Well as the title states I am talking about the infamous Green Baron. It seems lately that I have been giving a lot of advice on the Baron, and prothelizing about him too. So I submit to you the tactica; The Green Baron.
PLEASE, offer suggestions and critique, as I would like to take this into the article section as well as get it into the boot camp. Any suggestions to make it better would be greatly appreciated.
Thanks in advance; Without further ado:
The Green Baron
The Green Baron is the only unit in the entire ork list that works as an individual. There is the Green Torpedo, but he is a lot more expensive points wise, and uses up a HQ slot. But this is not about the green torpedo, this is about the Green Baron.
As for most things ork the more the better, the Green Baron is the exception to that rule.
The Green Baron is the exception in that, he never runs away; he is either on the board or dead. Twin link rockits makes him a good shot and the saw makes anything with rear armor 10 a nice juicy target.
So what is a Green Baron?
Simple, it is a single death copta with rockits and buzz saw. His mission is to kill enemy armor, and harass enemy heavy support. This is a job he does very well; the twin link rockits can punch most armor, and in assault the saw counts as a power klaw, so most any armor except AV14, can be cut through with the saw.
How to use the Green Baron.
There are two main methods for using the Baron: Start him on the board and turbo boost during the scout move towards the enemy. This tactic is called the alpha strike. The turbo move gives the baron a 3+ cover save, that will protect him from most enemy shooting, and gets him well within strike range to do his damage. Then move to get into the enemy lines, shooting a tank, and if you don't kill it then assault it. Since in assault you are striking against rear armor, his buzz saw can usually cut through it killing the tank.
The other method is to start him in reserve, then come in behind your enemy and kill his heavy support. With this you stand a 1 in 3 chance of coming in from the wrong side of the board, but with his turbo move he can be in position to do his work soon enough. Of course there is a chance the dice hate you and the Baron won't come in until the end of the game, in which case he is there for vengence, and not fire diversion.
There is a third tactic, and that is to sacrifice the Green Baron to tie up heavy support squads for a turn, to allow your boys to either get closer, or to get by to get to another target.
On occasion, I have sacrificed him by charging a devastator squad so that they couldn't shoot at my Battle Wagon, and of course he died, but it moved the devastators (with their required pile in move) to the other side of the building so they did not have line of sight to my BW. Nor could they shoot as their weapons are heavy (move or shoot) and they would have to move to get back into LOS. Of course, this situation does not come up often but it was worth a mention.
I am a great fan of the Green Baron, for what he does it is a great investment in points. If you are facing an opponent who has never faced the baron before you are going to show him how devastating the baron is. He will kill many tanks and transports if left unmolested. Once he has ravaged an enemy, he usually becomes a top priority target.
It all boils down to this: The baron either is devastating to the enemy, or dies quick.
So, to show how he gets used and performs would take many pages, and since I don’t want to write a book I will tell a few war stories to demonstrate the joys of the Green Baron.
Against an IG player the GB killed all 3 of his earth shakers and then got a leman russ tank in the 4th and 5th turn. He had made the mistake of lining up all his stuff on the back of the board and had nothing that could shoot the baron once I was behind him. The baron has destroyed many an IG template throwing vehicle and is the most dreaded member of the ork army when playing against IG.
On the occasions where he does not do well, is when IG players who have suffered the ravages of the baron target him relentlessly on the first turn until he is dead. This is also good, as a lot of fire has gone into the baron and not into my trucks allowing me to speed across the board and get stuck in unscathed.
Against necrons he is a great destroyer destroyer. In the standard squad of 3-5 destroyers the GB will kill one with shooting, and assault. His T is high enough and his save good enough that he will survive the 2-4 attacks and then his buzz saw will kill 1-2 of the destroyers and win the combat. He can glance the monolith possibly immobalizing it, and with further hits reduce its number of attacks. He is pretty good for harassing and wounding those pesky c-tans that they always seem to have hanging around. A c-tan cannot join a squad and so can be shot at all day long by the GB.
