
But you just did.
Here is your razor, go slit your wrists, or even better, wouldn't want to waste a blade, go take up UNO.
The thing is, many many people lose to Horde armies and don't know why, and then the codices that can run a true Horde are labelled as "cheese", OP, and are ridiculed.
VIC5 was asking today about this, and he kind of got a response worth listening to... then Abusepuppy came along and actually made some sense.
However, as a long time Horde player (no, seriously) I can give you a pointer or 2 on how to wreck my army.
Please excuse me for this, but this will be my first true attempt at a Tactics article and I hope that it all comes together.We have the following phases of the game to assess in how to beat a Horde Army.
1. Deployment
2. Movement
3. Shooting
4. Assault
5. Their turn
Let's check these out from both sides of the fence. I will be taking a Ork list like:
Warboss, Big Mek (Force field), 7 Nobs, 180 boys
... and a Space marine army like this (list 4). My Orks list isn't a full blown Horde, but is more akin to what you will actually see in a horde list, 80 boys, and some toys.
1. Deployment
Well, you simply roll off and take first turn. WRONG
You give them the first turn. Why?
Well simply put, their army is too big and to slow to redeploy, at all. They have to hope that you do the stupid thing and deploy in a manner that suits their attack. This is nearly always going to be the middle of the board, so DON'T deploy there.
This is how much space 180 boys takes up, and this sure as hell isn't 2+ coherency. |
You can see here why you want to deploy 2nd.
I have now effectively removed 1/2 of his army from the equation.
This is critical to your battle plan.
2. Movement
You know what he is going to do, charge madly across the board at full tilt, trying for cover as much as possible.
So what do you do?
You need to bubble wrap to ensure that his Charges are not effective.
You also need to ensure that your firelanes are clear and effective.
Minimize your movement to maximise your shooting.
3. Shooting
Focus on a unit, break it, then move on.
Once they get to your lines, we will get to play some more.
Always focus on the threat unit, closest unit, and do not stress about it getting to your lines. IT WILL.
Your job is to stop it eating everything when it gets there.
You cannot kill a horde in the shooting phase. There just isn't enough bullets.
4. Assault Phase
Yeah, assault.
Once you have whittled things down, you get to charge them.
If you dont, this happens:
Red X indicates a fallen brother! |
During his turn, you need to ensure that you are reacting to his movement and shooting. He wont hesitate to come screaming at you, and wont stop doing crazy things on the off chance they work, as with weight of dice, probability wins, and crazy shit happens.
Rinse and repeat
You have to outmanouver, outshoot, and out think a horde player. It's not usually hard, they are severly limited by the flexibility of their units.
I am not certain I have really helped out too much with me basically beating myself on Vassal... but here are some more tips to look into.
Tip 1.
A flamer is whatever.
2 flamers is better.
4 flamers makes me sad.
When you are using flame weapons, you need to focus on the squad to remove, break it, and let it go.
Tip 2.
Charge. If for no other reason than to deny them the +1 Attack.
On a marine squad, its largely irrelevant whether you charge or not most of the time. Against a horde, however, you are denying 20-30 attacks. You will lose, but hopefully not until their assault phase, when you then get to bring the weight of fire against them, bringing them to under 10 models, and charging in again.
Tip 3.
Tank Shock.
You can only death or glory with a model that is being displaced. Tank shock through pleb troops before flamering them, if that's your thing.
Flamey Flamey |
Horde's go against the norm, and your normal guns usually aren't around in the quantity needed to sort them out. You need to funnel the enemy where you want them. this sounds odd, but it means that you can take apart their army logically and not have to deal with the entire force at once.
Tip 5.
Divide and conquer.
I spoke about this in deployment above, but it is something that never fails to amaze me about players. They get beaten by being swamped and wonder why.
Superior numbers is superior numbers. Tanks, AV, whatever, I don't care. You will die to the maths.
If you do not split their forces, you will lose. You can also put out a bait unit on your other flank and draw them away from your lines.
Tip 6.
You don't get hero points for killing the squad to the last man/ork/bug if you don't have to. With orks, if they run they are at < 50% and aren't coming back. Let them go.
Tip 7.
Sweep the flank.
Changing the attack vector on a slow army confuses and destroys it.
