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Made in us
Unshakeable Grey Knight Land Raider Pilot





Wyoming

Norbu the Destroyer wrote:Why all the complaining, they give you 10 days to write a list.

One mission can be rough, but if you are fighting another mech list, whats the issue?

Also, its the third mission, if your mech army gets you to the third round with a couple good scores, you just need a draw to a minor victory to lock yourself in.

Not to mention, if you still shoot an army off the board you can still win by KP.

I think its a nice attempt to deterr the mechanized forces, but late in the tourney so it may still pay off to mech up.

I am not a fan of the set turns being at six. I like the chance element of not knowing if the game is going to end to make a gutsy late game move pay off.



The ISSUE is that I run a pure bikers (space marine) list that I spent a lot of money on and I don't have the money or the time to revamp the army. Furthermore, although fast, bikers are not mech lists. I was gonna have a hard enough time winning before they decided to nerf my army as well.

Secondly, just because they built the game to make mech better, why nerf the lists that are supposed to be 'ard?
   
Made in us
Fixture of Dakka






on board Terminus Est

My army only gives up 28 kps in hte last mission... Not bad.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

It doesn't matter to me since I'll be missing it due to family things this year but I'm not a fan of the missions at all. It did make me want to pull out my Tau or Nids since both would work well except I don't bring enough troops to massacre in round 1. In fact I'd say only foot orks, IG, and Nid's have the ability to massacre in round 1 which is interesting to me.

Good luck everyone You've now got a week to buy whatever you need to adjust to these off the wall missions

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Sinewy Scourge





Bothell, WA

*LOL* I can't wait for the story of the Dark Eldar player who ends up playing the foot IG player with 36 killpoints in dedicated transports going against an entire army with only 12 killpoints total.

Maybe I should drop my marines & run a webway portal list

Salamander Marines 65-12-13
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Set in your storage bin, pick up vulkan model, place in list.
 
   
Made in us
Fixture of Dakka






on board Terminus Est

One mission should not make or break you in the 1st round. The 3rd mission would be tough in the finals though. There are not really a lot of pure infantry armies so I think overall it will all even out in the end.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

Kan Wall orks FTW:

150 boys, 10 grots, 9 kans, 45 lootas, kff mek.

I'd take my chances with that...


   
Made in us
Badass "Sister Sin"






Camas, WA

As a weird sidenote, the first mission is an actual 'official' mission that will work with the Liber Heresius from WH. (Giving a 5/6 chance of first turn for the player who takes it with a lord.)

Too bad the other two don't use the roll for deployment zones thing.

Also surprised no one is complaining about having to have all 5 objectives on Mission 1 to get a Massacre. You'll need 5 living troops to win that one.

This message was edited 2 times. Last update was at 2010/05/07 23:53:13


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Made in us
Hacking Interventor




I play DE we always get screwed in KP anyway so I'm not really fazed by the third mission.

 
   
Made in us
Phanobi





Paso Robles, CA, USA

Hmmm... I may have to change up my doublewing as those small bike squads with attack bikes are giving up waaay too many KP's. 33 KP's total. I could easily change up some stuff and drop 9 KP's...

Or I can just say screw it as everyone will be hurting on this mission.

My name is Ozymandias, King of Kings.
Look on My works, Ye Mighty, and despair.

Chris Gohlinghorst wrote:Holy Space Marine on a Stick.

This conversation has even begun to boggle my internet-hardened mind.

A More Wretched Hive of Scum and Villainy 
   
Made in us
Fixture of Dakka






San Jose, CA

pretre wrote:Also surprised no one is complaining about having to have all 5 objectives on Mission 1 to get a Massacre. You'll need 5 living troops to win that one.
Depends on how you deploy the objectives, and how big your scoring units are. A unit of 4 infantry models can easily claim 2 objectives that are 12" apart.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Awesome Autarch






Las Vegas, NV

Mission 3 is insane!!!!!!!!!


Automatically Appended Next Post:
My army has 42 fracking KP's in that mission!

Sweet baby jeesus, we have a really, really good Horde Ork player here, he will be the absolute murder to pull in that mission, almost an auto loss.

This message was edited 1 time. Last update was at 2010/05/08 00:37:36


   
Made in us
Grumpy Longbeard




New York

Is it really that hard the generate three missions that aren't completely fething slowed? I mean, I expected stupid, but GW never ceases to amaze me in that department.
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Black Blow Fly wrote:My army only gives up 28 kps in hte last mission... Not bad.

G


24 here.

And BA didn't really get screwed. Why, because they have fast tanks? Well any rhino/razorback/LR/tank that can move over 6" (read any) will give up 3 KPs. The only thing that screwed BA's are the Sanguinary Guard and Jump Pack troops, both of which I haven't seen used yet. It's really not that bad.

This message was edited 1 time. Last update was at 2010/05/08 00:49:09


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Made in us
Badass "Sister Sin"






Camas, WA

If I take Lash for Mission 3, do I auto win?

(Now all your infantry can move 2d6 in my Shooting Phase. They are all now worth 3 KPs.)


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Made in us
Grumpy Longbeard




New York

pretre wrote:If I take Lash for Mission 3, do I auto win?

(Now all your infantry can move 2d6 in my Shooting Phase. They are all now worth 3 KPs.)



Also, infantry in an army with any transports are all capable of moving over 6" in the movement phase...
   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

Stop being lame. Its already bad enough for good armies.

Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.

