Once again I find myself at Dirty Goblin Games in Queensbury, NY for a fun tournament experience. I decided to try out the first concept for a list I would like to use at Da Boyz GT in November. The Da Boyz list construction rules have an interesting and unique comp system which should be fairly well-known to everyone, but the essence is that Troops are unlimited, Dedicated Transports are 0-3, and all other units are 0-2. Also, you are limited to a single Combined Arms Detachment, a single Allied Detachment, and Formations/Dataslates along with a 2-source maximum.
This is what I brought (or close enough that it doesn’t matter):
1850 Pts – Codex: Orks Roster
Da Boyz 005
: Combined Arms Detachment (51#, 834 pts)
1 Weirdboy, 70 pts
1 Painboy, 55 pts (Bosspole)
9 Tankbustas, 205 pts
1 Boss Nob (Bosspole; Big Choppa)
1 Trukk (Red Paint Job; Reinforced Ram)
9 Tankbustas, 205 pts
1 Boss Nob (Bosspole; Big Choppa)
1 Trukk (Red Paint Job; Reinforced Ram)
1 Looted Wagon, 57 pts (Rokkit Launcha x3; Reinforced Ram)
1 Mek, 45 pts (Killsaw)
10 Gretchin, 40 pts
1 Runtherd (Squig Hound x1)
1 Looted Wagon, 72 pts (Killkannon; Reinforced Ram)
1 Mek, 45 pts (Killsaw)
10 Gretchin, 40 pts
1 Runtherd (Squig Hound x1)
1 Combined Arms Detachment, 0 pts
Formation: Green Tide (102#, 1014 pts)
1 Green Tide, 1014 pts (Formation)
10 Boyz (Slugga)
10 Boyz (Slugga)
10 Boyz (Slugga)
10 Boyz (Slugga)
9 Boyz (Slugga)
1 Boss Nob
9 Boyz (Slugga)
1 Boss Nob (Power Klaw)
9 Boyz (Slugga)
1 Boss Nob (Power Klaw)
9 Boyz (‘Eavy Armour; Slugga)
1 Boss Nob (‘Eavy Armour; Power Klaw)
9 Boyz (‘Eavy Armour; Slugga)
1 Boss Nob (‘Eavy Armour; Power Klaw)
9 Boyz (‘Eavy Armour; Slugga)
1 Boss Nob (‘Eavy Armour; Power Klaw)
1 Warboss (‘Eavy Armour; Power Klaw; Shoota; Big Bosspole; Warlord)
Basically, the Painboy and the Weirdboy go into the Green Tide. The Weirdboy rolls on Sanctic Daemonology hoping for Hammerhand and/or Gate. We get across the table and krump some ‘eads. The Tankbustas are there to ace out as many vehicles as possible early on to make the multi-assaults a little bit easier.
Game 1
Opponent: Astra Militarum and Grey Knights
Deployment: Hammer & Anvil
Primary Mission: Tactical Escalation
Secondary Mission: Emperor’s Will
I don’t even remember which Warlord Trait I rolled, but I got Hammerhand for one of my Psychic powers, so I was as happy as a clam about that.
I push forward the Tide and my vehicles, scoring a few TacOs. His gun line does a little damage. |
The Dreadknight deepstrikes and nearly mishaps, but is in a great position along with the Terminators for barbecued Ork on Turn 1 thanks to the Formation he’s using. |
My Painboy was in grave danger, but thanks to some Look Out Sir rolls and some great Feel No Pain rolls once there were no Boyz left alive within 6″, he survived but just barely! |
We take our lumps on the forward flank as well. |
The Mekboy with Killsaw is murdered thanks to random allocation in vehicle explosions. |
The HammerHand Orks charge! |
As do the Tankbustas. |
The other squad of Tankbustas make a suicide run at the forward Chimera because their Trukk is dead. |
The Green Tide cleans up on the Terminators and Dreadknight. |
The Gretchin move up to harass. Even though their Mekboy is also killed, they manage to make a unit of Veterans flee off the board. |
The Boyz try to lurch forward again. Thank goodness John is helping me move my models! |
Closer…. closer…. |
RRAARRRGH!!!!!!!!! |
Although the game is fun and the end is glorious, we finish on Turn 5 and I am unable to make up the points for the win.
