Switch Theme:

Ork Boyz - Green Tide Army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Perturbed Blood Angel Tactical Marine




Hi I am new to warhammer and trying out a few ideas. What are your thoughts on a Ork Boyz only list?

I have no idea on points or numbers as i don't have the codex available yet.

Would it be possible to get some ideas on the points and construction (FoC) of the army please.

All suggestions and replies are much appreciated - Thanks

ps; I hope this is the right forum to post it in as I am looking for an army list to be posted - Thanks
   
Made in us
Major




Fortress of Solitude

Green tide is one of the best builds for orks currently.

I dont think we are allowed to give out point values on dakka because of a certain company's IP lawyers.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in nz
Perturbed Blood Angel Tactical Marine





sorry what I ment was an army list that included the points for the squads.

ie X number of ork boyz - Y points

two squads of troops and an HQ to fit in with the FoC

Sorry I didn't mean points per model/equipment but like it is presented when reviewing a army list as per dakkadakka's guidelines.

Thanks
   
Made in au
Slippery Ultramarine Scout Biker




It is a very effective army, fun and compeditive to play with, and a real pain to paint in time if you have a deadline. However if you love painting, this is the army for you. You get to use all kinds of painting schemes, swamp your opposition, and watch you opponents face fall as you pick out 897,000 dice for your furious charge attacks

You will win most times, as you can field up to 150 or 200 boyz. Your enemy will have a tough time gunning down enough to not get swamped. You have enough shots to belittle a company of terminators in 2 turns, and you have way way WAY too many attacks. Boyz are great and will always be fun.


Automatically Appended Next Post:
an example army might be:
warboss with power claw, bosspole and heavy armor - 135 points
30 boyz with nob with powerclaw and bosspole - 220 points
30 boyz with nob with powerclaw and bosspole - 220 points
30 boyz with nob with powerclaw and bosspole - 220 points 30 boyz with nob with powerclaw and bosspole - 220 points 30 boyz with nob with powerclaw and bosspole - 220 points 30 boyz with nob with powerclaw and bosspole - 220 points
1455 points. You can add a waaagh banner to increase the weapon skill of the squad to 4 if you charge for 10 points. 1 for each squad is always great in my opinion.

BTW that is 180 boyz. even if your oponent shoots down 2/3s of your list, if you get 5/6 charges, that is 220 dice being thrown at your opposition. Even deathwing cant stand up to that. No matter how many boyz they kill, 3 more take its place.

Just beware however, $50 for 10 boyz, times 18. That is $900 on one 1500 point army. There are cheaper armies out there. But if you don't care, by all means go ahead. Money is the only reason I haven't built this list already.

This message was edited 1 time. Last update was at 2013/06/16 01:39:40


 
   
Made in nz
Perturbed Blood Angel Tactical Marine




Wow very cool motivation - I'm even keener to run them now.

What can I expect to use (numbers wise) in a typical 500 point army? (starting small) and what deployment tactics etc. would you suggest?

Thanks

This message was edited 1 time. Last update was at 2013/06/16 01:41:57


 
   
Made in au
Slippery Ultramarine Scout Biker




Ork boyz have one thing going for them at 500 points. And that is CC. You should get as many close combat units as you can and let fly with them. They are fragile, and a standard IG army might be able to wipe them out. So you need some transport to get you to where you are going. A trukk is the logical choice, being speedy, and can carry 12 boyz. In more point games orks can be either shooty and get off lots and lots of shots, heavily armored, to deliver huge punched, like terminators, they can be fast and speedy and tough to kill, or they can field hordes. You won't get as many shots as you need at 500 points, speedy units cost too much, so do heavily armored ones. The only option left is horde. In a standard horde list, you can get some boyz and trukks to get you to where you are going. So it might look like this: Warboss with powerklaw and bosspole - 130 points
12 boyz with trukk - 117 points
11 boyz with turkk - 112 points
5 nobz with trukk - 145 points

That gives you some tough units in the nobs, some horde in the boyz and transport. Alternatively you could field:
Warboss with powerklaw and bosspole - 130 points
30 boyz with nob with powerklaw and bosspole - 220 points
20 boyz with nob with powerklaw and bosspole - 160 points
That is around 510 points. You can shave off a few boys here and there. There are enough to deliver a punch, and too man to be tabled (I think).

