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Made in us
Smokin' Skorcha Driver




Dallas, TX

I have played about 9 games with the Greentide formation, and I have to say it's incredibly strong. So far it's been my answer to a lot of ultra competitive builds from other armies. I wanted to get some advice from other players on how to get the most out of this build, and to make sure I'm running the list correctly.

To start the discussion off, I'll list the current build I've been running at 1500:

Painboy 50
Warboss: Power Klaw 85
Warboss: Power Klaw; Da Lucky Stikk; Kombi-skorcha 120
Warboss: Big Bosspole; Power Klaw; Kombi-skorcha 115

15 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 140
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110
10 Boyz: Rokkit Launcha; Nob (Power Klaw; Kombi-skorcha) 110

1,500 points

I'd like to try and make this list battle-forged, but at 1500 it's a little tight.



Tips / tricks:

There was a dakkadakka tutorial I read a long time ago about how to run footslogging Orks competitively. There were a number of really good principles that can be applied to make player rounds not drag on:

1). Color coordinate your Orks. Maybe give your boys one color shirts, HQ another color, and Nobz a third color, unit upgrades a forth color, etc. This will really speed up CC as you can easily see which models are able to strike very quickly. Trust me after play greentide for minutes/hours all your models begin to look alike, so just looking at the individual models alone becomes more difficult.

2) pre sort your dice: I will take to my games 3 separate colored groupings of dice, in 20, 20, & 10 respectively. This makes CC go much more smoothly as I'm not spending as much time counting up dice, only looking for all of a certain color minus 5 if I need 15 dice to roll for example

3) pick up a 2" coherency tool (Galeforce 9 makes one) , or just make your own. When your moving a lot of models, but need to spacing to avoid giving up extra models o blast damage, alittle prep work goes a long way. Also I can say from experience, it's more important to have max 2" separation, then to be closer to the enemy. You don't want to give up more model hits to blast weapons then you have to. Having a 3" tool for pile in moves might not be a bad idea also.

4) keep you characters/upgrades spaced out and towards the middle of your tide, buffered by Boyz. I like to think of my tide as 13 PKs with 90+ wounds. I don't care about loosing boys, as much as loosing PKs, so spread them out, and keep them buffered by boys. Try to keep 2 rows of boys between you and the enemy.

5) With your opponents permission, if you know you are not shooting, handle your run, and movement at the same time. You want to avoid moving 100+ models in the same turn, as much as possible.

Again if this becomes the competitive Greentide tread that's fine, any advice is welcome.

This message was edited 1 time. Last update was at 2014/08/11 18:47:43


 
   
Made in se
Squishy Squig




Sverige

Green Tide is gold. Or green. But don't we lose when it comes to objectives due to lack of mobility? I've had problems in games with a lot of objectives as I just can´t hold them all, and if someone gets into my backfield they just have free reign to take whatever. At 2000p adding a CAD for 1. Artillery, 2. Mobile support units (Bikes, stormboys) to help capture objectives and deal with gitz trying to be funny and running around.
Also if you take Grotsnik as a HQ you can choose to have him as a warlord to avoid forcing challenges, although you won't get the constant Waaaghs and Hammer of Wrath rules.

I'd love a picture or link to the coherency tool, I can't seem to find it.





   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

yeah Grotsnik REALLY makes this a BEEFY unit. Fearless and rampage? yes please!
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

I highly recommend using a Big Mek with the Mega Forcefield in that Green Tide. I never take the Tide without it. Since hits/wounds are directional, keep the Big Mek in reach of the front ranks. With the Painboy, you get a 4++ and a 5+ FNP. That is a RETARDEDLY difficult mob to slaughter with gunfire. It will invalidate gunlines, and even Tanks will need to be weary. You can have up to 10 Nobz with Klaws if you really want too, which will rip through anything the Boyz have trouble hitting.

My recommendation is to drop special weaponry. I run mine as a pure CC unit. The Mob HAS to keep moving. You can't really stop to waste a turn firing off Rokkits that will rarely hit. You'd be better to just charge any Tanks that have a rear armor you can melee to death with Boyz, or just hack it up with the Boss/Nobz. The only thing you have to really worry about is Deep Strike units trying to drop in from behind and dakka you where the KFF isn't. But by that point you can just either run further up or take a turn to wipe them out in CC, then continue on with incredibly difficult to kill Boyz.

