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Using the Green Tide.

2139 Views 6 Replies 5 Participants Last post by  Woodzee316
Next week, I have been challenged to an all out, "bring everything you have and we'll duke it out fest". I looked over my growing army and thought, with a few more Boyz, I could bring a Green Tide. So I hit up eBay, and have a big batch of unpainted and primed Slugga and Choppa Boyz heading my way.
So, I have been having a mooch about online to see how people are managing their Tides, and there is a bit of variety out there.
Nobz with PKs, Lucky Stikks, Mega Bosspoles, 'eavy armour, slugga and choppas, some with shootas, Painboyz and Weirdboyz a cornucopia of variations to every tide.
I've also heard of people clumping their Nobz together, or spreading them out through the formation and even acting as "body guards" around their characters.
Obviously, as I use the tide more often, it'll become apparent how best to use the formation to best effect, but I thought it would be a good idea to ask on here for some advice.
So, does anyone use this formation at all? How do you find it works best?
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I have used the green tide I give the warboss the Finnking cap to try and get the infiltrate almost the whole army up close to my opponent. I generally like to run the tide with mek guns in the back field providing long range fire power. Smash guns and lobbas . Currently I am trying mine with two weirdboyz and Mad doc grotsnik mixed in. I put one wierdboy and mad grot in a 30 strong unit of Ard boyz because I want them to telleport into the back field.
the other wierd boy goes with a unit of shoota boys since weirboys are good at shooting. I use infilitrating kommandos and tank bustas to round out my tide.
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