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Countering Titans Advice?

 Post subject: Countering Titans Advice?
PostPosted: Wed May 27, 2009 10:40 pm 
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I've got some experience playing Orks. But whenever my opponent has fielded Warlord Titans, I've gotten very disheartened at my ability to deal with the threat. Given a Warlord tends to be worth at least 2VP, having some way of dealing with it would be nice.

In the first game, a couple months back, I ignored it, and was able to secure enough points elsewhere. But it was still able to obliterate large sections of my army with very little risk to itself.

The second game really bit. I got into a position where a Great Gargant, and a Stompa Mob (w Supa), were in position to assist a slightly buffed Mechanised Mob formation in an assault vs an intermingled 2 Warhounds and a slightly wounded Marine Tactical Squad. Before resolution, he had one Razorback left in the Tactical. He rolled a pair of 2's for resolution, I rolled a high 5, and with +2 for size, +2 for Blast Markers, and +5 for Casualties (I lost 2 Grots and a Nob), he lost by 12. And all I did was hack down his Razorback.

The real kick in the nuts came when he withdrew his Warhounds 60cm toward my Blitz objective, rallied them on a 3+ in the End Phase, killed my squad of defenders in the early, and won the game. Granted, I'd not done enough to win, but still.

I'm not sure whether my problem is with Fearless vs massive assault losses, or my inability to bring MW/TK to bear, or what. All the CC TK stuff I have is on 15cm platforms, and Ork shooting seems unreliable at best. And given the devastation the Warlord can do to my Gargants (with a little assistance, the Warlord accounted for both my Great Gargant and my Slasher), I'm at a loss at what countertactics I need to use.

Morgan Vening


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 Post subject: Countering Titans Advice?
PostPosted: Wed May 27, 2009 10:44 pm 
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Oddboyz. They scare the bejesus out of me. Just stick one in every formation that can take one, they're characters so they don't slow you down. Totally worth the points!


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 Post subject: Countering Titans Advice?
PostPosted: Wed May 27, 2009 10:50 pm 
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Quote: (Morgan Vening @ 28 May 2009, 10:40 )

The real kick in the nuts came when he withdrew his Warhounds 60cm toward my Blitz objective, rallied them on a 3+ in the End Phase, killed my squad of defenders in the early, and won the game. Granted, I'd not done enough to win, but still.

Just to clarify, you can't rally and claim an objective in the same turn.
"Units from broken formations or from formations that have rallied that end phase cannot capture or contest objectives."
Though it may be that you did this correctly and he rallied and killed you in the next turn.

As to the main question, yeah Oddboyz is a good solution, either that or avoid it!! Always pays to have a couple of Oddboyz in the army at least, on gargants taking the Zzap is a good idea too. I also wouldn't necessarily give up on the glorious orky close assault idea!! Even if you lose lots of boyz think of how cool it would be to win! :) I've done it before more than once.




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 Post subject: Countering Titans Advice?
PostPosted: Wed May 27, 2009 11:49 pm 
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Re: Oddboyz, isn't the inaccuracy of Orks a problem? Shooting seems to be *roll 20d6* "Hey! Two hits!"

It's too bad you can't upgrade one of the Great Gargants Big Guns.

And is that using the 50pt Oddboyz, or the 75pt ones? Would they still be considered worthwhile at 75pts? I'm not sure I'd feel comfortable taking advantage of an imbalanced army. We use the Markconz Handbook for army lists (because Marines stank, and now just smell a bit, and most of the other cost/consideration changes seem to be reasonable).

Re: Broken rallies, yeah, the latter is what I meant.

Re: Gargant ZZap, I was concerned about Teleporting Termies, and wanted something to assist against Engagements (With Chaplain, against a Slasher, he's likely to get 2.5 Cas, I'm likely to get 1.5, He gets Inspiring, I should get lucky re Blast Markers, so it's a tie going to the dice. A Captain + Chaplain, and I'm not looking great). I think I will take the Zzap more, and the Great Gargant combines the Zzap and Choppa in the Lifta Droppa.

Re: Glorious Orky Close Assault. Tried that in the first instance. 500pt Uge Mob. Didn't even come close.

Morgan Vening


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 Post subject: Countering Titans Advice?
PostPosted: Thu May 28, 2009 12:17 am 
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Quote: (Morgan Vening @ 28 May 2009, 11:49 )

Re: Oddboyz, isn't the inaccuracy of Orks a problem? Shooting seems to be *roll 20d6* "Hey! Two hits!"

It's too bad you can't upgrade one of the Great Gargants Big Guns.

And is that using the 50pt Oddboyz, or the 75pt ones? Would they still be considered worthwhile at 75pts? I'm not sure I'd feel comfortable taking advantage of an imbalanced army. We use the Markconz Handbook for army lists (because Marines stank, and now just smell a bit, and most of the other cost/consideration changes seem to be reasonable).

Re: Broken rallies, yeah, the latter is what I meant.

Re: Gargant ZZap, I was concerned about Teleporting Termies, and wanted something to assist against Engagements (With Chaplain, against a Slasher, he's likely to get 2.5 Cas, I'm likely to get 1.5, He gets Inspiring, I should get lucky re Blast Markers, so it's a tie going to the dice. A Captain + Chaplain, and I'm not looking great). I think I will take the Zzap more, and the Great Gargant combines the Zzap and Choppa in the Lifta Droppa.

