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Showing posts with label Ard Boyz. Show all posts
Showing posts with label Ard Boyz. Show all posts

Monday, August 15, 2011

Ard Boyz After Action Report

My Ard Boyz outing took me to Birds of Paradise about 30 miles away from where I live. At first some friends and I was going to travel further to a store that we enjoy playing at known at Dark Side and enjoy some Amish food prior to the event. Sadly, one of my friends had to work and another had committed that weekend to his wife. I choose a new store strictly on the interest of checking out a new location and perhaps meet new players that I have never played against. The store itself ended up with 16 players on 8 tables making for a full turnout at the store.
The list I took was an IG list with Witchunter allies. I checked the GW site, the PDF is gone. No doubt removed so they can post up the Sisters of Battle new PDF in the next month or so. The core Ard Boyz lists it as a valid codex and the PDF for the FAQ does not disallow allies. Here is my list:
·         Shraken with Chimera, 4 melta guns, Master of the Fleet and 2 bodyguards
·         Inquisitor Lord with Psychic Hood, Bolter, Power Sword, Sage, Warrior and Familiar
·         Callidus Assassin
·         Vet Squad with 3 melta guns and Chimera
·         Vet Squad with 3 plasma guns and Chimera
·         2 Platoons with a HQ with 3 melta guns and a flamer. 2 Squads with melta guns and a power sword. The last squad had a flamer and power sword. A commissar was assigned to the first squad with a power weapon.
·         Vendetta
·         Manticore
·         Basilisk
·         Leman Russ with Lascannon in the hull
Game 1 vs. Blood Angels
My first game was against a great guy by the name of Oscar. I met this gent a few years back at Anthem during one of their first events there. There were only 4 players attending the small store at the time before James expanded the game room to a second storefront location. We had a great game of Sisters of Battle vs. Tau. A true game of I shoot the Sister’s and he burns me alive. A great game, sadly I did not see him at any events for years until Ard Boyz. It was a real treat to not only to see him, but to have a chance for a game against a great player.
Oscar was playing his Blood Angels a new army for him and this was his list from memory:
·         Mestiphon
·         Chaplain
·         15 Death Company with power weapons (not all) in a Land Raider Crusader
·         2 Assault squads with jump packs, melta gun, melta pistol and power weapon.
·         2 Sang priests
·         Baal Predator with Assault Cannons, heavy bolters and storm bolter
·         Storm Raven with Multi Melta and Lascannons
·         Death Company Dread with Blood Talons
·         Heavy Weapons Team with 3 Plasma Cannons and 1 Lascannon (may have been a missile launcher)
·         Vindicator
We swapped our traitor models and rolled for who goes first. I won and picked my side on the city based table we were assigned to. My deployment was simple, empty Chimeras to the front, the ones with Vets and HQs to the back. The Inquisitor loaded up into an empty one on turn 1. Shraken in the middle along with the heavy tanks in the back and the Vendetta flanked with the traitor. Both Platoons grouped into one squad each and shielded the flanks and forward parts of the side elements on each side.
Oscar placed out his Vindicator, Heavy Weapons Squad and the Crusader with the Chaplain and Death Company loaded up. Everything else went into reserve. This could be tough with the Master of the Fleet (later it hit me that we forgot that Decent of Angels allows a reroll) but would not make a huge impact on the game. He had a series of bad luck with reserves and scatters using DOA. One assault squad ended up on the far edge of the board and the Storm Raven was delayed a turn.
Highlights of the game for me was the Callidus being able to kill the traitor on his turn after she assaulted and put one wound on him. The next rounds allowed her to finish off the heavy weapons team and chase them off the board. For Oscar I have to say his brick was that Crusader that I could not stop. He also plowed down a Vet squad with melta guns, most of my platoon squad and forced them to fall back. If not for Shraken being able to rally them I think the damage would have been worse. The remaining Death Company ripped up Shraken’s squad leaving just him. The remaining 1/3 of the platoon sacrificed themselves to finish off the read of the Death Company as Shraken crushed the Chaplain’s skull with his bare hands. Only the Shraken and a single melta gunner were running for a Chimera for cover.
