Hey guys, I got in a game today that I wanted to talk a bit about. I'm not going to do a full Battle Report for it since it was kind of a bad game, not bad in unfun or one-sided, it was just super sloppy. My opponent was playing his first 8th Edition game and I forgot my Movement Trays at home so things were not off to a good start.
I took a variant on my Green Tide list, dropping all the Weirdboys and the Trukk (save one Psyker), instead picking up more support elements. Here's the quick and dirty:
Warboss on Bike w/ Big Choppa and Kombi-Rokkit
Big Mek on Bike w/ KFF and Rokkit
Big Mek w/ KFF, Rokkit, and Grot
Painboy w/ PK and Grot
6x 30 Boyz w/ 3 Rokkits and Big Choppa Nob (5 Choppas, 1 Shoota)
I think is the best Green Tide list I can build at the moment. The Rokkits are a great inclusion as they give me some game against Transport Spam, Flier Spam, and so on. Smite will just not do it, a canny player will never fall for it. Zardsnark is Forge World model recommended to me by a reader, he's incredibly good for the minor point increase over a normal PK Warboss on Bike and really helps out with Vehicles.
I went up against a weird Imperium list, here's a super quick rundown:
Inquisitor w/ Needle Pistol and Null Rod
3x Acolytes w/ Needle Pistols
Immolator w/ Twin Heavy Flamers
10 Sisters w/ Flamer and Heavy Flamer, Imagifier
8 Assault Terminators, 3 TH/SS, 5 LC
Land Raider Crusader
Chaplain w/ Jump Pack
Skull Faced Assassin
20 Crusaders, even split, w/ 1 PF and 1 PA
3 Penitent Engines
This is a pretty fluffy fun list, we ended up playing Kill Points since he didn't want to play The Relic. I'm not going to get too much into the game, I ended up winning as we called it with him having the Chaplain, the Inquisitor, the Emperor's Champion, a Rhino, 6 Sisters, and the Sniper Assassin versus a Warboss, a Big Mek on Bike, two full Boyz squads, two half full Boyz squad, and an almost empty Boyz squad. This was also heading into my Turn 4, so I'm likely to nearly table him.
Some highlights were the Land Raider Crusader holding up 30 Boyz for two full round when it only had four Wounds left, the Emperor's Champion killing my Warlord and Zardsnark, and a huge combat in the middle which started on Turn 2 and didn't end, involving 4 Boyz units, a Weirdboy, a Painboy, the Crusaders, the Land Raider, the Terminators, the Emperor's Champion, and Zardsnark.
While the game was a pretty average game, I did learn some things of importance:
Rokkits Are Good
I killed two Penitent Engines, put 6 Wounds on the Land Raider, killed a few Sisters of Battle/Crusaders, and that was all in two turns. Rokkits are worth the cost and will really help me deal with Rhinos, Razorbacks, and general Tanks where I can live without killing them but I need to drop their BS. They also give my units something to do early game, so I can either Advance or be a little slower and shoot.
Shootas Are Great
I'm going to bump to two units of Shootas. Typically the one I have if my Da Jump target but having another one leaves me with a unit in the back that can contribute. I almost always have a unit that does nothing in the game because they can't get in, this would let me do some work with them.
KFF + Painboys Are Great
I could see the disappointment on my opponent's face when he'd unload the Crusader and kill like five Boyz. It's really easy to position the Boyz sqauds so they each have a KFF, a Painboy, and a Warboss and I can split the army easily. Painboys also give me badly needed Powerklaws, Grotsniks is particularly good, and I could have opened the Land Raider much earlier this game if I focused it properly.
Zardsnark Is Good
For barely more than a regular Warboss he's pretty good. I wish he didn't have Big Shootas since they're literally useless compared to Dakka Guns for me but his five, 2+ Powerklaw attacks are amazing. He'll definitely be my go to can opener and his threat range is absolutely insane. I could have used him much more effectively this game, he put five Wounds on the Crusader then died, instead he should have been terrorizing the Sisters and more backline stuff.
I think Green Tide is the best Ork build, as I always have. I've seen Kan Walls, Mork/Gorkanaut spam, Mechanized, Jump Pack spam, it all has too many weaknesses. Green Tides loses to the truly Tier 1 lists, Stormraven spam, Conscript spam, probably Tau Commander spam (notice a theme?) but it's a super viable army. I've given up even trying to beat Stormravens, they're the best thing in the game until the meta pushes them out. Ironically a meta where Stormravens are the best would be great for my list since people will load up on Lascannons and other big guns which do nothing to me.
Anyways, sorry for the super truncated and rambling Battle Report. I played incredibly sloppy as did my opponent, I just didn't have my head in the game. It would have been a complete blowout if I played better, I threw Zardsnark away, didn't get Grotsnik into much, wasted so many turns fighting the Land Raider and Immolator. Oh well, all lessons for the future. Hopefully I can do better this week in other games.