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![[Post New]](/s/i/i.gif) 2015/11/17 05:00:34
Subject: Ork Green Tide Diagram!
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Yellin' Yoof
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So I made this real quick with some random formation for some poor squad, but it goes to show what a Green Tide can do
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![[Post New]](/s/i/i.gif) 2015/11/17 06:53:02
Subject: Ork Green Tide Diagram!
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Towering Hierophant Bio-Titan
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It's unlikely that you would ever commit that many orks against a squad of five models with the same sized bases or that the orks would be deployed in a way that they can fully encircle the unit. If that diagram shows a charge then there is no realistic way that they could move the distances involved to create that situation.
Also why would a table ever have a 14"x14" area of open ground.
Theory is all good and stuff but I see no real life application for this.
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This message was edited 1 time. Last update was at 2015/11/17 06:54:17
Oli: Can I be an orc?
Everyone: No.
Oli: But it fits through the doors, Look! |
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![[Post New]](/s/i/i.gif) 2015/11/17 06:59:16
Subject: Ork Green Tide Diagram!
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Jovial Plaguebearer of Nurgle
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Don't care what those 5 models are they definitely going down haha
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Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind. |
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![[Post New]](/s/i/i.gif) 2015/11/17 18:41:18
Subject: Re:Ork Green Tide Diagram!
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Willing Inquisitorial Excruciator
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Not only is it almost impossible to imagine this scenadio, it's also wrong as displayed. Models within 2" of an engaged model in b-t-b can fight. This is measured from the rear of the base of the engaged model. So there should be another "ring" of Orks able to contribute attacks.
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![[Post New]](/s/i/i.gif) 2015/11/17 21:52:24
Subject: Ork Green Tide Diagram!
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Battlefortress Driver with Krusha Wheel
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Ubl1k wrote:Don't care what those 5 models are they definitely going down haha
Not necessarily. Wraiths with decisions wouldn't. My green tide has been charged and held all game by 2 6 wraith units.
Say 46 orks. Since the wraiths allllways get the charge that's 138 attacks. Half will hit so 69 hits. Now they wound on 6 so say 12 wounds. That's 4 failed saves, and 2 failed reanimation 's or one dead wraith. It's quite bs and demoralizing at the same time.
PS, you may get powerklaw attacks in, but they are strong 9 from nobs which means full reanimation for them still. And you will NEVER get that many attacks, which means the odds are even worse.
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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) 2015/11/18 00:03:45
Subject: Re:Ork Green Tide Diagram!
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Longtime Dakkanaut
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Let me show you an other diagram.
One turn you are happy Flash Gith with your perfectly board controlling fearless fnp green tide blob with lots of power claws.The next turn you are stuck in a pile in hell with S3 orks and nobs that get killed one by one in challenges against any half decent close combat squad..
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This message was edited 2 times. Last update was at 2015/11/18 00:05:23
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2015/11/18 00:19:33
Subject: Re:Ork Green Tide Diagram!
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Battlewagon Driver with Charged Engine
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the_Armyman wrote:Not only is it almost impossible to imagine this scenadio, it's also wrong as displayed. Models within 2" of an engaged model in b-t-b can fight. This is measured from the rear of the base of the engaged model. So there should be another "ring" of Orks able to contribute attacks.
Yep, this is true. It's 2 inches from the first row of ORKS, not the enemy.
Just about all the boyz get to swing.
The blue team is F...ked.
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![[Post New]](/s/i/i.gif) 2015/11/18 00:30:41
Subject: Ork Green Tide Diagram!
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Nasty Nob
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Unless that half decent assault squad also has a decent invulnerable save, it's going down. I've played the green tide lots, and you can refuse challenges until more nobs arrive. Plus, the way I deploy and move, I make sure I have at least 2 nobs for every assault.
Basically, what you say will work against an inexperienced tide player, once.
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"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2015/11/18 00:55:49
Subject: Ork Green Tide Diagram!
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Longtime Dakkanaut
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it isn't about going down it is about how much of your army is stuck there doing nothing. He could be sacrificing crap units for morks sake. The point is that your ~1000 pts unit does what your opponent wants it to do when he gets to assault you (and he will) and at the mean time a large portion of your blob is doing nothing. All model further then 2" away from models tutching the enemy wile you are in combat with a green blob are essentially wasted points that turn and everything further then 8" is useless for the next turn and so on. This is bad really bad especially in an army that already has a low point efficiency. Sure there are armies who don't have an answer to it but most non gunwall armies will just laugh at you while you spend the rest of the game piling in those useless models to the area of the map your opponents wants them to be. Remember you are a foot slogging blob with no move trough cover once you are piled to one side of the board you are unlikely to ever reach the other side again. This is a sharp contrast to all the current popular death stars who use units like bikes and beast as a base.
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This message was edited 3 times. Last update was at 2015/11/18 01:23:56
Inactive, user. New profile might pop up in a while |
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![[Post New]](/s/i/i.gif) 2015/11/18 17:31:12
Subject: Ork Green Tide Diagram!
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Battlewagon Driver with Charged Engine
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Yep, that's what I figured. The blue squad ran up to the tide and made a fence, and the tide enveloped it.
If the unit survives but loses combat, the tide could be stuck. If the blue team fails morale it can't fall back so it will be removed from play. After that, the tide player is hoping for a decent consolidate.
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![[Post New]](/s/i/i.gif) 2015/11/18 19:01:37
Subject: Ork Green Tide Diagram!
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Nasty Nob
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Yes, I am well aware of the downfall of the tide, as I mentioned I play it a lot. You have to use it correctly and realise that like all ork units, and formations it is not a game winner, just a tool.
If you can't use it, play some other formation or CAD else.
I have only had one army successfully manipulate the tide, so it can happen, however, that was 1 game out of dozens.
If you know what you are doing it is much harder for your opponent to manipulate your army, just as with any other army, or formation.
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"All their ferocity was turned outwards, against enemies of the State, foreigners, traitors, saboteurs, thought-criminals" - Orwell, 1984 |
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![[Post New]](/s/i/i.gif) 2015/11/19 21:50:52
Subject: Ork Green Tide Diagram!
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Regular Dakkanaut
Panama
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The 5 men unit in the center are not necessary death, if you are facing something powerful and you don“t have power claws available, the big ork formation can be locked in close combat many turns.
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Keep up the fight! |
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