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![[Post New]](/s/i/i.gif) 2015/03/12 06:29:01
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Sagitarius with a Big F'in Gun
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Howdy Dakka!
Man, it's only been a few short weeks since LVO took place - but I'm already gearing up for Adepticon, where once again, I will try to make my Orks proud!
As many of you know, I was originally introduced (okay, bribed  ) into writing these Battle Reports to prove that Orks are awesome and can compete, and I ain't stopping that trend yet!
Adepticon this year is going to be....very bizzarre, methinks. The missions appear to be nothing but Maelstrom, and although Adepticon has developed their own deck, Maelstrom is still massively prone to weird bouts of luck (or unluck!).
I will be participating in two events: the Championship and Adepticon Teams (and possibly the Highlander if I feel I have the energy.  )
For the championship, I will continue to use my Green Tide (modified somewhat), as none of my other Ork armies are quite ready yet to hit the table. In addition, I think Green Tide is oddly well suited for Maelstrom due to its ability to cover the entire board.
For the Team Tournament, however, I will be running my Bully Boyz to krump some stuff! Although I love the Green Tide, I want to prove that other lists can cut it too. Plus, Bully Boyz is just really fun to run.
ADEPTICON CHAMPIONSHIP LIST ONE: The Green Tide v 3.0
* "Green Tide Formation"
94x Boyz
6x Nobz with Klaws
* Warboss warlord
* 'Eavy Armour
Big Bosspole
Orks: Codex (2014) (Combined Arms Detachment) Selections:
+ HQ +
* Warboss
Gift: Da Lucky Stikk ,
* Warbike
Power Klaw
* Painboy
+ Elites +
* 9x Tankbusta
* 9x Tankbusta
* 3x Meganobz w/ Bosspole
+ Troops +
* 10x Gretchin
* Runtherd
* 10x Gretchin
* Runtherd
+ Fast Attack +
Trukk w/ Rokkit and Reinforced Ram
+ Heavy Support + [/size]
* Gun Wagon Squad
* Gun Wagon
1x TL Big Shoota, Boarding Plank, Reinforced Ram
* Gun Wagons
1x TL Big Shoota, Boarding Plank, Reinforced Ram
* Mek Gunz
1x Ammo Runt
* 1x Traktor Kannon
* Mek Gunz
1x Ammo Runt
* 1x Traktor Kannon
+ Fortification + [/size]
Void Shield Generator w/ 3 shields
THOUGHTS ON LIST:
I've made a few tweaks.
I finally relented and put in the Big Bosspole. I just get tired of failing fear checks, period, end of story.
I added the Meganobz with the Trukk. This is because I want a fast unit to threaten the backfield should the Tide be tied up (see what I did there?) somewhere else.
I removed the KMKs, because I found that they really work best in units of 5x, and instead just made them into Traktor Kannons to help ground stuff.
I also removed the Deffkopta because I felt like it will be less important at Adepticon.
TEAM TOURNAMENT LIST: Da Mini Bully Boyz
* "Bully Boyz"
4x PK Meganobz, 1x Killsaw
4x PK Meganobz, 1x Killsaw
4x PK Meganobz, 1x Killsaw
Orks: Codex (2014) (Combined Arms Detachment) Selections:
+ HQ +
* Warboss
* 'Mega Armor
Da Lukky Stikk
+ Troops +
* 10x Gretchin
* Runtherd
* 10x Gretchin
* Runtherd
+ Fast Attack +
Trukk w/ Rokkit and Reinforced Ram
+ Heavy Support + [/size]
* Gun Wagon Squad
* Gun Wagon
1x TL Big Shoota, Boarding Plank, Reinforced Ram
* Gun Wagons
1x TL Big Shoota, Boarding Plank, Reinforced Ram
THOUGHTS ON LIST:
Murder, Krump, Smash, Punch, Bash and Gash - there is ZERO subtlety about this list. It moves up and charges anything that moves.
Shooting? What's shooting?
Anti air? What's anti air?
Objective Secured? What's Objective secured?
EVERYTHING DIES.
This is a very one dimensional list, but is also incredibly deadly, fast, resilient, and fun to play. I have 33 2+ wounds, and one of them (the warboss) can reroll his 2+ if need be. All squads (except the grots) are fearless, have high WS, and don't need support - they just run up and kill stuff.
I'm sure there will be lists that will have the tools to deal with my amount of killiness, but there are very few that won't take a few bruises doing it. Besides - I can always leave the tough stuff to my ally, right?
