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![[Post New]](/s/i/i.gif) 2015/02/03 00:19:04
Subject: The Argument for Spamming 'Ard Boyz
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Growlin' Guntrukk Driver with Killacannon
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Hey Dakkites! I am a long time Ork player visiting Tucson for a month. I joined an ongoing Planetary Empires league. My first two matches were both 3000 points. Being on the road I only have about a 100 Boyz, so I couldn't go to my go to big match list, full on Green Tide. Instead, I found myself making up to the points difference with 'Eavy Armoured Boyz in Battlewagons with Painboyz, and I was astonished with their survival rate, especially from exploding Battlewagons and the Mob Rule.
I tried two of these Battlewagon Mobz in two 1000 point matches, and their resilience is even more marked with a lack of volume from my opponents. I have to say that I am a convert from running just plain Boyz.
Has anybody else tried running their Mobz this way, and what is your experience?
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I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2015/02/03 00:56:20
Subject: The Argument for Spamming 'Ard Boyz
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Regular Dakkanaut
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I've used them several times, but i'm still on the fence about it. I like them for trukk boyz, and to a somewhat lesser extent, wagon boys. I wouldn't use it at all for footsloggas.
You really need to look at it and go, "Could I use these points somewhere else?" In your case, that was no, so a good upgrade.
In my case, i have probably 200+ boys. I could just bring whole more squads of boys for what it would cost to kit my boys out in 'eavy armor. Is that worth it for more guys in 6+ armor? I still can't decide. I think yes for anything in a transport, and no for things not in a transport. I just wish 'eavy was a standard option across the board. I'd love to put it on things like flash gits and tankbustas for instance.
It's also good in that most squads in CC have either ap- weapons, a single power weapon (doesn't matter to the boys), or a whole slew of power weapons (specialist infantry). I think in this case, it becomes useful to mix your force. Send the 'eavy boys against the guys with bad or few CC weapons and the unarmored boys against the guys with good weapons.
edit: I don't think i'd spam them. Probably trukks of 'eavy armored boys with wagons full of regular boys.
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This message was edited 1 time. Last update was at 2015/02/03 00:58:10
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![[Post New]](/s/i/i.gif) 2015/02/03 00:57:45
Subject: The Argument for Spamming 'Ard Boyz
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Regular Dakkanaut
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I know I always run my Trukk Boyz as Ard Boyz. I have also tried them in Battlewagons and prefer Ard Boyz there also. I feel that the 4+ makes them have a better chance to survive longer that using the extra points for more Boyz.
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More Dakka! |
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![[Post New]](/s/i/i.gif) 2015/02/03 01:20:08
Subject: The Argument for Spamming 'Ard Boyz
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Growlin' Guntrukk Driver with Killacannon
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Having 4+/5+ against the Explodes! result and the Mob Rule wounds from the Pinning test prevents them from losing enough models to take a Morale test and more Mob Rule wounds. The results are cumulative, and you have more Boyz to krump stuff when they get into CC.
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This message was edited 1 time. Last update was at 2015/02/03 01:22:21
I don't write the rules. My ego just lives and dies by them one model at a time. |
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![[Post New]](/s/i/i.gif) 2015/02/03 21:10:13
Subject: The Argument for Spamming 'Ard Boyz
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Shas'la with Pulse Carbine
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I love me some 'ard boyz.
I do a fully loaded unit of boyz with eavy armor and painboy and foot them straight at the enemy. Its not the most competitive thing and cost 400 pts total for the unit. But it is a big distraction piece. Allows my other units to advance without much fire.
Although The group I play in isn't too competitive.
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Down with Allies, Solo 2016! |
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![[Post New]](/s/i/i.gif) 2015/02/04 04:44:48
Subject: The Argument for Spamming 'Ard Boyz
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Shunting Grey Knight Interceptor
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Half the time shooting is going to penetrate that 4+ (or at least it seems like it to me  ). But like was pointed out earlier, as long as you avoid the specialist anti-horde units, you can get your save in combat at least. That's why I like them as 'ard slugga/choppa boyz in trukks (or Warkoptas, in my case), whereas my shootaboyz are on foot, in tshirts, 30-strong. In either unit, the Painboss is quite frustrating for a lot of my opponents.
