| 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) 2009/06/27 07:08:38
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Possessed Khorne Marine Covered in Spikes
NY
|
Shep wrote: Snot green bikes and snot green assault terminators? Not so much 
quoted for win!
|
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/06/27 18:55:49
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Angry Chaos Agitator
|
So is the new name for Vulkan lists "Snot Green" ?  (Slap me, I add no value)
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/06/27 20:11:39
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Stabbin' Skarboy
|
dumbuket wrote:So shep, you think that mech vets have nothing to worry about from any ork list? Or is this just at the 2500 point level?
With the lack of ork melta and the prevalence of mech, I'm starting to feel a little hopeless about greenskins
This matchup at 1750 is still not favorable for orks but it's much better. It goes from a 30/70 to maybe a 45/55. An important caveat to this is we play that mob rule can overcome PBS attacks. Without that ruling it turns into a tabling again since either my all of my lootas or all of my boys are going to be running off the table on turn 1.
Orks don't have meltas but they do have some decent tools to deal with vehicles: Lootas are mandatory and do well against armor 12 and 11. Outflanking deffkoptas with rockitts and buzzsaws are an excellent choice against guard and are a nice foil against Lehman Russ. Powerklaws are crucial, boarding planks are recommended and even wrecking balls can be helpful.
So basically I stuff all of the above into any ork list I play. This gives me a chance against guard in 1750. In 2500? It's probably not going to matter as shep illustrated. There are just too many vehicles to kill and too many ways for him to stomp on battlewagons in a single round of shooting. I've considered testing a couple other 2500 lists just to confirm this. Nob Biker spam may be serviceable. Shep doesn't think so but I think a second unit might actually be helpful since it's almost impossible to deal with both units and at least one will crash into his lines. Another method is to simply run 30 man large foot ork units with zero vehicles and make his meltas expensive overkill. I haven't decided if that's effective or just a gimmick at this point. More testing is needed.
|
|
This message was edited 2 times. Last update was at 2009/06/27 20:13:12
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/06/27 20:28:45
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Nasty Nob
|
Shep - your list looks freakin' brutal!!
|
A man's character is his fate.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/06/28 16:34:02
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Regular Dakkanaut
|
Now that the missions are you do you think you will be changing your list up a bit?
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/06/29 03:18:59
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Longtime Dakkanaut
|
Krootman wrote:Now that the missions are you do you think you will be changing your list up a bit?
I'll be taking a look tonight. But its doubtful. My list did change a bit because its actually 2515. Essentially, I dropped a PBS unit and the manticore and added 2x medusas without BBs, and smoke on my 6 devildgos. Longer range, less infantry models, more cover saves.
dumbuket wrote:So shep, you think that mech vets have nothing to worry about from any ork list? Or is this just at the 2500 point level?
I agree with KevinNash. 2500 point level is pretty depressing for orks when lined up against mechvets. 1750, just make a few cover saves, and get in there really close. Hope you get 6's with those boarding plank attacks, and hope your opponent gives you charges (or you get first turn) with the deffkoptas.
dumbuket wrote:With the lack of ork melta and the prevalence of mech, I'm starting to feel a little hopeless about greenskins
Keep your orks around. But maybe start building out something else. I am going to start a new thread about this. If someone over at GW game design was reading dakka, and happened across this discussion, they should know that the ruling on the deffrolla is still ambiguous. The jaws of fail are closing in on orks and their lack of meltagun. If someone in game design stepped up and said, "yes it was our intent to let deffrollas work on vehicles", then BAM! orks get their meltaguns, and they instantly can stand toe to toe in mech faceoffs. If the only high yield tank kill they have outside of lootas happens in the assault phase, they are likely boned in the highest levels of competition. If a wagon full of shoota boys can ram-pop a mechvet chim, and then shoot the piss out of the unit BEFORE it gets to melta the wagon, then the competition gets close and interesting. Until then, 'pro' moves like blocking, and long range tank shredders like medusas ,vanquishers, manticores, railguns, and 'bike mobile' multi-meltas, just shut down battlewagons. Foot orks get too bunched up after needing 6s to hit vehicles and then just get souffled, and nob bikers don't have the ability to sustain multiple spam wounds from those exact same weapons used to wreck wagons.