There is also an optional second list I have considered taking for Adepticon....
ADEPTICON CHAMPIONSHIP LIST 2: DA BULLY TIDE
Bully Boyz
Green Tide
....other stuff.
THOUGHTS ON LIST:
Okay, so this list isn't necessarily quite finalized yet.
However, the idea has merit. Bully Boyz along with Green Tide seems brutal to me. The only problem is that it's expensive - support to the Green Tide is key, and if I take Bully Boyz + the tide, it ends up working out to be around 1500 points for the two formations alone!
I have a few ideas in mind, however. Whether or not this list is as competitive as my original Green Tide list is questionable, but damned if it doesn't tempt me. The main weakness of this list, I would think, is the fact that I would have VERY LITTLE in the way of anti air. However, that may not be a big deal at Adepticon, where you have to come to the ground to score Maelstrom anyways.
I will be playtesting a few potential lists in the next week or so before Adepticon to see if the list has merit. The list definitely calls to my playstyle - scary, punchy, and fast.
However, that will have to wait and see.
So Dakka, how do you think orks will do at Adepticon this year?
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2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower |
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![[Post New]](/s/i/i.gif) 2015/03/12 09:44:49
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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!!Goffik Rocker!!
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I'd replace meganobz with 'ard boyz. This way you don't need to waste 35 pts on grots and benefit from run + charge + sweeping advance. Meganobz are pretty tough guyz but this extra d6 reach can be very important. On the other hand, meganobz can put more PK pressure in a single place which might be helpful to getting out of tarpits for the greentide if you find yourself tied on a weak flank. And are generally tougher - especially vs ap3-4 stuff. But as the only heavilly armored unit in your army, get ready to eat melta with them.
So, it's up to you. They both do work.
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![[Post New]](/s/i/i.gif) 2015/03/12 10:03:18
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Nasty Nob on Warbike with Klaw
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I've been trying out my own Bullyboyz lately.
Great fun! And very Killy.
Big monstrous Creatures are the main problem. Things like Wraithknights that S8+ really really hurt in combat. Tank Bustas work well with them to take on these threats, but that's not really an option with the small list. Not much there to change at all, good luck with it!
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![[Post New]](/s/i/i.gif) 2015/03/12 10:08:23
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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!!Goffik Rocker!!
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About bully boyz.
How do you think, is VSG enough to protect your vehicles T1? Cause if it is, you might save points by taking trucks instead.
Also, what about another HQ? You've got nothing to run + charge - means boss ain't very important. Also, 2+ rerollable won't be all that great when you've got a ton of 2+ anywayz. Painboss and 75 extra points spent elsewhere? Or a biker kff mek to protect your vehicles and manz? Maybe...a wierdboy?!
Or you could alternatively make a KMK-star! Megaboss/Megamek + KMK. Moving around the board with their t7 2+ (tank in front).
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This message was edited 2 times. Last update was at 2015/03/12 10:16:27
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![[Post New]](/s/i/i.gif) 2015/03/12 10:21:04
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Nasty Nob on Warbike with Klaw
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Stikk is quite nice with Bully Boyz, makes 1 mob WS6 and you end up using the re-rolls more To Hit and Wound then armour save.
But any idea what the allied list will be? Or does it change?
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![[Post New]](/s/i/i.gif) 2015/03/12 10:25:05
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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!!Goffik Rocker!!
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grendel083 wrote:Stikk is quite nice with Bully Boyz, makes 1 mob WS6 and you end up using the re-rolls more To Hit and Wound then armour save.
But any idea what the allied list will be? Or does it change?
But how often do you need to reroll a couple s10 attacks when you allready have >20 s9 ones?
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![[Post New]](/s/i/i.gif) 2015/03/12 14:49:14
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Regular Dakkanaut
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Best of luck again! I'll make sure to snap some better photos of your army this time!
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![[Post New]](/s/i/i.gif) 2015/03/12 17:35:02
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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So confused by the warboss on bike!
Does it go in the tide for the +1 ws and thus make it hard to move, run, charge as one unit?
Or does he tag along with the meganobs and still unable to charge with snp? Why not just give him megaarmour then and stikk him in the meganobs group at least he has a 2+ reroll save. Without the kmk your ap2 shooting disappears and that's not great in a tourny that's likely to see much more 2+ reroll armour saves then lVO. Also for the points you can't go wrong with zhardsark a rippa. Int4 powrklaws are nice
I know you love mega nobs but it's one of those units you either go all in or you don't. The best part of the old list was you took away many lists options (no anti air, no ap2), made it hard for your opponent to gain first blood, while each of your units had something to add each turn.
