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![[Post New]](/s/i/i.gif) 2014/02/12 05:09:43
Subject: Ork Ard Boyz?
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Dakka Veteran
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Are ard boyz really worth it. Ive always just run slugga boyz in mobz of 30, nothing special. And I run my nobz with a mek and evy armour.
Are ard boyz really worth the points they cost you? Anyone have any feedback? Ive got some aobr boyz I could convert
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This message was edited 1 time. Last update was at 2014/02/12 05:10:07
40k Orks 12000 points and growing
Ultramarines 2500
Salamanders 3500
Necrons 4000
Skitarii/cult mech 2500
Vampire Counts 3000 Points
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![[Post New]](/s/i/i.gif) 2014/02/12 06:04:08
Subject: Re:Ork Ard Boyz?
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!!Goffik Rocker!!
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Nope, they're a waste. Used only when you don't have more models irl and need to sink points somewhere.
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![[Post New]](/s/i/i.gif) 2014/02/12 06:10:24
Subject: Ork Ard Boyz?
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Grovelin' Grot Rigger
Dayton
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If its just for fun go for It. I've had some good games with them where I ran the unit out In front of my other waves of ork boyz with T-Shirt saves to give em some cover.
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Waggh Damolisher 25k
Segregatorum Dynasty 435 points
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![[Post New]](/s/i/i.gif) 2014/02/12 06:42:19
Subject: Ork Ard Boyz?
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Focused Fire Warrior
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I actually found them to be quite a threat. I've played against an ork player who runs 30 of those and then have the special dude giving them feel no pain and 5+ invuls. It forms a nice deathstar unit if you put the big boss character in there too.
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1500pt O'Vesa Star W: 27 D: 2 L: 1
The challenge: in a 1500pt game I will play 900pt + D6x100 pts, if I roll a 6 I reroll and -100 to that second number (down to 1000pt minimum)
W:6 D:0 L:1 |
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![[Post New]](/s/i/i.gif) 2014/02/12 06:50:00
Subject: Ork Ard Boyz?
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Regular Dakkanaut
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Might be something interesting to do with Mad Dok Grotsnik... cyborking the unit.
Seems pretty besides the point though for boyz.
Keep em cheap, give em a claw/boss pole and let numbers be their saving grace.
Could probably do it to a unit in a trukk...but eh.
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This message was edited 1 time. Last update was at 2014/02/12 06:50:52
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![[Post New]](/s/i/i.gif) 2014/02/12 08:02:43
Subject: Re:Ork Ard Boyz?
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!!Goffik Rocker!!
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10 pts boyz with 4+ save. Tacticals cost 12-13 and people call them overpriced. If the armor was 3+ it'd be an interesting option but not 4+, really. The only option i see is on sluggaboyz in a truck if you don't have another truck with sluggaboyz. Still it's way too much point investment in simple boyz. We'll see what new codex brings.
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This message was edited 4 times. Last update was at 2014/02/12 10:34:40
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![[Post New]](/s/i/i.gif) 2014/02/12 14:54:13
Subject: Re:Ork Ard Boyz?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Why would you spend points on 4+ armor after cyborking the whole unit?
Considering how most weapons are AP4 or better, 'ard boyz tend to be a waste of points. Especially when you compare 120 points for 30' ard boyz to 85 points for a pff mek or 107 points for 29+2 gretchin walking in front of your boyz and catching bullets. Or just another 20 boyz.
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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. |
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![[Post New]](/s/i/i.gif) 2014/02/12 18:04:01
Subject: Ork Ard Boyz?
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Dakka Veteran
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Thanks. some good points. Seems they arnt really worth the time.
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40k Orks 12000 points and growing
Ultramarines 2500
Salamanders 3500
Necrons 4000
Skitarii/cult mech 2500
Vampire Counts 3000 Points
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![[Post New]](/s/i/i.gif) 2014/02/12 18:13:15
Subject: Ork Ard Boyz?
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Nurgle Predator Driver with an Infestation
Brantford, Ontario
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I think they can work, I have never done it but when me and my buddies some codices for a game they always take them, and they become an actual threat because i dont really build my list to counter them, the 4+ 5++ FNP is really dirty granted the arent getting that 4 + save but when you are desperate and need to rapid fire bolters into them and only one drops they become pretty menacing.
