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Made in nz
Regular Dakkanaut






Formation:Green Tide, Faction:Orks - Primary Detachment
Warboss - 109 (Warlord)
-'eavy armour, power klaw, big bosspole
10 Boyz - 135
-'eavy armour, Boss Nob with power klaw
10 Boyz - 135
-'eavy armour, Boss Nob with power klaw
10 Boyz - 95
-Boss Nob with power klaw
10 Boyz - 95
-Boss Nob with power klaw
10 Boyz - 95
-Boss Nob with power klaw
10 Boyz - 60
-Boss Nob
10 Boyz - 60
10 Boyz - 60
10 Boyz - 60
10 Boyz - 60

CAD, Faction:Orks
HQ
Painboy - 50
Troops
10 Gretchin - 35
10 Gretchin - 35
Elites
7 Tankbustas - 126
-Trukk with rokkit launcha and reinforced ram
7 Tankbustas - 126
-Trukk with rokkit launcha and reinforced ram
Heavy Support
13 Lootas - 182
-Mek
Mek Guns - 120
-3 KMK, 1 kannon, 4 ammo runts
Mek Guns - 141
-3 Traktor kannons, 2 kannons, 5 ammo runts

Total - 1789

So I'm a bit under at the moment (always a good thing), so I have 61 points for sprinkling around. Things I think I could add are:
-an attack squig on the Warboss
-grot orderly on the Painboy (for keeping the warboss alive)
-up the size of the tankbusta squads
-take some bomb squigs
-a lone deffkopta
-a little mek for one of the mek guns squads
-another kannon or KMK to KMK unit
-some sort of defence for the trukks (1st turn) lootas and mek guns

So what do you think of this list? Any suggestions, opinons or feedback is welcome.
   
Made in us
Flashy Flashgitz




Clarksville, TN

I ran a GT for a few months.

Here are my suggestions:
Add a Warphead for DtW and possible buffs.
Try to max the Nobs with PK and free shootas.
Spread the 'ard Boyz around to interfere with AP5.

Don't use your Gretchin to camp back field objectives, they will break and cost you games.

In my experience KMK rarely pay for themselves. You are better served with Kannons or Lobbas.

My Lootas always break and run. Try to max them, add a Mek and keep them in 4+ cover. Option 2 buy something else.

Trucks wIll be vulnerable due to opponents knowing that Heavy Weapons are wasted on the Tide.

Things to add for support:
More Tank Bustas
Bomb Squigs
Battle Wagons
Deffkopters
Blitza Bombas

Just my thoughts and a few others.

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in ru
!!Goffik Rocker!!






I've run greentide a few times and haven't gotten into combat with a boss yet. So, next time i'm running him he's gona have no weaponry to save points.

You're gona have some problems with scoring points. The greentide is a single squad so can't score more than 1 point at a time. Something like a single kopta will help a lot when you get a mission like dominate or behind enemy lines. I also like stormboyz. With this every turn WAAAGH they have a 22-27' charge range every turn starting from the 2-d one.
   
Made in us
Flashy Flashgitz




Clarksville, TN

Well if you go that route run the Storm Boy Formation and Rape Face turn 2.

FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Sick Bag wrote:
Well if you go that route run the Storm Boy Formation and Rape Face turn 2.


Assuming he has that many Stormboyz ;D Also, I don't think he will be doing too much on turn 2, as they sit there for a turn. Turn 3 on the other hand, the surviving Stormboyz can do some damage.

I like the way this list looks though. You've got some artillery to back up the Tide, which is nice. Tankbustas to romp around as well to provide distraction or anti armor in the mean time. If you HAVE storm boyz, I might suggest using them in place of the Lootas, but that's just me. The issue with the Lootas is they have a nice threat range, but get mopped up by a single, well place pie plate. The Storm Boyz can fill up some Fast Attack slots, and will either direct attention, or can charge in and wrap up a shooty unit for a turn or two to give your Tide more time to approach with fewer casualties to it, and in my personal experience, Stormboys have a better rate of success at their job.

