count! )
Then switch to Sub-Munitions, and drop templates like they are going out of style.
If your opponent uses a Basilisk, Deep Strike Gun Drones to take it out. IF they die, they will still be worth the sacrifice.
Stealth Suits would reap havoc among an Ork Army. Use them to start taking out swarms in the early turns while your Hammerheads are focusing on Vehicles and Killer Kans.
Also, I would greatly suggest Devilfish for ALL your Firewarriors Squads.
I agree. Especially with the devilfish part. Also I've noticed how easily FW's shred orcs(of corse, not suprisingly) and easily make up their points in a turn or two. Make sure that if you arn't gonna' use fishies, than keep your troops close so they can all maximize their firepower before they get charged (if you failed to stop them).Also I cant stress it enough- xv15s. One of their select roles as units is to kill orcs. You couldn't find someone better for the job at that price.
The only thing that is stopping you from being what you can be is what you think other people think about you.
If you could say one thing to the world, what would it be?
basically, shoot anything with a tinboy colour scheme (that's heavy armour for folks who don't speak orkish)- warbosses, trukk, battlewagon, dreads.
they are the ones that can really mess you up.
you are probs not going to stop a charge hitting home, so find a way to sacrifice a unit to save your army. the greater good is the tau theme, right?
Yeah, this is excellent! TY Angel of Rust!
Graktoof the vile, victor of 1000 battles, partial credit to 1000 more, and sore loser about the other 8000...