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Made in gb
Kabalite Conscript




Northern Ireland

Hi guys, Been playing orks for a few weeks now and am looking to perfect my green tide. Would love it if you could give me some feedback

HQ:
Wierdboy
WarpHead
= 85pts

Wierdboy
WarpHead
= 85pts

Elites:
10 Lootas
=150pts

10 Lootas
150pts

Troops
30 Boyz
Shootas
2 big Shootas
Nob
Bosspole + Big Choppa
=210pts

30 Boyz
Shootas
2 big Shootas
Nob
Bosspole + Big Choppa
=210pts

30 Boyz
Shootas
2 big Shootas
Nob
Bosspole + Big Choppa
=210pts

30 Boyz
Shootas
2 big Shootas
Nob
Bosspole + Big Choppa
=210pts

20 Gretchin
2 Runtherds
=80pts

Fast Attack
Dakkajet
3rd Supa Shoota
Fighta Ace
130pts

Dakkajet
3rd Supa Shoota
Fighta Ace
130pts

Heavy Support
3 big Gunz
Kannon
2 Ammo Runts
=66pts

3 big Gunz
Kannon
2 Ammo Runts
=66pts

3 big Gunz
Kannon
2 Ammo Runts
=66pts

And I already know your first questions...the wierdboys. This is something I've been trying in my last 2 games and I kinda like them. I'm seeing a lot of psykers with divination to ignore cover saves which has kinda turned me off the standard Big Meks with Kustom Force Field and Warbosses are a little pricy once you kit them out. The wierdboys offer a lot of versatility and with the ability to waaagh in more than 1 turn and the ability to deep strike units that have been rendered useless due to deployment has been incredibly useful. With the prevalence of challenges nowadays the powerklaw nob just dies before you can get any attacks back.

Anyways let me know what you guys think

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





hmmn I think I would lose the fighter ace on both dakkjets..just not worth it ..change the number of grotz to 15 and one runtherd

and spread the rest of the points into the kannon groups as extra grots and runtherds for the kannonz...
Other than that it looks pretty good


Automatically Appended Next Post:
Note an imperial guard Arty list will give you fits ..

This message was edited 1 time. Last update was at 2013/02/28 19:04:42


'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Khorne Veteran Marine with Chain-Axe





I agree with losing the fighta ace on both... you have two squads of lootas already that could be pumping out 30 shots at any flyer you want... it will die unless you roll poorly like me lol... freeing up you BS3 dakkajets to go nuts pinning squads down with 18 S6 ap4 shoots on da waaaagh! that will make any 'umie cry

"I ayn't so eezy ta kill... heheheh..."

BLOOD FOR THE BLOOD GOD!!!! SKULLS FOR THE SKULL THRONE!!!!  
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

The uppdated fighta ace- known as flyvaboss is tottally worth it as it's bs3 against everything now.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in gb
Kabalite Conscript




Northern Ireland

I kinda like the fighta ace as lootas can be...unreliable against flyers and the new flyerboss gives you the +1 BS against flyers as well now which is awesome. One thing I had toyed with was dropping the boss poles and the gretchin down to 15 in order to take an aegis defence line for the kannons or the lootas.

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Kovnik





Texas

Your right about the pk nobz though. They don't get they moneys worth like they used to. The big choppa is a good choice and frees up a ton of points. I have never used the kannons in a game let me know how they fair. And the reason for the kff is to protect those tons of boyz from being turned into red mist. But it is again your choice. If weirdboyz are working well for you. then more power to you.
   
Made in gb
Kabalite Conscript




Northern Ireland

I've only played 2 games with cannons so far and they've both been against the same deathwing player so they haven't done much so far, but been putting blasts on termis just to try and kill through the sheer number of saves they have to take a turn and they'll maybe kill 1 a turn.

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Battleship Captain






Hmm if you can cut the big shoots out, and scrape the points for a third dakka jet then when you waghh with a warp rad you get lots of bullets.
   
