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Hiya! I'm basically just curious about the validity of the Green Tide lists. It seems like nobody is fielding (or at least posting on the forum) such lists anymore. All I see is transport-heavy kults of speed, lots of weird experimental lists and lists that revolve around those out-of-this-world biker nob mobz.
I want to know what happened to those "a million boyz" lists that seemed to be popular at the release of the ork codex and update to 5th edition. did they lose their edge? aren't they good enough for tourneys and such anymore? Enlighten me please !
i run a green tide list in my 1850 i have 200 models and i havent lost a game yet, they are very strong but you have to know what you are doing, as they are easy to tell what they are going to do next, i use two units of koptas to tie up units early in the game or to outflank and suprise them later in the game. it works well for me.
Chaos W/D/L 48/12/18 almost retired
Orks W/D/L 13/0/0 Still going strong
Space Marins in the making (Salamanders)
Good to hear! I guess there is no chance that you can post said list so I could see it, or perhaps send it to me as a personal message, if you don't want to display it to the whole forum? I'm not intending to copy anything, I'm merely looking for inspiration.
Oh, and if you by any chance already posted it, my humblest apologies for not scouring the army list forum enough...
Horde armies are still quite popular, especially after the release of 5th edition. If you look on the army list page I'm sure you'll see several.
Now, what you might not see are 'pure' horde lists. Or in other words, lists that only use units of boyz on foot, or use practically nothing besides boyz on foot.
Why don't you see lists with nothing besides big meks with kustom force fields, and units of 30 boyz?
Three words: Dawn of War
Dawn of War missions all but cripple pure footslogging armies. You only get to have two troop units start on the field, and all the other units in your army moves off the board edge. This sets a horde army back at least 1 full turn worth of movement, meaning that instead of reaching the enemy lines on the second or third turn, the majority of their army will be reaching there as late as the fourth, and this is often too late.
The trade-off is you get to start two of the 30 boy units halfway up the board. The problem is that this lets your opponent deal with your forces in waves...unless you also throw in some fast troops, like bikes, koptas, buggies, trukks or kommandos. These fast/infiltrating units can reach the enemy lines at the same time as the two units halfway up the board.
Dawn of War is even worse for Orks if you're playing the 'capture the objective in the enemy deployment zone' mission. It's nearly impossible for a horde to reach that far in so short a time. Assuming the front two units of 30 boyz don't survive (which they probably won't), the units following behind them, from the board edge, move an average of 9 inches a round (6in + 3in average run), meaning they won't make it all the way to the opponent's board edge until turn 6, if there even is one. That's also assuming they don't stop to fight any close combats either. It's literally all but impossible for an ork horde to make it all the way. You need bikes and trukks to make the final lap of the journey.
The table quarters mission isn't great for horde armies either, just because of the lack of room. It's possible to fit everything, but you'll be packed in like sardines, and if your opponent has a lot of ordnance, the first few turns will be crippling.
This is why you don't see pure footslogging lists anymore. The new missions make it much harder to effectively use 120-180 boyz in the same list. 3-4 units of 25-30 boyz, however, can still be very effective as long as they get a good amount of quick, long range support. You just can't solely depend on the horde anymore. Not with the new missions.
Thing is, I think maybe either people have moved on or are just not posting 'em or something. The lists are pretty much very straightforward, so after you get a few games under your belt, it's just a matter of what else you take other than boyz.
Here's my list, maybe that'll give you the inspiration you need.
I'm trying to catalog every song with a reference to yetis or Sasquatch. Please help.
Thanks, all of you. That sure did answer most of my questions. I've disliked Dawn Of War since I first laid eyes on the 5th ed rulebook. how fitting ^^
Just one more thing, and I'm not sure that this is the right forum, perhaps it ought to be in the army list section, but I'll write it here for now.
As you can probably tell, I'm extremely into a horde army (to contrast my current Eldar army). What units are good to slap on in addition to the multitude of boyz to counter that, obviously major, setback? is there anything at all, or do I have to give up on my dreams?
Sorry for asking so many stupid questions...
The best units to slap onto footsloggers are ones who are not hurt by Dawn of War or the 'one distant objective' mission. A single unit of lootas is always good, but kommandos, trukks, and nob bikers also work well.
I'd definitely include at least one troop choice that won't have trouble moving up the field relatively quickly. As for the rest, any infiltrators, long range shooters, bikes or vehicles will definitely help.
I don't field a Green Tide because I just don't have the heart to assemble and paint 180 Orks. I got to around 100 and had nightmare flashbacks of ==My== Skaven still unpainted and I moved on to vehicles and weird Mekky contraptions.
I'm going to echo grax on this one, DoW and objectives tend to hurt Green Tide armies. You need to get stuck in ASAP and running off the board edge is not going to accomplish that. I tend to run 90 boyz on foot, 2 Trukk mobs, and Nob Bikers these days. It has a solid core of foot boyz and some speedy units to get stuck in and grab objectives. Add in some Kommandoz and Lootas and we can call it a day.
Check out ==My== blog: www.bnhblog.blogspot.com
However, in the one objective on each sidegame, regardless of deployment, if the ork wants to force a draw, it is almost impossible to not draw. Its just winning thats hard.
Yet again, cheers for all the answers. I think I'll mull all this advice over for a while, and when I feel satisfied I'll put up a list for you guys to butcher. Expect as much "Green Tide"-iness as humanly possible, while still keeping a competitive status!
Until next time!