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![[Post New]](/s/i/i.gif) 2014/07/02 16:57:45
Subject: Green Tide Impotence?
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Ragin' Ork Dreadnought
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I'm running it over in my head, and while I can think of silly things to do with it, I just can't come up with any tactical uses for a Green Tide of 100+ Ork Boys.
Obviously, the best way to use it is to stack all possible buffs, to maximize potential. A Lukky Stikk, the 4++ Kustom Force Field, Mad Dok Grotsnik, and a bunch of Weirdboys to cast Hammerhand and Sanctuary.
Unfortunately, it's still never going to be effective. The unit is incredibly slow, (You're ALWAYS going to be moving part of them through Difficult Terrain, very easy to flank, (So even if you've got a KFF+Sanctuary for a3++ up front, you'll need a bunch more to cover your many, many flanks,) its shooting is wasted, (You can only target one unit, and if you kill them you can't assault,) and its actual charge is either weakened from a disorganized assault, or elseyou're only targeting one unit which is a waste.
Plus, the points sunk in to make them worthwhile are a huge hindrance.
To any shooty army, this formation just means there is no such thing as Overkill. All they have to do is keep pumping in mindless fire until you're deader than a breadbasket. Since it's impossible to cover all your flanks with a KFF and Feel No Pain only gets you so far, your defenses will be shot.
And, against an Assault army, you're just setting yourself up to be the target of an organized assault. One tiny squad to absorb Overwatch, and then everything else to shred you. Any decent-Initiative assault blobs will kill almost everyone who can return fire, before you get to strike. (I believe this would be a good time for a 9-DCA, 3-Priest, 2-Inquisitor combo out of a Land Raider. Rad Grenades and +2 Strength from Hammerhand cause ID, ignoring your FNP. Oh, and that'll be 36 reroll-to-hit, re-roll to wound (of 2+) attacks. While you're hitting yourself or hallucinating about dasies.)
All in all, I'm just struggling to see a tactical use for these guys that doesn't leave you horrendously vulnerable.
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![[Post New]](/s/i/i.gif) 2014/07/02 17:09:04
Subject: Green Tide Impotence?
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Is 'Eavy Metal Calling?
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Apoc games where the board is big enough for this unit. Other than that, any squad larger than 50 guys is stupidly unwieldy.
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![[Post New]](/s/i/i.gif) 2014/07/03 06:21:27
Subject: Re:Green Tide Impotence?
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!!Goffik Rocker!!
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Greentide hasn't improved. I'd say that there are some positives and negatives added.
(+) Possibility to get unit-wide FNP
(+) Possibility to add meks that eat challenges while your nob is free to strike - but barrage and precision shots will ruin this tactix since those guyz are just a couple of 6+/5+++ wounds
(+) Better possibility to make a sucksessful charge, potentially with 5-10 s3 HOW hits
(-) Huge nerf to kff - not sure if it's worth using anymore. Quite possible it's gona be a waste on boyz. For the price of kff mek you could field half the squad.
(-) Nerf for mob rule
(-) No more 'eavy armor for nob
We're still super-slow and vulnerable to good shooting, blasts, dedicated mellee, psy-powers...
We can still tarpit but not as good as before cause of mob rule.
We can still fight in mellee decently vs something not dedicated to fight hordes in mellee.
If we're shootaboyz we can outshoot something that's not dedicated to shooting.
We're still good at sitting on objectives. That's more expensive than before but more reliable cause now you can't be focus-fired and get cover+fnp.
Yep, greentide hasn't changed much - still mediocre and much better in active defence than in offence.
If you're using greentide, i'd suggest playing a mission more than anything. It's quite potent with maelstorm.
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This message was edited 4 times. Last update was at 2014/07/03 06:24:51
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![[Post New]](/s/i/i.gif) 2014/07/03 07:44:38
Subject: Green Tide Impotence?
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Ragin' Ork Dreadnought
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koooai, I was talking about the Green Tide formation in the Ghazkull book. Did you even read my post?
