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  1. #1
    Scout
    Join Date
    Jul 2009
    Location
    san marcos, Texas
    Posts
    12

    Default Ard Boyz Competition- again thoughts

    Space marines 2500 point army list

    Lysander- 200pt

    Librarian- terminator armour, storm sheild, null feild, gate of infinity- 140pt

    Assualt Terminators x10- 400pt

    Venerable dreadnought- multi-melta, heavy flamer, ex. armor, drop pod, deathwing missile launcher, homing beacon- 245 pts

    Venerable dreadnought- multi-melta, heavy flamer, ex. armor, drop pod, deathwing missile launcher, homing beacon- 245 pts

    Tactical squad- power fists, melta gun, combi-melta, multi-melta, drop pod, deathwing missile launcher- 265 pts

    Tactical squad- power fists, melta gun, combi-melta, multi-melta, drop pod, deathwing missile launcher- 265 pts

    Tactical squad- flamer, power fist, combi-flamer, missile launcher, drop pod, deathwing missile launcher- 235 pts

    Scout squad- Sniper rifles x4, heavy bolter- 85 pts

    Scout squad- Sniper rifles x4, heavy bolter, combi-melta- 95 pts

    Thunder-fire cannon- 100 pts

    Thunder-fire cannon- 100 pts

    Thunder-fire cannon- 100 pts

  2. #2
    Brother-Captain
    Join Date
    Aug 2009
    Location
    Frisco, TX
    Posts
    1,040

    Default

    TFCs are dead meat as the only vehicles that actually do anything.

    Min Scouts are going to get hit hard. Even going to ground they won't last.

    Deathwinds are points filler since they can't fire upon landing.

    I don't like the Terminators teleporting, they're too easy to avoid moving on foot.

    If you want to do a DP army, it needs to be all about the alpha strike. Bring overwhelming force in 1 turn to break your opponent's back. Shrike+infiltrating assault terminators with fleet, Scouts, LSS, and DPs full of Sternguard and Dreads.

    I'd prefer a more balanced mech list. Termies in Land Raiders, Tacs in Rhinos/Razors, Speeders, and the Dreads can stick in Pods to put pressure on early.

  3. #3

    Default

    I think Rhinos are going to be a better choice in this round, especially in all night fight game.

    I'd drop back to 3 drop pods, drop the Dreads in on turn 1 and don't sweat the other pod.

  4. #4
    Scout
    Join Date
    Jul 2009
    Location
    san marcos, Texas
    Posts
    12

    Default

    drop pods can fire on the trun they land. when they deep strike it like they moved 6 in.

    having 3 TFC they all ways live more then one turn.

    Assualt Terminators are on the bored on turn one but, teleport via Librarian's gate of infinity.

    i must have Lysande, kantor, or calgar as an HQ to "stop" Psychic Battle Squads from making me fall off the bored.

    Termies in Land Raiders are 4th ed, to much melta, to much st 10, to many points in 5th

  5. #5

    Default

    Quote Originally Posted by josiah View Post
    Space marines 2500 point army list
    I really do like this list. It's fantastic against just about every Ard Boyz contender.

    I've given you some feedback on it in the past, but I'll repeat a couple of them.

    1. The 3rd Thunder Fire Cannon isn't necessary. Two will accomplish everything they need to in this army.

    2. The scouts are a little thin. I'd use the 100pts to beef them up a bit. What happened to the Teleport Homer on the Scouts? I'd also lose the Heavy Bolters on the Scouts. You should be in the 36"-48" range most of the game with them.

    @Chumbalaya: You need to see the army on the table; it's surprisingly effective. I had my doubts, but it plays like one of those "answer for everything" lists and did a wonderful job controlling the pace of the game. It did an awesome job chewing up my IG. It was #3 on my list of armies to avoid at the Ard Boyz qualifier.
    Check out my new Blog! --- http://www.ChainFist.com
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  6. #6

    Default

    Josiah what are you going to do against 4 land raider list?

    They are going to be able to control the assault and you won't. Something to think about.

    Also tons of armored company and eldar will probably be at the regional would be my guess.

    What are you going to do if someone shuts down your hammer like your librarian and the assault marines?

  7. #7

    Default

    Quote Originally Posted by Darkwynn View Post
    Josiah what are you going to do against 4 land raider list?
    I don't think you should spend a lot of energy planning for the 4 LR list. There is going to be -- maybe -- one at the regionals. I think you should plan for more of the same.

    I haven't looked, but it sounds like there's an all Nightfight mission? If so, Space Wolves are sounding even better.

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

  8. #8

    Default

    I just know if Josiah and I play I am going to drop that librarian and lock him down. The dreadnoughts and tac sqauds are easy to deal with.

    Thunderfire cannons you just shoot and blow up the weapon. After that they useless.

  9. #9

    Default

    Quote Originally Posted by Darkwynn View Post
    I just know if Josiah and I play I am going to drop that librarian and lock him down. The dreadnoughts and tac sqauds are easy to deal with.
    I'd really like to see how your IG army handles the list (I've played both of your Ard Boyz lists recently). I think you've got the shots to really hurt the Librarian + Assault Terminators, but those guys are pesky.

    Hopefully we'll see the match up in the next round.

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

  10. #10

    Default

    Well the psyker battle squad will just make them run off the board is all

    just have to stay more then 24 inches away and i should be fine.

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