At the end of the game, we both had killed the traitor but I had managed to take a minor victory with full bonus points.
Game 2 vs. Necrons
The Necron player Jim was another great player. He had a rather basic and tough Necron list like this:
·         2 Lords both with scythes, one had a destroyer body, one had the orb, one had the Veil of Darkness and I think one had the 4+ inv save.
·         2 Monoliths
·         4-5 squads of 10 Warriors
·         3 Large unit of Destroyers
I won the roll again, took my table quarter and setup for a split move to each Empty Quarter and a run for the center with a defensive line to be left behind. He setup his Monoliths to the front and the warriors behind with destroyers in support. He managed to roll a 6 and seized the first turn! Ugh!
This was your typical Necron game; he would shot me, get several glances but was only getting 1-4 as results and just knocking around my transports. I was able to make one monolith immobile and destroy the second. About half way through the game he had one quarter and I had the other well in hand. It was all down to the center.
For the last round I could only hear the sergeants in the Veteran squads yelling “Drop your cocks and grab your socks! We’re going for a walk boyz!” as he slams the release switch to the hatch of the Chimera.  And that is what my veteran squads did, they disembarked best they could within 2” and moved out. One squad managed to get close to the center objective but could be 3 or 4 inches! I open fire on his Destroyer squad around it and hoped the lone necron warrior near was not within 3”. As my shooting came to a close the plasma vet squad was my last squad and the one near the objective. I would have rather than them that last turn but instead I was forced to open fire and pray I was close enough. I rolled 6 wounds with the plasma and by luck I was right at 3”! WOOT! His warrior was 3.75 away from the objective! Another minor win but only with 1 bonus point this time.
I knew I was in the upper tier but it would take a good game to bump me further if I was going to continue to the second round. They started to pair us up until I noticed one of the top leaders was about to play the Necron player I had second round. This didn’t make sense so we inquired about it. Appears there was an error in the last round of matching. Gah! So instead of an IG player I get Grey Knights.
Game 3 vs. Grey Knights (Inquisition)
Kris was his name and had a rather straight up list. We were both close to the top and we both stood a good chance to continue on. He had this:
·         Cotaez
·         Grey Knight Lord that allowed the d3 special perks with purifier and terminator armor.
·         5 Squads of Henchmen each with a Jokero and a mix of Crusaders and Death Cult Assassins in Chimeras.
·         3 Dread Knights with mixed weapons.
This game was pretty heated the first part, we both was out for blood to win. He got some shock hits in but I managed to pull the lines together and hold my own towards the end. The flanking Dread Knights threw off my game plan and nearly cost me the game.
Highlights for Kris were the Dread Knights, those things able to jump 12” and that fist one with the STR 6 flame template was a beast. It blew up a Basilisk, Chimera and killed half the squad inside. Ouch! One key point for me was the Callidus being able to kill not one but two of these monsters in close combat. She was VERY lucky and he ignored her thinking she wasn’t a major threat. I would manage to get two wounds on them with shooting and she would finish them off with a pair of lucky 6’s rolls and a C’tan sword is nothing to sneeze at.
When we added up the points I think it was 335 or so in VP difference in my favor. Draw! ARG! I got two bonus points and waited for the other games to end.
I sat at 3rd place for a long time until one game ended. A tyranid player that earned only 8 points his first game, managed to pull out not one but two massacres with full points! Yea, I saw the list and it was nothing that I could see as special or amazing. So, he took the 2nd spot and I was bumped to 4th along with another player that was using Blood Angels.
Well, there is always next year. I had fun, 3 good games, the players was great that I met. Some old faces and some new were great. The store was nice and the drive wasn’t bad. I’d go back for another event there.
Meet Oscar

