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  1. #11

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    Quote Originally Posted by TheKingElessar View Post
    Why not Crusaders over LRPs?
    I really agonized over that. But I had two reasons:

    1) Two of the missions started with Nightfight and my Landraiders had acute senses. I was hoping that a bunch of twin-linked Lascannons on the first turn, might be able to deal with trouble spots (Medusas, Demolishers, soften up monstrous creatures, etc.). That worked really well.

    2) Other landraider armies. I was expecting to face at least one 3 Landraider army and I wanted to be able to control the charges. 8 TLLC give me a decent chance of dealing with that.

    In the end, I feel like the standard Landraider was superior for this particular army.

    Quote Originally Posted by Abominable Plague Marine View Post
    And people say the current Space Wolf Codex isnt nasty.......or maybe its just you? Kidding, but that is a pretty hard core list. Besides my Guard list, everything else would struggle, and even my Guard would get eaten if you reached my lines!
    Even Darkwynn's incredibly abusive IG army struggled with the list. The game really did hinge on a few lucky (and unlucky rolls). With a tiny bit of tuning, I think this is my favorite 'Ard Boyz list (and I expect to see it appear at least once in the next round, lol).
    Check out my new Blog! --- http://www.ChainFist.com
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  2. #12
    Chaplain
    Join Date
    Aug 2009
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    Let's croak us some toads!
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    263

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    I was not aware they got Acute Senses. In that case, I agree with your decision. I still think that Dark Eldar would be able to table you, however - but that's pretty much a given with Raider Spam.
    Opinions are like aresholes. Get yours outta my face.. MindWar FTW. Bald and Screaming. Couple others...;) Learn something.

  3. #13

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    All "Space Wolves units" get Acute Senses (so that included my Landraiders and my Venerable Dreadnought).

    I also planned on making a case for my Venerable Dreadnought getting Counter Attack, but the opportunity never appeared, lol.

    JWolf's Dark Eldar would've made for a really short and painful game. I kept a close eye on his game to make sure that I scored fewer points -- I really wanted to avoid both JWolf's Dark Eldar and Darkwynn's Imperial Guard.

    --MKerr
    Check out my new Blog! --- http://www.ChainFist.com
    Follow me on Twitter! http://www.twitter.com/40kNEWS

  4. #14

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    Yes too Bad Search lights till lit you up and the medusa cracked open the land raiders....

    I was so close on taking the Black Templar version of that army too Mkerr or 150 guys on foot but Black templar just have it so rough right now

  5. #15

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    Quote Originally Posted by Darkwynn View Post
    Yes too Bad Search lights till lit you up and the medusa cracked open the land raiders....
    Medusas are great at cracking Landraiders. It was a fun game though.

    -- MKerr
    Check out my new Blog! --- http://www.ChainFist.com
    Follow me on Twitter! http://www.twitter.com/40kNEWS

  6. #16

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    I originally built this list for the first round of the 2009 Ard Boyz, but decided against it when I heard there were steep penalties for not finishing games (this army has lots of models to set-up and tear down). Enjoy!

    I have a lot more to say about the army in the [URL="http://flywire.tumblr.com/post/156736053/2500-witch-hunters-roster"]Mkerr's Flywire Tumbr post[/URL].

    HQ
    WH Inquisitor Lord (Psychic Hood)
    — Retinue: Acolyte, 1 Chirurgeon, 3 Heavy Bolter Gun Servitors

    DH Inquisitor Lord (Psycannon)
    — Retinue: Sage, 2 Mystics, 3 Heavy Bolter Gun Servitors

    ELITE
    WH Inquisitor
    — Retinue: Acolyte, Chirurgeon, 3 Heavy Bolter Gun Servitors

    DH Inquisitor (Psycannon)
    — Retinue: Sage, 2 Mystics, 3 Heavy Bolter Gun Servitors

    TROOPS
    10 Sisters of Battle (2 Meltaguns, VSS w/Book of St Lucius)
    10 Sisters of Battle (2 Meltaguns, VSS w/Book of St Lucius)

    Imperial Guard Infantry Platoon
    — Platoon Command (Medi-pack, 3 Plasma Guns), Chimera
    — Infantry Squad (Meltagun), Chimera
    — Infantry Squad (Meltagun), Chimera
    — Special Weapons Squad (3 Meltaguns)
    — Special Weapons Squad (3 Meltaguns)