The Green Tide is my most run formation. I've played 6 games thus far in 7th with the new books, and out of the 6 I played 4 with my melee Green Tide. They haven't lost yet, and i don't think they will unless my opponents all wise up and run heavy CC to get around the 4++ against ranged combat. They can't kill enough quick enough to make an impact on my movement.


Automatically Appended Next Post:
 Kalsipp wrote:
Green Tide is gold. Or green. But don't we lose when it comes to objectives due to lack of mobility? I've had problems in games with a lot of objectives as I just can´t hold them all, and if someone gets into my backfield they just have free reign to take whatever. At 2000p adding a CAD for 1. Artillery, 2. Mobile support units (Bikes, stormboys) to help capture objectives and deal with gitz trying to be funny and running around.
Also if you take Grotsnik as a HQ you can choose to have him as a warlord to avoid forcing challenges, although you won't get the constant Waaaghs and Hammer of Wrath rules.

I'd love a picture or link to the coherency tool, I can't seem to find it.







It depends on your point games. I play 1850, and I can field a Green Tide of roughly 120 (Including Warboss, Nobz, Big Mek and Painboy). Then I have enough to field several smaller squads of Boyz with Trukks or Grots, who just sit around to take objectives while your opponent has no real option other than to try to kill the Tide, or lose by being tabled.

Edit; I also believe you can't have any other HQ other than the Warboss be the Warlord. Pretty sure the Green Tide formation forces him to be the Warlord.

This message was edited 2 times. Last update was at 2014/08/12 07:38:37


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Dropping all the rokkits and two skorchas allows you to field two units of gretchin, making you battleforged right away. Keep in mind that any unit may only ever control one objective at a time, so a couple of gretchin bouncing around in the back is not the worst thing to have. You can also spread them out to hinder deep-strikes or prevent units from trying to assault you from the back, pulling the entire tide in the wrong direction. At worst, they can run in front of the tide to provide cover and prevent charges.

Another cute trick I've seen is getting one unit of 'ard boyz and lining your front rows with them, forcing your opponents to blow through the 4+ boyz before hurting the more squishy ones.

For the coloring thing: My nobz all raise their PKs above their head, which are then painted in bronze to make them stand out amongst their mob. 'ard boyz have bright orange should pads to make them stand out more.

 Sal4m4nd3r wrote:
yeah Grotsnik REALLY makes this a BEEFY unit. Fearless and rampage? yes please!


Rampage? In case you are outnumbered by your opponent's green tide?

"Soo... I rolled a six, so my 150 orks attack your 200 orks with 1050 attacks on the charge, I'll just start filling the room with dice till we are wading knee-deep in them."


Automatically Appended Next Post:
Melevolence wrote:
Edit; I also believe you can't have any other HQ other than the Warboss be the Warlord. Pretty sure the Green Tide formation forces him to be the Warlord.


That would be wrong. The warboss doesn't need to be the warlord, you're just losing out on some of the tide's rules if he isn't.

This message was edited 1 time. Last update was at 2014/08/12 12:08:09


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

Melevolence wrote:
I highly recommend using a Big Mek with the Mega Forcefield in that Green Tide. I never take the Tide without it. Since hits/wounds are directional, keep the Big Mek in reach of the front ranks. With the Painboy, you get a 4++ and a 5+ FNP. That is a RETARDEDLY difficult mob to slaughter with gunfire. It will invalidate gunlines, and even Tanks will need to be weary. You can have up to 10 Nobz with Klaws if you really want too, which will rip through anything the Boyz have trouble hitting.

My recommendation is to drop special weaponry. I run mine as a pure CC unit. The Mob HAS to keep moving. You can't really stop to waste a turn firing off Rokkits that will rarely hit. You'd be better to just charge any Tanks that have a rear armor you can melee to death with Boyz, or just hack it up with the Boss/Nobz. The only thing you have to really worry about is Deep Strike units trying to drop in from behind and dakka you where the KFF isn't. But by that point you can just either run further up or take a turn to wipe them out in CC, then continue on with incredibly difficult to kill Boyz.

