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![[Post New]](/s/i/i.gif) 2010/05/13 22:45:44
Subject: Which armies are going to do the best at 'Ard Boyz
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Fixture of Dakka
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It's not that great really. The best things SW have going are Rune Priests, TWC & LFs. Of course Logan with the LFs is hot too.
G
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![[Post New]](/s/i/i.gif) 2010/05/13 23:54:52
Subject: Which armies are going to do the best at 'Ard Boyz
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Awesome Autarch
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Hulksmash runs a missile spam list with logan and some termies. Great list, it is very flexible and hits like a ton of bricks.
I have yet to lose with my Wolves vs. BA. That doesn't mean it can't be done, just that i have yet to come up against a build that really scared me.
Actually, now that I think about it, I have not lost to BA yet with any army.
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![[Post New]](/s/i/i.gif) 2010/05/14 00:34:39
Subject: Which armies are going to do the best at 'Ard Boyz
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Fixture of Dakka
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Don't get me wrong, I think SW are one of the top two armies to have a shot at a regional final win and claim the title Ard Boy. But these lists will have the units I listed. Hulksmash's list is very formidable as well but I wonder how it would matchup versus a landraider heavy army. The thing about BA is they are also very strong but I don't think anyone has put their finger on the meta list yet. This could also be the year of the dark horse... You never know, maybe dark eldar will finally pull it off. It could happen and would be quite fitting in my mind with the new codex right around the corner. I could also see Tyranids making a very strong run & that would also be cool. Finally mech eldar is always very strong... They actually came in 2nd place overall last year but you never hear about that.
G
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![[Post New]](/s/i/i.gif) 2010/05/14 00:35:25
Subject: Which armies are going to do the best at 'Ard Boyz
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Dominar
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Kirasu wrote:What is the main advantage and/or build of logan wing over deathwing? Much cheaper terminators? Ive never actually seen it played by a competent opponent
Loganwing is something of a misnomer, as not all of the models are Terminators. In general, take 6 squads of 5 Wolf Guard and make one model in each squad a Terminator with a CML. This gives you 12 missile shots in your troops. Now add 3 squads of 6 long fangs, for another 15 missile shots, or 10 missiles and 5 lascannons. Logan and a Rune Priest with Living Lightning join the Long Fangs with lascannons and you get 5 Tank Hunting lascannons and D6 'missile' ( Str 8) shots at BS5 from the Rune Priest.
And you've still got about 700 points left over to fill out the army.
It's dead 'ard if you're playing against a mech list, and brutal against hordes as well because of frag blasts. Eating something in the realm of 20-30 BS4 missile hits on 55 Marine bodies is not something very many armies can deal with easily.
It has a big advantage in Scenario 3 versus other 'hard' [mech] lists because it only gives up ~20 KP, while mech IG or mech marines are somewhere in the upper 30s or even 40s.
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![[Post New]](/s/i/i.gif) 2010/05/14 00:38:32
Subject: Which armies are going to do the best at 'Ard Boyz
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Fixture of Dakka
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That's a very good point, Loganwing depends somewhat on the matchups. You are right, I could see that army doing very well.
G
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![[Post New]](/s/i/i.gif) 2010/05/14 00:43:47
Subject: Which armies are going to do the best at 'Ard Boyz
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Awesome Autarch
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That is a nasty list, Sourclams.
I have a mech list packing a lot of punch, but I have an ace up my sleeve that I think will give me the advantage.
Problem is I have been so fething busy I have not played a single practice game with my finalized list so I am going in sort of cold. I play my wolves pretty frequently, so it is not a totally new list, but I am not as comfortable with it as I would like.
That combined with the fact my FLGS is stacked with super talented players and Saturday will be a serious test of skill.
I am looking forward to it, I think it will be a really fun day of gaming.
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![[Post New]](/s/i/i.gif) 2010/05/14 00:44:38
Subject: Which armies are going to do the best at 'Ard Boyz
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Sneaky Striking Scorpion
In my happy place, I'm in my happy place...
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That is a crazy good list for sure. I expect to see them due to the ease of play.
They should do well against most things in an experience hand. The real thing to remember here is focus all of your fire.
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![[Post New]](/s/i/i.gif) 2010/05/14 01:14:48
Subject: Which armies are going to do the best at 'Ard Boyz
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Decrepit Dakkanaut
Mesopotamia. The Kingdom Where we Secretly Reign.
