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Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

i made this list just for fun but see if its competitive and there is a few points left over but not real sure where to put them.

HQ: Ghazghkull Thraka

HQ: Mad Dok Grotsnik

Elite: Lootas (5#, 75 pts)
5 Lootas

Elite: Lootas (5#, 75 pts)
5 Lootas

Troops: Boyz (30#, 400 pts)
29 Boyz Rokkit Launcha x3; slugga; Cybork Body
1 Boyz Nob Power Klaw; Bosspole; Cybork Body

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Gretchin (11#, 40 pts)
10 Gretchin
1 Runtherd


Total Roster Cost: 1975

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Made in gb
Horrible Hekatrix With Hydra Gauntlets




Drop grotsnik and the Cybodies for a KFF Mek and fill out the Loota squads.
   
Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

i would like the keep the Lootas in small units for LOS reasons.

the dok is in there so i can still have a hard to kill CC unit.

how would i deal with other CC units if i dropped the doc???

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Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

so dose Ghazghkull Thraka work well in foot list???

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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

ehh...... I want to say he works foot sloggin sometimes. I guess if you can keep him from being shot at he will make the perfect counter assault unit in the damn game. Normally though he is slow (you roll for difficult terrain just to move the guy) I mean sure since hes an IC youll get better chances of moving farther then normal, but the risk is still there that he will only move a few inches a turn.

I agree though, the lootas are way to small in numbers to really threaten anything. Specially against armies where the armor save is better then 4+. Ive never used the dok, so I dont know about his worth in combat, other then I know about his 1 scapel short of a medpack rule, which seems like it could be a hinderence.

And giving all those boyz cybork bodies is just REALLY pricey for a decent chance of them dying anyways. Boyz are cannon fodder from the start, yes they are pretty good at killing things, but they are 6 pts for a reason. And wasting points on trying to keep them alive is silly. You can get more boyz without the cybork upgrade


Automatically Appended Next Post:
Oh yea and to answer your ? about dealing with other things in CC without the dok. Its simple, the PK wielding nob in those boyz mobs. Simple as that

This message was edited 1 time. Last update was at 2010/05/06 03:10:50


 
   
Made in gb
Tower of Power






Cannock

You have a nice foot list here, however you will need to stick to cover to gain some kind of save. Best bet is to drop mad dok and probably ghazgkull and get dual big meks with KFF and other wargear. Then get killa kanz for a kan wall.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Bounding Black Templar Assault Marine




Rhode Island

For foot style, can Ghaz, he's awesome, he truly is, but he only shines in a vehicle that can get him to combat quick. The dok is good to run, if for nothing else but feel no pain in a unit of 30. Ditch the cybork, they will alrdy get a feel no pain save anyway just for himk being attached to one of the unit. I would replace ghazkull with either a weirdboy/warphead for some extra waaghing, shooting power/teleports or a warboss. Also, if you have points left over, run a small unit of nobz with pk right behind one of the boyz, getting a 4+ cover save, with a painboy feel no pain, and with some PK death riding up the boyz rear as reinforcement. The Mek with KFF, just isnt overly helpful, the 5+ cover save is nice and all, but run generic boyz in fornt, spread out, and everyone else behind and you got a 4+ for free, and a more combat able IC/HQ

W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

ok dropping the cyborks, grots and Ghaz.

keeping the dok and adding a warhead for the extra WAAAGH or teleports to help move me forward. 60 points left and not sure where to put them.

HQ: Warphead

HQ: Mad Dok Grotsnik

Elite: Lootas (5#, 75 pts)
5 Lootas

Elite: Lootas (5#, 75 pts)
5 Lootas

Elite: Lootas (5#, 75 pts)
5 Lootas

Troops: Boyz (30#, 400 pts)
29 Boyz slugga
1 Boyz Nob Power Klaw; Bosspole;

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole

Troops: Boyz (30#, 250 pts)
29 Boyz Rokkit Launcha x3; Shoota;
1 Boyz Nob Power Klaw Bosspole


Total Roster Cost: 1940

This message was edited 1 time. Last update was at 2010/05/07 00:47:41


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Made in au
Longtime Dakkanaut






Why no KFF mek? 5+cover is like over 9,000% better than 6+armour.