Game 2
Opponent: Dark Angels
Deployment: Dawn of War
Primary Mission: The Spoils of War
Secondary Mission: Purge the Alien
This time, I rolled abysmally on the Psychic table, but I did happen to draw the Strategic Warlord Trait which allows you to Infiltrate with your Warlord and three other units. This resulted in a highly amusing deployment.
So this is what it looks like when you Infiltrate with the Green Tide… |
This is what it looks like when you get up in there. I lost close to 40 models on Turn 1 thanks to the Bolter Banner, but I think it would have been a lot more had I not Infiltrated. |
I assault in and try to put wounds on the Toughness 5 models with my Strength 3 Orks. |
Some of the Bikes are able to Hit & Run away, but I am locked with some Bikes that didn’t make it and also the Terminators. The Tankbustas, of course, make short work of the Land Raider. |
The escaped bikes draw a bead on my backfield. |
RARGH!!!!! |
The Orks erase the rest of their opposition on the other side of the table and, thanks to WAAGH!, are able to launch an assault at the enemy in the center who have been harassing my support units. |
The Ravenguard are wearing thin… |
One Looted Wagon full of Grots and the remaining Tankbustas score TacOs on the outskirts of the board. |
At the end of the game, my opponent was tabled, but the game was fun and crazy!
Game 3
Opponent: Space Wolves
Deployment: Vanguard Strike
Primary Mission: Purge the Alien
Secondary Mission: Big Guns Never Tire
For this game, I was able to score Hammerhand again which was a great relief to me considering there were Wolf Cavalry on the other side of the table!
Some Wolf Guard drop in and harass my back lines. |
The Tide surges forward, eyes on the Wolf Cav who I know can clean up against my other units. |
Assault? Why not? |
This combat raged for 3 full turns. |
I whittled the tough models down one wound at a time. My Weirdboy eventually Perilsed himself out of existence, though. |
One Wolf and Arjac held on for a long time. |
On Turn 4, Arjac rolled 20 saves, but failed 1 of them and finally perished! |
The Wolf flyer (proxied here) harassed my back lines, eventually denying me the Primary mission. |
I rushed in with the much-reduced Tide and killed all of the Longfangs. |
While the Tankbustas took out the hovering flyer. |
RAWR! |
In the end, I won the game, but on secondaries, and took third place in the tournament.
Conclusions
Warlord Choice: I used the Warboss in the Green Tide as my Warlord over a Warboss or Big Mek in the CAD with Finkin Kap because I think the WAAGH! on every turn is more important than 2 Strategic Traits with re-rolls. I’m not so sure about this now as I think Infiltrating with the Green Tide could be much, much better than WAAGH! every turn, but at the same time I MUST take a CAD, so I’d probably end up losing the Weirdboy which is a tough sell at this point. I may try a test game with a KFF Big Mek instead.
Saves: The ‘Eavy Armor on some of the squads is a MUST, as is the Painboy. If I were allowed multiple CADs, I’d honestly have 2 Painboys instead of 1. As it is, I have to be very careful about where I place him. The ‘Eavy Armor sprinkled around the squad really creates these great speedbumps where the wound allocation has a tendency to just stop dead in its tracks.
Backfield is Weak: I think that, perhaps, the Tankbustas aren’t quite cutting it in this particular list. I like Tankbustas more than Meganobz in general, but I think that for this particular list, some Meganobz would do a lot better to protect the Gretchin and score.
Da Boyz GT Format: I sure wish I could take the Ork Horde Detachment or Ally with myself in this format so I could take a third HQ. Orks can live or die by that extra character. Well, I think the list has promise just the same. I’m also trying to wrap my head around a Bike list built around the Bike Warboss from Imperial Armor 8 as they are also allowing any 1 40k-approved Forge World unit in your list.
Ask for Help: If you ask your opponent to help you move models and remove failed dice rolls, your game will go very quickly and you’ll likely finish your games unless they also brought a blob list.
At any rate, thanks for reading!
nice write up mate:)
Orks!!! WOOOOO!!!!! Wonderful right up. Thanks for the great photos. Love dem orks.
Great write up two very nicely painted armies. I’ve been on the wrong end of a fearless green tide twice now, I think that formation could be really competitive.
