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Made in us
Consigned to the Grim Darkness





USA

So I had an idea for this. Let's face it, the old Green Tide formation was really unwieldy and clumsy to use... but thinking on it... what if it had a special rule allowing Ork squads to combine or split from each other at the beginning of each of the Ork player's turns?

Along with changing up its requirements, something like that might make it much more versatile.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
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Made in it
Waaagh! Ork Warboss




Italy

I wouldn't play the green tide even if it was the most overpowered formation in 40k. Moving 100 orks plus the rest of the army is extremely boring

I think the only way to make the green tide really effective would be to promote a boy into a nob with pk in every 10 man squad as a free upgrade.

 
   
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Mekboy Hammerin' Somethin'




Alaska

The old rule where fleeing orks could join another mob was fun.

Are you thinking of having distinct squads 1-10, and you would have individual squads leave (like on a given turn squads 2 and 7 will leave the green tide mob while squad 8 joins back into it)? Or were you thinking of just being able to send out and reabsorb groups of boyz at will?

Distinguishing marks between the squads would be pretty important if it was the former method.

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Being able to leave a combat and split off would be fun. Probably only fair and fluffy if the splitting orks charged another unit.

   
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USA

 Dakka Flakka Flame wrote:
The old rule where fleeing orks could join another mob was fun.

Are you thinking of having distinct squads 1-10, and you would have individual squads leave (like on a given turn squads 2 and 7 will leave the green tide mob while squad 8 joins back into it)? Or were you thinking of just being able to send out and reabsorb groups of boyz at will?

Distinguishing marks between the squads would be pretty important if it was the former method.

The latter.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
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Bonkers Buggy Driver with Rockets






 Melissia wrote:
 Dakka Flakka Flame wrote:
The old rule where fleeing orks could join another mob was fun.

Are you thinking of having distinct squads 1-10, and you would have individual squads leave (like on a given turn squads 2 and 7 will leave the green tide mob while squad 8 joins back into it)? Or were you thinking of just being able to send out and reabsorb groups of boyz at will?

Distinguishing marks between the squads would be pretty important if it was the former method.

The latter.

Would it be easier to just let the mob ignore unit coherency to a certain degree? Like maybe if 10 orks or 10+ and a nob are in unit coherency they can break coherency with the rest of the unit?

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USA

That might be easier yeah...

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Fixture of Dakka





 Melissia wrote:
So I had an idea for this. Let's face it, the old Green Tide formation was really unwieldy and clumsy to use... but thinking on it... what if it had a special rule allowing Ork squads to combine or split from each other at the beginning of each of the Ork player's turns?

Along with changing up its requirements, something like that might make it much more versatile.


That could be neat. You'd need to iron out a lot of details though.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
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Ragin' Ork Dreadnought




Since they'd be roided out constantly, I think dropping Furious Charge and giving a flat +1 Strength would be good. (Possibly regaining FC when a Waaaagh! Is called.)

I think Voltron units is too clunky to work, but it DOES need some kind of ability to keep it from being murderified by enemy attacks that target squads. One Autopurger and you're just straight-up dead.
   
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Realistically a Green tide is a 700-800pt distraction unit.

*Look at the big scary Green tide an ignore the Trukkz filled with PK nob and Boyz or Tankbustas shooting up the field.

Most armies don't even worry about the Green tide anymore because at the heart of a green tide is.....boyz. Who are S3 I2 2 attacks base models. Those aren't exactly fearsome stats and they are over priced for those stats as well. The fact is that if you assault a Green tide with any semi decent CC unit you are going to tie the Tide up for a good part of the game. I had a tide get bogged down in CC because it couldn't kill its targets before the targets took out most of the boyz nearby, so when I did get to swing it was only with a handful of boyz at S3. in other words..Plink

If Green tide is ever going to be effective you first have to fix the biggest cog in the machine, and that is the inherent weakness of a Boyz model.

 Tomsug wrote:
Semper krumps under the radar

 
   
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Carrickfergus, Northern Ireland

Movement trays.

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