My Deployment

Here comes the pain!

Callidus dukes it out with the Devastators.

Line shot.

Death Company cleaning house!

Fall in! We can take them!

A shot of the scatter dicce at the Raven scatters into my troop blob.

Check out the LEDS!

He even pimped the ride with LED lights on the inside!

Shraken survives!


Jim the Evil Necron Lord


Just a cool model!

The Monoliths on the move!

Platoon HQ vs Necron Lord. Necrons win!

Getting ready for the final rounds. Necrons move to close off the last objective.


Necron lord beats on the Chimera.

THAT was close!

Stunned!

Kris, only an Inquisitor could love a guy like this!

The lines drawn and the battle fought to the bitter end.

The other side flanked by the last Dread Knight.

Shraken directs the mayhem.

Wednesday, June 15, 2011

Ard Boyz: Salamanders 2500 Pts - Vulcan's Foot Up Your Arse



Had a little fun making this list as a possible Ard Boyz list.

2500 Pts - Space Marines Roster - Ardboyz: Vulcan's Foot up your ass!

HQ: Space Marine Librarian (1#, 125 Pts)
   1 Space Marine Librarian @ 125 Pts
      Unit Type: Infantry; ...in Terminator Armour; And They Shall Know No Fear; Combat Tactics; Independent Character; Psyker; The Avenger; Vortex of Doom
      1 ...in Terminator Armour @ [125] Pts
         Psychic Hood; Force Weapon

HQ: Forgefather Vulkan He'stan (1#, 190 Pts)
   1 Forgefather Vulkan He'stan @ 190 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Digital Weapons; Kesare's Mantle; Bolt Pistol; Gauntlet of the Forge; Spear of Vulkan; And They Shall Know No Fear; Chapter Tactics; Combat Tactics; Independent Character
      1 Kesare's Mantle @ [0] Pts

Elite: Techmarine (1#, 90 Pts)
   1 Techmarine @ 90 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Power Weapon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
      1 Servo Harness @ [0] Pts

Elite: Terminator Assault Squad (5#, 200 Pts)
   4 Terminator Assault Squad @ 200 Pts
      Unit Type: Infantry; Thunder Hammer & Storm Shield (x4); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Sergeant @ [40] Pts
         Unit Type: Infantry; Thunder Hammer & Storm Shield (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics

Elite: Sternguard Veteran Squad (11#, 375 Pts)
   9 Sternguard Veteran Squad @ 375 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Bolt Pistol (x9); Combi-Flamer (x4); Combi-Meltagun (x4); Heavy Flamer (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics; Drop Pod
      1 Sergeant @ [55] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Special Issue Ammunition; Combi-Meltagun (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Drop Pod @ [45] Pts
         Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Locator Beacon; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System

Troops: Tactical Squad (11#, 255 Pts)
   9 Tactical Squad @ 255 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [73] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Teleport Homer; Combi-Meltagun (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Troops: Tactical Squad (11#, 240 Pts)
   9 Tactical Squad @ 240 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [58] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Meltagun (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Troops: Tactical Squad (11#, 240 Pts)
   9 Tactical Squad @ 240 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [58] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Flamer (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Troops: Tactical Squad (11#, 240 Pts)
   9 Tactical Squad @ 240 Pts
      Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Bolt Pistol (x9); Bolter (x7); Flamer; Multi-Melta; And They Shall Know No Fear; Combat Squads; Combat Tactics; Rhino
      1 Sergeant @ [58] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Power Armour; Combi-Flamer (x1); Power Fist (x1); And They Shall Know No Fear; Combat Squads; Combat Tactics
      1 Rhino @ [35] Pts
         Unit Type: Vehicle (Tank); Transport Capacity: 10 models; Access Points: 3; Fire Points: 1; Searchlight; Smoke Launchers; Storm Bolter; Repair

Fast Attack: Attack Bike Squad (2#, 100 Pts)
   2 Attack Bike Squad @ 100 Pts
      Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol (x2); Multi-Melta (x2); And They Shall Know No Fear; Combat Tactics

Fast Attack: Attack Bike Squad (1#, 50 Pts)
   1 Attack Bike Squad @ 50 Pts
      Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol (x1); Multi-Melta (x1); And They Shall Know No Fear; Combat Tactics

