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![[Post New]](/s/i/i.gif) 2012/07/21 04:55:46
Subject: Green-Tide effectiveness in 6th
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Fresh-Faced New User
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I've always wanted to start a horde-assaulty army, and ork just seems to fit the profile.
However it just seems that 6th, just like 5th, favours shooty army more than assault army. I've noticed people mitigate this by using shoota+dreads with shooting. What I would like to know is whether will green-tide with dreads/boyz/ mayby flyer support be competitive or not in 6th. Also, should they be shooty or assault army? What general 1,750 list would be?
Thanks a lot!!
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![[Post New]](/s/i/i.gif) 2012/07/21 05:45:17
Subject: Green-Tide effectiveness in 6th
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Decrepit Dakkanaut
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6th ed moved greatly against assault armies, and it moved slightly against horde armies. As such, you're going to have a tough time of it with a choppy horde army now. Slugga mobs lost a lot through changes in fleet, furious charge, and random charge ranges, while also losing properly hidden power klaws. Meanwhile, shooting got a lot better what with improved rapid fire and heavy weapons, worsened cover, and overwatch.
I'd basically assume that a slugga mob would arrive wherever they go seriously depleted, and if they managed to eliminate their target (far from certain), then they're just going to be hideously gunned down the following turn.
To do a green tide, you're probably going to be better off now with shootas in a generally shooty list (especially because lootaz just got scary good).
Ork are probably going the way of guard here - reverting to a shooty army with a few choppy elements - in the case of ork, MANZ and nob bikes, which apparently got a nice boost.
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![[Post New]](/s/i/i.gif) 2012/07/21 06:35:52
Subject: Green-Tide effectiveness in 6th
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Waaagh! Warbiker
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My experience with green tide in 6:th is that a mix of sluggas and shootas works pretty well. Run your shootas in 20-30 mobs with big shootas and a nob with bosspole and your sluggas in 30 mobs with a PK and big shootas if you want. Lootas and deffkoptas are good in support and I guess that a blitz bomma or dakka jet would be useful but I havent had the chance to try it yet.
If you are serious in starting e green tide list you should take the chance to search ebay the black reach boyz while you can.
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![[Post New]](/s/i/i.gif) 2012/07/21 06:51:44
Subject: Re:Green-Tide effectiveness in 6th
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Fresh-Faced New User
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If you're going to run Green Tide, you NEED to run Shoota Boyz. Never ever take Choppa Boyz anymore, for obvious reasons. Ork Bomma/Loota support is the obvious choice to balance out the list. If you're running Kans/Dreads, you need to focus on mechanized Orks rather than footsloggin' the horde, so don't bother with any Heavy Support other than Battlewagon, specifically to transport Boyz/Nobz.
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![[Post New]](/s/i/i.gif) 2012/07/21 08:00:47
Subject: Green-Tide effectiveness in 6th
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Daemonic Dreadnought
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Green tide of shoota boys, lootas, artillery cannons for hs, and some dakka jets for fa. Everything is infantry or a flier. Seems solid to me.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/07/21 09:48:09
Subject: Green-Tide effectiveness in 6th
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Fresh-Faced New User
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Come to think of it, Kans/Dreads really do not fit foot list anymore. Reduction in cover and hull points hit them too hard. Too bad really, since i really love their models.
One thing about artillery that i don't like is the short range of it. 36" will not be able to cover the whole board, so i'm quite curious on how effective they will be. One thing of note though, i feel like they make very good sceening units. So you can have T7 grots running forward not shooting and just screen your orks... Actually that sounds really fun.
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![[Post New]](/s/i/i.gif) 2012/07/21 09:55:42
Subject: Green-Tide effectiveness in 6th
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Mekboy Hammerin' Somethin'
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Wupin wrote:Come to think of it, Kans/Dreads really do not fit foot list anymore. Reduction in cover and hull points hit them too hard. Too bad really, since i really love their models.
Spot on there, I think. Havent had a game of 6th edition yet, but my last major purchase from GW was to get me enough Killa Kans/Deff Dreads to get myself a full kanwall list up and working. Gonna have to figure out what to change/how to adapt to make it work now though. KFF's are still good, but now it's only a 5+ cover save for both my footslogging shoota boys and the kan wall.
Furthermore, one of my favourite tactics was to get my killa kans into close-combat with units that couldnt damage it (assuming they survive long enough to get there), but now close combat is risky business, what with krak grenades being a more viable solution to walkers. In addition, if a unit cant damage them, they have the option to fail a morale test and fall back away from it.
Might have to get me some lootas now, and may instead bring my battlewagons into use again. I like dakkajets, and I love the models, but I missed out on the WD issue that had their rules/wargear/costs, so tough luck for me :(
Seems like dakkajets could solve a lot of my problems now.
