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![[Post New]](/s/i/i.gif) 2014/09/02 23:54:40
Subject: How to kill green tide?
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Stealthy Space Wolves Scout
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How would you guys kill this?
I run a pure green tide. I can field up to 180 Boyz, 3 Shoota squads, 3 choppa squads.
I have 2 Big Meks, and i always run at least 1 with KFF.
I run 6-8nobz around my Warboss, big choppas
I have 1 full squad of Tankbustas with Rokkits I always run.
I always run at least 1 of my 2 Deff Dreads with 4 Dred Weapons.
Whats the best battle-forged army to take my hoard off the map?
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DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) |
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![[Post New]](/s/i/i.gif) 2014/09/03 00:49:20
Subject: How to kill green tide?
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Trustworthy Shas'vre
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any army could do it. the important thing to remember is order of activation, right out of warmachine. (I know, it makes no sense, but allow me to explain.)
Use the short ranged guns first, the medium ranged ones next, and the long ranged guns last. that way you get maximum use of your guns, and none are wasted.
Personally, I use FE, and blasts from riptides would likely be my answer, and skirting out of assault range with my suits. If I had access to any army though, I would love to try with DE, with warriors in raiders.
I would recommend against playing against GK, with their torrent flamers, and guard with their access to a plethora of large blasts.
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'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
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![[Post New]](/s/i/i.gif) 2014/09/03 00:50:27
Subject: How to kill green tide?
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Longtime Dakkanaut
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Give an actual army list, point level, and deployment, and I will say how my current army would deal with it.
Right now you have too much of 'this might be on the table'...
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![[Post New]](/s/i/i.gif) 2014/09/03 00:56:29
Subject: How to kill green tide?
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Thinking of Joining a Davinite Loge
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My DKoK Assault brigade would love to fight this list.
I think most IG armys could take this, minus maybe Air-cav.
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![[Post New]](/s/i/i.gif) 2014/09/03 01:28:41
Subject: How to kill green tide?
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Stealthy Space Wolves Scout
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Okay... Here's a list I'd normally take.
1850- Orks
Warboss -Warlord, 'eavy armor, PowerKlaw, Combi/skorcha
Big Mek - KFF
3 Nobz w/ Big Choppa
3 Nobz w/ PowerKlaw
10 Tankbustas w/ Rokkit Launchas
2x30 Shoota Boyz
3x30 Slugga Choppa Boyz
Dakkajet w/ Fighter Ace
2 Deff Dreads with all melee arms..
Whats the fastest way to kill it?
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DR:80-S++G+M-B---I+Pw40k#10++D+A++++/cWD-R+++T(T)DM+
(Grey Knights 4500+) (Eldar 4000+ Pts) (Tyranids 3000 Pts) (Tau 3000 Pts) (Imperial Guard 3500 Pts) (Doom Eagles 3000 Pts) (Orks 3000+ Pts) (Necrons 2500 Pts) (Daemons 2000) (Sisters of Battle 2000) (2 Imperial Knights) |
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![[Post New]](/s/i/i.gif) 2014/09/03 01:37:44
Subject: How to kill green tide?
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Longtime Dakkanaut
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kinratha wrote:My DKoK Assault brigade would love to fight this list.
I think most IG armys could take this, minus maybe Air-cav.
Depends on the Air Cav, by taking my Elysian Drop Troops whose Valkyries can come in on the first turn they can bring a lot of pain, especially when you have x5 Valkyries unloading Rocket Pods into them backed by Vendettas and Vultures and finally Elite Infantry.
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19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
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![[Post New]](/s/i/i.gif) 2014/09/03 01:44:58
Subject: How to kill green tide?
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Stubborn Dark Angels Veteran Sergeant
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no transports eh?
my DA/WS army-
plasma goes to gun down nobs or boys.
Ravenwing attack squads with the banner of devastation strike the boys
(thats 20 bolter shots from each squad at 24 inches away, I have 4-5 in 1850-2k games)
drop pod dreadnaught with heavy flamer /melta gun goes for nobs or whatever is the most threatening at the time
lascannon devs and attack bikes w/ Multi meltas take out the deff dreads.
allied IH Chapter master beat stick runs around wrecking most anything. orbital bombard the boys or the dread depending on first turn shootings.
2x whirlwinds eat at the boys with barrage/ordinance
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This message was edited 3 times. Last update was at 2014/09/03 01:48:23
Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2014/09/03 01:47:24
Subject: How to kill green tide?
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Pyromaniac Hellhound Pilot
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Against a list like that:
Manticore x2
Wyvren x3
That is just my heavy support slots, in a bound army. With that much ork on the board, I doubt much would miss, and that alot of orks will die. After the heavy slots:
HQ: Pask in punisher w/ heavy bolters
Punisher w/ heavy bolters
Eradicator with heavy flamers
Troops: I realy only run plasma vets or sniper vets in chimers, but, the chimeras will have multi lasers and hull heavy flamers. I would run minimum of four squads
Fast Attack:
two squads of scout sentinels (3 in each squad) with heavy flamers each.
