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Made in in
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

I have posted some other green tide lists up here, but am tweaking it a bit as I have some new models to mix with it. It puts a ton of models on the board and that makes me happy. Please let me know if I have made any errors. I am overseas sans codex so going from memory. 1st question is how many ammo runts can the Big Mek have with a SAG? (Also, does the re-roll allow you to reroll the strength for SAGs and Zzap guns?)

SO,

HQ
Mad Dok
Big Mek w/ SAG ('eavy armor, 3 ammo runts)

TROOPS
30 'ard boyz (Nob w/PK)
30 slugga boyz (Nob w/PK & BP)
30 slugga boyz (Nob w/PK & BP)
30 Shoota boyz (Nob w/PK & BP. 3 Big Shootas)
29 Gretchin w/ 2 runtherds
25 Gretchin w/ 2 runtherds

ELITE
15 Lootas

FAST ATTACK
Deffkopta (w/TLRL and Buzzsaw)

HEAVY
2 Zzap Guns (w/ 3 ammo runts)

Plan is quite simple for orks.

29 Gretchin out front to take the initial beating or provide cover.
30 'ard boyz with the Mad Dok
Boyz, boyz, and more boyz in the back.

Generally making 3 skirmish lines of grots, 'ard boyz, shoota boyz. The two slugga mobs get deployed as terrain and objectives dictate.

25 Gretchin tied to Big Mek to provide wounds, possibly screen Lootas depending on layout.

Deffkopta as the protypical suicide bomber.

That is 200 models on the board. So, you had best be killing 40 a turn to keep up.

I am a huge fan of the Mad Dok & 'ard boy combination. Couple that with a grot screen and you can really annoy people. They either have to shoot through the grots, giving cover or waste their fire on the grots, thereby giving me a free round to advice the real head krumpers. I have been told that it is "so easy" to lead the Mad Dok away, but when you put 200 models down (if I remember right, it takes 27 orks to make a line stretching the long way across the board), there is quite literally ZERO room behind the Dok for you to put anything. So, they tend to have one direction and one direction only to go and that is straight ahead. I am not saying it's fool proof, but most people don't expect a 4+ save on Orks. When you couple it with FNP, they start to get REALLY frustrated when orks aren't dying and there are 200 of them coming at you.

While I haven't had much success with the Zzap Guns yet against AV14, the BS 3 with an average strength of 7 isn't bad. Plus, the last time I played, I missed the Crew Shaken (Stunned?) on every glanced/pen hit.

This will be my first time with the SAG, but an AP2 large blast template with a 60" range looks like it could be really nasty to deep striking terminators. But, will let game play decide that one.

I cannot remember if gretchin have the mob rule. Also, does the squig hound rule auto pass the leadership if required? If both those answers are no, then I would use more as a rear screen for my shooty units (Zzap, Lootas, SAG). If yes, then attached to the Big Mek.

Also, with this many models on the board, you can make it pretty much impossible for someone to deep strike or outflank. The rear squad of gretchin, strung out 2" apart along the table edge make a nice cheap barrier that keeps outflanking units from coming in.

I tend to not put Big Shootas with the slugga boyz because if they are stopping to shoot, they are not doing their job. Their job is to run and keep running until they find something to smash.

I am not completely sold on the Deffkopta with this list. Trying to figure out what else I could put in that would make sense. Vehicles are out as they defeat the strength of this list (i.e. minimizes impact of high strength weapons designed to kill vehicles.). MANZ are too slow to keep up. I thought of adding 3 lobbas to replace the deffkopta. While people generally tend to eschew the Big Gunz, this list actually has a decent amount of firepower to inflict on people while still providing a mass of CC as well. And the pinning test of lobbas does come in handy against IG and other non-fearless units.

And, for those that recommend dreads or kans, I have no models to field.




This message was edited 1 time. Last update was at 2011/04/14 22:14:49


 
   
Made in us
Stinky Spore



New Carlisle, Indiana

I like the list as a whole. Its my first post so Im not going to go off the deep end and throw you the same list that gets posted time after time... But that being said... the only real suggestions i have is possibly split the lootas into 2-3 groups... they are the only real threat on turn 1. Most players are going to ignore the SAG because its so unreliable. the other thing i would warn you about is the SAG... I like to field it a lot just for fun at league events but the problem is on a tide list like this is its always going to grant a cover save due to the fact youre firing through a mob the whole game lol. a 4+ save termie is still better than a 2+ save termie... And the second group of grots are only wound soakers and objective holders so there is no real reason to have over 19 to avoid the second runtherd cost. sounds like fun though, never thought of boxing mad doc in when on foot.... too much tactics for an ork... shame on you

Nick mutha Potgiesser 
   
Made in gb
Stealthy Grot Snipa




I'm no fan of the list. SAG should go in a green tide. Your oppenent would only be too happy to choose the 'Ard boyz as the squad to be shot at if you mess up. That or you roll Str 8 and you scatter onto the boyz, goodbye FNP and goodbye boyz.

