Quote: (mnb @ 02 Feb. 2009, 02:18 )
thanks, that was a quick reply
can't remmeber everything i used but has 2 big inf formations w/ 2 extra orks and i think one has an oddboy that was garrisoned, the other was mobile in battlewagons. also had stompas (that got shot w/ deathstrikes on 1st turn - no war engines)
i think i had 3 formations of gunwagons w/ a flakwagon and an extra gw to bring them up to 6 for that extra bonus in rallying.... which didn't help since they kept getting vaporized. had bikes/scorthas and stormboys w/ dethkopters also garrisoned. and one more formation of dethkopters w/ 2 extra units, again for the 6 unit formation
off the top of my head i think that was about it, but again if it was written in another threa as far as different formations/tactics i have probably tried it
mnb: Just a few points on force selection.
1) Don't take Gunwagons without Oddboyz under normal circumstances. The increase in firepower is dramatic and easily worth the points. With Oddboyz, Blitz Brigades have a clearly defined role as a shooty formation. Without the Oddboyz they don't have a clear direction, being mediocre at everything but good at nothing.
2) Don't buy units out of the "extras" if you can help it. the discounts for Big/Uge are always worth it and, in fact, some of the "normal" warbands even have a small premium on what you would pay for the units individually. For example, your Blitz Brigades + 2 units cost 220 for 6 units, but you can take that to a Big Blitz with 8 units for just 250. For the price of 4 BBs (4*220 = 880), you could take two Big Blitz at 250, two regular ones at 150, add 2 units if you really wanted to, and still come out 10 points cheaper (870) with 4 more units on the board and the same number of formations.
3) You need some "deepstrike" capability where you can hit them fairly well. Air is the most obvious for orks. A decent sized flight of fightabommas can put a quick end to arty and can put a dent in a mech infantry formation.
Another air option is an air assault. Just be careful not to bite off more than you can chew. 10 units in a Landa won't crack a large mech infantry formation. They can, however, shred artillery and smaller IG infantry formations, and take on Leman Russ if they Russ are prepped properly with sufficient BMs. In general, though, I think it's better to pick a target that the Warband can crush and that leaves them sufficient units in a position that they can continue to threaten the opponent's backfield.
==
Leman Russ are just really hard to crack with orks. There are a few options. First is a clipping assault - engage at the very edge of the assault range. At 20cm move, Russ can only countercharge 5cm, so if you set up with all your units barely in range only 2-3 Russ will get to return fire after they countercharge. That's not enough firepower to get through a Warband's Grots. With outnumbering, more BMs on the Russ and Grots to soak up FF hits, you can likely get ahead on the resolution roll.
Another option is a full-on CC assault. Air assault works well. Land in the middle of the formation, barge with the Landa to get several in base contact and throw the rest of the Orks into CC. You should usually be able to get all of them in CC. An Ork Warband + 2 boyz/Grots + Landa in CC will average 8-9 hits, which should be enough to kill 2 Russ. The Russ will only get ~2 hits, and you can take them on Grots. Assuming the Orks don't have more BMs it should be something like this:
Outnumber: +1 Orks
BMs: +1 Orks
Kills: +2 Orks
Commissar: +1 IG
Net: +3 Orks
That's not guaranteed, but it's about an 80% chance to win, and a tie is in the Orks' favor because there are still grots to burn, while the IG have fewer tanks to fight with and will likely lose yet more.
The trick in assaulting them is catching the Russ on a move where they are slightly out of position so they don't have too much support fire.
The final option, of course, is Oddboyz - my favorite. Point-for-point, Oddboy Wagons can pack as much firepower as Leman Russ. For 650 points of Leman Russ, you can almost take 2 Big Blitz Brigades with 2 Oddboyz each (700 points). Between the speed of the Wagons and their range, you should get the first shot off in a tank duel before they are exposed.
A couple of Zzap Guns will likely kill one Russ even on a double move. That cuts the Russ firepower by 30% (9 units + 2 BMs = only 7 can fire) in one shot. Or, Soopagunz can cover a lot of them on (usually) 6+MW to hit. That can often take out 1-2 Russ as well. If the Russ spread out to avoid the MW barrage, then they are more susceptible to clipping assaults.
If you work it right and get a late turn move/shoot followed by early next turn Sustain Fire, a single Blitz Brigade with 2 Zzaps can put a hurt on a Russ company. The Russ will take ~3 kills and have 3-4 BMs on them, reducing them dramatically.
In all cases, once you've gotten a bite on the Russ, do not let them go. If they have a chance to recover from BMs, they will hurt you again. Hound them. If you break them it's worth sending every within reason after them just to place BMs to get the auto-kill. Those 3 Wagons left from a beaten up Blitz Brigade probably won't do anything better than killing a single Russ in the rest of the game.
==
You may have heard most of that before if you've pored over the tactics threads, but I hope that helps.