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

was thinking about having the Dok with 30 boyz out front to give a 4 cover save to the units behind them.

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Made in au
Longtime Dakkanaut






The only problem with that is to spread them far enough along to try and make that effective means you're going to have difficulty reaching assault with the rest of your units while hiding them with that trick. Also it is easy to led the doc around and around and.....

But fair enough have a try tell us if it goes well

And I just noticed that was an 'ard boys squad, I'd be tempted to cybork them intead as you have the doc anyway~!

"I already told you son, that milk isn't for developing bones. It's for developing character." - C&H 
   
Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

thought about it! i dropped them because the feel no pain will work good just by its self.

i know i can not give my whole army cover from the 1 mad dok unit but i will play a few games with the dok and the KFF.

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Made in gb
Tower of Power






Cannock

The warphead really is a fail HQ choice. It's there for more amusement than anything; not a serious HQ choice and is weak - 6+ armour save and 2 wounds?

Go big mek with KFF and drop a unit of boyz for killa kanz. The KFF gives the kanz 4+ cover and the kanz give 4+ coiver to the boyz behind. Much better cover saves now instead of having a expendable and expensive unit with mad dok, not the best tactic tbh.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

i have a kan wall list in work but only run it at 1500 because i still dont have any dreads.

so is the green tide viable any more or has the kan list taken over?

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Made in us
Bounding Black Templar Assault Marine




Rhode Island

I'm not trying to be a douche, but did you read the thread? he wants a green tide, that means foot sloggin, orc running nastiness. Kans would not be included here. I disagree with your choice on the warphead. The 12" radius for a 5+ cover save and no real fire power from the hq, or melee power, unless you overbeef points is a weakness. The warphead can allow his guys to move faster, or even teleport them to the enemy for faster carnage, he only needs one thin line in the front to grant his others a 4+ cover save with no ridiculous addition of points. If the warpheads unit gets killed off and he is still alive, he can join another unit, or he can use one to get close, fall back into another and continue, its only 80 points, thats why it seems "weak" bu a big mek with kff is alrdy 85+ with no range power, and no melee power, the warphead can do both. For a small point value foot sloggin green tide, warphead is damn near a must.

Don't listen to those nay sayers, a list like this will rock against any non template heavy army, there are too many to kill in shooting, the warphead is unpredicatable, and can easily cause trouble for your enemy, just make sure ya go warphead rather then weird, otherwise ya might bang yer head a bit, lol. With this much on the board, your enemy is gonna have a hard time killin you off. For tournaments, you have so many troop choices, you should easily manage to hold more points, the ONLY thing to truly be ware of is Dawn of war, spearheads, but then again, all orks but cult of speed have it rough there.

This message was edited 1 time. Last update was at 2010/05/07 13:02:49


W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
Made in gb
Fresh-Faced New User




I used to run a footslogging army (before changing them to a mechanised infantry army) - I would recommend spending less points on the lootas and more on a nob squad and more gretchin.

Loads of boys, a 10 man nob squad (with all the upgrades), all hiding behind a wall of say 3x19 grots really really takes some killing (unless your opponents has lots of templates to play with!)

The grots will ofc die, but until they do they are providing an invaluable 4+ cover save to all the boyz behind them.

I would also go for a warboss over mad dok, and add him to the nobz squad to benefit from fnp and waaagh banner, and then your nobz can be a troop choice.
   
Made in gb
Tower of Power






Cannock

sickening wrote:i have a kan wall list in work but only run it at 1500 because i still dont have any dreads.

so is the green tide viable any more or has the kan list taken over?


You do not need dreads really, you just need kanz because they're cheap and come in units.

The green tide is still viable but you need to get cover and kanz do this, so it's still a green tide just kanz are being used in a tactical way.

