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![[Post New]](/s/i/i.gif) 2009/06/09 23:02:46
Subject: Mech Vets Ard Boyz List, looking to fine tune.
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Rough Rider with Boomstick
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Ard Boyz IG Mech Vets List.
I have played two games with this so far and like it (vs my own Vukan Mech Marines and 3x LR Lash Chaos won both easilly but I know my opponent too well to consider those results indicative of tourney performance), but this will be my first Ard Boyz so I would love to hear from some Ard Boyz vets as to what to expect and if this list has any gaping holes I need to worry about. As this is Ard Boyz I have no problem bringing GKT if need be, but at the moment I don’t see the need.
HQ – CCS 4x Melta, Chimera, HS -155pts
HQ – CCS 4x Melta, Chimera, HS -155pts
Elites – Inquisitor + Mystics + Melta Bombs+ Combi Melta – 47pts
Elites – Psyker Battle Squad + Chimera - 145
Troops - Veterans, 3x Melta, Chimera, HS -165
Troops – Veterans, 3x Plasma, Chimera, HS – 180pts
Troops – Veterans, 3x Plasma, Chimera, HS- 180pts
Troops – PCS 3x flamer, 1x Hvy Flamer, Chimera, HS – 130pts
Troops – Infantry Squad, Flamer, Krak, Melta Bombs – 65pts
Troops – Infantry Squad, Flamer, Krak, Melta Bombs – 65pts
Troops – Veterans 2x Flamer, 1x Hvy Flamer, Demolitions,Priest -175pts
Fast Attack – Valkyrie, Rocket Pods – 130pts
Fast Attack – Vendetta – 130pts
Fast Attack – Vendetta – 130pts
Heavy Support – LR Squadron: 2x Vanquisher, 2x LC, 2x Plasma Sponson, Pask – 470pts
Heavy Support – LR Squadron: 1x Demolisher
Total : 2487
Pretty simple, the two foot infantry squads and the flamer vets go in the Valk/Dettas. In the event I am facing an enemy with signifigant DS troops then one of the basic infantry squads gets kicked to the curb and the inquisitor rides in the Valkyrie. If not then he hangs out behind Pasks Squadron for localized DS protection.
The Demolisher runs with the Chimera’s acting as the center of the Phalanx and providing shock power for the assault while drawing fire from the more vulnerable Chims.
Pask’s Squadron just kills something every turn, and with the addition of the plasma Sponsons it should be able to deal with just about anything with a fairly good threat radius.
Im not sure about the Loadout on the Vets at the moment. There are so many loadout options with the Vets and im not really sure where I am weakest.
I have 13 points left over on this run through.
I am looking to run this or a variation of it for the first round in July. My bike idea is just going to be too expensive to try until after I get my bonus check in late July so no way I can get it done for round 1 of Ard Boyz.
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This message was edited 2 times. Last update was at 2009/06/09 23:05:35
Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/10 00:12:31
Subject: Mech Vets Ard Boyz List, looking to fine tune.
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Pulsating Possessed Chaos Marine
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A couple of comments.
If you are buying the inquisitor then spend the extra points to make him more usefull. Buy him a psychic hood and 2 of the followers that give you +1 leadership. For about 40pts you give yourself amazing psychic defense. This will help with eldar jetbike councils and zoanthroap big blast weapons, as well as annoying marine players trying to gate away from you.
I would ditch the plasma on the vet squads and get more melta. I ran 20 melta weapons in my sisters last year and barely felt like I had enough.
Drop the vet squad with the priest and replace with an eradicator. You need something with reach out and touch you I ignore cover saves. Pathfinders/scouts/other guard are going to laugh at your attempts to flush them out of their objective on the back edge of the table. The reason I'm saying eradicator is because you've used up all your fast attack. Plus it's fairly cheap and can advance with the demolisher.
You have no units for camping on your objective. Everything is built to go after your enemy. I would take your 2 infantry squads and give them autocannon/gl, or autocannon/pg if you have the points. I would probably completely change up your infantry platoon, put the pcs with flamers in a valk and try to find the points to put the other 2 in chimera's. Of course by now you are out of points, but cheap special weapon squads with flamers are good for making vendetta's scoring.