The Green Tide is my most run formation. I've played 6 games thus far in 7th with the new books, and out of the 6 I played 4 with my melee Green Tide. They haven't lost yet, and i don't think they will unless my opponents all wise up and run heavy CC to get around the 4++ against ranged combat. They can't kill enough quick enough to make an impact on my movement.




I've played 2 games with 2 Big Meks with KFF and in both games I can count on one hand the number if shots that landed near enough their bubbles so I could make an invul save. The problem is that when you take 100+ models and line them up with max 2" coherency you will completely fill the standard 12" deployment zone. Imagine that mass moving forward, it's too big to cover with two 6" bubbles, at least that's what has happened in my games.

Also the reason I take the rokkits is for anti-air. Without it I have nothing to deal with fliers. The bonus has been that 10 rokkits has also been pretty decent at Overwatch. Otherwise I'm just running a charging the entire game. And I've never played a game that the scorchas haven't earned their points back yet (Overwatch), but then I haven't play against a true Gunline list yet and I doubt I'll get charged in that game.

Objectives haven't been a problem, because I deploy all my objectives towards to middle of the board, which means by maybe turn one they are covered, and definitely covered by turn 2-3. What this does is deny my opponent a way to score especially if I get locked in combat. This build may not be big on scoring, but it's really good at points denial.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

 Sal4m4nd3r wrote:
yeah Grotsnik REALLY makes this a BEEFY unit. Fearless and rampage? yes please!


Rampage? In case you are outnumbered by your opponent's green tide?

"Soo... I rolled a six, so my 150 orks attack your 200 orks with 1050 attacks on the charge, I'll just start filling the room with dice till we are wading knee-deep in them.


I was really emphasizing the fearless part in my head.. but just added on the rampage not really thinking it had no use. sorry

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Well, it would totally vaporize your opponent's tide

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Lieutenant Colonel






that is why you take grots as troops to fill a ork horde detachments 3 troops options, get the 3 hq's from that as well, and now you have enough stuff to cap objectives.

at 1850 I run the green tide with 3 HQ forn the horde detach, 3 units of gropts, and season with some bikers/trukk boys to zoom after objectives as I need

 
   
Made in us
Longtime Dakkanaut




I just don't see how an army with only 1 unit can win games.

If you use those rokkits for anti-air, then you can't assault anything. You are so spread out that most things you want to shoot at is only in range of part of the blob, and you better believe I am going to be assaulting that blob with MSU units from behind just to make you Pile-In in the wrong direction.

   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

mrfantastical wrote:
Melevolence wrote:
I highly recommend using a Big Mek with the Mega Forcefield in that Green Tide. I never take the Tide without it. Since hits/wounds are directional, keep the Big Mek in reach of the front ranks. With the Painboy, you get a 4++ and a 5+ FNP. That is a RETARDEDLY difficult mob to slaughter with gunfire. It will invalidate gunlines, and even Tanks will need to be weary. You can have up to 10 Nobz with Klaws if you really want too, which will rip through anything the Boyz have trouble hitting.

My recommendation is to drop special weaponry. I run mine as a pure CC unit. The Mob HAS to keep moving. You can't really stop to waste a turn firing off Rokkits that will rarely hit. You'd be better to just charge any Tanks that have a rear armor you can melee to death with Boyz, or just hack it up with the Boss/Nobz. The only thing you have to really worry about is Deep Strike units trying to drop in from behind and dakka you where the KFF isn't. But by that point you can just either run further up or take a turn to wipe them out in CC, then continue on with incredibly difficult to kill Boyz.

The Green Tide is my most run formation. I've played 6 games thus far in 7th with the new books, and out of the 6 I played 4 with my melee Green Tide. They haven't lost yet, and i don't think they will unless my opponents all wise up and run heavy CC to get around the 4++ against ranged combat. They can't kill enough quick enough to make an impact on my movement.