Re: Glorious Orky Close Assault. Tried that in the first instance. 500pt Uge Mob. Didn't even come close.

Morgan Vening

Accuracy - usually hitting on 4+ (due to doubling) but then they are pretty cheap TK weapons! Or with the soopas you are rolling more dice of course. With Gargants it's important to be aggressive (unless opponent has the stuff to counter them in whic case they gurad your Bltiz), often keeping reroll to ensure march action first turn. Get somewhere where he has to redeploy significantly (i.e. away the objectives you are going for) or else be engaged, sustain fired or firefight supported from gargant (all of which are significant pain). Oddboyz, 4 wagons with 1 oddboy, or 8 wagonz with 2 makes for an effective way of dealing with armour. The amount of fire directed at these formations shows how much opponents fear them.

I've been using the Handbook 75 point oddboyz, as they seemed too cheap to me and opponents at 50 points, and the Ork army list Champion Neal Hunt strongly favoured this change also (but later dropped it for more minimalist changes sadly).

I once used 20 oddboyz at 15,000 points :) Scary that I could have had 30 if they were only 50 poitns...

Regarding terminators busting your gargants, well yeah let them and use other things do the killing, as it will probably bruise the termis also. And you should have some units nearby the gargant to put more FF support or follow up CC on the termis. Several times I've also managed to sustain fire with the gargant or other units onto multiple termi formations who have lost the strategy roll, though doubling away and leaving them stranded is another option.

Re close assault - why do you expect to bust open a 850 point warlord with only 500 points of orks??  :;):  Though might work if you get lucky, if you have already gutted it a bit first, or have enough dreads or similar :)




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 Post subject: Countering Titans Advice?
PostPosted: Thu May 28, 2009 8:55 am 
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Quote: (Markconz @ 28 May 2009, 00:17 )

Accuracy - usually hitting on 4+ (due to doubling) but then they are pretty cheap TK weapons! Or with the soopas you are rolling more dice of course. With Gargants it's important to be aggressive (unless opponent has the stuff to counter them in whic case they gurad your Bltiz), often keeping reroll to ensure march action first turn. Get somewhere where he has to redeploy significantly (i.e. away the objectives you are going for) or else be engaged, sustain fired or firefight supported from gargant (all of which are significant pain). Oddboyz, 4 wagons with 1 oddboy, or 8 wagonz with 2 makes for an effective way of dealing with armour. The amount of fire directed at these formations shows how much opponents fear them.

I've been using the Handbook 75 point oddboyz, as they seemed too cheap to me and opponents at 50 points, and the Ork army list Champion Neal Hunt strongly favoured this change also (but later dropped it for more minimalist changes sadly).

I once used 20 oddboyz at 15,000 points :) Scary that I could have had 30 if they were only 50 poitns...

Regarding terminators busting your gargants, well yeah let them and use other things do the killing, as it will probably bruise the termis also. And you should have some units nearby the gargant to put more FF support or follow up CC on the termis. Several times I've also managed to sustain fire with the gargant or other units onto multiple termi formations who have lost the strategy roll, though doubling away and leaving them stranded is another option.

Re close assault - why do you expect to bust open a 850 point warlord with only 500 points of orks??  :;):  Though might work if you get lucky, if you have already gutted it a bit first, or have enough dreads or similar :)

Re: 75pt Oddboyz
I definitely hope you're using 75pt Oddboyz. It'd be funny if you weren't using most if not all of your own Handbook and we are. I'll definitely be using them in the future. Only reason I didn't was because the last army I played was KoS with 8 Mekboy Speedstas. So I was shaking it up a bit.

Re: Terminators
Initially, that was my plan, to let them attack. My opponent is famous for taking 3 Termi squads in almost every 3K game. So I was going to deploy the two Gargants together, and get 20 dice minimum in the firefight. In 5K, he took none. This threw me.

Re: 850 vs 500
I didn't expect to bust it open. I expected to hurt it. But even with numbers, and with Grots, I didn't even come close. 4+RA isn't easy to pierce, and anyone not in Base Contact doesn't get through the shields. That time it was an IG Titan (not Marine), and the Inspiring from the Commisar in the children's booster seat just really kicked in the nuts.

Morgan Vening


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 Post subject: Countering Titans Advice?
PostPosted: Thu May 28, 2009 3:06 pm 
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Zzaps are the king, as others have mentioned.

Soopaguns can do well if you can pre-position to get Sustained Fire.  4+MW attacks can add up.

Orks' other fire is weak, but as a plus it is largely AP/AT with equal values, so you're likely to get as many hits on AV/WE targets as infantry.  That can help mitigate the higher armor somewhat.

Crossfire can also help.  If you're avoiding titans, they often have to move fairly far to get a clear line of sight and can become extended to the point where you can get crossfire.  It's hard against IG because they also have lots of units and can afford to divert some to titan escort but against SMs it is often possible to lure a titan into an unsupported position.

Assaults against Fearless, 4+RA WEs are hopeless.  The best you can do is break them and, if you're lucky, do a little bit of damage.  On rare occasions it is worth it, but don't try it under most circumstances and take the limitations into account when trying to decide whether to do it.

WEs are tough, but can be vulnerable to BMs.  If you have barrages large enough to get bonus BMs, you can often break them and then keep them broken even if you do little actual damage.  This isn't likely in the basic ork list unless you're running a Soopagun Great Gargant or 3-Soopa Uge Gunzmobz or Blitz Brigade but it can be useful.

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