Elites: Well, just for kicks and giggles, 6 Bullgryn with slab shields
And to cap it off, my DA allies:
Librarian in terminator armor, level 2, with telepethy (Psychic Shriek would be so fun) and power field generator. He teams up with the bullgryn (T5, 3 wounds, 4+/4+I saves, and stuborn)
Scout snipers.
Problem with orks like that, you will fill your entire deployment zone, no matter what type of deployment there is.
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javascript:emoticon(' '); 3,000 pointsjavascript:emoticon(' ');
2,000 points
265 point detachment
Imperial Knight detachment: 375
Iron Hands: 1,850
where ever you go, there you are |
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![[Post New]](/s/i/i.gif) 2014/09/03 01:47:42
Subject: How to kill green tide?
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Stubborn Dark Angels Veteran Sergeant
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but that IS alot of boys.
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Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2014/09/03 01:56:18
Subject: How to kill green tide?
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Straight outta the Ork Codex: Shoot da choppy uns' an chop da shooty uns'.
Orks are one of the rare armies that actually get better with a theme in my opinion. Rather than telling you what would kill it, let me pose some anticipated turn-by-turn for any gamer against your list:
Target Priorities:
1. You only have one flyer. You only have two other vehicles, and those deff dreads are so slow, they can be disregarded or avoided for most of the game. Your flier will absorb all enemy anti-tank and anti-air on the first turn until it is dead. You can safely presume your flier will die on the first turn it is on the board. Even if you go first - you don't have anything in your army that can take out long range anti-armour, and no one is shooting at fliers with melta-guns.
2. While the Anti-Vehicle is taking down the jet, the anti-infantry long range fire will be digging into your tank-bustas or your nobs. Those are the only real threats to enemy armour.
3. Turn two, the high strength anti-vehicle shots are going to switch to your nobs, your Warboss, or your deff-dreads, depending on what you have attached to which units. Anti-infantry are going to continue eating into things that are not 6 point boyz.
4. By turn three, while you probably haven't killed anything yet, you should be getting close enough to assault, as long as the enemy hasn't moved back. You'll eat another round of shots from everything.
5. Turn four, your opponent has run out of space to back up while lightning you up, so will probably sacrifice a unit or two to whatever remnants of your army is left. You'll eat them, and be out of combat to be shot at again the following turn.
6. Close range flamers, more dakka dakka, and counter-assaults will follow.
Theme your army.  If you want green tide (your title) - GO green tide! Drop the deff dreads. Drop the nobz. Drop the tank-bustas. Take the actual green tide formation. 10x10 boyz with a nob+ PK in each, merged into the green tide formation for one big unit of 100+ boyz. Don't present an army list that is designed for optimal enemy fire; either give the anti-tank nothing to shoot at, or the anti-armor nothing to shoot at, or create so many simultaneous threats that a missed shot or incorrect target prioritization will punish your enemy.
Just some thoughts.
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![[Post New]](/s/i/i.gif) 2014/09/03 02:48:55
Subject: How to kill green tide?
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Thinking of Joining a Davinite Loge
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gmaleron wrote: kinratha wrote:My DKoK Assault brigade would love to fight this list.
I think most IG armys could take this, minus maybe Air-cav.
Depends on the Air Cav, by taking my Elysian Drop Troops whose Valkyries can come in on the first turn they can bring a lot of pain, especially when you have x5 Valkyries unloading Rocket Pods into them backed by Vendettas and Vultures and finally Elite Infantry.
Ah true, Vultures would eat this list up.
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![[Post New]](/s/i/i.gif) 2014/09/03 06:01:53
Subject: How to kill green tide?
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Longtime Dakkanaut
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Pyeatt wrote:Okay... Here's a list I'd normally take.
1850- Orks
Warboss -Warlord, 'eavy armor, PowerKlaw, Combi/skorcha
Big Mek - KFF
3 Nobz w/ Big Choppa
3 Nobz w/ PowerKlaw
10 Tankbustas w/ Rokkit Launchas
2x30 Shoota Boyz
3x30 Slugga Choppa Boyz
Dakkajet w/ Fighter Ace
2 Deff Dreads with all melee arms..
Whats the fastest way to kill it?
I just don't see much to be overly worried about.
My biovores (S4 AP4, 3 Lg blast barrage, twin linked) should take out most of a boyz unit per turn.
My flyrants (2) Can each take out a Nob mob per turn, or 7-8 boyz per turn. Either one will take the dakkajet out in one turn.
