Green Tide is a popular way to play Orks under 8th edition, and I can't disagree with the effectiveness. Now there are a lot of pros and cons to the list.
First, let's start with what I've been playing:
Battalion Detachment 1
HQ: Warboss, Attack Squig, Headwoppa's Killchoppa
HQ: Wierdboy
HQ: Boss Snikrot
Troop: 30 slugga boyz, nob w/pk
Troop: 30 slugga boyz, nob w/pk
Troop: 30 slugga boyz, nob w/pk
Elite: Painboy
Battalion Detachment 1
HQ: Big Mek, KFF
HQ: Big Mek, KFF
HQ: Wierdboy
Troop: 30 Shoota boyz, 3x rokkit, nob w/pk
Troop: 30 Shoota boyz, 3x rokkit, nob w/pk
Troop: 10 grots
Elite: Painboy
Elite: 15 Kommandoz, 2x burna, Nob /pk
Elite: Nob w/waggh! banner
Heavy: 2 KMK
Heavy: 3 lobba
1999pts, 123 PL, 9 command points
The plan seems obvious. Boys sit under the KFF/Painboy and then move forward with the option of jumping to back up the kommandos. Killing that many models is a problem for most, but not all armies.
So far my toughest matchup was Mortarian, which in CC can pretty much guarantee 17-18 dead boys a turn (18 attacks, hitting and wounding on 2+, both with re-roll 1s) plus auto mortal wounds and debuffs.
The question of taking out big models. Sure, 100+ attacks sounds good but when wounding on 6's there is a limit. The KMK seems the best way so I might change out the lobbas for more of them. Or drop the rokkets in the boys mobs and lobbas for a unit of tankbustas hiding in the mob. But that kind of tweaking is also a matter of personal preference.
The biggest problem with this list is the number of drops. Almost always guaranteed to go second, which in 8th is a problem. The 2nd biggest problem only applies to ITC, where the list seems to actively try to give up points to my opponent with 7 units of 10+ models and 9 characters!
I would also like to add another unit of kommandos for mob up purposes, a unit of 25 with a snikrot buff and jumping the banner (maybe a 2nd banner?) for a lot of goodness.
Anyway, what tweaks to be made?
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