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Made in gb
Pyromaniac Hellhound Pilot






Trying to build the most effective green tide style list I can with the new orky detachments that have come out. What do you think? I'd not win on kill points with this haha

Great waaagh! band

Ork warband 704pts

Warboss with PK 85pts
Mek 15pts
3 Nobz 54pts
20 Boyz including nob with big choppa 135pts
10 Boyz including nob with big choppa 75pts
10 Boyz including nob with big choppa 75pts
10 Boyz including nob with big choppa 75pts
10 Boyz including nob with big choppa 75pts
10 Boyz including nob with big choppa 75pts
10 Gretchin 40pts

Auxillary: 5 tankbustas 65pts

CAD 582pts

Mek 15pts
5 tankbustas 65pts
5 tankbustas 65pts
5 tankbustas 65pts
10 Boyz including nob with big choppa 75pts
10 Boyz including nob with big choppa 75pts
Deffkopta with Rokkits 30pts
Deffkopta with Rokkits 30pts
3 lobba mek gunz 54pts
3 lobba mek gunz 54pts
3 lobba mek gunz 54pts

CAD 387pts

Mek 15pts
5 tankbustas 65pts
5 tankbustas 65pts
10 gretchin 40pts
10 gretchin 40pts
3 kannon mek gunz 54pts
3 kannon mek gunz 54pts
3 kannon mek gunz 54pts

This message was edited 1 time. Last update was at 2016/03/24 20:16:23


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Yellin' Yoof





What made the old Green Tide effective was having Big Mek's with KFF/Big bosspole to buffer those guys as they got across the board with a Painboy and Warboss/Lucky Stikk. The key that held this together was the fact this 100 model blob was 1 unit for the game until scoring, so effectively the mob was fearless, +1WS, FNP etc and had 5++ to help against big hits. Also each Boss Nob would have a PK so when they got into combat it was a matter of time they will mill through whatever they hit against.

I'd say just give it a shot and see what happens, I wouldn't do any changes with the list for about 3-5 games to get a decent feel for it and then figure out what needs to go and what should stay.
   
Made in us
Nasty Nob





United States

His detachment is the Orkurion with two CADs attached not the green tide.

If you want to run a solo core keep in mind part of the fun is you can buy up to 11 auxillaries. You dont really need to unlock two extra CAD.

The single advantage to orkurion with just a core is that you can WAAAGH turn one. Ideal for truck and stormboy rushes.

Deffkopta, tankbusta, mek gunz don't synergize with WAAAGH very much at all.

A list like yours might be better just taking three CADs

Edit.. put together a slop job of list at 1850 that i might expect is the kinda thing you want

Spoiler:
+++ Dakka (1849pts) +++

++ Orks: Codex (2014) (Combined Arms Detachment) (1054pts) ++

+ HQ (175pts) +

Painboy (50pts)

Warboss w/ Mega Armour (125pts) [Gift: Da Lucky Stikk, Mega Armour, Power Klaw, Twin-linked Shoota, Warlord]

+ Elites (210pts) +

Tankbustas (70pts) [Bomb Squig, 5x Tankbusta]

Tankbustas (70pts) [Bomb Squig, 5x Tankbusta]

Tankbustas (70pts) [Bomb Squig, 5x Tankbusta]

+ Troops (405pts) +

Boyz (345pts) ['Eavy Armour for Mob]
··Boss Nob [Power Klaw, Twin-linked Shoota]
··27x Boy [27x Shoota]

Boyz (60pts)
··10x Boy [10x Slugga]

+ Fast Attack (60pts) +

Deffkoptas (30pts)
··Deffkopta [Twin-linked Rokkit Launcha]

Deffkoptas (30pts)
··Deffkopta [Twin-linked Rokkit Launcha]

+ Heavy Support (204pts) +

Mek Gunz (120pts) [10x Extra Gretchin, 5x Kannon]

Mek Gunz (42pts) [Ammo Runt, Extra Gretchin, 2x Kannon]

Mek Gunz (42pts) [Ammo Runt, Extra Gretchin, 2x Kannon]

++ Orks: Codex (2014) (Combined Arms Detachment) (675pts) ++

+ HQ (125pts) +

Big Mek w/ Mega Armour (125pts) [Kustom Force Field, Kustom Mega-blasta, Mega Armour]

