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![[Post New]](/s/i/i.gif) 2014/09/29 16:58:44
Subject: Green Tide Ideas
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Dark Angels Librarian with Book of Secrets
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Overview
This post will describe what makes a green tide work on paper. This does not appear to be in the same power scale as knights, or eldar, but if your trying to make orks look, this seems to be the best method I've seen thus far.
As always, thoughts and critiques are welcome. In particular I'm looking for things I might have missed, as I'm just starting on 7th edition or extra ideas on how to maximize the advantages of The Green Tide.
Thanks!
What is a Green Tide?
The green tide formation, found in the Waaagh Ghazgull supplement have the following rules.
- Requires: 1 Warboss and 10 Units of boyz
- No transport can be taken and warboss cannot take warbike
- If the Green Tide ever rolls a "Breaking Heads" or "Squabble" result on the Mob Rule table, any resulting hits are allocated by the Formation's controlling player.
- Models in the Green Tide gain Hammer of Wrath in any Assault phase in which they successfully charge an enemy unit and the dice rolled for their charge range is 10 or more before modifiers. Note that the unit does not need to move the full distance rolled to gain this effect.
- If the Warboss for this formation is your Warlord, can use the Waagh! special rule each and every turn after the first.
- Warboss and the ten boyz mobz must form a single unit
- Get Biggest an’ da Best and Da Boss iz Watchin
- This unit, like all others from the supplement, cannot take relics from the ork codex
Adding Special Rules
Since 6th edition dropped, the ability to layer special rules on a unit has always been extremely powerful. The Green Tide benefits greatly from this, as any special rule will effect at least 101 models.
Feel No Pain
This special rule can be added through Grotsnik or a Painboy. This means your green tide will be ~1/3 more resilient than before. If you have 120 wounds in your green tide before FnP, you effectively have 160 wounds.
Fearless
This special rule can be added through Grotsnik or "Da Big Bosspole". This removes one of the biggest weaknesses of the army, allowing you to throw as many boys out there as you like with little worry of them running away.
Crusader
This trait can be gained 30% of the time with "Ideal Mission Commander". Crusader lets you reroll a run distance, which is a nice boon to the "Waaaagh" trait.
Waaaagh! Horde
When rolling a charge distance of 10 or more, the orks get a hammer of wrath attack. This combines well witht he "Waaaagh!" warlord ability to cause more HoW attacks.
Stampede
This ability lets you use the "Waaaagh!" ability every turn after the first. This increases the threat range for your tide from ~14" to ~17.5" (18.5" with crusader). Given the footprint of the mob, this increases your chances of having a viable target.
Free Nob Squad
Each of the 10 squads you take can take the usual upgrades, including the ability to get a Nob with a PK. As an added bonus you to get nobs for 16/17 points base instead of 18 points base. Unlike a normal nob squad, this squad is hidden inside the green tide, helping them get to the fight.
Hiding 4 PKs on Nobs, plus a PK on a warboss or three makes for an extremely scary squad.
Mix and Match
Each squad in The Green Tide is a different squad. This means you can buy 40 'ard boys and stick them up front. This lowers the amount of damage you will take from wave serpents while your running up the board without costing you 4 points for all 120 models.
If your facing an army with tons of AP4 wepons like broadsides, just stick your hard boys in the back!
You can also mix and match shoota and slugga squads. While this formation works best with just sluggas, you might have some extra shootas painted up that you want to use.
You also can get 10 rokkits or big shootas in The Green Tide if you wish. I would not, but hey, if you have 50 extra points, why not.
One Unit to Contest Them All
The rulebook says "You control an Objective Marker if there is at least one model from one of your scoring units (see below), and no models from enemy scoring units, within 3" of it." By that wording, if you have a green tide with 200 models, you could block multiple objectives and claim one.
You want it how big?!
Since you have 10 squads to play with, you can increase the size of your green tide to 300 models. While its not practical to field 300 models, the idea is that you can increase the size of your horde to 150 or 200 models if you choose with little worry.
Few Game Turns
If your moving ~200 models each turn, its going to take you a long time to play. Even if you backfill to do movement and go as fast as possible, its still just going to take a long time to complete your turns.
This means you can plan your game accordingly as you can expect to only go to turn 3 or 4. Its not slow playing if you literally just cannot move that many models in 2.5 hours.