I would also look to free up points to put in one officer of the fleet and one astropath. This makes you a lot more dangerous playing the reserves game.
Hope this helps.
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This message was edited 1 time. Last update was at 2009/06/10 00:15:51
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![[Post New]](/s/i/i.gif) 2009/06/10 00:19:11
Subject: Re:Mech Vets Ard Boyz List, looking to fine tune.
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Wraith
O H I am in the Webway...
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I agree with Warmaster on most of his points. Run a Callidus assassin to combine with the PBS to kill Nob bikerz.
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He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you |
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![[Post New]](/s/i/i.gif) 2009/06/10 00:25:43
Subject: Mech Vets Ard Boyz List, looking to fine tune.
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Pulsating Possessed Chaos Marine
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Just for comparison for you, here is a list that I worked up that I'm doing some tweaking on. I never decide what my list will be til I see the ard boyz scenarios because that can really shake things up.
HQ
1 Company Command Squad
4 melta guns
1 Astropath
1 chimera w/ multi-laser, heavy flamer
1 Company Command Squad
4 melta guns
1 Officer of the fleet
1 chimera w/ multi-laser, heavy flamer
Elites
1 DH Inquisitor w/ psychic hood
2 hierophants
2 mystics
1 Psyker Battle Squad
5 additional psykers
1 chimera w/ multi-laser, heavy flamer
1 Psyker Battle Squad
5 additional psykers
1 chimera w/ multi-laser, heavy flamer
Troops
1 Veterans
3 melta guns
1 chimera w/ multi-laser, heavy flamer
1 Veterans
3 melta guns
1 chimera w/ multi-laser, heavy flamer
1 Veterans
3 melta guns
1 chimera w/ multi-laser, heavy flamer
1 Platoon Command Squad
4 flamers
1 Infantry Squad
1 auto-cannon
1 plasma gun
1 chimera w/ multi-laser, heavy flamer
1 Infantry Squad
1 auto-cannon
1 plasma gun
1 chimera w/ multi-laser, heavy flamer
1 Special weapons squad
3 flamers
Fast Attack
1 Vendetta w/ heavy bolters
1 Vendetta w/ heavy bolters
1 Valkryie w/ heavy bolters
Heavy Support
1 Demolisher w/ hull heavy flamer
1 Demolisher w/ hull heavy flamer
1 Leman Russ Eradicator w/ hull heavy flamer
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![[Post New]](/s/i/i.gif) 2009/06/10 00:38:43
Subject: Mech Vets Ard Boyz List, looking to fine tune.
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Rough Rider with Boomstick
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Warmaster wrote:A couple of comments.
If you are buying the inquisitor then spend the extra points to make him more usefull. Buy him a psychic hood and 2 of the followers that give you +1 leadership. For about 40pts you give yourself amazing psychic defense. This will help with eldar jetbike councils and zoanthroap big blast weapons, as well as annoying marine players trying to gate away from you.
I would ditch the plasma on the vet squads and get more melta. I ran 20 melta weapons in my sisters last year and barely felt like I had enough.
Drop the vet squad with the priest and replace with an eradicator. You need something with reach out and touch you I ignore cover saves. Pathfinders/scouts/other guard are going to laugh at your attempts to flush them out of their objective on the back edge of the table. The reason I'm saying eradicator is because you've used up all your fast attack. Plus it's fairly cheap and can advance with the demolisher.
You have no units for camping on your objective. Everything is built to go after your enemy. I would take your 2 infantry squads and give them autocannon/gl, or autocannon/pg if you have the points. I would probably completely change up your infantry platoon, put the pcs with flamers in a valk and try to find the points to put the other 2 in chimera's. Of course by now you are out of points, but cheap special weapon squads with flamers are good for making vendetta's scoring.
I would also look to free up points to put in one officer of the fleet and one astropath. This makes you a lot more dangerous playing the reserves game.
Hope this helps.
Great points on the Inquisitor, that is a definite.
Im not a big fan of the eradicator as I just have so much excess low ap firepower every turn it usually is very easy to clear those kind of units. I have played this at 2250 very sucessfully and I have to tell you the flamer PCS in the Chimera is one of the most effective units I have ever had in any army in any eddition especially for the points.
