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Made in us
Lead-Footed Trukkboy Driver





Boston

Hi Everyone,
I've just gotten back in the hobby and Fenxi's reports actually inspired me to start a green tide as well and now here is a report from them! This is just a pick up game I played recently and I appreciate any comments.

April 2nd Battle Report

Orks vs Chaos Demons

Ork list

Spoiler:

HQ Warboss: Heavy armor, PowerKlaw , Da finking cap

Green Tide Unit: Choppa Ork X 100 with 5 PK Nobs

HQ Painboy with Heavy Armor, Da Lucky Stick

HQ weirdboy level 2

troops gretchen x 10
troops gretchen x 10

Fast attack Bikers x 8 with PK Nob
Fast attack Bikers x 8 with PK Nob

Heavy support Lootas x 9
Heavy support Lootas x 9

Heavy Support Mek Guns
kustom mega-cannon
1 ammo runt
1 extra crew
1 mek w/ rockit (Forgot to deploy him however)

1910, I appear to have shorted myself a few points!

Chaos Forces
Spoiler:

The demon list from my opponents memory a few days later.
Warlord- Lord of Change, mastery level 3, 2 greater rewards, 1 lesser reward.
3 - mastery level 3 Heralds of Tzeentch with discs and exalted locus of conjuration. (+1 S to psychic powers, I forgot about those , lol) 1 of them had an exalted reward (grimoire)he rolled a 1 on exalted, so also got a free lesser reward.
1 exalted flamer of Tzeentch.
2- 11 man units of pink horrors.
2- Daemon Princes of Tzeentch with wings, warp forged armor, 2 greater rewards and 1 lesser reward. Both mastery level 3.
5 screamers of Tzeentch


Set up
Spoiler:

We originally rolled a maelstrom mission but neither of us could find our cards so we elected to roll on eternal war and got a 6, so relic it is!
We roll dawn of war deployment, sweet, my green tide loves having the room to spread out, and bikes aren’t a space conservative unit either.
He rolls for psychic powers and I honestly think he got every power available, so many powers.
I rolled on demonic to get the primaris -1 to invul power but didn’t get the +2 strength to squad one that I wanted.
I won the opening roll off. I hadn’t played against flying monstrous creatures before but I remembered that I wanted to shoot at them before they can fly.
I pick the side that conveniently has a hill for my cannons and towers for my lootas. The green tide spreads out over the middle of the deployment zone while the bikers go in front to give cover and grab the objective. I drew my last relic game due to first blood so I kept my gretchin in reserve and made sure my IC’s were well hidden in the tide.

His deployment is basically horrors in the two buildings, two of the demons behind buildings, one demon and the sting rays (sorry, “screamers”) in the middle.


This is actually before he deployed, I sadly did not take a picture after deployment but before turn 1. I did take a picture at the end of my turn 1 so you get a pretty good idea.
He does not seize, sweet!

Ork turn 1
Spoiler:

My first move of the game is to grab the objective with the bikes, fail dangerous terrain and lose the closest bike, way to go guys.

Boys all run forward and left flank bikes advance to block green tide demon assault. I had thought the pink horrors were an assault unit. So I was guarding my tide against assault from them, know your opponents army!

Phsychic phase my weird boy tries to get off his primaris on the screamers, perils, loses a wound, and the power is easily blocked with 26ish 3+ psychic denies(base 5 for psyker in unit, +1 for better psyker and another +1 from a demon special rule that I never found out the name of)
My shooting phase is straight fire. Lootas are hot and 9 lootas do 12 wounds to the demon lord in the open and he fails 4 saves, giving me first blood!
The cannons and other loots shoot at the left pink horror squad killing seven, they roll double 1’s on their demonic instability and the squad is replenished. Perfect.





Demon turn 1
Spoiler:
His Turn he moves everything up. Screamers dive bomb (turbo boost over it and D3 wounds?) my green tide. Lord of change swoops up the mid board. The far right demon lord swoops all the way across the board near my lootas. A herald breaks off from the screamers and goes near the right table edge.
The psychic phase isn’t too damaging as he summons some demons and kills a few more boys. He doesn’t assault anything as nothing can. he also places a portal thing by the building in the right corner of the board.
You can see the screamers managed to cross the whole freaking board in one turn



My green tide casualties at the end of turn 1

All he killed was this plus 3 bikes? Dangerous terrain and perils was nearly as dangerous to me as he was. My feel no pain rolls were really hot for the first two turns, I was usually saving about half of them.


