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![[Post New]](/s/i/i.gif) 2014/11/03 03:10:40
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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Green Tide:
100 Slugga Boyz
10 Nobz
10 PK
10 Free Shootas
Warboss
PK
Big Boss Pole
Free Shoota
CAD:
Weird Boy
Warp Head
Pain Boy
29 Gretchin
2 Runt Herdz
Squig Hound
29 Gretchin
2 Runt Herdz
Squig Hound
5 Kustom Mega Kannons
10 Gretchin Krew
5 Kustom Mega Kannons
10 Gretchin Krew
4 Traktor Kannons
8 Gretchin Krew
Total 1849
The Plan:
The Warp Head and Pain Boy go into the Green Tide. Their primary purpose is to protect them and buff them. I'm not sure which Table my WH should use.
The Gretchin will follow behind the GT and sit on Objectives or Tar Pit Deep Strikers to keep them off of the Artillery.
The KMK will attempt to soften the enemy before my GT gets there. They are really good at low AV and Infantry/Bikers.
The TK will set up in the middle to scare off Flyers and possibly knock one down as well. It creates a scary protective bubble for flyers.
Suggestions and/or Thoughts?
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This message was edited 1 time. Last update was at 2014/11/10 18:08:23
FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/11/03 04:37:50
Subject: [1850] - Green Tide - Tournament List
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Stinky Spore
indiana
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Really like this list Automatically Appended Next Post: Im trying to build a list similar to this. How are you going to use the warboss and the nobz ? I was going to put them in a battle wagon and give them all eavy armour and probably run 5 nobz with power klaws and big choppas instead of 10
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This message was edited 1 time. Last update was at 2014/11/03 04:48:25
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![[Post New]](/s/i/i.gif) 2014/11/03 13:18:38
Subject: [1850] - Green Tide - Tournament List
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Waaagh! Warbiker
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@tshep79 -- You can't have the Nobz seperate from their unit. They must be together with the entire tide. Same goes for the Warboss.
@Sick Bag -- if you give 2-3 of the 10 man units Eavy Armor, this will help your survivablilty of your tide encase you are forced to take any mob table hits. Otherwise, you can take the Big Bosspole, unlocking fearless for the entire tide.
Big Shootas are rubbish these days, don't expect them to do much. I would instead suggest running Rokkits instead as you'll have a better chance of taking something out.
You get 3 free Mini Meks with your 3 HQs, I would really consider taking 2 with Buzzsaws, it'll up your PK number to 14.
With only 36'' range, you might struggle slightly to stay in range with 2 KMKs. Maybe a squad of Lootas for the 48'' range. Otherwise as you have a ADL, it might be worth thinking about a Quad Gun or iLascannon for your Grots to man rather than just being a saftey net. The meks can also be used wthout weapons joined up with the Mek Guns incase someone managed to force the Mob Rule on them.
Do your Mek Guns hav Ammo Runts?
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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) 2014/11/03 13:30:49
Subject: [1850] - Green Tide - Tournament List
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Frightening Flamer of Tzeentch
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The Warp head is cool and all, but I personally think you will get more use out of a Lucky Stikk Warboss.
Can;t you take 3 HQ's in the ork special detachment? If you really want to take the pysker thats cool, but your entire Mob being WS5 is awesome. Also makes it so your warboss is that much more reliable at swinging at nasty things that issue a challenge.
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Aftermath can be calculated.
Dark humor is like food, not everyone gets it. |
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![[Post New]](/s/i/i.gif) 2014/11/03 13:35:28
Subject: [1850] - Green Tide - Tournament List
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Waaagh! Warbiker
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Can you give that warboss the Lucky Stikk? I thought you couldn't, as to the same reason you couldn't give your Painboy the Finkin Kap to re-roll for the Infultrating warlord trait. 100 boys infultrating...
The Warp Head is vital as it vies your entire tide +1 strength, and as you have HoW, that will aid the boost. + your Warphead also has te chance of teleporting the unit, which is equally as strong.
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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) 2014/11/03 18:02:26
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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@Tshep the Green Tide is a formation from the Ghazkul book and it haa to be run as one unit with no transports.
@Sketchyfk Math Hammer says more shots, attacks and wounds are better than an upgradded armor save, plus the unit is so big that part of it will be getting cover saves every round.
I don' t use special weapons because my GT almost always runns every round. I try to get as close as possible so I can stack in more bodies on my charge round. More Killy!
I can field 2 Meks with my CAD, but I don't think the Buzz Saws on Str 3 is worth the price.
In my experience Lootas cause less wounds, are more squishy and break way to easily. My oppenents kill 3 on turn 1 and they break off the table. If they stay, I have bad luck and roll 1 ahot, which translates to 3 savable, non ID wounds.
I am thinking trading a few Gretchin for Ammo Runts would be a good idea especially with Gets Hot. Maybe 1 or 2 per Squad?