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No love for Vanilla Marines?
Here's hoping I can prove y'all wrong!
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Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. |
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![[Post New]](/s/i/i.gif) 2010/05/14 01:41:00
Subject: Which armies are going to do the best at 'Ard Boyz
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Growlin' Guntrukk Driver with Killacannon
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Kan Wall Orks all the way. Not a single 3KP unit in the list!
Lootas, Kans, Boyz, Nobz and sweet, sweet KFF's.
Unstoppable.
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Orks W-L-D
27-10-8
Daemons W-L-D
6-5-3
Warboss Lemmy's Speed Freaks: 1730pts painted
+ Skullbearers: 750pts painted
DT:90S++G+MB-I+Pw40k09#+D++A+/hWD-R+++T(T)DM+
My Battle Reports: Orks against: Tau , Tau , Tau |
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![[Post New]](/s/i/i.gif) 2010/05/14 02:12:11
Subject: Which armies are going to do the best at 'Ard Boyz
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Inspiring Icon Bearer
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asugradinwa wrote:Necrons won the thing 3 years ago back in 4th edition. I'd love to see Tau win it.
I like your vote of confidence, I'll do the best for the greater good.
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3000
4000 Deamons - Mainly a fantasy army now.
Tomb Kings-2500 Escalation League for 2012
href="http://www.dakkadakka.com/dakkaforum/posts/list/311987.page ">Painting and Modeling Blog
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![[Post New]](/s/i/i.gif) 2010/05/14 02:21:56
Subject: Which armies are going to do the best at 'Ard Boyz
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Regular Dakkanaut
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I think that blood angels will be pretty compettitive exept for mission 3 also foot sloging marines probubly will win the day. a buddy of mine is actually bringing the whole company haha
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This message was edited 2 times. Last update was at 2010/05/14 02:26:49
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![[Post New]](/s/i/i.gif) 2010/05/14 02:36:25
Subject: Re:Which armies are going to do the best at 'Ard Boyz
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Death-Dealing Dark Angels Devastator
Austin/Dallas, Texas
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Dual-wing DAngels!
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Green Marines are the best marines!
:6500pts:
~~(Deathwing Complete *For now*; 3rd Company 100% done!! 6 tac, 2 asault, 2 dev, and lots of rhinos.)~~ |
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![[Post New]](/s/i/i.gif) 2010/05/14 03:45:40
Subject: Which armies are going to do the best at 'Ard Boyz
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Awesome Autarch
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I would love to be proven wrong and see Tau, Nids and Crons in the mi, that would be great!
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![[Post New]](/s/i/i.gif) 2010/05/14 04:27:18
Subject: Which armies are going to do the best at 'Ard Boyz
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Pyromaniac Hellhound Pilot
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I think the armies that are played by good players will do well at Ard Boyz!
LOL
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![[Post New]](/s/i/i.gif) 2010/05/14 04:43:33
Subject: Re:Which armies are going to do the best at 'Ard Boyz
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Esteemed Veteran Space Marine
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Dark Eldar, don't have a chance during the prelims. I might have even beefed up my DE, but not if they're no good to me for the first 'Ard match... craftworld flavor for me please.
I vote:
Dark Eldar-Semi-Finals/Finals
Orks-Prelims
SW/BA-/WH40k
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![[Post New]](/s/i/i.gif) 2010/05/14 13:49:50
Subject: Which armies are going to do the best at 'Ard Boyz
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Dakka Veteran
Lexington, KY
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Black Blow Fly wrote:Finally mech eldar is always very strong...
Mech Eldar is a bit of a spoiler in my opinion; in planning to have to stop IG/ BA/ SW, I end up with not much in the way of solutions for dual-Autarch Mechdar. Automatically Appended Next Post: Monster Rain wrote:No love for Vanilla Marines?
Here's hoping I can prove y'all wrong! 
Eh, I'm looking at pods for regionals, and going back and forth between BA and Vulkan. He's less hyped after the releases of SW and BA, but Vulkan comes into his own at 2500 points.
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This message was edited 1 time. Last update was at 2010/05/14 13:52:10
Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre |
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![[Post New]](/s/i/i.gif) 2010/05/14 14:36:45
Subject: Which armies are going to do the best at 'Ard Boyz
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Regular Dakkanaut
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Vulkan is an animal at 2000 points, at 2500 I'd be terrified to see what kind of havoc he can create. Flat out, I'm yet to see ANY sm character as good as He'Stan for the points and effects.