At this point I have sacrificed 10 marines and have totalled 1/3 of his army, with the rest bruised or too far away to do anything. Fair trade. |
Get behind their lines. Even if it a suicide charge, having to turn and deal with a scout squad has cost me more than one game, just for the loss of 6 inches movement.
I am sure more people will have tips, and I ask that you put your knowledge down here.
artemi7 78p · 748 weeks ago
And I agree about the addition of toys. I think you really need some rokkits coming down field, knocking around transports such. Makes things a little harder for the Marines to keep moving.
However, divide and conquer is good advice! Keep them at arms reach, hit them with templates, then deny the charge!
fester40k 73p · 748 weeks ago
Moving 12" is not a guarantee that you will not be at least stunned by the horde on the counter, when you become CC bait in your own assualt phase as they are still in B2B with the vehicle.
As for Rokkits: all that does in this list is deny the ability to Run, which is closing distance and much more important for the Ork player than stunning a Rhino once or twice.
Kirby 118p · 748 weeks ago
fester40k 73p · 748 weeks ago
The Antipope · 748 weeks ago
fester40k 73p · 748 weeks ago
However, if you do this, make sure you have a tact squad to countercharge the boys in your next assault phase, as this will wreck their squad.
Take the charge off the boys, you win.
Gewaltatron · 748 weeks ago
Best,
Gewaltatron
fester40k 73p · 748 weeks ago
1. Run
2. Run
3. Give them something to deal with while you run (Deffkoptas, Nob Bikers, Harpies, Gargoyles)
4. Get the charge.
That's all there is to it.
willydstyle · 748 weeks ago
fester40k 73p · 748 weeks ago
Erwos · 748 weeks ago
fester40k 73p · 748 weeks ago
Erwos · 748 weeks ago
nfluger 60p · 748 weeks ago
What if they are holding objectives in the center and just sitting there?
Just looking for more thoughts on this.
Archnomad 70p · 748 weeks ago
That helps. But if it's turn 5 you can just tank shock in and contest that objective, and hold your own.
nfluger 60p · 748 weeks ago
Tank shock isnt' the panacea it is often portrayed as. Depending on where the objective is that the horde is contesting, it might be very difficult to be in range to tank shock to contest without exposing the vehicle to a charge the turn prior.
Also, its smart to run Hordes as a defense in depth; bubble-wrapping works well for infantry as well as vehicles.
fester40k 73p · 748 weeks ago
You will get to place (usually) 1/2 the objectives in an Obj game. The Ork player will place them in midfield or in your deployment zone (well I do...) as thats where my army needs to be to function, and I'm going there anyway.
You then pick the side you want to refuse to, and clear it. From there, work your way through their army consolidating on objectives as you go.
nfluger 60p · 748 weeks ago
What happens if the Horde player chooses to go second? Do you still refuse flank?
fester40k 73p · 748 weeks ago
If the Horde goes second, I would still probably refuse flank, but would play more aggressively with my templates and Dread if they then countered by stacking sides. Try and block them off with assaults and try to protect the dreads from powerfists by base-to-basing with as many models and also blocking the full wrap around.
nfluger 60p · 747 weeks ago
Just looking for more info.
GreyICE · 748 weeks ago
Then there's actually playing warhammer. This is where hordes are at their conceptual worse. Why? Well, you and Tasty are famous for questioning the advantages of mobility. But Seize Ground is the single place where mech shines the hardest. Why? Simple. The mobility of mech allows you to keep your forces consolidated longer before striking for the objectives.
The advantage is their sheer number of troops, which means they can frequently score by having randoms on an objective, while others contest, but this is usually just not enough against a mech opponent. You just can't end the turn 13" away from the objective and make it. Blood Angels can end the turn 21" away and make it before game end. Even the guard can go contest stuff by jumping vendettas onto it, and chim chims really do get there.
Given that your horde shoots sheer uselessness, they really don't want to play the objective hugging game. Leading to, as Fester said, them deploying all their objectives in your territory. Which leads, in turn, to just playing divide and conquer Kill Points again - you kill the orks, your problems go away.
nfluger 60p · 748 weeks ago
What about an Ork army that has a small unit of gretchin or two to hold the objective? Put it on the edge of the board near area terrain and leave the gretchin in reserve? Nids do the same with termagants. Hordes can usually invest very little points into holding their objective reliably while going full bore towards the other objective.