Personally I like your old list with minor changes.
Get rid of the power klaw on the tides warboss and give him a bbp and big choppa
Turn your two Mek gun squads from 2kmk and 1 traktor into 2 smasha and 1 traktor. They synergize better.
If you really didn't like the kmk then getting rid of 4 kmk with 4 ammo runts and 1 Deffkopta is the exact same point cost as 9 warbikers (162)
However, 2x units of 1 traktor and 2 smashas with rerolls does a pretty good job of grounding 2 fmc or putting out some nice ap1 hits.
And with adepticon putting invisibility back in play kmk lose a little bit of flair.
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This message was edited 6 times. Last update was at 2015/03/12 19:49:30
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![[Post New]](/s/i/i.gif) 2015/03/12 20:31:04
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Sagitarius with a Big F'in Gun
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koooaei wrote:I'd replace meganobz with 'ard boyz. This way you don't need to waste 35 pts on grots and benefit from run + charge + sweeping advance. Meganobz are pretty tough guyz but this extra d6 reach can be very important. On the other hand, meganobz can put more PK pressure in a single place which might be helpful to getting out of tarpits for the greentide if you find yourself tied on a weak flank. And are generally tougher - especially vs ap3-4 stuff. But as the only heavilly armored unit in your army, get ready to eat melta with them.
So, it's up to you. They both do work.
I keep going back and forth on this. Objective secured is nice, but so is having 3 klaws.
I'll prolly decide last minute before adepticon.
koooaei wrote:About bully boyz.
How do you think, is VSG enough to protect your vehicles T1? Cause if it is, you might save points by taking trucks instead.
Also, what about another HQ? You've got nothing to run + charge - means boss ain't very important. Also, 2+ rerollable won't be all that great when you've got a ton of 2+ anywayz. Painboss and 75 extra points spent elsewhere? Or a biker kff mek to protect your vehicles and manz? Maybe...a wierdboy?!
Or you could alternatively make a KMK-star! Megaboss/Megamek + KMK. Moving around the board with their t7 2+ (tank in front).
I've thought about taking Trukks, but I can't have a fortification along with them in the Adepticon format. So, I'll just have the Gun Wagons instead.
grendel083 wrote:Stikk is quite nice with Bully Boyz, makes 1 mob WS6 and you end up using the re-rolls more To Hit and Wound then armour save.
But any idea what the allied list will be? Or does it change?
It will change from round to round. Looks like I'll have IG, SW, and maybe Tau as allies.
greggles wrote:Best of luck again! I'll make sure to snap some better photos of your army this time!
I'm sure your photos will be much better then mine!
gungo wrote:So confused by the warboss on bike!
Does it go in the tide for the +1 ws and thus make it hard to move, run, charge as one unit?
Or does he tag along with the meganobs and still unable to charge with snp? Why not just give him megaarmour then and stikk him in the meganobs group at least he has a 2+ reroll save. Without the kmk your ap2 shooting disappears and that's not great in a tourny that's likely to see much more 2+ reroll armour saves then lVO. Also for the points you can't go wrong with zhardsark a rippa. Int4 powrklaws are nice
I know you love mega nobs but it's one of those units you either go all in or you don't. The best part of the old list was you took away many lists options (no anti air, no ap2), made it hard for your opponent to gain first blood, while each of your units had something to add each turn.
Personally I like your old list with minor changes.
Get rid of the power klaw on the tides warboss and give him a bbp and big choppa
Turn your two Mek gun squads from 2kmk and 1 traktor into 2 smasha and 1 traktor. They synergize better.
If you really didn't like the kmk then getting rid of 4 kmk with 4 ammo runts and 1 Deffkopta is the exact same point cost as 9 warbikers (162)
However, 2x units of 1 traktor and 2 smashas with rerolls does a pretty good job of grounding 2 fmc or putting out some nice ap1 hits.
And with adepticon putting invisibility back in play kmk lose a little bit of flair.
The warboss on the bike is awesome for a few different reasons.
First, he can add inches to the tide by moving 12" instead of 6 and going in front. That way, even if I run a crappy amount (like 1-2 inches), I still gain a fair amount of speed and can get a charge!
Second, he's on a bike because of the Lucky Stikk. Adepticon is using mysterious objectives, and one of the mysterious objectives is +1 cover save. If I get that, and I turboboost the boss out in front, I have a 2+ rerollable cover save to absorb fire for the tide!