Against marines is the main time I start him in reserve, as usually they have more than enough AP4 stuff to kill the baron outright. In one game the GB killed two vindicators and a shooty dread more than earning him another glory mark. Against most marines the rockit is insta-death so when an IC ends up standing out in the open the baron can shoot and kill it. To have a devastator or long fang squad turn around to take on the baron will save a lot of boys and their trucks, allowing for the boys to get in close, like we are prone to do.
Against eldar the GB can easily take down any falcon or prism that may be out there shooting you, once you are behind them they are easy pickings. Thier holo field does give them a slight advantage in not getting destroyed, so when the rockit fails ti kill it, make sure you are in assault range to follow up. In a few games the GB killed every serpent and falcon on the table giving the orks the higher mobility and the win. Most of the time the eldar players will shoot everything they have at the GB making it vitally important to turbo boost during the scout move. Twice now I have had the eldar shoot everything in their army at the baron only to have the baron survive because of his 3+ cover save, and this meant that the rest of my army took no damage at all.
Against the tau the baron is a good broadside and crisis suit killer, shoot one and then assault killing another, and sweeping the survivor. It works that way most of the time, when it doesn't then you have them tied up in combat so they are not shooting your other vehicles. I have done that to the tau so many times I have lost count. He is also great against their other vehicles too. Just stay away from their hammerheads as the flechets will usually cause a wound on the baron, but if you get within 6" then the rockits can fly unmolested against the rear armor of their tanks. It is to the point now that unless it is a new tau player, they usually shoot at the baron ignoring all other ork targets until the baron is dead. Again this allows the majority of my force to get in too close where tau do not like it.
Against DE, he is a great killer of transports, having those witches and warriors walk, is a good thing for orks. The DE players were arrogant and would ignore the baron with their drive to get in close to the boys, so they often times zoomed right past him, getting him behind them without having to do anything but turbo during the scout move. Then the baron would lazily turn around and shoot down a raider, leaving a bunch of dismounted warriors in front of a truck load of boys. Great fun. So, for a while the DE players continued to ignore the baron even though he killed three or 4 of their raiders every game. Now they start to target the baron first turn and again this allows the rest of my army to catch the tricksy DE before they can assault.
Now I hardly ever play against another ork player, but when I do the green baron is good at killing those pesky kans and dreads that are so prevalent where I play. The baron will usually only last one kill, so the trade off is important. If I can kill a dread then my baron has earned his points as usually right after that the kans turn and shoot the baron down. Since I have only played but a few games against other orks I cannot define a strategy for using the baron against other orks, except to say that he does what he does.
The one thing you want to avoid is charging the baron into combat with infantry. He is not a CC expert, as a matter of fact he is not even good at it. Charging into infantry will only get the baron killed. Unless you are sacrificing him to make the enemy move away from your forces, or making them use their pile in to draw them off an objective, or out of cover, then use your move to stay far enough away to avoid combat. Of course he is an ork, and if there is a weakened infantry unit that doesn't have a power weapon in it, you can assault those to try to get the kill point. It is always good to kick-em when their down, so rather than let that last lone trooper contest an objective, go ahead and use the baron to take him out.
Another caveat to add; is never charge a dreadnought. Even though they are technically a vehicle, they will strike first and kill your Baron every time. Use the Baron to get behind them and shoot them in the rear armor, just stay out of combat with them.
In conclusion, it is my (not so) humble opinion that the Green Baron is the best anti tank unit the orks have. He is cheap compared to other anti armor the orks have, and is fast. Not to mention that he will be a top target priority to your opponent once you have used the Green Baron for Effect. In this case you are looking at how many points would you pay to not have your army shot at first turn? How about 70 points, is that worth it? The threat of the Green Baron will make your opponents shoot at him until he is dead, instead of the rest of your army. This allows the rest of your army to get close and personal, just how we like it.