Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2008/09/14 13:43:12
Subject: 'Ard Boyz lessons
|
 |
Major
far away from Battle Creek, Michigan
|
#1 Deffkoptas with twin-linked rokkits are lovely but should be assigned to outflank 90% of the time.
#2 Snikrot and his Kommandos do indeed reign terror. In 2 of 3 games they killed a HQ unit.
#3 Many people are not making the adjustment to TLOS easily.
Edit: post your lessons learned!
|
This message was edited 1 time. Last update was at 2008/09/14 13:43:59
PROSECUTOR: By now, there have been 34 casualties.
Elena Ceausescu says: Look, and that they are calling genocide.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 14:05:28
Subject: 'Ard Boyz lessons
|
 |
Ragin' Ork Dreadnought
Monarchy of TBD
|
#1- 10 Meganobs is nigh unkillable.
#2- KFF grots will absorb 2 rounds of shooting from any army. And most people will shoot them.
#3- 200 Orks is too many to expect to finish a game. Plan for a round 3 or 4 finish if you are running a green tide.
|
Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 14:24:35
Subject: Re:'Ard Boyz lessons
|
 |
Beast of Nurgle
land of the DEAD DEAD
|
|
not again
GENERATION 7: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment
It was the weapon of a Daemon Prince. Not as clumsy or random as a Bloodfeeder; an elegant weapon for a more detailed age. For nearly a two editions, the Daemon Princes were the guardians of variety and flavour in the Chaos Codex. Before the dark times... before the Jervis. H.B.M.C.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 15:01:49
Subject: 'Ard Boyz lessons
|
 |
Been Around the Block
|
#1 Kill fast units early in objective based games (damn weaponless Land Speeders)
#2 Imperial Guard get crunched by terminators when I charge at them
#3 Deathwing/Ravenwing need to be very aggressive against Necrons, even with the C'tan
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 15:13:30
Subject: 'Ard Boyz lessons
|
 |
Bush? No, Eldar Ranger
|
@natedogg710 #2: you don't say!
|
He's not going to kill the Falcon anyway, it's built from magic fairy wings and dreams. -- Phyraxis |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 15:16:00
Subject: 'Ard Boyz lessons
|
 |
Been Around the Block
|
der Wiskinator wrote:@natedogg710 #2: you don't say!
Well I kind of already knew that Guardsmen die to terminators. What I really learned was that any Guard tank dies to terminators in combat just as easily (chainfist = dead Russ).
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 15:22:13
Subject: 'Ard Boyz lessons
|
 |
Banelord Titan Princeps of Khorne
|
I learned that if you don't read the mission objectives, you'll find out at the end of the game that you lost.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 15:47:28
Subject: Re:'Ard Boyz lessons
|
 |
Regular Dakkanaut
|
Nice Whitedragon... Nice.
I liked giving the lessons honestly.
Lessons given:
1: If you charge Plague marines... you are FULLY committed for the rest of the game... the only way out is death so you better be sure. My opponents were not sure. LOL.
2: Anything I dont understand, I shoot it with oblits w/9 lascannons and ask questions later.
3: if you dont have a vehicle to hide in... Lash will own you.
|
Adepticon Pics...
http://s169.photobucket.com/albums/u215/theblklotus/ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 16:10:09
Subject: Re:'Ard Boyz lessons
|
 |
Been Around the Block
Tallahassee
|
1. Orks in Battlewagons with thrakka's wagggh equals 2nd, if not 1st turn charge every time.
2. Snikrot is broken
3. It's amazing, when sportsmanship isn't being scored, how nasty people can be.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 16:27:31
Subject: Re:'Ard Boyz lessons
|
 |
Sslimey Sslyth
Busy somewhere, airin' out the skin jobs.
|
theblklotus wrote:Nice Whitedragon... Nice.
I liked giving the lessons honestly.
Lessons given:
1: If you charge Plague marines... you are FULLY committed for the rest of the game... the only way out is death so you better be sure. My opponents were not sure. LOL.
2: Anything I dont understand, I shoot it with oblits w/9 lascannons and ask questions later.
3: if you dont have a vehicle to hide in... Lash will own you.
I like this format of lessons given
Lessons given:
1: Small arms fire is king in 5e, 170 shurikens in the air says so.
2: Anything I dont understand, I doom/Guide, bladestorm and ask questions later.
3: There are very little CC dangers in 40k to a shooting army that 20 Harlequins cannot solve....they're like a warm blanket.
4: Trying to shoot at naked prisms (that are on the edge of if not OUT of your range), and fortuned wave serpents moving flat out is a waste of your time.
|
I have never failed to seize on 4+ in my life!
The best 40k page in the Universe
COMMORRAGH |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 16:48:39
Subject: 'Ard Boyz lessons
|
 |
Prescient Cryptek of Eternity
Mayhem Comics in Des Moines, Iowa
|
1.) I hate guys with 2+ saves and an army with virtually no ap2 guns.
2.) I really hate whole units of guys armed with power weapons and power fists getting painfully close to my lines.