He can also break off and go mobile towards the end of the game if need be, too.
As for the meganobs - I need something to threaten the backfield, and Meganobs do it cheaply. My KMKs didn't do much at the last tournament mainly because of the fact that they were spread into 2x units of 2 (I like em best in units of 5), so those points went into the Meganobs. I didn't lose anything else.
And while 9 bikes are cool, they're also fragile - lose 3 models and they take a ld 7 check, which sucks. If I could make em fearless, I'd take them over the bully boyz in a heartbeat.
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2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower |
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![[Post New]](/s/i/i.gif) 2015/03/13 01:56:42
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Bonkers Buggy Driver with Rockets
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I think the Trukk is a bad move, it will give up 1st blood WAY too much (most games probably), and that is a critical victory point. I also think giving them 2+ armor to shoot at defeats the purpose of the tide somewhat. I think that you should use some regular kannons alongside the traktors, to bulk up the squad and help against ground targets. Automatically Appended Next Post: The Warboss on bike idea was a really good one, I'll have to try that one.
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This message was edited 1 time. Last update was at 2015/03/13 01:57:15
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/03/13 04:56:02
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Regular Dakkanaut
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koooaei wrote:I'd replace meganobz with 'ard boyz. This way you don't need to waste 35 pts on grots and benefit from run + charge + sweeping advance. Meganobz are pretty tough guyz but this extra d6 reach can be very important. On the other hand, meganobz can put more PK pressure in a single place which might be helpful to getting out of tarpits for the greentide if you find yourself tied on a weak flank. And are generally tougher - especially vs ap3-4 stuff. But as the only heavilly armored unit in your army, get ready to eat melta with them.
So, it's up to you. They both do work.
I'm definitely not a fan of that 3-man Meganob unit in the GT list either, though I'm certainly not the person to be suggesting any replacements in an Ork list. But as someone who would potentially have to play against it, three Meganobz are an afterthought. Bullyboyz are scary because they're Fearless--you've got to put in the effort and firepower to actually kill all of those 2+ wounds. Three non-Bully Megas in a Trukk? Just kill one and see what happens. Or kill the Boss and sweep them. Or somebody who rolled on Telepathy (or the everpresent Be'lakor) chucks a Terrify at them every now and then at no real cost.
Basically, you can't let the idea of Bullyboyz Meganobs affect your decision making in regard to other Meganobz. They're just nowhere near the same threat level. In this list, they strike me as basically a suicide-missile unit seeking out one hard target to hit before they die--but the Tankbustas are doing the exact same thing against, in most cases, the exact same targets. But with more bodies and some relevant shooting, and better suited to the overall composition of the list--whereas the Meganobz strike me as the sort of thing that will just make your opponent go "well at least I've got something to shoot my Meltaguns at."
grendel083 wrote:Stikk is quite nice with Bully Boyz, makes 1 mob WS6 and you end up using the re-rolls more To Hit and Wound then armour save.
Unfortunately, gaining a WS from an odd to an even above 4 is almost always a meaningless upgrade (i.e. 5->6, 7->8, 9->10), as the only time it is ever relevant is when fighting an enemy with the exact WS one below you or equal to you--in this case, WS5/6. Those numbers are rare enough to almost never come up; it's not as if there's an abundance of WS5/6 in the world, and even when it presents itself, you've still got to end up in a situation where those two exact units end up fighting it out.
Waaagh 18 wrote:I think the Trukk is a bad move, it will give up 1st blood WAY too much (most games probably), and that is a critical victory point. I also think giving them 2+ armor to shoot at defeats the purpose of the tide somewhat. I think that you should use some regular kannons alongside the traktors, to bulk up the squad and help against ground targets.
First Blood won't be as big of a deal at Adepticon as it is at many other major tournaments, where the "rulebook secondaries" of First Blood/Linebreaker/Warlord have a habit of sitting outside the main scoring mechanism and acting as a tiebreaker. At Adepticon all the points go into one big pool and are weighted equally alongside all your Maelstrom points.
From the testing we've been doing, the average score you'll see for a winning player in a 6-turn Maelstrom game between relatively equal opponents is in the neighborhood of 15-20 points. So while in some ways First Blood can be seen as more consistently important (as in many formats it's practically ignored unless there's a tie, and here it will at least always count for something), in the end it tends to just be a drop in the bucket by comparison to the Maelstrom scoring.
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![[Post New]](/s/i/i.gif) 2015/03/13 05:24:52
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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!!Goffik Rocker!!