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![[Post New]](/s/i/i.gif) 2014/07/03 07:49:43
Subject: Re:Green Tide Impotence?
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!!Goffik Rocker!!
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I think you should have written 'Ghazskul formation' in a more obvious way since 'Formation' is a bit vague.
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![[Post New]](/s/i/i.gif) 2014/07/03 08:11:54
Subject: Green Tide Impotence?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Since you buy ten single units before you combine them, you could easily have one unit be 'ard boyz and put them on the front rows to have the entire blob protected by 'eavy armor. Grotznik feels like a point-sink here, considering you always pass moral (due to the supplement +2 on the mob rule roll) and rampage only does anything when you're outnumbered. A regular painboy would archive just as much, while costing a third. The warhead idea probably isn't the worst one, but keep in mind that you get perils on every double and the warphead is ld7. Maybe double up on them to make sure you get at least one buff reliably.
Either way, you can't really do anything but drown the entire table with boyz. IMO just doing the same with a regular combined arms detachment and objective secured is going to win you a lot more games than infinite Waaaghs.
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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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![[Post New]](/s/i/i.gif) 2014/07/03 11:39:32
Subject: Re:Green Tide Impotence?
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Nasty Nob on Warbike with Klaw
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koooaei wrote:(-) Huge nerf to kff - not sure if it's worth using anymore.
It's use has changed. It was no longer worth taking with the last codex, too much had Ignores Cover out there. Now it's useful, just not in the same way.
(-) Nerf for mob rule
Your large mobs can now Go to Ground. If the mob is 10+ it is unlikely to run away. For small mobs it's a boost, for large ones it's not that different.
(-) No more 'eavy armor for nob.
Ah well, that only applies to mob leaders. Then again there's no limit to the number of 'Ard Boys you can take now.
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![[Post New]](/s/i/i.gif) 2014/07/03 11:42:03
Subject: Green Tide Impotence?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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From a green tide's point of view the KFF is nearly useless. Unless mounted on a morkanaut, you aren't getting a useful amount of boyz underneath it, where previously it could easily shelter 4 units of boyz. Otherwise, I agree with you.
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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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![[Post New]](/s/i/i.gif) 2014/07/03 11:54:04
Subject: Green Tide Impotence?
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Nasty Nob on Warbike with Klaw
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Jidmah wrote:From a green tide's point of view the KFF is nearly useless. Unless mounted on a morkanaut, you aren't getting a useful amount of boyz underneath it, where previously it could easily shelter 4 units of boyz. Otherwise, I agree with you.
For a Green tide yes, it's not useful.
But the last version was no longer worth it.
Play against Tau and you don't get a single cover save all game (or any save for that matter), same with Eldar, Guard (curse those Wyverns!).. The list goes on. Ignores cover was everywhere and often aimed at the boys.
Uses for KFF have changed. It no longer works for boys.
As you said for the Morkanaught it's great, Mega Nobz too. And bikes, as a Mek can take one and a KFF now (make that a relic bike!).
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![[Post New]](/s/i/i.gif) 2014/07/03 12:27:44
Subject: Green Tide Impotence?
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Fixture of Dakka
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Hyperbole has no place in this forum.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2014/07/03 12:37:32
Subject: Green Tide Impotence?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Not to mention that they pretty much lose 1 BS for denying cover.
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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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![[Post New]](/s/i/i.gif) 2014/07/03 12:45:38
Subject: Green Tide Impotence?
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Mekboy Hammerin' Somethin'
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If you go the bare-minimum route for the unit, it's sub 800 points. That's actually not all that bad for a fearless blob of 100 models. For something like 900 pts, you can give it FNP unit wide.
In a 2k points game, that still leaves you over half your army list to support it with. Whether you support it with other units of boyz, ranged support, elite units, or w/e is your choice. However I don't think it's fair to right it off quite yet in normal games. A blob that big, with supporting melee units, could actually be a semi-viable foot-slog list. The ability to waaaagh every turn is pretty strong.
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