I have no idea who will come out on top, however I will say that seeing everyone this excited over this while at the same time dropping a good portion of the negativity is refreshing in our community.
On another note I'm bringing a Wolf cav with mech backup so I'm beating my head on a chainsaw forged of agony and fueled by hatred.
I give up 42 KP in mission 3.
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![[Post New]](/s/i/i.gif) 2010/05/14 16:03:56
Subject: Which armies are going to do the best at 'Ard Boyz
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Fixture of Dakka
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sourclams wrote:It's dead 'ard if you're playing against a mech list, and brutal against hordes as well because of frag blasts. Eating something in the realm of 20-30 BS4 missile hits on 55 Marine bodies is not something very many armies can deal with easily.
You'll *never* finish a game against a horde army, if you're scattering & resolving 20-30 blasts EVERY TURN. :(
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This message was edited 1 time. Last update was at 2010/05/14 16:04:05
Quis Custodiet Ipsos Custodes? |
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![[Post New]](/s/i/i.gif) 2010/05/14 16:32:10
Subject: Which armies are going to do the best at 'Ard Boyz
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Smokin' Skorcha Driver
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Its not really so bad ... you are usually resolving 2-5 of the blasts at once (long fangs shoot, theres a nice cluster of 5 guys right here so all five target that spot, roll scatters, count wounds, next long fang squad ...bwahahaha!)
And usually you are shooting at one unit till its gone or until it is thinned out, so its 5-10 blast on that squad, 5-10 more on this squad, etc. Then shooting kraks to finish off the last few guys. I used the missile spam list against against a horde guard list and it really moves along quicker than you'd think. Moving out to grab objectives is this lists weaker point. If you don't decimate the enemy with the missiles your squads by themselves are decent, but wont stand up to dedicated assaulters like Death Company etc. that they are sending to keep you off the objectives. Or if the objectives are out in the open and that damn exterminator sitting in a ruin keeps ignoring your missiles and the only result you managed to get through was immobilized ... it hurts.
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This message was edited 3 times. Last update was at 2010/05/14 16:36:48
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![[Post New]](/s/i/i.gif) 2010/05/14 18:13:12
Subject: Which armies are going to do the best at 'Ard Boyz
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Dominar
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Janthkin wrote:sourclams wrote:It's dead 'ard if you're playing against a mech list, and brutal against hordes as well because of frag blasts. Eating something in the realm of 20-30 BS4 missile hits on 55 Marine bodies is not something very many armies can deal with easily.
You'll *never* finish a game against a horde army, if you're scattering & resolving 20-30 blasts EVERY TURN. :(
In my experience it really doesn't take that long. If your opponent is actively trying to spread out, then you're probably only going to find a single clump of guys where you can hit 3-4 models, so not too much time spent tallying up guys hit.
And if you get lucky and find a big blob (their battlewagon blew up, or whatever) then your first volley with 5-7 MLs in one unit kills so many hordelings that subsequent shooting goes more quickly.
You can definitely play blasts slowly if you want to, but it's very possible to resolve them quickly. Count hits, pool all the dice together, roll wounds simultaneously, no problem.
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![[Post New]](/s/i/i.gif) 2010/05/14 18:59:25
Subject: Which armies are going to do the best at 'Ard Boyz
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Fixture of Dakka
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sourclams wrote:Janthkin wrote:sourclams wrote:It's dead 'ard if you're playing against a mech list, and brutal against hordes as well because of frag blasts. Eating something in the realm of 20-30 BS4 missile hits on 55 Marine bodies is not something very many armies can deal with easily.
You'll *never* finish a game against a horde army, if you're scattering & resolving 20-30 blasts EVERY TURN. :(
In my experience it really doesn't take that long. If your opponent is actively trying to spread out, then you're probably only going to find a single clump of guys where you can hit 3-4 models, so not too much time spent tallying up guys hit.
And if you get lucky and find a big blob (their battlewagon blew up, or whatever) then your first volley with 5-7 MLs in one unit kills so many hordelings that subsequent shooting goes more quickly.
