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 Dealing with orks

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Vasara
FullDE
CheZZoR
Taffy10
crion
Mr Believer
Braden Campbell
DEfan
Thor665
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agosyb
Dark_Kindred
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doomseer11b
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Thor665
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Aug 14 2013, 15:55

doomseer11b wrote:
and thor, i know im lance light.  i cant afford  more ravagers right now.  and i dont like duel assigning units either (trueborn) but i feel i dont really have a choice with the lack of fundage for more models.
Ravagers are not the only way to get lances - there are also Raiders and Warriors and Trueborn.
Frankly, since you do have a stationary Trueborn squad, it might not hurt to make them pure Lance.

If money is tight then money is tight, and if you lack the models then you lack the models - at that point all I'm doing is pointing out the hole to be helpful at a later date Wink
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FullDE
Kabalite Warrior
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Oct 16 2013, 04:53

So my ork opponet will be using a dakkajet and 2 squads of lootas in battlewagons. GOt any ideas on how to crack that armor? We'll be playing about 1500 points.
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Vasara
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Oct 16 2013, 07:49

Lance the Battlewagons down. Then shoot the Lootas with Venoms if they dont go to ground in the exploded BW. 2+ cover is too good to waste poison shots.

Ignore Dakka jet. It can only kill ~3 units a game. Have a lot of units. Try to avoid its fireing arcs.
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FullDE
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Oct 16 2013, 09:33

Would Reavers be a good idea?
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Vasara
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Oct 16 2013, 12:10

Not bad but you need a good los blocks for them to hide behind.

And do not try to bladewane orks standing inside an area terain. 3+ cover after GtG is not fun Evil or Very Mad
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Panic_Puppet
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Oct 16 2013, 14:18

Actually, you might find razorwings helpful. S6 large blast templates will really work them over. And if they're shooting back at you, it won't impact on your ground forces. If his army's really large then you stand a decent shot of landing on his face when they eventually bring it down.
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FullDE
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeWed Oct 16 2013, 16:06

So should I go alot of MSU? Like venom's /w warriors /w blasters, then ravagers/razorwings?
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Unholyllama
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeThu Oct 17 2013, 22:17

I too play orks and echo what most others say here with a few additions.

I wouldn't take any general other than the Baron if I knew I was going against orks.  While this is a default choice for many players, being able to go first easier is going to be important since the alpha strike has to hit the Lootas and battle wagons.

Cracking open battlewagons shouldn't be too tough thanks to the lance special rule on our DLs.  Unless the person got the 'ard case" for the Battlewagon, it'll be open top which should make a pen with a DL pretty potent.

Venom spam and other typical anti-infantry tactics work well as others have said.  If you can take out the lootas, your razorwing will be safer to address the dakkajet.  Don't be surprised if your friend calls his Waaagh! the turn it comes in so that it'll shoot everything twice; however, if you can manage to have only a few targets on the ground then you should be good.

Overall - best of luck and let us know how it goes.


EDIT: One last thing I forgot to mention since I've seen this pop up with a couple of my local ork players. Be on the lookout for Lobbas. They are a big gun artillery choice that got updated to a barrage weapon in the 6th brb. Not needing line of sight and being able to take 3 guns per slot can make for some nasty scenarios.
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jbwms713
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeThu Oct 17 2013, 23:04

Start thinking about the Blaster in the Warrior squad as a useable upgrade, rather than the purpose. You have the better ability to skirt out of range of orks and plow into them with Lances and Cannons - do so.

Simply put, a mob of 30 boys will win against you. So make it less than a mob of 30. Simple and common sense, yes, but that is often the way we win.

I think coven units, between Liquifiers and easy access to FC for re-rollable S4, are going to be some of the best assault units against Orks. That said, I typically run a heavy kabalite force and it's not impossible to make that work, either.

The missiles on a Razorwing will be glorious. Just make sure it's either taking care of the lootas, or they're already dead, as they'll snap-fire it out of the sky without a problem. Outside of that it's about whittling down his units. Lances should make quick work of his trukks, which will leave a comparatively small unit of boyz footslogging (hint, they don't like that).

Turn 1 - Lance his trukks to kill mobility. Point every piece of poison you have at the Lootas until they're gone (also remember they don't have great Ld, so getting them to run off board is not super-hard to do). If he has bikers, you'll want to consider those a high threat target as well.

Some general tips to remember - boys need to be either in trukks, or in big groups with a KFF. Negating Trukks will allow you to easily pick apart the smaller squads as they walk toward you, never coming within range. For the KFF, try to snipe the Mek if you can. Otherwise, accept that he already has cover, and position yourself to the point that if you must be in range (and perhaps it's worth it to bring higher firepower to bear) that you have cover as well (helps vs return fire *and* to reduce assault range).

You have little to no reason to advance into his primary striking distance (18" missiles, 24" shootas) unless you are using the warriors inside of vehicles to finish off a unit. This is why Lootas (range) and bikes (speed) are big threats. The rest are easily dealt with. Fliers, with good positioning, only worry about the Lootas really (and the odd Big Shoota). The volume of fire (particularly our only large blasts, outside of one-shot wargear) will be a huge boon to you if you can keep it safe.

Do you have any Eldar Allies, or desire to use them? Night Spinners would be pretty dirty - they may still be barrage, which means sniping the Big Mek (if one is taken on foot). Even a single Serpent (utilizing the shield shot) will get through a vehicle easily enough (battle wagon aside, though side armor is doable) that has the KFF on it. If he's running a Trukk-line with the KFF in the middle, take that vehicle out. Then he has to either move slow (good for us) or not get cover (good for us). Eldar also offer a multitude of S6 which is, in general, good vs orks. I've been tempted to convert up some Spiders somehow. About 150 points gets you 16 incredibly mobile S6 shots that can also play cat-and-mouse. For about the same you can get a squadron of 3 war walkers with twin Scatter lasers - less mobile, but higher gun range and battle trance lets you move-shoot-move behind cover with even more firepower.


With the list above... you know where the lances go. Reavers can harass units per usual, and keep the warriors zipping around the backfield using their cannons. Don't get close unless you think you can mop the unit, at least to the point that retaliation is laughable (but dice happen, so take care). The Wyches will be good clean-up crews, and the Wracks will actually fare better I'd suspect, with 2 templates and then S4 poison hitting those Orks. Hellions as well, between shooting and assault, will be able to handle larger groups (calculate the averages before hand for everything, then you know what you need to get the mobs down to to be manageable).

Go forth and slaughter with joy, my fellows.
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commandersasha
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeThu Oct 17 2013, 23:54

A few posts have mentioned Reavers; I'd try losing the heat lances, which encourage you to get close, and run them with Caltrops instead; zooming back an forth taking half a dozen boys each pass will surely help, and confuse the fungus as to which direction it should be charging in!
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FullDE
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PostSubject: Re: Dealing with orks   Dealing with orks - Page 2 I_icon_minitimeFri Oct 18 2013, 00:51

The heat lances were an idea to take out those battlewagons should all else fail.

And thanks for the advice guys, so I should keep the fighter? What about the void bomber? My concern is both the two squads of lootas in battlewagons, and the dakkajet more then anything else.
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