Please be sitting down and have a seat belt on before you read this, your safety is at risk. Maybe have a defibrillator on hand as well...
Are you ready?
Are you SURE?
OK, here it goes; with the new rules out and an new way of making a list has come out (the unbound) I have come up with a list that I think will make a hoot of a game. Now, I know you all know that I am a card carrying member of the KOS, but I just can't seem to shake this one from my mind. I know I should be taking a list with every red painted fast attack that I have, but I just can't seem to resist this temptation.
HOLD ON!
One unit of Green Tide, so unless a sniper picks off a character they will never get a first blood point. Since I can declare a WAAGH every turn, I should be able to charge the first turn and therefore suffer minimal shooting, but if I do have to suffer some shooting the KFF and FNP should keep casualties a bit lower.
Let me know what you think. (after you get off the floor and regain consciousness) Or is it just a silly passing phase I am having? Maybe my next list will be all buggies and planes, but for now I just have to see if a Green Tide is a viable army in itself.
Green Tide List(s) FYI: Must have a boss that can't leave the unit and ten mobs of boys.
WARBOSS: Armor, Boss pole, TL Shoota, Cybork, Attack Squig, Power Claw. =125 (Mandatory)
MAD DOC GROTSNIK: See page 59 of the Ork codex =160
BIG MEK: Waagut; Heavy, Cybork, Kustom Force Field, BP, Burna =125
(total for characters 410)
10 mobs of boys:
10 Nobs, ‘eavy armor, boss pole, Power Claw (46 ea) =460
(these are the 10 squad upgrade nobs and so will be included in every list)
For 2500 list:
271 Boys, Slugga and Choppa =1626 (27 boys per mob)
For 2000 list:
188 Boys, Slugga and Choppa =1128 (18 boys per mob)
For 1500 list:
105 Boys, Slugga and Choppa =630 (10 boys per mob)
Please don't turn me in to the KOS inquisition as I will, of course, deny everything...
Maybee drop the boss poles for more boys, as the mob will be fearless for as long as there are 11 or more boys. But, there are some psychic powers that make you take unmodified LD tests, and I would hate for 100+ boys to start running or get pinned, so a reroll would be handy for that kind of situation.
The boss and the nobs all have PKs just in case I get into combat with dreads and land raiders. Hopefully with cybork, cover, and FNP saves the boss should last all game. But I will have a nob or two in his vicinity to accept challenges against things that would kill off the boss too easily (like death company dreads).
Game play would be simple. Set up one unit of 100+ orks, move, and spend the rest of the day rolling dice in the assault phase