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I would completely agree Darrell faced with the same situation a while ago faced with a nid swarm i charged me Blood Angels assault squad in to combat. It is a numbers game hit them hard before they hit you because they will overwhelm you in their next turn.
Always charge orks as apposed to orks charging you, I play tau and I do this! your chances are much better
Also you rolled 3+ for the grey hunter to hit, it would be 4+ I believe
Nah, Marines are good.
Darrell is right on this, the sheer fact that Orks can’t wound them so easily means its so bloody annoying being charged by Space Marines…heck even getting charged by them in most games I have played the space marines have lasted far longer than I had hoped they would….another reason why I hate marines lol.
boys win hands down been plenty of times i have wiped out a whole terminator squad in one assault
Always charge orks. I play CSM and you get two attacks basic (bolt pistol and CC weapon), then +1 for charging. They don’t get their +1 and you can beat them in the first round (you also attack first).
A couple of weeks back, I got charged, but had Plague Marines, so they lost bonus attacks and it was only the Ork Nob with powa klaw that could kill them (eventually did), but the unit was down from 20 or 30 (I forget, but had 5 Plague Marines in combat) to 8, they then got charged by a lord with two lightning claws (after a flaming), he wiped them, consolidated, charged grots, killed 4, 3 died to try and stick around, but they fled, were caught and died and I pulled a HUGE losss back to a draw in that turn.
Charge them and they die quicker 😉
Only thing is that the Mob rules says that the orks can use their unit size for leadership and if it is over 10 they count as fearless. But still, the basic prinsipal is still valid, espesialy against troops whit furious charge, such as ork boys.
Im a chaos marine player… my tactic is, lash and template
I’m a tau player sometimes and I would even charge if I was in that perilous situation. Even though I wont win the combat I may be abe to slow then down long enough to get the rest of my army in a better position.
you absolute right !!!I agree with you.
I have a question though. Why would all the orcs be getting an attack? With a mass that large surely some of them would be out of the 2″ range of the frontline before being allowed to pile in?
30 ork ‘Ard Boy Slugga Boyz with a Nob leading them. Then on the first turn if you’re lucky and you ahve a wierdboy that gets a waagh! Or you wait till the second turn. You can get a 13″-18″ assault range. Nasty!
Or when I’m playing Nids I wait for them to come towards me a bit, bring them on from reserve and assault then bye bye.
Me Waaagh!-Boss! 😛 Who the heck would play 30 ‘Ard Sluggaz? Why make cannon fodder – as every boy counts as – so freakin’ expencive at maximum ineffectiveness? It’s 340 points bunker (incl. boss with claw and pole) running around the battlefield till it’s easily outmanouvered and crushed…
Anyway. Charge them first. There are very few reasons not to do it…
Pointwise, normally a Greyhunter pack of round about 180 points should not grind the Boyz to pieces… right? I mean if points REALLY stand for strenght and effectiveness on the field… it’s nearly double.
You cannot fire Rapid Fire weapons and charge; so it would have been 1 melta shot, the flamer and 8 pistol shots – probably would have killed 5-7 boyz total.
Yes!! You always charge Orks if you get the chance! It denies them Furious Charge which means Boyz are hitting at S3 vs S4 (the +1 to Init doesn’t matter as Boyz usually strike last anyway due to I2 base).
I’ve started using ‘ard Boyz and you be surprised at the resiliency of 30 of them as you don’t auto die from bolter and flamer fire!
the 10 grey hunters are also missing mark of the wulfen, when combined with the standard can give a lot more punching power.
Fire, fall back, let them charge you, better int, counter attack, wolfen, standard & wgbl will finish them off.