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Made in us
Boosting Ultramarine Biker






I've read a lot lately about green tide and I'm interested in the idea, although I'm struggling with the viability of the list given all the pie plates out there these days. I own about 120 boyz and typically run a battlewagon rush list (4 battlewagons and a trukk with deffkoptas alpha striking). Its effective but one of the nice things about orks is (in my opinion) the ability to easily collect and run multiple builds.

So if I were to run a green tide, at 2000-2500 points (the usual points level we play at) how many boyz am I looking at? I'm assuming Ghazzy would be an auto include (I absolutely love him) as would a big mek with KFF. Is this a correct assumption? My models are built with big shootas, but would proxying rokkits on them be more effective? I'd also insist on keeping my Koptas, those guys have literally tipped games in my favor from turn 1.

How do you avoid scary pie plate spam? Just sit there and take it? My main competitor (my roommate) plays CSM. He runs three defilers, so that's at least 2 turns of battlecannons to endure. What are some general green tide tactics against CSM?

What other units (other than boyz) would fit nicely into a green tide list? Would you bother with, say, Nobz/burnas/lootas, etc? (All of which I own models of)

Look forward to your comments and guidance!

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Made in us
Squishy Oil Squig



Minnesota

I would definitely include Lootas, str 7 ap 4 (maybe 3 I can't remember off the top of my head) d3 shots. Screams take me! other than that deff rollas are beautiful, I've rolled over land raiders carni's, you name it. Played a game last night with a KFF Mek in a bw, worth its weight in points made so many saves it was unbelievable. Hope this helps anyways.


Automatically Appended Next Post:
Burnas can also be a nice this to throw in your bw, tons of burnas going off most people don't bother even trying to make the saves, then have them jump out and have some fun with power weapons. Take 15, have 7 flamer templates, then have the rest use power weapons. Can be a fun tactic.

This message was edited 1 time. Last update was at 2011/10/24 15:10:49


 
   
Made in us
Boosting Ultramarine Biker






Looking for green tide advice, not BW rush, I already play BW rush and am pretty good at it. Although I guess its hard to be bad at BW rush.

2,000 Hive Fleet "It Came From The Sky!"
2,000 Paladins "The Steel Shaft of the Emperor"
2,500 Space Marines WIP "Task Force Astartes" 
   
Made in ca
Lethal Lhamean





somewhere in the webway

Green tide? 6 full squads of boys. Make em all shootas. Add some nobs with combi weps for kicks, a couple warboss, and maybe some burnas. Pack as many powerklaws, Big shootas and rokkits as orcishly possible. Spread out to limit blast wep dmg and charge.

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 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
Made in us
Twisted Trueborn with Blaster




goose creek, SC

I actually run a green tide list so I can help you out a bit with this. The main way I deal with pie plates is KFF's eveywhere. I always run two big meks with KFF's, not that I don't love Ghazzy I just like the added flexibility in my coverage. A big issue with green tide is you can't really spread out your force to take some of the punch out of pie plates as it is hard to fit in 180+ orks in your deployment zone you need every inch to cram in all those boyz. You could run grot screens but it isn't as effective as it used to be back in 4th. Now with the new assault rules they usually get wiped out really fast where as last edition I had grots swamping daemon princes and such for entire games never killing enough to get out, ah the good old days. I run lots of squads of 20 so that I can be a little more flexible in my movements and my opponent has to split his fire between more squads. 30 guys can get a bit unwieldy and harder to move around properly and you get more klaws this way. Also a lot of people will tell you walking boyz need to be shootas. I am still partial to sluggas since I am constantly running but I think this is more personal preference. I wouldn't give them rokkits either as to be honest they seem to do a lot but maybe thats just me. Deffkoptas are still awesome for alpha striking those template dropping units. Lootas are a must to pop those transports and monstrous creatures. Just run in small squads of 5 though cause of their crappy leadership. Kommandos are good but mostly cause of Snikrot. Give him a 15 man mob with two burnas and pop up where you need him most. It will force your opponent to be wary of his own table edge and maybe get closer to your walking boyz. Another good unit for this type of army is lobbas. I feel that they are really underappreciated and have done massive damage to the enemy for me. I run them with 3 extra krew, a slaver for leadership, and 3 ammo runtz are a must to get the rerolls on the scatter. They just sit behind LOS blocking terrain and lob shots at the biggest spot of infantry. For only 103 pts they can earn they earn their points. I would stay away from burnas and such as they will be a huge target for the enemy. The strength of green tide is the massive amount of models on the table where everything is an equal threat cause everything is the same.

This message was edited 1 time. Last update was at 2011/10/24 18:25:23


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Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Basically at the points your playing at, max boyz squads for starters. The problem is, is up in those point games, specially 2500 and over, Orks really lose momentum with their numbers, because the non horde armies can really pack the table. In under 2k games Im an advocate for x20 mobs, but definitely, stick to full squads. Power klaws everywhere, also Id personally take rokkits in every squad rather in big shootas, as 3 rokkits have a decent chance of smoking a transport, then you can assault whats inside, also you can ID with them and take out MEQs as well. Also, make a really tough Nob squad, its super easy at those points as well, and leaves you with plenty of points on other things. Lootas are a given, specially since your on foot, your not moving fast, and cant catch many things out there, where as Lootas range can.