Warlordron'swaagh wrote:I'm not trying to be a douche, but did you read the thread? he wants a green tide, that means foot sloggin, orc running nastiness. Kans would not be included here. I disagree with your choice on the warphead. The 12" radius for a 5+ cover save and no real fire power from the hq, or melee power, unless you overbeef points is a weakness. The warphead can allow his guys to move faster, or even teleport them to the enemy for faster carnage, he only needs one thin line in the front to grant his others a 4+ cover save with no ridiculous addition of points. If the warpheads unit gets killed off and he is still alive, he can join another unit, or he can use one to get close, fall back into another and continue, its only 80 points, thats why it seems "weak" bu a big mek with kff is alrdy 85+ with no range power, and no melee power, the warphead can do both. For a small point value foot sloggin green tide, warphead is damn near a must.

Don't listen to those nay sayers, a list like this will rock against any non template heavy army, there are too many to kill in shooting, the warphead is unpredicatable, and can easily cause trouble for your enemy, just make sure ya go warphead rather then weird, otherwise ya might bang yer head a bit, lol. With this much on the board, your enemy is gonna have a hard time killin you off. For tournaments, you have so many troop choices, you should easily manage to hold more points, the ONLY thing to truly be ware of is Dawn of war, spearheads, but then again, all orks but cult of speed have it rough there.


You are being a douche and a complete idiot. Do you have any concept of tactics at all? So yuor plan is run the orks forward yeah? So you will get shot to pieces and have to take terrain tests, oh because you need 50% of the unit in cover to get a cover save and have large units - good luck with that.

Kanz are included in green tides. It still is a green tide. It's called using tacticas, learn the tactics and drop the fancy names for gakky lists, yeah?

Why do you disagree on the warphead for?

Are you being thick about a big mek or something? The KFF gives 4+ cover save to the kanz and they give 4+ cover save to the boyz, you hid the boyz behind the kanz. You get wargear for the big mek. Whatever poitns you made about the big mek apply to the warphead which is 2 wounds 6+ armour save, nice and btw those psychic powers are not definate - not reliable at all. And you say get faster to the carnage and you aware the warphead deep strikes and could scatter and cannot assault that turn? So your plan is to teleport and stand there and be shot? Top idea!

lol nay sayers. I think you need to learn tactics and what units are actually worth taking. A warphead is unpredictable, correct, but that's for you as well!

So the list will struggle against 2/3s of deployment - that's brilliant list isn't it?

Please visit the tactica forum a.s.a.p....


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Bounding Black Templar Assault Marine




Rhode Island

mercer wrote:
sickening wrote:i have a kan wall list in work but only run it at 1500 because i still dont have any dreads.

so is the green tide viable any more or has the kan list taken over?


You do not need dreads really, you just need kanz because they're cheap and come in units.
The green tide is still viable but you need to get cover and kanz do this, so it's still a green tide just kanz are being used in a tactical way.

Warlordron'swaagh wrote:I'm not trying to be a douche, but did you read the thread? he wants a green tide, that means foot sloggin, orc running nastiness. Kans would not be included here. I disagree with your choice on the warphead. The 12" radius for a 5+ cover save and no real fire power from the hq, or melee power, unless you overbeef points is a weakness. The warphead can allow his guys to move faster, or even teleport them to the enemy for faster carnage, he only needs one thin line in the front to grant his others a 4+ cover save with no ridiculous addition of points. If the warpheads unit gets killed off and he is still alive, he can join another unit, or he can use one to get close, fall back into another and continue, its only 80 points, thats why it seems "weak" bu a big mek with kff is alrdy 85+ with no range power, and no melee power, the warphead can do both. For a small point value foot sloggin green tide, warphead is damn near a must.

