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Discussion Starter · #1 ·
got a gaming night coming up at my local games workshop store. thought i'd run a list there but as always start thinking of 1 list and then ideas turn over in our head for others so I thought i'd put them up on here.

List one good ol' meat and potatoes

Battlewagon 4x big shootas
passengers
Warboss Mega Armour, lucky stick, boss pole
Mek Kustom mega-slugga with 2x grot oilers
18 choppa boyz 'eavy amour

5x trukk mobz
trukk Mob
passengers
Nob with PowerKlaw, bosspole
11x choppa boyz

3x deffkopta's (run solo objective getters)

Gorkanaut w grotriggers
Bigmek with Kustom Force Field, da fixer uppers. 3x grot oilers
Killa Kanz x4 Rokkits
Lootas x10


list 2

Green tide formation

Warboss with Mega armour, big boss pole, super cybork
2x boyz mob
Nob with PowerKlaw, boss pole
9x choppa boyz
8x boyz mob
Nob with PowerKlaw, boss pole
9x choppa boyz

CAD formation

2x Gorkanaut w grot riggers
with Big mek KFF

2 units of shoota boyz
9x shoota boyz
1x nob with boss pole, shoota


to me list one is a bit more versatile and probably the better all round one, but list two seems like a bit more fun but could still holds own and two nauts would just wreak absolute havoc. thoughts either way or even some chops and changes.
 

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Discussion Starter · #4 ·
well played the second list against a mates nids list and grey knights for a laugh and see how it went. more of a friendly as I gave him the list to look at so he would have an idea just to see how it goes against lists tooled to try and take it apart. the grey knights were absolutely ruined by the sheer weight of numbers. once the green tide got into melee that was it. the gorkanauts really worked well backing up the tide huge threat factor knowing how much extra carnage was going to be created once in combat after firing all the guns and the combination of KFF and riggers worked outstanding as they took a lot of heat. his purifiers created the most damage and it wasn't like I could avoid them with so man models. the 2 units of them were the priorities of the nauts which worked well managing to totally destroy the unit that started on the board. in the end he conceded the game on turn 4.

The nids however, that was a fun game I think we laughed more than played total carnage. everything was disordered charges gorkanauts took out the flyrant. turn 2 was when all the fun started. at the end of turn 2 onwards not a shot was fired. Won the game on points in the end the tide counting as one unit just gave out no kill points.

pros:
1. once one model from the tide reached a target the boyz couldn't be shot at anymore.
2. the ability to move the nobz around inside the formation to accept challenges (basically like mini teleports)
3. the super cybork the greatest upgrade for the eternal warrior and feel no pain after the 2+ save (was able to waste the special hive tyrant and Draigo survived both games)
4. gorkanauts were a huge distraction in both games. the deff storm mega shoota is worth it's weight in gold especially with the two of them. They took care of all the armour whether trough fire or just mashing things with the klaw.

cons:
1. a lot of models to move
2. lots of dice i mean lots of dice, ended up downloading a dice app called "simple war dice"(at one stage i needed to roll 132 dice) the dice app is brilliant by the way it tells you how many of each number were rolled. we both used it so that it was fair.
3. models were all bunched up so very susceptible to templates and blast on first turn as I went second in both games (by choice to see how it would cope)
4. once all the melee started the nauts just were too big to get into the melee with so many ork boyz around. trying to shuffle them through the masses was hard work just ended up walking them around the edges and getting in when they could.

so in conclusion worked well don't know if it will be uber competitive but geez it was fun to play.
 

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Discussion Starter · #6 ·
I thought about it but couldn't workout where to take the points from to keep it legal could've dropped a bigmek I guess as wasn't really needed that much. you would be surprised at how durable the fully kitted warboss is. next I would love to try the pure green tide with all the boyz in eavy armour.at 2000 should get around the 140 boyz mark.
 

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Discussion Starter · #8 ·
well against a necron army....... I conceded on turn 4 as the tide was wiped out, dream run destroyed. need a re-think. I'm thinking to fit the pain boy and some eavy armour in. oh and the points have been revised to 1850. so this is the new look list.


Green tide

warboss w/ mega armour, super cybork, big boss pole

6 units of

9x boyz eavy armour
Nob PK eavy armour

4 units of
9x boyz
Nob PK boss pole

the great waaggh
HQ
Painboy
Bigmek mega KFF

Elites
3x burna boyz 2x meks w/ KMB

Heavy Support
Gorkanaut w/ grot riggers

the bigmek and burna boyz ride in the gorkanaut for the 3 repairs and the 4+ cover save. travels at the back of the tide. the units with the eavy armour travel at the front to soak up a bit of fire power as the biggest problem was losing the front row before the charge and just being short on the distance. weakness was the amount of fire power it faced so assuming it would suffer against Tau as well.
 
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