3.) I really, REALLY hate Deathwing.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 17:30:26
Subject: 'Ard Boyz lessons
|
 |
Storm Trooper with Maglight
|
1) People gearing up to face hordes creates some interesting opportunities. 10 Nurgle Bikers and 10 Nurgle Terminators are a hard backbone to kill, if rather expensive. And the higher cost of las/plas/fists in the newer books helps limit armies that still take the low AP road.
2) Multiple template weapons that do not scatter thanks to Icons are a thing of beauty.
3) You need at least 4 scoring units at 2500 points. I playtested at 3 and it was too inflexible. 4 worked.
4) Dawn of War helps my footsloggers out quite a bit. Please keep that coming for the Semis.
|
This message was edited 1 time. Last update was at 2008/09/14 17:35:06
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 17:44:52
Subject: 'Ard Boyz lessons
|
 |
Horrific Hive Tyrant
London (work) / Pompey (live, from time to time)
|
1: deal with a farseer and seer council as quickly as possible.
2: landraiders refuse to die.
3: shokk attak guns kain termies
4: termies are not to be laughed at.
5: battlewagons are great, just keep them away from lascannon dev's.
|
Suffused with the dying memories of Sanguinus, the warriors of the Death Company seek only one thing: death in battle fighting against the enemies of the Emperor. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 17:52:59
Subject: Re:'Ard Boyz lessons
|
 |
Regular Dakkanaut
|
Killing a landraider took 3 turns from 3 close range oblits... I melta'd 3 X's and charged it 3X's to kill it. 3 full turns!!!! I knocked all the weapons off... immobilized and nothing. took me WAY too much effort.
|
Adepticon Pics...
http://s169.photobucket.com/albums/u215/theblklotus/ |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 18:25:40
Subject: 'Ard Boyz lessons
|
 |
Fireknife Shas'el
|
Rending Genestealers is no longer an "I win button". Wow, wound allocation, d3 penetration, consolidating into "enemy fire" really reduces the scare tactic (my stealers didn't get shot up too bad as I usually stuck the stealers into combat where it was 1 genestealer squad vs 2 space marine units...but then my stealers did take more of a beating in CC). Taking down those pesky dreadnaughts took 4 assault turns with 22 genestealers...actually saved me from crushing defeat as they couldn't get shot up and ended up claiming the enemy objective but WTF... Terminators with mixed weapons plus wound allocation... WTFx2. Killing LR in CC with Flyrant priceless...untill passengers of said LR come out to kick your TMC  since they are no longer auto pinned! Wow, complete change. Oh and don't forget your Horror checks for units assaulting HT.
|
This message was edited 3 times. Last update was at 2008/09/15 02:09:41
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 18:43:07
Subject: 'Ard Boyz lessons
|
 |
Snivelling Workbot
|
#1. Get more games in. My first three of 5E were at 'Ard Boyz
#2. Avoid games with TMCs.
#3. I took all 5 objectives in game 1 with 3 scoring units spread out conga-line style.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 18:54:52
Subject: Re:'Ard Boyz lessons
|
 |
Been Around the Block
|
#1) Given half the board, an Ork army will force you into the last 6 inchs.
#2) A unit of sluggas with a custom force field behind them will eventually die. But the rest of your boyz won't.
#3) Armour is nice. But more boyz is nicier.
#4) More troops on the table turn 1 is better then less.
#5) Nobz on bikes that are troops is far too good.
#6) An ork boss on a bike with a power klaw will do Evil Kenvil tricks through an imperial guard armoured company. And take no wounds from exploding vechiles.
#7) When a squad is at full, one man is worth nothing. When a squad is down to one man, that one is worth a whole lot of kill points.
#8) Saying that you're going to use your WAAAAGGGGGHHH worries your opponent. Yelling it at them frightens them. Which causes mistakes.
|
Ya know, I remember when you weren't chaotic unless you had at least 3 eyes, some kind of grotsque extra limb, and your blood was at least boiling acid. Apparently all need these days to be chaos is some skulls and an arrow on your forhead. - Kaile Bloodhammer |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/14 18:59:59
Subject: 'Ard Boyz lessons
|
 |
Hacking Interventor
|
1) Don't do dick moves, deploying far enough forward that your opponent can't means that you loose a turn of firing, and that mech army will get the charge on you.
2) Bring a laser pointer, it means a lot less arguments over TLOS.