Made in gb
Kabalite Conscript




Northern Ireland

OK made some tweaks and decided to drop bosspoles, gretchin and the fighta ace (still unsure about this) for a 3rd jet. I think the 3rd jet should make up for the loss of 1 BS against flyers/skimmers.

List now looks like this


HQ:
Wierdboy
WarpHead
= 85pts

Wierdboy
WarpHead
= 85pts

Elites:
10 Lootas
=150pts

10 Lootas
150pts

Troops
30 Boyz
Shootas
2 big Shootas
Nob
Big Choppa
=205pts

30 Boyz
Shootas
2 big Shootas
Nob
Big Choppa
=205pts

30 Boyz
Shootas
2 big Shootas
Nob
Big Choppa
=205pts

30 Boyz
Shootas
2 big Shootas
Nob
Big Choppa
=205pts


Fast Attack
Dakkajet
3rd Supa Shoota
120pts

Dakkajet
3rd Supa Shoota
120pts

Dakkajet
3rd Supa Shoota
120pts

Heavy Support
3 big Gunz
Kannon
2 Ammo Runts
=66pts

3 big Gunz
Kannon
2 Ammo Runts
=66pts

3 big Gunz
Kannon
2 Ammo Runts
=66pts

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Stealthy Grot Snipa






New England

What you could even do is take 10 boys out of each squad and collect them into two more mobz of 20 for a total of 6 mobs of 20 boys. 30 boys is pretty unwieldy and overkill, spreading it out is more efficient and more versatile.

This message was edited 1 time. Last update was at 2013/03/01 04:32:46


   
Made in us
Ork Boy Hangin' off a Trukk





USA

I am in agreement with WarlordRob117. I play with lootas every time, at the very least taking 1 squad of 15. I've never failed to shoot down a flyer in 2 turns. Once I shot down two in one turn with 2 squads of 10. Poor Chaos Turkeys never stood a chance . Anyhow, losing the fighter ace is a good choice as long as you deploy your lootas in a good spot.
I have indeed used the kannons in several games and I love them. They're really not all that expensive for a heavy support choice and they do fairly reliable damage (for Ork shooting, that is). Having BS 3 is a blessing that only Ork players understand. Taking extra grots is a good idea, but not essential for your load out. Your boys will be taking the brunt of the fireworks, so if you keep your kannons behind cover, you should be good. The Ammo runts, however, are nearly essential. No need to burn them early on, but turn five or so, don't be stingy. Those kannons can take out armor real quick, especially with nine shots per turn.
The only thing I can think of that you might want to look into is possibly splitting up your boys into 6 squads of 20. Mobs of 30 tend to get slaughtered because it's so hard to keep them in cover. Any one with rapid fire or big blast templates will make mud pies out of them. Mobs of 20 are much more manageable in cover and therefore tend to live longer. Also, multi assaulting a squad of dangerous models is so much fun, and you can do it three times with 6 squads. SO. MUCH. KRUMPIN. Just a thought.


Automatically Appended Next Post:
Way to steal my thunder, Kommizzar

This message was edited 2 times. Last update was at 2013/03/01 02:50:35


We waz made ta fight an' win

"Space Marines are less of an army and more of an event. They are something that happens to you." ~Anon

WAAAGH! Nazfang 10000+ and growing!

Iron Hands 2000
 
   
Made in us
Stealthy Grot Snipa






New England

I can see from how your list is, fliers are not going to be that much of a problem to you. And all the AA guns can also be used to blow away mechanized armies. Troops are heavy enough that you got enough to krump when they get over there. With the AT you have, this is kinda a nice list. Something I would definitely look into trying.