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About a biker indep in a greentide.
http://www.dakkadakka.com/dakkaforum/posts/list/628445.page
Think you should find out how they rule it beforehand. But note that it's the only potential Nay for a bikerboss. He's really good if the opponent agrees to allow you run.
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This message was edited 2 times. Last update was at 2015/03/13 05:29:28
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![[Post New]](/s/i/i.gif) 2015/03/13 05:29:33
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Krazy Grot Kutta Driva
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I agree with @koooaei adding a mob of 'ard boyz in place of the mega nobs in a trukk is probably a safer idea. I mean suppose the opponent sees the trukk full of PK toting 2+ nobz as a threat and focuses all fire power (or at least anti-tank fire power) on the trukk that's their ride t1? if their trukk gets popped t1 then that unit is pretty much done for the rest of the game.
Well, perhaps not DONE but ineffective until t4 at least plus if you took 'ard boyz they'd be able to hold maelstrom objectives and weather some fire power.
Either way, I look forward to reading more of your reports! Enjoy Adepticon!!
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![[Post New]](/s/i/i.gif) 2015/03/13 13:03:27
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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This was how I usually play meaning you can't run but check on adepticon rules.
The good thing about ard boys is you can upgrade a gretchin unit to them. I'd also look into a third tankbustas unit . They have been star players for you.
Another unit that synergies well w the green tide is stormboyz. They love waaagh each turn. They have crazy good movement to grab objectives. They are fairly Cheap But thier just more Boyz that die easily on a boyz heavy list.
I do like bikers but they should be supported as well with a painboy on bike and a warlord if you can. At this point your really only taking a cad for painboy warboss w lukky 2 tankbusta units and an obj secured gretchin on the home obj. There may be a better detschment out there. I wish fw comes out with IA 8 soon. I want to see if they improve the dread mob list.
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![[Post New]](/s/i/i.gif) 2015/03/13 14:09:37
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Sagitarius with a Big F'in Gun
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Waaagh 18 wrote:I think the Trukk is a bad move, it will give up 1st blood WAY too much (most games probably), and that is a critical victory point. I also think giving them 2+ armor to shoot at defeats the purpose of the tide somewhat. I think that you should use some regular kannons alongside the traktors, to bulk up the squad and help against ground targets.
Automatically Appended Next Post:
The Warboss on bike idea was a really good one, I'll have to try that one.
DJ3 wrote: koooaei wrote:I'd replace meganobz with 'ard boyz. This way you don't need to waste 35 pts on grots and benefit from run + charge + sweeping advance. Meganobz are pretty tough guyz but this extra d6 reach can be very important. On the other hand, meganobz can put more PK pressure in a single place which might be helpful to getting out of tarpits for the greentide if you find yourself tied on a weak flank. And are generally tougher - especially vs ap3-4 stuff. But as the only heavilly armored unit in your army, get ready to eat melta with them.
So, it's up to you. They both do work.
I'm definitely not a fan of that 3-man Meganob unit in the GT list either, though I'm certainly not the person to be suggesting any replacements in an Ork list. But as someone who would potentially have to play against it, three Meganobz are an afterthought. Bullyboyz are scary because they're Fearless--you've got to put in the effort and firepower to actually kill all of those 2+ wounds. Three non-Bully Megas in a Trukk? Just kill one and see what happens. Or kill the Boss and sweep them. Or somebody who rolled on Telepathy (or the everpresent Be'lakor) chucks a Terrify at them every now and then at no real cost.
Basically, you can't let the idea of Bullyboyz Meganobs affect your decision making in regard to other Meganobz. They're just nowhere near the same threat level. In this list, they strike me as basically a suicide-missile unit seeking out one hard target to hit before they die--but the Tankbustas are doing the exact same thing against, in most cases, the exact same targets. But with more bodies and some relevant shooting, and better suited to the overall composition of the list--whereas the Meganobz strike me as the sort of thing that will just make your opponent go "well at least I've got something to shoot my Meltaguns at."
grendel083 wrote:Stikk is quite nice with Bully Boyz, makes 1 mob WS6 and you end up using the re-rolls more To Hit and Wound then armour save.
Unfortunately, gaining a WS from an odd to an even above 4 is almost always a meaningless upgrade (i.e. 5->6, 7->8, 9->10), as the only time it is ever relevant is when fighting an enemy with the exact WS one below you or equal to you--in this case, WS5/6. Those numbers are rare enough to almost never come up; it's not as if there's an abundance of WS5/6 in the world, and even when it presents itself, you've still got to end up in a situation where those two exact units end up fighting it out.
