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![[Post New]](/s/i/i.gif) 2015/01/03 15:19:43
Subject: Boyz and Toys
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Flashy Flashgitz
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When the new codex came out I thought that my boyz were not going to see a table soon as I found the "toys over boys" approach more viable. But after playing a few games with them I fond that they are just as good as before, maybe even better. The point is that if you take boys you have to built a list around them to maximize there potential. Cheap boyz are gone now (for me at least). First thing I found is that Heavy armour is almost mandatory now, since it alows to migitate a lot if shooting and makes mob rule almost nonexistent. If you add a Painboy (why wouldn't you?) they become realy hard to beat. There is no point in making them cheap, you've got grots for that.
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![[Post New]](/s/i/i.gif) 2015/01/04 01:36:58
Subject: Boyz and Toys
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Nasty Nob on Warbike with Klaw
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Until they get hit by a Battlecannon.
Or anything S8 Ap4+, then it's no armour save, no FNP, and you're left wishing you'd bought more boyz!
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![[Post New]](/s/i/i.gif) 2015/01/04 05:23:47
Subject: Boyz and Toys
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Nasty Nob
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I almost know the argument has been made before; If someone is shooting Str 8 at boyz then you are winning.
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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) 2015/01/04 08:13:41
Subject: Boyz and Toys
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Nasty Nob on Warbike with Klaw
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Rismonite wrote:I almost know the argument has been made before; If someone is shooting Str 8 at boyz then you are winning.
Not if your boyz lack numbers.
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![[Post New]](/s/i/i.gif) 2015/01/04 10:16:07
Subject: Boyz and Toys
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Squishy Oil Squig
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grendel083 wrote:Until they get hit by a Battlecannon.
Or anything S8 Ap4+, then it's no armour save, no FNP, and you're left wishing you'd bought more boyz!
That's why I run KFF & painboy instead of 'Ard boyz. Though, if I would start running trukks again, they would probably have 'ard boyz. For now, I'm mostly running Battlewagons or foot sloggas.
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![[Post New]](/s/i/i.gif) 2015/01/04 10:34:08
Subject: Re:Boyz and Toys
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Flashy Flashgitz
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If you footslog them - yes, but footsloging was last edition. I prefer to give them a BW as transport. They can reliably charge on turn 2 (3 if you're realy far away) and will deal a lot of damage in melee. I've even heard Eldar complaining about them being too hard to kill. Unless you're charging close-combat monsters with low AP, then you're relyably dealing lots of damage, while taking much less. In my expirience anyway.
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![[Post New]](/s/i/i.gif) 2015/01/04 12:01:31
Subject: Boyz and Toys
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Lead-Footed Trukkboy Driver
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Hordrak, I am intrigued. How many painboyz do you take?
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![[Post New]](/s/i/i.gif) 2015/01/04 16:32:37
Subject: Re:Boyz and Toys
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Flashy Flashgitz
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Usualy 2, one for every aquad of boyz. I run them only in the Ork Horde detachment, because I prefer having a Big Mek or a Warboss as my warlord. Might try runing 3 squads of boyz with 3 painboyz, could be fun also.
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![[Post New]](/s/i/i.gif) 2015/01/04 16:52:26
Subject: Boyz and Toys
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Longtime Dakkanaut
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I've run 2 battlewagons of 'ard boys on a dual-detachment list, one with a mega armour warboss with the lukky stikk and a painboy, the other with a KFF Mega mek and a painboy. they spent the first 3 turns trying to catch the eldar, who were running, then they tore them apart when they got there.
my main feeling when not bringing cheap boys is that you need 2 powerklaws per unit, and ideally 3+ characters. that way challenges can't remove the powerklaw easily, and if you can throw a spare mek in there to take the challenge, the other powerklaws will all get to swing.
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![[Post New]](/s/i/i.gif) 2015/01/04 20:10:14
Subject: Boyz and Toys
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Deadly Dire Avenger
Canada
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I always take 'ard boys. I only play casual with my orks and they get a lot more time on the table that way. Helps mitigate mob rule as well, especially when my 5 blitz BW start exploding left, right and center.
Usually have Mad Doc in a big squad of slugga boys. Extremely tough for 10pt models
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