I've played 2 games with 2 Big Meks with KFF and in both games I can count on one hand the number if shots that landed near enough their bubbles so I could make an invul save. The problem is that when you take 100+ models and line them up with max 2" coherency you will completely fill the standard 12" deployment zone. Imagine that mass moving forward, it's too big to cover with two 6" bubbles, at least that's what has happened in my games.

Also the reason I take the rokkits is for anti-air. Without it I have nothing to deal with fliers. The bonus has been that 10 rokkits has also been pretty decent at Overwatch. Otherwise I'm just running a charging the entire game. And I've never played a game that the scorchas haven't earned their points back yet (Overwatch), but then I haven't play against a true Gunline list yet and I doubt I'll get charged in that game.

Objectives haven't been a problem, because I deploy all my objectives towards to middle of the board, which means by maybe turn one they are covered, and definitely covered by turn 2-3. What this does is deny my opponent a way to score especially if I get locked in combat. This build may not be big on scoring, but it's really good at points denial.


From my experience (again, YMMV), I don't even bother with the 2 inch coherency to try to prevent pie plates. I move all my models, and I keep them roughly an inch apart, jut by eyeballing it. I already take a while to move the entire mob, I'm not going to make my opponent wait that long. And honestly, I STILL don't lose enough models to make a difference, even if their pie plates are nailing 12 or more dudes, because that 4++ and 5+FNP only make me lose 1 or 2 guys on most occasions. 2 KFF is a bit overkill. Just keep the Big Mek where he needs to be.

Drop the Special Weps, field more troop squads to take objectives and keep them in good cover to go to ground if a flier tries to pick them off. And IGNORE fliers with your green tide. Even if you have 10 Rokkits, they are snap shotting and will fail to kill many fliers (IF any, especially with jinking), and then lost their chance at an extra 6 inches of movement.
   
Made in ca
Lieutenant Colonel






I find its cheaper to just pay 20pts for the fearless thing on the green tinde warboss then to buy grotsnik.

keep in mind, GHAZKULL codex releks you are not limited to one per character as in the ork codex


Automatically Appended Next Post:
also really cheap to add some grot big mek guns with anti air to the ork horde detachment alongside the horde

This message was edited 1 time. Last update was at 2014/08/12 16:57:46


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






coredump wrote:
I just don't see how an army with only 1 unit can win games.

If you use those rokkits for anti-air, then you can't assault anything. You are so spread out that most things you want to shoot at is only in range of part of the blob, and you better believe I am going to be assaulting that blob with MSU units from behind just to make you Pile-In in the wrong direction.



How does one get behind a unit that covers half the table?

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Lieutenant Colonel






also worth noting,


if you do green tide right,

I notice that my opponent has a lot of difficulty actually bring on fliers and stuff from reserves as there is no where on the board for him to put it!

 
   
Made in se
Squishy Squig




Sverige

 Jidmah wrote:
coredump wrote:
I just don't see how an army with only 1 unit can win games.

If you use those rokkits for anti-air, then you can't assault anything. You are so spread out that most things you want to shoot at is only in range of part of the blob, and you better believe I am going to be assaulting that blob with MSU units from behind just to make you Pile-In in the wrong direction.



How does one get behind a unit that covers half the table?


By going through the other half. Or deepstriking thingamajiggers.
   
Made in us
Longtime Dakkanaut




 Jidmah wrote:
coredump wrote:
I just don't see how an army with only 1 unit can win games.

If you use those rokkits for anti-air, then you can't assault anything. You are so spread out that most things you want to shoot at is only in range of part of the blob, and you better believe I am going to be assaulting that blob with MSU units from behind just to make you Pile-In in the wrong direction.



How does one get behind a unit that covers half the table?


Deepstrike, flyers, tank shocking vehicles, outflanking, etc....

   
Made in us
Smokin' Skorcha Driver




Dallas, TX

coredump wrote:
 Jidmah wrote:
coredump wrote:
I just don't see how an army with only 1 unit can win games.

