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![[Post New]](/s/i/i.gif) 2015/05/01 04:10:18
Subject: [1850] - Orks - Waaaagh Skull Stompa
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Krazed Killa Kan
Homestead, FL
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I have an 1850 tournament upcoming and I decided to build a TAC list because I literally just moved here and I have ZERO idea what the META is like here.
First Detachment: GREEN TIDE! 1159
Warboss: BC, EA
Boyz x 8 (10 Boyz, Nob PK)
Ard Boyz x 2 (10 Ard Boyz, Nob PK)
2nd Detachment: ORK HORDE DETACHMENT: 691pts
Warboss, EA, PK, DLS
WeirdBoy Lvl 2
Pain Boy
Boyz x 10
Gretchin x 10
Gretchin x 10
Dakka Jet
Bikerz x 8 + Nob PK
So as I said, I don't know what to expect in this area and this just seems like a good list to me. The general plan is to attach all my IC's from my Horde Detachment to the Green tide. The Weirdboy is going to roll on Sanctic Demonology and try for Hammerhand and Sanctuary but basically all of them will be good except gate of infinity....because I don't like the idea of 104 Ork models DSing......call me crazy. Warboss has DLS so the entire formation gains +1 WS. and of course Painboy for FNP. And Of course the Ard Boyz are going to be walking in front to soak up the dmg with their simply amazing 4+ armor save...*Note Sarcasm.
The Dakkajet is upgraded to have the extra gun and since I get to waaagh every turn im going to be shooting 3 extra shots. The Bikerz are going to blitz around and target any artillery parks they can get close to. the boyz and gretchin squads are basically their for numbers and to take the full amount off HQ's but I am going to be utilizing them to hold objectives.
If anyone has any ideas please feel free to post. I am stuck at 1850pts so don't start saying things like "TAKE A BATTLEWAGON!" because....I DONT HAVE THE POINTS! :-P
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/05/01 04:34:06
Subject: [1850] - Orks - Waaaagh Skull Stompa
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Tough-as-Nails Ork Boy
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I would drop the ard boyz from the tide and use the points else where, maybe some lootas or a truck for 10 boys and nob with pk. I would not use weird boy for santurary, your gonna die fast to perils, all doubles. I like the weird boy primarily for psycic defence, there are some nasty anti-hord ones out there, and take ork powers, you never know if you tide gets witteld down to 10 boyz, which has happend to me, it is pretty convient to tellyport on an objective and sit on it, denying those 11 kill points, if that counts for that game. Also big boss pole is a must for tide warlord, cheap way to get fearless.
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![[Post New]](/s/i/i.gif) 2015/05/01 05:15:24
Subject: [1850] - Orks - Waaaagh Skull Stompa
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Krazed Killa Kan
Homestead, FL
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I will have to look into that for the weirdboy, as for the Ard boyz as well. However the Big boss pole isnt really needed. As it is the green tide can never fail a mob rule test so its not a big concern, the only problem would be if something caused fear on them but even then the dice are so many that it wouldn't matter.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/05/01 05:28:19
Subject: [1850] - Orks - Waaaagh Skull Stompa
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Tough-as-Nails Ork Boy
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Big boss pole is huge. If you are fighting any monsterous createrus, which all armys have, failing a fear test, especially with psy powers that bring down your leadership, can mean the difference between a wraithknight or equivilant keeping your tide tied up for more turns then you want.
Yeah for both daemonology powers you always perils on doubles unless your daemons or gray knights, or cheap eldar who can ignor perils with one diec,,, Cheap sauce.
I've used tide a good amount, these are just sudgestions im making based of my personal experience running it. Weird boy with ork powers are awesome.
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This message was edited 1 time. Last update was at 2015/05/01 05:30:43
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![[Post New]](/s/i/i.gif) 2015/05/01 15:01:13
Subject: [1850] - Orks - Waaaagh Skull Stompa
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Blood-Raging Khorne Berserker
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Ghazkuul wrote:I have an 1850 tournament upcoming and I decided to build a TAC list because I literally just moved here and I have ZERO idea what the META is like here.
First Detachment: GREEN TIDE! 1159
Warboss: BC, EA
Boyz x 8 (10 Boyz, Nob PK)
Ard Boyz x 2 (10 Ard Boyz, Nob PK)
2nd Detachment: ORK HORDE DETACHMENT: 691pts
Warboss, EA, PK, DLS
WeirdBoy Lvl 2
Pain Boy
Boyz x 10
Gretchin x 10
Gretchin x 10
Dakka Jet
Bikerz x 8 + Nob PK
So as I said, I don't know what to expect in this area and this just seems like a good list to me. The general plan is to attach all my IC's from my Horde Detachment to the Green tide. The Weirdboy is going to roll on Sanctic Demonology and try for Hammerhand and Sanctuary but basically all of them will be good except gate of infinity....because I don't like the idea of 104 Ork models DSing......call me crazy. Warboss has DLS so the entire formation gains +1 WS. and of course Painboy for FNP. And Of course the Ard Boyz are going to be walking in front to soak up the dmg with their simply amazing 4+ armor save...*Note Sarcasm.
The Dakkajet is upgraded to have the extra gun and since I get to waaagh every turn im going to be shooting 3 extra shots. The Bikerz are going to blitz around and target any artillery parks they can get close to. the boyz and gretchin squads are basically their for numbers and to take the full amount off HQ's but I am going to be utilizing them to hold objectives.
If anyone has any ideas please feel free to post. I am stuck at 1850pts so don't start saying things like "TAKE A BATTLEWAGON!" because....I DONT HAVE THE POINTS! :-P
Just wondering what in your list is letting you Waagh every turn? Thought only the warband formation let you do that Automatically Appended Next Post: Ah NM just answered my own question, I see the green tide gets it.
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This message was edited 1 time. Last update was at 2015/05/01 15:09:11
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![[Post New]](/s/i/i.gif) 2015/05/02 08:02:01
Subject: [1850] - Orks - Waaaagh Skull Stompa
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Flashy Flashgitz
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Uhhh fearless matters... Or during each phase your opponent can kill an extra 4-6 boys/nobs. Not that it is a ton when you think, ehh I have 100, but if they kill 25 in turn 1 shooting, then 6 die to mob rule, then turn 2 they bomb or psychic 18, and you lose another 6, then in the shooting they kill 12, you kill 6, you have 28 guys... You killed 1/5th of your own army in 2 turns even if we tone it down to 5 which is the average of 4-6 it's still 15 models. It's not good. 20pts is less than 3 mob rules. Yes you'll pass, but every pass is dead models. If you make 5 mob rule checks, at 5 boys each that's 1/4 of your army you killed, 25 boys. 25 boys costs 150 points... And fear can gimp you... It's pretty important to have that big boss pole.
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This message was edited 1 time. Last update was at 2015/05/02 08:05:04
Warboss Troil
"Less chat, more splat!" |
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