The Green Tide may turn the Orks into a top tier army – but you must master it’s tricks!
I rarely ever write about Orks but they are definitely one of the most endearing races of 40k and I love every game versus them with my Space Marines. The new Orks seem to be quite a puzzle for competitive gamers which I find quite interesting since they do have some great things going for them. The last codex was a true power house much like eldar are now with lots and lots of crazy-good units to choose from when building an army.
The Trouble with Orks
I have been to several GTs this year across the country and witnessed some of the top players who brought them struggle. To me the big problem for Ork players is they have been hamstrung by what we have available to choose from for overall army composition. The new codex is solid but a bit bland compared to the previous one – I think the key to unlocking a winning army is the ability to fielding multiple combined arms detachments (CADs) and formations but unfortunately we are only able to field one of each at most due to guidelines so far presented by tournament organizers (TOs) running major events. Forge World also adds some much needed spice for the aspiring Warboss and there is a ray of light beaming down through the dark clouds above… Both TempleCon in Rhode Island and Adepticon will allow the selection of multiple CADs, formations and character Lords of War (e.g., Ghazkul) next year and hopefully this will be the start to a new age of gaming finally ushering in true seventh edition as it was designed to be played. Mechanicon ran a highly unrestricted GT this year and was well received by those who attended… While it might be a drop in the proverbial bucket it’s definitely a big drop !
Mastering the Green Tide
I have seen quite a few armies this year featuring the Green Tide at large events but they always seem to come down to the short end of the lucky stick. I see the Green Tide in many ways as a new BeaStar if equipped with the right tools – basically you’ve got the opportunity to build a humongous horde unit that is nearly un-killable and cannot be broken. The Green Tide is perfect for board control thus quickly establishing positional dominance early in the game.
Need More Shootas!
One of the big mistakes I most often see is selecting Slugga Boyz over Shoota Boyz… While you pay an extra point per model for the Shoota Boy it’s well worth it for the extended range for shooting and potentially double the number of shots. Anything in large numbers is pure win for Orks… Just consider the damage from Overwatch if any enemy unit is foolish enough to launch an assault versus the Green Tide. I know the key tactic versus a Deathstar is to first send in one sacrificial unit to absorb Overwatch then hit them with your power house mėlee unit but still it’s there as a deterrent to many armies.
Need More Rokkits!
The inclusion of massed rokkit launchaz is something I also see missing that could take the Green Tide to the next level as it would then have the ability to handle armored vehicles at range – again anything in large numbers is pure win for Orks.
Need More Klaws & WS5 Kunnin!
Unlike the old BeaStar the Green Tide does not have access to Hit and Run which at first seems like a big deal but at the same time it’s definitely not a deal breaker either… And when you take into consideration Orks in general have low initiative you should quickly realize Hit and Run isn’t really all that great for them nor is it necessary since the Green Tide can quickly grind down most enemy units over the course of a couple assault phases – it’s hard to lock them down for a long time with most of the conventional enemy units we see as most prevalent now. Power Klawz in large numbers is the key here and the inclusion of the right wargear confers WS5 to the mob… There’s a big difference hitting on a 3+ versus 4+. Hitting on the latter more often than not equates to less than a quarter of the directed attacks actually inflicting any wounds or punching through armor.
Pump Up Da WAAAGH!
Yes the Green Tide overall is slower than BeaStar but this can be circumvented to a large degree via multiple Waaaghs – again you must select the right tools to build the ultimate Ork unit if you want to krump lots and lots of beakies. There is also the Master of Ambush Warlord Trait from the Strategic branch that allows the Green Tide to infiltrate… Obviously it’s not always going to be there for you but wow it’s really really good when you have it at your disposal which should be at least two out of six games at a large event.
Need More Armor!
Another key ingredient is the inclusion of some Boyz equipped with ‘eavy armor deployed up front to tank enemy attacks whether it be shooting or close combat. Again you’re paying the points but it’s a wise investment.
I’d love to see the new Orks finally win a major event and I think it’s only a matter of time until someone comes with the right army list. I’ve seen other types of Ork armies perform overall better than the Green Tide, such as trukkz and a big squad of warbikes with several characters attached, so Orks can at the very least place high.
It’s just a master of time now. Do you think the Greenskins can fight thier way to the top?