If you use those rokkits for anti-air, then you can't assault anything. You are so spread out that most things you want to shoot at is only in range of part of the blob, and you better believe I am going to be assaulting that blob with MSU units from behind just to make you Pile-In in the wrong direction.



How does one get behind a unit that covers half the table?


Deepstrike, flyers, tank shocking vehicles, outflanking, etc....



So far this hasn't happened yet. I played one game verses a Shooty Tyranids list where by turn 3 everything on the ground for my opp was dead except for 3 Flyrants. I don't know how that game would have turned out because my opponent conceded. During one round of blast marker shooting I lost 20 boys (because I didn't space out well that round).

I played another game where I brought tractor Kannons and my SM opponent focused fired on them with his 2 flyers until they were dead. I blew one flier out of the sky with rokkits from the tide, and killed everything else on the ground. And I usually ignore fliers until the ground forces are taken care of, and only shoot at fliers late game.

13 hidden powerklaws are going to decimate just about anything and the massive amount of boy attacks are going to hurt too, but YMMV.

Out of all the upgrades I feel I could either drop or not take as many Kombi-scorchas, just a thought.
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

mrfantastical wrote:
coredump wrote:
 Jidmah wrote:
coredump wrote:
I just don't see how an army with only 1 unit can win games.

If you use those rokkits for anti-air, then you can't assault anything. You are so spread out that most things you want to shoot at is only in range of part of the blob, and you better believe I am going to be assaulting that blob with MSU units from behind just to make you Pile-In in the wrong direction.



How does one get behind a unit that covers half the table?


Deepstrike, flyers, tank shocking vehicles, outflanking, etc....



So far this hasn't happened yet. I played one game verses a Shooty Tyranids list where by turn 3 everything on the ground for my opp was dead except for 3 Flyrants. I don't know how that game would have turned out because my opponent conceded. During one round of blast marker shooting I lost 20 boys (because I didn't space out well that round).

I played another game where I brought tractor Kannons and my SM opponent focused fired on them with his 2 flyers until they were dead. I blew one flier out of the sky with rokkits from the tide, and killed everything else on the ground. And I usually ignore fliers until the ground forces are taken care of, and only shoot at fliers late game.

13 hidden powerklaws are going to decimate just about anything and the massive amount of boy attacks are going to hurt too, but YMMV.

Out of all the upgrades I feel I could either drop or not take as many Kombi-scorchas, just a thought.


The issue I have with combi weapons in the Tide, especially Skorchas, is you will probably never use them unless you're facing Nids often enough to warrant their use, or perhaps BA or other Orks. Not many people will be sane enough to try to charge the tide. So saving it for overwatch is wasted points. And using it before assaults is so highly situational because you'll need those Nobz to be higher than they should be in the ranks in order to be in range. Then, once you use up to 10 Skorchas, you just knocked them out of your charge range, or killed them all anyway...and didn't MOVE any extra. At least if you charge them, you get that distance, then a consolidate to get closer to other units.
   
Made in gb
Longtime Dakkanaut






I've not yet considered a giant unit that's almost always moving through difficult terrain, generally can't shoot for fear of not being able to assault after so many shots, almost always assaults through terrain and loses the benefit of mass attacks and S4 if it multiassaults, can only take one objective and costs an enormity of points effective. But I haven't seen it done.

there are too many easy counters that are present in a lot of balanced lists. flamer templates, barrage, simple manoeuvrability. a blood angels claw dreadnaught that makes an extra attack for each wound it causes, forever. hallucination. and heaven forbid you face trazyn the infinite. "yes, now every ork boy has to roll a dice, on a 4+ he dies. oh, and trazyn didn't actually die, by the way. he's over there, lining up another charge."

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 some bloke wrote:
I've not yet considered a giant unit that's almost always moving through difficult terrain, generally can't shoot for fear of not being able to assault after so many shots, almost always assaults through terrain and loses the benefit of mass attacks and S4 if it multiassaults, can only take one objective and costs an enormity of points effective. But I haven't seen it done.

there are too many easy counters that are present in a lot of balanced lists. flamer templates, barrage, simple manoeuvrability. a blood angels claw dreadnaught that makes an extra attack for each wound it causes, forever. hallucination. and heaven forbid you face trazyn the infinite. "yes, now every ork boy has to roll a dice, on a 4+ he dies. oh, and trazyn didn't actually die, by the way. he's over there, lining up another charge."