    Imperial Guard Infantry Platoon
    — Platoon Command (Medi-pack, 3 Plasma Guns), Chimera
    — Infantry Squad (Meltagun, Lascannon)
    — Infantry Squad (Meltagun, Lascannon)
    — Heavy Weapons Squad (3 Lascannon)
    — Heavy Weapons Squad (3 Lascannon)
    — Heavy Weapons Squad (3 Autocannon)
    — Heavy Weapons Squad (3 Autocannon)

    HEAVY SUPPORT
    Exorcist
    Exorcist
    Exorcist

    THE TRICK: There really aren’t any tricks in this army, but this army has tons of options. In a big game, options always outweigh tricks.

    THE PLAN: Shoot the bejeesus out of my opponent. Target the closest until until it is broken/gone and then move to the next one. The army has an answer for every major tournament army, so it will be fun to test out.

    As always, comments are welcome (here or on the [URL="http://flywire.tumblr.com/post/156736053/2500-witch-hunters-roster"]Flywire Tumbr post[/URL]).

    -- MKerr
    Last edited by mkerr; 08-05-2009 at 07:21 PM.
    Check out my new Blog! --- http://www.ChainFist.com
    Follow me on Twitter! http://www.twitter.com/40kNEWS

  7. #17
    Scout
    Join Date
    Aug 2009
    Location
    Sydney, Australia
    Posts
    18

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    why the melta and the lascannon in the infantry squads??? i mean, i can see that theyre both anti tank but doesnt the range difference make the meltas sort of redundant???

  8. #18

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    Quote Originally Posted by Silver View Post
    why the melta and the lascannon in the infantry squads??? i mean, i can see that theyre both anti tank but doesnt the range difference make the meltas sort of redundant???
    Meltaguns aren't just anti-tank - they are anti-everything.

    Plasma Guns work fine in those squads (and so do Grenade Launchers). I prefer Meltaguns because the hardest nut for this army to crack is the Landraider Rush and tons of Monstrous Creatures -- i.e., anything that can advance under withing fire.

    This gives me a last chance to bust a tank that gets too close.

    -- MKer
    Check out my new Blog! --- http://www.ChainFist.com
    Follow me on Twitter! http://www.twitter.com/40kNEWS

  9. #19

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    Bigred asked for a Badab Space Marines army list that doesn’t take a lot of time or thought to play. But he wanted something with lots of Landraiders and a nice punch.

    Here’s the 3,000pt list I made him (you can read a bit more on the [URL="http://flywire.tumblr.com/post/167050917/bolscon-army-list-1"]Flywire[/URL] about the army):

    HQ
    Pedro Kantor
    Librarian (Terminator Armor, Might of the Ancients, Gate of Infinity)

    TROOPS
    10-man Tactical Squad (Meltagun, Missile Launcher, Sergeant w/Power Weapon, Teleport Homer)
    10-man Tactical Squad (Flamer, Missile Launcher, Sergeant w/Power Weapon)
    10-man Tactical Squad (Flamer, Missile Launcher, Sergeant w/Power Fist)
    10-man Tactical Squad (Flamer, Missile Launcher, Sergeant w/Power Fist)

    ELITE
    10 Terminators (2 Assault Cannnon)
    10 Terminators (2 Assault Cannnon)
    — Transport: Landraider

    HEAVY
    Land Raider
    Land Raider
    Land Raider

    DEPLOYMENT: The Tactical squads deploy in the Landraiders; Pedro joins the squad with the Teleport Homer (preferably in the Landraider in the middle of the pack). The Terminators and Librarian are held in reserve and come in on the Teleport Homer.

    As always, comments are welcome (here or on [URL="http://flywire.tumblr.com/post/167050917/bolscon-army-list-1"]the Flywire Tumbr post[/URL]).

    -- MKerr
    Check out my new Blog! --- http://www.ChainFist.com
    Follow me on Twitter! http://www.twitter.com/40kNEWS

  10. #20
    Librarian
    Join Date
    Aug 2009
    Location
    Melbourne, Australia
    Posts
    960

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    You realise that you can't deploy tact marines in the Terminators Lr right? You have to deploy them outside and get them to enter first turn.

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