Please give us the ram trigger for the deffrolla.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/06 19:01:28
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Sinewy Scourge
|
I'm testing a vulkan list tonight & then later this week. It is a nearly all Mech list that has 10 multimeltas, 8 of which that can fire after moving 12 inches. Besides, the meltas are only there so the 13 thunderhammer/stormshield terminators can do their job. Having nighfight the first two missions should help get everything into range. Sprinkle in a vindicator, thunderfire, libby with null zone, and some flamers and hopefully whatever is left after the melta barrage can get killed.
|
Salamander Marines 65-12-13
Dark Eldar Wych Cult 4-1-0
Dark Eldar Kabal 36-10-4
2010 Indy GT Tournament Record: 11-6-3
Golden Ticket Winner with Dark Eldar
Timmah wrote:Best way to use lysander:
Set in your storage bin, pick up vulkan model, place in list. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/06 19:24:12
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
Hey Shep; nice battle report.
I think you're dismissing Orks a bit too easily. I've had a chance to play my Orks against mechanized IG in a practice scenario a couple of times now, and they *ARE* brutal...but they aren't a guaranteed win. My games thus far have been frustrating, long, not gotten past turn 4, but I've had at *least* a minor victory in each...when I'm used to tabling my opponents. I personally detest everything in your ork opponents' army lists. I've said this dozens and dozens of times in the army list forums, and I'll say it again here:
Orks are better at anything than any other army, but only one thing at a time. If you're going to make a dakka Ork army, you go 100% dakka. If you're going to make an assault army, you go 100% assault. 100% mechanized. 100% foot-slogging. 100% speed-freak. 100% kan-wall. Any of those combinations are incredibly powerful. Orks start losing strength when people start trying to mix and match options to make their ork army act like green space marines. Strength in numbers is key to any Ork game, and your opponents split their armies in half and delivered a portion of it to you at a time.
Now before I'm accused of putting my foot in my mouth; I don't know you or your opponents, but I'd wager a guess that neither of those Ork players would make it to the top tables in 'Ard Boyz. I don't know who they are, or what tactics they use, or what generalship skills they have, but their army lists on face don't play to the strengths in the Ork codex....which is taking a "theme" and rocking with it.
I'm not saying that you're going to get trounced by Orks either...at best its going to be a brutal, hateful, grueling fight that leaves both players unsatisfied at the end. I just don't think that Orks are quite so easy to dismiss in the hands of a capable player.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/06 20:35:44
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Longtime Dakkanaut
|
Dashofpepper wrote:Hey Shep; nice battle report.
I think you're dismissing Orks a bit too easily. I've had a chance to play my Orks against mechanized IG in a practice scenario a couple of times now, and they *ARE* brutal...but they aren't a guaranteed win. My games thus far have been frustrating, long, not gotten past turn 4, but I've had at *least* a minor victory in each...when I'm used to tabling my opponents. I personally detest everything in your ork opponents' army lists. I've said this dozens and dozens of times in the army list forums, and I'll say it again here:
Orks are better at anything than any other army, but only one thing at a time. If you're going to make a dakka Ork army, you go 100% dakka. If you're going to make an assault army, you go 100% assault. 100% mechanized. 100% foot-slogging. 100% speed-freak. 100% kan-wall. Any of those combinations are incredibly powerful. Orks start losing strength when people start trying to mix and match options to make their ork army act like green space marines. Strength in numbers is key to any Ork game, and your opponents split their armies in half and delivered a portion of it to you at a time.
