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2017/11/10 11:18:44
Subject: [2000] - Orks - Green Tide
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Regular Dakkanaut
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Used this list in tournament recently and did well. Won against Tau, Dark Angels, and primaris Salamanders with 2 knights.
Battalion 1:
Ghazghkull 215
Bike Mek, kff 101
30 sluggas, nob, big choppa 189
30 sluggas, nob, big choppa 189
30 sluggas, nob, big choppa 189
Battalion 2:
Weirdboy 62 (warpath)
Big Mek, kff 75
30 sluggas, nob, big choppa 189
30 shootas, nob, big choppa 189
30 shootas, nob, big choppa 189
Spearhead:
Weirdboy 62 (da jump)
Weirdboy 62 (da jump)
2 kmk, 5 grots each 96
2 kmk, 5 grots each 96
2 kmk, 5 grots each 96
Total 1999
Not the most exciting list but it's pretty overwhelming for opponents that bring dedicated anti tank weapons. If they kill the kmks then they have no good targets for lascannons, etc. I am debating on dropping some boy squads for kommandos to get more bodies in my opponent's face turn 1. Thoughts?
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2017/11/11 19:45:28
Subject: [2000] - Orks - Green Tide
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Ork Boy Hangin' off a Trukk
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I'd say get some 'mandos. The more squads of those you take, the higher the chance you'll lock key shooty targets in cc in the early game, really buys you time.
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2017/11/11 22:34:32
Subject: Re:[2000] - Orks - Green Tide
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Regular Dakkanaut
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How about this:
Battalion:
Big Mek on bike, big choppa, force field 110
Ghazghkull 215
30 sluggas, nob, big choppa 189
30 sluggas, nob, big choppa, kustom shoota 193
30 shootas, nob, big choppa, kustom shoota 193
30 shootas, nob, big choppa, kustom shoota 193
Vanguard:
Weirdboy, da jump 62
15 kommandos, 2 burnas, nob, big choppa 144
15 kommandos, 2 burnas, nob, big choppa 144
15 kommandos, 2 burnas, nob, big choppa 144
Spearhead:
Weirdboy, da jump 62
Weirdboy, warpath 62
2 kmk, 5 grots each 96
2 kmk, 5 grots each 96
2 kmk, 5 grots each 96
Less command points but gets in opponent's face really quick. I would be using some of my sluggas at the kommandos so I won't have enough to have 4 slugga units, hence the 2 shoota boyz units. I can mix the units as well to have 20 sluggas 10 shootas each.
Edit: Tired math error, was over by 3 points. Dropped 1 kustom shoota.
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This message was edited 1 time. Last update was at 2017/11/12 03:04:43
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2017/11/21 01:46:47
Subject: [2000] - Orks - Green Tide
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Death-Dealing Devastator
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Still putting together my Marine list, and I think I might take yours, but gotta say both or those lists of yours make me sweat a little and then some.
Plus you know, Orks! WAAAGGHH!
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"The Ultramarines are here to save us!"
"Those are the Sons of Orar."
"O R they!" |
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2017/11/21 10:55:23
Subject: [2000] - Orks - Green Tide
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Growlin' Guntrukk Driver with Killacannon
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Only played 1 game of 8th so far but I found that stormboyz helped. Had zagstruk, a unit of 30 and 2 units of 5 in a detachment, they were nearly all dead by turn 3 but left my 90 boys relatively unmolested and right behind them. Minimum units of kommandos are awesome objective grabbers as well
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mean green fightin machine |
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2017/11/21 12:03:49
Subject: Re:[2000] - Orks - Green Tide
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Regular Dakkanaut
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I want to try stormboyz but I only own 10. I agree smaller kommando units are great. I think I will spread them out over 7 minimum units and take a banner nob, unless banner is pointless with this much deep strike.
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2017/11/21 17:07:15
Subject: [2000] - Orks - Green Tide
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Death-Dealing Devastator
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One of my many lists includes a few 3 man units of Aggressors which I thought would be good the first time I saw an Ork list with 30 unit mobs. You ever run into those, and if so, how'd they do? While they do put out a lot of firepower their range is only 18" so seems like the Orks would be charging very soon after. Figure if I'm lucky I get 2 rounds to shoot them up, hopefully at least one with them stationary so they get to do their firestorm thingy. But still seems like they'll bloody up the mob a bit before getting overwhelmed.
Of course, Aggressors move pretty well being able to advance and shoot without penalty, so in my fevered imagination I think they can keep their distance for another round or two if the field of battle allows for that. But never having used them I expect it will work out differently than I imagine it. It always does .
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This message was edited 1 time. Last update was at 2017/11/21 17:08:08
"The Ultramarines are here to save us!"
"Those are the Sons of Orar."
"O R they!" |
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2017/11/23 11:17:50
Subject: Re:[2000] - Orks - Green Tide
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Regular Dakkanaut
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I haven't faced any Aggressors so far. Although the jump pack primaris (Inceptors I think) do a really good job of shooting up my boyz from rooftops. I faced a list that had a primaris salamanders. The list was 2 knights, Inceptors, hellblasters, captain, lieutenant and tacticals.
Turn 1 I jumped a squad to tie up all the backfield stuff but the Inceptors trashed them on opponent's turn. I had to play the objectives to win since the only reliable damage I could do to the knights was from mega kannons, smite or Ghazghkull.
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