As for objective camping I never start on or near my own objectives. I find that an agressive style works far better with the new Mech Vets.
I will give the eradicator a shot though as I have not tried it so I may be just giving it a bad rap.
Thanks very much for the help, much appreciated!!!
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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![[Post New]](/s/i/i.gif) 2009/06/10 00:57:51
Subject: Mech Vets Ard Boyz List, looking to fine tune.
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Fixture of Dakka
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Big T I like your list and wouldn't change it much. Adding some more oomph to the =][= is worth though for the reasons given above, which I think we all agree.
I like the two Vanquishers but I would run them as separate units. You can split fire which is very helpful, otherwise if the first shot destroys your target the second shot is wasted. Second if one tank is immobilized and you should find yourself in a situation where you do need to move you won't have to automatically destroy the immobilized tank and it is still an excellent heavy weapons platform. I think the demolisher is the best for guard... The main cannon is just devastating and your opponents cannot ignore it.
It looks like your list you have posted here is built around the list you played in the five game tourney. You won every game and you played against a wide variety of armies. Some of your opponents sounded like they are pretty darn good based upon your batreps and that says a lot. There is not much time before the first round for playtesting and you have amassed valuable experience which will help you.
I see the value of taking some squads with plasmaguns. Guard stink In assault so those extra shots against resilient units such as terminators could make a big difference. You have enough tank busting in your army with the gunships, Vanquishers and meltaguns. The plasmaguns make your army more robust overall.
I think you are at the stage where you just need to tweak the list. Good luck! I am sure you have the ability to do very well.
G
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![[Post New]](/s/i/i.gif) 2009/06/10 04:48:14
Subject: Mech Vets Ard Boyz List, looking to fine tune.
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Rough Rider with Boomstick
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Green Blow Fly wrote:Big T I like your list and wouldn't change it much. Adding some more oomph to the =][= is worth though for the reasons given above, which I think we all agree.
I like the two Vanquishers but I would run them as separate units. You can split fire which is very helpful, otherwise if the first shot destroys your target the second shot is wasted. Second if one tank is immobilized and you should find yourself in a situation where you do need to move you won't have to automatically destroy the immobilized tank and it is still an excellent heavy weapons platform. I think the demolisher is the best for guard... The main cannon is just devastating and your opponents cannot ignore it.
It looks like your list you have posted here is built around the list you played in the five game tourney. You won every game and you played against a wide variety of armies. Some of your opponents sounded like they are pretty darn good based upon your batreps and that says a lot. There is not much time before the first round for playtesting and you have amassed valuable experience which will help you.
I see the value of taking some squads with plasmaguns. Guard stink In assault so those extra shots against resilient units such as terminators could make a big difference. You have enough tank busting in your army with the gunships, Vanquishers and meltaguns. The plasmaguns make your army more robust overall.
I think you are at the stage where you just need to tweak the list. Good luck! I am sure you have the ability to do very well.
G
Thank you GBF! You are one of the folks who's opinion I value quite a bit here so the solid feedback on the list is very cool to hear.
I agree that the Vanquishers "should" work better individually and it may just be a psycological thing that I feel they work better as a squadron. The one thing that does make a real difference is their ability to respond to the Mystics together with a truly devastating strike. That is one of the things I will be tweaking over the next month. I think this is definitely the core I will be working with. I Have been practicing against a couple mono Tzeentch (i hate trying to spell that frakking word!!!) lists as I do think that will be a suprise power build that might show up.
Glad you saw what I was going with on the Plasmaguns, I expect to see lots and lots of terminators so a little extra plasma love supporting my Phalanx should be a good thing.
I will be going to the same store I went to for the recent tourney for Ard Boyz so I know what I am likley to face from the locals there, but I will need to be ready for the big boyz at the regionals.
No matter what happens im looking forward to some serious fun this year, and Good luck to you as well.
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Big Troy, The Samurai Gunslinger of South Philly
Dystopian Wars fleets: KoB, EotBS, Prussian, FSA
Firestorm Armada Fleets: Sorellian
Current 5th ed WL record
Salamander Marines 22-3(Local) GT Circuit 2-0-1
Mech Vet Guard  54-8-4 (local) 5-1 Ard Boyz
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