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How To Build A List Around The "Green Tide" Formation.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




So I am in love with the Idea of the "Green Tide". Just a massive howling horde of Orks washing over the board. Sadly, everything I have seen so far points to Boyz getting gunned down in droves. Can anyone assist with helping build a Semi ok like around the Green Tide? I do not expect to win tournaments with that as the core of my list I am just so into the mass of boots on the ground.

Thank you in advance for your help!

WAAAAAAAAAAAAAAAAAGHHH
   
Made in us
Longtime Dakkanaut




I'm unfortunately no Ork expert, but the Green Tide is one of my favorite formations in the game. It's totally great. It also happens to be exceptionally strong in the right hands. One user here ran a Tide supported by Gun Wagons, Tankbustas (prior to the grenade nerf), and artillery at the LVO 2 years ago and did very well. The FAQ noting that units must be entirely covered by a void shield to benefit and the aforementioned hit Tankbustas took has gimped the army quite a lot, but I believe you can still make it fun and powerful.

While I'm afraid I can't offer any list-building specifics, the idea behind running the list is to keep your front men in cover - preferably ruins - as much as possible so that your opponent has to chew through 4+ saves to thin your herd. Meanwhile, you advance faster than he can cull you and drown him in bodies. How is that not awesome?!
   
Made in gb
Pyromaniac Hellhound Pilot






Take two green tides? It'd help for redundancy. Give each warboss a PK, and a couple of nobz with PKs too.

Then a CAD with a couple of painboys, obsec gretchin and some mek guns. Should be great for 1850 points.

This message was edited 1 time. Last update was at 2017/02/24 08:59:25


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Khorne Chosen Marine Riding a Juggernaut





UK

You want to make sure you have some painboyz in there and a big mek with the 4+ KFF from the gaz supplement.

To avoid getting shot to bits you also want some fast stuff in there to act as a first wave to keep the enemy busy, koptas, truk boyz, bikers etc

 
   
Made in gb
Fully-charged Electropriest






What points level are you playing at? There's a few things that I think are pretty mandatory for the Greentide. Firstly you'll want a Painboy in there, which will give you FNP for less than 0.5 points per model - excellent! Next you want to give the Formation's Warboss the Big Bosspole relic but because he has to issue and accept challenges I wouldn't upgrade him with anything else (perhaps a Big Choppa, but not necessary - you really want to hide him at the back of the unit so he's too far away to join in those challenges where he might die. In this case he's solely a force multiplier and not a melee beat stick. If you're expecting to face opponents who aren't running characters capable of killing that Warboss then feel free to spend some more points on him and play him more aggressively, but I find a Warboss in a challenge is actually fairly vulnerable. Now you want a good amount of Boss Nobz, I usually go for around 5 Boss Nobz with PK's and 3/4 more equipped just with slugga and choppa, this gives you some high strength hitting power and some chumps to accept those challenges your Warboss is ineligible to join, or to Heroic Intervention him out of any he gets stuck in.

Now for the optionals: another Warboss or a Big Mek with KFF can be useful in order to take a CAD and use Da Lucky Stikk. This makes the whole mob WS5 to help putting on the pain. If you do this probably just fill out the troops slots with Gretchin or maybe Trukk Boyz.

For the rest of the list you'll probably want some firepower, so Gunwagons/Trukks with Tankbustas in, Mek Gunz or Lootas work well. You'll need units that are either fast enough or far back enough to not be hindered by your sprawling unit of green goodness. If you're playing a high points game some Meganobz or even Bully Boyz could be a fantastic distraction.

For tactics you of course want to be moving and running the Tide as far as possible each turn, and remember to call your Waaagh! each turn. One of the main benefits of the Tide is stretching from one side of the board to the other and pulling off some crazy multiple charges. Be sure to read up that section of the rule book so you're comfortable with how those work and can utilise it to the fullest.

Good luck and Gork/Mork bless you.
   
Made in ca
Unhealthy Competition With Other Legions





dont forget to take the finking cap that lets you take strategic traits. you want that infiltrate and since they all count as a squad you can infiltrate 100 boyz. I would also go for the big bosspole for fearless and mad dok grotsnik for FNP. then a KFF and some weirdboyz for invis/biomancy. You play the greentide like you play a deathstar. That is what my philosophy is

This message was edited 1 time. Last update was at 2017/02/24 18:32:20


 
   
Made in ca
Fighter Ace






I'd rather take 10 units of 10 in a CAD formation. The MSU style tactic would provide greater flexibility to take and hold multiple objectives and reducing causalities from incoming fire by dividing fire and forcing the opponent to overkill units, Combined witth warboss who can declare a waaagh and 3x KFF for wide mobile coverage.

You could also roll out a mechanized greentide using the blitz brigade and 5x 20 boyz w/ nob, pk, bp.You could give some painboys and others 'Eavy armour, or use KFFs on bikes to protect the wagons further.
   
Made in us
Bonkers Buggy Driver with Rockets






As other people have said painboy and such protection is basically vital and support with fast stuff helps. A unit or two of Lobbas from a codex orks CAD can soften up targets and deal with objective campers while being shielded by the mob, but is anti-infantry in a list with built-in anti-infantry and is not required. With the nerfs to the strategy in general and the formation in particular (if it does get wiped your opponent gets 11 VPs) it isn't as good as it once was but isn't unusable.

40k drinking game: take a shot everytime a book references Skitarii using transports.
 
   
Made in au
Unrelenting Rubric Terminator of Tzeentch





 -v10mega wrote:
dont forget to take the finking cap that lets you take strategic traits. you want that infiltrate and since they all count as a squad you can infiltrate 100 boyz. I would also go for the big bosspole for fearless and mad dok grotsnik for FNP. then a KFF and some weirdboyz for invis/biomancy. You play the greentide like you play a deathstar. That is what my philosophy is


Grotsnik is an extreme amount of points over a painboy for fearless if you've already got a BBP and weirdboyz can't roll Bio/Telepathy while if you're taking 'Finking Cap, you're not taking BBP (since 'Finkin Cap only works on your warlord and if you're taking 'FC, you're not taking BBP) so you've got some strange advice there mate.

You NEED fnp, so either the mad doc or a painboy. If you're taking the mad doc, you've also got fearless, which could free you up to take 'Finking Cap on your warboss but makes the entire mob totally reliant on 1 model who can ba barraged out easily. Mixing in some 'Eavy armour boyz can give you some resiliance to small arms and ap- melee while maintinaing grav immunity via majority 6+ saves and keeping much of your warband cheap by putting the 6+ armour guys at the back or near a KFF. Speaking of, your other HQ in your secondary CAD should probably be a Mek with KFF to cover either your foremost models against AP4 ignores cover guns and/or cover your important stuff like the painboy/warlord against barrage blasts. High mobility things like outflanking buggies, copters, bikes and such are just as important as your carpet of choppas, as are backfield units like min grots and mek guns to hold backfield objectives, clutter the board to prevent late turn deepstrikes and stop outflanking shenanigans from your enemy. While you can't ever hold more than 1 objective with a unit, having the greentide cover so much of the board also ensures that the enemy won't be holding anything outside their DZ anytime soon either. Be wary of being assaulted by things like Ironclads when your Klawnobs are out of position since not only will it cost you a turn or 2 of movement, but it will also clump you up and drag you away from their other units. Even something as silly as getting assaulted by outflanked scouts means that your entire army is going to have to pile in 3" in the wrong direction.

 Peregrine wrote:
What, you don't like rolling dice to see how many dice you roll? Why are you such an anti-dice bigot?
 
   
 
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