Firstly, all of this is in the most amiable way possible, and if it seems harsh and critical, I mean only for it to be straightforward
MFletch wrote:This makes me unhappy.
You a putting 22.5% of your army into one model?
Boyz squad is good.
Grots do not kill anything, your only hope is they will survive.
Stormboyz are a tactical unit only. At this cost with green tide they will just die like normal orks.
Lack of killers. No tank killer, no real antiinfantry threat either, MEQ will also be a problem.
Ghazghkull is honestly WAY too expensive to field in a 1k game, unless perhaps you're running him with 3 units of 30 boyz. You can get a comparable Warboss for 125 points, who just misses the special waaagh, and gets one less attack on the charge and a wound(100 points!). His real benefit comes with giving LOTS of boyz a guaranteed 6" charge and fearless for a turn, so you must have a true Green Tide to benefit from him.
Grots are screens that provide 4+ cover to boyz behind them, or are placeholders. They cause a wound here or there, but point for point, they are there to soak up damage, not cause it.
Stormboyz are a controversial unit. Personally I like them, but if you field them in a Green Tide, they don't have synergy. Your army should, for the most part, move at the same speed so that they strike simultaneously. If they don't, your opponent can focus ALL of his firepower on the faster units, singling them out, and then turn his guns on the slower ones. It's balkanizing your force to your opponent's advantage. Right now, they will be the primary target, and they die, as said, like regular boyz. You need other units to draw fire so that Stormboyz aren't taking light arms fire and dying at 12 points a pop instead of 6. More on them later....
Not enough anti-tank(only 2
PK's), only 2 units are true threats(boyz and stormboyz).
Cjsuner wrote:Okay, so a few problems with your list:
Gazzy, you should never run him solo, as he will just get shot up. I would like to see him replaced with a weird boy, upgraded to a warp head, and thrown into the boyz squad.
Secondly, the grotz: Never ever ever take 30, instead take 29, this will save you points on taking another runthherd, which you can use for more boyz, with the points you saved from gazzy.
Thirdly, you have about 100 extra points in your current list, fill that up with more boyz! Or, add in some Lootas, and have the grotz be there cover save. This will give you Anti tank/really good anti-infantry.
Fourthly, I would add in a rokkit into each squad of boyz, (1 in the 30 boyz squad along with the big shootas, and then in the new boyz squad (which should be almost 30) put in 2 rokkits).
Thats about it for now.
Word on Ghaz, dog. Weirdboyz are fun and random, depends on what you want in a list. Seconded on the grots, saves you 13 points. Rokkits I'd rather have in the same unit. I don't often have a situation where a single rokkit fired does the job required.....it normally takes multiple shots at BS2, and I'd rather they come from one unit, instead of multiples in this case. If 3 rokkits can come from one unit of boyz so the other two units can fire at infantry, that's better.
JohnnoM wrote:Cool, thanks for the ideas, I was thinking bout running gazzy with a deff dread. I know a weird boy is a a psyker, but what does he do?
You'll have to look at the table in the codex. He shoots, he can pop tanks, teleport himself and an attached unit(not necessarily good), and sometimes blows himself and surrounding models up. Random and fun, but not reliable.
IXBEHEMOTHXI wrote:Weirdboyz are only good if you use them correctly AND have luck on your side, the warp head helps, but when that thirty strong squad suddenly realise that half of their heads are missing, you may regret it, but having said that, they can be really useful, teleporting 30 boyz successfully practically straight into combat with furious charge, 60 odd attacks are valuable and essential to a full strength squad!
Actually, I don't want the 'ere we go result, because the unit deepstrikes, and by deepstriking they may be lost and cannot assault. Let's face it, most of the time, orks like to assault.
Okay, for what hasn't been said yet:
I am assuming that you're running Zagstruk with the Stormboyz because of your point cost. Don't do this. When I first saw him, I thought he was neat.....but then read between the lines. Yes, the unit can deepstrike and assaults instead of shooting. But with Zagstruk, you MUST deepstrike. Chance of losing the unit, and you're gonna pray that you're within 6" of an opponent because you won't be able to shoot. So you make it. Either way, if the unit DOES get to assault it automatically loses 1d3 stormboyz. 12-36 points, gone. He has a
PK that strikes at initiative on the charge only. For 85 points, and honestly, he could be costing you models. Use a nob with
PK/
BP instead. Much better, but you want them to be sneaky like and not get shot at. Try to use cover like terrain that blocks
LOS or gives saves when shot through to make them less tempting.
It looks like you're going for a Green Tide list. You need more boyz. More more more. One of the biggest advantages of Orks is that they can field an effective spam model at 6 points. Even better, a
PK Nob can pop anything in the game with a S9 hit on the charge, and S8 afterwards. Throw a bosspole on them and you've got a wonderful unit. At this point, it's all about how you get there. If you're not mechanized, you've got to choose. Shootas or sluggas. If you're going to run the whole time, it's sluggas. If you want to shoot(and put big shootas and rokkit launchas in the unit), go with shoota boyz. Statistically, they are better.
Should you choose to add transports, it's sluggas all the way(slugga and choppa).
Now, you've got a bunch of unsolicited comment and critique. To answer your question: Got 90 points left over, what should I get?
At this point, I'd say 6 lootas. For 90 points, you won't find anything else that would really do much. 15 boyz with a
PK/
BP nob is too easily whittled down with dakka. Lootas will allow you to start shooting and taking down light armor on turn 1.
I strongly advise you to reorganize your current list. I would table it by turn 3, if not turn 2(which I have done to armies). Ghaz is a beast, but he has a place. Consider a Big Mek w/
KFF. He'll give your boyz a 5+ cover save. You might want to look into a Kan Wall list...it's a modification of Green Tide that adds some foot slogging walkers for more
AT power.
Concerning synergy, I wouldn't even use Stormboyz with this list.