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		<title><![CDATA[Latest posts for the thread "[1500] - Da Green Monsta (Orks) Help please!"]]></title>
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				<title>[1500] - Da Green Monsta (Orks) Help please!</title>
				<description><![CDATA[ Hello everyone, I am new to Warhammer <span class="glossaryitem" onmouseover='gp(3);'>40k</span> and the Dakka Dakka site.  I have been playing for about two months now and still don't know all of the rules, so if you see something illegal on this list please let me know. This is for a friendly game of 1500 points against either Tau or Eldar. Also if you have any tips on making buildings from scratch please message me.<br /> <br /> I am using the Green Tide formation from the Supplement Codex.<br /> <br /> Warboss with Mega Armor, Twin Linked Shoota, Power Klaw, Cybork Body, and Da Lucky Stikk for a point value of 130.<br /> <br /> 100 Boys (10 units of 10) for 600 points.<br /> <br /> 5 Mek Gunz- Two Lobbas and Three Smashas for 126 points.<br /> <br /> Mad Dok Grotsnik (will be part of the Green Tide) for 160 points.<br /> <br /> A unit of 10 Lootas for 140 points.<br /> <br /> A Trukk with a boarding plank, it will act as a dedicated transport for Burna Boyz, Mek, and Boss Snikrot for 45 points.<br /> <br /> Boss Snikrot for 60 points.<br /> <br /> A Mek for 15 points.<br /> <br /> 10 Burna Boyz for 160 points.<br /> <br /> A group of 3 Warbikers (one Boss Nob) for 64 points.<br /> <br /> <br /> Thanks in advance for any advice and ideas,<br /> Matt]]></description>
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				<pubDate><![CDATA[Fri, 9 Dec 2016 06:05:30]]> GMT</pubDate>
				<author><![CDATA[ PuppyWaffles]]></author>
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				<title>[1500] - Da Green Monsta (Orks) Help please!</title>
				<description><![CDATA[ A new Ghazghkull Supplement was released this year. Games Workshop removed the green tide formation.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> I should probably clarify that although it was removed the the supplement if you own a the 2014 version you can take a green tide. According to Games Workshop Facebook page. You may need to check this before you build and painstakingly paint 100+ boyz! Or just run 3x30 boyz mob or 6 mobs from the Waaagh! - Band Formation in the new 2016 supplement.]]></description>
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				<pubDate><![CDATA[Fri, 9 Dec 2016 11:03:00]]> GMT</pubDate>
				<author><![CDATA[ hypertrophy]]></author>
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				<title>Re:[1500] - Da Green Monsta (Orks) Help please!</title>
				<description><![CDATA[ I would drop the mega armor on the warboss.  A green tide really needs to be able to run and slow and purposeful prevents that.  Giving the warboss the big boss pole instead of the lucky stick is a cheaper way to give them fearless and you can drop grotsnik for a regular painboy.  Grotsnik really needs a squad to use all of his rules, fearless rampage <span class="glossaryitem" onmouseover='gp(265);'>fnp</span>, to justify his points.  That should give you enough points to sprinkle a few power klaw nobz in the tide and will prevent it from being tarpitted forever by a lousy armored sentinel or any <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 11+ Walker.]]></description>
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				<pubDate><![CDATA[Fri, 9 Dec 2016 16:27:11]]> GMT</pubDate>
				<author><![CDATA[ Hades]]></author>
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				<title>[1500] - Da Green Monsta (Orks) Help please!</title>
				<description><![CDATA[ As hypertrophy says, there was a new edition of this supplement released and it doesn't contain the Greentide, the recent draft <span class="glossaryitem" onmouseover='gp(36);'>FAQs</span> (dont think this one has been finalised yet) say that we can still use the Greentide formation so that's good. Assuming you're using all the rules from the outdated supplement your Greentide Warboss is only able to take relics from the supplement, not from the main codex relics (Gifts of Gork and Mork) list. So this means no Lukky Stikk, but it does enable you to take Da Big Bosspole which fits perfectly and gives the whole unit Fearless.