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![[Post New]](/s/i/i.gif) 2010/10/04 15:03:24
Subject: Ard Boyz - worth it??
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Been Around the Block
Berkshire
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In games of 1500 are Ard Boyz worth taking??
Do they honestly survive longer than normal boyz mobz????
The points difference effectively means either a 20 strong Ard boy mob or a 30 strong boyz mob.....with a few points left over for things like stikkbombz and an additional big shoota....
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Imperial Guard 4000 pts
Orks 4500 pts
Space Marines 3000 pts
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![[Post New]](/s/i/i.gif) 2010/10/04 15:19:47
Subject: Re:Ard Boyz - worth it??
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Fresh-Faced New User
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Depends what you gonna use em for. I only use em as sluggaboyz in a trukk with a warboss, in small numbers they last much longer. Never tried em as slogging, but they should make a decent wall for the rest of a slogging army.
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![[Post New]](/s/i/i.gif) 2010/10/04 15:37:51
Subject: Ard Boyz - worth it??
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Decrepit Dakkanaut
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'Ard boyz are probably not worth it for small games. When you get to higher point games reaching 2500 points ('ard boyz tourneys for instance), you can justify the extra cost.
However, there are instances where taking the upgrade could be worth it:
Mech Ork- Taking a unit of sluggas/choppas in a BW or Trukk are not army break. However, the 50-80 points you will be spending could mean a deffkopta with buzzsaw and rokkit launchas, or upgrades for nobs, powerklaws, bosspoles, vehicle upgrades, ect.. Always build your army core first before adding in the extra points.
Slogging Ork- One unit of s/c combo that sits in the front of the horde of moving units. Center of the table or where the opponent's largest concentration of attackable targets. While they can benefit from the Big Mek with KFF's Cover Saves for shooting, they are a good unit to absorb an opponent's attack in CC as their armor is good versus other troop units. Things like i.e.Termie squads with Lightning Claws, Power Weapons, ect. negate the armor save, so place this unit accordingly within the mass of infantry to make sure that they can sit and absorb an opponent's attacks or make them a counter charge outfit.
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![[Post New]](/s/i/i.gif) 2010/10/04 15:38:56
Subject: Ard Boyz - worth it??
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Sneaky Lictor
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They are not worth the points at all except in certain cases. A very short analysis is as follows: take your example: 20x10 =200points in CC they will take 20 + 50% (thats the benefit of 4+ armor)=30 wounds to die 30x6 =180points in CC they will take 30+16% (6+ armor) =34 wounds to die In addition the bigger mob also benefits from longer lasting mob rule, many many more attacks, and doesn't lose effectiveness vs armor negating weapons (AP3 or power) The only time when I would consider it is if the unit is a Trukk unit (ergo small) and for some reason you have lots of spare points or if you are building a super unit with say Grotsnik and you want survivability over all else (30orks 4+, 5++ , FNP) Otherwise... never Ps I also see that you mention stikkbombs. They are terrible! Your orks almost always go last so there is no point in paying for an upgrade to strike at normal initiative when 90% of the time you will be going last anyway..
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This message was edited 1 time. Last update was at 2010/10/04 15:44:03
FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.
Ork Management Program
I take care of problems that need to be solved with violence |
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![[Post New]](/s/i/i.gif) 2010/10/04 15:51:50
Subject: Ard Boyz - worth it??
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Regular Dakkanaut
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They work well as a slogging meat shield for the rest of your army, which gives all your other boyz a 4++ cover save.
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Armies | Orks (2000 - Magna-Waaagh!) - | Blood Angels (1500 - Sylvania Company) - | Dark Eldar - (1500 - Kabal of the Golden Sorrow) - | Salamanders (1000 - Vulkan Ravens) - | Chaos (1500 - Wisdom and Wrath) - |
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![[Post New]](/s/i/i.gif) 2010/10/04 16:06:22
Subject: Ard Boyz - worth it??
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Decrepit Dakkanaut
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sn0zcumb3r wrote:They are not worth the points at all except in certain cases. A very short analysis is as follows: take your example: 20x10 =200points in CC they will take 20 + 50% (thats the benefit of 4+ armor)=30 wounds to die 30x6 =180points in CC they will take 30+16% (6+ armor) =34 wounds to die Agreed. Again, it all comes down to points and what you will do with them. If points matter, take the bigger squad. If points don't matter as much, then take the upgrade (and a bigger squad  ).
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This message was edited 2 times. Last update was at 2010/10/04 20:02:11
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![[Post New]](/s/i/i.gif) 2010/10/04 17:07:06
Subject: Ard Boyz - worth it??
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Been Around the Block
Berkshire
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Thanks for the info and advice.......
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Imperial Guard 4000 pts
Orks 4500 pts
Space Marines 3000 pts
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![[Post New]](/s/i/i.gif) 2010/10/04 19:22:59
Subject: Ard Boyz - worth it??
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Bonkers Buggy Driver with Rockets
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In my Mechanized & Kult-of-Speed lists, I have used 'Ardboys in battlewagons & trukks, respectively, to good effect, as a cheap bodyguard for the warboss. Just keep them away from space marine terminators; a total idiotic waste when I charge them!
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Paul Cornelius
Thundering Jove |
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