Don't listen to those nay sayers, a list like this will rock against any non template heavy army, there are too many to kill in shooting, the warphead is unpredicatable, and can easily cause trouble for your enemy, just make sure ya go warphead rather then weird, otherwise ya might bang yer head a bit, lol. With this much on the board, your enemy is gonna have a hard time killin you off. For tournaments, you have so many troop choices, you should easily manage to hold more points, the ONLY thing to truly be ware of is Dawn of war, spearheads, but then again, all orks but cult of speed have it rough there.


You are being a douche and a complete idiot. Do you have any concept of tactics at all? So yuor plan is run the orks forward yeah? So you will get shot to pieces and have to take terrain tests, oh because you need 50% of the unit in cover to get a cover save and have large units - good luck with that.

Or shoot through a unit to another unit, which is why you run one unit in the front and the rest behind, using proper placement to ensure your enemy either shoots the first unit or through it. Tactics.. go figure..

Kanz are included in green tides. It still is a green tide. It's called using tacticas, learn the tactics and drop the fancy names for gakky lists, yeah?

Why do you disagree on the warphead for?

Are you being thick about a big mek or something? The KFF gives 4+ cover save to the kanz and they give 4+ cover save to the boyz, you hid the boyz behind the kanz. Yes, thats good for a foot slogging mek unit, works great, but it's not green tide.You get wargear for the big mek. Whatever poitns you made about the big mek apply to the warphead [i]big mek with KFF is already more points then a warphead and less combat effective, orks are meant to get shot, mek only useful to protect vehicles, but then again, vehicles is NOT green tide.which is 2 wounds 6+ armour save, nice and btw those psychic powers are not definate - not reliable at all. And you say get faster to the carnage and you aware the warphead deep strikes and could scatter and cannot assault that turn? It's possible yes, bad luck happens, but seeing as how its a psychic non shooting ability in the shoot phase you could still waagh and assault, or if using shootaboyz, suddenly be in range with 60+ shots, right along the backside of an enemy So your plan is to teleport and stand there and be shot? Top idea!

lol nay sayers. I think you need to learn tactics and what units are actually worth taking. A warphead is unpredictable, correct, but that's for you as well!
So the list will struggle against 2/3s of deployment - that's brilliant list isn't it? one possible outcome, dawn of war/spearhead not any spearhead or any dawn of war... try to read a little better.Please visit the tactica forum a.s.a.p....



As some backround information for you, I am actually a combat tactician in military intelligence for the army, so believe me, i got tactics down. Your problem is, rather then using facts you use opinions and try to show them off as facts. You did use a few facts they are in red, good job. kudos for the two, was it? sentences? Anyone for the OP i got a color code system down there, so you can better read this without being confused by the load of B>S> this guy is trying to spill your way. I personally dont like green tides, but my information is accurate and I hope helpful for you. I personally actually prefer a mechanised walker/Big mek army, but thats not green tide, thats foot sloggin or mek which is an awesome way to run it. you could run big meks with KFF but they will do nothing to get you across the board, and the KFF takes up your gun space short of a burna, so he's pretty useless for shooting, I still stand by warphead.
red = true
blue = opinion
orange = wrong

This message was edited 1 time. Last update was at 2010/05/07 16:51:03


W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
Made in gb
Tower of Power






Cannock

TBH I am not bothered about your back ground information because these is toy soliders, yeah. They have giants in power armour, rocket guns, plasma hot as the sun's core and gak. So your real world army tactics are a bit different to playing with models.

No, I use facts. I've explained it all already. You know, fact is you cannot assault after deep strike with the warphead, yes? See that's a fact there.

If you prefer a big mek army then why was you shtting on the big mech for? Kind of double standards, yeah?

You only get across the board by rolling the right dice with a warphead, yes? If you do not get that roll you do not get anywhere. That is a fact. The point of the KFF is to protect you so you do actually make it across with some numbers, I am sure your brilliant military tactics would work that out, yes? Also read the codex, KFF doesn't take a burna space either. So he can still shoot, though you do not shoot with the burna, you use it as a power weapon. I thought you need military tactics?

So let me explain why you need killa kanz seems your super army tactics fail. You put these in front of the boyz, they give a 4+ cover save. You give the mek a KFF and that gives 4+ cover to the kanz - see now everything has 4+ cover and lasts a whole deal longer instead of running forward. Orks do not have move through cover, that's a fact, so you will get bogged down in terrain. A large mob will have trouble finding cover because you need 50% in it - fact also.

So like I said what is your plan? Run forward and get shot at or hopefully teleport with the unpredictable warphead and stand there and get shot because you cannot assault after deep strike, oh that's another fact again. I think I am doing well on facts seem you said I lack them..

Also fi you're start going to put things in red for true try highlighting the actual true stuff like 6+ armour save and 2 wounds for the warphead and plenty of other stuff.

Looking at your fancy rainbow colours for some reason you've put about assaulting after deep strike; you cannot assault after deep strike, even if you waaagh! I've told you this already, as a fact, which I seem to be lacking apparently.

And yet some possible outcome, there is only 3 types of deployment which you are reffering too. You never said mission type, you only reffering to deployment - try typing better

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Bounding Black Templar Assault Marine




Rhode Island

mercer wrote:TBH I am not bothered about your back ground information because these is toy soliders, yeah. They have giants in power armour, rocket guns, plasma hot as the sun's core and gak. So your real world army tactics are a bit different to playing with models. Yep giants in mega armor... like tanks, but legs, got it covered. Rokkits, yep ever hear of a RPG? Plasma guns? ever hear of white phosphorous? not a gun, but still a plasma styled weapon as a grenade, which go figure, can be shot out of the rpg... and plasma is nowhere near as hot as the suns core bub, good try though.

No, I use facts. I've explained it all already. You know, fact is you cannot assault after deep strike with the warphead, yes? See that's a fact there.

If you prefer a big mek army then why was you shtting on the big mech for? Kind of double standards, yeah? Nope, because I was responding to a green tide question, not a "better army"

You only get across the board by rolling the right dice with a warphead, yes? If you do not get that roll you do not get anywhere. That is a fact its a 1/3 chance with free waagh or teleport, that you can roll on two dice, i.e. 67% chance to move further each round, possibily across the board. The point of the KFF is to protect you so you do actually make it across with some numbers, I am sure your brilliant military tactics would work that out, yes? Also read the codex, KFF doesn't take a burna space either. I didnt say it did, i said it was the only "gun" the mek can carry WITH the KFF, read better. So he can still shoot, though you do not shoot with the burna, you use it as a power weapon. I thought you need military tactics? You use it as a power weapon if he is close enough to fight in the coming assault, but if he cant hit over 4 enemies with the burna, you have better odds of doing damage with the burna then the as a power weapon, because of the automatic hits wit hthe template.

So let me explain why you need killa kanz seems your super army tactics fail. Not super army, you again seem confused, its green tide, no one said green tide was super You put these in front of the boyz, they give a 4+ cover save. You give the mek a KFF and that gives 4+ cover to the kanz - see now everything has 4+ cover and lasts a whole deal longer instead of running forward. Yes, but it is no longer green tide like the OP asked.Orks do not have move through cover, that's a fact, so you will get bogged down in terrain. So go around it, if you don't place your units during deployment like a slow, you can easily avoid most terrain if you are worried about being bogged down, and you still havent really responded tothe whole shooting through another unit, the first unit is MEANT to be shot. orcs are meant to die, and to die in large numbers,so the larger numbers behind can overrun. [color=red]Read the codex, look at green tide. Then stfu.A large mob will have trouble finding cover because you need 50% in it - fact also.
So like I said what is your plan? Run forward and get shot at or hopefully teleport with the unpredictable warphead and stand there and get shot because you cannot assault after deep strike, oh that's another fact again. I think I am doing well on facts seem you said I lack them..ok... your right about that one, i forgot about that rule, however the shooting part still stands and the ability to completly stop an enemy unit from advancing where it wanted to, is always kind of nice too, like dropping your deepstrike where you DID want 33% chance, and instantly capturing an objective or land next to a heavy weapons squad to eradicate with a hail of bullets that would have been out of range

Also fi you're start going to put things in red for true try highlighting the actual true stuff like 6+ armour save and 2 wounds for the warphead and plenty of other stuff. Irrelevent, its about point cost, and he doesnt have two wounds, he has 33, thats why he's in a unit with 29 boyz and 1 nob. That stuff was not debatable really, so no colors were used because no one will question the basics, should be obvious even to a microcephalic like yerself.