@spydermonkey1351

I was not stealing, I was just borrowing without any intention of returning anything....FOREVER

   
Made in gb
Kabalite Conscript




Northern Ireland

Done some tweaking, let me know what you think of this

HQ:
Wierdboy
Warphead
=85

Wierdboy
Warphead
=85

Elites
12 Lootas
=180

12 Lootas
= 180

Troops
20 Boyz
2 Big Shootas
=130pts

20 Boyz
2 Big Shootas
=130pts

20 Boyz
2 Big Shootas
=130pts

20 Boyz
2 Big Shootas
=130pts

20 Boyz
2 Big Shootas
=130pts

20 Boyz
2 Big Shootas
=130pts

Fast Attack
Dakkajet
3rd Supa Shoota
=120pts

Dakkajet
3rd Supa Shoota
=120pts

Dakkajet
3rd Supa Shoota
=120pts

Heavy Support
3 Big Gunz
Kannon
=60 pts

3 Big Gunz
Kannon
=60 pts

3 Big Gunz
Kannon
=60 pts
[/list]

so the big changes
Drop the boyz down to 6 units of 20 instead of 4 units of 30
Drop the Nobz so I have the points to add more big shootas
add 2 to each of the units of lootas
Drop the ammo runts (controversial)

If I'm focusing the units of boyz on shooting the Nobs don't add anything to that other than a bit of a combat punch, so I'm pondering if dropping them for more shooting is the best call
More Lootas is more shots - this seems a good swap
The droppping of the ammo runts was a change I made to squeeze 1 nob and 1 big shoota into the 6 units and I forgot to put them back in when I dropped the Nobs. But when I saw I could fit more big shootas I started to wonder if it would be worth it.

A handy aside is at least if I decide the wierdboys arent working out Big Meks with KFF are the same points cost

Anyways, as always feedback welcome and being taken on board

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

OK. First off, I love green tide.

Second, Big Gunz are arguably the best heavy slot in the game for its price. With that being said, you need to add extra crew and runtherds to each one. Otherwise, they are leadership 5. You take one casualty and your grots are running away.

I personally prefer rokkits in my mobs than big shootas. This is considered heresy by most. However, I have spent way too many games with my boys stuck in combat with walkers. Rokkits give you a slim chance to disable them from afar (or to pop open a transport). This frees them up to take on infantry.

Taking the klaws off of your nobs? If you are having success with that, run with it. But you often need that boost to keep things going. This is especially true since you do not have a warboss anywhere in this list. In this list, you would absolutely, positively have to kill walkers first. They will tie up your mobs indefinitely while you are completely unable to kill them in CC.

At 1850, I would probably only run 3-4 mobs of 30 boys each. I hear the comments above about 20 being more manageable. However, they are also easier to whittle down to where mob rule does not apply. If you run 20, take bosspoles. Also, I would keep the small gretchin squad for holding a rear objective (which is where your lootas would be hanging out as well). Grots are made for staying in the rear. Orks are made for getting up close and smashing things.

I would probably lose one dakkajet to free up points to give my boyz squads a little more punch.

just my two cents.

 
   
Made in gb
Kabalite Conscript




Northern Ireland

The main reason for dropping the power klaws was you charge a unit, they challenge, you either accept and die before you get an attack back, or you refuse and lose the attacks. It nearly always has seemed like a waste of 25 points. I could drop 2 lootas from each unit to bump the boyz up to 25 each.

Seen a lot of people advocating the extra crew on the guns and I want to make sure I understand artillery in 6th. When you shoot the guns you use the T7 of the guns and take saves and remove the closest model. 9 times out of 10 this will be the gun so you'll put a wound on the gun surely? I understand if they get behind and start killing the crew your in trouble but they still have to get through the guns T7.

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

I would need to brush up on the rules. If you are using majority toughness rules, wouldn't the T2 override the T7 of the gun? I am really not sure on that one.

As for the mobs with nobs, I still think you want klaws. That is your ONLY mechanism for taking out AV14 in this list. Second, give your nobs 'eavy armor so they have a chance to survive. Third, you can always accept a challenge and swing at regular I, just without the x2 Strength or AP2. Also, you can keep the nob in the middle of the mob so he is not engaged when the challenge is issued. Then, when he piles it at his init step, he is in range to start breaking things. The pros really outweigh the cons with powerklaws.

