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 'Ard Boyz List

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JMarv
Matt
Nathan
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Nathan
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PostSubject: 'Ard Boyz List   'Ard Boyz List EmptyWed Aug 29, 2007 7:22 pm

This is the list I am planning to use for the 'Ard Boyz tourney (all of the models are from my current army)

HQ:

Commander, master-crafted PF, plasma pistol, artificer armour, meltabombs, terminator honors, iron halo, furious charge - 198

Leading
Command Squad*5, veteran sergeant with master-crafted PF, meltagun, Apothecary, Company Standard Bearer, Company Champion, frag grenades, Drop Pod, Furious Charge - 255

With attached
Master of Sanctity, plasma pistol, artificer armour, frag grenades, master-crafted Crozius Arcanum, meltabombs, terminator honours, Furious Charge - 174

Epistolary, plasma pistol, artificer armour, familiar, frag grenades, melta bombs, terminator honours, fear the darkness, veil of time - 226

Elites:

Dreadnought, twin-linked lascannon, missile launcher, venerable, tank hunter, extra armour, smoke launchers, drop pod - 208

Dreadnought, twin-linked lascannon, missile launcher, venerable, tank hunter, extra armour, smoke launchers, drop pod - 208

Troops:

Scouts*7, veteran sergeant, 7 sniper rifles - 103

Marines*8, veteran sergeant with master-crafted power fist, meltagun, frag grenades, drop pod, trust - 237

Marines*8, veteran sergeant with plasma pistol and melta bombs, plasma gun, frag grenades, drop pod, trust - 222

Marines*8, veteran sergeant with power weapon and storm bolter and krak grenades, flamethrower, frag grenades, drop pod, trust - 220

Marines*8, veteran sergeant with master-crafted power fist and plasma pistol, plasma gun, frag grenades, drop pod, trust - 247

Marines*8, veteran sergeant with melta bombs, frag grenades, drop pod, trust - 202

Total: 2,500

Traits: Courageous and Wise
Advantages: Heed the Wisdom of the Ancients, Trust Your Battle Brothers
Drawbacks: Eye to Eye, Faithful Unto Death

Give it a look over and critisize all you want Wink
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Matt
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Matt


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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyWed Aug 29, 2007 7:38 pm

Take master crafting off of everything - It is not worth the points, much better to have another marine and thus more wound/attacks on the board.

Take the power fist off of your commander - You are wasting the Initiative 5. Which is his major advantage over a veteran srg.

Take Fury of the ancients - It is a better power on a Librarian 9 times out of 10 than veil of time, you can even snipe independent characters with it.

There is no need to drop pod a shooty dread - All you are doing here is limiting the number of turns he has to do what he was designed to do, intelligent deployment is much better here.

Pwr Fst and BP is the best way to army a Vet Srg - This combo will out perform every other combo in almost every game. If you have the models to replace Sergeant armed otherwise, you should do so.

Artificer Armour is pretty wasteful also - It rarely has a use worth the points cost. As a marine Commander is NOT a character killer. The librarian does a better job at that (not much better).

I'd have the Master of Sanctity lead another squad in a pod - Simply too many points in one pod right now.

Trim one of HQ models - Trimming either the master or the commander would be a good idea to free up points for either: more troops, a landspeeder or two, attack bikes, etc.

Also, make sure you have the models to represent the drop pods.
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JMarv
The MathHammer
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PostSubject: Artificier Armor   'Ard Boyz List EmptyWed Aug 29, 2007 8:31 pm

Yeah, this is definitely not worth the points. I don't know about your armory prices, but when building my wolves I could either spend X (no points now) for artificier armor, or X-5 for terminator armor, both of which grant a 2+ save with terminator armor also giving a 5+ invuln. It does restrict your weapons choices some, but honestly you probably shouldn't be taking all those plasma pistols either. It looks to me like you're trying to find ways to spend more points on the models you have. I understand, but if you're going to enter the 'Ard Boyz and not be embarrassed you will probably need to go buy the models necessary to field the most effective force.
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyWed Aug 29, 2007 8:52 pm

I got the models to represent the Drop Pods, don't worry about that.

One of the reasons I'm taking artificer armour is for six attacks on the charge instead of five.

I probably should get rid of the master-crafts, but a few here and there have helped me in the past.

Not trying to be a jerk but, plasma is just what I like to do, I don't really care about the overheats and other concerns that most people have with it.

