it seems to me the thing most of you are forgetting is yes you will gun down 30 orks as they come to you but what about the other 90? Im sorry but tau guard and marines dont have enough fire power to kill 120 orks.
it seems to me the thing most of you are forgetting is yes you will gun down 30 orks as they come to you but what about the other 90? Im sorry but tau guard and marines dont have enough fire power to kill 120 orks.
When you play Nids, you look forward to Orks. After all, it's always much more convenient to have your food delivered instead of having to go pick it up.![]()
besides, 15 uber hormagaunts should be more than enough to clear the kill zone and pile in zone preventing the orks from retaliating at all on the charge (which they will probably get, being they're so fast and all).
I used to post links to my Plogs, battle reports and other gubbins here, but now I have too many projects for the URL's to fit, so now I'll just bring you this message.
Not to mention 'Stealers with rend, scything and toxin. That's a really short fight no matter who the opponent is.
I dont know, my guard army pumps out alot of shots... 450 per turn at 1,500pts, and almost all of them render your armour useless... still think 120 orks is enough..?
the easiest way to deal with it is 3 leman russ punishers with hull mounted heavy bolter, heavy bolter sponsons and a pinital heavy stubber for good measure... thats 31 shots per tank...
Last edited by 2nd place; 14-07-2012 at 04:11.
from my experience, yes that is enough. 120 orks is just at 1200 points, there's room enough for other things. math hammer never works out. you telling me 3 leman russ tanks can kill 120 orks? in my 5 years of playing it has never happened. And yes I play against guard regularly. tyranids on the other hand, yes its a fight. those games tend to go either way for me.
Dude, gaunts within synapse range can overwhelm orks anywaybut as for dark eldar, we don't have enough guns (or bodies for that matter) to deal with current fearless orks (on 5th, I pretty much depend on my wyches/incubis to force them to take additional damage from losing combat)
Dark Eldar lack for anti-infantry firepower? Pull the other one, it's got bells on.
Incubi are the kind of elite melee that hordes are designe to ground down. Venoms are what you need.
Genestealers with poison Also cost like 3 orc boys even boyz overwatch will kill genestealers with that many shots and youll find that hormagaunts are massively inferior to boys to make them better you have to pay lot more and that defeats the point. Boyz get more str on a charge and like 4 attacks each and higher toughness and ws than hormagaunts to start with and all that for free also if you dont want your gaunts to stay and fight and not run away you want them within synapse so no rage. id rather shoot orcs with barbed stranglers and such.... Guard is probably best equiped to deal with orcs due to all the large blasts tau less so if you have battlesuit spam but tanks can still shoot str 6 blasts?
Last edited by Xerkics; 14-07-2012 at 13:29.
Even easier then that get 3 squads of 10 reavers, and inflict 30-90 S4 blade vane auto hits every turn whilst avoiding any for of retaliation thanks to 48" move and 3+ jink save, and 5+ feel no pain (costing 660pts). The Dark Eldar lawn mower.
Of course games are not in vacuums (unless they are in space!), but it would be fun.![]()
Last edited by Mushkilla; 14-07-2012 at 14:34.
Or the now cheap and cheerful Armored battlegroup with 2 Pie plates per tank per turn. Nom. Eradicators just got nasty. Even though I'd still take LRBTs. XP
It's not pronounced "ass-tarts" silly
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