Showing posts with label 'ard boyz. Show all posts
Showing posts with label 'ard boyz. Show all posts

Rules: GW on the 'Ard Boyz finals, "you will be able to use allies."

So as we discussed yesterday in this post, GW re-released the Daemon Hunter and Witch Hunter codices in digital form and scrubbed a couple of pages from the codices containing the allies ruleset.

Since GW is a closed vault when it comes to actual useful information pertaining to the ruleset of 40k we can only speculate on what the hell they were thinking. Initial speculation was that this rules change was done to nerf IG and their nefarious usage of mystics, particularly for the 'Ard Boyz finals.

Does such a drastic rules change done in such a sloppy manner and abrupt way make sense? It does not, and is awarded no style points. That said one might sympathize with GW if they were somehow concerned that IG was running rampant all over 'Ard Boyz and dominating the tournament scene. An IG on IG finals in every region would be slap in the face to any perceived game balance.

So we ban allies because that somehow makes IG go from decent to overpowered? Not likely. That's actually a ludicrous assumption. That aside the idea is sound right? To balance the important upcoming highly publicized 'Ard boyz tournament right? A rule change at the 11th hour would make sense if they wanted that tournament to be affected right?

Nope.

From GW:

Flag this messageDemonhunters and Witchhunters in the Ardboyz finalsThursday, June 24, 2010 8:44 AM From: "Brendan Bell" Add sender to ContactsTo: undisclosed-recipientsHello,

There have been a number of questions regarding Demonhunters and Witchhunters and allies for the 2010 40K Ard Boyz Finals. The Finals will use the printed rules that were used in the first two rounds; you will be able to use allies. Thanks, Brendan


So all of these changes were done under the cover of darkness at the 11th hour and with no explanation it wasn't even done for 'Ard Boyz?

Was this done to screw over casual table top gamers? To throw RTT circuit's into chaos? To give INAT FAQ another 5 pages of content?

These codices are deprecated anyway. If we don't make these rules changes to impact major tournaments then why bother? Just let the codex run it's course and abolish allies upon the next publication when you actually have a real writing and editing team.

This company is completely incoherent at times.

Army: Space Marines for 'Ard Boyz






Here is a vanilla Space Marines list I've been thinking about for 'Ard Boyz:

Space Marines (2500)

HQ


Forgefather Vulkan He'stan
Librarian (Null Zone, Avenger)

Troops

Tactical Squad x 10 (Multi-Melta, Flamer) w Drop Pod
Tactical Squad x 10 (Multi-Melta, Flamer) w Drop Pod
Tactical Squad x 10 (Multi-Melta, Flamer) w Drop Pod

Elite

Assault Terminators x 5 (THSS) w Land Raider Crusader (Multi-Melta, Extra Armor)
Assault Terminators x 5 (THSS)
Ironclad Dreadnaught (Heavy Flamer) w Drop Pod

Heavy Support

Land Raider Crusader (Multi Melta, Extra Armor)
Predator (Auto Cannon, HB Sponsons)
Predator (Auto Cannon, HB Sponsons)

Fast Attack


Attack Bikes x 2 (Multi Melta)
Attack Bikes x 2 (Multi Melta)
Attack Bikes x 2 (Multi Melta)



This list seeks to exploit Vulkan's ability of Twin linking all meltas and flamer and making all thunder hammers master crafted. The best way to do that of course is to take as many of those weapon upgrades as possible.

That's 10 Thunderhammers, 11 Multi-Meltas and 4 Flamers (1 Heavy). This list seeks to maximize multi-melta coverage and get in your opponents' face with Drop Pod assaults, Land Raiders closing across the table and bikes hiding behind said raiders until the need to get shots off. Dakka Predators provide fire support from turn 1.

This list also aims to be as resilient as possible. There is no typical turkey shoot for your opponent here. No AV 11 Rhino's trying to get across the table. Either he has to deal with AV 13/14 vehicles or deal with drop pod payloads that are already in his face. This list can frustrate enemies with auto-cannon or missile spam. They'll have a lot of "fun" dealing with a bunch of vehicles they can't reliably kill with anything from long range.

This list combines the strongest HQ's in the vanilla space marine codex with some of the strongest units (THSS Terminators) and then beefs it up with an enormous amount of highly accurate twin linked vehicle kill. A potent combination for 'Ard boyz.

