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post #1 of 7 (permalink) Old 05-15-12, 04:38 PM Thread Starter
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CSMvsOrks

hi all have my very 1st battle coming up in about 2 weeks against an Ork army
Its a bring everything u have type deal as were both new. My current army is

HQ
Deamon prince with wing n bolt of tzeench

2x7plague marines with 2 meltas each+2 rhinos with havok launchers

10xCSM with flamer and melta+Rhino with havok launcher

7x Khorne Bezerkers+rhino with Havok launcher

3x3x3 Oblitorators

Ork army is mostly boys n trukks with some Mega armoured knobs and 2 looted lemun russes

Any suggestions on how to win as we rolled for annihilation?

Many thanks
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post #2 of 7 (permalink) Old 05-15-12, 04:55 PM
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*Nobz

Use your berserkers to charge, don't get them charged. Same thing with plague marines, with their increased toughness and high armor, and FNP they will stick out a fight with orks for forever. Shooting doesn't really seem to be your strong point, but since orks AV on trukks is so low and they're open topped, use any of your weapons to pop the trukks. If the enemy is running looted wagons with boomguns, those are a major threat to 3+ save models, so since you have no termies, hit any looted wagons with your oblits first, then target mega nobz. Last but not least, keep your rhinos moving and make sure you do not get charged!



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post #3 of 7 (permalink) Old 05-15-12, 07:04 PM
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Seconded. I was amazed at how my plague marines demolished orks in CC! If you deny them the charge, most of the boys will be wounding you on 6+, and after your saves, few wounds will be taken. The PK nod is pretty much the only danger in the mob.

However, you may be a bit heavy on the melta. You have lots of obbits for tank-blasting. Facing Orks, I found that carrying a flamer and/or a combi-flamer helps a lot. Even when facing MEQs, flamers can be quite grand (especially after they are tightly packed after leaving a rhino!)
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post #4 of 7 (permalink) Old 05-15-12, 07:47 PM
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Very good points, flamers are invaluable against orks, and like Sephyr said, flamers are good against a lot of things. Also, Sephyr's right again that your oblits are pretty much golden for your tank busting, you don't really need a whole lot of melta, especially since it's a 12" range weapon. I'd suggest plasma maybe instead if you still want the anti-tank, but you get the bonus of having that extra range.



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post #5 of 7 (permalink) Old 05-15-12, 07:58 PM
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You are going to bend this stinky greenskin over the table. Seriously. If he's in Trukks, your Obliterators can pop three every turn, reliably. Then he gets out, and you burn him up with twin-linked Flamers. Top Tip: use TL Flamers on anything without Eavy or Mega Armour, they're statistically slightly better.

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post #6 of 7 (permalink) Old 05-16-12, 06:19 PM
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Black SainT: With just a peek it looks like around 1800-2000 points depending on upgrades. At 2000 points you will definitely have the advantage on kill points, but I have to present the greenskin perspective.

My 2000 point list looks thusly:

Warboss - PK, Cybork body, Combi-Skorcha
10 x Lootas
10 x Lootas
8 x Burna Boyz
20 x Boyz - Nob, PK, Boss Pole, 2 Rokkits
20 x Boyz - Nob, PK, Boss Pole, 2 Rokkits
10 x Boyz - Nob, PK, Boss Pole (Escort Warboss)
Trukk - Rokkit, Red Paint Job, Reinforced Ram
6 Nobz - 2x PK, 3 Big Choppa, 3 Combi-Skorcha, Waagh Banner, Pain Boy, Boss Pole
Trukk - Rokkit, Red Paint Job, Reinforced Ram
20 x Storm Boyz - Nob, PK, Boss Pole
Battlewagon - Deff Rolla, Red Paint Job, 2 Big Shootas (For Burnaz)
Battlewagon - Deff Rolla, Red Paint Job, Big Shoota (For Boyz)
Battlewagon - Deff Rolla, Red Paint Job, Big Shoota (For Boyz)

As you can see, it's a lot of boyz, a lot of Power Klaws, a lot of speed and some shooting. I would watch out for his ability to screen trukks or other speedy items to guarantee himself the charge. Also, you have very little chance of stopping or slowing his lootas, which will destroy all your AV-11 items in a hurry.

Nobz will make short work of your swift DP, but one unit of charging obliterators might be able to wipe them.

Burnaz ignore your FNP, and strike simultaneously with your plague marines on the charge. It may seem silly, but make their transport a priority.

You also have limited mobility once disembarked, so don't let him piecemeal you. I would hope to separate some of your units and swamp them individually. If you spread out and he can hit you with two trukkloads of stuff at the same time you will lose combats.

A warboss with a PK could potentially wipe a unit of oblits by himself, and that's only 85 points without excess gear (mine is 100).

Don't underestimate trukks. I ram mine into anything and everything. If he finds a way to get your marines out of their vehicles, it will be a long and disappointing game.

I would not deepstrike obliterators. Use your range and mobility to disembark his squads, and use cover to provide yourself simultaneous attacks in assault. If you deepstrike your obliterators they may come in after everything is already in assault, or even worse after everyone else is dead (I've seen it happen).

On the plus side you only have 12 total kill points. If he runs more than three trukks you're almost guaranteed to have fewer kill points. Pop transports at range with oblits, hide your rhinos using either terrain or smoke (or even both), and consider sending a sacrificial squad to tie him up allowing you to countercharge with your remainder.

Good luck (but I really hope the Orks win). Let us know how it goes!
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post #7 of 7 (permalink) Old 05-17-12, 12:08 PM Thread Starter
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found out hes running 5 trukks. so basically shoot n burn since orks are a hoard army im guessing? Also swap meltas for flamers, and get the bezerks to charge first.
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