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![[Post New]](/s/i/i.gif) 2013/02/06 07:04:42
Subject: Green Tide - moving tips and keeping turns quick
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Growlin' Guntrukk Driver with Killacannon
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This is just how I keep my game turns and movement fast. I've found that my game turns take less time then most of my opponents. Many people have commented in not wanting to play a green tide list because of the overwhelming amount of models to move, and how long it actually takes to move. Most of my game turns are under ten minutes and that is with shooting and assaulting. I hope you guys find this helpful in some way... Enjoy
http://m.youtube.com/watch?v=Lfuywjc7KXE
This link should work if the other doesn
http://youtube.com/watch?v=Lfuywjc7KXE
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This message was edited 6 times. Last update was at 2013/02/07 00:16:44
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![[Post New]](/s/i/i.gif) 2013/02/06 08:45:10
Subject: Green Tide - moving tips and keeping turns quick
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Big Mek in Kustom Dragster with Soopa-Gun
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Camera guy kinda needs to keep his finger out of the lense/look at whats being done lol.
What size board are you guys playing on? You look like youre reaching his lines as fast as a trukk list does for me (4by6ft board)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/06 08:47:57
Subject: Green Tide - moving tips and keeping turns quick
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Battlefortress Driver with Krusha Wheel
Norway (Oslo)
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ditto 6 by 4 here too but some lucky and some not so lucky runs i can see moving 12 at times get you really fast up.
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This message was edited 1 time. Last update was at 2013/02/06 08:48:19
Waagh like a bawz
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Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed
6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)
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![[Post New]](/s/i/i.gif) 2013/02/06 08:55:41
Subject: Green Tide - moving tips and keeping turns quick
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Big Mek in Kustom Dragster with Soopa-Gun
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ive never ran a green tide before but i asked his board size cuz every time i hoof any number of boyz they dont get very far, whether theyre being fired upon or not.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/06 09:33:06
Subject: Green Tide - moving tips and keeping turns quick
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Lead-Footed Trukkboy Driver
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Sorry to burst your bubble, but anyone can move their models that fast by running in the movement phase instead of the shooting phase. If your opponents are cool with it it's fine, but where I play it is frowned upon (and simply forbidden in tournaments), making the green tide virtually impossible to play with limited time. :/
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This message was edited 1 time. Last update was at 2013/02/06 09:33:46
Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2013/02/06 09:42:53
Subject: < Taken by the void dragon. >
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Infiltrating Hawwa'
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< Taken by the void dragon. >
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This message was edited 1 time. Last update was at 2020/03/14 06:05:03
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2013/02/06 13:04:43
Subject: Green Tide - moving tips and keeping turns quick
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Growlin' Guntrukk Driver with Killacannon
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Didn't really burst my bubble. I wasn't saying I was the fastest ork mover in the Wild West, just simply how I make my moves and keep my turn times down.
Yeah I've never had an issue with running in the shooting phase... Truly makes zero difference considering they would be running first in the shooting phase anyway lol.
Automatically Appended Next Post: As far as the board size... It was a 4x6. Evil sunz got a 6 inch run on turn one and my blood axes got a 5 inch run on turn one... Also I got first turn so nothing got blown back off the table yet.
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This message was edited 1 time. Last update was at 2013/02/06 13:11:54
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![[Post New]](/s/i/i.gif) 2013/02/06 13:18:23
Subject: Green Tide - moving tips and keeping turns quick
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Growlin' Guntrukk Driver with Killacannon
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i took 20 orks and 15 grots to killteam and it was just a silly idea
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mean green fightin machine |
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![[Post New]](/s/i/i.gif) 2013/02/06 14:20:40
Subject: Green Tide - moving tips and keeping turns quick
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Dark Angels Librarian with Book of Secrets
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Nym wrote:Sorry to burst your bubble, but anyone can move their models that fast by running in the movement phase instead of the shooting phase. If your opponents are cool with it it's fine, but where I play it is frowned upon (and simply forbidden in tournaments), making the green tide virtually impossible to play with limited time. :/
Really?
Where would that be, by chance?
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![[Post New]](/s/i/i.gif) 2013/02/06 14:33:22
Subject: Green Tide - moving tips and keeping turns quick
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Growlin' Guntrukk Driver with Killacannon
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I highly agree with weighting the bases. I use 1" washers with the shiny smooth side down. They glide really well over battlemats and felt; cloth terrain. And they're cheaper than nickels
P.S. you are supposed to Jink before armor penetration rolls, so right after he rolls to hit.
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Fighting crime in a future time! |
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![[Post New]](/s/i/i.gif) 2013/02/06 15:57:37
Subject: Re:Green Tide - moving tips and keeping turns quick
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Mekboy Hammerin' Somethin'
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I always ask if it's ok to roll my run during the movement phase for the first and second turns in tournaments and have never been told no. There's no advantage other than your saving time
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![[Post New]](/s/i/i.gif) 2013/02/06 16:15:54
Subject: Green Tide - moving tips and keeping turns quick
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Lead-Footed Trukkboy Driver
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France of course... We call that "cultural exception", and it sucks. The reason people usually give is "It's too easy to abuse. You could say you didn't run with a squad that actually ran, etc..." or just "dura lex sed lex" meaning that if it's written in the rules, you just have to play it by the rules.
