Monday, August 8, 2011

Hey look, another 'Ard Boyz list!

So it's that time of year again when we trudge off to our local game stores to do battle in GW's annual slugfest known as 'Ard Boyz. Last year was my first time playing in it, and despite all the hype of it being loaded with douchebags and WAAC players I had a blast in both the preliminaries and the semi's. So I have really been looking forward to this years.

This year I will be taking my Knights of Blood. After looking at the preliminary scenarios I came up with a list that is, I think, uniquely suited to both my play-style and the missions at hand. Two of the three missions are all about killing things. The first one uses kill points, but with one twist. You trade one troop model from your army with one from your opponents. This is known as the Traitor. Instead of being worth a kill point though it's worth five! So along with killing your opponents forces you must keep the survival of the Traitor in mind. The other downright kill shit mission uses victory points with a selected HQ choice being worth double VP's. The middle mission uses objective markers. One in the center of the table and then one in the middle of each table quarter. All three missions use the Night Fight rules at some point. The first and third during turn 1 and the second mission uses it late in the game.

So with these things in mind I built this list.

HQ:

Reclusiarch with infernus pistol.

Elites:
 2x Sanguinary Priest with Jump Pack and Power Weapon
 1x Sanguinary Priest with Lightning Claw

Troops:
2x 10 man Assault Squad with 2x Melta and Power Fist
1x 5 man Assault Squad with 1x Flamer and Hand Flamer in Las/plas Razorback with Dozer Blade
        searchlight
 1x 8 man Assault Squad with 1x Melta and Infernus pistol in a Drop Pod
 1x 9 man Death Company with 2x Power Fist, 1x infernus pistol, 1x power weapons in                                                                            
          in a Drop Pod
 1x Death Company Dreadnought with Magna-Grapple and searchlight in a Drop Pod

Fast Attack:
2x Land Speeders with Multi-meltas. (Taken as separate Squadrons)

Heavy Support:
2x Devastator Squad with 2x missile launchers and 1x Lascannon in a las/plas Razorback
       with Dozer Blade and searchlight
1x Devastator Squad with 3x plasma cannons in a las/plas Razorback with a Dozer Blade
       searchlight.

So all the Razorbacks and the Dreadnought have searchlights to help out with nightfight in all three missions.
The Death Company and the DC Dreadnought are there for pure killy-ness. The reclusiarch goes in the pod with the Death company making them even more killy. I have two ten man squads with jump packs and priests, 1 mechanized assault squad and the drop pod squad for my scoring element for mission two. The Razorbacks and Devs provide long range fire support, and the plasma cannons just add some more killy. As far as the Traitor in mission one goes, we have room in the drop pod for both him and the Lightning Claw priest. This allows me to keep the traitor off the board for awhile, then when he comes in he has a decent sized body guard with Feel no Pain to help keep hime alive. As a bonus there are bonus battle points if you get the traitor into your opponents deployment zone, with the pod I can pretty much just put him there if I have cleared a 'safe' area for them to land in by then.

I played a couple of practice games with it on Friday night and was quite pleased with how it worked. It beat out a Dark Eldar list and just lost to a Tyranid list. In the game against the Tyranids though I was able to see where with just a few minor tactical changes I could have turned things in my favor.

All in all I can't wait to see how it performs this weekend.

So what do you think? Also, what plans do you have for 'Ard Boyz? Have you made any changes to your normal lists (aside from adding 500pts or so) to account for the various missions or are you just kind of adding in 500 points of the same?


2 comments:

  1. hey, how about "traitoring" one of your DC guys? Your opponent, wont be able to control it, and if merged with another unit, the whole unit will become Black Raging.

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  2. That would be neat, but unfortunately the traitor model loses all of its special rules and just gets a generic statline. So that wont work

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