Looking at your fancy rainbow colours for some reason you've put about assaulting after deep strike; you cannot assault after deep strike, even if you waaagh! I've told you this already, as a fact, which I seem to be lacking apparently. You are still right, all 4 times you wrote it you were right, i am not used to running too many weirdboyz, and my only deep striker is usually zagstruk and the vulcha boyz, no matter how many times you point it out i made one mistake, which i will admit, you made over 5 judgement calls and opinions as facts and are for some reason trying to twist the OP's post into which army is better. Your army strategy is GOOD, I use that style a lot, but at that point it IS NOT GREEN TIDE> Why is it so hard for you to grasp this?

And yet some possible outcome, there is only 3 types of deployment which you are reffering too. You never said mission type, you only reffering to deployment - try typing better

This message was edited 2 times. Last update was at 2010/05/07 18:01:39


W/D/L/ A(a= Annihilated beyond doubt)

Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
Made in gb
Tower of Power






Cannock

it doesn't matter the chances of the warphead, it still is a random and unrelible power.

You can use the burna to lay down template, but it's best charging and getting all those attacks with because you cannot use both in the same turn. Best to use a burna as a template when firing from a transport so you cannot get shot at next turn.

I didn't say super army, I said your super tactics, you need to read properly mate.

Right you're still missing my point about the KFF. The kanz give you cover, so you get a save and have more orks, right? Your saying don't go in terrain for a cover, so you telling me you want to move forward and just get shot up? That's a bad idea. Blast templates will coming raining down and get shot up in other manners - orks just won't last and get cut down. The point of a ork isn't to die (thought they can take losses) the point is to be in combat; they cannot get in combat if dead.

Yeah you can lay down fire power if you deep strike. But my point is about deep striking, you can risk losing that big unit - a 30 ork mob has a large foot print and could hit the deep strike mishap table. Then once you've landed the fire power orks put out isn't huge due to the poor BS, you really want to fire and assault, or at least be protected in a transport. You will deep strike, fire and then next turn be shot up and die so you cannot assault next turn, any smart opponent will do this. Because the warphead isn't a brilliant HQ it just won't last long. Surely you apparently being a brilliant army tactic guy you would'nt drop a unsupported unit by a enemy position ready to be shot up?

No a warphead doesn't have 33 wounds; look at the profile It's a I.C and can be singled out in combat, like a big mek, though the mek serves more as a army utility and benefits the army better than the warpheahd.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

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The Great State of Texas

Modquisition on.
This thread is temporarily closed while I review the last few posts.

Edit: Re-opening. Warnings have been given. Let us all remember Dakka Rule #1-be polite. Further posts responding to negative posts above or ones that are independently violative will be dealt with. We now return you to your regularly scheduled program.

This message was edited 1 time. Last update was at 2010/05/07 20:00:32


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Feasting on the souls of unworthy opponents

OP:

A bit of craziness from some overzealous posters here.

@Mercer: Chill.

@Warlordron'swaagh: Your background in the military does not give you credibility to give advice on toy soldiers. Besides, don't you know that military intelligence is an oxymoron? I'm a former enlisted infantryman that went to West Point, came out commissioned as an armor officer, and while I think that my education and background service let me make practical application of FM7-8 and principles of warfare advantageously during a game to gain an edge over my opponent as I make flanking attacks, or used massed firepower, or make aggressive attacks to defend my objectives....none of those things translate into making me a magical list writer - knowing which units work best together is a matter of codex-study, meta-gaming, personal thematic choices, and practice. The combined arms tactics of modern warfare do NOT translate well into Warhammer 40k. Please refrain from noting that you are in military intelligence unless you have something intelligent to say.