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![[Post New]](/s/i/i.gif) 2015/02/04 17:34:46
Subject: Re:The Argument for Spamming 'Ard Boyz
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Shas'la with Pulse Carbine
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In either unit, the Painboss is quite frustrating for a lot of my opponents
This
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Down with Allies, Solo 2016! |
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![[Post New]](/s/i/i.gif) 2015/02/04 17:51:52
Subject: The Argument for Spamming 'Ard Boyz
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Longtime Dakkanaut
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SkrawnyNob wrote:Half the time shooting is going to penetrate that 4+ (or at least it seems like it to me  ). But like was pointed out earlier, as long as you avoid the specialist anti-horde units, you can get your save in combat at least. That's why I like them as 'ard slugga/choppa boyz in trukks (or Warkoptas, in my case), whereas my shootaboyz are on foot, in tshirts, 30-strong. In either unit, the Painboss is quite frustrating for a lot of my opponents.
I have recently converted myself a warkopta, and I'm curious how you use them? 10 sluggaboyz in armour? It sounded like you were putting a painboy in there too, but the kopta only carries 10 right?
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![[Post New]](/s/i/i.gif) 2015/02/04 20:02:15
Subject: The Argument for Spamming 'Ard Boyz
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Noise Marine Terminator with Sonic Blaster
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When I ran greentide back in 5th, I used to attach the Mad Dok to a unit of 30 ard boyz. I was repeatedly told that this would never work as the Dok's rule would allow my opponent to kite this unit around. The problem was that I had 3-4 more units of 30 boyz behind them, literally leaving no room for my opponent to go to.
Most players, when facing green tide, expect them to whittle down one unit at a time with no saves. It flustered many opponent when I started shrugging off 2/3rds of my wounds while still advancing. This caused my opponent to focus all his fire onto this one squad for (usually) 2 turns. Granted, they rarely survived the day, but they served their purpose. They allowed the other 3-4 squads to cross the table unmolested.
So, my advise is to simply try them out and see if they work. If they work for you, then run with it. If not, try something else and keep playing.
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![[Post New]](/s/i/i.gif) 2015/02/04 20:07:32
Subject: The Argument for Spamming 'Ard Boyz
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Foolproof Falcon Pilot
Livingston, United Kingdom
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I have started using two Wagons full of ArdBoyz as the core of my lists. One squad, with shootas, is joined by DLS Megaboss - they don't want to run anyway so he doesn't slow them down too much. The other squad gets a painboy. This makes them really very survivable, and allows me to mostly ignore stuff like Mob Rule. Definitely recommended.
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![[Post New]](/s/i/i.gif) 2015/02/04 20:09:15
Subject: The Argument for Spamming 'Ard Boyz
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Mutilatin' Mad Dok
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I've been running my trukk boyz as 'ard boyz for a while now, it was my favourite addition to the new codex. Like has been said before, the extra survivability for trukks specifically seems like it's more than worth it.
I've been doing it less and less now though... I find the points I save just let me get so much more bang for my buck. Sure the naked squads aren't nearly as resilient, but the backup you can buy instead I think more than makes up for the loss.
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![[Post New]](/s/i/i.gif) 2015/02/04 20:22:17
Subject: The Argument for Spamming 'Ard Boyz
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Battlewagon Driver with Charged Engine
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I like a single 30 'ard boy unit with PK nob, painboy and Warboss/DLS. . Pricey, but annoying as all get-out.
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![[Post New]](/s/i/i.gif) 2015/02/05 00:35:06
Subject: The Argument for Spamming 'Ard Boyz
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Nasty Nob
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I used a block of 'ard shoota boyz and a block of 'ard slugga boyz in a game the other day each with a painboy. Something to be said about how big a problem they can be for anyone who wanted to fire ap5 to ap- weapons at them. They did very well, will deploy them again. I think in any single CAD game it's a great place to start. Pick one painboy to be the boss and field all the dakka around them you can.
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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) 2015/02/05 17:13:55
Subject: The Argument for Spamming 'Ard Boyz
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Shunting Grey Knight Interceptor
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Niiru wrote:
I have recently converted myself a warkopta, and I'm curious how you use them? 10 sluggaboyz in armour? It sounded like you were putting a painboy in there too, but the kopta only carries 10 right?