I'll take what you guys said and try to make a new list, which I will post tomorrow, after school. Thanks for all of the help Very Happy


Last edited by on Wed Aug 29, 2007 8:58 pm; edited 1 time in total
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Matt
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyWed Aug 29, 2007 8:53 pm

I would not recommend terminator armor either. But like all advice, it is after all, just advice.

I believe John has had good experiences with Terminator armor, just as you may have had good ones with artificer.

But on paper, neither are too advantageous (In johns situation terminator armor is more advantageous than normal, as he has no access to certain items... like combat shields, iron halos, etc).
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Marc
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyWed Aug 29, 2007 9:46 pm

Just over 50 models in a 2500pt battle Shocked

8 Drop Pods would be fun. Hope they come in at the same time for ya.

Need any practice games?

EDIT : I'm a Neophyte now bounce
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Matt
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyWed Aug 29, 2007 10:01 pm

The model count is a problem, if you follow the suggestions I made you could fit in at least another 10-20 marines.

As far as the pods arriving in the same few turns... It's a tricky one.

I played with a pod list for a while, could never quite get it to work. In my experience, if you don't manage to roll for a lot of pods up front, play it safe and drop them further away from the enemy (of course if they are very shooty but soft like Tau or IG, you may still want to drop close, it's all risk management).

If you drop away though, you limit the possibility of your army being killed as easily due to men coming in piecemeal.

So you have to be ready to adapt and weigh up the risks of dropping close if you roll badly for those initial reserve rolls.

Oh and ALWAYS go second. That way the enemy have to waste both their first and second turn doing nothing. So always go second (unless you have a REALLY good reason).
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 3:55 pm

All right guys, I finally got out of school and back home.

By the by, I almost always rolled at least 3 of my pods in when I played a 4 pod list on the first turn. Hope some of that luck stays. Anyway here's the new list

HQ:

Epistolary, plasma pistol, artificer armour, Familiar, frag grenades, terminator honours, Fear the Darkness, Fury of the Ancients - 200

Master, twin lightning claws, frag grenades, meltabombs, terminator honours, furious charge - 129
Command Squad*5, veteran sergeant with power fist, meltagun, frag grenades, Apothecary, Company Standard Bearer, Company Champion, Drop Pod, furious charge - 235

Elites:

Dreadnought, Twin-linked lascannon, missile launcher, venerable, tank hunter, extra armour, smoke launchers - 173

Dreadnought, Twin-linked lascannon, missile launcher, venerable, tank hunter, extra armour, smoke launchers - 173

Troops:

Tactical Squad*9, veteran sergeant with power fist, meltagun, frag grenades, Drop Pod, trust - 241

Tactical Squad*10, veteran sergeant with plasma pistol and meltabombs, plasma gun, frag grenades, Drop Pod, trust - 260

Tactical Squad*9, veteran sergeant with power weapon and storm bolter, flamethrower, frag grenades, Drop Pod, trust - 237

Tactical Squad*10, veteran sergeant with meltabombs, frag grenades, Drop Pod, trust - 240

Tactical Squad*10, veteran sergeant with power fist and plasma pistol, plasma gun, frag grenades, Drop Pod, trust - 270

Scouts*7, veteran sergeant, sniper rifles - 139

Heavy Support:

Devestators*10, veteran sergeant, 3 missile launchers, 1 lascannon - 260

Total: Aww Crap! Miscalculated. 57 pts. over. Can you guys help me shave these off?
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 3:58 pm

Found a way!

I've got to take off the artificer armour Crying or Very sad

Take furious charge off my command squad No

and get rid of a marine drunken

These good? scratch
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JMarv
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 4:19 pm

Do devastators have to be 10 models? cause the bolter guys are probably just going to do nothing but soak up kills to protect the heavy weapons.
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 4:25 pm

The Devies do not have to be ten models strong, but they are there to soak up weapons fire.
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 4:41 pm

Take it down to 8 man, 10 is over kill unless you are silly with them.

I'd drop teminator honors on the HQ models, gives you two marines to fill out somewhere.

Look at it like this, you can pay 30 points to give each commander and extra attack... Or have two marines that can both shoot, capture things, attack in cc, and give you two more wounds on the board.

Not sure about tank hunter on BOTH dreads. Your choice. Or if it is even needed on them at all.

You really need to drop the vet srg plasma pistols and go with BP+PWR FST if possible.

Take the plasma pistol off of the epistolary. Not worth it.

No need for the vet with the snipers. spend the points elsewhere.

If you end up with two odd man units, drop a marine from one and add it to the others. Increases the ability to cap objectives, even if only minimally. For example take your two 9 man squads and make them a 10 man and an 8 man squad.

Tactic tip:

Always deploy your devs in hard cover, or out of sight if need be.