+ Elites (210pts) +

Tankbustas (70pts) [Bomb Squig, 5x Tankbusta]

Tankbustas (70pts) [Bomb Squig, 5x Tankbusta]

Tankbustas (70pts) [Bomb Squig, 5x Tankbusta]

+ Troops (70pts) +

Gretchin (35pts) [10x Gretchin]
··Runtherd [Grabba stik]

Gretchin (35pts) [10x Gretchin]
··Runtherd [Grabba stik]

+ Fast Attack (60pts) +

Deffkoptas (30pts)
··Deffkopta [Twin-linked Rokkit Launcha]

Deffkoptas (30pts)
··Deffkopta [Twin-linked Rokkit Launcha]

+ Heavy Support (210pts) +

Mek Gunz (120pts) [10x Extra Gretchin, 5x Lobba]

Mek Gunz (45pts) [Ammo Runt, 2x Extra Gretchin, 2x Lobba]

Mek Gunz (45pts) [Ammo Runt, 2x Extra Gretchin, 2x Lobba]

++ Fortifications and Stronghold Assault (2013) (Fortification Detachment) (120pts) ++

+ Fortification (120pts) +

Aegis Defense Line (120pts) [2x Barricades, Gun Emplacement with Quad-gun]

Created with BattleScribe (http://www.battlescribe.net)

This message was edited 1 time. Last update was at 2016/03/25 15:22:55


I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Yellin' Yoof





@rismonite
Yeah I know his detachment is the Waaagh!-Band, not the green tide. Also I wouldn't suggest using your 3 CADs since (if he wanted to play ITC) would be illegal and your tankbustas not in trukks == done sauce entire game. Just wasted points altogether.

@DoomMouse
Just go with what I said, try out your list and figure out what you like and what doesn't seem to work.
   
Made in us
Nasty Nob





United States

Really though? Because it looks like you just blabbed about greentide then posted advice which amounted to "just try what you got".

Then, in a list with no AV, implied tankbustas in cover as opposed to a trukk bomb are "donesauce all game" (??). Why comon man, how do we know its donesauce all game until we "just try it" maybe it'll be the funkynewleethawtnessfor65points

I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. 
   
Made in us
Krazed Killa Kan





Denver, Colorado

I would definitely try and fill up your aux choices before having to unlock another CAD, though I will admit min squads + waaagh ghaz rules = bad times.

Also, though it is a hotly debated topic, I believe that the general consensus is that meks cannot count as an HQ choice on their own - you can't bring them unless you bring a big mek.

"Hope is the first step on the road to disappointment." Words to live by. 
   
Made in gb
Pyromaniac Hellhound Pilot






Ah I wasn't aware there was controversy regarding the meks. Could swap them for big meks or painboyz I suppose. They do make CADs less desirable though. I could make it just one CAD and move mek gunz and tankbstas into auxillary choices?

The CADs were really only there to provide some obsec units. I figured it doesn't really make too much difference whether the mek guns + koptas are in the CAD or Waaagh band. I guess I could move the tankbustas over as they can benefit from the waaagh every turn rule.

I accept the tankbustas are weak in defence. The idea would be to leave them in cover where possible, and use them as counter-charge units or to snipe advancing vehicles. Could potentially swap a few for lootas?

I guess the main thing I was looking for is whether the balance of units is about right, and how best to run the boyz

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Yellin' Yoof





Tankbustas in cover with a 24" range when Tau and IG have ignores cover rules is what I'm talking about. This is why you run them in a trukk or Gork/Morkanaut/Stompa.

As far as Meks go for HQ choice, totally is fine, they are perfect to throw in a trukk with boys and boss nob so he can accept/issue challenges so your PK can work without getting killed right away.

I like Tankbustas for Lootas, but like I said, they need to be in a trukk to get them close enough to do the right amount of damage.
   
Made in gb
Pyromaniac Hellhound Pilot






I suspect trukk boyz would be the more competitive way to go in all honesty. I was trying to see what could be done with a footslogging list.

Not having trukks does allow more investment in infantry though, which helps overwhelm the anti-infantry tools an enemy might have...

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
 
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