"Then there's actually playing warhammer."
?
"This is where hordes are at their conceptual worse. Why? Well, you and Tasty are famous for questioning the advantages of mobility."
Don't throw Tasty into it, that's all me.
GreyICE · 748 weeks ago
And yes, I don't call the draw playing warhammer. More like 2 hours of random entertainment value followed by both players feeling good about themselves, I guess. When playing casually, there's certain results we often reroll, and that one earns more than a fair share. I think we like ONCE kept "Capture and Control - Dawn of War." It was a bad keep.
P.S. I don't give a shit whether it's you or tasty. Mobility allows you to concentrate your forces and still reach objectives. Moving slower forces you to make hard decisions about whether you want your troops to score or be threats much sooner.
nfluger 60p · 747 weeks ago
Also, note that if you'd read the article properly (or at all), you'd know I said it is OVERRATED, not useless. Firepower trumps Mobility IMO.
nfluger 60p · 748 weeks ago
Again, mechanized forces aren't moving that much faster than infantry that are running, and if you are playing Sieze Ground, the objectives are in the middle, so the Hordes should be sitting on them an the mech has to go TO them to contest them, meaning that the mobility is less important because the Horde is where they want to be already.
"You just can't end the turn 13" away from the objective and make it. Blood Angels can end the turn 21" away and make it before game end. Even the guard can go contest stuff by jumping vendettas onto it, and chim chims really do get there."
All true, the answer is don't be 13" away from the objective if the game is likely to end.
GreyICE · 748 weeks ago
Averages are really, really meaningless. And, as you say, don't be aggressive with the horde if you need it to be on the objective. Don't rush in. Sacrifice your advantages to hold objectives that can be retaken or contested by mech from 15-21" away.
Your answer puts stress on the entire horde list. While Mech gets to do what mech likes to do (exploit mobility, concentrate fire, avoid losing any major units while sacrificing lesser units if necessary) horde has to tether itself to the objectives, like you said. Not even 10" away from a point before the last turn. I bet a competent mech player can exploit that.
nfluger 60p · 747 weeks ago
Yes, averages are meaningless in the sense that if you can't count on them. Reliability is nice. But the Tank also has things to consider; like if there is terrain it must go through, it could roll a 1. What about a death or glory?
A competent general of any stripe can exploit anything.
nfluger 60p · 748 weeks ago
Not really, that's actually their core strength and strategy. Very few armies outshoot my Orks in terms of real damage dealt. I can trade shooting blows with most armies while sitting in midfield daring my opponent to come get me. Then again, I don't run a true Horde, so using my army isn't a proper example.
"Leading to, as Fester said, them deploying all their objectives in your territory. Which leads, in turn, to just playing divide and conquer Kill Points again - you kill the orks, your problems go away."
In Sieze Ground, you won't know what the deployment is until you're done putting down the objectives, how is he controlling this?
GreyICE · 748 weeks ago
In any case, no, horde orks don't outshoot shit. What are you going to do, ping away at a chim chim while the Leman Russ in the background gets busy? Remember, those rokkits hit on 5s, pen on 5s, this always gets there! If you want to play stand and shoot, there's plenty of armies that can stand and will shoot. And they'll win, because guess what? Your peashooters still aren't taking out vehicles.
At this point we're just playing theorycraft anyway. Your amazing orks have all the tools necessary to get out of any situation. Assuming, of course, your opponent doesn't identify the tools and shoot them out from under you (since I've seen the list, and it has very little redundancy). And since mostly they're garbage tools, that'll just happen (Killcannon? Cool story bro, was wondering what the 2 Vendettas would do against horde orks. I mean I suppose you could loota down the vendettas, that sometimes works... side armor open topped ftw).
nfluger 60p · 747 weeks ago
Stopping Chimeras isn't that hard, each mob of boyz has about a 50/50 chance to keep a Chimera from shooting. Its not unbelievable, but its enough.
And, if you'd read my list more carefully, you'd see that the battlewagon has an 'Ard Case so it isn't open topped. If you're shooting at the battlewagon and not the killa kans, I'm happy.
badbeef · 747 weeks ago
GOOSE · 748 weeks ago
Deldar also play this game rediculously well- turboboosting a few raider-wracks means they will need 6's to hit, get a 4+ cover, and a 5+ flickerfield in CC, and wracks are durable enough to GTG and keep orks occupied.