Orks really excel at 100-1500 points. With standard ork tactics, I like to get a solid core of about 70-90 boyz, enough to really scare, some nobz to be hard hitters, some bikes for distraction, and some deffkopters, kommandoes, and stormboyz for distraction. The whole point of this list is to create enough distractions and threat, that your opposition must deal with them first, allowing your boyz to move up the field untouched. Of course this wn't always work, some people will target the boyz. This is why we have fast and hard hitting units, to either tie up or wipe out those tricky units. I mainly mean IG blobs with heavy bolters, or devastators with missile launchers. By holding these units up and killing them, you create panic and confusion. They don't know what to target, and once they get rid of all of those distraction units, the boyz are upon them, acting as the clean up crew. As a Space marine player, I would hate to come up against this, because no matter what happens, you get screwed. And the good thing about orks is, no matter how bad your shooting, you will always get a couple of wounds.

This message was edited 1 time. Last update was at 2013/06/16 04:50:35


 
   
Made in nz
Perturbed Blood Angel Tactical Marine





Thanks very much that was extremely useful. Orks look like a really fun army to play especially with the trukks reducing the time spent in the movement phase!
   
Made in gb
One Canoptek Scarab in a Swarm




uk

The only downside to trucks is a squad of 10-12 boys won't survive over watch and inisitive 3+ squads very well

Necrons: Triarch remnant - 10,000 points
Orks: waaagh! Buzzkill-20,000 points 
   
Made in us
Wicked Canoptek Wraith





I just want to point out a practical downside to this list you may be overlooking: it takes a REALLY long time to move all the models during your movement phase. I've had a lot of games end after the second or third turn just because I've runout of time. Also, green tide games can be kind of boring, because in the end there are few choices to make. you run toward the enemy, shoot them, the chop them, and it either works or it doesn't? I run a more mechanized ork list now and the game goes a lot faster, and I have more fun.

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in nz
Disguised Speculo





Footsloggers are a pain in the ass to actually use, run trukks instead


I see we've covered all the bases here. +1 to what NinjaStars said about the Green Tide, moving that many models is horrible, and in the end a Green Tide has the same tactical aspect as a gunline ~ bugger all.

I'd recommend something similar to Ork Marine, just without the vanilla Nobs. Without klaws they aren't worth it, because 20 points for a slightly better boy is not worth it.

If you give them a bunch of klaws, then that trukk with just be shot down and your klaws will spend the whole game leggin it across the board. Instead, just take klaw BP nob leaders and a character in three trukks.

An example list would look like this;
~11 boys in trukk, Klaw BP Nob [147]
~11 boys in trukk, Klaw BP Nob [147]
~11 boys in trukk, Klaw BP Nob [147]

Leaves 61 points. Thats a PK Mek for your cheapest effective HQ. Four Klaws at 500 will stomp face against anything but a dedicated CC character ~ at which point, none of your dudes can effectively beat them in a challenge so you might be in trouble. If you want a really good HQ to get around this then you'd need to find 39 points to grab a Warboss with Cybork, Bosspole (take one from a Nob), and a Power Klaw. Really, I'd wait until a slightly higher points value and then take the Klawboss myself.

It's not going to be as strong as a green tide at 500 points, but a green tide is only really playable at that level ~ when you move to larger armies you might find its not worth the effort. It also gets you into the good habit of using armies that actually require 'thought' and 'tactics' to use effectively, not just point and click.

This message was edited 2 times. Last update was at 2013/06/17 00:11:51


 
   
Made in us
Flashy Flashgitz






New Jersey

Green Tide is always fun, just make sure you have time. 1 turn could last an hour. That would depend on the points you have. 1k is very different from 1850, in terms of what you want to field.
I have run several Trukk armies and they always seem to fail me, leaving the Ork special of Mob Rule wasted. Ramshackle is never my friend.