SAG for KFF. I would personally say drop the 'Eavy armour for more Boyz but if you prefer it that way and it works it's your choice.

Also could you be more precise with points and stuff. You can't have 200 Boyz unless this list is over 3k points.
   
Made in us
Regular Dakkanaut





InquisitorVaron wrote:Also could you be more precise with points and stuff. You can't have 200 Boyz unless this list is over 3k points.


Why? I add that up and get aroung 1750 to 1800 pts. Seems right to me. It's not hard to fit 200 boyz in an 1850 to 2k pt list at all. The boyz come out to about 1200 pts, which leaves you plenty for Nobs and extra stuff.
   
Made in gb
Stealthy Grot Snipa




FOC.... 30 Boyz a Squad times that by 6 and you get 180 Boyz. FOC stops you.

And what I meant by be more precise is put the points for the unit so we can shift points easier.
   
Made in us
Paingiver





Love the Mad Doc, I usually run him with 30 guys with 'eavy or cybork and the unit is just boss. SAG is cool, let us know how it goes, I'd also be tempted to swap the big mek with a warp head with the shootas. This would give you the possibility of more waaaghs getting your footsloggas to where they need too or a deep striking unit 30 strong for stopping that unit from kiting the Mad Dok's rule where he has to pursue the closest enemy. Deffkopta is a gamble to help it out your chances bringing 2 is nice. Big gunz are OK, generally most people like Kannons due to them being cheaper and having 2 weapon options.

Thus, After having thus successively taken each member of the community in its powerful grasp and fashioned him at will, the supreme power then extends its arm over the whole community. It covers the surface of society with a network of small complicated rules, minute and uniform, through which the most original minds and the most energetic characters cannot penetrate, to rise above the crowd. The will of man is not shattered, but softened, bent, and guided; men are seldom forced by it to act, but they are constantly restrained from acting. Such a power does not destroy, but it prevents existence; it does not tyrannize, but it compresses, enervates, extinguishes, and stupefies a people, till each nation is reduced to nothing better than a flock of timid and industrious animals, of which the government is the shepherd
-Alexis de Tocqueville. 
   
Made in us
Irked Necron Immortal




Rhizome 9

I like it, but I would break up the 15 man loota squad. 3 5 man loota squads would be small, but probably 1 squad of 8 and 1 of 7.




 
   
Made in us
Regular Dakkanaut





InquisitorVaron wrote:FOC.... 30 Boyz a Squad times that by 6 and you get 180 Boyz. FOC stops you.

And what I meant by be more precise is put the points for the unit so we can shift points easier.


Oh I see what you're saying. I guess if you mean boyz as being actual "Ork Boyz" you're correct. I think, like a lot people, I just refer to any ork model (that isn't a gretchin or HQ) as a boy. So, when you say 200 boyz in the army, I'm thinking 200 orks in general. But, I get your meaning.
   
Made in us
Liche Priest Hierophant






An Ork player should never, never use "I don't have a model" as an excuse to not field something. never.

"The AV on the Walkers would defeat the purpose of my Green Tide" is a reason. "Kanz don't get the benefit of the Waaagh!! rule" is a reason. "Their bases would be too big, and mess up deployment" is a reason. "I don't have a model" is never a reason.

If you don't have a model, you make one. Paint pots and Tyranid bitz, Lego parts, scraps of rock and plastic you pick up on the ground, all are Bitz to be used in the creation of your Waaagh!! Toothpicks and chopsticks are cheap, easy to find, and easy to use. Sprue comes free with literally every single box of boyz, and Close Combat Weapons, whether choppa or DCCW, are as easy to make as gluing on a screw or chunk of old metal.

Besides, it's cheaper than buying them.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Tower of Power






Cannock

The HQs are pretty rubbish. Mad Dok isn't that good and doesn't appear you've actually given anyone cybork body.

Big Mek isn't a good setup. KFF is the best for Big Mek whether going mech list, foot or Kan Wall.

Ard Boyz are too expensive, just get normal Boyz.

You don't need that many Gretchin, just a small unit 20 max to hold a objective.

Lootas should be split into three squads to maximise firing potential.

Big Gunz as kannons are good, not zzzap guns which are unreliable.

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

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

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Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
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