My buddy had a pretty decent list and i was playing my typhus zombie plague marine list, With no flamers doh. he sat the 30 boy blob on the middle objective in thick forest and i couldnt budge them. the only reason i won was because he had the bright idea of splitting off his warboss to try and make an assault and failed charge range leaving my lascannon havocs to eat him up.
the thing that counters mass orks is lots of blasts and templates, and most of those are ap 5 6 or - the truly devasting ones (Hell drakes and riptides) would make mince meat out of them regardless 5++ or not.
I think they for sure can hold there worth in fun games like swapping codices or making fun lists but definitely not a competitive choice.
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![[Post New]](/s/i/i.gif) 2014/02/12 19:01:50
Subject: Ork Ard Boyz?
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Disguised Speculo
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I'd pay two points tops for that 4+, but you just know GW will overprice it because they don't realize how rubbish 4+ really is
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![[Post New]](/s/i/i.gif) 2014/02/12 20:12:28
Subject: Ork Ard Boyz?
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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Ard boyz provide a haven for a character to hids for a bit if that is a part of your strategy to do. It's one way to go. Ard Boyz can be really welcome additions when delivered in a trukk if you have the terrain to sneak around in until they can make their move. As a counter attack unit, they are not bad at all. hover near the back in a truck and wait out an enemy that likes to drop in on you and use them to try and stop the bleeding.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2014/02/12 20:28:54
Subject: Ork Ard Boyz?
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Noise Marine Terminator with Sonic Blaster
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When I ran Green Tide (in 5th), I used to run my front rank of 'ard boyz with the Mad Dok. It really caught a lot of players by surprise. They were just not used to seeing orks getting 4++ saves. Usually, they had to spend a full turn shooting this unit. This allowed the other 3-4 mobs of 30 boys to advance unmolested.
I am not going to say it was a game changer, but it definitely made a difference.
Now, with FNP in 6th being a 5+, I can't say it is going to be worth it. Either way, if you like em, run em. But, given the current state of affairs with the ork codex, I would simply wait until they get a new codex before making a decision.
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This message was edited 1 time. Last update was at 2014/02/12 20:30:01
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![[Post New]](/s/i/i.gif) 2014/02/12 21:05:45
Subject: Ork Ard Boyz?
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Dakka Veteran
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So they seem to be a good distraction from the rest of the army. Arbd boyz take a bit to take them down but really need to kinda sneak around behind cover until they can get close enough to really be used properly
And yes no one expects a 4+ from an ork haha!
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This message was edited 1 time. Last update was at 2014/02/12 21:06:16
40k Orks 12000 points and growing
Ultramarines 2500
Salamanders 3500
Necrons 4000
Skitarii/cult mech 2500
Vampire Counts 3000 Points
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![[Post New]](/s/i/i.gif) 2014/02/13 04:13:04
Subject: Ork Ard Boyz?
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Nasty Nob
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I certainly like it when Bolters are being fire at them.
If forcing the enemy to use some of that massed AP4 on them could be a strategy somehow they'd be great. Like maybe if you knew that you could save the side of a battlewagon from Str7 AP4 fire for a turn it might be nice. Sadly footslogging boyz next to a bwagon sounds like two phases of arrival.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2014/02/13 07:21:18
Subject: Ork Ard Boyz?
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Regular Dakkanaut
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To go a lil further on Jancoran's point
If you needed a mob of boys to stick around for a weirdboy/warphead to get mob rule and have high leadership, that would make sense to me, as a good reason to upgrade the boys to be ardboyz. Would make em a bit tougher if they got ported to a spot where they could potentially get caught in CC or in the open.
Although its generally accepted that weirdboyz/warpheads are 'for funzies' units.
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This message was edited 10 times. Last update was at 2014/02/17 05:06:33
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![[Post New]](/s/i/i.gif) 2014/02/13 10:10:33
Subject: Ork Ard Boyz?
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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I guess they do work as bodyguard for a warphead/zogwort, considering how dependent they are on their unit staying above 10 models. Psychic tests at LD7 are no fun at all.
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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. |
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![[Post New]](/s/i/i.gif) 2014/02/15 18:26:56
Subject: Ork Ard Boyz?
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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'Ard boyz are for units of slugga boyz or nobz in transports.
Trukk boyz still work, you just have to be careful, the 4+ helps save after ramshackle and the armour with the extra +1A is generally worth having for a trukk mob.
