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What's better, 40 boys in 2 battlewagons with stikkbomm chukkas or 20 'ard boys in a battlewagon?
40 Boys
20 'ard boyz

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Made in us
Wicked Canoptek Wraith





Which is better?

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in us
Ork Boy Hangin' off a Trukk




I think it really comes down to preference, but I would go 40 boyz in 2 bw.
All it takes is to lose combat and be under 12 models to fail morale after combat is lost, then get sweeped, 4+ armor doesn't help there. Having double the boyz and bw also makes your margin for error increase. In assault, 2 squads of 20 can take down a lot, considering you get the charge off.
Also with 2 squads you get more Nobz. Which help with the new challenge rules
   
Made in us
Ork Boy Hangin' off a Trukk





Every problem can be solved with more boyz.

 
   
Made in us
Ork Boy Hangin' off a Trukk




Absolutely correct
   
Made in us
Stealthy Grot Snipa






New England

I like having standard boys. I am not all that in to having ard boys mobs really. Tactically? Boys, because more mobs of boys means: More powerklaws. More Targets. More attacks. More flexibility. More AV14 in this scenario. More Deffrollas in this scenario. Etc

   
Made in us
Krazed Killa Kan






Psydreads, Psycannons, Power Mauls, DWK, Autocannon spam, Quadguns, Assault Cannon Termies - all good reasons not to bother with a 4+ save.

Too much stuff is being put in Codexes with AP4 as though it were a compromise for massive + Strength and rerolls to hit.

You can get armywide 5+ cover save for a much more efficient Kustom Forcefield, and then pay up the difference by putting more bodies on the field to increase the force multiplier's coefficient.

Boyz with a 5+ cover cost 60% of a Boy with a 4+ armor save.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Wicked Canoptek Wraith





 TedNugent wrote:
Psydreads, Psycannons, Power Mauls, DWK, Autocannon spam, Quadguns, Assault Cannon Termies - all good reasons not to bother with a 4+ save.

Too much stuff is being put in Codexes with AP4 as though it were a compromise for massive + Strength and rerolls to hit.



I think the argument for ard boys is that the majority of ap4 weapons are guns, so if you can get the boys into assault, where there is less ap4, they can clean up.

However, given the overwhelming support for more boys, I'll probably go for the 2 mobs anyway.

The key to strategy is not to choose a path to victory, but to choose so that all paths lead to a victory.

War is beautiful because it establishes man’s dominion over the subjugated machinery by means of gas masks, terrifying megaphones, flame throwers, and small tanks. War is beautiful because it initiates the dreamt-of metalization of the human body. War is beautiful because it enriches a flowering meadow with the fiery orchids of machine guns. War is beautiful because it combines the gunfire, the cannonades, the cease-fire, the scents, and the stench of putrefaction into a symphony.
-Filippo Tommaso Marinetti 
   
Made in us
Foolproof Falcon Pilot





2 boys squads backed by an ard boys squad. Ard boys get red paint and sit their battlewagon in the front of a V, making it harder for opponents to concentrate on the boyz' wagons. If they explode the ard boyz' wagon, they will take far fewer wounds. Despite the complaints of AP4, playing eldar i can tell you there are actually very few AP4+ weapons outside GK and guard that can deal with quantity of units. Most armies use bolter equivalent as their anti-horde, making 4+ quite resilient. Ard boys arent significantly more points for the survivability you get.

This message was edited 1 time. Last update was at 2013/01/31 18:50:32


"Ask not the Eldar a question, for they will give you three answers, all of which are true and terrifying to know."
-Inquisitor Czevak
~14k
~10k
~5k corsairs
~3k DKOK 
   
Made in us
Honored Helliarch on Hypex




zephoid wrote:
Ard boys arent significantly more points for the survivability you get.

I would certainly call a 67% price hike "significant."
   
Made in us
Executing Exarch





The Twilight Zone

Only time I could see them being useful is in a battlewagon, as shoota boys escorting an IC, probably a warlord. If the wagon explodes, minimize losses and keep a few alive longer. Otherwise, more boyz.

This message was edited 1 time. Last update was at 2013/02/01 06:03:46


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Flashy Flashgitz




USA

Boyz without a question. I know it's stereotypical, but I go by the following maxim:

Eldar=More psychic powers
IG=More guns
DE=More poison
Orks=More attacks.

That's where the 'Ard Boyz fail to deliver.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

the 4+ doesnt do jack all in the shooty phase. Majority of weapons go right through it anyway, 3+ is when it starts to really matter.

Odds are, you wouldnt get that group into charging range. Even if you put them in a BW i guarantee thats the focus fire target unless theres a MANZ missile trying to flank, which you probablywouldnt have points left for anyway. I'd rather him split his fire so i have multiple groups of meh boyz with more nobz than focus fire and take out one group completely even if its a hardier one.
Quite frankly unless im charging random infantry my boyz dont do much anyway, its the nob that does the krumpyness.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
 
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