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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Hey all,<br />     I'm feeling the WAAAAGH!!! in me and have decided to start up an ork army. I have the black reach starter army <span class="glossaryitem" onmouseover='gp(258);'>ATM</span>, which seems to be a nice start. I'm looking for some suggestions on force organization and want  to build a Green Tide army focused with getting as many Boyz as I can along with feilding a warboss. Now as far as I know you can have two <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices right? Well if so what should I take? A mekk for the fun gun <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> or a weirdboy for the chance at an extra waagh. Another thing, is it worth it to give my boys big shootas or rokkit's? or should I just keep them all with pistol/melee. Any help is appreciated.<br /> <br /> Thank you!]]></description>
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				<pubDate><![CDATA[Wed, 18 Mar 2009 05:35:40]]> GMT</pubDate>
				<author><![CDATA[ Dirty Rob]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Green tide is a tough army to beat.<br /> <br /> Its main weakness is a lack of anti tank though.<br /> <br /> For mobs, any mob with the <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> and Pistol, you should take a Nob with Power Claw and Bosspole as Standard<br /> <br /> For your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> you want to take both a Warboss and a Mek with Kustom Force Field. 5+ Saves are a godsend to boyz. If you can only take one <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> cause of points or cash, take the Mek.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 04:42:13]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Gwar answered most of the other stuff so I will answer your last question. I think at least Rokkits for sure, as Gwar mentioned Ork Green Tides do not have the best anti tank so this will help And will be your only alternative to kill tanks other then Assaulting.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 04:46:02]]> GMT</pubDate>
				<author><![CDATA[ Xfar]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ I'm not too familiar with the newer Ork codex.  The only thing I can think of with you using Slugga Boyz would be some Battle Wagons with Zap guns.<br /> <br /> If that doesn't suit you fancy you can always try some kannons?  ]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 05:40:15]]> GMT</pubDate>
				<author><![CDATA[ Facet_X]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Well my goal is to get my army ready for an 1850 tourney in april. My plan is so far having warboss w/ powerklaw with 10 nob 5 w/ big choppas 5 w/ power claws in a battlewaggon with zzap gun for some armor killing and some trucks and war buggies in front of it. 12 burna boyz in some sort or transport, don't know what though orks don't seems to have many options with transports. and of course 120 boyz!!!!! with nobs having powerklaws and bosspoles. That's my game plan so far with whatever I have to take out or squeeze in. If I have the points I'll trhow in the mekk and maybe some warbikers to locks some units I don't want shooting into <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. any onether suggestions?]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 11:16:57]]> GMT</pubDate>
				<author><![CDATA[ Dirty Rob]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ At 1850 green tide is tough.  You need to understand that you are going to lose a lot of boys on the way.  That is ok, just keep running.<br /> <br /> Some Ideas:<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Warboss, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>bp</span>, cybork, attack squig<br /> Big Mek, <span class="glossaryitem" onmouseover='gp(107);'>PK</span>, <span class="glossaryitem" onmouseover='gp(260);'>bp</span>, cybork, attack squig, <span class="glossaryitem" onmouseover='gp(163);'>kff</span><br /> <br /> Elite<br /> 15 Lootas X 2 or 3.  These guys destroy everything under av14 pretty reliably.  Pop their rhinos asap.<br /> <br /> Troops<br /> 30 boys, nob w/ <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, <span class="glossaryitem" onmouseover='gp(260);'>bp</span> X as many as you can field<br /> Gretchin - a small squad of grots to screen each loota squad<br /> <br /> That will do you.  Take the 2 <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, the lootas for cover fire and anti light armor, and all boyz mobs.<br /> <br /> edit: I just read your last post - that isn't a green tide that is <span class="glossaryitem" onmouseover='gp(234);'>KoS</span>.  It works great too, but the mechanics are very different.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 11:30:25]]> GMT</pubDate>
				<author><![CDATA[ Inigo Montoya]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Hmm, well I was told a green tide was just a whole bunch of orks. Like I said I just got into them and don't know much fluff. But that looks to be a good list for my game thanks I'll work with it.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 16:01:23]]> GMT</pubDate>
				<author><![CDATA[ Dirty Rob]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Ok so here's my theory army list for 1850 points.<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> Warboss(slugga, <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, cybork, 'eavy armor, boss pole) 106 points<br />  <br /> Elietes<br /> 5 Nobz ( with warboss)- 2pk, 3 <span class="glossaryitem" onmouseover='gp(389);'>BC</span> Banner, 3 w/ stikk bombs 183 points<br /> <br /> 15 Burna boyz 225 points<br /> <br /> 15 lootas 225<br /> <br /> Troops<br /> 4 squads of boys 30 each with nobz <span class="glossaryitem" onmouseover='gp(107);'>pk</span>, <span class="glossaryitem" onmouseover='gp(260);'>bp</span> 880 for all<br /> <br /> total = 1669 leaving me with 181 points of play.<br /> <br /> I don't see the point in the <span class="glossaryitem" onmouseover='gp(163);'>kff</span> since I can screen the unit behind boys ( not to mention my fellow gamers play with a rediculous amount of terrain so I'll get an even better cover save.)]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 16:29:14]]> GMT</pubDate>
