0 Members and 1 Guest are viewing this topic.
3. Tactics, Combinations and the MindsetThis section will deal with the methods and mindset required to destroy AV 14. It will also dispel any myths that suggest that this is difficult or an Achilles heel for Orks of the 41st millennium. This section will by its very nature touch on the subjects of building a viable, strong and competitive list. This is not to be mistaken as tailoring which is something that in a general sense the community looks down upon and is viewed by some as very unsportsman like and quite the domain of the incompetent general. This section while focused on AV 14 will have to touch on previously said subjects.****unsportsmanlike is 1 word.....one really really really long word. get rid of 'have to in the last sentence. its not needed, maybe change to also.****TacticsThis section will detail how to fight AV 14 vehicles. This will explain the basic tactics and how you can apply it to your army. This will also explain some basic methods that will help the budding warboss effectively fight, counter and defeat the AV 14 arrayed against him.****uppercase WarBoss because you're talking about the human person(pronoun)****Firstly lets look at some of the facts about Orks have in general and against AV 14 vehicles.1. SpeedWe are one of the fastest armies on the table and if done right, can easily match Eldar or their darker kin with ease.2. Open topped vehiclesSome people think this a disadvantage, hardly, this fact, mixed with points 1 and 3 means we can argue that we are not only the fastest but also the most maneuverable army in the Warhammer universe, something the arrogant Eldar have taken for granted for too long.3. Close Combat monstersOur greatest most reliable methods for popping AV 14 tin cans is in close combat.****but orks have no monsters. I'd change this to Close Combat Masters. We have no monstrous creatures****4. Sheer numbersOrks donít do small things, they do them in mass amounts both in shooting and assaulting. When they do something they do it en masse.5. Bad BSOrks cant shoot straight, its a fact of orky life. They canít hit the broadside of a barn, while inside the barn 5 feet from the wall.Looking at these five points we can with certainty say we have found the ideal way for us to handle AV 14. By using our speed, our open topped vehicles and close combat prowess and taking into account that Orkís primary damage method isn't shooting we can discern our main methods for us to deal with AV 14.With our main method of attack finalized we can now begin formulating a plan to destroy our enemies.Effective UnitsThis section will deal with the actual methods, mobs and combinations designed to bring down AV 14. What any Warboss must remember and this is critical, you must always remember indirect damage. The vast majority of enemy tanks in this game do not have AV 14 all the way around and this is where we will have most success. I will repeat this for the sake of emphasis. You must remember indirect damage. Why shoot at AV 14 when you can hit AV 13 or AV 12? This will increase your total number of penetrating hits and therefore increase your chance to destroy the enemy vehicle.When taking on an AV 14 vehicle you must use our strengths and turn them in advantages while minimizing our weakness so as not to turn into a disadvantage. Use your speed to get around behind the enemy tank, use your open topped transports to shoot then assault the enemy. Use multiple units to bring down the tank. That being said here is a list of the most effective units and combinations and the tactics and strategies behind them that make them effective. Please note that all listings here are in reference to AV 14 not to general table top performance and any advice given here is in relation to solely hunting AV 14 and again not for general table top performance.Warboss: Rating 10/10This bad arse is a long time favorite of Ork players everywhere, capable of mass destruction of vehicles. He can have multiple strength 10 attacks when geared right. While his tank busting ability is unrivaled it is his ability to kill what that AV 14 was carrying that makes him the stand out performer. The Warboss can kill the tank and then take the charge of the enemy combatants if they survive the explosion. He is arguably our best tank buster and this is only enhanced when combined with Nobz. His best loadout is either in a Trukk/battlewagon or on a bike. Footslogging Warboss's tend to get killed. He should have a Power Klaw and Attack Squig, those upgrades are mandatory. Eavy Armor and Cybork should also be considered mandatory.*****include a sentence as to why these are mandatory. For instance why should he have both heavy armor and cybork??****Nobz: Rating 8/10Nobz are similar to Warboss's but after the initial charge they lack the punch for direct damage. Their best used to back up the Warboss from counter charging and to help with achieving penetrating hits during the charge. Their best loadout is what ever the Warboss is riding in, so if your Warboss is on a bike put these guys on a bike as well. Don't go overboard with Power Klaws as they are expensive, they have a very high customization and can be set up to abuse the wound allocation rule which can be extremely beneficial to say the least. Always take a Painboy for Feel No Pain. 5 - 7 Nobz is plenty in a squad.If youíre taking Meganobz your options are extremely limited, I would advise against Kombi-Rokkits as the chance of actually hitting with them is quite low. Also you must mount them in a Trukk or Battlewagon as on foot they are way to slow to achieve anything.Tankbustas: Rating 10/10These guys are absolutely fantastic! Tank hammers, Bomb Squigs and Rokkits as standard! The one thing I really need and want to talk about is the Glory Hogs rule. The prevailing thought is that this make TB's bad or unviable. Let me set things straight, the Glory Hog rule is there to stop you the Warboss, from getting distracted and sending them off after other targets that are not what they are designed for. What about Monstrous Creatures you ask? Thatís the domain of Lootas. The job of Tankbustas is simple, busting tanks. Yes sometimes when theyíre out of range it would be better if they could shoot that monstrous creature or charge that retarded imperial guardsman squad but these things really only apply to footslogging TB's. If you mount them on a Trukk or Battlewagon and support them with other units you wonít notice the Glory Hog rule. Many people reading this will disagree about the Glory Hog rule, thatís fine, itís your hobby too and you can make heads or tails of it. I just don't think Glory Hogs is that bad of a rule and really doesn't mean squat if your using them properly anyways.