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![[Post New]](/s/i/i.gif) 2012/07/21 10:52:27
Subject: Re:Green-Tide effectiveness in 6th
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Dark Angels Librarian with Book of Secrets
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* Lootas are much better. Being able to move and snap shot is very nice. Being able to move 1 or 2 of them and still get your shots is nice.
* Nob bikers are awesome. Consider adding a squad to your green tide army for punch.
* 180 Fearless models is very durable. In 5th edition, green tides were vulnerable to be wiped out by fearless wounds in assault Now, every single model must be killed. Your boys are not an aggressive style, its a durability style of play. Its hard to kill T4 models 180 models.
* There are some good tricks you can do with HQ. Mega-armor, for example grants SnP to Lootas, allowing them to move and shoot.
* Snikrot is nowhere nearly as good as he was.
* Allies open some excellent options.
* Ork Psykers are something to look at now
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This message was edited 1 time. Last update was at 2012/07/21 10:54:59
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![[Post New]](/s/i/i.gif) 2012/07/21 11:12:32
Subject: Re:Green-Tide effectiveness in 6th
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Mekboy Hammerin' Somethin'
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labmouse42 wrote:
* Snikrot is nowhere nearly as good as he was.
* Ork Psykers are something to look at now
Forgot about Snikrot, since there's never been a game where I havent used him in 5th. Since he's not allowed to assault on the turn he's coming off reserves, it diminishes his value greatly for me. Best I can do with him now is to use the Kommandoes with burnas to spray back-line units. But then right after they'll just be shot off the board anyways.
In what way is a Weirdboy useful now? I looked at the FAQ/Errata and I was a little saddened that they dont have access to the new psychic disciplines. I suppose the extra Waaagh! if you're lucky is nice. Especially if you got yourself a couple dakkajets.
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![[Post New]](/s/i/i.gif) 2012/07/21 11:47:20
Subject: Re:Green-Tide effectiveness in 6th
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Dark Angels Librarian with Book of Secrets
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Ronin wrote:In what way is a Weirdboy useful now? I looked at the FAQ/Errata and I was a little saddened that they dont have access to the new psychic disciplines. I suppose the extra Waaagh! if you're lucky is nice. Especially if you got yourself a couple dakkajets.
Really?
Well, I guess that keeps his regulated to the specalized lists, like bringing 2 of them to try and force a Waaaagh every turn, or in a KP denial list to provide teleportation (that's dependent on how tourneys do missions)
Otherwise big meks/warbosses are the way to go.
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![[Post New]](/s/i/i.gif) 2012/07/21 14:42:16
Subject: Green-Tide effectiveness in 6th
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Longtime Dakkanaut
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Kans are weaker due to hull points being pitiful and the kff as well. Dreads are still a little too pricey for my liking.
Then ork boyz need kffs, it is too hard to get all your boyz cover saves now. One of the reasons hordes worked was that your boyz would have 4+ save until they reached cc.
It'll still work, but just not to the same degree as before.
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![[Post New]](/s/i/i.gif) 2012/07/21 16:01:58
Subject: Green-Tide effectiveness in 6th
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Fresh-Faced New User
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Well, since 6th lets you hit vehicles on 3+, I assume that you can hit harder especially against 5th meta parking lots.
You reach them harder but hit more damage, so I thought it would even out a bit?
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![[Post New]](/s/i/i.gif) 2012/07/21 17:36:46
Subject: Green-Tide effectiveness in 6th
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Shas'o Commanding the Hunter Kadre
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A horde of boys does great things for you, just like it did in 5th.
Kans still work.
In fact everything but snikrot still works for orks. Vehicles are easier to kill in melee, which is a huge boon, and fliers are the only problem for orks, which orks have their own fliers so no biggy.
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![[Post New]](/s/i/i.gif) 2012/07/21 18:02:43
Subject: Green-Tide effectiveness in 6th
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Stone Bonkers Fabricator General
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Green tide got a lot better with the change of fearless wounds.
Shoota boys benefit from overwatch as much as anything I can think of.
Dreads and Kans are rubbish now. I am waiting for them to start showing up on ebay 70% off.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/07/21 18:19:26
Subject: Green-Tide effectiveness in 6th
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Longtime Dakkanaut
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Don't forget it's now easier to get cover now for vehicles, even though the ubiquitous 4+ is gone, 25% is way easier to achieve.
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![[Post New]](/s/i/i.gif) 2012/07/21 18:22:05
Subject: Green-Tide effectiveness in 6th
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Pyro Pilot of a Triach Stalker
Somewhere over the rainbow, way up high
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Green Tide isn't workin' well dere, sounds like ya needz moar BOYZ!
