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![[Post New]](/s/i/i.gif) 2015/01/10 21:31:24
Subject: Green Tide vs Walker Wall
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Ork Boy Hangin' off a Trukk
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What can you folks tell me about Ork walker wall tactic? I have seen some battlereps where Orks used Morkanaut, Deff Dread and a unit of 6 kans quite successfully against space marines. I play versus Dark Angels mostly and can't decide whether should I use green tide formation or walker wall.
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![[Post New]](/s/i/i.gif) 2015/01/10 22:26:32
Subject: Green Tide vs Walker Wall
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Preacher of the Emperor
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Go with a hybrid if you like walkers. At 1760, you can have a green tide with 5 powerklaws and a warboss with Da Super Cybork and a powerklaw as well as an orc horde detachment with a pain boy, a kill-saw big mek, 3 gretchin mobs, an upgraded morkanaut, and 6 killa kans. Really resilient tide for board control and a 5++ bubble for your kans. Enough points left over to add in some extra support at 1850. Personally, I'd choose other units like tank bustas and mega cannons to support the tide but the 7 walkers can still cause massive disruption while the tide moves up Waaghing every turn and the grots hold your back field.
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![[Post New]](/s/i/i.gif) 2015/01/10 23:33:50
Subject: Green Tide vs Walker Wall
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Nasty Nob on Warbike with Klaw
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I've just put together the last models I need for my Dread Mob Formation. Not really played many Ork Walkers in the past, but I'm really looking forward to playtesting this force.
Taking a Morkanaut and Gorkanaut (with KFF)
3 Deff Dreads (x3 CCW and Skorcha)
3 lots of 3 Killa Kans (x3 Grotzooka, x3 Rokkit, x3 Mega Blastas)
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![[Post New]](/s/i/i.gif) 2015/01/11 00:31:53
Subject: Green Tide vs Walker Wall
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Dakka Veteran
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I've had great success with 2 detachments. One a regular CAD from the ork codex the other a CAD from the Dredd mob list.
I use a unit of 5 kanz, 3 dredds (1 unit) and a morkanuaght. Backed up by 2 big meks , 2 pain boyz 3x 20 shoota boy's and a unit of mek guns in my 1850. The entire army has the 5++ bubble.
Moving together and staying in the 5++ bubble is the idea. Also surround your naught with boyz to stay put of the 6" melta range. I might drop the morkanaught for 3 more dredds, but havnt tested it yet.
Last few games I've dropped a painboy for a weird boy.
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- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one ! |
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![[Post New]](/s/i/i.gif) 2015/01/11 13:59:43
Subject: Green Tide vs Walker Wall
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Longtime Dakkanaut
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At 1850pts, the Dreadmob is very, very strong. It is almost literally the lowest "standard" point level where you can field it, but at that level, opponents also won't tend to just have enough anti-tank in their TAC list to deal with that much metal.
And on your Waagh turn, you will close distance startlingly quickly, and stay there.
The only downside is that the list will be a legitimate grind. Nothing will kill you off the table, but units like Killa Kanz are still huge under-performers, and with their WS will often get stuck-in for long stretches.
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11527pts Total (7400pts painted)
4980pts Total (4980pts painted)
3730 Total (210pts painted) |
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![[Post New]](/s/i/i.gif) 2015/01/12 04:56:52
Subject: Re:Green Tide vs Walker Wall
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!!Goffik Rocker!!
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Generally, pure greentide fares much better in the current meta.
Partially cause people have a large part of their army geared towards dealing with IK and MC. If you can deal with IK and MC, a bunch of slow not cheap walkers are a piece of cake.
Partially cause of the vehicle core rules.
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