****unviable is not a word, use nonviable. should read...Glory Hog rule is there to stop you, the Warboss, from...(add comma)****Use the Rokkit attacks to fire before you charge, this will achieve two things one you might rip off weapons and immobilize the vehicle, then charge in for the kill. If the unthinkable happens and the dice gods have cursed you and your melee attacks fail to kill the tank then you still have caused a lot of damage.The load out for this squad is easy; give them all the Tank Hammers you can take and give the Nob a Power Klaw. Bomb Squigs are awesome and super fantastic but are not mandatory, especially if you have your Tankbustas mounted in a Trukk or Battlewagon. I personally would think twice about taking Bomb Squigs if I'm mounting them (which you should), thatís not to say don't take them, just the rules with Bomb Squigs means it can backfire bad if they are mounted. If you have foot slogging Tankbustas I would be of the mind to take Bomb Squigs.Killa Kans: Rating 9/10Cheap and plentiful, these guys are fantastic at popping AV 14, they also have the benefit of being able to handle most things that can counter charge from an exploded transport. They have a higher BS than Orks so there ranged attack is very reliable compared to normal Orks. They are generally considered ranged units but make no mistake; they are awesome in a melee too just not as good as Deff Dreads which isn't really anything to be ashamed of.Give them Rokkits, their higher BS will make sure more of them hit and if you get lucky you can immobilize the tank allowing the Kans to close and unleash direct damage to pop the AV 14.Deff Dreads: Ratings 9/10Similar to the Killa Kans, the Deff Dread is the larger brother of the Kans. They have more attacks and higher armor but can be quite a bit more expensive. They can better handle the contents of the AV 14 vehicle because of these factors. There ranged attacks while higher in number are hampered by the Orks BS and this severely limits its hunting ability.Give it either two Rokkits or two extra DCCW's, the Rokkits are cheap but Orky BS means they probably wont hit while the extra DCCW's loadout is far more effective but far more expensive. They will destroy any tank they get close to which can be worth it. The problem is with getting the tank close. Things like Eldar Grav Tanks can and will kite them. They do need to be supported by other mobs to stop and slow the fast enemy vehicles if they are armed with DCCW's.Warbuggies: Rating 10/10These are great vehicles for the speed freaks, packing potent weaponry into a fragile, fast and cheap chassis. Use them to get around behind the enemy and do some major indirect damage, they are often ignored by less experienced opponents.Give them Twinlinked Rokkits! The Trakk and Grot Riggers upgrades are nice if you have the points for it but are not mandatory in the least. Use these vehicles to get behind enemy vehicles for some great indirect damage. These things are so cheap that they can be a throw away unit in games where Killpoints don't matter. They are so fast and maneuverable that you can put them anywhere you need too. Itís hard for these guys not to swing the battle in your favor if you use them with even a slight bit of intelligence.Battlewagons: Rating 9/10These things can carry a full compliment of Tankbusta's or Nobz into the heart of the enemy and it sports armor tough enough to see it through. It can have a score of upgrades to make it into any type of vehicle and is easily our best. It starts off cheap as chips and though you can upgrade it up the waaaghzoo this gets steadily more expensive as you do.You have a few options with this vehicle, the BW starts off pretty cheap for what you get but upgrades really start to add to the cost. A few things that apply to all types of BW, if you receive a weapon destroyed result on the damage table and you have no weapons to remove it is treated as an immobilized result, it is in your best interest to add a few weapons to this beast. If points are tight, I would add two Big Shootas. Itís cheap and forces the enemy to get 3 weapon destroyed results before it becomes Immobilized.One of the options for this bad boy is to make it into an armored assault carrier, give it two to three Rokkits and a Boarding Plank at a bare minimum. I would also give it Grot Riggers and Armor Plates, this will make it a little point heavy but it will be a hard beast to stop. With this option you can give it as a transport to either your Tankbusta's or your Nobz and it will make a fine transport for them.****not sure what youre going for here, do you mean an anti-armor BW?