Waaagh 18 wrote:I think the Trukk is a bad move, it will give up 1st blood WAY too much (most games probably), and that is a critical victory point. I also think giving them 2+ armor to shoot at defeats the purpose of the tide somewhat. I think that you should use some regular kannons alongside the traktors, to bulk up the squad and help against ground targets.
First Blood won't be as big of a deal at Adepticon as it is at many other major tournaments, where the "rulebook secondaries" of First Blood/Linebreaker/Warlord have a habit of sitting outside the main scoring mechanism and acting as a tiebreaker. At Adepticon all the points go into one big pool and are weighted equally alongside all your Maelstrom points.
From the testing we've been doing, the average score you'll see for a winning player in a 6-turn Maelstrom game between relatively equal opponents is in the neighborhood of 15-20 points. So while in some ways First Blood can be seen as more consistently important (as in many formats it's practically ignored unless there's a tie, and here it will at least always count for something), in the end it tends to just be a drop in the bucket by comparison to the Maelstrom scoring.
sir william the bold wrote:I agree with @koooaei adding a mob of 'ard boyz in place of the mega nobs in a trukk is probably a safer idea. I mean suppose the opponent sees the trukk full of PK toting 2+ nobz as a threat and focuses all fire power (or at least anti-tank fire power) on the trukk that's their ride t1? if their trukk gets popped t1 then that unit is pretty much done for the rest of the game.
Well, perhaps not DONE but ineffective until t4 at least plus if you took 'ard boyz they'd be able to hold maelstrom objectives and weather some fire power.
Either way, I look forward to reading more of your reports! Enjoy Adepticon!!
So much skepticism over the Meganobz!  Man, I'm tempted to take them just to show what a Meganob rocket can do!
A few things: First of all, I'm WELL aware that the Meganobz aren't Bully Boyz. Hell, I've been running Tankbustas at ld7 without a bosspole or a character for ages - so I'm well aware of how often it can fail. And my taking them has nothing to do with the fact that I love Bully Boyz - they are literally the best unit in the codex for the job I want them to do. (be a cheap, backfield scare).
Furthermore, I know they're in a Trukk, which is fragile as all hell, but that's for good reason - the Trukk is fast, and if I take another gunwagon, it has to go in a squadron (adepticon only allows 1 of any FW unit).
In addition, the Meganobz don't have to start on the board. In fact, I expect that, unless I can guarantee going first, or having LOS block, or the VSG protecting me, they will go into reserve in nearly every game.
Essentially the job of the Meganobz is this: They will support the Tide as needed, and unlike Tankbustas (which are glass kannons) the Meganobz can actually take a punch in CC from units. And they're dirt cheap for doing it - 120 points for what is essentially 6 terminator wounds is a pretty good deal.
These things aren't meant to take down Wraiths, or a Cent Devvie Star, or a Biker Command squad - they're meant to go into the backfield and kill what a Tankbusta squad doesn't do well: Infantry. Tankbustas are fantastic at killing anything with an AV value or a MC, but against a marine squad, or a thunderfire cannon, or a bike squad, or a dire avenger squad (etc) they really start to falter. That's where the Meganobz come in- they rush in when the opponent is too busy dealing with the tide to handle the Meganobz (the Meganobz will basically NEVER rush in right away) and be another threat in the backfield to clean up stuff like Immortals, or Gaunts, or what have you.
And for those of you who suggest taking 'Ard Boyz - they're less resilient, they're less killy (in terms of AP attacks), they have the EXACT same leadership problem ( ld 7 with a bosspole), and they go down to AP4 shooting, and I have to lose a gretchin squad to keep 'em. I actually really like my gretchin squads - they do a fantastic job of holding backfield objective secured objectives while my tide rushes forward. I'm not sure I want to trade that out for 'ard boyz, which will inevitably rush forward.
With all this said, the Meganobz are not a guarantee right now. I absolutely agree that they are one of the weaker parts of the list, the only problem is that, as I said, there isn't a better unit to rush forward into the enemies deployment zone and kill small groups of elite infantry, which the Tankbustas just do not do well.
It's in the Adepticon FAQ that my bikerboss can turbo-boost while the unit runs. I absolutely 100% agree that if he turboboosts (while the unit runs) that the unit cannot charge (or at least, that is I how I presume it works) but the Bikerboss is only meant to be turboboosting for the first turn or 2, when I know that I'm too far to get the charge off and I need to soak some shooting. He won't be turboboosting by the time I can get into range to charge. That's worth 25 points.
gungo wrote:
This was how I usually play meaning you can't run but check on adepticon rules.
