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Made in ca
Troubled By Non-Compliant Worlds




I've taken a fancy to the green tide formation in the ork supplement and I want to field it in a 1k point game or less (let's just stick with 1k). My base formation of green tide consists of a simple warboss with BBP, eavy armour and a power claw. The Boyz stay at 100 and get 6 nobz (4 have power klaws). Then I take a simple CAD with a painboy and two base groups of gretchin with squig hounds. This gets me to 1k but how would you guys run green tide in 1k? I mean after the formation there isn't much room for..... Anything really. I mean the painboy is a must IMO with fnp and getchn provide extra bodies for objectives or even screening but I wouldn't because they can't afford to die do to their OS. Any strategies are welcome
   
Made in ru
!!Goffik Rocker!!






Basically you just roll forward and hope you ain't facing something like a corpsethieft claw or invisible tarpit.
   
Made in ca
Regular Dakkanaut





Montreal, Quebec

Check out the appocalypse formation. Its the best one (there is 2 different green tide formation out there). If you put some bouyz in front and they get shot and run, when they are at 2" from your big unit of 100 boyz, it automaticly consolidate and join the mob.

Kind of nice if your 10 naked boys drop to 6, failed is LD test and join the other squad. give you cover and you dont lose ebery thing!

May the WAAAGH!!! be with you! 
   
Made in kz
Perfect Shot Dark Angels Predator Pilot




Kazakhstan

So we can use appocalypse formations in otmal games in the 7th e?

This message was edited 1 time. Last update was at 2014/12/08 10:57:54


Dark Angels ~ 7350pts (about 5800 painted);
Ultramarines ~ 4700pts (about 2700 painted);
Imperial Knights ~ 1300pts (about 800 painted);
Skitarii and Mechanicum ~ 2000pts (about 1800 painted);
Assassins ~ 850pts;
Tyranids ~ 2000pts 
   
Made in gb
Stealthy Grot Snipa





 koooaei wrote:
Basically you just roll forward and hope you ain't facing something like a corpsethieft claw or invisible tarpit.


Kooaei, why does the green tide have issues with the corpsethief claw?

are you talking about the special rule where; they gain D3 VP for each unit destroyed?
- As with this wouldn't they only get the D3 VP upon destroying all 100 boys, so yeh D3x10 (the green tide is 10 units when totally destroyed yeh?), but only if they wipe the squad.

Or do you mean they will have issues simply because they will be charging 5 MC's?

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






No, they can just be a tiny squad charging your side and it's gona take you 2-3 turns to kill them. And if they get invisibility...it's gona take a whole game. Greentide doesn't like invisibility. You still do some damage but it's not really that impressive anymore and can take you too much time to handle.

This message was edited 1 time. Last update was at 2014/12/08 13:21:14


 
   
Made in gb
Stealthy Grot Snipa





 koooaei wrote:
No, they can just be a tiny squad charging your side and it's gona take you 2-3 turns to kill them. And if they get invisibility...it's gona take a whole game. Greentide doesn't like invisibility. You still do some damage but it's not really that impressive anymore and can take you too much time to handle.


ahh gotcha,

yeh in general invisibility just seems rather broken, is there anything that counters it? blasts and templates? So many of the deathstars seem based around invisibility, I mean why not make an army around it instead? you could run an eldar army that would just be so stupid. 6's to hit. Although I suppose for orks hitting on 5's aint too far off. But the 6's in combat is where its really painful.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in im
Nasty Nob on Warbike with Klaw





Liverpool

Reinokarite wrote:
So we can use appocalypse formations in otmal games in the 7th e?
No, you cannot.

Apocalypse Formations =\= Formations
   
Made in ca
Regular Dakkanaut





Montreal, Quebec

I tought you cold use apocalypse formation???

O we can only use the red waaagh formation and the one in the codex?

May the WAAAGH!!! be with you! 
   
Made in us
Slashing Veteran Sword Bretheren






The WAAAGH! supplement has a bunch of formations for use that are not apocalypse formations,

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in gb
Stealthy Grot Snipa





tactics wise try these posts:
http://www.dakkadakka.com/dakkaforum/posts/list/623943.page

If you read through, he plays a couple games.Read what he does, he is basically really well spread to deny board control and in both games seems to push up and control objectives really well, he struggled when the game drew on against the knight list, but that will happen when the enemy has a good setup for blasting hordes to pieces. 2x battlecannons....ouch.

But obviously under 1k youd hope not to meet multiple knights Take your core greentide and attach what you think you'll need and go for it.

Favourite Game: When your Warboss on bike wrecks 3 vehicles simply by HoW - especially when his bike is a custom monowheel.

 
   
Made in ru
!!Goffik Rocker!!






Solar Shock wrote:

yeh in general invisibility just seems rather broken, is there anything that counters it?


The stuff in our codex i've come up with is a Stompa, Blitza bomber, Burna bomber and koptas with bommz (not sure bout koptas though). Blitza bomber can drop a s7 ap2 pieplate on top of invisible targets as dropping a bomb =/= shooting attack. Same goes to s5 ap4 ignore cover Burna bomber. Koptas could probably drop their s4 ap5 bomb too. Of the 3 i'd probably go with a blitza bomber. But it might not even be there when needed or the deathstar might allready be in combat, so...the only reliable thing is Stompa with it's stomps.

From my experience vs invisible units, and i've played vs invisible spawns for some time, they're very hard to kill. Across the 2 gaming turns, 5 nurgle spawns downed ~25 boyz out of 30 + mek + painboss + warboss. In return, only 2 spawns died and a few had a couple of wounds on them - the result of wound allocation and all that annoying wound pools at different ini. But as he had a sorc in the different place that got unlucky and died to a couple of choppa nad pk hits, spawns lost access to invis and emidiately died. But yep, if he hadn't separated the squad, he'd have a 300 pt one tarpitting and killing off a 450 pt one without much trouble.

This message was edited 2 times. Last update was at 2014/12/09 04:28:47


 
   
Made in us
Troubled By Non-Compliant Worlds





Fayetnam, NC

I'd think about trying to take some Mek guns to hit any template weapons your opponent has as you roll across. Mek guns are relatively cheap for the potential damage they can do, and if they draw fire, that's a few more orks alive in the tide rolling towards the enemy.

Night Lord XIII Company: 6,600 Points, 12W-4L
Skaven Cheese-stealer Renegade Cult: 2,000 points, 0-0
Warboss Spine Squisha's Ork Warband: 3,000 Points, 1W-3L
Carcharadons Astra: 2000 Points, 11-2
Drukhari: 1250 Points, 2-0
 
   
 
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