Thursday, July 30, 2009

2nd Round 'Ard boyz Scenarios Are Up

So the new 'Ard Boyz scenarios are posted up on the GW shop. I'm almost glad I'm not going. The missions sound fun... but I'm not sure I'd want to play them in a tourny.

Summed up they are:
1. Annihilation where troops are 3 KP, FA 2, Heavy 2, Elite 2, HQs 1, Long Table Edge
2. Seize Ground w/ 6 objectives, but one objective is randomly 'activated' on turn 2, 4, and 6, Dawn of War
3. Capture and Control but there is only a center objective, then 'holding' table quarters by having more scoring units than your opponent. Spearhead

So, meh, I'm not sure what does well here. Likely your best bet is to just take a army that can wipe out other lists. It seems most games last time kinda came down to that in round 1. If you can wipe the other guy out, it doesn't matter if you only had one objective...

Still, if you wanted to build a list that was geared for these missions I'd say you want to have lots of troops, despite the first mission, if they are really survivable. Try to not have them die game one and swamp the guy the other missions.

Here's a fictitious BT list (I wouldn't have enough LR but this is just a mental exercise anyway).
2500 Templar
HQ: Emperor's Champ, AACNMTO
HQ: Marshal, Lightening Claws, Iron Halo, Terminator Honors
Troop: 7 Marines, PF/Melta, 7 Neophytes, Land Raider Crusader w Smoke
Troop: 7 Marines, PF/Melta, 7 Neophytes, Land Raider Crusader w Smoke
Troop: 8 Marines, PF/Melta, 7 Neophytes, Land Raider Crusader w Smoke
Troop: 5 Marines
Troop: 5 Marines
Fast: 2 MM LandSpeeders
Fast: 2 MM LandSpeeders
Heavy: LR, EA, Smoke
Heavy: LR, EA, Smoke

Here I have 5 troop choices all in Land raider variants. They are hard to pop, and the three advancing units have large squads which are still no easy thing to kill. The two small units sit back in the regular land raiders to make them scoring. You've got some speeders for anti tank as well as the regular LR to lay down some firepower. It'll certainly fall appart against some lists, but I'm not sure how many Tau and DE lance spams moved on to round 2... I'm guessing not many.

Speaking of Tau, here's a list I'd try use to the same effect.
HQ: Shas'El, Missile, Plasma, HWMT
HQ: Shas'El, Missile, Plasma, HWMT
Elite: Xv8 Crisis x 3, Missile, Plasma, HWMT
Elite: Xv8 Crisis x 3, Missile, Plasma, HWMT
Troop: Firewarrior x 6, Devilfish, DP, Flecchete, TA, HWMT, SMS
Troop: Firewarrior x 6, Devilfish, DP, Flecchete, TA, HWMT, SMS
Troop: Firewarrior x 6, Devilfish, DP, Flecchete, TA, HWMT, SMS
Troop: Firewarrior x 6, Devilfish, DP, Flecchete, TA, HWMT, SMS
Troop: Firewarrior x 6, Devilfish, DP, Flecchete, TA, HWMT, SMS
Troop: Firewarrior x 6
Fast: Pathfinders x 8, Devilfish, DP, Flecchete, TA, HWMT, SMS
Fast: Piranha x 2 TA, Fusion, 1 Target Lock
Fast: Piranha x 2 TA, Fusion, 1 Target Lock
Heavy: Hammerhead, Railgun, DP, BC, MT
Heavy: Hammerhead, Railgun, DP, BC, MT
Heavy: Hammerhead, Railgun, DP, BC, MT

So it looks kill point heavy but really you just keep your Devilfish as far away from the guns as possible. They aren't so easy to kill at range, and they still put out a good number of shots. You've got a good clip of crisis to annoy/kill your enemy and use up those pathfinder markerlights, plenty of anti tank between the Piranha and Railheads, and of course the Railheads can serve as anti horde as well.

Another list I couldn't field, but fun to think about all the same!

1 comment:

  1. 5 LRCs is a lot of Land Raiders. If the even was at GK I dont know how you could fit that many on a board to tell the truth.

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