Ork Turn 2
Spoiler:

Well it’s turn two and my green tide is basically uninjured, which is always a good sign. He’s also moved everything into assault range so I don’t even have to really move. The only problem is that his demons are flying so I can’t assault unless I can knock them down. I swap the relic from the bikes to the green tide and move the bikes mostly in range of shooting at his fateweaver. Two squads of Gretchin also come in on the right flank to add their devastating fire to mix.

My psychic phase is exactly as effective as the last one as my weird boy perils and dies without inflicting any damage. From now on I’ll just take the strength 2 hit.

My shooting phase makes up for it as a dozen bikes plus 9 lootas kill fateweaver on the left flank.
The conspicuously absent fateweaver




On the right flank my other lootas ground the flying demon and leave him with 3 wounds. My green tide for the first time ever playing with them, actually chooses to shoot and I think wounds a screamer? There’s a reason they never shoot...

Now it’s my assault phase and my green tide does what it does best, charge in and lose a bunch of guys then hit like a hammer at low initiative. The demon kills all the orks near him so I can’t even swing at him but he is still locked in combat. I kill several screamers and I believe the herald attached to them. The horde of orks scoot across the board towards combat on the right flank.


I actually made a mistake here that could have cost me the game. The green tide was forced to move farther than 6 inches during the assault phase, so they were forced to drop the relic. Leaving the relic basically unguarded as I had no units near it that could actually grab it. The huge green tide in also blocked my Gretchen from moving grabbing the relic. So despite being surrounded by my guys, it actually wasn’t mine!




Demon Turn 2
Spoiler:

His movement is fairly limited this turn. He told me he thought the screamers would do a little bit more damage in their swoop.

The only unit that can single-handedly stomp a green tide is those damn scatterlaser warwalkers. Off topic.

His summoning hockey puck of doom creates a chariot and some little tentacle guys. Which give him...MORE WARP CHARGES.
A (herald I think) really fast guy on a screamer runs over towards my left flank lootas, I believe going for line breaker.

He also kill the middle biker squad down to just one guy who runs away, sort of, as the only way to my board edge is to head towards the guy shooting at him because the green tide blocks his escape.

Assault phase is pretty good for me as I finish off the screamers with a horde of orks though I can't quite kill the last demon as he only had a handful of orks able to hit him and I believe I managed to whiff all of the attacks from the nob who could hit him.

I was hoping to finish him off so I could move on my turn but it looks like I'm going another round.


Ork Turn 3
Spoiler:

I can only move my gretchin and my remaining unit of bikers so this phase went pretty quickly. (Do you do another 3 inch consolidation in the movement phase for combat? I forget how we played it but I might have done that)
One gretchen squad sits tight and waits for the green tide to finally walk by
Another gretchen squad decides that it's going to play duck duck chariot and basically surrounds it with their run move.

the bike squad decides to find out if demons from the warp are immune to bullets

Weirdboy Fail mcdiequickly has already left the game so nothing here

Shooting: my cannons shoot at the pink horror squad on the right flank and I believe miss all four shots.
my left lootas completely overkill the herald in the middle of the board. (I think they shot 3 times every round)
my right lootas I believe decided to roll a 1 and then miss every single shot (can't complain, they already did pretty well)
my bikes found out demons are in fact not immune to bullets and shoot the entire unit of left horrors of the board.

Assault: Green tide finally kills the demon, turns out he's not done yet and can come back next turn with a single wound.


Demons turn 3
Spoiler:

Besides the unit of bikes I lost I'm pretty much unhurt at this point so he's hoping for a minor miracle, or more likely, a major opposite of a miracle?

Basically a bunch of demons.

He gets a single horror from the hockey puck I believe *womp womp*
His herald on the left flank goes towards the green tide and does a spell, I was afraid he would assault the green tide because my claws were all several inches away.

His flying demon comes back on the board for more and does this 4d6 hit shot psykic power that he hadn't used before that was absolutely brutal.

He told me he wished he did that much earlier instead of all the 12 inch flame thrower powers he had been doing. I really apologize to demon players reading this trying to divine what my openents psychic phase consisted of but I really had trouble following it as someone who just learned their was a psychic phase about 6 weeks ago.

