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 Potential 'Ard Boyz 13th Company List

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JMarv
The MathHammer
JMarv


Posts : 914
Join date : 2007-08-20
Location : Evendale, OH

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PostSubject: Potential 'Ard Boyz 13th Company List   Potential 'Ard Boyz 13th Company List EmptyMon Sep 03, 2007 11:50 pm

So I basically just stuck my Lord on a Bike and gave him lightning claws to be an infantry destroying machine. What do people think? The other idea I'm toying with is to strip him down as cheap as possible and add a storm claw biker pack with a similar layout. The downside is I4 instead of 5. The plus side is the scout move and a guaranteed first turn charge.
27% HQ
1 Wolf Lord
Lightning Claws
MotW
Bike
Belt of Russ

1 Rune Priest
Terminator Armour
Storm Bolter
Power Weapon
Melta Bombs
Wolf Pelt
Wolf Tooth Necklace
Chooser
Wolf Tail Talisman

1 Wolf Priest
Power Weapon
Healing Balms
Iron Wolf Amulet
Plasma Pistol
Wolf Pelt

37% Troops
5 Grey Slayers
Plasma
Plasma
Pack Leader
Power Weapon
Melta Bombs

7 Grey Slayers
Melta
Melta
Pack Leader
Power Fist
MotW
Runic Charm

7 Grey Slayers
Melta
Melta
Pack Leader
Power Fist
MotW
Runic Charm

18% Elites
9 Storm Claws
Plasma Pistol
Plasma Pistol
Power Fist
Power Fist
Pack Leader
Power Fist
MotW
Runic Charm

12% Heavy Support
4 Long Fangs
2 Las/Plas
2 Missile
218 Pack Leader

6% Fast Attack
10 Fenrisian Wolves
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Matt
CAG Founder
Matt


Posts : 3552
Join date : 2007-08-19
Location : Cincinnati, OH

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PostSubject: Re: Potential 'Ard Boyz 13th Company List   Potential 'Ard Boyz 13th Company List EmptyTue Sep 04, 2007 12:16 am

OMGZ 27% in HQ!

Sorry just poking fun at showing percentages... pointless imo. Especially when you HAVE to take 3 HQ choices.

Looks like a good list though, I like the Lord on bike. The storm claw biker pack sounds intriguing though, first turn charge with something more than the wolves would be awesome. A power fist in the softest part of their line turn 1 would be very fun.

I like the list, as an aside, might be an idea to either have a full photocopy or a real version of both books (EoT and Space Wolves codex) for the tournament. Can't imagine them being sticklers, but you never know.
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JMarv
The MathHammer
JMarv


Posts : 914
Join date : 2007-08-20
Location : Evendale, OH

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PostSubject: Re: Potential 'Ard Boyz 13th Company List   Potential 'Ard Boyz 13th Company List EmptyTue Sep 04, 2007 7:41 am

Yeah, I copied and pasted from Excel and already had cells calculating that for when we were talking about composition points in the campaign. I didn't bother to delete the cells. The only issue with the biker pack is that it's a real tough squeeze to get them in. I'd have to really strip down my HQs, as well as delete a few marines from other packs. Not sure it's worth it at 1750. At 2500 definitely though.
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Matt
CAG Founder
Matt


Posts : 3552
Join date : 2007-08-19
Location : Cincinnati, OH

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PostSubject: Re: Potential 'Ard Boyz 13th Company List   Potential 'Ard Boyz 13th Company List EmptyTue Sep 04, 2007 12:54 pm

Yeah, it seems that if you go with the bikers it would have to be a big part of your tactic. Plus it would be a huge pro against some armies, but a huge con against others.

Oh and for the campaign, i suggest we avoid 1750 all together. Avoid the finely tuned lists as much as we can.
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