Now before I'm accused of putting my foot in my mouth; I don't know you or your opponents, but I'd wager a guess that neither of those Ork players would make it to the top tables in 'Ard Boyz. I don't know who they are, or what tactics they use, or what generalship skills they have, but their army lists on face don't play to the strengths in the Ork codex....which is taking a "theme" and rocking with it.
I'm not saying that you're going to get trounced by Orks either...at best its going to be a brutal, hateful, grueling fight that leaves both players unsatisfied at the end. I just don't think that Orks are quite so easy to dismiss in the hands of a capable player.
All i said was "I don't have to worry about orks" what i mean by that is that I don't have to add a squadron of griffons, or an eradicator, or a yarrick/ogryn unit. After testing against orks, at the ard boys level, I can say that I have a very good chance of beating them with my current tuned list. I will never give myself more than an 80/20 shot against ANY codex, in any tourney format. First off, this game doesn't work like that. Too much randomness and generalship counts for too much. Secondly, if I ever did have an 80/20 matchup, I'd purposely weaken myself in that matchup to try and get better odds against a different army. You can never predict what you are going to face.
Also keep in mind that my analysis of orks is based soley against my very specific IG list (it isn't a generic mech IG list. It is my list that has some very specific choices in it) and its only at the 2500 point level.
My favorite ork armies, the ones I feel are the most well rounded and powerful, are foot based, shooty, and straightforward, just like what you are suggesting.
At 1750. I go kan wall usually, although i often run the 45 loota 9 kannon list as well. But there are two problems. If I can fit 45 lootas 9 kannons and 3 single deffkoptas into 1750, then what am i going to add to go to 2500? more boys? It is a problem with scaling.
Also, my specific list punishes from a lot longer range. Orks love to face off against valkyrie or vendetta borne veterans. Suicide alpha never worked and will never work on foot orks. Lootas drop valkyries and 30 man boy units giggle when shot by meltaguns. My list makes lootas shoot into armor 12 WITH cover, and I can unload blast marker to 48" range, all while 6 devildogs have gotten in your face and are threatening to strip massive amounts of models off of the table.
My list has a weakeness against Tau. (and by weakness i mean nearly auto-loss) Orks ravage tau... I completely auto-lose to the ultimate dark horse for ard boys mech/bike council eldar. Eldar is also primed to beat up on salamanders, which don't have any problem beating orks.
Its kinda circular. If enough people played eldar and tau, then orks would be ascendant, but people want to beat up on nobs and orks, so they play space marines or IG, which is fine for the eldar players, unless they hit the ork player.
In other words, please don't take my post to be cocky, or a 'write-off' for orks doing well at ard boys. All I'm saying is that my particular list using the 2500 point format, against orks (I know i didn't have a foot ork matchup, but they just don't work at 2500 points) has a favorable enough matchup that I won't be testing against them or making any more list tweaks to counter them.
as an aside, when you said that you "detest" everything my opponents took, that means you detest lootas, deffkoptas, battlewagons, kustom force field meks, ghazgull, warbosses on bike and nob bikers. And shoota boys too.
I'm assuming heavy hyperbole on your end. And if not, please realize that that is ALMOST every good unit in the codex.
Those lists didn't suck. They just couldn't be built in the same manner that 1750 or 1500 lists can be, because of force org restrictions.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/06 21:35:31
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Stabbin' Skarboy
|
Dashofpepper wrote:
Now before I'm accused of putting my foot in my mouth; I don't know you or your opponents, but I'd wager a guess that neither of those Ork players would make it to the top tables in 'Ard Boyz. I don't know who they are, or what tactics they use, or what generalship skills they have, but their army lists on face don't play to the strengths in the Ork codex....which is taking a "theme" and rocking with it.
I'm not saying that you're going to get trounced by Orks either...at best its going to be a brutal, hateful, grueling fight that leaves both players unsatisfied at the end. I just don't think that Orks are quite so easy to dismiss in the hands of a capable player.
