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Need Helping Building an Army List To Defeat Orks?

883 Views 13 Replies 8 Participants Last post by  Commissar_Davincos
I’ve recently finished redoing my guard army with the recent codex and I’ve gone completely mech with them.

However the army theme is based around Ork hunters (of sorts lol) and I’ve already been beaten badly by an Ork player. The problem is while my mech list does well against MEQ armies and a few others, it at a disadvantage against Orks due to the large numbers and power klaws in every squad.

My Current 1500pt List
Command Squad: X4 Plasmaguns, Chimera: ML&HF.
X4 Veteran Squads: X3 Meltaguns, Chimera: ML&HF.
X2 Banewolfs: Multi-melta
Manticore
Griffon / Hydra
Leman Russ: Plasma Cannon Sponsons

It just seems stupid that my army that is converted to look like Ork killing specialists but can’t defeat Orks, so I’m asking for help in building a list designed for beating mostly Orks but still do well against other armies?
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This may be a bit simplistic but I would consider swapping 2 of the veteran squads to having flamers instead as three regular flamers and the heavy on the chimera is gonna mess up most orky squads. Also swap one or both of the banewolves to regular hellhounds for a bit more long range burny-ness.

Ian
At 1500 points you really don't need all of that melta in there, you can switch that up there. Swap the banewolves for hellhounds.

Is that a Hydra and a Griffon in a squadron? Not very efficient, I'd take a pair of griffons for dealing with orks.
At 1500 points you really don't need all of that melta in there, you can switch that up there. Swap the banewolves for hellhounds.

Is that a Hydra and/I] a Griffon in a squadron? Not very efficient, I'd take a pair of griffons for dealing with orks.


I swap between a Hydra and Griffon for that 1 heavy support choice, depending on my opponent.
While I love griffons I think the Hydra would be more useful against Orks. The bonus against turbo-boosters and decent for popping trukks and other orky light vehicles.
1: Think about Changing the Leman Russ to an Eradicator. Against Orks it's just brutal.

2: Change the Bane Wolves to Hell Hounds. Against anything but Marines they're horrendous and they still wound Marines on 2's. The Multi Meltas are again overkill for Orks so maybe grab H-Flamers on the Hulls.

3: Multilasers and Hydras should be enough to deal with Ork vehicles so Meltaguns are a tad overkill. Their only real use is for instant killing Nobz. Maybe you can downsize the numbers and replace whem with Grenande Launchers or Flamers? I'd deffinatly consider replacing the Plasma Guns.

You just need to be able to put out lots of wounds quickly to tackle Orks and gearing up for total MEQ carnage leaves you lacking in that department. Multilasers are your friend against Orks. Mech has them in abundance. Maybe you can think about squeazing in some sentinels with Multilasers for more Laser love.
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That should do fine against Orks.

Flamers and mech make them just cry. Stay inside, keep moving (PKs don't do jack when they have to hit on a 6), and BBQ them.
That should do fine against Orks.

Flamers and mech make them just cry. Stay inside, keep moving (PKs don't do jack when they have to hit on a 6), and BBQ them.
Thats an excellent plan and many people have already suggested it... BUT MOVING THE CHIMERAS 12 ALSO STOPS ME FROM FIRING BACK!?!
Thats an excellent plan and many people have already suggested it... BUT MOVING THE CHIMERAS 12 ALSO STOPS ME FROM FIRING BACK!?!
This has to be done with some strategy in mind.

Not moving at all give the Orks auto-hits in close-combat and basically hands them your tank. Moving 6" makes the Orks hit you on 4's (a 50% threat reduction), and moving 12" makes them hit you on 6's (an 83% threat reduction).

Often, it's best to move your Chimeras forward 12" (and pop smoke) on the first turn, so you can move 6" on turn 2 and engage them with the heavy flamers you're packing. If you need to pop trucks on turn 1, just move your Chimeras 6"

Your Russes should ALWAYS ALWAYS ALWAYS be moving too. So take the sponsons off. Demolishers have rear armor 11, making them pretty much impervious to anything but a power klaw. Put a heavy flamer on the front of it too. Often this will kill more Orks than the Demolisher cannon!

Russes can also be used to block loota-fire that can kill your Chimeras and Hellhounds.

Hellhounds should always be moving at least 7" no matter what. This still lets you fire the Inferno Cannon. Taking this tank down will be the Ork player's #1 priority, so make it as hard as possible so you can take advantage of the distraction it provides. Charge it into their midst, forcing them to bunch up and attack it. They should do little, if any, damage to you in close-combat. Then you simply back up and flame away at the tightly packed mass. If you keep some Chimeras or a Demolisher nearby they can have some fun too.
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What ork list are you playing? pure hoarde, biker, trukker, shooty, ? ? My main opponent is ork, and my main game is IG, so i can help but need more details.
What ork list are you playing? pure hoarde, biker, trukker, shooty, ? ? My main opponent is ork, and my main game is IG, so i can help but need more details.
All mounted, with the odd lootaz or nob biker squad.
Hydras are brilliant for taking down Ork Trucks so you can halt his advance fairly quickly. Failing that even multilasers can hurt AV10. All you need to do is blunt that initial rush and you should be able to mop up what bails out faily easily. Eradicators or Hell hounds do this job better than anything.

I know i've already said it but the Eradicator really shines against Orks. Ignoring their saves, wounding on 2's. Ignoring cover (i guess that ignored their KFF too) and with a fairly decent range you can knock out Lootas or what have you lurking at the back.

Nob biker squads you just need to hit them with as many Instant death hits as possible. ((Demolishers/Russ))
Thats an excellent plan and many people have already suggested it... BUT MOVING THE CHIMERAS 12 ALSO STOPS ME FROM FIRING BACK!?!
So don't go 12", unless you have to. You have superior mobility (your tanks are tougher and better), so use it against him.

You see Orks coming your way, tank shock or just zoom 12" nearby, hemming them in and forcing them to charge. After they bounce off, move 6" and BBQ them with multiple flamers (from other units too) to punish them.

Even moving 6" is adequate protection.

Trukks fold to multi-lasers and autocannons, BW pop easily to meltas, and Nob Bikers cry from S8+ and/or AP2 ordnance. They all have a painful time handling massed armor, thanks to the mobility.
i played 2 games at 500 v orks a couple of days ago,

orcs were warboss on bike, 2 squads in trukks and lootas.

mine were

ccs in chimera with meltas

vets in chimera withflamers

platoon with 2 auto cannon squads

and a hydra.


all i cna say is that a hydra at that points level is insanity and well worth squeezing in.

its owns the trukks and the boys or boss, and helps defend your gunline from rushers.

recomend it fully.
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