Fast Attack: Attack Bike Squad (1#, 50 Pts)
   1 Attack Bike Squad @ 50 Pts
      Unit Type: Bikes; Frag Grenades; Krak Grenades; Power Armour; Space Marine Bike; Bolt Pistol (x1); Multi-Melta (x1); And They Shall Know No Fear; Combat Tactics

Heavy Support: Thunderfire Cannon (2#, 145 Pts)
   1 Thunderfire Cannon @ 145 Pts
      Unit Type: Artillery; Thunderfire Cannon; Drop Pod
      1 Techmarine Gunner @ [0] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
         1 Servo Harness @ [0] Pts
      1 Drop Pod @ [45] Pts
         Unit Type: Vehicle (Open-topped); Transport Capacity: 12 models; Locator Beacon; Storm Bolter; Drop Pod Assault; Immobile; Inertial Guidance System

Heavy Support: Thunderfire Cannon (1#, 100 Pts)
   1 Thunderfire Cannon @ 100 Pts
      Unit Type: Artillery; Thunderfire Cannon
      1 Techmarine Gunner @ [0] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
         1 Servo Harness @ [0] Pts

Heavy Support: Thunderfire Cannon (1#, 100 Pts)
   1 Thunderfire Cannon @ 100 Pts
      Unit Type: Artillery; Thunderfire Cannon
      1 Techmarine Gunner @ [0] Pts
         Unit Type: Infantry; Frag Grenades; Krak Grenades; Artificer Armour; Servo Harness; Bolt Pistol; Thunderfire Cannon; And They Shall Know No Fear; Blessing of the Omnissiah; Bolster Defenses; Combat Tactics; Independent Character
         1 Servo Harness @ [0] Pts

Total Roster Cost: 2500

This list takes a capital gain using Vulcan as the keystone of the army making all flamers and melta weapons twin linked. All Thunder hammers also get the master crafted option which makes the Terminator Squad even more deadly.

The Libby is there to help out the Terminators with either the STR 10, AP 1 blast or STR 5, AP 3 template and also gets a psychic hood within 24" as psychic powers are going to see some serious action this Ard Boyz.

Two locator beacons are in both Drop Pods. One being empty in case you end up going first or your opponent holds all units in reserve. You can drop an empty pod down, perhaps contest an objective and use it to guide down the Terminators and second drop pod on turn 2 or afterwards. I have 15 extra points to blow and gave another Teleport Homer to one of the tactical squads (I am thinking that the Techmarine should get a Thunder hammer for 30 selling back the power weapon for 15).

The Tactical squads can spit into combat squads if need be for extra scoring. The Multi Meltas are used for inner defense, short of one turn you should be in range with a multi melta with good deployment. I mixed in flamers/meltas and combis to match to go in the other combat squad if needed. This would be the one to also take the Rhinos to shoot out of.

The Terminator Assault squad all has master crafted on each hammer (make sure to roll each model separate to ensure proper rerolls) and is your hammer to the anvil to crush targets in close combat.

The Sternguard was built to land, break into combat squads with Vulcan and the Elite Tech Marine in tow with them. Filling the pod to 12 men. One broken into two squads (one flamer and one melta). Vulcan joins the flamer and the techmarine joins the melta squad. Target one vehicle or transport (pop it and BBQ the squad inside) or go after another target with the flamers. After the combis have done their one hit wonder start using the special ammo as needed.

The three attack bike squads are designed simple, pop as many armored targets or MCs as possible. A few kills pays for the squad very easy.

Last, Thunderfire cannons. Someone locally here has given me a new respect for these. These three units can drop 12 blast templates of three types. Including one to make vehicles making terrain tests or foot units move slower, to no cover for ligher armored troops that may use cover or STR 6 standard blasts that could even work over a vehicle. Not only that each will become an IC if their gun is ever destroyed allowing them to join squads at will and assist with repairs also.

All 4 Techmarines have a full servo harness giving them 2 servo arm attacks, 1 twin linked plasma pistol and 1 twin linked flamer. They can also upgrade 4 ruins in your deployment zone making them 3+ cover save. This option allows for a stron defensive zone to hold objectives against high AP firepower.

Comment away if you like...