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Made in us
Tough-as-Nails Ork Boy





San Diego

Just need some advice on anyway to boost this army.

Primary Detachment: Green Tide

HQ

Warboss-60pnts
relic-Big Boss Poll-25pnts
Power Klaw- 25pnts
'eavy armour- 4pnts

Troops

Ard Boyz x 100- 1000pnts
Upgrade 10 to Nobz-100pnts
PowerKlaws x 2- 50pnts


CAD

HQ:

Pain Boy-50pnts
WarpHead-70pnts

Troops:

Gretchin w/ Ruthefurd x 3 - 105

Fast:

Deffkoptas x 3 -90pnts
Deffkoptas x 2 - 60pnts

Heavy:

Lootas x 15 - 210pnts


Total comes to 1849:
My strategy is to throw the pain boy and Warphead into the one hundred man squad, which I think is legal. Pain boy gives the 5 fnp while the Warphead gives them defense against some, not all, possible nasty spells that can target them. Deffkoptas provide some mobility to capture points or rush barrage weapons that could possible wreck the tide. Lootas are there to soften up light armor, flyers, or anything else that we need to get out of the way or soften up. Grethin are there possible meat shield for lootas or take objectives, as they most likely will be low priority most of the game. Do you guys think armor is worth the 400 pnts or would it be better used somewhere else, like dakkjets or meganobz and such.

 
   
Made in ru
!!Goffik Rocker!!






I'd not bother with 'eavy armor on a greentide. The most you want is 1-2 eavy armored squads - not 10. It's too expensive and you do need support units for a greentide. Besides, 4+ save is very situational for footsloggas - especially a centerpiece squad.

Get more klaws - 5-6 at least. You'll quickly notice lack of punch while multicharging with a greentide - and multicharging is what you're gona do very often. Besides, with just a few PK you're gona get stopped by a single IK. And even a regular ironclad will be a problem.

PK on a warboss is not mandatory as most of the time you want him to be out of harm's way. He got to accept and issue challenges which is a killer. Yep, s10 klaw is cool but the risk is too high. You're probably better off with just an extra pk on a nob.

Spread out your supporting units. you got 5 koptas? Put them in 3 squads of 2, 2 and 1. You got 15 lootas? put them in 3 squads of 5.

This message was edited 1 time. Last update was at 2015/01/09 08:33:24


 
   
Made in us
Tough-as-Nails Ork Boy





San Diego

 koooaei wrote:
I'd not bother with 'eavy armor on a greentide. The most you want is 1-2 eavy armored squads - not 10. It's too expensive and you do need support units for a greentide. Besides, 4+ save is very situational for footsloggas - especially a centerpiece squad.

Get more klaws - 5-6 at least. You'll quickly notice lack of punch while multicharging with a greentide - and multicharging is what you're gona do very often. Besides, with just a few PK you're gona get stopped by a single IK. And even a regular ironclad will be a problem.

PK on a warboss is not mandatory as most of the time you want him to be out of harm's way. He got to accept and issue challenges which is a killer. Yep, s10 klaw is cool but the risk is too high. You're probably better off with just an extra pk on a nob.

Spread out your supporting units. you got 5 koptas? Put them in 3 squads of 2, 2 and 1. You got 15 lootas? put them in 3 squads of 5.



Okay I see what you are saying. Very good ideas. Im definently going to break up my squads like you said, seems obvious when you said it don't know why I didnt think of it. The only real reason I want a PK on the warboss is for amor 14 or killing Wraith Knights. But then again I can loss armor and through in some tankbustas. The only reason I am hesitant is because I ran formation out of book with 6 units of regular boys and got gunned down by some eldar. Then when I got in to combate I would loss a lot of boys by melee with regular troop units, cause everybody has better inititive then orks.

 
   
Made in gb
Waaagh! Warbiker




Moray, Scotland

 koooaei wrote:
You got 15 lootas? put them in 3 squads of 5.
I would advise the oppisite actually. The tide really needs Mek Guns to survive. Either 3-5 KMKs or 5 Lobbas. Splitting Lootas up these days isn't adviseable as it uses up the rest of your Heavy Support options. Give them a HQ Mini Mek or an ADL instead if your worried about their survival. The ADL's quad gun means you have something for your grots to do, tho in a list like, but it's really not required.