Mogrok's Bossboyz
Another option to go with is to take Mogrok's Bossboyz as a formation. This is a good way to add a lot of characters to your squad. You can bring a total of 8 characters by adding this formation. 2 from your base chart, 1 from the green tide fromation, and 5 from the Mogrok's Bossboyz formation.
The drawback with this is that you loose the 'Waaaagh' power.
1) Mogrok's Bossboyz
- Requires: 3 Big Meks, 1 Warboss, 1 Lvl 2 Weirdboy
- Big Mek Mogrok: The controlling player must nominate one Big Mek in this formation to be his Warlord (Mogrok). Mogrok always has the Kunnin’ But Brutal Warlord Trait.
- Very Kunnin’: Before deployment, the controlling player can nominate up to D3 friendly Ork units; these units gain the Acute
Senses and Outflank special rules. The controlling player also adds +1 to any attempts to Seize the Initiative.
One thing you could do with this build is 8 characters total in the green tide, and 8 meks with rokkits, for a total of 18 rokkits in the squad. That would be an unexpected amount of shooting from one squad. I'm not saying its awesome...its just an option.
You can also equip all your big meks and warbosses with mega armor, giving you 6 units with mega armor hidden inside your squad. This removes the ability to run and charge, but makes you dead killy in assault. You could also put 5 on bikes and make a warboss/big mek bike squad that can detach at any time and cause havoc.
Example Unit
This is a green tide unit that comes in at 1294 points. This unit has 3 ICs, and 7 PKs in it.
160 - Grotsnik
125 - Warboss with PK, Lucky Stick and Warbike
89 - Warboss with 'eavy Armor and PK (Warlord from Formation)
130 - 20 Slugga Boys w/Nob
130 - 20 Slugga Boys w/Nob
70 - 10 Slugga Boys w/Nob
70 - 10 Slugga Boys w/Nob
70 - 10 Slugga Boys w/Nob
70 - 10 Slugga Boys w/Nob
95 - 10 Slugga Boys w/Nob + PK
95 - 10 Slugga Boys w/Nob + PK
95 - 10 Slugga Boys w/Nob + PK
95 - 10 Slugga Boys w/Nob + PK
The takeaway is this -- you still have ~550 points to buy your two troops and other units with in an 1850 tourney.
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This message was edited 1 time. Last update was at 2014/09/29 18:18:09
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![[Post New]](/s/i/i.gif) 2014/09/29 18:02:54
Subject: Green Tide Ideas
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Krazed Killa Kan
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-This list may not be legal.
-GT Warboss can't take a warbike.
-I don't THINK GT Warboss can take a gift only Orkameedes Gubbinz. (Not sure on this one)
Whatever the case, you couldn't get the Waagh! buff in NOVA because you couldn't have a warlord chosen from a formation.
I just ran a similar list and got tabled-ish (serpent spam) at 1850. (Ill link to the video batrep when done. )
Regarding movement of lots of minis, I just make my run movements simultaneous with my normal move (if its ok w my opponent). Goes quick in my games.
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This message was edited 2 times. Last update was at 2014/09/29 18:04:20
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![[Post New]](/s/i/i.gif) 2014/09/29 18:17:29
Subject: Green Tide Ideas
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Dark Angels Librarian with Book of Secrets
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doktor_g wrote:-This list may not be legal.
- GT Warboss can't take a warbike.
-I don't THINK GT Warboss can take a gift only Orkameedes Gubbinz. (Not sure on this one)
The warboss on foot was the GT one. Your right, though, he can't carry the stick.
I shuffled the stick to the other non-warlord warboss.
doktor_g wrote:Whatever the case, you couldn't get the Waagh! buff in NOVA because you couldn't have a warlord chosen from a formation.
I just ran a similar list and got tabled-ish (serpent spam) at 1850. (Ill link to the video batrep when done. )
I'd like to see that.
Edit : That also puts a damper on Mogrok's Bossboyz -- which is a bummer. I liked the options 8 ICs gave you.
Serpent spam is the worst match up IMHO for this list. The ability for 7 serpents to remove 35 models a turn is rough as there is little counter.
Can you think of anything that could be added to the list to help address that? Ard boys can reduce the loss by nearly 50%, but Tau still tear through them. It also is less of an issue if you have other threats that the serpents need to worry about first.