You're using a lot of points for Ard Boyz, which isn't a bad thing. You know your meta better than I do. I usually don't bother as they tend to die too quickly. If I want some extra survival, I tend to toss a Big Mek in there with KFF for an invul, keeping him in proper position to cast the bubble in the proper direction my opponent's gunfire will be coming from. Two Big Meks if I really feel like it. They can also provide extra Klaw use as well if you really want it.

Just be weary with your Gretchin though, as they will be popped off for easy KPs unless you got them in some decent cover. Use them to hold objectives that deny line of sight to them, for easy scores with very little retaliation.

This message was edited 2 times. Last update was at 2014/12/24 00:41:08


 
   
Made in nz
Regular Dakkanaut






Thanks for all the replies, given me some stuff to think about.

-I feel Weirdboys don't do much DTW as psyker heavy armies have loads of dice and the best psychic powers are blessings. Also I want to be able to move and run at the same time so I can't have a psychic phase.
-5 Nobs with power klaws is enough I think. Otherwise the GT just becomes too expensive. Also all the pk nobs have shootas, I just forgot to type it in.
-Yeah the 'Ard boys will be spread around a bit.
-The gretchin will be sneaking around the board trying to stay out of LOS and go for forward objectives. Mek guns will camp backfield.
-I haven't use KMKs before, but have mostly heard great things about them, so I'm going to give them a go. If they don't work out, more kannons it is.
-I'm thinking I should drop the lootas from the list in favour of more mek guns.
-I will try get the trukks some turn 1 cover from terrain or screening. Battlewagons are too expensive and I prefer mek guns in the HS slot.
-I will be running the warboss towards the front (assuming no potential lopsided challenges) and hoping to use his S10 to good effect. Again, would like to playtest this myself.
-Yeah, I'm thinking I should put a couple of lone koptas in.
-I don't have any stormboys and I'm thinking I would 15ish to be effective (weather some shooting and overwatch and still kill in cc) and I don't think that would be worth the points.

So here is the reworked list, at the full 1850 this time.

Formation:Green Tide, Faction:Orks - Primary Detachment
Warboss - 109 (Warlord)
-'eavy armour, power klaw, shoota, big bosspole
10 Boyz - 135
-'eavy armour, Boss Nob with power klaw, shoota
10 Boyz - 95
-Boss Nob with power klaw, shoota
10 Boyz - 95
-Boss Nob with power klaw, shoota
10 Boyz - 95
-Boss Nob with power klaw, shoota
10 Boyz - 95
-Boss Nob with power klaw, shoota
10 Boyz - 60
-Boss Nob
10 Boyz - 60
10 Boyz - 60
10 Boyz - 60
10 Boyz - 60

CAD, Faction:Orks
HQ
Painboy - 50
Big Mek - 110
-KFF, Da Lucky Stikk
Mek - 20
-rokkit launcha
Mek - 20
-rokkit launcha
Troops
10 Gretchin - 35
10 Gretchin - 35
Elites
7 Tankbustas - 141
-3 bomb squigs, Trukk with rokkit launcha and reinforced ram
7 Tankbustas - 141
-3 bomb squigs, Trukk with rokkit launcha and reinforced ram
Fast Attack
Deffkopta - 30
-twin-linked rokkit launcha
Deffkopta - 30
-twin-linked rokkit launcha
Heavy Support
Mek Guns - 87
-2 KMK, 1 kannon, 3 ammo runts
Mek Guns - 87
-2 KMK, 1 kannon, 3 ammo runts
Mek Guns - 129
-2 Traktor kannons, 3 kannons, 5 ammo runts

Total - 1849
   
Made in ru
!!Goffik Rocker!!






 Sick Bag wrote:
Well if you go that route run the Storm Boy Formation and Rape Face turn 2.


From my experience, massed stormboyz don't work all that great. But as a responce/diversion squad - they're great as a PK delivery system. Especially for footsloggas.
I've used squads of 9-10 with a pk bp nob so far. 3 out of 3 games they've done great.

This message was edited 1 time. Last update was at 2014/12/24 07:20:19


 
   
 
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