I was Shep's opponent in the first game. I ran 45 lootas, 4 battlewagons with KFF Mek Cover saves and Shoota boy spam in the vehicles. I used deffkoptas with rockitts to outflank. My lootas were essentially taking out 1 vehicle each for every unit round of shooting and it really didn't matter because he had so many vehicles to take out.
Note we're also ruling that mob rule overrides PBS. If they don't allow that in 'Ard boyz your lootas will be running off the table on the first turn. We rule that deffrollas can't take out vehicles, just like the INAT FAQ.
I've tried numerous strategies against guard and my conclusions are that foot orks are difficult to keep alive in the face of template spam and vehicles equally difficult because of melta spam. My battlewagons all had 4+ cover saves and they all got crushed regardless. I was forced to assault vehicles to progress further towards his lines and my lack of consolidation ruined me. I simply didn't have enough lootas to keep up with his shooting and simply not enough boyz to keep up with his templates.
I suppose you could grossly up the boy tally on the ground but then you're playing into the templates and pies he's going to reign down on your face. That may be a superior list but it still doesn't make the matchup a winner.
The guy in game 2 took a full sized unit of nob bikers with ablative wounds. They were effectively wiped off the table after a single round of shooting. Instant death shooting that bypasses FNP is obviously a problem. I would suggest running two of them but after the second unit obliterates 4 of shep's 18 vehicles they are meeting a simliar fate. That's 2000 points worth of orks dead in 2-3 turns. No thanks.
I like Orks and think they have some nice matchups but right now, especially at the 2500 point clip, they lose horribly to mechanized guard. I think they will probably have equal difficulty against land raider spam.
I suppose you could take your orks to 'ard boyz and pray you skip the guard matchup but if you meet another guard player at the top tables I really don't like your chances and frankly I think you're ignorant if you do.
|
|
This message was edited 3 times. Last update was at 2009/07/06 21:37:26
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/06 22:53:12
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
Let me preface my further commentary on a few important notes:
1. I've been playing 40k for a year.
2. I've never been to a national-level tournament, GT, etc. Not because I don't want to, simply because I don't know about them, where they are, how to get into them, etc.
I'll skip the points about how awesome I've done despite those handicaps. =p It may well be a case of big fish in a small pond, and I've been looking forward to 'Ard Boyz for a long time to test my mettle on a bigger scale and find out if I'm as good as I like to think that I am.
------------------------------------------------------------------
Now...with that said:
I wasn't saying that all those units are terrible; what I meant is that I thought putting them all together in that configuration is terrible. I firmly believe that Orks should always do everything 100%. You go 100% shooting, or 100% assault, or 100% foot-slogging, or 100% mechanized, or 100% speed-freak, or 100%....etc. Pick a theme and run with it.
As much as I disagree with rulings like "Deff-Rollas don't work on vehicles" I've decided to accept them for now and taken them out of my lists.
A final note...its not really fair for me to criticize without offering specific constructive feedback and alternatives for people to toss around. I've got a ridiculous win-loss record, and I include some very good mechanized IG players on that list...but I'm afraid of posting my army list anywhere; I don't want it to become a cookie-cutter "build" that people everywhere use and work against. I *will* say that my particular army combinations are a bit unorthodox, combine things that people think have no business being together...but at the end of the day, I do think it comes down to generalship.
-------------------------------------------------------------------
Having not been to 'Ard Boyz or GTs or anything, I *AM* taking orks to 'Ard Boyz. I'm not praying to skip the guard matchups, but I *will* appreciate every game I have that isn't against one of them. Win or lose...a game against mechanized IG is brutal.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/06 23:23:27
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Stabbin' Skarboy
|
Dashofpepper wrote:Let me preface my further commentary on a few important notes:
1. I've been playing 40k for a year.
2. I've never been to a national-level tournament, GT, etc. Not because I don't want to, simply because I don't know about them, where they are, how to get into them, etc.
I'll skip the points about how awesome I've done despite those handicaps. =p It may well be a case of big fish in a small pond, and I've been looking forward to 'Ard Boyz for a long time to test my mettle on a bigger scale and find out if I'm as good as I like to think that I am.
