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![[Post New]](/s/i/i.gif) 2010/02/02 06:08:02
Subject: Ard Boys 2500 points
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Tough Tyrant Guard
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Well as its is I am going to be playing around with this list. Though I really want to take the GK out its just that have become a stable part of my list at this point total. As well as how hard they can hit the enemy, let alone turn two kill as it happened in a few of my matches. Though over I am going to try out another option in my hq section from my last list and work around with what really worked last year.
HQ
Command Squad, Straken, lascannon(optional weapon), vox, Astropath, 2x body guards( might be one )
I am going to play test around with this unit as I think it will be a strong added bonus for some of my other units in my list. Though I have been thinking about dropping a body guard and adding in the Master of the Fleet for the added edge of forcing a re roll and minus to reserves.
Grey knight Grand master, hood, scared incease, 9x other GKt, two with T hammers.
I am thinking about giving the master a plasma gun to up his hth attacks. I am also thinking about dropping both T hammers for the added attacks with the nem weapon. As the points are, I would have to drop something to bring in the dbl incinerator of which I really want. The other issue is that I might run a Inquisitor lord to help cancel out DS. Its just that with Straken I can reserves these guy and find out what side of my board I need them to come on from. Being that they would help with a flank on my long edge say if a LRC rolled down full of termies.
Elites
Inquisitor, Null Rod, auspex, bolt pistol.
This guy has become a stable part in my army in goes in the 50 man bloob squad. The Null Rod cancels out all psychic powers and has cause ah many headaches from some of the armies out there trying to do something to the unit. The other up side is that Straken if in range would cause this unit to have counter charge and furious charge if we still get this item. I have heard some issue and i dont know if both these can be use together being that you are being charged first. Though 50 or so guys at int 4 and str 4 will cause any unit thinking of charging this unit to think twice... Well that is at least how I see it as I have yet to see this unit die.
Troops
Inq storm troopers10x, 2x melta guns
rhino, smoke, x armour, searchlight
Inq storm troopers10x, 2x melta guns
rhino, smoke, x armour, searchlight
I have been painting and working on so many task that I have not had the money to buy any more melta guns and or two more chimeras. As it is they units have been a strong stable unit in most of my list being that they can assist with cover for the tank while popping smoke to down grade the damage roll being that they are from an old codex.
Company platoon squad, vox Weapon pending as I am still working on how many points I will have left.
5x platoon squads, 5x auto cannons, vox, commissar.
This unit has done what ever they need and over the past say nine or so game. I have learned that they need to be moved more which is really hard to do. Though I have seen this unit take some big punishment. The added bonus is that this unit tends to control the other players set up. They either want to get in the thick of it with this unit and or will dodge it all all cost. The added bonus to that is the reserved GKT unit which should come on to assist if anything major moves into hth with this unit. The last time I have eight T hammer termies roll up and slam into the unit. The GKt walked on and cleaned them out leaving one for the squad to play with.
What I am really thinking is that having Straken and depending on the player. I can force there hand to move towards this unit only to find that the GKT are moving on near Straken and assault along with the platoon. This should give me a good amount of control on either side as long as Straken can assist giving the GK furious charge. ... Str 7, Int 5 power weapon hits....or if I keep the T hammers, str 9 hits from two of the guys. That does not sound half bad being that they could do some damage to LR and the likes. Though down the list are the BIG THREE which have not failed in there quest to kill all armour on the boards...
Veteran Squad, 3x melta guns, Harker
Chimera
I just can not explain how much of a factor this unit has been in all my games. Its just that control and placement and having units to force the opp set up has pulled a lot of weight. Though only time they did die and die badly was when I totally forgot to dis embark them to take out a wolf pack rider, that sucked...
Fast attack
3x sents of which I have been thinking about running them as singles. Its just that with the mission and a heavy night fighting round. I just felt that I might need a bit more light on some of the major targets. That and one lone sent can tie up a termie guant unit with ease if they dont carry the correct upgrades and or being effected from another unit.
Though as of now they are set with multi lasers and searchlight. Its just that the big unit of death is draining all my points which I have thought about dropping the master. Its just that hits slay out right is just a nasty little smack for any hard nosed HQ. Having six attacks depending on gear and if near Straken could be STR 7 int 5 force weapon ( under old codex) death hits...
Oh, is that your HT, Smack... sit ht sit, roll over,,, play dead. Oh look from the sky, its Ly sander drop pod and oh hes in it. GKTM walks over,, smack,,, the light just went out ...
Heavy support
3x Vanq tanks, hull lascannon, camo each in single formation.
These guy hit at least half the time and well, they have been doing a really good job at removing at least the big stuff and or the problems before there next task are giving... Transports and the likes...
Fire prisim on the other side of the board, Boooom,,, dead... What 72" gun... doomit.
Early post but still I am thinking about changing some of my options out.