At the very least it is a valid excuse for something different, sluggas lost out big time to shoota boyz, but for trukk mobs sluggas are still a little better and 'ard boy trukk boyz last that little bit longer.
It doesn't cost much to plate up twelve slugga boyz, inc their nob. It's wasteful when you plate up a big mob footslogger mob though, and all you do is become a heavy bolter/whirlwind magnet.
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This message was edited 1 time. Last update was at 2014/02/15 18:31:05
n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2014/02/15 18:33:30
Subject: Ork Ard Boyz?
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Cackling Chaos Conscript
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Trukk Boyz spring to mind. Considering you can only have 11 Boyz and a Nob the armour really helps keep them alive, otherwise you loose wayyyy too many to effectivly assualt.
Thinking about it though, id like to see how a large shoota mob with ard boy armour sat in area terrian on an objective does.
Also, over priced? Pffff you save 1pt on the 'eavy armour on the Ork Nob, whos winning now!
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The Red Mist Legion- Renegade Chaos Space Marines
'Show those loyalist dogs that their masters send them to the slaughter!'
Iron Heads - Ork Warband
'Dat one put a dent in my iron hat humie!'
The Red Coats - Necromunda Gang
'A good kill Juve, but not worthy of a Red Coat yet'
The Masked Junkies - Necromunda Gang
'Fully automatic, a steel backed stock and more bullets then I know what to do with! Now thats a real gun.' |
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![[Post New]](/s/i/i.gif) 2014/02/15 19:15:08
Subject: Ork Ard Boyz?
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Longtime Dakkanaut
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Here's hoping the forthcoming codex makes them more than a meh selection - they are a lot of fun to convert. But that may be the problem - I'd be very surprised to see GW putting out 'Ard Boyz models, so they're unlikely to put much effort into a decent codex entry. :(
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![[Post New]](/s/i/i.gif) 2014/02/15 19:32:07
Subject: Ork Ard Boyz?
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Is 'Eavy Metal Calling?
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I've found it pretty useful, and similarly annoying to face. 4+ armour is good on any infantry that can get it, simply because AP5 is the order of the day for all small arms that would otherwise mow orks down by the dozen. You go from a 0% change to survive a bolter/pulse/gauss wound to a 50% change, so double survivability for only 2/3 of the cost. As a mob of 30 T4 4+ models, they can be very very annoying to take out.
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![[Post New]](/s/i/i.gif) 2014/02/16 21:16:30
Subject: Ork Ard Boyz?
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Disguised Speculo
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I've found that when I take foot sloggers, they usually die to relatively bigger guns with longer range. If they get close enough for bolters and stuff to start inflicting casualties, they've done their job and can start laying down the dakka and the choppy
A grotsnik screen with just FNP and a KFF save could honestly be a solid idea. Could also run him with grots. But doubling the boyz price with cybork or 'ard would just be ridiculously expensive for what it would do - just buy another 30 boyz to go behind these ones for those points
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This message was edited 1 time. Last update was at 2014/02/16 21:18:05
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![[Post New]](/s/i/i.gif) 2014/02/17 08:24:15
Subject: Re:Ork Ard Boyz?
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!!Goffik Rocker!!
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Mind that 'eavy Armor is not a huge buff for surviving enemie's shooting. Firstly, u're supposed to have a KFF mek somewhere near and this 4+ armor is not that much better than 5+ cover. Secondly, there are lots of ap4 long-ranged weapons and blasts that hurt us the most.
'eavy Armor is obviously used to buff mellee durability and better chances of surviving exploding transports. Now here's the main question. Are 6 pt models really worth spending extra 4 pt per model to get that 4+?
If 'eavy armor was optional for every model and not the whole squad - we'd see a couple of 'ard boyz in every ork squad. Especially on wagonboyz so that they could be a bit more durable in mellee and loose just 16% of transported squad instead of 40%
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This message was edited 1 time. Last update was at 2014/02/17 08:24:34
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![[Post New]](/s/i/i.gif) 2014/02/17 19:58:53
Subject: Ork Ard Boyz?
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Disguised Speculo
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I usually just have a KFF on the trukk, giving the contents 5+ cover when it explodes. Because of that I find the KFF still worthwhile whilst a lot of players leave it off of their mech stuff
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