------------------------------------------

Back to the OP: A foot-slogging list is still viable against most builds, but suffers in 5th edition due to the prevalence of vehicles foremost, and of flamers as well. Worst of all is IG in vehicles with flamers. Redeemer Land Raiders will grief you as well, and the most important piece of taking a foot-slogging list now is your ability to present anti-tank.

1. Lootas. You have some; units of 5. With a foot-slogging list, visibility isn't going to be as much of an issue because you have no battlewagons rolling up the field in front of you blocking LOS. I would advise you to take either two units of Lootas (5/15) or three units (5/5/15) and see how they perform.

2. Snikrot: In a foot-slogging list, Snikrot is invaluable for his ability to drive the enemy away from table edges and closer to you.

3. Deffkoptas: They aren't vehicles, but they aren't infantry....but a deffkopta with a twin-linked rokkit and a buzzsaw (or several of them in units of 1-2) can take down everything except for a Land Raider.

4. Mad Dok on foot is a mistake. He can be led around and steal your cover away. You *do* need cover, and I would advise one of the two following options:
-29 Gretchin + 2 Runtherders - They're 3 points apiece and provide a 4+ cover for the rest of your foot slogging army if spread along the front line. Whee!
-Sacrificial Boyz unit. 30 Boyz spread across the line doing the same. Make them 'Ard Boyz if you like; this is really the only good place where 'Ard Boyz shine.
-Most popular of all: Killa-Kans. Personal preference for you here, but this goes from being a green tide list into being a kan-wall list, two entirely different entities.

   
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Rhode Island

Dashofpepper wrote:
4. -Sacrificial Boyz unit. 30 Boyz spread across the line doing the same. Make them 'Ard Boyz if you like; this is really the only good place where 'Ard Boyz shine.
-Most popular of all: Killa-Kans. Personal preference for you here, but this goes from being a green tide list into being a kan-wall list, two entirely different entities.


> What i was trying to say, sorry for going over the edge a bit; I have read nearly everything Dashofpepper has put on this forum that I have found, and his information is always spot on. So despite the bit of slight he wrote here, excellent suggestions, not sure why i forgot snikrot....and though Deffkoptas arent green tide either, they are quite useful. Either ways, with Dash involved I'll take my leave and let the better ork talk

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Orks =44/2/9/2 15k+ pts (assembled/broken)
Black Templar= 4/1/2/1 3k 2k pts (assembled)


 
   
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Moody AFB, GA

"military intelligence is an oxymoron"
LOL i have been a crew chief in the AF for 7 years now (first U-2S and now A-10C) so i know what you are saying.

koptas dont change the theme of a list are fit into any army that could use some anti transports.

a Sacrificial Boyz unit is what i was going for the the dok but i can see how he can be pulled out of the way making me lose my cover.

Snikrot can be fun but i have never had his unit live more then 1 turn past he came on the table.

lol back to army builder i go.

This message was edited 1 time. Last update was at 2010/05/08 14:48:14


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Feasting on the souls of unworthy opponents

Keep in mind that Snikrot is primarily there to present a psychological advantage to you as your opponent deploys completely with the intent of defending their flanks and rear. As much as it pains me to say this, Snikrot and the two burnas are the only important models - taking the minimally requisite ablative wounds, and forget maxing out the squad.

   
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Moody AFB, GA

yeah i only ever take him with the min amount of troops.

hey is this a good list to try some big gunz?

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snikrot was the hero of the hour in all 3 tournee games i played at a doubles tournemant recently, he showed his worth in a big way and survived over 2 turns sometimes.
it was a maxed out squad with 2 burnas tho.

mean green fightin machine 
   
Made in us
Mekboy Hammerin' Somethin'





Moody AFB, GA

ok i am still mixed about what HQs to run.

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