				<author><![CDATA[ Dirty Rob]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[   You want Snikrot and 15 of his buddies, preferably with 2 burnas.  This is a fairly expensive unit, but it will force your opponent to cluster up.  That's really important for a green tide because you'll need most of the game to get at one enemy across the table, let alone go chasing after his far off friends. He also will knock out whatever dreadful heavy weaponry is decimating your mobs.  Finally, he is essentially a half strength squad of boyz which just pop into combat.  I'd drop the Burnas and use some of the points to make up the difference, he's always worth it.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 16:55:15]]> GMT</pubDate>
				<author><![CDATA[ Gitzbitah]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Well what you want to then is stick the Burnas in a Battlewagon. And here's why.<br /> <br /> Firing Template weapons from Open topped Transports is a little different. You place just 1 template, from anywhere on the hull (even from the front) covering the maximum amount of the target unit, then multiply by the number of weapons, in this case 15. Not to mention, if you tank shock the unit beforehand and make them all bunch up right next to you, on a 10 man marine squad lets say, you can easily cover 5 or 6. 6*15 = 90 hits! Even only hitting 5 that's 75 hits! Mathmammer says of those 75, 37-38 will wound. 1/3 Saves will fail, meaning on average, 12 dead marines. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> So, Battlewagon with 2 Big Shootas (to prevent roundabout immobilisation), Armour Plates (to make sure they get there), Deff Rolla (just to cause some damage), Red Paint Job (Obligatory tbfh) and Grot Riggers (just in case) is 140 points.<br /> <br /> 41 points left, 2 are gone right away (you cant give just 3 nobs stikkbombs, you have to give them to the whole unit) so thats 39 points<br /> <br /> 25 Points to give your Nobz 'evy armour leaves 14 points. Dunno what u'd spend them on.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 16:59:14]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Wow that's excelent thank you. But I was thinking of giving the nobs a trukk so they can move somewhat more quickly.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 17:13:25]]> GMT</pubDate>
				<author><![CDATA[ Dirty Rob]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Well then forget the evy armour and use the 39 points to grab a trukk <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 17:16:58]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ simple and rough layout of a green tide:<br /> <br /> warboss (ghazghkull works well due to his special waaagh! move)<br /> <br /> mek with kustom <span class="glossaryitem" onmouseover='gp(545);'>FF</span> to offer some protection.<br /> <br /> <br /> <br /> 30 boyz, nob with klaw and bosspole.<br /> dont bother giving them any extra weapons, they will only miss with them.<br /> <br /> 30 boyz, nob with klaw and bosspole.<br /> <br /> 30 boyz, nob with klaw and bosspole.<br /> <br /> 29 gretchin + 2 runtherds.<br /> nice screen that should make sure all boyz get cover.<br /> <br /> <br /> kanz with grotzookas are great anti-infantry.<br /> kanz with rokkitz are great for tank hunting since gretchin can actually hit things.<br /> <br /> <br /> lootas are allways good, the fire power they can send out is well worth taking them.<br /> allways take them in units of 15.<br /> never take a kustom mega blasta mek as they tend to kill themselves.<br /> <br /> deff dreadz with 4 <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span>'s or 2 skorchas work very well in most cases.<br /> <br /> <br /> Gwar! posted a very evil trick which works well, against <span class="glossaryitem" onmouseover='gp(95);'>meq</span> it does good, against horde it slaughters them.]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 17:19:29]]> GMT</pubDate>
				<author><![CDATA[ JD21290]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ <blockquote><div><cite>JD21290 wrote:</cite>Gwar! posted a very evil trick which works well, against <span class="glossaryitem" onmouseover='gp(95);'>meq</span> it does good, against horde it slaughters them.</div></blockquote> Against Tau its just mean as hell, Wiping out at least 1 unit a turn (of course if you were lucky enough to clip 2 units with a single flame template, the Tau Player got what he deserves.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> Against other Orks, they will easily wipe out a 30 strong mob]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 17:23:48]]> GMT</pubDate>
				<author><![CDATA[ Gwar!]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ Excelent suggestions guys, thank you all. <br /> <br /> With all of this info I think I will have the most unstopable force in the tourney. <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> ]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 17:26:54]]> GMT</pubDate>
				<author><![CDATA[ Dirty Rob]]></author>
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				<title>Need some pointers for a starting Green tide army!</title>
				<description><![CDATA[ For  a green tide  go for as many boys as pos with nob <span class="glossaryitem" onmouseover='gp(107);'>pk</span> and 3 rokkits in each.<br /> 2 meks with <span class="glossaryitem" onmouseover='gp(163);'>kff</span> and a few kans with rokkits to make up points and act as tank snippers.<br />  if you still have spare points mabe get some lootas for fire support]]></description>
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				<pubDate><![CDATA[Fri, 20 Mar 2009 22:49:06]]> GMT</pubDate>
				<author><![CDATA[ piezzz]]></author>
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