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![[Post New]](/s/i/i.gif) 2014/10/27 02:25:03
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Flashy Flashgitz
Clarksville, TN
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KRUMPIN KREW Total Points 1800
Ork Green Tide
HQ
Warboss 1
Power Klaw 1
Boss Shoota 1
Big Boss Pole 1
Total 110
TROOP
Boyz 100
Boss Nob 5
Power Klaw 5
Nob Shootas 5
Total 775
Ork Total 885
Space Marines, CAD
HQ
Master of the Forge 2
Total 180
Troop
Tactical Squad 5
Plasmagun/Gravgun 1
Veteran Sergeant 1
Meltbombs 1
Power Weapon 1
Drop Pod 1
Total 150
Tactical Squad 5
Plasmagun/Gravgun 1
Veteran Sergeant 1
Meltbombs 1
Power Weapon 1
Drop Pod 1
Total 150
Elite
Dreadnought 3
Heavy Flamer 3
Drop Pod 3
Total 435
Space Marine Total 915
I hope that makes sense above. It is a copy and paste from a spread sheet with a little cleaning.
The Space Marines are either Iron Hands or Clan Raukaan.
How it is supposed to work. The GT will cover most of the center field and then 3 of the Drop Pods (probably the Dreadnoughts) will drop in the enemy back fields. Then the last 2 DP will have to come in in reserves with the Tacs and MotF each.
There is 50 points left to spend.
I am open to all thoughts and ideas.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/10/27 08:48:29
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Waaagh! Warbiker
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So... are you using the formation for the Ork Boys? The formation from Waaaaagh! Gazzy? So that they all group together to form one big 100 ork unit?
If you are, you NEED the painboy (I'm not seeing it in your list). 5+ FnP to 100 orks is brilliant.
The weirdboy also enjoys this unit, but the painboy first.
The formation does come with a Warboss already in there. Just have 2 units of Grots to fill the troop slots up. Leave the grots behind, no one will care that they're nabbing objectives for you.
as you get 10 units of orks for the formation, that's a potential of 10 PKs (11 if you include the Warboss) which seems ashame to not use. Run across the field and multi-charge. 11 powerklaws, and only 1 challenge per combat means your going to be laughing.
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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![[Post New]](/s/i/i.gif) 2014/10/27 12:50:23
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Flashy Flashgitz
Clarksville, TN
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Most tournament only Allow 2 detachments which means I can't have a Painboy and Space Marines.
Currently I can add one more Nob, but after that I would have to make cuts.
My SM are almost bare bones as is. The only extras I have are Plasmaguns, Power Weapons, Meltabombs. Which are pretty standard load outs. The only other thing I can cut is the second MofT, but then they lose a lot of durability and hitting power.
Suggestions?
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/10/27 13:25:16
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Dakka Veteran
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I mean I would cut 1 master of the forge and all the extras off the tac squads if it means getting the painboy in there. He is a must with green tide. Two squads of grots would do well to camp objectives while the tide rolls forward.
Yes your space marines loose some durability but they weren't going to do much anyway in 5 man squads. The dreadnoughts/greentide are still your real damage units.
A second note make the dreadnoughts ironclad or possibly contemptor. I think the av13 is worth it if you are going to be in their face turn 1 like that.
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![[Post New]](/s/i/i.gif) 2014/10/27 14:25:07
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Waaagh! Warbiker
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I think what's he's meaning Epartalis, is that he's taking the Waaaagh! Gazzy green tide formation, which is fixed. He can't get anything outside of the 100 boys and a warboss.
To that, I say scrap the green tide. Without the Painboy, the Green Tide is pretty much worthless, especially as you need to start so far away from each other and keep that certain distance. The green tide is going to cover most of your board, so it's going to limit where your SM's can go.
Some of the more successful ork lists HAVE included the Green Tide, but you really need to build TO it, rather than using it as an addition, which is what your list has got it for. Most of the Ork formations really need extras outside of the formation to work well.
As orks are, unfortunately, not the best at winning these days, I would ask this: what do you have?
If you're wanting to get into your opponents face, I could recommend somehting like this:
-- 3 Meganobz + BP + a Trukk, Ram, Bplanks
-- Mega Armored Warboss, Lucky Stikk + mek + 18 boys with Nob, PK, BP + Battlewagon, ram, Bplank, 2 Rokkits
-- 12 Ard Boys, Ard Nob, PK, BP + Trukk, Ram, Bplanks
The above gives your 2 mandatory troops. The other option (for Green Tideish) requires 30 boys, the Painboy and a weirdboy. The weirdboy will grant an insaine boost to the boys, however the warboss gives WAAAAGH!, so it's a tough choice.