Did your infiltrating green tide assault on turn 1? It’s hard to tell from the description. If so, that’s a no-no! Fun read anyhow.
Thanks for bringing this up because I did not clarify. No, I took my licks like a good Ork! Fortunately, I went first, so I only had to weather one enemy turn of fire before assaulting.
Thanks for the article! I appreciate all of the photos. Nice seeing Orks being played as they’re meant to be as well.
Isnt the green tide formation apocalypse? Pretty sure its not allowed.
It used to be, now it is a normal 40K formation, and quite good, too. It’s in the Ghaz supplement.
Finally an ork write-up! Great fun to read but compare your experiences with mine here:
https://bigbossredskullz.wordpress.com/2014/09/19/interlude-playing-with-the-green-tide-formation-part-2/
I think that my formation setup and synergies from the CAD hqs are better than yours.
But please keep us updated! I for one think that the Green Tide formation is one of our strongest builds and one that can give everyone a run for their money 🙂
Funny, I was just talking about the green tide last night, except I was thinking about adding mad doc and snikrot to it so they would always be infiltrating, fearless and FNP.
Sadly, Snikrot may only join a unit of Kommandos. 🙁 The one thing I’m considering, however, is along those same lines. I may consider a Warboss or Big Mek replacing the Weirdboy in the CAD. That way, I could give them the Finkin Kap and I’d have 4 chances to get Master of Ambush. I really think this might be better than getting WAAGH! every turn. The sad thing is that I REALLY love having that Weirdboy in the tide to give them buffs. I really wish I could take the Ork Horde detachment instead of the CAD. Orks suck so hard at the competitive level without lots of HQs, I have found.
Why not take the Ork Horde detachment? Aside from another HQ though, what is it giving you?
The green tide counts as one unit, albeit worth 11 kill points it’s still a minimum of 101 Orks on one giant mob.
Sadly, Da Boyz is 1 CAD, 1 Ally, Dataslates, and Formations with 2 sources allowed. I would consider taking the Ork Horde otherwise, though I don’t think I’d be able to get my re-roll on the core rulebook warlord traits if I did that, according to the strategic benefits in the Detachment.
Is that one table a sand table? Like…real sand?
Overall this looks awesome, I wish I had kept all my choppa boyz that I got from AoBR so I could run that formation. It looks tremendous.
I do highly recommend going with your warboss being the one with da finkin’ kap. Waagh is certainly great, but, as you noticed, infiltrate is even better.
Yeah, they just built it. It sure is a blast from the past! I love that table.
Yeah, I think you’re right. I think I need to do Finkin Kap. It will be sad to see the Weirdboy go, though.
The warboss in the formation can’t take Finkin’ Kap sadly. In the Ghaz supplement under the orkimides goods it says “any model taken in a detachment or formation in this book that has access to the Gifts of Gork and Mork cannot select those and can choose from this list instead”. Not word for word (at work, don’t have book on me), but the jist of it.
Ya. I’d have to give up the Weirdboy in the CAD in order to take either a Big Mek or a Warboss with the Finkin Kap.
So, here’s what the list might look like with Meganobz and, instead of a Weirdboy, a Big Mek with Finkin Kap…
1850 Pts – Codex: Orks Roster – Da Boyz 007
: Combined Arms Detachment (49#, 835 pts)
1 Big Mek, 49 pts (‘Eavy Armour; Da Finkin’ Kap; Warlord)
1 Painboy, 55 pts (Bosspole)
11 Gretchin, 43 pts
1 Runtherd (Squig Hound x1)
11 Gretchin, 43 pts
1 Runtherd (Squig Hound x1)
1 Meganobz, 240 pts
1 Boss Meganob (Bosspole)
4 Meganobz
1 Trukk (Rokkit Launcha; Reinforced Ram)
1 Meganobz, 200 pts
1 Boss Meganob (Bosspole)
3 Meganobz
1 Trukk (Rokkit Launcha; Reinforced Ram)
9 Tankbustas, 205 pts
1 Boss Nob (Bosspole; Big Choppa)
1 Trukk (Red Paint Job; Reinforced Ram)
Formation: Green Tide (102#, 1014 pts)
1 Green Tide, 1014 pts (Formation)
10 Boyz (Slugga)
10 Boyz (Slugga)
10 Boyz (Slugga)
10 Boyz (Slugga)
9 Boyz (Slugga)
1 Boss Nob
9 Boyz (Slugga)
1 Boss Nob (Power Klaw)
9 Boyz (Slugga)
1 Boss Nob (Power Klaw)
9 Boyz (‘Eavy Armour; Slugga)
1 Boss Nob (‘Eavy Armour; Power Klaw)
9 Boyz (‘Eavy Armour; Slugga)
1 Boss Nob (‘Eavy Armour; Power Klaw)
9 Boyz (‘Eavy Armour; Slugga)
1 Boss Nob (‘Eavy Armour; Power Klaw)
1 Warboss (‘Eavy Armour; Power Klaw; Shoota; Big Bosspole)
Actually, if I drop the Big Choppa on the Boss Nob in the Tankbustas squad and go down to 10 Grots in each of those squads, I can go from 10 Tankbustas to 12. That might be the right answer.