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Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts
MajorStoffer wrote:
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Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. |
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![[Post New]](/s/i/i.gif) 2012/07/21 18:27:07
Subject: Green-Tide effectiveness in 6th
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Decrepit Dakkanaut
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You know, if you really wanted kanz, perhaps you just need to reverse their deployment. Put some KFF boyz in front to provide cover for the kanz, rather than the other way around.
I can sort of imagine a kanz sandwitch, with the boyz being the bread.
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![[Post New]](/s/i/i.gif) 2012/07/21 19:13:58
Subject: Green-Tide effectiveness in 6th
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Longtime Dakkanaut
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Seriously is no one missing always having 4+ cover saves for their saves?
True, losing less to fearless wounds is pretty sweet against certain armies.
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![[Post New]](/s/i/i.gif) 2012/07/21 19:33:02
Subject: Green-Tide effectiveness in 6th
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Mutilatin' Mad Dok
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Honestly, the fact that casualties are removed from the front is by far the biggest blow to Green Tides.
Today, I was able to keep two full units of 30 shoota boyz away from my army, ultimately destroying them. That ability to delay their arrival has very, very notable consequences.
Kanz are still great by the way
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![[Post New]](/s/i/i.gif) 2012/07/22 00:29:36
Subject: Green-Tide effectiveness in 6th
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Pyro Pilot of a Triach Stalker
New York
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MFletch wrote:Seriously is no one missing always having 4+ cover saves for their saves?
True, losing less to fearless wounds is pretty sweet against certain armies.
It was only 4+ cover for vehicles. Footsloggers had and still have a 4+. It hasn't changed.
Orks won with a 5+ on vehicles before and can do it again.
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![[Post New]](/s/i/i.gif) 2012/07/22 00:36:07
Subject: Green-Tide effectiveness in 6th
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Mekboy Hammerin' Somethin'
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Dr. What wrote:It was only 4+ cover for vehicles. Footsloggers had and still have a 4+. It hasn't changed.
Except that it has changed for both vehicles and footsloggers. Coversave from KFF is only 5+ now.
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![[Post New]](/s/i/i.gif) 2012/07/22 00:38:41
Subject: Green-Tide effectiveness in 6th
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Nimble Pistolier
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Ronin wrote: I like dakkajets, and I love the models, but I missed out on the WD issue that had their rules/wargear/costs, so tough luck for me :(
Seems like dakkajets could solve a lot of my problems now.
You can find the WD with the Ork Flyer rules on GW site. Can be purchased as a single issue. They hold issues 7 months back for sale on the site.
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![[Post New]](/s/i/i.gif) 2012/07/22 00:51:59
Subject: Green-Tide effectiveness in 6th
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Oberstleutnant
Back in the English morass
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The sheer volume of dakka that a green tide can put out is scary, Assaults don't really work as well now (I will be running a mob of slugga boys as a counter attack unit though).
A strong infantry force with a lot of lootaz backed up by a couple of Zapp gun batteries and some warbikes/rokkit buggys seems like a very capable list.
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The prefect example of someone missing the point.
Do not underestimate the Squats. They survived for millenia cut off from the Imperium and assailed on all sides. Their determination and resilience is an example to us all.
-Leman Russ, Meditations on Imperial Command book XVI (AKA the RT era White Dwarf Commpendium).
Its just a shame that they couldn't fight off Andy Chambers.
Warzone Plog |
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![[Post New]](/s/i/i.gif) 2012/07/22 10:47:29
Subject: Green-Tide effectiveness in 6th
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Dark Angels Librarian with Book of Secrets
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Ronin wrote:Dr. What wrote:It was only 4+ cover for vehicles. Footsloggers had and still have a 4+. It hasn't changed.
Except that it has changed for both vehicles and footsloggers. Coversave from KFF is only 5+ now.
Maybe he was talking about the aegis defense line.
Aegis defense line >= KFF. It still lets you buy 2 warbosses, which are money in this edition with challanges.
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This message was edited 1 time. Last update was at 2012/07/22 10:48:27
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![[Post New]](/s/i/i.gif) 2012/07/22 11:01:13
Subject: Green-Tide effectiveness in 6th
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Mekboy Hammerin' Somethin'
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My bad, maybe he did. Wasnt clear.
Gonna be fun running my Warboss again.
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![[Post New]](/s/i/i.gif) 2012/07/22 11:14:21
Subject: Green-Tide effectiveness in 6th
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Dakka Veteran
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Ailaros wrote:6th ed moved greatly against assault armies, and it moved slightly against horde armies. As such, you're going to have a tough time of it with a choppy horde army now. Slugga mobs lost a lot through changes in fleet, furious charge, and random charge ranges, while also losing properly hidden power klaws. Meanwhile, shooting got a lot better what with improved rapid fire and heavy weapons, worsened cover, and overwatch.