For fast attack choices you have to ask yourself this question "Do I want a unit that can tie up right off the bat, but will most likely die in tun 1, or a unit that cant do those things, but is cheap and be more versatile?"
Both have a place in Orks, Deffkoptas are handy for tying up units right off the bat for that alpha strike and can even pop some weak armored vehicles (anything chimera comes to mind) Problem is, they have a short life span and are kindda pricey for what you get. They work, but thats it, they just work.
Rokkit buggy squadrons OTOH, can be much more versatile and useful. They are cheaper, have TL rokkits (so are half assed good shots) are armor (so are either ignored in assaults or can actually somewhat tie units up seeing as AV10 can be annoying to pop without the right tools) and fast. Since they are squadrons, you can string them out, and screen them to grant 4+ cover to units behind them, just like kans, and can even use the KFF rules for vehicles, like kans. Im not saying they make better walls then kans, but they can make pretty effective walls/screens. Also, you can use them for area denyment(sp? spell check is failing me lol) to block off access to parts of the table.

Personally I prefer buggies over koptas, but there are games and armies that the koptas are a bit more useful against then the buggies.
   
Made in gb
Longtime Dakkanaut




Green tide at that points level is horrible: you'll win but your opponents will dislike it, the turns take forever and you have to move tons of models.

I play a shooty green tide list which reduces the number of models. I max out lootas and big guns. Then take boyz.

As the discussion on fast choices I think whatever you bring will be out by itself which no ork unit likes, basically it will die anyway. So I use koptas that will at least get close before being slaughtered.
   
Made in us
Stalwart Space Marine





you may want to check out Aliros'(hope i spelled that right) battle reports, he runs a imperial guard blob army the usually covers that table and does a pretty decent job of avoiding blast templates.

This message was edited 1 time. Last update was at 2011/10/25 00:42:37


"Wherever you tread, tread lightly. We are closer than you think and our blades are sharp"  
   
Made in us
Fresh-Faced New User



Boston

I ran Ork horde/hybrid at Da Boyz GT this past weekend, and got Best General with the attached list.

I would caution against taking any more than 120 boys. I find 90 to be the magic number. If someone can kill 90 boys at 2000 points, chances are good that they can kill many more.

Warbikers I consider to be a must have. You also need a strong shooting element. Lootas or Grot Kannon batterys work well.
 Filename Da Boyz Roster Orks 1850 WT.pdf [Disk] Download
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 File size 32 Kbytes


 
   
Made in us
Grovelin' Grot Rigger





Dayton, OH

KingCracker wrote:Also, you can use them for area denyment(sp? spell check is failing me lol) to block off access to parts of the table.


Denial. The word is denial. <3

This is a great thread, by the way. I's learnding!
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Denial.........oh......my...............god. Well, I owe my spell checker an apology, as I got rather....foul with it. It was trying to tell me, KC.....your an idiot, stop making up words

See, I is learning too!
   
Made in gb
Bloodthirsty Chaos Knight






Been seriously considering a green tide type army as well as I have a load of 2nd ed models and some kans. Was wondering if it would be viable to have a warboss (love the AoBR one) with a tough nobz unit made troops as one of the HQ/troops selections and sticking a dread in as a troop from the Mek who would be the second HQ.
Mainly due to me still having the pedal bin dread, but the HS I have (or had somewhere) 3 mint kans. a load of CC orks and ofcourse more gretchin than the FoC could allow me to field from 2nd ed stuff

   
Made in fi
Tough-as-Nails Ork Boy






I've found that Nobz have a hard time slogging it across the field, even with full wound allocation tricks. Troop Dreads are only usefull when you've already maxed out your HS and still need more armor on the table. For a green tide I would stay away from Troop Dreads and just take more Shoota Boyz instead.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






If you are not fielding 6x boyz, you will have a hard time getting an actual green tide going. However, 5x deff dread or 2x deff dread + 3x kanz would still be a decent army, just not a true green tide. I would refrain from fielding a single deff dread though, it is bound to get shot down without doing anything.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Bloodthirsty Chaos Knight






Jidmah wrote:If you are not fielding 6x boyz, you will have a hard time getting an actual green tide going. However, 5x deff dread or 2x deff dread + 3x kanz would still be a decent army, just not a true green tide. I would refrain from fielding a single deff dread though, it is bound to get shot down without doing anything.


Pity, would have looked fun with 9 kans if got round to that many eventually . Any other input on the warboss and nobs thing? Had considered the whole FNP and 4+ armour for them, and a fair few combi scorchas

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Nobz shout never, ever walk on foot. Neither 4+ armor, nor FNP helps with their main weakness, which is high strength weapons instant deathing them.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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