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Hey folks. I'm going to try to put together an army of orks thats mostly to kill the hordes of Marine players out there. I've been flipping thru the ork codex and am very new to them, but I was hoping some of you out there might have some suggestions on what to do against Marines. I'm thinking a more traditional type army, not speed freeks or feral, but I can be flexible if I must. It will be a bit of an investment but basically I think there need to be more waaghs out there. Thanks for any advice.
Lots n lots of rokkit launchers. Ignores the power armour save and inflicts Instant Death on most beakies, including Death Company, bikes and Characters.
If you drop a shell on your foot an it don't urt, your shoota aint big enough!
I've always found the massive horde with the grot wall to be effective against my marine playing friend. Back up the mob with a looted russ and youÃ¨ve got yourself a marine killing powerhouse. I also add in a few trukks though, just to keep him occupied until the massive footslogging horde can get stuck in. I think IÃ¨ve beaten him every time so far... Course, he is a bit of a rookie and still toying with his list so we'll see how things go.
Gargrimz Green Deff
W:10 D:4 L:5
what has always got me on top of Chaos Space Marines and Reg Space Marines has been a combo of things.
such as: Rokkit launchas, Burnas, a looted Baslisk, 'Ard Boyz and of course; the every day choppa! remember, nothing aggervates a Space Marine player more than when his save throw is reduced to 4+ no matta what! MWA HAHAHAAAA!!
but! protection is also key, getting a grot shield is cheap and worth it as is some trukks and a small platoon of Warbikes out on the field to get in thier face quick and draw fire.
A squad of expensive lootas is worth it as well. mostly because they automatically get the attention of the Marines and by some looooooooooooooong shot they manage do some serious harm, then they are most defintaly worth it...different topic though on that one.
wWWwwAaaaAAgggGGGhHHHhhh!!!! = DeAth
Sweet, good advice guys. My codex just arrived since my first post and I'll be memorizing it tonight.
also look at your nob wargear- rokkits are the way to, but champion models in ork armies can take squad-like weapon upgrades. look at the boinic arm, take that, rokkit launcher, and choppa/power claw. with the power claw it becomes a damn expensive nob, but allows you to help max on marine killing rokkits in your units, especially if they are foot slogging units, and still get full CC attacks
LO RULESOriginally Posted by Jaffar_Hasad
In general Orks can take it to marines more than have the time due to the nice Choppa rule that makes up for the low strength. I've always found Zagstrukk and the storm boys he brings to be an excellent MEQ killer due to the doom dive rules and the increase in strength. A mob of 16 storm boys and Zagstrukk will auto wagh and strike at the same time, plus you can use Zagstrukk to target the Sgt and his him with 5 Str 5 attacks which you can force them to take the saves on.
I've found buggies with TL rokkits help vs almost everything and a Zzap battery will deal nicely with a land raider if you deploy it in cover all the way forward and add meks/slavers to take some hits.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
Burna's and power claws on as many orks as you can get them on, and TL rocket launchers on a few trucks to help take down vehicles. Burna's in squads are way better than rocket launchers because you will get more power weapon attacks from the burna than you will shots with a rocket launcher; those attacks are often more efferctive--4 to hit, 4 to wound, no save (25%) versus 5 to hit, 2 to wound, (just above 25% before there cover save). Plus Burnas stop dreads from taking down whole squads. Also Killa Kans are great, they start by shooting down speed squads with TL rockets, and end by dominating everything the marines have in CC, and they cost less than a vet marine with a powerfist.
There are multiple things you can do. SM player usually want to shoot you're greenskins instead of fighting them. This is more often than not a good idea on their part because even a terminator squad has just a 4+ save because of your heavy weapons. This makes them fear the Ork in CC.
As suggested by the other players, you can kit your Orks with Rokkits. It is an effective weapon, but the aim of the Orks are less than perfect and they will miss more often than not. Flamers compliment them better, needing no to-hit rolls. Best thing you can do is get yourself into CC as soon as posible. I suggest that you put a Warboss with a retinue of Nobz (Mega Armor) and one or two squads of 'Ard Boyz (Nob with Powerklaw) in a Trukk (Red Paint) and rush them forward using cover as good as you can. These guy need to keep the SM player busy till your main force arrives. Tie up the high priority targets! (read infantry killing squads --> Heavy Bolters/Auto Cannon)
Your main force (IMO) should consist of Sluggas with a Nob with a Klaw. As much as you can muster. You want to overflow the opponent with with melee wounds of which he can only save about 50%. Remember: Orks are cheap! Standard SMs cost a cool 15pts, while your standard Slugga goes for just 9 points a pop. A mob of Sluggas benefit greatly of flamers, negating their poor BS and hitting multiple targets. An other advantage is that it is a assault weapon, so you can fry a couple of SMs and than charge them.
It is also a good idea to have a Squad of Tankbusta's for obvious reasons. You want to kit them out with 3 Rokkits for maximum tankbusting potential. Remember that if there done busting armor, they can still fire Rokkits at those nasty SMs not yet tied in CC. Never waste shots! These sneaky Gitz should always have there squad at maximum size, for the skull-masked greenskins are feared (rightfully so!) and often the target of firepower.
Hope it helps!