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This message was edited 1 time. Last update was at 2013/02/06 16:16:07
Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2013/02/06 16:22:51
Subject: Green Tide - moving tips and keeping turns quick
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Killer Klaivex
Oceanside, CA
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Nym wrote:
France of course... We call that "cultural exception", and it sucks. The reason people usually give is "It's too easy to abuse. You could say you didn't run with a squad that actually ran, etc..." or just "dura lex sed lex" meaning that if it's written in the rules, you just have to play it by the rules.
Interesting. How do you say, "You are a Tool" in french?
It's almost like they know if you move all the models one by one, at least twice each turn, that you won't get to play a full game, which is an advantage to gunlines...
-Matt
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![[Post New]](/s/i/i.gif) 2013/02/06 16:22:57
Subject: Green Tide - moving tips and keeping turns quick
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Dark Angels Librarian with Book of Secrets
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Nym wrote:France of course... We call that "cultural exception", and it sucks. The reason people usually give is "It's too easy to abuse. You could say you didn't run with a squad that actually ran, etc..." or just "dura lex sed lex" meaning that if it's written in the rules, you just have to play it by the rules.
Wow, thank's for the heads up. It's interesting to learn that people in France play like that.
In the US, we tend to be a lot more laid back about the game, and everyone I know will let you do the 'run' move while you are moving your models to save time.
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![[Post New]](/s/i/i.gif) 2013/02/06 16:54:46
Subject: Green Tide - moving tips and keeping turns quick
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Lead-Footed Trukkboy Driver
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To be fair with my compatriots, I'm only speaking for my particular LGS (and region, since my LGS is pretty much the only one in the region who hosts Warhammer games).
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Deffskullz desert scavengers
Thousand Sons |
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![[Post New]](/s/i/i.gif) 2013/02/06 16:56:31
Subject: Green Tide - moving tips and keeping turns quick
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Shas'o Commanding the Hunter Kadre
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When I played my psudo green tide, all I did was measure the front precisely and then eyeball the rest of the unit. Worked pretty well after I got used to judging 6 inches by sight and was really fast.
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![[Post New]](/s/i/i.gif) 2013/02/06 17:33:46
Subject: Re:Green Tide - moving tips and keeping turns quick
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Fresh-Faced New User
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Any tips on this are welcome bc this has been one of my biggest frustrations playing orks, I'm so uneasy when u'r opponent is waiting bored etc. My problem is also with the shooting face, too much dice to roll, too much counting to do, etc. btw the video won't load, could you post the link again or pm it?
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This message was edited 1 time. Last update was at 2013/02/06 17:42:02
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![[Post New]](/s/i/i.gif) 2013/02/06 18:02:39
Subject: Re:Green Tide - moving tips and keeping turns quick
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Ork Boy Hangin' off a Trukk
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This discussion is as old as the orks themselves.....brings a tear to my eyes
There realy is not alot you can do other then be as fast as you can, dont start thinking of your turn when it starts think about it during your opponents, dont chat during your turn, try and keep as many of your mobs in orderly rows so that you can move them all the same distance by eye, when rolling dice use managable amounts multiple times instead of rolling 30 dice at one go, finally when you roll dice roll the softly dont bounce them all over the board. Do all that and you games will be much faster, not fast but perhaps you will be able to finish.
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![[Post New]](/s/i/i.gif) 2013/02/06 22:31:25
Subject: Green Tide - moving tips and keeping turns quick
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Big Mek in Kustom Dragster with Soopa-Gun
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its not that hard to keep track which group ran which didnt by doing this....green tides usually do something to split their armies up by looking at the bases or the models themselves so they dont accidentally merge some into another group. I paint the bases diff colors....gotta admit it does make forming my army a little longer cuz im filtering through a ball of orky bodies trying to find Light blue bases lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/07 15:41:22
Subject: Green Tide - moving tips and keeping turns quick
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Mekboy on Kustom Deth Kopta
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Vineheart01 wrote:its not that hard to keep track which group ran which didnt by doing this....green tides usually do something to split their armies up by looking at the bases or the models themselves so they dont accidentally merge some into another group. I paint the bases diff colors....gotta admit it does make forming my army a little longer cuz im filtering through a ball of orky bodies trying to find Light blue bases lol
I painted all the arm bands into squad colors. But ya I have to show up early to sort out the orks before my games as well.
my 2c
They also make movement trays, I would look for the ones that space the orks out at least a inch if not the full 2. Then use them in either 5 man bases or 10 man bases so as the boys die you can pull the trays off to free up space on the table.
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![[Post New]](/s/i/i.gif) 2013/02/07 16:17:54
Subject: Re:Green Tide - moving tips and keeping turns quick
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Dark Angels Librarian with Book of Secrets
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My buddy uses big metal plates painted green to move his orks -- which all have magnatized bases.
Its not perfect, and sometimes he can't use the movement plates, but often enough he can just drop em down on a board and shuffle the models as one.