GOOSE · 748 weeks ago
You only need to be on the objectives turn 5, and if you have enough dakka/blasts/templates to whittle them down, before you force them to deal with your meched Objective grabbing units. Hordes have to be in combat to do pretty much do anything (or sit back and shoot for foot guard) so denying them that untill the end of a game severely gimps their effectiveness.
For foot guard, let them go first and reserve/refuse flank- four feet is a long range, but unless they know where you will be going, you can mitigate most of their army by strong siding and eliminating a portion- while utilizing cover. Dawn of war is great for this too, since it denies them the ability to bear all of their guns the first turn, denying a chunk of their army the ability to shoot you first turn. Mid-range objective also hurt horde guard, because it requires them to go in the middle, exposing their sweet, vulnerable bodies to no cover fire.
nfluger 60p · 748 weeks ago
GreyICE · 747 weeks ago
Combine that with the need for guard to stay out of close range combat, and the need to actually seize objectives to win, and you have the essential flaw. In a 'table the opponent' game, it's possible horde guard would play out well (although I think the survivability of the chimera is excellent), but in a game where you have to seize objectives, the guard just don't want to be footslogging, even with "MOVE MOVE MOVE!" The problem isn't the speed, it's the fact guard on foot die in assault to pretty much everything not named fire warriors (though they're not happy there) while my chimmies are just much 'arder (and thus much safer to move up earlier in the game).
nfluger 60p · 747 weeks ago
Bonus points if Straken is around...
Malekhit · 748 weeks ago
ManusCelerDei 53p · 748 weeks ago
fester40k 73p · 748 weeks ago
In spearhead, the horde is also much more bunched up than they want to be, so use your vehicles to block smooth movement and plug holes in terrain so that they cannot access you easily.
nfluger 60p · 748 weeks ago
fester40k 73p · 748 weeks ago
Next question?
You could be redeploying along the short board edge and shooting down the field. Much of the horde will have to move 4-5 feet to get t you, the closest horde members are moving 24inches, so still ample time to break them down.
Deploy a defensive line of dreads (in the example army i used) along the area you expect the horde to come from and let them absorb the charge, ignoring the majority of the attacks from the horde, and countercharge + fearless wounds should make life painful for the Ork player (in my experience)
VT2 79p · 748 weeks ago
Likewise, don't overestimate the power of big guns.
People tend to hang back a bit too long for their own good, and as a result, aren't able to redeploy when the horde's closed the distance. Then you blame the dice, and get butthurt.
fester40k 73p · 748 weeks ago
In the example pictures I myself did the exact same thing. You will see that a single squad got to my lines, and they will now eat all 3 predators and probably cost me the game.
VIC5 · 748 weeks ago
Katie Drake · 748 weeks ago
Katie Drake · 748 weeks ago
Here's the sort of situation I personally find myself in most of the time.
http://i41.photobucket.com/albums/e264/Firedrake0...
How in god's name do I get to that second objective to contest it without weakening my gunline to the point where it can't deal with the oncoming swarm?
To make this a bit easier, here's the general idea of what sort of list I'm using and what the Nid player would usually take. I'm well aware that the lists aren't optimized and frankly I don't want to hear it at this juncture as I'm looking more for tactical help at this point than list-building advice.
Flesh Tearers
Librarian with pack
2 Sang Priests with packs and single claws
3 Assault squads of 5 in Razorbacks with assault cannons
2 Assault squads of 10 with flamers with packs (potentially Deep Striking at least some of these units to nab the objective)
2 Baal Preds with assault cannons and HB sponsons
2 Rifleman Dreadnoughts
Tyranids
Prime with stuff
3 units of 20 Termagants
2 units of 5 Genestealers + Broodlord outflanking
Tervigon
2 units of 2 Hive Guard
2 Zoanthropes
12 Gargoyles
5 Shrikes with boneswords and toxin sacs (flies in screened by Gargoyles and other things)
Trygon Prime (Deep Strikes close in)
So far my plan is to Deep Strike one of the large Assault Squads (or half of one of them, depending) onto the Nid objective but this isn't exactly guaranteed to work since the Nids will probably have a unit sitting on the objective. Can anyone offer any specific suggestions?
fester40k 73p · 748 weeks ago
Second, your list is terrible. (HAHAHHAH... erm, ok. moving on)
Second...