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This message was edited 3 times. Last update was at 2014/09/29 18:28:23
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![[Post New]](/s/i/i.gif) 2014/09/29 18:31:14
Subject: Re:Green Tide Ideas
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!!Goffik Rocker!!
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KFF?
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![[Post New]](/s/i/i.gif) 2014/09/29 18:39:09
Subject: Re:Green Tide Ideas
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Dark Angels Librarian with Book of Secrets
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If the KFF still effected units, it would be the bomb, but the area of influence is much less now per point. Even if you take a big mek on a bike, you can only get so much of your unit covered.
Everyone knows that a twin-linked BS 2 weapon has a 55% chance of hitting and not a 66% of hitting. This is because if your first hit is a success, you don't roll the dice a second time. Likewise, if your getting a 5+ invlun save and a 5+ FNP save, your only increasing the durability by 55%.
This means that there is a loss of investment by layering the KFF and FnP. :\
Are there any other special rules, like shrouding, that can be added to the unit?
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![[Post New]](/s/i/i.gif) 2014/09/29 18:40:58
Subject: Re:Green Tide Ideas
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!!Goffik Rocker!!
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Anywayz, let's count how many deaths can a bunch of wave serpents inflict.
Let's say, 3 scatter laser hits and 4.5 shield hits - that's 4 dead boyz with fnp and no cover from scatter laser. Not that frightening, really. Yep, a bunch of serpents may put a dent in your boyz, but there's plenty of stuff floating around like buggies that can force serpents to jink. In all fairness, i'm more afraid of hardy stuff that can tarpit boyz rather than a bunch of serpents.
If you're afraid of serp shields that much, take eavy armor on front boyz. You'll loose even less and get there faster.
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This message was edited 1 time. Last update was at 2014/09/29 18:43:47
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![[Post New]](/s/i/i.gif) 2014/09/29 22:19:02
Subject: Green Tide Ideas
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Nasty Nob
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I like the combination of a Painboy and heavy armor on ~40 boys. That'll dampen the Wave Serpent impact nicely.
To offset Tau, Id include two beefy MANZ or 3 smaller MANZ missiles, covered by a Big Mek Biker with a KFF and kill saw nested inside 5 DeffKoptas, one with a Buzzsaw.
The Deffkopta/Big Mek unit not only provides cover for the MANZ but is fast enough to also go kill Wyverns.
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A man's character is his fate.
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![[Post New]](/s/i/i.gif) 2014/09/30 02:48:28
Subject: Green Tide Ideas
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Nasty Nob
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You probably need some lootas for serpents?
I would also think out flanking buggies or coptas would be cool.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2014/09/30 04:30:16
Subject: Green Tide Ideas
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Krazed Killa Kan
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Here's the list for my batrep. I'll start on it tonight but I'm on puppy duty (hah I said doodie).
Anyway:
Combined Arms Detachment:
HQ:
- KFF (lucky stik)
-Painboy
TROOPS:
-2x10 Grots (naked)
ELITES:
-2x10 Lootas
FAST:
-2x DakkaJets (Xtra SS)
FORT:
-Skyshield
Formation:
1x Boss (eA, PK, Big Pole)
10x9 Sluggas
7x Nobz ( PK)
3x Nobz (BigChop)
The goal was to set up on a wide front to avoid blasts and templates. The KFF is in front of the boss. The boss is in the back with a little bubble wrap. The pain boy is buried somewhere. Nobz are just back from the front to avoid the wound pool first wave.
My opponent = Iyanden:
Spiritseer
3x5 Wraithguard or Blades or something
1x Wraithlord
1x Wraithknight
1x Lava beast god thingy
3x Wave Serpents
1x Crimson Hunter
To add insult to injury... His second or third game. Hence my table flip challenge:
"Make a tourney legal Ork 1850 list (no allies), play it 3 times in a competitive meta (no cheating) do video batreps. I'll send you one of my painted/magnetized stompas"
Oh you have to WIN 2/3....
This is how positive I am that god hates Orks.
Automatically Appended Next Post: This should be live by the morning. I'll post it in Battle Reports section as well, but for cohesiveness....
Here's Green Tide vs Iyanden
http://youtu.be/cPPQkS3U_uk
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This message was edited 3 times. Last update was at 2014/09/30 06:29:16
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