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![[Post New]](/s/i/i.gif) 2013/02/07 18:11:58
Subject: Green Tide - moving tips and keeping turns quick
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Heroic Senior Officer
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I just took a whippy stick and cut it in a straight 6" length. Show my opponent before the game its the right length, and I'm good to go. It's crazy how much easier it is to move using the 6" stick instead of whipping that tape measurer out again and again.
My other trick is to group my dice up before hand so I know how many there are, and knowing basic math. Let's say I have 25 red dice, and I have 60 shoota boy shots. I drop 5 dice and then roll the group three times. Pick up failures, count the hits, then roll em again.
And of course, planning out what you're going to do during your opponent's turn never hurts either. Automatically Appended Next Post: Also, if you're able to use movement trays often on your tables., you're not playing with nearly enough terrain. I don't think I would've been able to use a tray once at my store.
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This message was edited 1 time. Last update was at 2013/02/07 18:13:46
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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![[Post New]](/s/i/i.gif) 2013/02/07 21:39:11
Subject: Green Tide - moving tips and keeping turns quick
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Mekboy on Kustom Deth Kopta
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MrMoustaffa wrote:I just took a whippy stick and cut it in a straight 6" length. Show my opponent before the game its the right length, and I'm good to go. It's crazy how much easier it is to move using the 6" stick instead of whipping that tape measurer out again and again.
My other trick is to group my dice up before hand so I know how many there are, and knowing basic math. Let's say I have 25 red dice, and I have 60 shoota boy shots. I drop 5 dice and then roll the group three times. Pick up failures, count the hits, then roll em again.
And of course, planning out what you're going to do during your opponent's turn never hurts either.
Automatically Appended Next Post:
Also, if you're able to use movement trays often on your tables., you're not playing with nearly enough terrain. I don't think I would've been able to use a tray once at my store.
the flames of war template works well for that as well, plus it has a 4" and 2" side. useful for spacing out the boys for large blast armies.
We use the roll for density so we will often have under 10 pieces of terrain. We roll bad for that stuff
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![[Post New]](/s/i/i.gif) 2013/02/08 00:37:51
Subject: Green Tide - moving tips and keeping turns quick
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Big Mek in Kustom Dragster with Soopa-Gun
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Yea i pulled out a 6inch hard ruler to move my boyz and the more veteran players in my group laughed their ass off (brought back memories)
im like what, im moving 6 inches why do i wanna pull out that big hulky tape measure?
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/08 02:49:42
Subject: Re:Green Tide - moving tips and keeping turns quick
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Wicked Canoptek Wraith
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T-rex wrote:
My problem is also with the shooting face, too much dice to roll, too much counting to do, etc.
I use a dice roller app for my ipad/iphone called Gamer Dice when I have to roll over 20 dice. It can break down dice rolls into the number of 5's and 6's you rolled. I miss the visceral thrill of rolling dice, but its worth it to save the time.
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The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.
War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti |
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![[Post New]](/s/i/i.gif) 2013/02/08 03:06:09
Subject: Re:Green Tide - moving tips and keeping turns quick
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Krazed Killa Kan
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Kinda why I would rather play Fantasy Orcs TBH.
Those movement trays are kinda sweet.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2013/02/08 03:38:59
Subject: Green Tide - moving tips and keeping turns quick
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Big Mek in Kustom Dragster with Soopa-Gun
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Ehh...i could see someone complaining about using an app for dice.
I keep my dice in groups of 5 when its not my turn so when i need them i just grab them since i know how much is in each spot.
Comes in handy when a 30x Shootaboy squad is completely in range rofl (63 shots including bigshootas)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/02/08 07:06:11
Subject: Re:Green Tide - moving tips and keeping turns quick
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Slippery Scout Biker
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NinjaStars wrote:T-rex wrote:
My problem is also with the shooting face, too much dice to roll, too much counting to do, etc.
I use a dice roller app for my ipad/iphone called Gamer Dice when I have to roll over 20 dice. It can break down dice rolls into the number of 5's and 6's you rolled. I miss the visceral thrill of rolling dice, but its worth it to save the time.
I would never trust one of those programs! Machine spirits are fickle beings.
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![[Post New]](/s/i/i.gif) 2013/02/08 07:11:42
Subject: < Taken by the void dragon. >
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Infiltrating Hawwa'
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< Taken by the void dragon. >
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This message was edited 1 time. Last update was at 2020/03/14 06:04:07
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2013/02/08 08:00:22
Subject: Re:Green Tide - moving tips and keeping turns quick
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Heroic Senior Officer
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Che-Vito wrote: Bonesnapper wrote: NinjaStars wrote:T-rex wrote:
My problem is also with the shooting face, too much dice to roll, too much counting to do, etc.
I use a dice roller app for my ipad/iphone called Gamer Dice when I have to roll over 20 dice. It can break down dice rolls into the number of 5's and 6's you rolled. I miss the visceral thrill of rolling dice, but its worth it to save the time.
I would never trust one of those programs! Machine spirits are fickle beings.
Or it's the next Big Thing. Playing 40k in the future is an integrated electronic playland.
There's this crazy new thing called video games...
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'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell |
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