Well, I have seen a 20 strong mob get whiped out by one Demolisher template. I have also expirienced how my proud slugga boyz with a nob first almost broke a unit of Space marines and then got slaughtered in the coming rounds when Lysander muscled in.
In the end, he passed his saves much more easily than I passed mine on +6.
Orkz are brutal in the assault... against Guards, eldars and such. Against Marines I feel they mostly just end up pounding metal screaming guttural curses while the Marines calmy reload their bolters.
I realize that if they take down one unit of boyz, they will not be able to overrun into the next and I will be able to make a counter-assault. Still, the only thing I trust in making any dent into a Marine squad is a powerclaw, and the only unit able to trott many of them are the nobz. And sorry, I sort of like to take a balanced force, and I love the shoota boyz.
My elites, my nobz that is, might stand a chance in a scrap. The rest will have to cling on for grim Green and pray my son flukes his saving throws.
Now, I am planning to add a large unit of burna boyz to my army. At present I got 5 of them. But the problem is that since he Marine boyz got better initiative, there will not be many Burna boyz left to use the burnaz upon them.
Hence, I guess I better load up on Rokkit launchaz... Anything that helps me kill those brutes before they reach my innocent ladz is a good thing.
And then we have my Imperial guardsmen that are slowly growing. I guess I will have to take back my desicion of droping the Missile launchers in favour of Heavy bolters and such. Seems the wise thing to do is get a battery or two of them, and not to forget them plasma guns on each squad.
Oh, and I really need to get Stormtrooper. One squad was planned since it would fit my theme, but if I will have to face them Bloodies in the future I will need something like 2 squads maked out on Marine killing shootaz.
This is the problem when you make one force simply too good at shooting or too good at CC. It turns the game into Rock-Paper-Sissor and settles it on turn two depending on if I can kill enough of the oncoming tide of destruction. When something gets so good that you simply cannot risk any CC whatsoever, things turn ugly.
So max out on plasma guns, Imperial fellows, and maybe keep some meltas. The Blood Angels are coming and they will slaughter anything in their path.
So what if they are few. If they donīt die and my ladz does, they will soon be in majority on the table. Hence, donīt try any heroics against Blood Angels. Load up on stuff that pierces AS3 and AS2 and shot them to smithereens... Donīt give them a chance of getting at you or the game is lost. Sure, it wonīt be so fun for the Blood Angel player, but itīs him or me.