I have scratchbuilt a whole skwadron of three. Usually two hold 10x 'ard boyz with sluggas and PK nob out front. The third either has another 10 sluggaboyz or 5-10 burnaboyz screened by the first two koptas. My next game I think I'll have about 8-9 Tankbustas + a killsaw or KMB mek replacing either the burnas or one of the sluggas. Flat-out turn 1, hopefully the inevitable explosions don't kill too many passengers "so's you kin get out krumpin metul bawkses and skwishy 'umies right kwik!"
The koptas have been modeled with scorchas and two of them have TL rattler kannons, though I kinda regret this extra 20pts, since even with jinking they explode so often I don't think I've ever fired them.
And no, a painboss doesn't fit, of course. That 2-boyz capacity difference from a trukk is a pretty big deal. Unless you put him in a smaller group of burnas or tankbustas, but I think the painboss is a waste in those. Better in a larger unit of 20-30 boyz.
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![[Post New]](/s/i/i.gif) 2015/02/05 17:28:06
Subject: The Argument for Spamming 'Ard Boyz
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Longtime Dakkanaut
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SkrawnyNob wrote:Niiru wrote:
I have recently converted myself a warkopta, and I'm curious how you use them? 10 sluggaboyz in armour? It sounded like you were putting a painboy in there too, but the kopta only carries 10 right?
I have scratchbuilt a whole skwadron of three. Usually two hold 10x 'ard boyz with sluggas and PK nob out front. The third either has another 10 sluggaboyz or 5-10 burnaboyz screened by the first two koptas. My next game I think I'll have about 8-9 Tankbustas + a killsaw or KMB mek replacing either the burnas or one of the sluggas. Flat-out turn 1, hopefully the inevitable explosions don't kill too many passengers "so's you kin get out krumpin metul bawkses and skwishy 'umies right kwik!"
The koptas have been modeled with scorchas and two of them have TL rattler kannons, though I kinda regret this extra 20pts, since even with jinking they explode so often I don't think I've ever fired them.
And no, a painboss doesn't fit, of course. That 2-boyz capacity difference from a trukk is a pretty big deal. Unless you put him in a smaller group of burnas or tankbustas, but I think the painboss is a waste in those. Better in a larger unit of 20-30 boyz.
How do they do for you? I only ask because I have made myself one warkopta (from an old DE Raider) and I have a second in progress, so I'm hoping i can make use of them haha.
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![[Post New]](/s/i/i.gif) 2015/02/05 17:31:58
Subject: Re:The Argument for Spamming 'Ard Boyz
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Evasive Eshin Assassin
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what is a warkopta?
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![[Post New]](/s/i/i.gif) 2015/02/05 19:22:48
Subject: Re:The Argument for Spamming 'Ard Boyz
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Longtime Dakkanaut
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Basically a trukk, 10/10/10 armour, but it's a skimmer so faster movement and can Jink. Also comes with a deffgun as standard (twinlinked maybe?) or pay extra for a rattlercannon. It costs more than a trukk though.
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![[Post New]](/s/i/i.gif) 2015/02/05 20:25:53
Subject: The Argument for Spamming 'Ard Boyz
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Longtime Dakkanaut
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Yeah, 'ard boy armour is expensive, and in general you're better off spending those same points on more plain boyz instead.
But the main exception is where you can't simply bring more boyz: e.g. a unit in a transport - 'ard boyz in a trukk or wagon certainly can be useful.
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![[Post New]](/s/i/i.gif) 2015/02/05 21:26:08
Subject: The Argument for Spamming 'Ard Boyz
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Nasty Nob
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You can certainly just buy another block of boyz for not much more. I believe the idea thinking is that you can attach a painboy to a better unit. Whereas you can't attach the painboy to both squads of boyz. Being a bigger threat in the same area of influence and inside your own footprint seems like a worthwhile upgrade situationally.
It can also lower your model count in timed events without neccasarily making them horrible. A smaller footprint can help get some of your moderate range dakka in more useful positions to. Nothing worse than a transport full of dakkalads unable to get shots because your own boyz are in the way.
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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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