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Love the thought of the swarm of orks with Ghazzy leading the charge. Got a few questions about it though!
1. Is this army fun to play? Obviously the biggest factor of playing an army, is it worth pushing all those models around? I've heard many ork players start off with the green tide, but then switch over to mech orks.
2. Are shoota boyz used more of sluggas?
3. How does the green tide deal with high AV tanks, such as Land Raiders? I'm guessing Lootas kill lighter armor, but is Ghazzy the only option for the big tanks?
4. How competitive is the green tide? It seems that the amount of bodies there are is too much for most armies to handle, especially mech armies.
Signature? What, do I sign my name here or something?
1. It is fun to play! What could be more orky than a massive horde bearing down, overwhelming and trampling all in their path? Movement can be tedious, but I recommend making movement trays to speed the process. In friendly games, its not as big of a problem.
2. Both shoota boyz and slugga boyz are very common and both are fantastic. Overall, more people use shoota boyz because they are more versatile and their piles of shoota dice are quite nice, but both will do work.
3. There are a lot of threads regarding this subject in the forum. A pure tide will struggle against them. Sometimes you can just ignore them as you charge forth. Any ork boy unit's nob will have the potential to bust them up a bit if they can reach them. More info in the forum if you do a search.
4. It is competitive. You have massive blocks of dirt-cheap troops who are capable of tearing up most units in the game in CC. Obviously it can be out-whited, but it packs a huge punch that is hard to whittle down.
Rofl, movement trays to move a green tide. No.
Ignoring the fact they aren't allowed in 40k there's also the little problem of your army disappearing after a few turns from template weapons. If you want them all nicely compacted into movement trays then you better be ready for the game to end soon.
Also throw in a big mek with KFF to give a cover save to at least half your army
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
I find using a ruler to push the group of boyz forward is sometimes useful. Of course if there is a ton of terrain...you can't really do that either.
TheShadow, is there a rule that states that movement trays are not allowed? The movement trays that I use are not the same as fantasy... they're made of cardboard with holes cut in a pattern that actually minimizes blast template damage. I don't know how you move your green tide, but I play large games quite often and field several hundred slugga and shoota boyz, plus tons of other units, and the trays that I've made match my basing and save tons of time. I'm not sure why they'd be illegal, as they have almost no effect on game play save for adding a few millimeters to the height of the model. Please refrain from mocking a technique that you don't fully understand.
Once my 150 Boyz are on the table, everyone expects me to take my time. My opponents often volunteer to help me move the remaining Boyz! Anyone who doesn't is clearly unimpressed and bound to be worried by the sheer number of Ladz. That's the morale war won.
I move my Mobs in waves behind massed Grots. The Grots provide a cover save for everyone behind and if you field one Mob as 'Ard Boyz, their increased save makes a lot of difference, especially if they're Shootas that can start giving it back when they're in range. The Green Tide is ace, but you must support them with something bigger. I use massed bikes and Buggies to turn flanks and smash any big guns. This eliminates my need for Big Meks with their kustom force fields. You will take casualties, but once you're in contact then the game's yours. Be prepared to hand over whole Mobs as casualties, but you should have a few left so no dramas there.