You can definitely play blasts slowly if you want to, but it's very possible to resolve them quickly. Count hits, pool all the dice together, roll wounds simultaneously, no problem.
It's not the hits/wounds/etc. It's scattering 20-30 small blast markers/turn, while your (horde) opponent is moving models at max coherency to minimize the hits from your 20-30 blasts/turn. I play a pretty fast game, if I do say so myself, and getting through 6 turns of a 2500 pt game in 2.5 hours takes focus from both myself and my opponent, and that's without dealing with 100 or so scatter rolls/game.
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Quis Custodiet Ipsos Custodes? |
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![[Post New]](/s/i/i.gif) 2010/05/14 19:25:09
Subject: Which armies are going to do the best at 'Ard Boyz
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Hardened Veteran Guardsman
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Just bring along 4-5 scatter dice.
Scatter the first and then roll the other 4 at the same time. Shouldn't really take any more time.
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![[Post New]](/s/i/i.gif) 2010/05/14 19:30:49
Subject: Which armies are going to do the best at 'Ard Boyz
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Sinewy Scourge
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CptZach wrote:Just bring along 4-5 scatter dice.
Scatter the first and then roll the other 4 at the same time. Shouldn't really take any more time.
Multtiple missile launchers in a unit arn't barrages You'd have to roll scatters individually. Though I could see a point of rolling 5 scatters at the same time and then only rolling the 2d6 for the scatters that get arrows.
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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. |
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![[Post New]](/s/i/i.gif) 2010/05/14 19:32:10
Subject: Which armies are going to do the best at 'Ard Boyz
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Smokin' Skorcha Driver
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Also, the army isnt very mobile, so you spend 3 minutes positioning and then youre on to the shooting phase where all the missle funnes occurs. When you deploy you are already maxzimizing fire lanes since all your guys are on foot. You might move a unit or two to get a better angle but thats a about it. The other elements(I use Lone wolves and a unit of TWC) that engage the enemy are pretty straight forward ... move them toward something you don't want getting in your lines. They are distractions and blockers essentially.
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![[Post New]](/s/i/i.gif) 2010/05/14 20:41:02
Subject: Which armies are going to do the best at 'Ard Boyz
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Dominar
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Janthkin wrote:It's not the hits/wounds/etc. It's scattering 20-30 small blast markers/turn, while your (horde) opponent is moving models at max coherency to minimize the hits from your 20-30 blasts/turn. I play a pretty fast game, if I do say so myself, and getting through 6 turns of a 2500 pt game in 2.5 hours takes focus from both myself and my opponent, and that's without dealing with 100 or so scatter rolls/game.
Nah. At 2500 a true horde player doesn't have that much room to work with. You're going to have clumps. And BS4 blasts are going to 'hit' or scatter only 1-2 inches more than 50% of the time. It really doesn't take that long.
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![[Post New]](/s/i/i.gif) 2010/05/14 22:30:49
Subject: Which armies are going to do the best at 'Ard Boyz
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Dakka Veteran
Perrysburg, OH
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Walking Eldar all the way.
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- Greg
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![[Post New]](/s/i/i.gif) 2010/05/14 22:32:34
Subject: Which armies are going to do the best at 'Ard Boyz
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Awesome Autarch
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Yeah, Footdar!
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![[Post New]](/s/i/i.gif) 2010/05/15 00:08:11
Subject: Which armies are going to do the best at 'Ard Boyz
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Lone Wolf Sentinel Pilot
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Word on the internets is that they are the best army in 40k, so how can they lose?
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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.
My Blog |
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![[Post New]](/s/i/i.gif) 2010/05/15 00:50:07
Subject: Re:Which armies are going to do the best at 'Ard Boyz
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Death-Dealing Dark Angels Devastator
Austin/Dallas, Texas
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Green Marines are the best marines!
:6500pts:
~~(Deathwing Complete *For now*; 3rd Company 100% done!! 6 tac, 2 asault, 2 dev, and lots of rhinos.)~~ |
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![[Post New]](/s/i/i.gif) 2010/05/15 01:05:52
Subject: Which armies are going to do the best at 'Ard Boyz
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Committed Chaos Cult Marine
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I'm bringing missile proof nids. Hive tyrand with armored shell, tyranofexen and tervigons with FnP, two carnifexen with a regenrating prime. I'm leaning for ymgarl genestealers to tie up shooting units.
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And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.
Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole |
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