------------------------------------------------------------------
Now...with that said:
I wasn't saying that all those units are terrible; what I meant is that I thought putting them all together in that configuration is terrible. I firmly believe that Orks should always do everything 100%. You go 100% shooting, or 100% assault, or 100% foot-slogging, or 100% mechanized, or 100% speed-freak, or 100%....etc. Pick a theme and run with it.
You're wrong though. I've attempted both full foot orks with kan wall backed by lootas and full speed freakz (trukks, wagons and buggies) and both variants have a hard time against guard. The foot list gets punished by meltas and templates and the full speed freak list cannot take out the waves of vehicles.
As much as I disagree with rulings like "Deff-Rollas don't work on vehicles" I've decided to accept them for now and taken them out of my lists.
I don't agree with it either but if that's what the tournament organizers are ruling that's how I play whether I'm at a tournament or not.
A final note...its not really fair for me to criticize without offering specific constructive feedback and alternatives for people to toss around. I've got a ridiculous win-loss record, and I include some very good mechanized IG players on that list...but I'm afraid of posting my army list anywhere; I don't want it to become a cookie-cutter "build" that people everywhere use and work against. I *will* say that my particular army combinations are a bit unorthodox, combine things that people think have no business being together...
Have your friends run Shep's list against you and see how it goes. If he plays like a slow then correct him and make sure he plays like a capable opponent. Beating up on bad players doesn't teach you anything about your list, it just feeds you ego and makes you ignorant about how good or bad your list really is.
but at the end of the day, I do think it comes down to generalship.
We're not talking about generalship here though we're talking about codex strengths. Right now IG > Orks at 2500 based on our playtesting.
|
|
This message was edited 2 times. Last update was at 2009/07/06 23:24:31
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 00:04:48
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Sinewy Scourge
|
IG beat orks at 2500 as long as they are built correctly, run correctly, and have decent dice luck.
I'm trying to figure out a way to beat 10 lascannon heavy weapon squads, 4 valkaries with missile pods, and 3 Manticores. Not much one can do facing down 30 lascannons, 3 storm eagle rockets per turn, along with a lot of large blasts from the valkyries. Nevermind that inq with mystics and master of the fleet to screw up deep strikes & outflanks.
Shesh Guard can do scarry things.
|
Salamander Marines 65-12-13
Dark Eldar Wych Cult 4-1-0
Dark Eldar Kabal 36-10-4
2010 Indy GT Tournament Record: 11-6-3
Golden Ticket Winner with Dark Eldar
Timmah wrote:Best way to use lysander:
Set in your storage bin, pick up vulkan model, place in list. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 00:12:02
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
Kevin Nash wrote:
You're wrong though. I've attempted both full foot orks with kan wall backed by lootas and full speed freakz (trukks, wagons and buggies) and both variants have a hard time against guard. The foot list gets punished by meltas and templates and the full speed freak list cannot take out the waves of vehicles.
Here's the thing though...my advocacy of foot slogging means that kans + Lootas don't belong. If I were to make a foot slogging list, I'd need to decide whether it was going to be shooting based or assault based. To me, a foot-slogging list means an ORK foot slogging list without vehicles. No killa-kans or dreadnoughts. If I'm going to make an assault-based foot-slogging list, its going to look like this for starters:
HQ1: Old Zogwort
HQ2: Weirdboy (maybe Ghazghkull)
Troop 1: 30 Boyz + Nob + Powerklaw + Bosspole
Troop 2: 30 Boyz + Nob + Powerklaw + Bosspole
Troop 3: 30 Boyz + Nob + Powerklaw + Bosspole
Troop 4: 30 Boyz + Nob + Powerklaw + Bosspole
Troop 5: 30 Boyz + Nob + Powerklaw + Bosspole
Troop 6: 29 Gretchin + 2 Runtherders
Elite 1: 14 Kommandos + 2 Burnas + Snikrot
Fast Attack 1: Either 20 Stormboyz or Deffkoptas with twin-linked rokkits
Fast Attack 2: Either 20 Stormboyz or Deffkoptas with twin-linked rokkits
Fast Attack 3: Either 20 Stormboyz or Deffkoptas with twin-linked rokkits
If I have points to spare, I'd add more kommandos.