The good thing about ard boys is you can upgrade a gretchin unit to them. I'd also look into a third tankbustas unit . They have been star players for you.
Another unit that synergies well w the green tide is stormboyz. They love waaagh each turn. They have crazy good movement to grab objectives. They are fairly Cheap But thier just more Boyz that die easily on a boyz heavy list.
I do like bikers but they should be supported as well with a painboy on bike and a warlord if you can. At this point your really only taking a cad for painboy warboss w lukky 2 tankbusta units and an obj secured gretchin on the home obj. There may be a better detschment out there. I wish fw comes out with IA 8 soon. I want to see if they improve the dread mob list.
See above about my thoughts regarding Tankbustas.
I have considered Stormboyz for the job mentioned above in my post. However, I don't have any painted Stormboyz models ready for Adepticon, so that option will have to sit out for now.
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2015-2016 GT Record
Iron Halo GT - 1st Place
Bay Area Open 2016 - 2nd Place
WAAAGHFEST 2016 - 1st Place
Flying Monkey 2016 - 1st Place
Adepticon 2016 - 2nd Place
Renegade GT 2015 - 1st Overall / 2nd General
Dragonfall GT 2015 - 1st Place
Victory goes to the player who makes the next-to-last mistake. -Chessmaster Tartakower |
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![[Post New]](/s/i/i.gif) 2015/03/13 17:59:43
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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What do you think is the ideal size squad for tank bustas?
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![[Post New]](/s/i/i.gif) 2015/03/13 18:08:35
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Dakka Veteran
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I have idea im going to test with tank bustas.
I'm going to have a mek with a kill saw join them. It is a little pricey, but gives them a character with a tank hunting armor bane weapon.
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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) 2015/03/13 20:02:49
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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The list I currently play and am building into is a mogroks boss boyz list with a cad.
30 boyz w nob w pk, warboss w mega armour and lukky stick, painboy, out flanks w reroll on outflank
30 boyz w nob w pk, big Mek w mega armour and reroll saves, painboy, weirdboy lvl2, choice of infiltrates, deepstrike or outflanks
7-8 tank bustas, big Mek bp, rokkit, eavy armour, big choppa in warkopta
7-8 tankbustas, big Mek bp, rokkit, eavy armour, big choppa in warkopta
12x warbikers nob w pk, bp
2 Mek Gunz smasha and traktor
2 Mek gunz smasha and traktor
10 lootas on the battkements of a void shield generator x3
That's kinda the jist of it but I'm still tweaking it as I play it. I do like how it gives me lots of deployment options and decent maneuverability and placing t5, 2+ reroll, 5+ fnp, 2+ LOS nobs in front to soak hits keeps my boy blobs alive forever.
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This message was edited 1 time. Last update was at 2015/03/13 20:07:01
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![[Post New]](/s/i/i.gif) 2015/03/13 20:05:02
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Nasty Nob on Warbike with Klaw
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Dakkafang Dreggrim wrote:I have idea im going to test with tank bustas.
I'm going to have a mek with a kill saw join them. It is a little pricey, but gives them a character with a tank hunting armor bane weapon.
The entire squad is already equipped with Tank Hunting, Armourbane weapons: Melta Bombs.
They really don't need more.
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![[Post New]](/s/i/i.gif) 2015/03/13 20:34:02
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Nasty Nob
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Big Bosspole? Pft, what you really need is a stompa!
Jk, good luck and win please
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This message was edited 1 time. Last update was at 2015/03/13 20:34:29
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) 2015/03/13 21:12:48
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Dakka Veteran
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grendel083 wrote: Dakkafang Dreggrim wrote:I have idea im going to test with tank bustas.
I'm going to have a mek with a kill saw join them. It is a little pricey, but gives them a character with a tank hunting armor bane weapon.
The entire squad is already equipped with Tank Hunting, Armourbane weapons: Melta Bombs.
They really don't need more.
Train of thought was more attacks, and then they have AP2 that can be used on non vehicles and non mc. And repair rolls on the gun wagon.
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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) 2015/03/14 09:57:29
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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!!Goffik Rocker!!
