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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4Or3xsQ0-TGYTYyYjMwYmMtMzNmMi00ODk3LTkwNzAtMDY2YWUwMDY1ZGRh&hl=en_US

This is the 'ard boyd list that I have available, and I was wondering if anyone had any suggestions for tweaking.
For those who do not want to look at the google link.

HQ
Captain : Artificer Armor, Relic Blade, Bike
Librarian : Bike (Null zone, gate of infinity)

Elites
TL AC *2 Dread
TL AC *2 Dread
Termie Assault Squad (Rides in Redeemer)

Fast Attack
Land Speeder Typhoon
Land Speeder Typhoon
2 MM attack bikes

Troops
Bike Squad (6 models total) : 2 PG, 1 MM attack bike (captain joins this squad)
Bike Squad (6 models total) : 2 PG, 1 PF, 1 MM attack bike
Bike Squad (6 models total) : 2 PG, 1 PF, 1 MM attack bike
Bike Squad (6 models total) : 2 MG, 1 MM attack bike

Heavy
Redeemer : Extra Armor, MM (Termies and Traitor ride in here)
Predator: AC/LC sponsons
Predator: AC/LC sponsons

Strategies
Mission One
It should not be a problem to go second, most people do not want to. As its night fighting, I'm not worried about turn 1 fireing.

If facing an assault army, the plan is to let the enemy come to me. Use the bikes to intercept threats, and hold the termies back. As the LR will be target #1, due to holding the traitor, I plan on keeping it obscured as much as possible. When a thread gets to close, Ill drop the termies out and counter-assault, while keeping the traitor in the van. On turn 5, Ill pop the traitor out and 'gate of infinity' him to the other side of the board for 3 extra battle points.

If facing a shooting army, I will move up via turbo-boosting during night fight. In this instance Ill move the raider up 12", and try and scoot the traitor into my enemies deployment. If the raider is destroyed, Ill move the traitor up 6" every turn (plus run), and have him join a different turbo-boosting squad. The goal is to turbo-boost a squad 8" from him, have him move to join it, run a little futher, then join a new squad on the next turn. This will let me keep a 3++ cover save on him, with a few bullet catchers every round.

In both missions the backline fire support is to remove enemy threats to my bikes, pop transports, and snipe traitor.

Mission Two
The goal of this mission is to claim objectives. As before I want to be second so I can objective steal.

Against a shooty army, I plan on just turbo-boosting onto the board from reserve (GK excluded). This lets me keep my units alive until the end of turn 6. Target priorities will be enemy fast attack. I will keep 1 speeder hidden if its damaged to prevent my opponent from getting a battle pont.

Against an assault army, Ill start on the board and hold back. I cannot reserve gambit in this situation as I don't want to walk on the board and see an assault army in my face. As they get close Ill either counter-assault or turbo away (depending on the makeup, my army can take down bezerkers, but not 4 SW heros on wolves)

Overall strategy is survival. I need to control/contest by end of 6, and I have 4 fast moving troops which will help with this.

Mission Three
Similar strategy as mission two. In this caes, Ill not worry about objectives, and just work to keep my captain alive. As he's much more durable than the libby, I plan on keeping him out of the line of fire.

Army Strengths
I expect this army to do well against high toughness, low wound count models. I'm not overly worried about BA and I've fared well against them in the past.
I'm unsure how I will fare against GK. While I have the tools to take out their AV11, I not sure how much pllasma will be needed to remove their troops.
Speed is an advantage, but on big games its limited. The advantage comes in play when fighting guard armies, or other heavily shooty armies.

Army Weakness
Deathwing can be a difficult nut to crack, as I'm heavily reliant upon 'null zone' to lower the saves.
The same goes for SW wolf lords. Each wold lord is as tough as 5 assault marines and moves much faster.
My hero's are a bit weak, which can cause me some VP losses.

Considerations
Is Kahn worth it? As 2/3 of the missions allow outflanking, I considered using him. The problem is that the traitor cannot outflank, so while the rest of my army is outflanking, he would be standing back doing nothing. On mission 3, outlfanking can be very useful for throwing a loop in the enemies plans. Kahn works best with Tigerious, so I can reroll reserve rolls.
Basically I lose the MM attack bikes
https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B4Or3xsQ0-TGMTMzNjA4NTEtYTlmZi00ODNkLTgwYmMtNWJjMmJhZTNkYTUz&hl=en_US

This message was edited 1 time. Last update was at 2011/08/12 12:42:01


 
   
 
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