The psychic power ended up hurting him however as the demon periled and died doing the spell. His other psykers did a bunch of other flame thrower powers on me that killed a few orks from the tide.

Assault: The only assault was done by the chariot against the grots!

This really taught me a lesson. I had no idea that the chariots were this mean. I first discovered it had armor value instead of toughness. whoops. I then discovered it got 2d6 attacks! yikes! so it actually manged to kill 10 grots in one phase! which is pretty impressive. I was hoping it was one of those " I really murder 3 wounds a turn but can't go much higher" kind of units that the gretchin could tarpit. So I test take my leadership at -3 and ROLL DOUBLE 1'S. That's the second double 1 of the game, so the grot herder who can't actually hurt the chariot manages to tie it up for another half turn.




Turn 4
Spoiler:


So I roll a pretty good movement on the green tide, as well as a good run. This really helped because I could now multi-assault every single one of his remaining units except the pink horrors hiding in his back field.

My painboy actually seperated from the green tide to grab the relic because at this point, I still didn't control the damn thing!

The bikes moved and turbo-boosted towards the pink horrors.

my kmk finally decide to have a good round of shooting and actually kill several of the pink horrors in the back corner. They don't fail morale however.

The green tide then multi-assaults everything and completely and utterly whiffs. It was embarrassing.

As good as my shooting was my first turn, this was that bad. I can't kill the chariot, the demon hocky puck, or the herald on the other side of the board.


He tries to summon a demon his turn and doesn't get the one he wants.

he can't do anything else so we go to assault and my dice turn around and I start killing stuff and we call it a game.

It was about midnight on a work night and I had an hour drive home so I was pretty much done.

i had a really great game with Tim and I think we'll be playing again soon and this time he'll be more ready for the green tide!
WAAAAGH!

This message was edited 4 times. Last update was at 2015/04/09 04:07:19


 
   
Made in ru
!!Goffik Rocker!!






Painboy can't have 'eavy armor and DLS
   
Made in us
Bonkers Buggy Driver with Rockets





Great report. I really loved the pictures and the summary, it was a good amount of each.

A couple errors in your list though. You can't give your Painboy heavy armor or relics, they aren't listed as options. You should probably give your Warboss Da Lucky Stikk, and just keep the Painboy base.

This message was edited 1 time. Last update was at 2015/04/09 05:27:54


For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in ru
!!Goffik Rocker!!






Yep, and a warboss can't take Da Finking Kap if that's a boss from your Greentide. He can only take relics from Ghazzy supplement.

Good game otherwise =)

Also, daemonic instability works only in mellee.

This message was edited 2 times. Last update was at 2015/04/09 06:29:54


 
   
Made in us
Drone without a Controller



Logan, UT

Nice report. Thanks for sharing.

3900 pts
1300pts  
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

Well I feel like a bastard for cheating that badly! I guess I shouldn't feel very good about being a few points short.

Thanks for the help

So the ghazzy supplement relics can only go on units from it and codex relics can only go codex units. Got it.


@koooaei
Yes, he rolled for demonic instability in melee but it never made a difference besides the one I mentioned where they all came back to life.
   
Made in us
Dakka Veteran





also that first turn. I'm not 100% sure but I think demonic instability only applies if they lose combat in the assault phase otherwise they pass all other tests.
   
Made in fi
Lead-Footed Trukkboy Driver





Boston

 Waaagh 18 wrote:
Great report. I really loved the pictures and the summary, it was a good amount of each.



Nice report. Thanks for sharing.


Company bought me a a new Lumia 830 and wanted to try out the camera! I'm glad you guys liked it. I'm going to be playing the same opponent in the coming weeks and I plan on getting my but kicked now that he knows what he's facing.
   
Made in us
Krazed Killa Kan




Homestead, FL

yup, warboss couldn't take any of the relics, What you should do is mimic the list i built and bring a 2nd combined arms detachment and bring a painboy and a warboss with Da lucky stick. that way you can bring out FNP and WS5 on your green tide by attaching the characters.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Lesser Daemon of Chaos




New England

You CHEATER!!!! haha- don't worry about it. Honest mistake man. It was a fun game.
It wasn't a list I'm used to running and it was really more of a 1500 list that I just added another Prince on to quickly make it 1850.
i had rolled adamantium will on the rewards table with a level 3 psyker for the deny the witch awesomeness- that and having almost 30 warp charges...I rolled REAL GOOD before the game- rolling 1's for each exalted reward to get a bunch of free lesser rewards... But once the game started my dice turned on me and you were rolling like a champ!!
All in all it was fun game- look forward to another in the future.
   