I want my entire army to hit at once. My Stormboyz might be the first wave, and their nob/ PK will open up a vehicle or two, but as much as possible...I'm going to attack in one gigantic wave. There's not much in the way of shooting here because I've made an assault army. Like I said; I don't think shooting and assaulting should be mixed and matched when you're Orks. Basically...the gretchin are providing a 4+ leadership check to the entire Ork army for the cost of 107 points. They'll be strong across the front. Templates won't get but a few of them spread out at 2" coherency in a line.
Flamers are going to be an issue as they come out of their vehicles that you destroy. However, surrounding a chimera/rhino/etc completely means that only 2-4 models are getting out; the rest can't deploy without being inside the 1" deployment zone to your own models. I'm presuming he's not firing those infantry-based flamers out of the turret; flamers aren't allowed to hit friendly models, and he'd have to flame the chimera to get it to you. Etc. etc. on strategy. But gosh; all that anti-tank is now wasted points.
If I make a shooting list, its going to be 100% pure shooting. Starting with 3 squads of Lootas of course. Orks can put more bullets downrange than a Tau or IG gunline.
I just think its a PROBLEM when you start mixing and matching themes.
Automatically Appended Next Post: asugradinwa wrote:IG beat orks at 2500 as long as they are built correctly, run correctly, and have decent dice luck.
I'm trying to figure out a way to beat 10 lascannon heavy weapon squads, 4 valkaries with missile pods, and 3 Manticores. Not much one can do facing down 30 lascannons, 3 storm eagle rockets per turn, along with a lot of large blasts from the valkyries. Nevermind that inq with mystics and master of the fleet to screw up deep strikes & outflanks.
Shesh Guard can do scarry things.
Large blasts from valkryies? I hope you're not talking about Hellfire missiles. Those are single shot ordnance, not ordnance blast.
And I should think the list I just posted would absolutely destroy that IG list. 4+ cover saves everywhere, and when you assault a 5" tall Valkryie around its base, when it crashes....everything dies. There is no deployment zone if you have it surrounded, and nothing can get out and still be 1" away from an enemy model.
|
|
This message was edited 1 time. Last update was at 2009/07/07 00:14:28
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 00:35:35
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Agile Revenant Titan
|
Dash, you do realize the list Shep posted had 16 Heavy Flamers, all which ignore cover saves?
Respectfully, if your plan is to rush up and hit simultaneous with those foot sloggers, I think it is safe to assume your army would meet a fair amount of Heavy Flamer shooting first. It doesn't sound very solid.
Buy a copy of the IG codex and have a good read through it. There are definite reasons why Ork players have been tweaking lists b/c of the Marine and IG codexes.
|
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) 2009/07/07 00:40:56
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
ah...heh. I feel foolish now! =p I don't play a pure foot-slogging army.
On the flip side, those flamers are inside chimeras, right? Not on the chimera itself? If so, there will be no firing flamers out of the chimera, as explained above.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 00:44:49
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Stabbin' Skarboy
|
Dashofpepper wrote:ah...heh. I feel foolish now! =p I don't play a pure foot-slogging army.
On the flip side, those flamers are inside chimeras, right? Not on the chimera itself? If so, there will be no firing flamers out of the chimera, as explained above.
No they are mounted on the chimera itself. For free.
The problem with a massive foot list without loota fire cover is you're going to run into a wall of chimera chassis and get stopped. You'll then assault the vehicles, blow them up, watch some boyz die in the process and then you'll be bunched up real nice since you don't get an assault consolidate.