Always deploy your dreads out of LOS for first turn (you will always choose to go second with this army to deny shooting) as you dont want them to get shot up.
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 4:43 pm

Taken into consideration.

Will work on a new list and see if I can post it soon.
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Matt
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 4:45 pm

OK, i'll check back.

Gonna be at work allllllll day. Got in at 5am today to work on some animations with ppl from Austin.

Then im meeting my boss at 830pm to work on a deck for a client. Major bummer.
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 5:44 pm

All right, I have fixed my list with what all of you have suggested and, although I'll need to make some purchases, this is what I have come up with.

HQ:

Epistolary, bolt pistol, Familiar, frag grenades, Fear the Darkness, Fury of the Ancients - 151

Master, twin lightning claws, frag grenades, meltabombs - 111
Command Squad*5, vet. serg w/ pf, meltagun, frags, Apoth., CSB, Comp. Champion, Drop Pod - 220

Elites:

Dreadnought, twin las, missile, ven., tank hunter, ea, smokes - 173

Dreadnought, see above - 173

Troops:

Tactical Squad*8, vet serg w/ pf, meltagun, frags, Drop Pod, trust - 222

Tactical Squad*10, vet serg w/ pw and storm bolter, flamer, frags, Drop Pod, trust - 256

Tactical Squad*10, vet serg w/ pw and storm bolter, plasma gun, frags, Drop Pod, trust - 260

Tactical Squad*10, vet serg w/ pf, plasma gun, frags, Drop Pod, trust - 260

Tactical Squad*10, vet serg w/pw, frags, Drop Pod, trust - 245

Scouts*7, sniper rifles - 126

Heavy Support:

Devestators*8, vet serg, 3 missiles, 1 las - 230

Total: 2427

70 Marines (including scouts), six Drop Pods, and two dreads

I have 73 points left to spend, but I do not know where to put them. The Libbie's going to joint the 8 man pf - melta squad. Can you guys help me fill out these points?

Thanks appreciated as always.
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JMarv
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 5:53 pm

Split the squad of scouts into two squads, give one snipers and the other a melta or a missile launcher or something?
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Matt
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 5:56 pm

Drop the veteran srg on the devs. They will never need to test for target (as they will be shooting at either monstrous creatures or vehicles).

Even more points free!

Up the scouts to 8 man (A missile launcher is nice here, in case they can infiltrate into some side armour).

Bolt pistols instead of storm bolters on the pwr weapon srg's. you WILL need the attacks.

Other than that I like it, looks like a fun list.

Just make sure to stay out of LOS or in deep cover with everything that isn't coming down in a pod.

This army WILL take some games to get used to, so play test it as much as possible.
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 8:12 pm

I intend to.

Thanks for all of the help guys.

I am not normally a tournament player, so I do not usually have an army that is made like this. I will try to tell you guys how it goes for any test games I do.



affraid affraid affraid affraid

With all the adjustments I still have 75 more points to spend!
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Marc
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 9:18 pm

I'd squeeze a Marine for a Whirlwind.
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Matt
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 9:36 pm

I like the whirlwind, but I don't think it's a very important tournament selection.

Just my 2 cents

John: He can't just split the 8 scouts as they are 5 man minimum.
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 10:45 pm

Trying to keep theme. Sorta artillery before the drop.

A Tornado Speeder it is then.
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyThu Aug 30, 2007 10:50 pm

Agreed, that or an attack bike.

The hard boyz tournament is more competitive than any other GW tournament. Because of one simple thing. The only thing that matters here is whether you win or lose.

Not that comp scores are very successful anyway.

Normally if you beat a player they will give you a low comp score, if you lose they give you a good one.

Likewise if they don't like the way you built your army or had disagreements with you, low comp score.

...kinda dumb. Good intentions that just don't do much to improve anything.
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyFri Aug 31, 2007 3:21 pm

If I go for the tornado, I am 5 pts. over and tournaments generally frown on that sort of thing, especially the 'Ard boyz tournie Wink

I can't go for the attack bike as they must come in at least a squad of two, and two would put me 25 pts. over.

The only thing I could really do is buy upgrades for units I've already got, as I have maxed out my Troops, HQ, and Elites.
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyFri Aug 31, 2007 3:34 pm

Drop a Marine Question
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Nathan
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PostSubject: Re: 'Ard Boyz List   'Ard Boyz List EmptyFri Aug 31, 2007 8:35 pm

Don't know. Although, I was thinking of adding the chapter banner to the command squad. I have found that they are very useful in Drop Pod armies.
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