****Option two is to make it into a battle tank. To do this, give it a KillKannon and an Ard Top. Doing this gives you a rock hard tank that can mix it up with the best of them and it still has a transport capacity though you do loose the open topped bonus. I have purposely not included extra weapons on this beast for one reason. The Killkannon is the only weapon capable of direct damage and your first weapon destroyed result will be the Killkannon, meaning that it becomes fairly rubbish after that. If you want a proper tank/artillery piece I would suggest the Looted Wagon as it much cheaper and has a better gun. Also the topic of the Deffrolla is the subject of numerous debates and threads on this board and across many many others. This guide does not want to set off one of those debates. I have read the Ork FAQ and the Ork Codex. The FAQ doesn't mention it and the codex says at least RAW wise that it cannot hit vehicles. Therefor I do not include it as a viable upgrade for dealing with AV 14. If you have a house rule or something similar that lets you use it to damage vehicles, then it is more than viable it is a mandatory upgrade for fighting AV 14!Looted Wagons: Rating 8/10This is the Orky version of artillery and it does that job very well, you can run this as a transport or a battle tank. Its dirt cheap and other than the "Don't press dat!" rule itís a pretty good deal. Keep in mind when youíre using this vehicle as like many Orkish things it is a little random! To make this into a slayer of AV 14 you need the Boomgun upgrade. This thing is the business if you can keep it from scattering.If points permit the Ard Top upgrade is a great option. If you give it the Boomgun you canít transport models so any advantages of open topped is lost. It is fragile though, it is not a battle tank so much as a ramshackle vehicle that has the biggest gun the local Orks could find and strap to it, so don't go driving it at a Monolith because it will be destroyed.CombinationsThis section will detail what units work well with other units to bring down the AV 14. It must be made clear that all options listed above in the "effective units" section will work together; you don't even need to use that much imagination. Have a Looted Wagon in the back taking pot shots then have a Battlewagon with Warboss and Nobz running around taking out tanks head on. ALL of the options above were listed for a reason. They work together and have perfect or near perfect synergy. This section just lists some of the more effective combinations that are popular with many of the veterans!Tankbustas + BattlewagonTankbustas hitch a ride with Battlewagon, which then drives them were they need to go. The Tankbustas can leap out combine there fire with the Battlewagonís Rokkits then charge in for some Tankhammer goodness. Use the Battlewagon to protect the TB's and get them where they need to be.Warboss + Nobz + BattlewagonSee Tankbustas + BattlewagonKillaKans + Deff DreadsUse the Killakanís Rokkits or KMB to immobilize the vehicle, then drive the Deff Dreads at the vehicles to rip it to shreds.Deffdreads + WarbuggiesItís the same basic idea as KillaKans + Deff Dread, but easier to pull off as Warbuggies can get around for some indirect damage to the rear. Use the buggies to either immobilize enemy vehicles for the Deff Dreads to rip apart or outright destroy vehicles to clear a path for the Deff Dreads.The MindsetThis section will detail the way to think and act when faced with a tough AV 14 vehicle. With many new Warboss's one of two things happen. Either they panic or despair and give up. You must do neither of these, if you have included a combination or even a single unit from above then you are well on your way to destroying the enemies AV 14.Don't panic!Firstly assess the threat then formulate a clear, concise and rational plan to assault the vehicle. We will call this plan A.The second thing to do is assume plan A will fail. Formulate a second clear, concise and rational plan. We will call this plan B.Now the key to forming this is ďDon't let your over all goal be the destruction of this tank!ĒRemember your Objectives and the Mission at hand. If your Mission is to seize 3 Objectives, then that is your priority. Do not loose sight of the bigger picture. That is the second mistake newer players make regularly.Do not make the plans needlessly complicated; you don't have to have a whiteboard full of tactical information and detailed movement. Just make sure you know how you are going to deal with it.The Golden Rules1. Don't panic!2. Assess the threat.3. Formulate Plan A4. Formulate Plan B5. Reassess after turn 16. Initiate Plan A, then plan B if it fails.Example:Your opponent deploys a Leman Russ Demolisher. Don't panic! Assess the threat! How is he going to play that unit? Ask the Imperial Guard player about its armament! You find out it has the Mighty Demolisher Cannon, a weapon capable of mass destruction of Ork and Marine alike. It also sports a hull Lascannon. He obviously bought that vehicle for its demolisher cannon so knowing the range we can determine that he will be driving that thing at us like a fiery comet from hell. Ask him about the tanks AV values. Knowing what we do now we can formulate Plan A!Look at your army list and identify what you have that can lay that tank low. We discover that we have the foresight to bring Deffkoptas and some Tankbustas in a Battlewagon. Now to formulate Plan A! The Tankbustas will drive that Battlewagon head on towards the Demolisher firing all Rokkits at its Front Armor. This will be mostly ineffective but we will bring the Deff Koptas around in a wide arc. Using the Koptaís multiple Twin-linked Rokkits we will hit it in the rear looking to score penetrating hits. Hopefully the demolisher will be too distracted by the TBs and BWs to notice the DKs flanking it! Keeping in mind we have a very good chance of the Rokkits scoring glancing hits and destroying the main weapon!Now for plan B. What happens if the TBs and BW fail to do anything to stop that LRD from firing and letís say the DKs get shot up by an Auto Cannon team. Now your plan A is going to fail on its arse. Plan B will be to drive that BW right up beside the LRD and fire every rokkit into the side armour and then charge into combat.
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak
Bad Behavior has blocked 5355 access attempts in the last 7 days.