Army: Imperial Guard for 'Ard Boyz



Shep sent me an email showcasing his Imperial Guard list for the upcoming 'Ard Boyz tournament on Saturday:

Imperial Guard (2500)

HQ:

company command squad with officer of the fleet and 4x meltaguns in chimera with hull heavy flamer
company command squad with 4x meltaguns in chimera with hull heavy flamer

Troops:

platoon command squad with 4x meltaguns in chimera with hull heavy flamer
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
platoon command squad with 4x meltaguns in chimera with hull heavy flamer
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
infantry squad with lascannon in chimera
veteran squad with 3x plasmaguns in chimera with hull heavy flamer
veteran squad with 3x plasmaguns in chimera with hull heavy flamer

Fast Attack:

2x armored sentinels with 2x lascannons
2x armored sentinels with 2x lascannons
2x armored sentinels with 2x lascannons

Heavy Support:

2x hydra flak tanks
2x hydra flak tanks
2x hydra flak tanks

This will be the IG list I'm playing for round one of the ard boyz. I finalized the list AFTER seeing the missions. Having played kill points missions and won despite staggering KP handicaps, I have learned that it is unimportant how many KPs you have. What is important is how many KPs per turn your opponent can collect. MSU still cripples KP stingy armies too quickly for them to kill enough KP per turn in 6 turn games. I'm betting on that fact being true even with 3x as many KP to give up.

Now that that is out of the way, I'll explain the deployment of the list. The hydras are deployed first. I'll cherry pick the best spots for them, which will always be the back corners of my deployment zone. Every other hydra will have an infantry squad chimera in front of it, giving the hydras 4+ cover. Also on the back line will be my 6 sentinels, one of each of the pairs will be behind an infantry squad chimera as well, with the lascannon peeking over the tread, giving those models 4+ covers as well. Independently of that gun line formation I'll be placing the command squad and veteran chimeras. They'll be deployed either in response to the threat units, or if going first, in as flexible of a starting location as possible. If I face a deep striking army, the infantry squads will start the game outside of their chimeras, and will jog out to create an anti-meltagun net. that move coupled with the fleet officer would make for some sad deep strikers. Also for the popular units that don't happen to have strength 8 CC, the armored sentinels can lock them up permanently. Blood crushers, blood talon dreadnoughts, any non-power fist marine unit, etc.

The main concept behind the list will help to explain the absence of vendettas. Rather than screw around with an astropath and with reserving units when not going first against any well built army, I was interested in building a list that just didn't care if they went first or not. In order to do that I needed something incredibly resilient. In my opinion, the best way for IG to gain resiliency is through ridiculous amounts of redundancy rather than plumping for more expensive units. Taking a look at the army after deployment, target priority is very difficult. The stuff you really want to kill is in cover, and those first shots into uncovered infantry squad chimeras aren't stopping any of those lascannon shots unless you get a crew shaken/stunned, which will not be what you are looking for.

- Shep

Looks pretty sick. We'll have to check in with him after the first round on Saturday. Thanks Shep!

Army: Sisters of Battle for 'Ard Boyz


Aside from my Ork army I have gotten in quite a few games with Witch hunters and think that of the older codices they are one of the most powerful armies. Certainly they don't have the bells and whistles of the newer power armor MEQ armies like Space Wolves or Blood Angels, but they certainly hold their own, especially when they can exploit the allies rules to their advantage and indoctrinate Grey Knights and Imperial Guard units.

I outlined an Ork army I thought would be solid for 'Ard Boyz here.

As for Witch hunters? Well if I was playing that army I'd use the list below:

Sisters of Battle (2496 Points)

HQ

Palatine (Book of St. Lucius) w Celestian Retinue x5 (Melta x2) Immolator (Smoke, EA)
Palatine (Book of St. Lucius) w Celestian Retinue x5 (Melta x2) Immolator (Smoke, EA)

Troops

Inquisitorial Stormtroopers x5 (Melta x2)
Inquisitorial Stormtroopers x5 (Melta x2)
Inquisitorial Stormtroopers x5 (Melta x2)
Platoon Command Squad x5 (Flamer x4) Chimera (Multi Laser, Heavy Bolter, Heavy Stubber)
Infantry Squad x10 (Lascannon) Chimera (Multi Laser, Heavy Bolter, Heavy Stubber)
Infantry Squad x10 (Lascannon) Chimera (Multi Laster, Heavy Bolter, Heavy Stubber)
Heavy Weapons Squad x3 (Autocannon x 3)
Heavy Weapons Squad x3 (Autocannon x 3)
Heavy Weapons Squad x3 (Autocannon x 3)