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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![[Post New]](/s/i/i.gif) 2014/10/27 14:53:55
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Flashy Flashgitz
Clarksville, TN
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@epartalis, I cant cut gear to add a Painboy. It isnt a matter points. All of our serious tournaments only allow 2 detachments. As such I cant add any outside Orks to my list. Only in the formation. You are right about the Painboy being a Force Multiplier. I just cant field him. Local tournaments I could, but not the Larger events.
Ironclad is an option for 1 maybe 2 but after that I cant make any more cuts. I dont see a Contempters in the SM book.
@sketchyfk, All of my SM are in Drop Pods as such the deployment wont matter. If they end up within 6" then there is a 1 in 6 chance they will freeze.
I am creating a Hammer (SM) and Anvil (GT) to hopefully either crush my enemies or disrupt their plans.
Ork stuff I have:
17 Bikkers
Pain Boy
Another Warboss with Pk
Big Mek with SAG
14 artillery
50 Gretchin
8 Lootas
No Megas, no vehicles.
We played in a Team Tournament and the guy I played with ran SM Drop Pod and we Wrecked Face. I'm thinking it would work, as a single player Army.
I agree Orks arent the best that is why I am trying to get them some help.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/10/27 18:34:22
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Waaagh! Warbiker
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Ok, that's a REALLY good number of bikes then if you want to make a Hammer and Anvil tactic. I can see 2 different ways that you might wanna look at this, however both require a bit of work. The first one will probably be the easiest.
Troops: 2x 10 man Gretchin Squads to capture backfield objectives.
HQ: Warboss + Bike + Pklaw + (maybe) da Lukky Stikk.
HQ: Painboy + Bike + (maybe) Finkin Kap = designed to get outflank ability, if your lucky.
Fast: 15 Bikes inc Nob + Pklaw + Bosspole
They're a solid shooting unit and will down most FMCs due to their re-rolls. They're ability to jink doesn't really harm their BS2. The Stikk will allow you to boost your entire 17 man squad's Weapon skill by 1, so you can change from being the nail-gun to the hammer if required.
Otherwise with as much artillery as you have, I would LOVE to see an Ork artillery line. Most of the time Orks need that Combat Piviot, but you have that and better with your drop pods IMO:
All of the below hide behind an ADL for a 4+ coversave:
HQ: Big Mek + SAG + Ammo Runts + Git Finder
Connected to: Troop 1: 10 Grots + dude-who's-name-i-can't-remember + Squig
Troop 2: 10 Grots + DWNICR + Squig
Using: ADL's Quad Gun for BS3 Re-rollable
Heavy:
1: 5 Lobbas + 1 or 2 gunner PG (per gun) + 1 ammo runt PG (key for the re-roll)
2: 5 Kustom Mega Kannons + 2 gunners PG (key for Get's Hot!) + 1 ammo runt PG
3: 4 Traktor Kannons + 1 or 2 gunners PG + 1 ammo runt PG.
Traktors are good against Skimmers as well as Fliers. However you'll be out-shot by Tau and Astrum Millitarium. I prefer the all bikers version, tho it means taking 2 units of Grots who'll just sit around.
What do you think?
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30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.
I want offical rules for the Super-Ork that the Mad Dok is working on... |
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![[Post New]](/s/i/i.gif) 2014/10/28 01:12:18
Subject: [1850] - Orks Green Tide & SM Drop Pods - Tournament List
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Flashy Flashgitz
Clarksville, TN
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http://www.dakkadakka.com/dakkaforum/posts/list/615672.page
I ran that list at Red Stone Rumble.
Except that the Bike unit was merged into 15.
It suffered severely from lack of mobility and options. I felt like my opponents chose the fight and I was just surviving it.
The only thing that seemed to really work in that list was the Green Tide.
The bikers just got shot a lot, but they made a ridiculous number of saves.
The artillery was mostly ineffective, because of how high front armor is. If they catch infantry they do massive damage to them and actually wiped out whole squads.
The Skyfire was jinked almost the entire game.
The 10 Gretchin Squads literally lost me 2 games in the last action of my opponents. They need Squig Hounds and probably more bodies.
As such the Green Tides support fell short pretty much the entire time.
I am trying to find the support it deserves and will actually pay for itself.
The other option I see is to break up the GT and buy a normal CAD with the points.
I'm not sure if the Mek Gunz would be worth it or not. They are awesome at low levels but they don't seem to do the damage I need at high level.
I can run the numbers and see how that looks.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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