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Anti-Terminator Tactics w Orks

 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Mon Apr 20, 2009 7:19 am 
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Our group tends towards Marine players (2 Marine Only, 2 Marine Primary, myself (SM/IG/Ork) and Frogbear (All, eventually)). There seems to be a running concensus that Terminators and Teleport are overpowered. I don't necessarily believe that, but I'm curious what other players see as the best way to defeat a heavy Terminator army with Orks.

What would you take if you expected your opponent to take approx half their army in Terminators?

Morgan Vening


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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Mon Apr 20, 2009 8:24 am 
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Pretty much the same as IG - overwatch and scout screens

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Mon Apr 20, 2009 2:16 pm 
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Option 1:  Heavy infantry.  They can drop 3+ MWCC attacks on grots all day long and you'll crush them in assaults with outnumbering bonuses.  Air assaults work with this once they are on the ground and Landas strafe with a large number of AP attacks.

Option 2:  Stormboyz and Oddboyz.  Use lots of Blitz Brigades with Zzaps and Soopaguns and use Stormboyz formations to screen.

Option 3:  Fast stuff.  Take the hit from the initial teleport swarm, then just run away from the 15cm move Termies and engage them as desired.

Obviously, various parts of those can work together, e.g. screening your fast stuff with Stormboyz, which are also fast, and putting Zzaps on your fast Blitz Brigades.

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Mon Apr 20, 2009 2:21 pm 
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Make sure you spread the word about *NOT* being allowed to teleport into enemy Zones of Control...  :laugh:

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Mon Apr 20, 2009 6:34 pm 
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With all armies you need scouts to screen against Drop Pods or Teleporters.

Fully surround a formation with one of yours ( so their is no escape route for them) and shoot to place BMs then Assault with another in FF ( one with enough grots to take kills that don't count in combat resolution).

You then will hopefully be on +3 or 4 (outnumbering and BMs maybe a kill) and the Terminators will be destroyed once broken as they cannot get more than 15 cm away from an enemy ( remember broken formations can ignore ZofC but cannot move through enemy units.

Try to attack formations that haven't activated yet to cut the assaults  coming back from your opponents.


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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 2:05 am 
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Never found terminators to be much of a problem against my orks. Termis are best at killing point expensive units, and generally can't kill enough ork grunts to make back their points. Plus orks can have lots of zzap and soopas which are bad news for termis.

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 2:10 am 
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Quote: (Markconz @ 21 Apr. 2009, 02:05 )

Never found terminators to be much of a problem against my orks.

I believe most of Morgan Vening's group's problems with Terminators were stemming from the fact that they didn't realize you CANNOT teleport into enemy ZOCs...  :O

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 2:33 am 
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Quote: (Chroma @ 21 Apr. 2009, 14:10 )

Quote: (Markconz @ 21 Apr. 2009, 02:05 )

Never found terminators to be much of a problem against my orks.

I believe most of Morgan Vening's group's problems with Terminators were stemming from the fact that they didn't realize you CANNOT teleport into enemy ZOCs...  :O

Oh just saw that, yeah ouch.  Not so bad against orks, but would really nuke guard.

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 3:33 am 
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Quote: (Chroma @ 21 Apr. 2009, 02:10 )

Quote: (Markconz @ 21 Apr. 2009, 02:05 )

Never found terminators to be much of a problem against my orks.

I believe most of Morgan Vening's group's problems with Terminators were stemming from the fact that they didn't realize you CANNOT teleport into enemy ZOCs...  :O

I was talking with FrogBear earlier, and after looking at the rules, I figured out where the problem lies. My reading comprehension failure lies in the second paragraph of the Teleport Rules.

Formations where all of the units have this ability may be
kept off the table, and can appear at the start of any turn.
Simply place the unit anywhere you like on the table at the
start of any turn, before determining who wins the strategy
roll. The unit must be placed within 5cms of another unit
from its own formation if there are any already in play. So,
for example
, if a whole formation teleported into play then
the first unit could be placed anywhere, but any other units
would need to be placed within 5cms of a unit that had
already been placed. All units must be placed outside
enemy zones of control. If placed in dangerous terrain then
a dangerous terrain test must be taken when the unit is
placed on the table.

The first emphasis was where I fell afoul of the initial rule. The second emphasis was where I glossed over the rest of the paragraph, as nothing preceeding it was so overly complicated. Most examples in the rules do not normally add additional rules.

Anyways, lesson learned, and we'll see how they go about it.

Morgan Vening

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 10:16 am 
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Now I am going to take Imperial Guard knowing that my tanks will survive long enough toi take an action....

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 3:00 pm 
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Quote: (Morgan Vening @ 21 Apr. 2009, 03:33 )

[quote="Chroma,21 Apr. 2009, 02:10 "][quote="Markconz,21 Apr. 2009, 02:05 "]
Formations where all of the units have this ability may be
kept off the table, and can appear at the start of any turn.
Simply place the unit anywhere you like on the table at the
start of any turn, before determining who wins the strategy
roll. The unit must be placed within 5cms of another unit
from its own formation if there are any already in play. So,
for example
, if a whole formation teleported into play then
the first unit could be placed anywhere, but any other units
would need to be placed within 5cms of a unit that had
already been placed. All units must be placed outside
enemy zones of control. If placed in dangerous terrain then
a dangerous terrain test must be taken when the unit is
placed on the table.

The first emphasis was where I fell afoul of the initial rule. The second emphasis was where I glossed over the rest of the paragraph, as nothing preceeding it was so overly complicated. Most examples in the rules do not normally add additional rules.

Anyways, lesson learned, and we'll see how they go about it.

Morgan Vening

Example of a place where an example should have been sidebarred -- E:A is a fun system, but the rules have a tendency to wander off into the discursive in this way. "Simply place the unit anywhere you like" should read. "A teleporting unit [stand?] can be placed anywhere on the board outside of enemy ZOCs."

speaking of which... it's possible to teleport single stands of a unit onto the map??? Doesn't this invite popcorning?





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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 3:23 pm 
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Interesting... rereading that rule it seems perfectly legal to only teleport one or two units from a formation, then teleport the rest down in a later turn, adding to the formation.

How weird.

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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Tue Apr 21, 2009 3:26 pm 
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Yes the "place the unit anywhere" probably should have been "place the formation anywhere".

The half that had teleported couldn't move 'cos they are very out of coherency!


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 Post subject: Anti-Terminator Tactics w Orks
PostPosted: Wed Jul 01, 2009 7:11 pm 
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Moved to the Tactics section.

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