I completely disagree with this statement. Low-model count assault armies are in a worse place, horde armies got a gigantic buff. If you put 180 boys on the table and you'll completely control what goes on in the game. Overwatch benefits Orks a great deal since it's basically an extra round of shooting at almost the same BS, you don't take fearless wounds which is one of the biggest changes across the board. Green tide armies are going to be super strong in 6th.
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![[Post New]](/s/i/i.gif) 2012/07/22 12:03:21
Subject: Green-Tide effectiveness in 6th
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Mutilatin' Mad Dok
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Stoffer wrote:I completely disagree with this statement. Low-model count assault armies are in a worse place, horde armies got a gigantic buff. If you put 180 boys on the table and you'll completely control what goes on in the game. Overwatch benefits Orks a great deal since it's basically an extra round of shooting at almost the same BS, you don't take fearless wounds which is one of the biggest changes across the board. Green tide armies are going to be super strong in 6th.
I disagree with this. With a lower cover save, they are easier to kill, and due to wound allocation, much easier to hold at bay. Who, by the way, actually assaulted a mob of 30 boyz in 5th, anyway?
Your normal anti-infantry is going to be much more powerful. Blasts and flamers, again when combined with lower cover save and removing casualties from the front, should keep them out of assault and keep them fighting to stay close to objectives. Hell, even smaller calibre fire will make them lose ground inch by inch. Additionally, wound allocation will often put the Nob under stress due to the front casualty line drawing closer, encouraging them to be placed further back. The further back they are placed, the harder it will be for them to make it into combat.
That said, Slugga Boyz are still good stuff. Their only issue is the way in which transports changed - the trukk can only drive 6" before they disembark. It takes some remixing of how to use them. Waaagh makes that 12" assault much more reliable, since you can roll both OR one of the two assault dice.
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![[Post New]](/s/i/i.gif) 2012/07/22 12:16:57
Subject: Green-Tide effectiveness in 6th
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Dark Angels Librarian with Book of Secrets
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Stoffer wrote: Overwatch benefits Orks a great deal since it's basically an extra round of shooting at almost the same BS, you don't take fearless wounds which is one of the biggest changes across the board. Green tide armies are going to be super strong in 6th.
Snap shots (and overwatch are 50% as effective as normal ork shooting. That one point of BS means a lot. While ork snap shotting is better than MEQ snap shotting (due to volume of fire), it's not really something we can say is "almost as good".
That being said, I agree with you that green tide armies will be very strong in 6th.
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![[Post New]](/s/i/i.gif) 2012/07/22 12:25:36
Subject: Green-Tide effectiveness in 6th
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Longtime Dakkanaut
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I have 120 slugga boyz and 60 shoota boyz. They did well yesterday however, it now takes about one extra turn to get to combat with the slugga's due to fleet and wound allocation changes.
They are not as good as they used to be.
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This message was edited 1 time. Last update was at 2012/07/22 12:26:09
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![[Post New]](/s/i/i.gif) 2012/07/22 12:30:23
Subject: Green-Tide effectiveness in 6th
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Dark Angels Librarian with Book of Secrets
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Kharrak wrote:Your normal anti-infantry is going to be much more powerful. Blasts and flamers, again when combined with lower cover save and removing casualties from the front, should keep them out of assault and keep them fighting to stay close to objectives.
Respectfully, if your opponent has units that can drop blasts, like manticores, would you not make them target priorities? A good green tide list IMHO will have 9 kannons and lootas/dakkajets. That should be enough to take care of your enemy priorities.
A green tide army is not an offensive army. Its counter-intuitive, but its not the best thing for orks to rush to the enemy lines and try to assault. Bolb over objectives, and nap a few KPs in KP missions.
Its better to just squat over objectives and keep getting shot at. A squad of 9 bolters at 24" will kill 3 orks out in the open per turn, or 18 points of boys. That's nothing. A dakka pread kills ~5 per turn.
I've also played 6 games of 6th edition thus far, and its not been that hard to find cover -- especially if you bring an aegis defense line and play on boards that one can expect to find at Nova. That lowers those numbers above even more.
The biggest problem green tide armies will face are the same problems they faced in 5th.
1) Movement. Its hard to get across the board to get 'linebreaker'
2) Lack of death star -- a squad of nob bikers will be #1 target priority for the enemy and absorb every bit of fire until their dead
3) Time of play -- It takes a long time to deploy and move 180+ models. Its hard to finish a game 2:15 when you have that -- which can cause problems at tourneys.
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This message was edited 1 time. Last update was at 2012/07/22 12:31:23
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