Nothing wrong with foot sloggin, One of my golden rules of playing the orks is look at each of the units - how well would they do if their numbers were halved. 15 Orks still have mob rule, while 6 do not.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in us
Fresh-Faced New User



OKC

The green tide army may be pretty effective, but it seems like it would be very boring to play. The best thing about any army is the variety of units you can bring (especially orks). Try mixing in some lootas, or converting some looted wagons, or getting some defkoptas.

If you really like the green tide approach, but want to change it up a little I would make a few squads of stormboyz. That way you can get into combat even faster. They cost quite a bit more points wise, but you won't be losing them as fast as a boyz squad marching across the board.
Plus if you can get them to more vital targets a lot easier.
   
Made in us
Grisly Ghost Ark Driver





Some Tomb World in some galaxy by that one thing in that one place (or Minnesota for nosy people)

 Sleg wrote:
Green Tide is always fun, just make sure you have time. 1 turn could last an hour. That would depend on the points you have. 1k is very different from 1850, in terms of what you want to field.
I have run several Trukk armies and they always seem to fail me, leaving the Ork special of Mob Rule wasted. Ramshackle is never my friend.

Nothing wrong with foot sloggin, One of my golden rules of playing the orks is look at each of the units - how well would they do if their numbers were halved. 15 Orks still have mob rule, while 6 do not.


I agree, speed freak orks have really dropped in effectiveness recently. 12 boyz break like glass compared to every other combo ork troops have to offer.

I often find the best loadout for troops in a standard 1850 tournament game to be 10 grots camping backfield 2 battlewagons filled with nakes shoota boyz and nob bikers lead by a bikerboss. The grots are too minor to have shots wasted on, the shootawagons are durable enough to take a few hits and still be up in the enemies face by t2 and the nob biker deathstar is too good to pass up with the durability, speed, and hitting power they have. Their only real weakness is heavy flamers and JotWW and both are usually not taken in enough numbers to be a hard counter to them.

"Put your 1st best against you opponents 2nd best, your 2nd best against their 3rd best, and your 3rd best against their 1st best"-Sun Tzu's Art of War

"If your not winning, try a bigger sword! Usually works..."

10k
2k
500 
   
Made in us
Dakka Veteran






I will say from experience that the more you play green tide the faster you get. In friendly games if your opponent is a good sport they help you move your men (im constantly repositioning gaunts for my brother, for example). Other tidbits is to make sure if you know your going to run to speed up the run moves (roll during the movement phase for instance) rolling dice clearly and quickly in big batches and assorted other quality of life issues for your opponent.

More than other 40k armies it pays to be a polite player who is up on the rules and enjoys the community aspect of the hobby. The fluff and playstyle of greentide lends itself to being the best sport you can be.
   
Made in us
Flashy Flashgitz






New Jersey

I would never take units just to take them. Stormboyz are basically expensive Ork Boyz that if you jump and roll a 1 you lose one. I would never use them with the green tide. I've used Def Koptas a bunch of times, especially when Assault on Black Reach came out, Small units were just wasted point, while large unit (5) did better, but for the most part were just shot out of the sky. In 6th edition they just seemed to get worse.

3 types that put up a fight are, Green Tide, Mek, and Speed Freak. Personally I've never found the Green Tide boring, for a new player it's awesome and allows them to see how effective taking large units of Orks really is. But moving a large army takes time and if you are the opponent, watching the Ork moves gives you plenty of time to see any weaknesses. Then again with any new player it's going to take time, if you are playing a friendly match (which these days most of mine are) you always try to give the best advice and be patient. Orks are always happy just to fight, win or lose - the Orks have already won just by the battle.


Not loud, on fire, or explodin' yer doin' et wrong  
   
 
Forum Index » 40K Army Lists
Go to: