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I have played a 600 point battle against one of my friends, which fielded nothing but genestealers with extended carapace. My army had a warboss, 5 nobs, 21 slugga boyz with 2 burnas and a rokitt launcha, and 15 shoota boyz with 3 big shootas. What I have found out is that there will be very few times which I would have an oppertunity to charge. Also, once I did get charged, the genestealers killed everyone within 2 inches, therefore not letting me attack back. If anyone has any suggestions on how to beat a genestealer army I would greatly appreciate it.
against genestelers you'd be wise to simply shoot them.
or swamp them with huge mobz.
Genestealer absolutely SHRED in CC , i would HIGHLY recommend avoiding getting into CC against them, or youll die, even as orks. i personally would shoot the absolute hell out of them, they have a relatively low armor save. i would recommend using big shootas in all of your slugga squads to deal with this menace! :yes:
Maybe I can loan you a Photon grenade to deny charge bonus! Oh wait, Orks and Nid's are disgusting and evil, not nearly as sophisticated as us Tau. Why should we help you?
Sorry for useless post.
"I'd rather fight 100 Hammerheads than 20 Battlesuits" -Vinnie, an Ultramarine.
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Shooting him down didnt work very well for me. Although I did have 3 big shootas in my shoota squad, he didn't lose very many genestealers because of their 4+ armor save. Once they gotten into close combat, which is turn 2, they rip through everything. Also, swamping him didn't work well either. This is because he doesnt have to kill everyone in my boyz squad, just everyone that is within 2 inches.
Last edited by Marneus; October 9th, 2005 at 21:37.
This is going to seem cheap but you need to just sit in cover and let him assault you, make sure you have your big shootas and other ranged weapons in this group so you can shoot him as he approaches, that way you can get to strike first and thin him out before hand. the second thing you can use is trukks and scorchas, that will give you the charge because you have a 20 inch range all the time and he has a 13-18 inch range; if he puts down close enough to your unit just drop the guys out of the truck an inch a way and schorch the unit, no armor save, no cover save, and lots of slugga shots as well, most of the time you can wipe out the whole unit with two scorchas, and the sluggas are just good measure. And if you are really good (and he is pretty bad) you can position the trukk so that he can't assault your troops with his other brood(s) of stealers...I know it seems odd but orks can win with shotting weapons as long as they don't require a to hit roll.
PS I am a Nid player, I don't play Orks, but my friend does and he keeps trying to get me to switch over because he loves them, claims they suck and then wins all the time, but he can't get enough.
I've never had a problem with genestealers, as my Bloodaxe list has all burnas as special weapons and my looted chimera has heavy flamers. This means I am very weak against shooty armies, but when a unit of stealers charges into a bunch of small ork squads each with a burna they will die. Assuming your opponent can charge 1-2 squads at a time max, and you have 5-6 ten Ork squads with burna and power klaw nearby, you can take him out.
This would only work with a list like mine though. You need alot of flame templates and a couple of charges. Another thing I have found works is to charge THEM with a crappy unit (I sometimes use the remnants of my tankbustas after they have taken fire.) They don't expect it and will often walk within charge range of a unit with only 2 or 3 orks left to get to a bigger unit.
This ties them up for a sort while and enables you to get the charge against them with your other units. Though last time I tried this I lost my tankbustas and 1/12 squads of kommandos just wiping out his stealers. I'm pretty sure it was worth it! :huh:
Hope that helps
Flaming buggies of doom help a great deal.
Get a buggy with a skorcha, red paint job, and spikes n blades. Roll up, unleash hell, let him charge the darn thing and have his guys staple their foreheads against the front door.
And then repeat with your OTHER skorcha buggies.
Very very cheap, and it also ignores their armour saves and, hopefully, the VP you earn from burninating his guys will be far, far more then what he'd earn from destroying your buggy.
So, yeah. It's generally a wise idea to not get into combat with them (if you've got to delay them, send a squad of grots in. That's what they're there for!) but to instead 1) unleash hell upon them with big shootas or 2) Buggy o' Doom.
I prefer the Buggy o' Doom/
"Some days you're the Mekboy building the kannon, the rest you're the grot being blown up by it."
- Quote attributed to Sorkrates, before his much mourned death due to ingestion of Hemsquig Juice.
"Dis iz my choppa, and herez me gun. Dat's for killin' and so'z dis one!"
- Bloodaxe Kommando Warchant
Just employ this strategy.
If they get the first turn: Shoot but stay 19" inches away, which might mean moving backwards. On turn 2 they won't make their assault. You can shoot and charge and take the advantage.
If you have the first turn. Move and shoot but stay 19" away. On turn 2 they won't make their assault. You can shoot and charge and take the advantage.
Either way you need to get 2 shooting rounds in and take the charge... if you can do that you lower their numbers, and you don't allow them the turn 2 assault Tyranid players count on. Also, you take the much needed charge advantage into combat instead of them.