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Made in us
Strangely Beautiful Daemonette of Slaanesh





I put the eavy armor for a shoota squad with a rokkit launcha so they last longer agaisnt vehicles and troops shooting at them what do you use?

For all the slaaneshy's out there

http://www.dakkadakka.com/dakkaforum/posts/list/417579.page
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Made in ca
Dakka Veteran





I stick 12 in a Trukk and throw them at something.

12x 'Ard Boyz
Slugga Choppa
1 Upgraded to a Nob with Power Klaw & Boss Pole
1 Trukk

Chuck 'em at something on foot or about to be on foot. Preferably something without a tonne of power weapons.
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Decoration on my shelf, sadly.

The only place where they truly shine is in transports, and battlewagon lists usually lack the points to afford the upgrade.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Regular Dakkanaut




I would use them in a battlewagon only. Trukk is viable too.

You need the mobility to be able to pick their targets. As Weaver said, something that doesn't have power weapons. Tactical marines are a good example.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
Made in us
Strangely Beautiful Daemonette of Slaanesh





so shootas are a bad idea? is there any advantage to having shoota 'eavy boyz?

For all the slaaneshy's out there

http://www.dakkadakka.com/dakkaforum/posts/list/417579.page
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Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

30 'ard boyz can take a surprising amount of firepower, and if they're in front of the other boyz in a green tide list, can provide the needed 4+ cover for everyone else.

I think, in the early days of the ork codex, someone ran 30 ard boyz with ghaz and mad doc grotsnik at the front of their army at a GT and won it. Of course, that was before everyone was meched up.

Personally, I think the Mad Doc is a bit of a liability due to fury, but if you're playing in a group that allows IA rules and units, a painboss from IA8 can grant that same feel-no-pain benefit.

   
Made in us
Sneaky Kommando





I saw a Dok +ghaz+Ardboy+cybork list this weekend. It was unreal how much carnage that unit did, it killed everything including , well everything. I think if you mixed some armor with it and did some sort of running deffdread wall/loota support with it and got some rokkits it could handle the mech.
   
Made in ca
Nasty Nob





Canada

Ard boyz aren't good for much, besides losing you games.

Stomped

To Be Stomped
No One
My vision of how 40k ends: http://www.fanfiction.net/s/5937830/1/Time-of-Ending-the-40k-Finale  
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Pooler, GA

'Ard Boyz are awesome. Too bad 3 cost as much as 5 regular Boyz. Too much AP4 floating around the game right now to make them survivable against the uncountable shots coming their way. I use Battlewagons to armour my Boyz, with KFFs.

I don't write the rules. My ego just lives and dies by them one model at a time. 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Redbeard wrote:30 'ard boyz can take a surprising amount of firepower, and if they're in front of the other boyz in a green tide list, can provide the needed 4+ cover for everyone else.

I think, in the early days of the ork codex, someone ran 30 ard boyz with ghaz and mad doc grotsnik at the front of their army at a GT and won it. Of course, that was before everyone was meched up.

Personally, I think the Mad Doc is a bit of a liability due to fury, but if you're playing in a group that allows IA rules and units, a painboss from IA8 can grant that same feel-no-pain benefit.


Though, to be fair, you could have just placed 30 gretchin in front of those 30 boyz for the same point costs and effect. Or 29 for a 13 point discount. And gretchin might even kill something by accident., 'eavy armor less likely.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

Not at all. The gretchin are considerably easier to clear away.

One unit of tactical marines rapid firing will kill enough grots to force a morale test, and while they've got a re-roll, they're still only Ld 7. That same unit of marines firing at the 'ard boyz is likely to kill 3 boyz, and only half that if the dok is with them.

They're a lot of points, but they're a lot of points that aren't going away quickly.

   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The difference is that you now have 30 boyz, 13 points and maybe a few gretchin left, while on the other hand, you have 27 boyz left
A pain boss is a great HQ to put with boyz either way.

That math also falls apart as soon as you are facing heavy bolters, heavy flamers, battle cannons, EML or about any other anti-horde weapon, which all happen to have AP4.

Also note that ld7 with a reroll is roughly equivalent to ld9, so gretchin aren't as likely to run away from shooting as it seems.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

Sure. They're much easier to assault out of the way.

This, however, isn't meant to be a comparison of grots to 'ard boyz. The OP asked what do you use 'ard boyz for. If I use them, I used them as my front line bullet catchers.

   
Made in eu
Yellin' Yoof





Birmingham UK

Stick them smack band in the middle of my hoard then hope they stand up the enough anti-infantry fire to allow my other boys to get into combat relatively unmolested

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Orks- Krugz Krushaz- 2000pts
Space Marines- Storm Enforcers- 300pts (starting over)
Hope is the first step on the road to disappointment  
   
Made in us
Charing Cold One Knight




Lafayette, IN

I use mine to waste points for when I need to handicap myself. Same thing goes for mekboyz and walking meganobz. Anybody actually think that it is worth spending 120 pts on giving a mob of mooks a better save? 120 points get quite a bit in an ork list, why not just buy another battlewagon or some lootas instead.

 
   
Made in gb
Perfect Shot Black Templar Predator Pilot






30 'Ard Boyz with choppas and sluggas, three big shootas and a PK Nob. They last against most small arms fire and destroy everything in hand to hand combat. I personally find they'e useful in attrition fight against blob guard and nids, as where other boyz can end up in protracted combats against their respective horde counterparts, the 'Ard boyz can survive much more, increasing the speed at which you destroy the enemy and ultimately break their battle line.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

If I'm running ard boyz, then I've got the mad doc attached to the squad. Tends to work well. I watched as 1500 points of guard could barely make a dent in the mob one game.

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Mutated Chosen Chaos Marine





Sitting in yo' bath tub, poopin out shoggoths

Their best used as a big target so the rest of your boyz can get to krumpin distance. pop them in the front so the rest of your army is behind them. They last longer than Grots, and can actually kill things if they do get into close combat.

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Made in us
Tough-as-Nails Ork Boy





I have never used 'ard boyz myself. All of my boyz are usually in transports and fighting things that negate their armor anyway.

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Full 30, with 3 big shootas, attached to Zogwort.

With a bit of luck he bamf's them across the table, and they proceed to shoot the scrud out of something.

Not necessarily the most mathematically optimal use for them, but i enjoy it

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
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