Well, they call this the auto-draw mission for a reason. Your best bet is probably to outflank your Baals actually and draw him/her into your lines and strike from behind... Hold the Baals and the 2 10 man squads in reserve, and keep them off as long as you can. I would actually push into the left flank and destroy it ASAP.
Even saying that, deep striking all 20 RAS 16-17 inches from his lines on the right flank would work wonders and divide their forces. you can then focus on one flank with each part of your army, making them do the hard decisions. If you know the Nid target priority list (which you probably do seeing you play this list often by the looks of things) you should actually win this.
Kirby 118p · 748 weeks ago
VT2 79p · 748 weeks ago
It's a massive design error.
Mean Green · 748 weeks ago
fester40k 73p · 748 weeks ago
Kirby 118p · 748 weeks ago
nfluger 60p · 747 weeks ago
Kirby 118p · 747 weeks ago
By having a lot of tournament goers (even just for a particular tournament) not accounting for horde armies or even foot armies (look at good BA foot lists with 40-70 FNP marines depending upon points level; kill that with your mass meltaguns and no flamers thanks) completely ignore this aspect of 40k, how can those results be valid?
nfluger 60p · 747 weeks ago
Yes, you can potentially face 5 papers to your scissors and win a tournament you had no rights winning; but if you did it twice? Three times? When does it stop being luck of the draw?
I look at tournaments like I look at sports; the best team doens't always win; that's why you play the games. Should we take away the title from the Giants in 2008? On paper, that game should've been won by the Patriots 98 out of 100 games; but it didn't go that way...
Kirby 118p · 747 weeks ago
Metagaming is using knowledge outside of the ruleset (like video in sports or knowing mech is popular in 5th ed 40k) and in games like Magic, it goes through cycles. 40k 'meta' cycles are based upon rule changes, not individual changes, developments, codex releases (as much as people would like to think), etc. which isn't strictly metagaming. There's no evolution. I can take a balanced and beat both horde and mech lists and anything in between yet tournaments consistently see unbalanced lists win. Why? Because so many people run them. Is this indicating balanced lists are not being run or being run by bad generals? Potentially. Or they could actually suck and tailoring your list against mech works if you get the correct matchups. This is why it's not valid, Mean Green pointed out peoples lists cannot deal with hordes so how can that be a valid representation of a good tournament if lists keep winning but can't deal with hordes? Clearly there is an under representation of foot or horde armies at tournaments.
Again, in a game like Magic that's okay because the meta evolves quickly. A lot of things contribute to this such as a single ruleset with updates being continuously added (which are much bigger than a single codex as they directly affect all possible deck combinations) and is much much cheaper.
Basically what I'm saying is 40k isn't a rock/paper/scissors game and if rock/paper/scissors tournament draws are still out there, why are we using them to relate to how 40k operates?
badbeef · 747 weeks ago
argh..
nfluger 60p · 747 weeks ago
You can't avoid bad matchups.
I'm not sure if MeanGreen's point was that tournament winning lists win despite not having anti-horde stuff; more than if you bring a horde to a tournament, you're likely to be a bad matchup for most opponents.
Kirby 118p · 747 weeks ago
Oh certainly each balanced list as inherent weaknesses. Tyranids and Loganwing aren't super fond of AV14, Mech Marines/BA/SW don't like Immo/BA RBack spam, etc. but they are still quite capable of beating those lists. A pure foot horde of Orks on the other hand has significant issues against a lot of lists (I'm sure we agree just spamming boyz on foot isn't a good list yes?) so is very much a rock-paper-scissors game. Against an army without any anti-horde it will do quite well but against say an Immo/BA RBack spam army it's dead meat even though the meltaguns are essentially useless in that army, etc.
There's a difference between having weaknesses and having another army totally and utterly trump yours.
abusepuppy 121p · 747 weeks ago
GreyICE · 747 weeks ago
nfluger 60p · 734 weeks ago
Another advantage is you can easily have all units within 6" of the KFF if you put him in the middle of your horde.
Big Mek with KFF
6x27 Slugga Boyz with Nob with PK
3x3 rokkit buggies
3x3 Killa Kans with Grotzookas
1987 pts