If anything I have been thinking about going with a standard CCS set up that I have been running at lower points.
CCS, lascannon, camo, vox, astropath,,, adding for ard boys, MotF, and maybe some added gear.
If I did drop the GKT, I would replace them with the Inq lord with mystics for anti DS. As for other added item, maybe ratlings, maybe another vet unit with plasma guns. That should clean out the points.
Options I dont have
Valks, Ven,
Hellhounds
More chimera as I only have one right now. Hard to buy more tanks when you only use so much for 1850. That and its only once a year that ard boys rolls up. Though maybe next year I will be able to replace both Inq st squad with two vets in chimera. Will see
Hydra flank tanks, oh how I would love to have a set of these in my back field...
Lets get some tactical thinking going on this list guys. I know most of you dont see the GK being that big but when they out flanks, it was game over turn two and I do mean that. Having the Master just means a better int and a few more wounds.
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This message was edited 1 time. Last update was at 2010/02/02 06:22:36
Biomass
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![[Post New]](/s/i/i.gif) 2010/02/02 06:57:39
Subject: Ard Boys 2500 points
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Long-Range Black Templar Land Speeder Pilot
Beijing,China
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3 Vanq are big waste.
Well, they could shoot down some expensive cars.
But how about that your enemy don't have expensive cars?
And they lose the large blast function in this version, so they can do nothing against infantries.
Suggest that your enemy has only rhinos in your sight.
3 shots. BS3 so 1.5 hits. Of course they are penetrations. And smoke launchers make 0.75 total penetrations. Vanquisher cannon is not AP1, so 5&6 would make wrecked rhinos...
0.25 wrecked RHINOs. Is my calculation correct?
Suggest that the lascannon can do as exactly good as vanquisher cannon. Another 0.25
Your tanks cost 570pts. And your opponent player lose ___ pts in your shooting.
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![[Post New]](/s/i/i.gif) 2010/02/03 05:21:11
Subject: Re:Ard Boys 2500 points
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Tough Tyrant Guard
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As of now I am working on a secound draw of the list with a change in hq. To address you question about the tanks. If they dont have a target oh well, but at this point total they should have a target no matter what.
A standard run down of any list will show something for these guys to pick off. The great thing about these tanks is there ability to hit things at range while taking a three plus cover save. Out of all the 2500 point games I have played so far. I have lost one to shooting, and one to hth. I do want to change them out and that will be changed in the 2nd list vs this list.
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Biomass
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![[Post New]](/s/i/i.gif) 2010/02/04 06:49:25
Subject: Re:Ard Boys 2500 points
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Tough Tyrant Guard
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2nd Draw
I am going to go into a little detail for each unit that was selected and its task..
HEAVY SUPPORT
LRBT, hull lascannon, camo
LRBT, hull lascannon, camo
I am returning to my roots being that I use to run two of this with a standard Demolisher. The idea here is that they have some of the same roles as the Vanq tanks but they now have the ability to hit wih the blast weapon instead. With the over all list rolling out, I just feel that I need more large blast.
Demolisher, The rest of the gear is pending as I really dont know how I want to run this guy. I might just stick with the standar load out and or add in the heavy flamer options. Though over all the Heavy flamer and the tanks itself failed to really do anything last year in the 2nd round. Though I picked this tank to deal with some of the issue being AV14.
FAST ATTACK
3X Sents, These guys have done well and until I see the mission. I am just going to mob them up. If I find that one of the mission is heavy night fight. I might break them and give each its own search light...
Vet Squad, Carapace, 3x plasma guns,
Vet Squad, Carapace, 3x plasma guns,
I picked up these two guys to fill out my troop section and give me that added ap power to deal with termies and the likes. Though any added gear might be a plasma pistol for the serge to better gear up for killing.
Inq ST, 2x melta guns
rhino, smoke, x armour, search light.
Inq ST, 2x melta guns
rhino, smoke, x armour, search light.
Vet squad, 3x melta guns, Harker,
Chimera
PCS, vox, gear pending
5x PS 5x auto cannons, vox, commissar
ELITES
Inq, null rod, bolt pistol, auspex
Same for this guy as he will go into the blob squad to cancel out any source of psychic power effecting anything that would happen vs this unit.
HQ
After building the section up top, I started to stuble in this section. Its just that I am at odds on how to better assist this army.,
Command squad, Straken, vox, 3x melta guns, 2x body guards, camo, Astropath.
Inq Lord, hood, melta bombs, plasma pistol
ret: 3x mystics, 3x warriors with plasma guns, 2x sages, Acoylt with a melta bomb.
Rhino, smoke, x armour, searchlight.
I went with this set up to deal with the issue of DS. It just seems that with the new nid and SW codex, that I am going to see some DS.
Points are sitting around 2416 and so I have a fair amount points.
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Biomass
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