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Hey everybody. Its been a while since ive posted but Im playing a game on saturday and thought i would check for some advice.
Though ive only played them once, I remember one thing about it, Orks are devistating in melee combat. Around the end of that game i got sloppy and let a squad of 13 orks too close to a crisis suit, though i still one the game, they tore that suit to pieces like it was nothing.
This saturday im playing the orks in a 2000 point game, there is plenty at stake here though, Im assaulting his home planet in the campaign we are playing and if i win this game, I take his planet. I need to conquer as many as i can, As i speak the player who is using chaos already has control of 3 planets. Not a good thing at all.
Anyway, i plan on bringing out everything that i can against the orks, and from what i remember from the first game i played them, lots of firepower (a high number of shots i mean) is my best bet. They lack armor. I need to keep on the move, if they close with me the only thing i have that stands a chance in melee with orks are Kroot. I would rather hope it doesnt come down to that though.
If anyone has any good tips for me, please feel free to reply, I'll accept anything that i can get. Thanks again everyone.
Stick the Kroot in front of your Fire Warriors, there decent shots, actually, if you put them 6" in front of the FWs you can hit any Ork Mod hard as soon as they come in range. Also, if it comes down to CC in your near future, it's usually better to charge than be charged. The Ork's Choppas don't do anything to 4+ armor saves, so you have a decent chance to survive thier hit against you.
Hammerheads with SubMunition Round are your best friend, also a possibility for a possible second Hammerhead would the Ion Cannon as it could eat up squads of Orky tanks or buggies.
I can't think of much more at the moment, but I'm sure there will be others.
What kind of orks are they? the hardest ones to deal with IMO are speed freeks, because they can get into your lines fast and you may only have a couple of rounds to shoot at them. My BF has about 3000 points of them and they are a real headache for my Tau. A bunch of 2-wound nobs featuring a bunch of power claws, lead by a 4-wound warboss all mounted in a battle wagon with extra armour plates and two kustom force fields, being supported by a looted land raider.... <shudder>. Give me some nice slow dreadnaughts to shoot at any day.
Generally, it's not a good idea to let any orks live, even a few remaining survivors of a once-numerous mob can do tremendous distruction if they get close enough to charge. I agree with Mike, if you can't avoid CC at least take the initive and charge. Kroot are pretty much equal to regular slugga boys, meaning the one who charges wins. I definitely recommend some kroot, in trees if you can.
Photon grenades are helpful for any foot-slogging FWs, since they eliminate the charge bonus for the attacker. I think they are worth the points when fighting orcs, especially if you don't have DFs to mount them in.
Hammerheads and railguns are great, no big surprise there. If you can blow up a truck or two and get an explosion, you can kill a lot of orks as a free bonus. Truk boyz are adept at jumping out of exploding vehicles though, so they don't get entangled often enough. Oh, and be aware that truk boyz can load up into any vehicle, not just the one they came in on. Submunition shots kill orks great.
Specifically, watch out for storm boyz (the jumpies - 12" move) especially if they have the special character leader that lets them assault 12" instead of the regular 6". I shoot these suckers on sight. The only nice thing about them is that they can't mob-up with other types of orks to continue the attack, so if you kill most of them, they might run away.
Also, Tank-busta boyz are surprizingly good at killing tanks, even skimmers, so watch out for them, and kill them asap. They are often deployed in a truk.
Another anoying thing, is that Bikes make a smokescreen that gives cover to any units advancing behind them, so keep that in mind when picking your targets. Plus, bikes are very, very fast. This is a good place to start shooting with your ion cannon. Buggies and wartraks also make good ion targets too, and if you run out of those shoot at the nobs. Usually they will be too spread out to hit with the submunition, but if they aren't the S6 works nicely.
Burst cannons are generally great against orks, so take a stealth squad or two, they always seem to pull their weight in my battles.
Broadsides don't work out very well, they just get caught in CC and killed. I think it's better to go for mobility in general, but it's especially crucial against a fast choppy army.
Pathfinders might work for you, but I find they tend to get overrun and killed by fast orks too quickly to really make them worth the points, unless you have a lot of nice terrain to hide in.
