Postby Torpid » Fri 06 Jun, 2014 4:21 pm
Fighting the eldar aggressively:
You could use the boss pole or angry bitz + stormboyz and the obligatory double big shootas. Obviously trying to open up with a warboss charging in from a flank (but then don't be too obvious as the MWB WL will just use his ranged attack on you) and following it with a stormboy jump on the back shuriken+ard boyz on the storms. Shootas priotise the banshees at all times, don't forget about using aiming wotz dat, it gives your storms vital time to proc specials on the shurikens and wipe them if they don't straight up retreat and it also gives you time to get your warboss near your storms for the hpbuff/suppression resistance and the stomp to make them beat shees! I think the boss pole is better on smaller maps and the angry bitz better on bigger ones.
Alternatively you could go with double sluggas. I would recommend the kustom shoota if you choose not to get double shootas. But 2x sluggas, 2x shootas, stormboys + boss pole is viable too. The key thing here is not to blob up everything surprisingly. You want to blob up the shootas and the stormboyz with your WB, but you don't blob up the sluggas. The sluggas are flanking constantly and gen bashing whenever they can. This spreads the eldar out. Once he's spread out you can easily force off shurikens/banshees with your stormboy/shoota/wb blob. The risk with this build is that you will bleed to much in the early game, or you won't have the micro/awareness to pull off a ninja-gen-bash/get complete map control when the eldar tries to defend his farm.
Turtling as orks vs eldar:
This is what I do and personally I find it much more effective than playing aggressively against them because it results in there being a far lower chance of being bled to death and slaughtered by a brightlance wraithlord+warp spiders in T2 meaning you never have enough req to get to T3 and win.
So, the alternative is to use your shootas alongside green cover and their big shoota upgrade to really stall the eldar. Use the kustom shoota on the warboss to bleed their models early on and generally make him a pest so that one squad of avengers won't kite him ad infinitum. It also counters their heroes who they often use to draw the fire of your shootas so their banshees/shruikens can move closer without bleeding. Wait for the eldar to attack you, not vice versa. If they're camping then push elsewhere, this is 1v1 so you can actually do that! Use sluggas to cap the side of the map where their gen farm is and bash when you can. Use the warboss on the opposite side of the map. Float your shootas around based on where their army is and try to bleed them whenever you can. Never push your shootas against their gen farm becuase they will have a bigger army than you. I'm only telling you to get shootas, sluggas and one upgrade on the WB. Your shootas should act like footballers do; they move around the pitch based on where they see opportunity but they always keep in mind their role and where they're meant to be based. the shootas ought to be based between the contested VP/centre of the map and your gen farm. Prioritise capturing power points over Req points. Node contested power as much as possible. Remember, eldar are the worst race when it comes to gen bashing. Avengers are slow at bashing. Shurikens/rangers are really slow and banshees are very vulnerable. You probably want to be building your 3 gens at your natural ASAP and then another gen at a contested someway through t1.
Get to T2 before the eldar. Rush a deff dread. In the event that your ecos are even because he bashed you a lot, dominated map control and didn't bleed (which means you failed to turtle) you're now floating req but you're still even in t2 BECAUSE YOU'RE AN ORK IN T2 FLOATING REQ. All ork T2 purchases cost disproportionate amounts of requisition except the deff dread. Just get the weirdboy+stikkbombas+lootas and your T2 is magical and fits perfectly with your req-heavy eco. Those shurikens are so easy to deal with when you have the weirdboy and stikks. The lootas are great in the composition because they're a hero/autarch counter which can also lock down a section of the map and obviously grant you some AV if you need it.
Regarding shoota nobs - Get them if you feel getting them will not stall your tech much because you're floating lots of power in t1 and need more req, shoota upgrades are power heavy. Ideally though you want to purchase them while you're researching T2. This is a great trick to use for many upgrades to T1 units. Buy the upgrade just after you click to go T2. You don't stall your tech at all, but you maximise the speed at which you get the upgrade without stalling your tech. Furthermore it tricks your opponent because they don't expect you to be t2 since they see you getting t1 upgrades fairly early on.
Last edited by
Torpid on Sat 07 Jun, 2014 1:20 pm, edited 1 time in total.
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