Other things I have done with my green tide list:

1. Grots squad out front of the mobs. Now you have a unit providing cover and keeping your boys from getting charged. Your opponent can either ignore the grots and grant your boyz cover or he can waste a valuable turn shooting up a 100 point unit.

2. Screen of 'ard boyz out front. Nothing surprises an opponent more than when you actually get to roll armor saves. This topic is based on your preference. Again, a lot of people will say this is heresy, much like my rokkits. However, they can be used so your other mobs can advance. I used to run them with Dok Grotsnik so they were fearless and had FNP. They never survived a game, but my opponents always had to dedicate a ton of firepower to that unit. (Granted, this was 5th ed when FNP was a 4+, but you get the point)

3. I would still say 4 mobs of 30 are better than 6 mobs of 20. The only way to figure out is to play both and go with what you wish. You can also take a main blob of 30 to go out front. Their job is to absorb the shooting while your other mobs of 20 advance behind ready to clobber something.

4. Weirdboyz can accept challenges in lieu of your nobs. At least have 2 power klaws in those squads.

5. Think about ol' Zogwort. He can be quite mean (and he is a weirdboy). The first time you squig an opponent's 200 point IC, you will fall in love with him.

This message was edited 1 time. Last update was at 2013/03/01 18:45:20


 
   
Made in us
Longtime Dakkanaut






For artillery the models are basically the wounds. It is in all respects a T7 model with multiple wounds. Thats the best way I can explain it.
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

 balsak_da_mighty wrote:
For artillery the models are basically the wounds. It is in all respects a T7 model with multiple wounds. Thats the best way I can explain it.


OK. And you are taking squads of 3. After the first kannon goes, the 2 grots manning it die. Then you take a leadership test at LD5 and your other 2 kannon crews run away.

 
   
Made in us
Longtime Dakkanaut






Hey I just told you the rules. I am not saying they shouldn't have more grots. I believe they should be full of grots and have a herder.

Their are 3 grots with each gun. So nine grots in all for the unit. So basically you have 3x3 wound models at T7. Can't be instant killed by double T. Not to mention a crap ton of boys in front.
   
Made in gb
Kabalite Conscript




Northern Ireland

assuming no upgrades you have 2 crew and a T7 gun with 2 wounds. rules say when shooting the unit you use the guns toughness and then remove closest models. if they shoot the unit, inflict 1 wound and the gun is the closest model...don't you just put 1 wound on the gun and the crew are unaffected?

Cheese Elemental wrote:Being a gynaecologist/doctor for the Sisters of Battle would be more dangerous than playing 'patty-cake, patty-cake, Baker's man' with a Carnifex.
 
   
Made in us
Longtime Dakkanaut






 Makenshi wrote:
assuming no upgrades you have 2 crew and a T7 gun with 2 wounds. rules say when shooting the unit you use the guns toughness and then remove closest models. if they shoot the unit, inflict 1 wound and the gun is the closest model...don't you just put 1 wound on the gun and the crew are unaffected?


Yes sorry this is correct. I read it wrong the first time. I also don't use artillery that often so its been awhile. Thanks for the correction.
   
Made in us
Battleship Captain






I run mobs of 20, and I am going to say kit the nob like so, boss pole, big choopa. That extra strength helps deal with av
   
Made in us
Noise Marine Terminator with Sonic Blaster





Moon Township, PA

 cormadepanda wrote:
I run mobs of 20, and I am going to say kit the nob like so, boss pole, big choopa. That extra strength helps deal with av


If he was running a warboss that could effectively deal with AV14 I would say yes. But there are limited ways for orks to deal with armor. Deff Rollas, Zzap Guns, SAGs, and powerklaws. Only 2 of these are somewhat reliable. Some of these mobs need klaws or you are going to struggle.

One dreadnought would tie this mob up. And, once the dreadnought got into base with the nob and instakills him, there is nothing left to deal with it.

 
   
 
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