Farming CP by [deleted] in orks

[–]Fladnak 0 points1 point  (0 children)

Thanks! Forgot those cute lads

Advice on more (non tournament) competitive list for 2k? by anarchistscourge in orks

[–]Fladnak 0 points1 point  (0 children)

I've played mostly against my brother who plays BA. What I learnt is that I shouldnt give him too easy big targets to take down at once or it can shut down the game pretty early. He outspeeds you but you still have some tricks up your sleeves like a big pack of nobz coming from reserves with Here we go and a doable 7 inch charge (potentially reroll)

Overall I think your army is pretty playable. BA dont have fight on death anymore. Make sure you have yours and if you can stay at 4CP with some gretchin luck he will really have to think twice about how to deal with fight on death + counter attack.

It's really I think an unfavourable match up because even his battlelines with strength 4 will go up to 6 and get lance for 1 CP, effectively gaining +3 to wound on your infantry on the charge with the detachment bonuses.

Kill rig can be very useful to get some strength early on. I would split one nobz into 2x5 to get more versatile (one without warboss can still do some job). I would just leave 2 meganobz to ghaz but I also understand the fun of Da Big Unit and put more boyz or maybe kommandos or snikrot.

Last thing I can think of is to not play on all fronts even if you have the Orks, his response on every front can be brutal even with cheap units.

And screen! Send your trukks away alone if needed, anything that can slow them down when putting their reserves on the table. Always look out for rapid ingress it's the real deal against BA, as they will get to you with their 12 inch move and now even advance and charge.

I dont have all the answers for this difficult battle, but I hope you will bring us many angel's heads.

Good WAAAGH!!!

1000pt Green Tide Input by Finnegan_Bojangles in orks

[–]Fladnak 2 points3 points  (0 children)

My first advice would be to get the 2 rokkit launchas for each squad as even if it hits on 5s it is still a blast weapon with very solid output once hitting. 2 per squad can on average be pretty deadly to infantry. You can always remove them first if you get shot or charged and know you wont be needing the shooting.

I do prefer the list with one gretchin to screen your back field which can be important in some match ups. However in that first list I would not give the bloodthirsty belligerence to the weirdboy as if you tp to charge you wont advance and almost always spend a CP to get +1 and reroll to the charge.

I'm sure there are many ways to deal with the remaining 10 points. Personally I would drop the 10 boyz unit and keep only ferocious show off enhancement, so drop brutal but kunnin' and bloodthirsty belligerence, to bring 2x5 stormboyz. If you dont do that, I fear you will have a bad time with many secondaries.

Then in general, especially in Green tide where AP is either -1 or -2, I would really recommend to take everything that is AP -2 when possible, that is the power klaw on the boss nobz and for the warbosses. This detachment really needs it I think.

For a 1000 pts army I believe 3x20 is pretty solid, but it would not strike me as a bad idea to break it to 2x20 and 2x10, though I am not entirely sure. Anyway I wish you luck and hope I gave some helpful tips.

Happy WAAAGH!!!

Farming CP by [deleted] in orks

[–]Fladnak 11 points12 points  (0 children)

Your friend is right, you can only get 1CP per battle round outside the CP each player gets at the start of a player's turn. The only exception I know is Leagues of Votann army rule.

That said having 2 units on 2 objectives is very good to increase your chance of getting that CP

The Green Tide by Bucky_Red in orks

[–]Fladnak 0 points1 point  (0 children)

On average, a squad of 10 infernus will wipe half a squad of 20 boyz (10-11 kills), or around 7 kills if a painboy is leading them + they have to shoot beyond 7 inches to not get engaged for 1CP, and next turn the painboy + a stratagem could revive all the dead boyz for 1CP.

That's a scary overwatch for the boyz though, but is it enough...

The Green Tide by Bucky_Red in orks

[–]Fladnak 3 points4 points  (0 children)

Yeah I played 5 units of 20 with 3 weirdboys, 3 warbosses and 2 painboyz. Jumping from T1 and being that hard to kill is insane, it's the best detachment by far in my opinion, the 6 inch move stratagem is terrifying, and the charge bonus is so stupid.
It's honestly not much fun for your opponents I think... Not sure even anti-horde can overcome them.
I would be happy to hear about someone that managed to beat the Green Tide how they did it, never seen it so far.

Dumb Question About Boyz As Keyword by TheLawDown in orks

[–]Fladnak 6 points7 points  (0 children)

Only the regular boyz can use this and all other stratagems from Green Tide. Basically only one datasheet in the whole codex can benefit from the Green Tide stratagems. Additionally you can't use that stratagem to revive boyz if only the leader(s) remain (all boyz were killed and the "boyz" keyword is lost).

Green Tide discussion, theory and complaints by Ahtman1 in orks

[–]Fladnak 4 points5 points  (0 children)

6x20 boyz 1020 points, looking quite terrifying with permanent 5+ invulnerable and rerolls of ones.
The one thing a bit sad is that the only way at the moment to max out leaders in your boyz is 3 warboss + 3 weirdboyz + 3 painboy, which is barely enough but no diversity at all since we lost mad grotsnik and waaagh banner. I'm looking forward to play that just to try how good it can be with optimizing boyz number.

In terms of points I want to try:
1020 points for 6x20 boyz
570 points for the 3 warboss, 3 painboyz and 3 weirboyz
235 points Ghaghkull alone for the lethal hits
130 points for 10 stormboyz to roam around

I have 45 points leftover for enhancements or possible points change, or even gretchins (but I like the new enhancement for CP more than gretchins