Drone squadrons are really useful, cheap and very effective at killing regular orks (although orks hardly ever get pinned). I like them as deep strikers because I hate risking my suits with deep strike.
Anyway, just a few thoughts on orks. Now I better get back to work, lunch break is over!
Last edited by loosestrife; September 22nd, 2005 at 20:30. Reason: spelling
I think that more than anything, you should get a lot of fire warriors, and a little kroot. Kroot can out-shoot orcs (the troops anyway), and can win in CC if the kroot charge.
Oops, this is most important: If it's fast, even looks fast, SHOOT IT FIRST. Everything else can be mopped up later by Fire Warriors or a Hammehead.
Hope that helps.
"I'd rather fight 100 Hammerheads than 20 Battlesuits" -Vinnie, an Ultramarine.
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Never EVER under estimate the Ork shooting, sure most of it is pretty inaccurate, Rokkit launchers can be serious threat if you dont watch out.
Stealth suits will rather useful, but Broadsides and normal crisis suits wont be that much help. You need volume of fire, rather then power.
Play kroot! your opponet will have to choose between assualting and getting a mob tied up, or getting shot at for a number of turns.
A mix of mounted and unmounted FW well be useful because you can sit and shoot and attack isolated groups.
Storm boyz will be your big concern if there played, focus fire on them early
Who brings a Hammerhead to a 500 point fight?!
-Local 'Nid Player
My opinion vs. anything that isn't Speed Freak-like (meaning, mostly bad armour saves and mobs):
1) Fire Warriors and Stealth Suits are your best friends - a high abundance of high strength, armour-negating (vs. almost all Orks) will definitely be an advantage.
2) Hammerheads with Submunition Rounds and Burst Cannons, but keep that Railgun in case he brings some Dreads.
3) A Shas'O with the highest possible number of shots - Burst Cannon/Missile Pod for max range effeciency, or even throw a Plasma on there for those Mega-armoured losers.
4) Kroot will do wonderful things for you. Kroot are kind of like Orks, but they can shoot FAR better. However, if he ever gives you the chance to charge, DO IT! Normal Orks have an Initiative of 2, just like your Fire Warriors. The only way normal Boyz can make this better is by charging, so what better way to negate it than to not let them have the charge? Not to mention, a squad of Kroot has enough attacks to seriously put the hurt on a Boyz mob, potentially defeating them as soon as they charge.
5) Gun Drones. I don't use them often myself, but their high-strength, reasonably accurate, and pinning abilities (as well as their speed and low cost!) should sway you towards them. Pinning an Ork Mob is great stuff, especially when in range of other units!
6) Steer clear of expensive models, such as Broadsides, or too many Crisis Suits - more shots = more Ork death, more specialised shots = less Ork death. Maybe a couple plasma-toting to pick out, specifically, those Mega-armoured Nobz and Bosses.
7) Remember: With your Hammerheads, Multi-trackers and MOVEMENT are your best friends!
My list, specifically vs. Orks, would be something like:
HQ: Shas'O, Burst Cannon, Plasma Rifle, Multitracker
Elites: One or two squads of 6x Stealth Suits, maybe a twin-linked plasma-toting Crisis Suit or two
Troops: Three or four (maybe five?) 12x man squads of Fire Warriors w/ Shas'ui, one or two LARGE squads of Kroot with some Hounds (Fast Attack) and a Shaper
Fast Attack: Two squads of 8 Gun Drones
Heavy Support: Two Hammerheads with Railguns/2x Burst Cannons/Multi-Trackers/Decoy Launchers
That's just a rough list, by no means should you 100% go by it. I'm not even sure on the points, but it can't be that bad.
FEAR THE NOBZ!!!
Those things are just nasty...
That is all.
You Can't Stop the Eighp
Had Tzeentch before I knew how to play :P
arg I don't even care what anyone says, git lots and lots of fire warriors with a backup of some
broadsides 30" with rapid fire potential is nothin to laugh at, trust me ive played almost this
don't even bother with kroot, as they are basically sucky orks
die, and die with honor.
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