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Made in us
Longtime Dakkanaut




Wichita, KS

Assuming a 2 detachment limit, what are the best IC's to put with a green tide. I know 1 and 2, but am not sure about 3, and possibly 4.
IC1: required warboss with Big Bosspole (Technically not an IC because he is stuck to the tide)
IC2: Painboy.
IC3: ????
Option 1: Big Mek ('Eavy Armor, Lucky Stikk, KFF, Killsaw) <- makes the tide harder to kill. Better against IKs.
Option 2: Warboss ('Eavy Armor, Lucky Stikk, PK) <- Adds killyness.
Option 3: Warboss (Warbike, Lucky Stikk, PK) <- Can break off and go hunting, but doing so drops the entire tide's Weapon Skill by 1 which is bad in most situations.

??IC4: Wierdboy <- this is basically about psychic defense. Maybe make him ML2, but probably not. Hope for Warpath, but usually, other armies will rule the psychic phase. The biggest downside is that it means taking an Ork Horde, and thus losing Ob Sec on the Gretchin, and having to take one more unit of Gretchin.
   
Made in nl
Regular Dakkanaut




How about as many bike characters as you can? that way you can 'slingshot' your tide into combat!
So maybe:
Painboy with warbike
Warboss with warbike, lucky stick and powerclaw
Mek with warbike, KFF and the killsaw if you like it.

First turn you move up normally with your characters hidden in the tide, then you suddenly move up the warbikes and charge turn 2 Your mob will be save from shooting and you can pile in to move a lot of ground quickly!
   
Made in us
Longtime Dakkanaut




Wichita, KS

killerdou wrote:
How about as many bike characters as you can? that way you can 'slingshot' your tide into combat!
So maybe:
Painboy with warbike
Warboss with warbike, lucky stick and powerclaw
Mek with warbike, KFF and the killsaw if you like it.

First turn you move up normally with your characters hidden in the tide, then you suddenly move up the warbikes and charge turn 2 Your mob will be save from shooting and you can pile in to move a lot of ground quickly!
I don't think this really works very well. You can only extend your charge range by a single bike, otherwise you are Look-out-sirring from one IC to another which is very bad for the tide. There would be situations where it would be helpful, but for a vast majority of situations, it wouldn't really help you out.
   
Made in us
Dakka Veteran





California

I like Grotsnik. Tough as a warboss grants fnp and fearless.

- Neva trust a Deff Skull , gitz just wanna take yur lootz
- Only good Deff Skull iz a Ded one !  
   
Made in us
Regular Dakkanaut



Bismarck ND

It depends for me, it is a casual game I treat the tide as a big party and everyone is invited! My favorites were Weirdboy+Warboss w/headchoppa they ran around trying to kill MCs.

If I were in a highly competitive environment... Lucky Stikk/PK/Bpole (boss or mek, if mek take killsaw), Painboy Bpole. If I wanted more power in the tide I would just run more klaws on the nobs or add killsaw meks. If I wanted more durability I would just add more boys instead instead of spending points on characters.
   
Made in ru
!!Goffik Rocker!!






You don't get obsec for greentide anywayz.

Also, i've mathhammered killsaw mek vs pk boss and they're on about the same level of killiness against vehicles. So, Mek is mainly when you want a KFF. If you don't want KFF, go with boss.
   
Made in us
Ork-Hunting Inquisitorial Xenokiller





If you take mad doc over a pain boy you gain another klaw and you dont need to worry about buying boss poles. Wierdboys can be fun if you can get hammer hand off.. Warboss is pretty standard and a good place for the lucky stikk. But once you have a lucky stikk I dont know if his points would be better off spent on klaw nobs. KFF only works on models within 6" not units but it can be useful out in the open.

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Personally, if you want to run the tide you first need to patch the problem with it. The Green Tide is not fearless. So either put the big boss pole on the warboss or play Mad doc. Mad Doc is not a bad option. Gives you an extra power klaw, makes the tide fearless, and gives you Feel no pain. This would take up another HQ slot in order to use him. If you want to make the Green tide really stupid good. I think a warboss in ard' armor power klaw, Attack squig with da lucky stick, Mad Doc, and a Weird boy. Give every boy a shoota and take rokkets. You can put nobs throughout the blob. So Either power klaw or big chopa. I usually mix them up. The nobs are in the tide to accept challenges and help punch through vehicles. Weird boy is their to generate powers from Santic. Really looking for hammer hand and cleansing flame. Hammer hand is to supplement that force and replace Furious Charge in some instances. If you multi-assault you will lose bonus attack and give up furious charge bonus as well to engage more units. By using hammer hand, you still get a Strength bonus. Also, it would make the nobs with the power klaws effective str 10 ap 2 if you get both Furious Charge and Hammer hand. If you get all the power klaws into combat, it would be 30 STR 10 AP 2 attacks from unit between Warboss, Nob, Mad Doc. Giving the warboss mega-armor sounds like a great idea, but it makes the whole tide slow and purposeful, so no overwatch. Highly unlikely someone would try to assault the tide unless they tried to tie it up, but if they did you want to be able to shoot down whatever is trying to assault you.