Then you'll get templated into oblivion.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 00:44:58
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Agile Revenant Titan
|
I based the foot slogging comment on what you'd run if you ran a foot slogging army.
Again, get the IG codex and take a read. Those Heavy Flamers are mounted on a Chimera.
How did you fare in last year's Ard Boyz?
But, we can find out how your army will fare soon enough. The Hobbit is hosting the first round and we got confirmation they are hosting the second round as well. See you soon.
|
|
This message was edited 1 time. Last update was at 2009/07/07 00:48:05
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) 2009/07/07 00:47:01
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Angry Chaos Agitator
|
Again... you need to get the IG Codex. 1) The Chimeras have Heavy Flamers as a choice on the hull. 2) Models firing out of fire points, can fire Flamers, though in Shep's instance he wouldn't since he is carrying Meltas.
But key is number 1, Chimera chasis and Leman Russ variants can all have heavy flamers, instead of heavy bolters, on their hull. Automatically Appended Next Post: Doh, sounds like a lot of people typing all at the same time.
|
|
This message was edited 1 time. Last update was at 2009/07/07 00:49:17
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 00:53:29
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Bush? No, Eldar Ranger
|
There are heavy Flamers on all of the guard vehicles in Shep's list.
Dashofpepper wrote:Large blasts from valkryies? I hope you're not talking about Hellfire missiles. Those are single shot ordnance, not ordnance blast.
No he's talking about Multiple Rocket Pods. str 4 ap 6 large blast.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 01:22:28
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
Sarigar wrote:I based the foot slogging comment on what you'd run if you ran a foot slogging army.
Again, get the IG codex and take a read. Those Heavy Flamers are mounted on a Chimera.
How did you fare in last year's Ard Boyz?
But, we can find out how your army will fare soon enough. The Hobbit is hosting the first round and we got confirmation they are hosting the second round as well. See you soon.
Last year, I used gunline Tau, and I had literally just started playing that week. I brought pure, unadulterated firepower, and would have won if I knew more at the time about how to play. =p I went 2-1 in the first round; I lost my third game (I had two massacres, and the other player had two massacres); he beat me and took first, while I ended in 4th.
This year...will be much different.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 18:08:11
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Sinewy Scourge
|
Besides the str 10 Ap4 ordnance blast manticores should cause enough problems for orks before they get to the 4 valkaries that need 6's to hit in close combat yet still pump out 2 large blasts and 3 multilaser shots each turn.
|
Salamander Marines 65-12-13
Dark Eldar Wych Cult 4-1-0
Dark Eldar Kabal 36-10-4
2010 Indy GT Tournament Record: 11-6-3
Golden Ticket Winner with Dark Eldar
Timmah wrote:Best way to use lysander:
Set in your storage bin, pick up vulkan model, place in list. |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 18:40:02
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
And I didn't realize that the heavy flamers were mounted on the chimeras themselves...that's a bit brutal. Maybe foot slogging wouldn't do all that well after all.
Of course, if the chimera moves, those heavy flamers don't get to fire, right?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 19:00:41
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Possessed Khorne Marine Covered in Spikes
NY
|
Dashofpepper wrote:And I didn't realize that the heavy flamers were mounted on the chimeras themselves...that's a bit brutal. Maybe foot slogging wouldn't do all that well after all.
Of course, if the chimera moves, those heavy flamers don't get to fire, right?
if it move's more than 6" then no.
|
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 19:41:15
Subject: Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Angry Chaos Agitator
|
If they are on fast vehicles, ala Devil Dogs, Banewolfs, or Hellhounds, then they can move 12" and fire the Heavy Flamer.
|
|
This message was edited 1 time. Last update was at 2009/07/07 19:42:06
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 21:46:14
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
Well, then I take back what I said about foot slogging boyz being able to compete against them. o.O That's a lot of death dealing.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/07 23:35:53
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Regular Dakkanaut
|
Dashofpepper wrote:
Flamers are going to be an issue as they come out of their vehicles that you destroy. However, surrounding a chimera/rhino/etc completely means that only 2-4 models are getting out; the rest can't deploy without being inside the 1" deployment zone to your own models. I'm presuming he's not firing those infantry-based flamers out of the turret; flamers aren't allowed to hit friendly models, and he'd have to flame the chimera to get it to you.