3) More autocannons, please.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 00:45:16
Subject: 'Ard Boyz lessons
|
 |
Longtime Dakkanaut
|
killed 15 marines just buy blowing up pods +1 for open + 1 for ap1 means the blow up a lot.
all troops and hq start in dawn of war+ 2 lash sorcerers + 50 berzerkers+ going first= win.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 01:31:08
Subject: 'Ard Boyz lessons
|
 |
Dominar
|
1. Searchlights on Leman Russes are instant win in 2/3 'Ard Boyz scenarios.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 02:13:50
Subject: 'Ard Boyz lessons
|
 |
Dakka Veteran
|
1. MANZ w/ Ghazghkull is just brutal (guaranteed 6" fleet)
2. Lootas are to be feared!
3. Expect to see a ton of armor!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 02:50:52
Subject: 'Ard Boyz lessons
|
 |
Plastictrees
|
1. In a 2.5 hour game against a horde army, expect that turn 2 will be the last turn.
2. Plague marines cannot be shot out of a covered position if they go to ground.
3. Chaos rhino rush is back.
|
"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 03:08:42
Subject: Re:'Ard Boyz lessons
|
 |
Drone without a Controller
|
sparowl wrote:#1)
#5) Nobz on bikes that are troops is far too good.
I will definitively confirm this. I was able to get a unit of 6 converted, and just throwing them forward really screws up your opponent. They died every game, but they were probably my MVP. They required a lot of attention, but gave up very little. One KP in those missions is amazing, as if you charge anything besides a transport or guard, you will make your KPs back, and it is very unlikely that people will be able to kill you in just 1 round (unless their non-troops/ HQ can choose where to come in right after you charged them forward).
So, lessons (kinda) given:
1) If you can't make reserve rolls, you will feel the hurt (really, my opponent made none of his reserve rolls, I made all of them, in the 2nd scenario).
2) Reading the objectives, and playing for them is important (if you are going to deny flank me, at least do it where there will be an objective for you to grab)
Lessons learned:
1) I'm not a fan of deffcoptas, they didn't really do anything in any of my games.
2) Being apathetic or pesimistic results in (at least an appearance) of bad sportsmanship.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 03:34:52
Subject: 'Ard Boyz lessons
|
 |
Banelord Titan Princeps of Khorne
|
Flavius Infernus wrote:1. In a 2.5 hour game against a horde army, expect that turn 2 will be the last turn.
2. Plague marines cannot be shot out of a covered position if they go to ground.
3. Chaos rhino rush is back.
I think Plague Marines are just...awesome. And how do you mean rhino rush?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 03:40:45
Subject: 'Ard Boyz lessons
|
 |
Fixture of Dakka
.................................... Searching for Iscandar
|
Hmmm I learned these lessons a while ago, but...
1) Melta weapons kill tanks. Railguns and Conversion Beamers do too.
2) Negating cover OR causing tons of hits is the only way to kill the enemy outside of close combat.
3) Bring alot of guys, or alot of vehicles. Didn't bring either? You better be MC, bloodcrushers, or terminators...or you are dead in 5th edition.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 03:44:30
Subject: 'Ard Boyz lessons
|
 |
Twisting Tzeentch Horror
Golden, CO
|
sourclams wrote:1. Searchlights on Leman Russes are instant win in 2/3 'Ard Boyz scenarios.
LOL, not in my game. Maybe my opponent set up wrong, or had bad luck, but he did nothing to my Rhinos or units until it was too late.
My lessons learned:
1) Even one squad of Orks can do serious damage to a unit, if it's untouched.
2) Ghazghul and his attending nobs take a lot of firepower to destroy, but it's worth every shot.
3) If you ever play an Armored Company, the ceramite armor (ie anti-melta) is worth the points.
4) Deep striking terminators do not like plasma cannons, especially multiple ones.
5) Lash is good, but it's not going to win games for you, and it can fail you at the appropriate time if you rely on it too much.
6) Not everyone has fully transitioned into 5th ed yet. This will likely not be the case in the semifinals. Hopefully.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 03:51:12
Subject: 'Ard Boyz lessons
|
 |
Banelord Titan Princeps of Khorne
|
Stelek wrote:Hmmm I learned these lessons a while ago, but...
1) Melta weapons kill tanks. Railguns and Conversion Beamers do too.
How did you learn about Conversion Beamers? None of the 'Ard Boyz allowed armies had then?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 04:07:05
Subject: 'Ard Boyz lessons
|
 |
Agile Revenant Titan
|
1. Searchlight + Lash + 2 Battlecannon rounds = 10 dead Nob Bikers turn 1 (thank God they only gave up 1 kill point).
2. Nob Bikers (aside from the above) are stupidly good.
3. Lootas are situational.
4. Lots of fast moving Nobz can be a viable Ork army.
|
No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 04:18:57
Subject: 'Ard Boyz lessons
|
 |
Longtime Dakkanaut
|
whitedragon wrote:Stelek wrote:Hmmm I learned these lessons a while ago, but...
1) Melta weapons kill tanks. Railguns and Conversion Beamers do too.
How did you learn about Conversion Beamers? None of the 'Ard Boyz allowed armies had then?
He learned it a while ago? Which you quoted.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/09/15 04:19:08
Subject: 'Ard Boyz lessons
|
 |
Land Raider Pilot on Cruise Control
Australia
|
Fabricator General wrote:#3. I took all 5 objectives in game 1 with 3 scoring units spread out conga-line style.
Is this allowed?
|
109/20/22 w/d/l
Tournament: 25/5/5 |
|
 |
 |
|