Elite

Celestians x5 (Melta x2) Immolator (Smoke, EA)
Celestians x5 (Melta x2) Immolator (Smoke, EA)
Inquisitor, Mystics x2 Chimera (Multi Laser, Heavy Bolter, Storm Bolter, Smoke)

Fast

Dominons x5 (Melta x4) Immolator (Smoke, EA)
Dominons x5 (Melta x4) Immolator (Smoke, EA)
Dominons x5 (Melta x4) Immolator (Smoke, EA)

Heavy

Immolator (Smoke, EA)
Immolator (Smoke, EA)
Immolator (Smoke, EA)

Immolators are a bargain, and at only 73 points with the smoke and EA upgrades, well worth cramming into any list, in multiples. This list sports 10, all of them transporting some type of infantry. The Stormtroopers have no dedicated vehicles. They are assigned the Immolators from the heavy slot.


As with any inquisition list we include the standard inquisitor/mystic combination to prevent deep strikers making our life difficult. The Imperial Guard platoon offers additional fire support and scoring options. They pack a couple of Lascannons and 9 Autocannons for necessary long range vehicle destruction.

At short range this list is packed to the brim with firepower. 26 Meltas ensure no vehicle lives within 12". The Immolators provide us with 10 Heavy Flamers. For a strategic option I gave the Chimeras in the lists bolters and stubbers. That gives you mid-range anti infantry firepower to help balance the shooting.

I think Sisters of Battle would be highly competitive in any 'Ard Boyz tournament. They are as balanced as any of the other top tier armies currently in 40k.

Army: Orks for 'Ard Boyz

IMG_0869

'Ard Boyz begins next week with the first qualifying round on Saturday, May 15th. I won't be attending due to another commitment. However, if I was going to be playing with my Ork army, I think the list below would give me the best possible chance to win with it.

Orks 'Ard Boyz (2500)

HQ

Warboss (Powerklaw, Bosspole, Cybork, Heavy Armor)
Warboss (Powerklaw, Bosspole, Cybork)

Troops

Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)
Boyz x 11 (Shoota) + Nob (Powerklaw, Bosspole) with Trukk (Reinforced Ram)

IMG_0871

Elite

Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)
Nobz x 4 (Cybork) + Painboy (Big Choppa, Power Klaw, Bosspole) with Trukk (Reinforced Ram)

Heavy

Kannons x 3 (Ammo Runts x3)
Kannons x 3 (Ammo Runts x3)
Kannons x 3 (Ammo Runts x3)

Fast

Warbuggy x3 (TL Rockitt)
Warbuggy x3 (TL Rockitt)
Warbuggy x3 (TL Rockitt)

Typically 'Ard Boyz is about target saturation. Most units in that format have a good chance of survival on a unit per unit basis. But if you have enough units you can overwhelm your opponent on your turn and then clean up the remains. Quality units tend to fall by the wayside in a format like this. The cheaper the units the better.

This list offers decent shooting while not featuring Lootas. They are absent for several reasons: 1)Maxed Loota squads are extremely expensive, even in a large point environment 2) They are difficult to deploy in large numbers and 3) They cannibalize nob slots.

In lieu of lootas I offer long range shooting in the form of 9 kannons and 9 buggies. Not quite as shooty but a serviceable and less expensive alternative that doesn't clog the elite slot. That probably isn't sufficient if you go second against another army with long range shooting, but should be adequate if you get first turn.

Aside from our shooting we use warbosses to unlock additional nob slots in the troop force org and saturate the board with cheap, if otherwise flimsy troop units. The idea is to get as many powerklaws as possible into your opponents lines before they have a chance to kill all your trukks. With the shooting support neutralizing your opponent's shooting as the trukks close the gap this is theoretically feasible.

'Ard Boyz is a competitive tournament and I'm not sure if Orks are the best army to play in that environment. However, if I was to play Orks, I'd play the list above because I think for that army it offers the best chance to win.