Are you arguing that a model with a flamer cannot fire out of a transport's fire point because it would overlap the transport? I've never seen anyone play that way. What does everyone else say, is that how you rule it?
|
"Someday someone will best me. But it won't be today, and it won't be you." |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/08 00:05:11
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Rough Rider with Boomstick
|
kadun wrote:Dashofpepper wrote:
Flamers are going to be an issue as they come out of their vehicles that you destroy. However, surrounding a chimera/rhino/etc completely means that only 2-4 models are getting out; the rest can't deploy without being inside the 1" deployment zone to your own models. I'm presuming he's not firing those infantry-based flamers out of the turret; flamers aren't allowed to hit friendly models, and he'd have to flame the chimera to get it to you.
Are you arguing that a model with a flamer cannot fire out of a transport's fire point because it would overlap the transport? I've never seen anyone play that way. What does everyone else say, is that how you rule it?
There is no official GW FAQ that im aware of however the INAT FAQ does clarify that you may fire template weapons out of a firepoint, and Last Years GW GT and Ard Boyz both ruled that way so it seems safe to say that it is the generally accepted way to play. There is, however, no direct RAW to specifically support it.
|
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
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/08 01:50:00
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Fixture of Dakka
Feasting on the souls of unworthy opponents
|
You can fire a flamer out of a firepoint as long as the firepoint is on the edge of the vehicle's hull.
The new IG codex is quite different. To simplify matters, you treat the central turret as your firing ports (chimera), and all models fire from it. Since the turret is mounted somewhat centrally on the chimera, you cannot flamer out of it because you would hit your own vehicle.
I don't go to Adepticon or particularly care about their funky rule changes, but I know what the rulebook says: You cannot fire a template weapon that covers friendly models.
---------------------------------------------------------
As a side note, I had an opportunity to play against this list today. I had our local resident IG player bring Shep's list against me. We got round 2, dawn of war with modified killpoints. He played tactically sound, and melta cannons are absolutely ridiculous, as are having a flamer on every vehicle. Dice rolls went heavily in my favor...I rolled absolutely ridiculously well. We ended up 15 KP to 8 KP, and I got a major victory.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/07/08 02:18:36
Subject: Re:Ard Boyz IG batreps (I don't have to worry about orks apparently)
|
 |
Possessed Khorne Marine Covered in Spikes
NY
|
Dashofpepper wrote:You can fire a flamer out of a firepoint as long as the firepoint is on the edge of the vehicle's hull.
The new IG codex is quite different. To simplify matters, you treat the central turret as your firing ports (chimera), and all models fire from it. Since the turret is mounted somewhat centrally on the chimera, you cannot flamer out of it because you would hit your own vehicle.
I don't go to Adepticon or particularly care about their funky rule changes, but I know what the rulebook says: You cannot fire a template weapon that covers friendly models.
---------------------------------------------------------
As a side note, I had an opportunity to play against this list today. I had our local resident IG player bring Shep's list against me. We got round 2, dawn of war with modified killpoints. He played tactically sound, and melta cannons are absolutely ridiculous, as are having a flamer on every vehicle. Dice rolls went heavily in my favor...I rolled absolutely ridiculously well. We ended up 15 KP to 8 KP, and I got a major victory.
your probably the first person I have ever seen that argues you cant fire a flamer out of a rhino, and I do it all the time with my marines in tournaments without a problem. As been said it was ruled OK at a GT and for ard boyz, and by every TO i've run into.
|
Where is your saviour now?
"War is an act of force, and there are no limitations to the application of that force" - Clausewitz |
|
|
 |
 |
|
|