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Made in us
Fresh-Faced New User




I have a few questions about the Tide. It Is such a huge unit, and takes up so much table. I recently had a game of 2,000 against Necrons. He is a very good 40k Player in general and had no Decurion detachment. he did have 2 canoptyc harvests, which had 6 wraiths each. As I ran down the field I was able to charge and kill the 1st wraith unit with my Warboss and other nobs in 2 combat rounds. then he charged me on the other flank with the other unit of 6, where I only had S8 Klaws. took me the last 3 full rounds to kill him with a 3+ Invuln and a 5+ FNP. he did not kill many, but I had to move my obligatory 3" towards the combat each assault phase. can the mob models not in hth charge other targets? I cannot see it the way the rules are written, but I am sure they were not written for a huge unit. I understand disordered charges, but I was charged and engaged into combat. do the rest of my 100 to 200+ guys have to be literally neutered the rest of the game? killed me as an Ork player to see his commander within charge range of my Warboss and I could do nothing. But he also could not shoot at the unit. Any thoughts? Maybe keep the tide to one side or the other instead of all over. Added 2 Meks with KFF and a painboy from another CAD to the unit.

Thanks.
   
Made in us
Krazed Killa Kan





Denver, Colorado

Yup, that's accurate - no matter the size of the unit, it still follows the normal rules for units in CC.

So, if 100 boyz are engaged in CC with 6 wraiths, and only 20 are close enough to attack, the rest can't attack. It's worth noting that your models get a 3" pile in move, and can move a further 3" pile in if they didn't get to attack, which helps a bit.

But yes, all models of a green tide engaged in CC can't charge, move, shoot, or be shot at - they can only pile in toward an enemy unit they're in CC with.

I'm honestly not in love with the green tide formation. It's a massive PITA to use, and its efficacy is questionable, imo.

At the very least, use rules that affect entire units - noteworthy examples are da lucky stikk, to give the entire tide +1 WS, da big bosspole for fearless, because you're going to feel silly if the entire tide succumbs to fear, and a painboy for FNP. KFFs are probably not recommended, because your tide should be spread out enough that it won't be very useful.

This message was edited 1 time. Last update was at 2015/09/25 20:33:40


"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Really the only benefit of the Green Tide is abusing "unit" based rules like FNP, Fearless, Warpath (weirdboy power), etc etc. Rules that normally you can only give 1 unit...maybe 2....you can give to basically 3-4 units.

I dont really like it though. I dont even field 30man squads just because its so clunky to move around and often a bulk of them cant hit anyway.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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