Break down on weapons:
91 shootas
10 Rokket launchers
5 big chopas
7 power klaws. ( 5 Nobs, Warboss, Mad doc)


Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Longtime Dakkanaut




Wichita, KS

 Glitcha wrote:
Personally, if you want to run the tide you first need to patch the problem with it. The Green Tide is not fearless. So either put the big boss pole on the warboss or play Mad doc. Mad Doc is not a bad option. Gives you an extra power klaw, makes the tide fearless, and gives you Feel no pain. This would take up another HQ slot in order to use him. If you want to make the Green tide really stupid good. I think a warboss in ard' armor power klaw, Attack squig with da lucky stick, Mad Doc, and a Weird boy. Give every boy a shoota and take rokkets. You can put nobs throughout the blob. So Either power klaw or big chopa. I usually mix them up. The nobs are in the tide to accept challenges and help punch through vehicles. Weird boy is their to generate powers from Santic. Really looking for hammer hand and cleansing flame. Hammer hand is to supplement that force and replace Furious Charge in some instances. If you multi-assault you will lose bonus attack and give up furious charge bonus as well to engage more units. By using hammer hand, you still get a Strength bonus. Also, it would make the nobs with the power klaws effective str 10 ap 2 if you get both Furious Charge and Hammer hand. If you get all the power klaws into combat, it would be 30 STR 10 AP 2 attacks from unit between Warboss, Nob, Mad Doc. Giving the warboss mega-armor sounds like a great idea, but it makes the whole tide slow and purposeful, so no overwatch. Highly unlikely someone would try to assault the tide unless they tried to tie it up, but if they did you want to be able to shoot down whatever is trying to assault you.

Break down on weapons:
91 shootas
10 Rokket launchers
5 big chopas
7 power klaws. ( 5 Nobs, Warboss, Mad doc)

Why would you take Shootas or Rokkits in the tIde? You lose attacks, but more importantly, if you kill what you are shooting at, then you can't even charge something.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

tag8833 wrote:
 Glitcha wrote:
Personally, if you want to run the tide you first need to patch the problem with it. The Green Tide is not fearless. So either put the big boss pole on the warboss or play Mad doc. Mad Doc is not a bad option. Gives you an extra power klaw, makes the tide fearless, and gives you Feel no pain. This would take up another HQ slot in order to use him. If you want to make the Green tide really stupid good. I think a warboss in ard' armor power klaw, Attack squig with da lucky stick, Mad Doc, and a Weird boy. Give every boy a shoota and take rokkets. You can put nobs throughout the blob. So Either power klaw or big chopa. I usually mix them up. The nobs are in the tide to accept challenges and help punch through vehicles. Weird boy is their to generate powers from Santic. Really looking for hammer hand and cleansing flame. Hammer hand is to supplement that force and replace Furious Charge in some instances. If you multi-assault you will lose bonus attack and give up furious charge bonus as well to engage more units. By using hammer hand, you still get a Strength bonus. Also, it would make the nobs with the power klaws effective str 10 ap 2 if you get both Furious Charge and Hammer hand. If you get all the power klaws into combat, it would be 30 STR 10 AP 2 attacks from unit between Warboss, Nob, Mad Doc. Giving the warboss mega-armor sounds like a great idea, but it makes the whole tide slow and purposeful, so no overwatch. Highly unlikely someone would try to assault the tide unless they tried to tie it up, but if they did you want to be able to shoot down whatever is trying to assault you.

Break down on weapons:
91 shootas
10 Rokket launchers
5 big chopas
7 power klaws. ( 5 Nobs, Warboss, Mad doc)

Why would you take Shootas or Rokkits in the tIde? You lose attacks, but more importantly, if you kill what you are shooting at, then you can't even charge something.


Because the tide only has a 6" move ever turn may more if you run. Taking those options give it a bigger threat range. Why would you be worried about loosing attacks once you charge into something its most likely going to be dead in the first round of combat even if you just have shootas. Rokkets can be good because if you destroy someones transport, you can still assault the unit that gets out.

This message was edited 1 time. Last update was at 2015/04/20 18:17:22


Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Longtime Dakkanaut





Oceanic

Dont forget to add your obligatory Void Shield Generator and giving your green tide multpe shields of AV12

https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Johnnytorrance wrote:
Dont forget to add your obligatory Void Shield Generator and giving your green tide multpe shields of AV12


ROFL

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
 
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