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  Topic Review (Newest First)
06-23-09 09:26 PM
Culler
Quote:
Originally Posted by englanda View Post
I like the idea of the super killy boyz unit, I'll have to try that. The warboss missile also looks like it could have some merit, although he seems kinda suicidal. I guess that's what orks are good for. Only thing I'd point out is that you're paying a lot of points for a unit that can be baited. 'eavy armour and a kustom force field do almost the same job, for about the same amount of points, can't be baited by a suicide unit, and provides a 5+ cover to your other ladz.
The baiting is an issue, though the reason I like to run them with a boatload of other boyz is to leave my opponent no place to bait them to by filling the board with Orks, basically. So the only route to bait them towards would be one where there's a boyz mob already waiting. 'eavy armour and a KFF don't nearly do the same job as feel no pain and a 5+ invulnerable save. 'eavy armour negates 50% of wounds with an ap of 5 or worse, a KFF negates 33% of wounds from ranged weapons that don't ignore cover, but FNP and a 5+ invulnerable negates 66% of the wounds you take with ap 3 or worse and strength 7 or worse and 33% of all wounds if the above conditions are met.

I normally don't take 'eavy armour but I had some extra points to spend and nowhere to put them. I'm also a big kan fan but don't like putting just a few in to get rocked by all my opponent's anti-tank fire. I'm not worried about tanks though.

I have been strongly considering a big mek with KFF and burna though, just to protect the shoota boyz. Then I could dump the 'eavy armour and use the points saved to buy a gretchin mob for objective holding and general purpose meat shielding. However, I prefer KFFs for protecting vehicles and boyz in combination, which got me to thinking on another list idea, which I drew up and shall post forthwith.
06-23-09 08:14 AM
englanda I'm glad someone else on this forum sees the value of dakka!

I run a very similar list. Recently however, having 30 Lootas has been causing me problems - I simply can't draw line of site with them. Unless you play with generic 2 hills in each deployment zone you'll run into trouble. Dawn of war is very painful with Lootas having to walk on as well.

I like the idea of the super killy boyz unit, I'll have to try that. The warboss missile also looks like it could have some merit, although he seems kinda suicidal. I guess that's what orks are good for. Only thing I'd point out is that you're paying a lot of points for a unit that can be baited. 'eavy armour and a kustom force field do almost the same job, for about the same amount of points, can't be baited by a suicide unit, and provides a 5+ cover to your other ladz.

I'd drop the 'eavy armour on the nobs, it really isn't needed. I, unlike most ork players, find bosspoles pointless, and only include them if I have left over points. If you're using them, it probably means you're in combat, and if you're using it, you've lost combat, probably by a lot. Rerolls are great, but getting snake eyes is hard, even if you could use a bosspole multiple times.

For your anti tank, give killa kans a look. They're cheap as chips, and with grotzookas put some serious hurt on other orks and bugs.

Another problem you may run into is rules lawyers, who are dead set on the dok's ability not working for a unit he joins.

Anyway, sweet list, let us know how it fairs.

Waaagh!

P.S. Here's the list I run in case you wanna know:

Warboss, Klaw, Skorcha, Armour, Squig, Cybork
Big Mek, Klaw, KFF, Armour, Cybork

15 Lootas
15 Kommandos, 2 Burnas, Boss Snikrot

3 Killer Kans, Grotzookas
3 Killer Kans, Grotzookas

29 'ard Boyz, Slugga/Choppas 1 Nob, Klaw, Pole
29 Boyz, Shootas, 3 Big Shootas, 1 Nob, Klaw
29 Boyz, Shootas, 3 Big Shootas, 1 Nob, Klaw
10 Gretchin, Runtherd

That comes to 1845, the gretchin and kommandos are to taste, you could have another boyz squad and/or more lootas. I've had great success with this list, as it's able to deal with almost anything.
06-23-09 06:36 AM
Hialmar
Quote:
Originally Posted by Culler View Post
As far as the shoota boyz go, they're much better than slugga boyz IMO for footsloggers because they're effective from 18" out instead of only melee range. And effective they certainly are, easily outshooting their points worth of anything else. And better yet, they still rock at melee. The difference between 2 attacks base and 3 attacks base is small but the difference between effective on turn 2 vs. effective on turn 3 is very important.
This is an excellent list although actually the Shoota Boyz have an effective Range of 24" not 18", which makes them even better. As to whether this is a Green Tide list I suppose it is debatable but I sort of classify any Ork list that is under 2000 points but over 150 Boyz as a Green Tide. Both Shoota Boyz and Lootas are still Boyz and still count, especially the Shootas. Even a Green Tide List should have some Support to be effective so I would agree with the OP that this qualifies.

I would be tempted to lose the Warboss on his Bike in this List and add either a Big Mek and KFF for the obvious reasons or for about the sames points cost add a full unit of Warbikes including a Nob with Bosspole across the front of your army and use them as a moving screen for the rest of your army while closing quickly. Just my thoughts on the list.
06-15-09 11:03 PM
Culler
Quote:
Originally Posted by Lord Vetinari View Post
I really like the list and might even steal the Cybork Idea for myself (if you dont mind) as i face lots of nids and Kornate chaos. Do the shoota boyz really work that well that you want 3 mobs of them? Lastly, this isnt so much green tide as Exessive dakka. The idea behind green tide is A) Lots of boyz and B) Lots of Choppas. For me the use of 30 lootas kind of hurts that image expecially at the lack of nobz.
Feel free to use any ideas from this list for your own, that's part of a public posting. As far as the shoota boyz go, they're much better than slugga boyz IMO for footsloggers because they're effective from 18" out instead of only melee range. And effective they certainly are, easily outshooting their points worth of anything else. And better yet, they still rock at melee. The difference between 2 attacks base and 3 attacks base is small but the difference between effective on turn 2 vs. effective on turn 3 is very important.