Made in us
Krazed Killa Kan




Homestead, FL

Ive always wanted to try a Demon army, I would play straight summoning though. Bring as many demons on the table as possible.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Loved the batrep. Looks like you guys had a lot of fun with that game.

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Grotsnik Corp. Sorry, No Refunds.
 
   
Made in gb
Stubborn Dark Angels Veteran Sergeant






As a daemon player I believe firing the 4d6 psychic power (which I presume is the tzeentch flickering fire power) into a green tide to be a terrible idea. In fact I would say the green tide is one of the worst possible targets for it.

The reason is that if they take a wound, then they have to do a toughness test. If they pass, then their FNP save increases by +1. This stacks with the pain boy, which means the survivors will get more and more durable.

Any tzeentch magic or ranged weapon has the warpfire rule, meaning that the exalted flamer would have caused you to check for it too.

Did your opponent remember this? Because giving 80 or so boyz (after the shooting/psychic phase) a potential of a 4+ or 3+ FNP save would be game breaking.

This message was edited 2 times. Last update was at 2015/04/12 17:36:15


 
   
Made in us
Lesser Daemon of Chaos




New England

Tzeentch psychic powers were shot at the units that weren't part of the green tide because of this.... And yeah, the green tide was one of the worst lists for this Tzeentch army, hence it getting so utterly destroyed.
   
Made in pl
Regular Dakkanaut





In CC you choose what is target - chariot or its rider. And another - you always must issue challenge and there is a little change in 7th - you must be simple locked in combat, not engaged.

This message was edited 1 time. Last update was at 2015/04/12 20:53:54


 
   
Made in us
Auspicious Daemonic Herald





So who was winning?

This message was edited 1 time. Last update was at 2015/04/12 21:32:22


 
   
Made in us
Sagitarius with a Big F'in Gun





Minneapolis, MN

Ahhhh, a multiple charge like that across the entire board warms the Orky parts of my soul.

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Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Mr.T wrote:
And another - you always must issue challenge and there is a little change in 7th - you must be simple locked in combat, not engaged.
This isn't correct.
The last sentence of "Issuing a Challeng":
"Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot issue challenges."
   
Made in us
Lead-Footed Trukkboy Driver





Boston



As a daemon player I believe firing the 4d6 psychic power (which I presume is the tzeentch flickering fire power) into a green tide to be a terrible idea. In fact I would say the green tide is one of the worst possible targets for it.

The reason is that if they take a wound, then they have to do a toughness test. If they pass, then their FNP save increases by +1. This stacks with the pain boy, which means the survivors will get more and more durable.

Any tzeentch magic or ranged weapon has the warpfire rule, meaning that the exalted flamer would have caused you to check for it too.

Did your opponent remember this? Because giving 80 or so boyz (after the shooting/psychic phase) a potential of a 4+ or 3+ FNP save would be game breaking.


So he used this power after my painboy had disconnected from the green tide to grab the relic. so this was actually a good time to use it as I didn't have FNP on the green tide for the last turn.

Ahhhh, a multiple charge like that across the entire board warms the Orky parts of my soul.


It was fantastic! of course 20 models couldn't do anything....but being locked in contact in 4 or 5 different places against stuff that isn't T-Wolf cavalry is a pretty good place to be.

Mr.T wrote:
And another - you always must issue challenge and there is a little change in 7th - you must be simple locked in combat, not engaged.

This isn't correct.
The last sentence of "Issuing a Challeng":
"Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot issue challenges."



Yes, I agree with Grendel here. We played that incorrectly, sadly a nob cannot run 30 inches across the board to accept a challenge because some demon gesticulated wildly and yelled insults in what is probably ancient Sumerian. Although I really love the idea of a pissed off warboss sprinting over to pulp some space marine sargant who called his mother a whore.

In CC you choose what is target - chariot or its rider.

Well hot damn! that would have been nice to know! I had a half dozen boys that could have swung that just sat around because they weren't feeling "furious" enough.
   
 
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