<br /> <br /> Your list is currently Unbound (meaning you get no Command Benefits from Detachments but you do still keep Formation special rules  - such as those granted by the Greentide) and some people may potentially have an issue with that. To make it Bound all you need is two troop choices and a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choice in a Combined Arms Detachment (outlined in the rule book). Ideally this list would take two minimum units of Gretchin and a Painboy, some people also take a Big Mek so that they can still get Da Lucky Stikk in the 'Tide. <br /> <br /> The only illegal thing I see about your list, though I don't have my codex here to confirm, is that you're taking Boss Snikrot and attaching him to Burna Boyz - I'm fairly sure that in his datasheet there is a stipulation that he can only join units of Kommandos.<br /> <br /> As for tactics there's a few things to keep in mind with this unwieldy formation, first and foremost is that your Warboss has to issue and accept challenges if he's able - this is terrible news! A Warboss needs to be out of dangerous challenges and free to do his thing, in this case his 'thing' is to supple Fearless (via Big Bosspole) to the 'Tide and stay alive to keep using his Waaagh! every turn. To do this you need to keep him away from the front lines of combat so he is ineligible for challenges, usually this means he's near the back of the unit. So keep him cheap (I equip him solely with Big Bosspole) and keep him alive. Next you need to ensure your huge unit can actually do some damage once it gets into combat and if you think a bajillion S3/4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- attacks have you covered your mistaken; you needs lots of Power Klaws and lots of Nobz. Take a few Nobz with <span class="glossaryitem" onmouseover='gp(107);'>PKs</span> and then take a couple more naked Nobz to accept those challenges and allow your Klaws to do damage. Now you need to think what your list is lacking - most notably of these is the ability to open up transports at range, so your Lootas are a great idea and I would take more if you can. Your Lobbas aren't necessary because your mob of 100 angry Orks has your anti-infantry covered, so consider swapping them for more Lootas or even Kustom Mega Kannons (<span class="glossaryitem" onmouseover='gp(684);'>KMK</span> are better than Smasha Gunz because they're reliable). Warbikers aren't a bad idea because they could take the heat off your 'Tide and be a distraction, but you would need more of them and probably a <span class="glossaryitem" onmouseover='gp(107);'>PK</span> Nob in there to make them actually threatening. Last thing to remember is always try to multiple assault things! Get very familiar with the charging, multi-charging, assault and multiple assault rules because using them to your benefit will greatly improve the utility of this formation.<br /> <br /> The Greentide is a bit of an odd formation and it's quite difficult to use well without practise so I wish you luck and hope you have a lot of fun.]]></description>
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				<pubDate><![CDATA[Fri, 9 Dec 2016 18:11:25]]> GMT</pubDate>
				<author><![CDATA[ xlDuke]]></author>
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				<title>[1500] - Da Green Monsta (Orks) Help please!</title>
				<description><![CDATA[ Thanks for all the info and ideas so far. I'm making small changes now.<br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/710515/9067538.page"><b>xlDuke wrote:</b></a><br/>The only illegal thing I see about your list, though I don't have my codex here to confirm, is that you're taking Boss Snikrot and attaching him to Burna Boyz - I'm fairly sure that in his datasheet there is a stipulation that he can only join units of Kommandos.</div></blockquote><br /> <br /> With Snikrot you are correct about the Kommando rule. I was only dedicating the Trukk as his transport. He wouldn't be part of the squad itself. My idea was that I pit the Burna Boyz and him in the Trukk (I didn't know the rules on dedicated transport and multiple units) to get the Burnas up close. The Infiltrate rule applies to Snikrot's transport as well so it would allow me to start 18" away from the enemy (or 12" if not visible, but a Trukk is kinda hard to hide). With Burnas in an open topped vehicle 18" away is a blessing for starting off. Any thoughts on this?]]></description>
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				<pubDate><![CDATA[Fri, 9 Dec 2016 20:07:15]]> GMT</pubDate>
				<author><![CDATA[ PuppyWaffles]]></author>
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