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![[Post New]](/s/i/i.gif) 2012/06/11 03:31:02
Subject: Green Tide/Dakka line C+C
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Gangly Grot Rebel
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2000 Pts - Codex: Orks Roster
Total Roster Cost: 1996
Troops: Shoota Boyz (250 pts)
29 Boyz, 3 Rokkit Launcha
1 Boyz Nob (Bosspole + Power Klaw)
Troops: Shoota Boyz (250 pts)
29 Boyz, 3 Rokkit Launcha
1 Boyz Nob (Bosspole + Power Klaw)
Troops: Shoota Boyz (250 pts)
29 Boyz, 3 Rokkit Launcha
1 Boyz Nob (Bosspole + Power Klaw)
Troops: Shoota Boyz (250 pts)
29 Boyz, 3 Rokkit Launcha
1 Boyz Nob (Bosspole + Power Klaw)
Troops: Shoota Boyz (250 pts)
29 Boyz, 3 Rokkit Launcha
1 Boyz Nob (Bosspole + Power Klaw)
Troops: Shoota Boyz (235 pts)
29 Boyz, 1 Big Shoota 1 Rokkit Launcha
1 Boyz Nob, (Bosspole + Power Klaw)
HQ: Ghazghkull Thraka (225 pts)
1 Ghazghkull Thraka
Heavy Support: Big Gunz (76 pts)
3 Big Gunz, 2 Ammo Runt
1 Runtherd, 10 pts
Heavy Support: Big Gunz (85 pts)
3 Big Gunz, 3 Ammo Runts
8 Gretchin
1 Runtherd
Heavy Support: Looted Wagon (125 pts)
1 Looted Wagon (Ard Case, Armour Plates) + Boom Gun
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![[Post New]](/s/i/i.gif) 2012/06/11 03:49:13
Subject: Green Tide/Dakka line C+C
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Longtime Dakkanaut
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Ok, so you want a green tide shooty list with CC? Is that what I am gathering from the title?
Well I think the first problem really is the Looted wagon. You have one vehicle in your army. An armor 11 vehicle to boot. It will not make it through the first turn I am sure.
I would honestly turn that into lootas or anothe squad of Big guns w/Kannons.
I personally don't like that many boys. It is crazy tough to move all of them in a timely manner. If you are in a tourney with this you will have to be on point moving them. I would drop like 2 squads of them that is still 120 boys on the table. That gives you 500 points to mess around with.
Lootas are a great option even though they are used widely by all ork players. A mek with KFF would be a nice addition to the army. Giving you whole army a 5+ cover is pretty nice. A suicide Kopta could be useful to take out that nasty tank that you might be worried about.
I am also not a fan of rokkits in with shootas. If you shoot at a vehicle with them then you are wasting alot of shots from you shootas. I take BShootas with them. If you take sluggas then I can see taking the rokkits. You can hopefully open the transport and still be able to assault the squad inside. But this is of course my opinion.
Well I hope this helps with some ideas.
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![[Post New]](/s/i/i.gif) 2012/06/11 05:25:56
Subject: Green Tide/Dakka line C+C
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Krazed Killa Kan
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Ok I have a GT. 100% painted. And it's a pain in the butt to play. Crowded table. Agree with Balz. Lootas are nice. I've had good luck with koptas. I think either would complement GT list. As for KFF... with a green tide... don't bother (sorry Balz). Over half the army will have cover anyway. And you'll have points for more lootas, koptas or Ghazzy!
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This message was edited 1 time. Last update was at 2012/06/11 05:28:24
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![[Post New]](/s/i/i.gif) 2012/06/17 16:03:10
Subject: Green Tide/Dakka line C+C
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Grovelin' Grot
South Jerz
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What do you guys think of the Big Gunz? I don't have any ATM in my army (Footsloggin'/Green tide) but would like to have some artillery if it's worth it.
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Ork Bulleez- On a quest for 'Ord Stan'eez Kup |
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![[Post New]](/s/i/i.gif) 2012/06/17 17:47:03
Subject: Green Tide/Dakka line C+C
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Longtime Dakkanaut
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I think Big guns are really nice, but only the kannons IMHO. Hitting on 4+ with str 8 weapons is pretty good. The zapp guns would be better if they still had the 2d6 armor pen like they used to. But without that they just lack so much.
Its really tough to take them in other Orks style armys, ie kan wall. The kans take up the heavy there. the BW rush is taken up by the BW's. That is why you don't see them as much. But in a green tide type list I think they are the best option for heavy at that point.
So Yes I do think they are worth it in the right situation/list.
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![[Post New]](/s/i/i.gif) 2012/06/19 21:53:10
Subject: Green Tide/Dakka line C+C
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Battlefortress Driver with Krusha Wheel
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I'll tell you right away, you wont finish the game in a timely manner with that many boyz on the table. So, if time is an issue, such as at a tourney, then don't expect to make it out of turn three.
Aside from that, an issue that a lot of people never seem to address with horde armies, is that of terrain tests, and bottleneck disadvantage. With so many boys on the table you are apt to tarpit yourself in diff. terrain for a lot of the game. Which is a HUGE disadvantage for horde foot sloggers.
Sadly, maxed out Green Tide is just a huge pain, and easily offsets the perceived fun of such an army.
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