@Commissar, I am at a toss up between them.
Warboss, more Str 10 attacks, takes over when my Warlord gets killed in a challenge, WS 5 is 16% more hits in most fights.
Warphead, Better Deny the Witch, chance at either buffs or attacks that can be used while running.
Mad Doc with a Warphead might be a nice compromise. Not sure if either of them can get Relics ( at work, no book).
Ork formation has to take another Troop choice and loses Objective Scured neither is good.
@skeckyfk A Warboss from the CAD can take it and then join the GT.
Is it safe to Teleport a 103 Ork strong unit? Or is it worth the risk of mishap? Also I dont see where he gives them +1 Str is that in his description or in the back with the special rules?
Also should he use The Ork or Sanctic chart?
Thanks everyone for the feeeback. Keep it up.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/11/03 19:00:16
Subject: [1850] - Green Tide - Tournament List
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Waaagh! Warbiker
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Weirdboy's 2nd ability on the Waaaaagh! magic: Warpath: Targets the Psyker. Whilst in effect, all models in the Psyker's unit with the 'Ere we Go" special rule have +1 attack.
Ahhh... that's what I was thinking. That is a lot of extra attacks.
Keep in mind that the Buzzsaws are essentailly Strength 6, not strength 3, but it's the ArmorBaine which is key, wounding on 2+ is fantastic.
As you have so many weapons with Gets Hot then I would definately say 1 ammo runt to re-roll and 2 gunners to take the wounds per gun. They should be able to survive with their T7 and 3+ armor save though.
If you have your Meks together with your Lootas then why'll outlast the mob rule hit, hopefully. KMKs and the Traktor Kannons don't need them as they don't have the Mob Rule. However they do have really low Leadership, to it depends on how you want to investigate it.
I might've just overlooked it but here's a thought: what about the Big Bosspole? Gives Fearless to the entire squad? 100 Fearless boys is what made the orks Great once upon a time. You unlock it just by using the Formation.
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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) 2014/11/03 20:37:43
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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@Sketchyfk the only Artillery that says it kills the crew is the Zap gun. As such I think the wound goes on the KMK which has a 3+. The reroll allows it fire normal, maximizing blast templates. Clarification: the 3+save only qorks on the Gunz not the crew.
I still feel the Buzz Saws are over priced. They still wound on 2+, buf the Armor Bane is negligable given the number of PKs in ghe unit.
What about Using the Sanctified table?
+2 Str, that means you wound on the charge on a 2+ and other round on a 3+.
6++
And you still have Teleport.
The Big spell is Even BIGGA!!
Cons
Increased chance of peril with a LD 7.
The Primaris only works on Deamons though.
The Ork table has better Witchfire spells.
Primaris is more killy against.
Both posts list the Big Boss Pole
Thoughts?
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/11/04 08:42:55
Subject: [1850] - Green Tide - Tournament List
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Waaagh! Warbiker
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Both the Zzap Kannon and the KMK have the "Get's Hot!" special rule. Any wound inflicted on the gun is either taken on the gunners or on the gun itself. If you loose the gun, you'll have no reason to have gunners for it. If you loose a guy, at least you'll still have another to shoot the gun.
All units attached to a Gun Emplacement or an Artillary/mek gun will have the same profile as the gun. So the gunners have a 3+ armor save and Toughness 7 grots.
I would agree to drop the Buzzsaw meks then, but I would move them to the Artillary weapons. The mek guns have rubbish leadership, and if they forced to take a leadership check, you're relying on really low roles.
As for the weirdboy, it might've been the Sanctified chart I was thinking of. I would defiantely use this over the Ork table. At the end of the day, you can't be afraid of failing psychic checks, as your playing orks. The army is very unforgiving and you have to play big to win big.
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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) 2014/11/04 22:45:51
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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Zzap specifically says it goes to the crew. KMK has no explanation or description.
Rule Book Artillery pg states that when being shot they receive the T 7 it never mentions that they share saves.
I might add the Meks back in for LD. The plan is to put less than 25% in front of the Gunz. Then after they die the rest go against the Gunz. Therefore no Moral Check. But they are still weak to flank and rear attacks.
I think if I am conservative with my Dice, Sanctic shouldnt be to dangerous.
Also I think my Runt Hurdz might need Shokk Sticks.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/11/05 02:41:51
Subject: [1850] - Green Tide - Tournament List
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Nurgle Veteran Marine with the Flu
Southern California
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I really like the list. I have been playing my last few games with the greentide to try to figure out good strategies and complimentary units.
I think you will do very well. How do you space out your nobs?
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![[Post New]](/s/i/i.gif) 2014/11/10 18:17:30
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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@Sal4m4nd3r: I always give my Nobs PK. BP aren't needed in the tide. AP 2 Double str is Dead Killy!
ORKS IS FO KRUMPIN AND NOTHIN KRUMPS LIKE A KLAW!!!