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Made in us
Awesome Autarch






Las Vegas, NV

I have to say that is pretty lame. Mech lists already suffer in KP, why make it so much worse? There are gong to be match ups with 13 KP vs 45 KP, it will be stupid.

Ard Boyz is supposed to the best lists and players, why penalize mech armies at the last fething minute?

   
Made in ca
Lone Wolf Sentinel Pilot





Edmonton, AB

52 here, lol.

Q: How many of a specific demographic group are required to carry out a simple task?
A: An arbitrary number. One to carry out the task in question, and the remainder to act in a manner stereotypical of the group.

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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

69 Killpoint Dark Eldar. Woot.

   
Made in us
Been Around the Block




So, in round 3 you can table your opponent and still lose in a massacre. Fan-rific!

LMoE
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

LastManOnEarth wrote:So, in round 3 you can table your opponent and still lose in a massacre. Fan-rific!

LMoE


Actually, if you table your opponent, you automatically gain a massacre.

   
Made in us
Been Around the Block




blood moon

The first 2 missions are a wet dream for heavy mech lists.... the last one just evens it out. No night fight at all and you have complete control of when your stuff starts, I still see leaf blower winning out, the last mission will just be based on whoever goes first... oh wait thats how it always is any way.

Look at it this way. 1st 2nd missions are great for mech so a good mech player will be on table 1 in the last round with a pretty much guaranteed chance to be in the top 3 even if they lose. Leaf Blower/Razor Wire/Mechdar lines up with a foot slogging list last game, it should still be an even match. Even more so for leaf blower.....Leaf blower goes first.... 2 manticors and 3 medusa shots later followed by the multitude of heavy weaponry = mostly fecked up foot slogging army..

IG is always that way, go first with enemy on the table = auto win. Go second and you auto win only 50% of the time. If the enemy has stuff to rush you, take care of it first its worth 3 points each....if not thats good...2 to 3+ turns to pulverize slow enemy with massed cannon fire.

I thought night fight had too much of an effect in the second round last year, no night fight as of yet this year, that makes my mech list happy.

Don't frett too much sons of Rommel..

Stay trigger happy my friends...

 
   
Made in us
Grumpy Longbeard




New York

How exactly is the first mission a "wet dream" for mech lists? It's just seize ground with slightly modified spearhead deployment.
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Makes me wonder if releasing these a week before the event with such interesting missions was a bit of a marketing ploy on GW's part. What better way to drive up sales for non-mech boxes and impulse sales than to create missions such as these and release them in a fashion that gives you just enough time to get things ordered and rush shipped to you so that you can tweak your list?

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Made in us
Been Around the Block




Dashofpepper wrote:
LastManOnEarth wrote:So, in round 3 you can table your opponent and still lose in a massacre. Fan-rific!

LMoE


Actually, if you table your opponent, you automatically gain a massacre.


Well, I guess there's hope. Still bitter about the time I lost on KPs because of a single lousy plague marine.

I am curious how you get 69 KPs.

As I count, worst case is 6 jetbike Haemonculi (18), 3x Wyches in Raiders (12), 6x Raider Squads (24), 3x Reavers (9), 3 Ravagers (9) = 72.

More reasonable HQs would be about 9-12 points (jetbike lord = 3, retinue lord in reaver = 6 and/or 3x Haemonculi = 6), and I doubt many people are running 3x Reavers (or Hellions, lol).

LMoE
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Standard mechanized DE, ramped up with RJB squads and warp beast packs (3 KP each) to flesh out 2500; I run a Wych cult led by Lelith - you can statistically presume one wych squad will roll a 1 and generate 3 killpoints.

This message was edited 1 time. Last update was at 2010/05/08 02:07:11


   
Made in us
Storm Trooper with Maglight





Ellicott City, MD

Ok maybe I'm an idiot here but wouldn't a squad in a transport that moved over 6 inches still only be worth 1KP in the third mission? By the example they give a squad of marines joining a librarian with Gate is still only 1 KP even though they have the ability to move over 6 inches with the Librarians gate ability. Reads to me like the unit itself has to be able to move over 6 inches, not anything they may ride in/hitch a ride on/in.


Vonjankmon
Death Korp of Krieg
Dark Angels 
   
Made in us
Executing Exarch






Odenton, MD

Wychecult could have 81 kp depending on the drug rolls...

Another reason I am fielding a standard kabal, with only 50 KP =P
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

vonjankmon wrote:Ok maybe I'm an idiot here but wouldn't a squad in a transport that moved over 6 inches still only be worth 1KP in the third mission? By the example they give a squad of marines joining a librarian with Gate is still only 1 KP even though they have the ability to move over 6 inches with the Librarians gate ability. Reads to me like the unit itself has to be able to move over 6 inches, not anything they may ride in/hitch a ride on/in.



Sounds like you're not counting the transport as the 3KP unit that it is.

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Made in us
Been Around the Block




vonjankmon wrote:Ok maybe I'm an idiot here but wouldn't a squad in a transport that moved over 6 inches still only be worth 1KP in the third mission? By the example they give a squad of marines joining a librarian with Gate is still only 1 KP even though they have the ability to move over 6 inches with the Librarians gate ability. Reads to me like the unit itself has to be able to move over 6 inches, not anything they may ride in/hitch a ride on/in.



By normal KP rules, the transport and embarked unit each give up KPs. So a squad in transport would typically be 1+3=4 points total in this case.

KPs are silly things.

LMoE
   
 
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