Depending on terrain and deployment, the Crone will either take out at least half of the tankbustas turn one or two., otherwise either heavy flamer the boyz or haywire the dreds.
The Tfex has a heavy torrent flamer to kill more boyz at range.
The two devilfexes can also take out the nobs, or more boyz (about 6-7 each)
The rippers will work as a buffer in case any orks actually get close enough to charge anything.
The warrior brood will use its twin linked large blast to kill more boyz
The exocrine will use its large blast to kill more boyz, or perhaps the S7 AP2 shots on the dreds if they get close.
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![[Post New]](/s/i/i.gif) 2014/09/03 06:16:17
Subject: Re:How to kill green tide?
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!!Goffik Rocker!!
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Footslogging boyz are far from unbeatable. Any army can deal with them.
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![[Post New]](/s/i/i.gif) 2014/09/03 06:45:47
Subject: How to kill green tide?
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Flashy Flashgitz
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From my experience, rapid assault Orks armies do better than green tides.
If I can be in cc at T2 (and T1 with Koptas), than means victory for me vs most armies.
Otherwise, it's imo too slow, and it gives to much time to my opponent to get ready and think how to welcome my boyz
And I think that, unfortunately for us, Deff Dreads do not impress anyone. A spam of Kanz is better, moreover with a KFF if you want to screen your Boyz.
Oh, and one last thing if you still want to go footslogging: Painboys are a true gift of Mork for us  Almost mandatory for such army !
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![[Post New]](/s/i/i.gif) 2014/09/03 07:00:40
Subject: How to kill green tide?
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!!Goffik Rocker!!
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IIRC you can't charge after a scout move.
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This message was edited 1 time. Last update was at 2014/09/03 07:01:24
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![[Post New]](/s/i/i.gif) 2014/09/03 07:43:09
Subject: How to kill green tide?
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Battleship Captain
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Lots and lots of blasts and small arms.
Small skirmish screen units - you'll have to charge them, wipe them out, and be left in the open.
Thunderfire cannons are also a pain - for the difficult terrain effect as much as the multiple blasts.
I've run a goff footslogger army before, and combat-squadded marines are a pain for this. I use a tervigon swarm at the moment, too, so I guess I've not changed much.
Footslogger lists work, but there are two key things: first, make sure as many objectives as possible are in the midfield. Second, make sure you have at least a little firepower to take out high firepower fragile units (like thunderfire cannons, deathstrikes or wyverns) - your tankbustas should be fine.
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Termagants expended for the Hive Mind: ~2835
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![[Post New]](/s/i/i.gif) 2014/09/03 14:00:44
Subject: How to kill green tide?
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Nurgle Chosen Marine on a Palanquin
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What protects your boys from being held up in CC with a walker?
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![[Post New]](/s/i/i.gif) 2014/09/04 02:01:17
Subject: How to kill green tide?
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Nasty Nob
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Minimum 5 PK's would protect them from getting tarpitted by a walker.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2014/09/04 02:07:13
Subject: How to kill green tide?
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Regular Dakkanaut
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Double Catacomb Command Barge is what I am currently running. You've only got two relatively fragile ways of dealing with that (and that would be hard for you to do) so I'd just pour fire on that and the rest of your army are nerfed. Once TB's are gone, and deff dreads are gone or just avoided because they are slow then the rest of the army goes down fairly quick.
Not keen on Orks this edition which is why I'm selling them. But if you do run them TB's need to be in a wagon, should probably be running at least one MANz missile with a MA War Boss and da lucky stick.
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![[Post New]](/s/i/i.gif) 2014/09/04 02:12:36
Subject: How to kill green tide?
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Regular Dakkanaut
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Yep. A good way of getting them in there is to put them on a couple of KFF Meks that will perform double duty as defense. A green tide with a Painboy and several KFF sources is incredibly difficult to get rid of unless your opponent is spamming Wyverns, so having them in there in the first place is advisable.
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This message was edited 1 time. Last update was at 2014/09/04 02:13:17
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![[Post New]](/s/i/i.gif) 2014/09/04 02:32:19
Subject: Re:How to kill green tide?
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War Walker Pilot with Withering Fire
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I'd like to fight it.
Typical list is 4+ Wave Serpents, 2x6 Swooping Hawks, 2x Wraithknights.
Deploy. Force pinning checks. Move to deny flank, Swooping Hawks go to town.
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8,000 pts and counting
1,000 points, now painting. |
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![[Post New]](/s/i/i.gif) 2014/09/04 02:52:37
Subject: How to kill green tide?
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Nasty Nob
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On paper, Wyverns I consider enemy number one for Greentide.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2014/09/04 02:57:11
Subject: Re:How to kill green tide?
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Regular Dakkanaut
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Belly wrote:I'd like to fight it.