Then I give them the Free Shoota. Increased Range and another shot, can't go wrong with that.
I have been thinking about giving them Kombi-Skorchas. Overwatch would be nasty, but I'm not sure they are worth 10 points.
A Grey Knight I talked to this weekend, agreed that Sacrisanct has better WC1 buffs. The attacks spells would be dangerous since they are higher WC.
The Ork table is safer and more reliable, but doesn't have the punch.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/11/10 18:41:57
Subject: [1850] - Green Tide - Tournament List
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Sneaky Sniper Drone
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Weird boy with hammer hand is a scarry thing, start rolling on the sanctic chart till you get hammer hand then roll on the powers of waagh for warpath =D
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![[Post New]](/s/i/i.gif) 2014/11/11 00:27:31
Subject: [1850] - Green Tide - Tournament List
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Bounding Assault Marine
Providence, RI
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Imagine this: a throwaway unit of drop-podding assault marines lands in your backfield beside one of your Gretchin units on the bottom of turn 1, and uses their two flamers (and one krak grenade) to torch the squad. Whether they're all killed/made to run with Ld 5 or not, they're sadly reduced as a fighting force. The assault marines are in a position to threaten to charge your artillery.
It doesn't seem like you have a lot of options. Am I missing an option?
Option 1: Shoot backwards with the tide. Wastes your run move.
Option 2: Use your artillery on the flamers. Long range S8 AP2 wasted for a turn... better hope they're not behind cover or you could use both units and still not wipe them. Damn the auto-regroup.
Option 3: Rely on the gretchin (1-2 mobs left, may be out of range) to take out the assault marines before they can use their flamers again.
Summary: I don't believe that a green tide is tactically flexible enough to be competitive.
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This message was edited 1 time. Last update was at 2014/11/11 01:58:48
10,000+ points
3000+ points |
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![[Post New]](/s/i/i.gif) 2014/11/11 05:43:48
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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I expect them to drop in my back field. SM does that. They burn Gretchin. They have to kill 8 of them for an LD 7 which they take twice for SH. Their purpose is to camp mid field objectives after my tide passes them. If I lose them not a big deal, unless they are on an Objective which costs me the game. Happened twice at the last major tournament on the last action. Which is why I am bringing more and Squighounds.
Although I might be able to replace them with Orks, would have to run the numbers.
KMK excel at killing troops close or otherwise. AP 2 S 8 blast that is their purpose. Danger Close isnt really an issue when your troops are dirt cheap. That will probably be their best target anyway. KMK suck at most Armor and few people let their troops walk for more than a turn. S8 bounces off most 13-14 and skimmers jink and laugh.
Green Tides work. They aren't Tactical, they win through atrition. Your oppenent gets most of the charges and can kite them, but anything that touches them will die.
They are too big to ignore. They cover half of the field and either push them to the table edge or make them fight you. They are also big enough to claim 2 or 3 objectives a turn. They are effectively fearless and with the BBP they are.
Cons: your oppenent chooses the fight and it isnt very fast to play.
Pros: Look of feth what can I do to that on yout oppenents face. Laughing at Lascannons as you lose 6 points. Beats Invisible Khorne Dogs in melee.
Remember your opponents are geared to kill Knights, Eldar and Tanks. That means all of their Heavy Weapons are wasted on you.
Redstone Rumble, 2nd place Green Tide. He did better than 50+ other playerz.
There are only really two other options at high points:
1. Spead Freaks, works, but not what I own.
2. Super Heavies are banned at almost every Tournament.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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![[Post New]](/s/i/i.gif) 2014/11/11 18:20:47
Subject: [1850] - Green Tide - Tournament List
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Bounding Assault Marine
Providence, RI
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That's a good point about imperial knights.
I would love to face this list, for a casual game or a tournament, win or lose. The fluff is overwhelmingly awesome; everything that isn't a Gretchin or runtherd is charging.
I didn't think it was competitive, but hearing it came 2nd at a large tournament makes me happy.
I have what I *hope* is a TAC list, with large blast templates in case of Tyranids/Orks/Guard or other hordes, and I *think* I could beat this list. But if I lost, what a way to go! (And boy would I regret not taking that 15 point deathwind launcher on my 2 drop pods)
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10,000+ points
3000+ points |
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![[Post New]](/s/i/i.gif) 2014/11/12 16:52:52
Subject: [1850] - Green Tide - Tournament List
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Flashy Flashgitz
Clarksville, TN
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I like it because I bring something different to the table.
Is it the most competetive? No.
If your oppenent gears to fight a horde are you going to lose? Probably.
Does it work against most Tournament Armies? Yes.
Does it scare/ confuse your opponent when you fill your entire deployment zone? Hell yea!
Are you tired of killing MEQ, Wave Serpents and Knights? Play against a Green Tide. It is a totally different fight.
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FASTA, DAKKA, WAAAGH, KRUMP, ORKS WIN AGAIN!!!
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