Lobbas are awesome and vital against certain lists. They're one of the only things which can take out IG/AM vechiles first turn due to side armor 10 and barrage.

I would also look into getting either a Battlewagon with 15 Tankbusters or 2 Trukks with 7 Tankbusters + 3 Bomb Squigs. They function as early game vechile destroyers, which is very useful.

30 Orks by Foot.
17-20 in a Battlewagon.
12 in a Trukk.

I want offical rules for the Super-Ork that the Mad Dok is working on...  
   
Made in ru
!!Goffik Rocker!!






Sketchyfk wrote:
 koooaei wrote:
You got 15 lootas? put them in 3 squads of 5.
I would advise the oppisite actually. The tide really needs Mek Guns to survive.


He didn't list mek gunz, and that's what i'd do if i had just 15 lootas for the whole HS.

Personally i do have mek gunz - lobbas and KMK and find them amazing. If you don't mind scratch-building or using 3-d party minis - they're even better! I've made 5 lobbas out of plastic clay myself (not that it's a work of art but people don't mind playing against them - http://www.dakkadakka.com/dakkaforum/posts/list/613536.page) and got 3 awesomely detailed WW2 german guns for like...4$ each. That was before the abysmal rouble course drop. So, it's like 3$ now. A bit of orkification and wires here and there and you get whatever new mek gun you want! Lobbas, kannons and zzaps have smaller original models, however.


Automatically Appended Next Post:
 Mojo1jojo wrote:
The only reason I am hesitant is because I ran formation out of book with 6 units of regular boys and got gunned down by some eldar. Then when I got in to combate I would loss a lot of boys by melee with regular troop units, cause everybody has better inititive then orks.


That's an inevitable evil. GT is not particularly fast. If the opponent feels you ain't taking enough damage, he'll just switch to shooting down your support units to win on points - maelstorm requires board controle. Points spent on 'eavy armor = points not spent on other stuff - be it klaws or support units.

If you do want eavy armor, don't max it out. You're never gona utilise it's full cost even if the opponent lacks ap4+ guns (and he doesn't) Only the front rows and the guyz around indeps use their armor. The front rows because shooting and mellee comes at them. The guyz around indeps cause they're used for look outs on artillery and sniper shots. That's why i've told about 1-2 squads of 'eavy armored guyz. Depending on what forces your opponent uses. If it's eldar - they go close to the front and tank the first 2 rounds of shooting. If it's ig with wiverns, they spread out - partially at the front to eat up multilasers and lasgunz and partially close to indeps to eat those wivern shots.

This message was edited 4 times. Last update was at 2015/01/09 11:49:03


 
   
Made in us
Tough-as-Nails Ork Boy





San Diego

Yeah if I had some KMK I would definitely have them in my list but I don't. I do have some tankbustas and battle wagons. How does this sound.

Give 'eavy armor to only 30 guys, which will include the nobs.Frees up 280pnts throw add the following

tankbustas x 10 - 140pnts
battlewagon -110
one more power klaw for the nobs - 25pnts

total is 275.

I also have some meganobz and big mek with shok guns

 
   
Made in us
Longtime Dakkanaut




Whats people's opinions on big choppas instead of powerklaw overload on the greentide. What I mean is one pk is 25 points for a str 8 ap2 initiative 1 nob. Compared to 5 big choppa str 6 ap5 initiative 4 nobs. I tend to find the big choppas do quite well on the charge vs vehicles even Knights. I tend to mix both weapons in a greentide list also because big choppa jobs are fine for a challenge.
   
Made in us
Regular Dakkanaut



Bismarck ND

gungo wrote:
Whats people's opinions on big choppas instead of powerklaw overload on the greentide. What I mean is one pk is 25 points for a str 8 ap2 initiative 1 nob. Compared to 5 big choppa str 6 ap5 initiative 4 nobs. I tend to find the big choppas do quite well on the charge vs vehicles even Knights. I tend to mix both weapons in a greentide list also because big choppa jobs are fine for a challenge.


Normaly I would say no to big choppa over klaws on a close combat ork unit, but with the pure volume of attacks being made from the regular boyz to begin with the idea has some merit. I tend to run all klaws just so I know I wont be wasting time with any odd model/unit that could live through a round. I love weirdboys in the tide btw. Add in a warboss from a CAD with the lucky stick is awesome too. I personaly run a Warboss with a thinkin kap in a CAD.
   
 
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