As far as what is green tide, I'd class that as any Ork list that bases itself around large footslogging mobs. The bread and butter of this army is big mobs, but uses infantry and upgrades that produce a little more synergy than just taking max boyz.
06-15-09 08:13 PM
Lord Vetinari I really like the list and might even steal the Cybork Idea for myself (if you dont mind) as i face lots of nids and Kornate chaos. Do the shoota boyz really work that well that you want 3 mobs of them? Lastly, this isnt so much green tide as Exessive dakka. The idea behind green tide is A) Lots of boyz and B) Lots of Choppas. For me the use of 30 lootas kind of hurts that image expecially at the lack of nobz.
06-12-09 11:49 AM
Culler As drummerholt says, you tend to need lots of dakka for most things, but it's also a matter of resiliency. Lootas are Ld 7 wit no bosspole. Even keeping them in cover if they come under fire they can still be on the end of a lot of punishment. You don't want to be making those Ld checks, especially since they're near the rear of the board and failing 1 check can see them run off. The bigger squad lets them be fearless for a time and then have to lose more to force that Ld check.
06-12-09 05:55 AM
drummerholt1234 Not overkill with bs2! Here's some math for ya 15 lootas average a 2 on a d3 so 30shots so 1/3 of those shots will hit on average so 10 hits to a light armoured squad or vehicle and with the 5th edition vehicle rule I wouldn't take any chances. 10 hits on a MEQ will wound let's say 8 marines ect... And 2-3 of them will fail saves on average so you need lots and lots of dakka dakka dakka to kill anything with a BS that is well bs...
06-12-09 05:36 AM
jcress410 I'm pretty new, but, I wonder why you need 15 lootas in each unit. d3 * 15 shots seems like overkill against most units. Please explain, as I intend to use lootas as well.
06-11-09 10:40 PM
Culler
My Take On Green Tide - 1850 points

HQ: 310
Warboss: PK, bike, squig, cybork, shoota/skorcha
total: 150
Mad Dok Grotsnik
total: 160

Elites: 450
15 Lootas
mob total: 225
15 Lootas
mob total: 225

Troops: 1090
30 Boyz(shootas): big shoota x3 + nob upgrade with power klaw, ‘eavy armour, and bosspole
mob total(30): 240
30 Boyz(shootas): big shoota x3 + nob upgrade with power klaw, ‘eavy armour, and bosspole
mob total(30): 240
30 Boyz(shootas): big shoota x3 + nob upgrade with power klaw, ‘eavy armour, and bosspole
mob total(30): 240
30 Boyz(sluggas/choppas): cybork body x30 + nob upgrade with power klaw and 'eavy armour
mob total(30): 370

The idea with this army was to take enough models to effectively fill a line on a 6x4 board but that avoids the typical horde problem of running out of space and being forced to bunch your models up thus making yourself vulnerable to templates and blasts. So once I got to the point of a decent sized horde I turned around and reinforced the existing horde rather than going beyond that point where things just get crowded. 167 models is nothing to sneeze at though. Also typical Green Tide is all well and good but in melee meatgrinder units like Khorne Berzerkers can still lay a hurting on them somewhat fierce due to taking fearless casualties. Losing combat in 4th ed wasn't such a big deal for Orks, but in 5th a regular Boyz mob is going to lose almost double the models from that. So having a resilient assault unit that will be able to take any other assault unit is important to me.

Grotsnik goes with the slugga boyz to make such a unit. Also flying in convention of typical Ork wisdom I gave them cybork bodies, which along with Grotsnik as mostly there as a unit upgrade drives each Ork's cost up near that of a space marine, but then again each Ork with FNP and a 5+ invulnerable save is as tough as a marine against ap 4+ attacks, 3 times as tough as a marine against ap 3 attacks, and 1/3 tougher against attacks that ignore armor. Add in the fact that they're dead killy in CC and they're a pretty good unit, if slightly costly to look at, and possibly the best melee unit in the game for their cost (comes to about 16 each if you count Grotsnik as purely a unit upgrade and ignore that he can kill stuff too). And they're still troops so can capture stuff, not that they are going to with being forced to charge headlong at the enemy.

Other things I really like about this army (besides godly slugga boyz) is having an ace up my sleeve and loads of dakka from the lootas. The plan with the biker warboss is to have him join a boyz mob and when the mob gets close to the enemy he can burst out of it to charge more mobile units or ranged units that the mob is out of range of. That and it lets me use my smexy forgeworld model. Also, having 6 str 10 attacks is mighty handy for dealing with things like monoliths or other heavy tanks in which case he'd probably hang out in the mob. 2 full mobs of lootas help with light vehicles and knocking out mobile elements of my opponent's army. Also a possible 90 str 7 ap 4 shots is kinda cool. DAKKADAKKADAKKA

So whatcha think?

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