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It's that time of year again for me, so I wrote up some preliminary 'Ard Boyz lists. This is my first of 6 and is more or less razorback spam.
Synopsis:
4 Rune priests sit in back with long fangs & throw LL at enemy light armor. If enemy has DS / Jump Infantry / Jetbikes two of them can throw up tempest wrath as a deterrent.
Longfangs sit back with rune priests & be long fangs
Wolf Guard units get split to join the grey hunters, not much benefit being bare, they were there for more laz/plaz razors.
Grey hunters run in a 4+2 config. 4 with melta go forth & break armor. 2 squads with flamers follow 1-2 turns later to mop-up the now disembarked enemy, who all the while has been hit with plas / missiles.
Thought about running 3+3 and turning it into 3 groups of two squads each. Will paytest both.
Thunderwolves are used surprisingly enough to provide vehicles with obscured status & also as a solid assault unit on their own (S10 Power fists with 3+3++ makes them bastards in CC)
11 Razorbacks means even if you break one open, the troops inside can just hop into a different one & continue on their merry way.
List (Spoilerd to save space):
Spoiler:
HQ:
1 Rune Priest @ 115 pts (Living Lightning, Tempest Wrath, Chooser of the slain, Wolf tail Talisman)
1 Rune Priest @ 110 pts (Living Lightning, Murderous Hurricane, Chooser of the slain)
1 Thunderwolf Cavalry @ 105 pts (Powerist, Storm Shield)
Heavy Support:
4 Long Fangs Pack @ 190 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)
4 Long Fangs Pack @ 190 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)
4 Long Fangs Pack @ 190 pts (Missile Launcher x4; Razorback)
1 Squad Leader (Bolt Pistol; Close Combat Weapon)
1 Razorback (Lascannon and TL Plasmagun)
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As much as I want to see this list work. I just can't make it happen myself. Pretty much If you don't mop up by turn 3 you are done for. Once those backs get popped open you have only 5 guys to kill inside. Also if you are having trouble with the dice you might as well give up early and go sit at the bar. I think you need more larger kitted out hunter squads with wolf guard in rhinos so you cam fight close combat as well. This list always lOoks hood on paper but I just can't get it to work for me but to each his own. Then what do you do when you have a wall of 150 orks coming at you. I'd say try to make it more rounded.
I am assuming that the 3rd rune priest is supposed to have living lightning and storm, otherwise I think the list is illegal as you need to both have different psychic powers AND different war gear.
I also think you need to do something with priest 2 and 4 on the wargear.
Besides, you really need storm for cover saves.
Sourclams wrote:He already had more necrons than anyone else. Now he wants to have more necrons than himself.
Really usual list, I like the cheep razorbacks with the wolf guard. If you take 15 long fangs with missiles you will have plenty of anti- horde. I don't rate the long TWC because you only need to get 6 wounds on them to kill them. With 20 boltgun shots, you'll get 13 hits, and 4.333 saves and a good chance the guy will die and then pose no threat. And that's just boltgun fire. If you had two in a unit, the second one could still charge the unit that fired at it. When it comes to TWC I'd say that a unit of 3 is the best number. I think you've gone completely over kill with the rune priests and not built them with the best of powers. Take 2 out, and you can add more troops, which lack of men is your main problem when it come to razorspam.
This message was edited 1 time. Last update was at 2011/03/30 14:50:42