Fresh-Faced New User
Montana
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Hi all, I’ve trolled dakka-dakka for a while now, and with the coming of an ‘Ard Boyz tourney I have decided to finally post my list for all of your critiques. Let me begin with a quick breakdown of what I hope to achieve with this army.
First off I’ve decided go to mechanized and am choosing slugga boyz in trukks over a much considered foot slogging shoota boy army. Furthermore, you’ll see my list includes a set of nob bikers because the local players haven’t really learned to deal with them yet (i.e. I haven’t seen a single Psyker Squad since I’ve been here.) In any case here’s the list and I’ll give a break down of all my reasons behind units afterwards, along with a more in depth explanation of what I hope to see the army do.
HQ:
Warboss:
Bike, Cybork, ‘Eavy Armor, Power Klaw, Attack Squig, Bosspole – 160 pts.
Big Mek:
Cybork, ‘Eavy Armor, Burna, Attack Squig, Forcefield - 135
Troops:
Boyz x 12:
Slugga & Choppa, Nob with ‘Eavy Armor, Power Klaw, and Bosspole - 117
w/ Trukk (Red Paint, Ram) - 45
Boyz x 12:
Slugga & Choppa, Nob with ‘Eavy Armor, Power Klaw, and Bosspole - 117
w/ Trukk (Red Paint, Ram) - 45
Boyz x 12:
Slugga & Choppa, Nob with ‘Eavy Armor, Power Klaw, and Bosspole - 117
w/ Trukk (Red Paint, Ram) - 45
‘Ard Boyz x 12:
‘Eavy Armor, Slugga & Choppa, Nob with Power Klaw and Bosspole - 160
w/ Trukk (Red Paint, Ram) - 45
Nobz x 10 (Bikers): - 710 points
- Biker 1 – ‘Eavy Armor, Cybork, Slugga & Choppa
- Biker 2 - ‘Eavy Armor, Cybork, Slugga & Choppa, Waagh Banner
- Biker 3 - ‘Eavy Armor, Cybork Slugga & Choppa, Bosspole
- Biker 4 - ‘Eavy Armor, Cybork, Big Choppa, Kombi #1
- Biker 5 - ‘Eavy Armor, Cybork, Big Choppa, Kombi #2
- Biker 6 - ‘Eavy Armor, Cybork, Big Choppa
- Biker 7 - ‘Eavy Armor, Cybork, Power Klaw, Kombi #1
- Biker 8 - ‘Eavy Armor, Cybork, Power Klaw, Kombi # 2
- Biker 9 - ‘Eavy Armor, Cybork, Power Klaw
- Biker 10 - ‘Eavy Armor, Cybork, Painboy
Elites:
Lootas x 12 : 180 points
Lootas x 13: 195 points
Kommandos x 10:
Burna x 2, Snikrot – 215 points
Heavy Support:
Battlewagon:
Big Shoota’ x 2, Ram – 105 points
Battlewagon:
Big Shoota’ x 2, Ram – 105
Total: 2496 points
Warboss: He’s on a bike, makes the Nobz troops, and can always go off and hunt a nasty tank that poses a significant threat… or at least that’s how I’ve used him in the past. I expect to see at least a couple land raiders per SM player so the main purpose of my bikers and warboss will be to go tank hunting.
Big Mek: I plan on keeping him in a wagon with the lootas, definetly close enough to give both vehicles a cover save.
Boyz: They are the main meat of the army and I am a bit worried about them at the moment simply because I only have 48 of them. I’ve played with the idea of beefing one of the loota squads up to 15 and only having one so I can add another squad here and give some more upgrades, but I’m not sure if only 1 loota squad is even worth taking.
Bikers: I don’t think much explanation is needed here. They’re mean and tough and like I said, not a lot of people deal with them effectively here. Hopefully they can act as a dependable tank hunting squad as well enemy elite hunters.
Lootas: Here is the main source of conflict for me. I am aware that my list is not shooting based but I really enjoy having the lootas in the back laying down some nice fire. They can loosten up enemy squads before I charge them, or even to finish off those that manage to take out the boyz that don’t win their fights.
Kommandos: These guys are used as an option in case anything dangerous shoes is placed far away on a table edge where the bikers can’t engage them immediately. (I’ve been using them for guard heavy weapons teams in the back, but I understand they are helpful in case of psykers as well.)
Battlewagons: They protect the lootas inside… that is all.
Ok so the goal of the army is to have the bikers run up quickly at first. They tend to attract the most fire and help take some of the attention away from the trukks following behind them. Most of the time they soak up a lot of fire without losing any models and manage to force the enemy to forego any damage to the weaker transports. Once the boyz get to their destination you know what happens. The lootas offer me a sense of safety as a fairly successful shooting base that weakens strong units and pops lighter transports. Right now I’d like most to hear what you guys think about the shooty bits of my army, whether they’re worth having or not; the use of trukks here over battlewagons ( I have a few bw’s not in use so would it be better to take them?); and lastly whether this army is suffering from a split personatlity disorder. (i.e. should I just give up the shooting all together and run straight for the front.)
Thanks for your time and I look forward to hearing from you.
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