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Made in au
Infiltrating Broodlord





Brisbane

My Nids are getting a bit stale so I thought I'd dust off my Orks!

Ork Horde Detachment -

HQ:

Warboss w/ Mega Armour, Da Lukky Stikk
Painboy
Weirdboy w/ Mastery Level 2

Troops:

Shoota Boyz x10 w/ Trukk
Shoota Boyz x10 w/ Trukk
Shoota Boyz x10 w/ Trukk

Heavy Support:

Traktor Kannon x2
Kustom Mega Kannon x3
Lootaz x15

The Green Tide -

Warboss w/ Mega Armour, Big Boss Pole - Warlord
x5 Boss Nobz w/ x5 PK, x5 Shootas
x100 Slugga Boyz

Total: 1830

Stikk Boss, Painboy and Weirdboy all join the Tide. The Stikk Boss Stays at the front of the Tide soaking up most of the fire with his re-rollable 2+ armour save and Look out Siring AP2 back onto the Boyz.
Unsure what to spend the last 20 points on.

This message was edited 2 times. Last update was at 2015/01/16 04:13:22


 
   
Made in us
Been Around the Block




Red paint for the trucks or cyborg bodies for the HQs..... because why the hell not lol

This message was edited 1 time. Last update was at 2015/01/16 07:02:04


 
   
Made in au
Infiltrating Broodlord





Brisbane

DayOne916123 wrote:
Red paint for the trucks or cyborg bodies for the HQs..... because why the hell not lol


The 6+ Cybork doesn't stack with the Painboy'z FNP does it?

 
   
Made in ru
!!Goffik Rocker!!






Don't stick a megaarmored character in your greentide or any other mellee-oriented or shortranged footslogging squad, really.

Ammo runts for big gunz - especially mega kannons as they'll overheat from time to time killing off your grots and not shooting at all. This can force a ld5 check. Ammo runts help out a lot.

If you're taking boyz in trucks, make them useful at least. PK nob with BP and sluggas - not shootas - slugga boyz are doing better in trucks. And boyz can do with 'eavy armor - it really helps them out. You're better off with 2 properly kitted squads and some grots than 3 squads that can't do much at all. Especially when you WAAAAGH! every turn after the 1-st. Truckboyz with pk nob become alegitimate threat. Hide them out of los or within good cover. And you don't want a 1/6 chance to get immobilized on a dt test for no good reason every darn turn - that's why rams are mandatory.

Any weaponry for a GT warboss is not mandatory at all. Most of the time you want him hidden away from challenges. It might come in handy but...let's say you're going to strike someone with your boss 1 game out of 10 even when you want to.

This message was edited 5 times. Last update was at 2015/01/16 10:04:41


 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





 koooaei wrote:
Don't stick a megaarmored character in your greentide or any other mellee-oriented or shortranged footslogging squad, really.

.


dont make him a mega nob, make him a biker boss. Why? you can still put him with the boy squads, but you can now run the 102 man unit. boss is not T6 no insta death on str 10. boss can now peel away to go after squishy targets if needed. boss gets 3 shots instead of 2. better in almost every way. you have 5 nobs to accept challenges for da boss. no need to worry about da saves.

This message was edited 1 time. Last update was at 2015/01/16 08:09:08


 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in ru
!!Goffik Rocker!!






GT boss can't take a bike. GT boss got to issue and accept challenges. That's why you keep him away and pray to Gork and/or Mork he's not hit by a Manticore or a S: D blast. Or buy him a supa kybork but that's 50 pt for eternal warrior with no other advantages that will be just a 50 pt handicap in most games. He's still gonabe bad in challenges cause no invul.

Besides, you'll have to agree with your opponent on how a biker character works with a non-biker unit in the first place. As the rules are not entirely clear on this. Some people might claim that the unit can't run due to a bike not being able to run and that it's a permissive ruleset and stuff.
http://www.dakkadakka.com/dakkaforum/posts/list/628445.page

This message was edited 6 times. Last update was at 2015/01/16 08:15:50


 
   
Made in au
Infiltrating Broodlord





Brisbane

I need the Bosses in the squad though. 1 Makes them Fearless and the other makes them WS5

But yeah just realised how bad Mega Armour makes them... Slow and Purposeful... Yuck!

This message was edited 1 time. Last update was at 2015/01/16 09:15:08


 
   
Made in ru
!!Goffik Rocker!!






 Zande4 wrote:
I need the Bosses in the squad though. 1 Makes them Fearless and the other makes them WS5

But yeah just realised how bad Mega Armour makes them... Slow and Purposeful... Yuck!


Yep, a DLS in there helps tremendously. GT ain't as choppy as it might seem. They're not more choppy than 20 choppaboyz and a bunch of pk doing a disoriented charge. The thing is the longer you fight - the more boyz and PK pile in. Anywayz, it's not unheard of getting stuck in a squad of assault termies or even lucky asm charging you from the flank. Oh, and something like a corpsthieft claw formation...they're ws4, right? And you need to ensure that you're done with minor melle combats in at very least 2 phases - yours and the opponent's - and with tougher mellee threats as s fast as it can get. Ws5 allows you to deal with mellee more reliably - especially IK that will need every single buff you can get to be taken down easier.

PK DLS boss is a good thing to add. If you've discussed the matter of bikers + footsloggas with your opponent and you're sure there will be no issues with bikes preventing you from running, go with a CAD bikerboss with PK and DLS.
Another option is a Mek with killsaws - he's better at killing IK and av14 and it does matter. He might also provide kff but it's up to you to decide if it's effective or not for 50 pt.

This message was edited 2 times. Last update was at 2015/01/16 10:02:48


 
   
Made in au
Infiltrating Broodlord





Brisbane

Ooooo I like the idea of a Killsaw Bigmek with KFF. The 3 HQs I get from the horde detachment leaves me with some options. I could drop the Warboss from it and replace him with a Killsaw Begmek with KFF and DLS.

 
   
Made in us
Longtime Dakkanaut




I like the wierdboy in the tide for psychic defense and if you take santic and get lucky +2 str makes the tide nearly unstoppable.

However it's one big melee unit and I fear it might get tied up a lot.
My tide list consists of
Greentide
Warboss, big bp, eavy armour, pk
100 sluggga boyz w 5 nobs, 4pk, big choppa and eavy armour x30
Cad
Pain-boy

Warboss w bike, da finkin cap, pk
9 war bikers, nob and pk
16 storm boyz and nob w pk
10 Gretchen
10 Gretchen
10 tankbustas
4 Mek gunz

However I might drop the finkin cap and make the greentide my warboss for waagh every turn instead of one waagh and infiltrating the tide and bustas. This lets the tide eat overwatches with its multiple disorganized charges. And more mobile assault units like 10 biker boyz w 2 more klaws or 16 storm boyz w another klaw charge what they want without over watching causing casualties. It's 148 boyz, 8 pks, and big choppa and 28 Gretchen, with no armour or flyers or psychers for other dedicated units to target.

This message was edited 2 times. Last update was at 2015/01/16 22:23:02


 
   
 
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