Typical list is 4+ Wave Serpents, 2x6 Swooping Hawks, 2x Wraithknights.
Deploy. Force pinning checks. Move to deny flank, Swooping Hawks go to town.
Give a Big Bosspole to the Warboss so the unit's fearless, force your opponent to spend all its firepower attempting to snipe the Warboss  (having played a handful of games with green tide, this still won't be enough to kill him)
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![[Post New]](/s/i/i.gif) 2014/09/04 03:02:02
Subject: How to kill green tide?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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carldooley wrote:any army could do it. the important thing to remember is order of activation, right out of warmachine. (I know, it makes no sense, but allow me to explain.)
Use the short ranged guns first, the medium ranged ones next, and the long ranged guns last. that way you get maximum use of your guns, and none are wasted.
Personally, I use FE, and blasts from riptides would likely be my answer, and skirting out of assault range with my suits. If I had access to any army though, I would love to try with DE, with warriors in raiders.
I would recommend against playing against GK, with their torrent flamers, and guard with their access to a plethora of large blasts.
You sort of got it, but more important than shooting guns in short-medium-long range order is to fire things in Blast-Template-Single shot order. Fire blasts and templates first, because they are dependent on relative model positioning, while normal shooting cares only for range.
And yeah, my GKs love facing Green Tide. Not just because torrent flamers. Stormbolters eat boys up like its going out of style.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2014/09/04 05:06:47
Subject: Re:How to kill green tide?
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Regular Dakkanaut
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Belly wrote:I'd like to fight it.
Typical list is 4+ Wave Serpents, 2x6 Swooping Hawks, 2x Wraithknights.
Deploy. Force pinning checks. Move to deny flank, Swooping Hawks go to town.
You'd murder that list with little contest so long as you avoided getting tarpitted with the WK's. Since you know the Serpents aren't facing much in the way of a threat you have a mass of shooting going into the boys and that mob rule is brutal. 1-2 turns for the Knights to take out the Deff Dreads.
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![[Post New]](/s/i/i.gif) 2014/09/04 05:40:41
Subject: How to kill green tide?
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Longtime Dakkanaut
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The short answer is: There is nothing threatening in that list, and it will be fairly easy to beat with a standard army, let alone one tailored to beat it.
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![[Post New]](/s/i/i.gif) 2014/09/04 11:13:55
Subject: How to kill green tide?
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Regular Dakkanaut
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It is very very tough to make an Ork List that will be difficult to deal with. The BW spam, 100 boy green tide (kinda) and a few others but really not many. I'd probably worry about facing spammed ork artillery a little bit, but only a little bit.
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![[Post New]](/s/i/i.gif) 2014/09/04 12:13:52
Subject: Re:How to kill green tide?
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Infiltrating Broodlord
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Your tide is insignificant against the Scuttling Swarm.
Tervigon
Tervigon
30 termagants
30 termagants
30 termagants
30 termagants
30 termagants
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
Zoanthrope
Zoanthrope
You will NEVER leave your deployment area.
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This message was edited 1 time. Last update was at 2014/09/04 12:14:25
"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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![[Post New]](/s/i/i.gif) 2014/09/04 12:24:29
Subject: Re:How to kill green tide?
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Longtime Dakkanaut
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Unyielding Hunger wrote:Your tide is insignificant against the Scuttling Swarm.
Tervigon
Tervigon
30 termagants
30 termagants
30 termagants
30 termagants
30 termagants
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
Zoanthrope
Zoanthrope
You will NEVER leave your deployment area.
And neither will you... not nearly enough synapse.
Try this:
1 Synaptic Swarm
4 Endless Swarm
Plenty of synapse, and the 240 gaunts can all respawn on a 4+
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![[Post New]](/s/i/i.gif) 2014/09/04 12:54:22
Subject: Re:How to kill green tide?
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Infiltrating Broodlord
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coredump wrote: Unyielding Hunger wrote:Your tide is insignificant against the Scuttling Swarm.
Tervigon
Tervigon
30 termagants
30 termagants
30 termagants
30 termagants
30 termagants
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
30 Hormagaunts
Zoanthrope
Zoanthrope
You will NEVER leave your deployment area.
And neither will you... not nearly enough synapse.
Try this:
1 Synaptic Swarm
4 Endless Swarm
Plenty of synapse, and the 240 gaunts can all respawn on a 4+
Synapse should be fine. Plenty of Dominions getting tossed around. Also, I would have to recheck the formations, but I remember one required a good number of gargoyles that I just don't have yet. Most of the ones I have are second hand, and were sacrificed to make shrikes, leaving odds and ends on the sprue that I am still deciding what to do with.
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"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
Hive Fleet Grootslang 15000+
Servants of the Void 2000+ |
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