I like this list better.
I can’t recommend MANz in a trukk high enough.
Weirdboy is a must. I run the warboss in the tide with big bosspole for fearless. In the CAD I run a warboss as warlord with da finkin kap and a lev 2 weirdboy.
That sounds cool as hell, but I ain’t runnin this without a Painboy. It is way too good.
Why not consider finding the points for Mad Doc? He will give the Tide Fearless AND Feel No Pain.
I agree, FnP feels like a must for a unit this big where you get so much mileage out of it.
The Warboss in the Green Tide has Da Big Bosspole, so it is Fearless. This, combined with the regular Painboy from the CAD, is a much cheaper way to get the same results.
Mad Doc feels like a must in my opinion. Having you fearless will prevent a lot of the power issues/hitting yourself etc
I LOVE the green tide. Been playing against Tasty Taste who is running that atm and it makes for really fun games.
Big bosspole gives fearless to the unit.
Correct but Mad Doc grants Fearless and Feel No Pain. I’m not sure how the wording is but I think you can only take relics from the book that is the primary source which you really need Da Finkin Cap for a great shot at the infiltrating a Warlord Trait. If you’re taking the Fearless banner then you can’t get the Cap. Please correct me if I’m wrong I don’t have my books with me.
Yeah. I’d be giving up the Weirdboy in the CAD in order to take a second Warboss or a Big Mek in order to take the Finkin Kap. It’s probably worth it.
How did the number of eavy armor and powerklaws feel… just from the look 3 eavy armor seems a little much, maybe dropped to just one unit that would give you another pk or another unit of gretchin. If the pks seemed too many maybe drop some for buggies (imma big fan of the skorcha to deal with stragglers) or lootaz or traktor guns for anti air.
It’s really, really nice having 30 dudes with ‘Eavy Armor. If there’s time, perhaps I’ll playtest without it, but I just love how bolter fire and barrage has a way of stopping dead in its tracks against the Green Tide.
I think 30 is a perfect number. 20 to put up front and 10 to put around your HQs for Look Out Sir shenanigans. When I get some time I’m going to sit down and try to figure out a really good set up for the Tide along with what support units will work best. Btw thanks for posting your batreps I did enjoy the read.
Thanks! ^_^
So here is what I came up with if you’re interested.
CAD:
Warboss
-Eavy Armor
-Powerklaw
-Da Finkin Cap
Mad Doc Grotsnik
Troops:
Boyz x10
-Shootas x10
-Trukk
-Reinforced Ram
Boyz x10
-Shootas x10
-Trukk
-Reinforced Ram
Elites:
Tankbustas x15
Tankbustas x15
Green Tide Formation:
Warboss
-Eavy Armour
-Powerklaw
-Big Bosspole
100 Boyz
-Eavy Armor x30
-Nobz x10
-Powerklaw x6
-Big Choppa x4
Obviously your three infiltrating units would be the Green Tide and the two units of Tankbustas. Ork Boyz stay in reserves and come on later for ObSec goodness from back to mid field. The Big Bosspole on the other Warboss is for Fearless redundancy because you don’t want to put all of your eggs in one basket with Mad Doc.
Does anybody have any experience with the tide against a more psychic heavy army? At this point my only concern for the tide being a tourney worthy army is it’s possibly crippling weakness to maledictions. Also, the boss of the tide has to challenge and accept challenges right?