The thing is, the Tide can be highly survivable, and at the right point games (1850 is good) you still have enough points to field objective grabbers. The Tide is one, giant, unignorable threat. You have to make it cheesey in order to survive long enough. In my game with BA just the other day, my opponent did drop soem Dreadnaughts in with some Death Company or whatever they are, and his termies with Hammers, and they did effectively tie up my Green Tide, but I also just took control of ALL their scoring units. My Deffkopters came off the sides, popped his tanks and took out the marines inside with realtive ease, while I still had two trukks full of boyz and 2 squads of 3 Lobbas on the backfield for objectives, Koptas giving me Line Breaker and taking his back objectives.

The tide SURVIVED his last ditch attempt, while everything else just dodged his tanks and his two fliers. The key to the Tide is you don't OVER INVEST. You run it barebones to get enough bodies in there and make it too tough to kill.

Edit: Every tactic has a counter. They key is the element of surprise. Not everyone CAN bring enough to take out so many bodies, and score NO POINTS for killing them until every single model in the Tide has been wiped out.

Edit2: As for my milage with it, I've played 4 games with the Tide against IG, BA, S. Marines, and Tau at 1850 Points. I won all four games.

This message was edited 3 times. Last update was at 2014/08/12 21:09:22


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Dear god could you imagine this if rampage didnt have an outnumbered restriction? My 30man blob with a Weirdboy casting Warpath is already throwing 150 dice (2base, sluggachoppa, +1 charge, +1 spell = 5 attacks each) lol

On that note, outta add a weirdboy for such a reason. Just completely ignore Da Jump if you get it, since a unit that large wont go anywhere without a mishap lol

"Ok im casting Da Jump....succeeds...i deepstrike here an- mishap...frak...ok whats the result? 1...goddamn it.." lol

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

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Vineheart01 wrote:
Dear god could you imagine this if rampage didnt have an outnumbered restriction? My 30man blob with a Weirdboy casting Warpath is already throwing 150 dice (2base, sluggachoppa, +1 charge, +1 spell = 5 attacks each) lol

On that note, outta add a weirdboy for such a reason. Just completely ignore Da Jump if you get it, since a unit that large wont go anywhere without a mishap lol

"Ok im casting Da Jump....succeeds...i deepstrike here an- mishap...frak...ok whats the result? 1...goddamn it.." lol


My first green tide had a successful Da Jump :p I plan on doing it again sometime soon. All depends on the board you play on. He luckily had an empty spot ripe for Da Jumpin'! My remaining 90 something Boyz landed in front of him, opened fire that turn, withstood all the gunfire due to KFF saving them before proceeding to DEVOUR the gunline whole.
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Mentioned in another thread: when the warboss is forced to accept challenges and loses. The tide loses the fearless rule. A setback, but that fearless seems like its a HUGE bonus to have.
   
Made in us
Longtime Dakkanaut




mrfantastical wrote:

So far this hasn't happened yet. I played one game verses a Shooty Tyranids list where by turn 3 everything on the ground for my opp was dead except for 3 Flyrants.

And this is what confuses me. WIth only 1 unit.... how are you killing that many things? With just a little luck, he should be able to avoid CC until turn 3. If you shoot something and kill it, you can't assault. Waaagh and 'ere we go help, but you are still walking and need to go around units you don't want to charge, and are slowed by difficult terrain. Even those 3 flyrants can just stop in front of the tide and really slow you down for a turn.

I blew one flier out of the sky with rokkits from the tide, and killed everything else on the ground.
Downing the flyer was luck, and evenso, it means you can't shoot or assault anything else that turn.

13 hidden powerklaws are going to decimate just about anything and the massive amount of boy attacks are going to hurt too, but YMMV.
Sure, but since they are spread amongst 100+ boyz, you will be lucky to get more than a few into combat at a time.