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Fxeni wrote:
It's in the Adepticon FAQ that my bikerboss can turbo-boost while the unit runs. I absolutely 100% agree that if he turboboosts (while the unit runs) that the unit cannot charge (or at least, that is I how I presume it works) but the Bikerboss is only meant to be turboboosting for the first turn or 2, when I know that I'm too far to get the charge off and I need to soak some shooting. He won't be turboboosting by the time I can get into range to charge.
I wanted to say that some people might argue that the unit can't run AT ALL when there's a biker in there. Cause the rules for bikes state that "...the model can't run" and as the squad rules are obscured in this regard, some people might say that the whole squad can't run if at least one model in there can't run.
That's why i suggest to find it out beforehand cause you never know how it's gona be ruled out as it's nowhere clearly stated if the unit CAN or CAN NOT run in this case.
If it's allready in the FAQ, than go for it - sure! Bikerbosses are great.
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This message was edited 2 times. Last update was at 2015/03/14 10:05:45
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![[Post New]](/s/i/i.gif) 2015/03/14 15:46:17
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Bonkers Buggy Driver with Rockets
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This case reminds me of the assault move that a Necron Destroyer move is apparently allowed to make when he's attached to Wraiths.
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2015/03/15 00:39:56
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Ancient Ultramarine Venerable Dreadnought
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ORKZ IS UNDEFEATED!!!!!!!!!!!!!
That's how it should go.
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INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
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![[Post New]](/s/i/i.gif) 2015/03/15 08:57:36
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Battlefortress Driver with Krusha Wheel
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Not a fan of the void shield generator. it feels like the orks flyrant crutch, something to make garbage acceptable. But I am not running the tournament or in a position to rule on how the shield should work, so it dosent matter.
I will tell you, you might consider running 2 sets of killsawz with your bullyboyz. Iin a tournament against adlance, each squad can take down a knight each. 3 guys usually get ganked, but the combined 10 str 9 armorbane attacks can easily get rid of a knight. You haven't lived till you have seen 3 apocalyptic blasts in one turn.
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warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
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![[Post New]](/s/i/i.gif) 2015/03/15 10:00:07
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Krazy Grot Kutta Driva
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So much skepticism over the Meganobz! Man, I'm tempted to take them just to show what a Meganob rocket can do!
haha please do dude  in the end all we want to see is the orks krump some stuff
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![[Post New]](/s/i/i.gif) 2015/03/15 14:50:56
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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Orock wrote:
Not a fan of the void shield generator. it feels like the orks flyrant crutch, something to make garbage acceptable. But I am not running the tournament or in a position to rule on how the shield should work, so it dosent matter.
I will tell you, you might consider running 2 sets of killsawz with your bullyboyz. Iin a tournament against adlance, each squad can take down a knight each. 3 guys usually get ganked, but the combined 10 str 9 armorbane attacks can easily get rid of a knight. You haven't lived till you have seen 3 apocalyptic blasts in one turn.
It's not that big of a deal. Its mostly good for tournaments where first blood is a major issue. And the rules are played exactly as written. If a tournament wants it to play diffferently they need to make their own errata to completely reword how the unit works.
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This message was edited 1 time. Last update was at 2015/03/16 13:49:34
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![[Post New]](/s/i/i.gif) 2015/03/16 05:25:02
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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!!Goffik Rocker!!
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Yep, it's not like it can tank A LOT of firepower anywayz.
Fxeni, i'd be happy if you went with anything - be it boyz, MANz or allied hormagaunts, really
They all have their merits. Just don't forget to hug BLOS until the time's right
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This message was edited 1 time. Last update was at 2015/03/16 05:25:37
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![[Post New]](/s/i/i.gif) 2015/03/20 18:18:07
Subject: Re:The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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What sort of lists are you worried about when playing your greentide? Are there any common Tourney lists that you would consider a hard counter? Are there any lists that are specifically allowed by Adepticon that you think will bring you trouble?
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![[Post New]](/s/i/i.gif) 2015/03/20 20:35:19
Subject: The Green Tide heads to 2015 Adepticon - The Ork Challenge continues!
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Longtime Dakkanaut
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Only one ork list made it into the championship round of top 32. Sadly it wasn't matt. I know nothing about it except it was 3 ork detachments.
Adepticon is a bit different where the missions promote more mobility and first blood is less important so nce all points are pooled.
I still think the best hope Orks have to be competotve this edition is a good IA8 book with an updated dread mob list. And a campaign supplement featuring speedfreaks. That would improve our two strongest builds. I hope the IA8 book improves cybork slashes so they have 4+ fnp because I would love to buy a squad of kromlech cyborks.
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