   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Melevolence wrote:
The issue I have with combi weapons in the Tide, especially Skorchas, is you will probably never use them unless you're facing Nids often enough to warrant their use, or perhaps BA or other Orks. Not many people will be sane enough to try to charge the tide. So saving it for overwatch is wasted points. And using it before assaults is so highly situational because you'll need those Nobz to be higher than they should be in the ranks in order to be in range. Then, once you use up to 10 Skorchas, you just knocked them out of your charge range, or killed them all anyway...and didn't MOVE any extra. At least if you charge them, you get that distance, then a consolidate to get closer to other units.


One of the counters named just a few posts up is assaulting from behind. I think 10 d3 S5 hits on top of all those sluggas is a good way to prevent to that, considering how difficult it is to actually get behind the tide.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend



Maine

 Jidmah wrote:
Melevolence wrote:
The issue I have with combi weapons in the Tide, especially Skorchas, is you will probably never use them unless you're facing Nids often enough to warrant their use, or perhaps BA or other Orks. Not many people will be sane enough to try to charge the tide. So saving it for overwatch is wasted points. And using it before assaults is so highly situational because you'll need those Nobz to be higher than they should be in the ranks in order to be in range. Then, once you use up to 10 Skorchas, you just knocked them out of your charge range, or killed them all anyway...and didn't MOVE any extra. At least if you charge them, you get that distance, then a consolidate to get closer to other units.


One of the counters named just a few posts up is assaulting from behind. I think 10 d3 S5 hits on top of all those sluggas is a good way to prevent to that, considering how difficult it is to actually get behind the tide.


True, but again the Combis are HIGHLY situational. Again, his list could be tailored to his play group. Maybe there are a lot of drop podding armies, or transport fliers in his area. Where I play, not much of that is around outside of Apoc games. So, I can save a boatload of points on Combi's I'll never use. Granted, my last game DID include some Deep Striking BA, and that's fine. In that situation, it would have been nice to have some Kombis, except he had Dreads dropping in too, which can't be hurt by them...so...would have been dead points. My entire Green Tide killed two dreadnaughts, a 5 man Termie Squad, and a Death Company squad, that all assaulted my green tide. Between the FNP and my sheer numbers, there was just no way they could kill me quick enough. My Klaws went for the Dreads, everyone else went for...everyone else. It was close, but by the end of the fight, I still had 50 Boyz left, 4 Nobz w Klaws, Warboss, Big Mek, and Painboy. I was pretty set. And by then he only had 4 marines left, a landraider, and 2 fliers. But by that point, I was already camped on the objectives with Boyz, Trukks, Big Gunz and Kopters. He threw everything he had into the Tide and it cost HIM the game.
   
Made in us
Smokin' Skorcha Driver




Dallas, TX

coredump wrote:
mrfantastical wrote:

So far this hasn't happened yet. I played one game verses a Shooty Tyranids list where by turn 3 everything on the ground for my opp was dead except for 3 Flyrants.

And this is what confuses me. WIth only 1 unit.... how are you killing that many things? With just a little luck, he should be able to avoid CC until turn 3. If you shoot something and kill it, you can't assault. Waaagh and 'ere we go help, but you are still walking and need to go around units you don't want to charge, and are slowed by difficult terrain. Even those 3 flyrants can just stop in front of the tide and really slow you down for a turn


The answer is pretty simple, you just run, and charge and that's it. I don't worry about shooting unless for Overwatch, I'm being kyted, or there is nothing but flyers on the board. If you have an opponent that wants to sit back and shoot all game then yes it'll be turn 3 before you can charge (maybe turn 2 if you are lucky with difficult terrain & run rolls). Once the tide crashes against an Opponent you are talking about a LOT of S4 attacks, or S3 if you multi-charge which is what you are probably going to be doing most often. Ere we go makes turn 2-3 assault very viable even against the Shooty lists I've run up against. And whatever you can't take out with the low Strength attacks you will always get at least 2 PKs hitting it. I'm not saying that you charge everything, but pretty much you charge everything. The Flyrants were a pain because of all the shooting they pumped out. I'll be honest I wanted to play out the fight to see what would've happened, but my opp conceded.
   
 
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