Jump to content

Ordos Love from the Ard Boys


Adir

Recommended Posts

*cough* *cough* I have no idea what you are talking about. :)

Here's the funny thing. Technically if a Grey Knight is within 12" of Straken and is charged, they get 3 attacks. 1 base +1 for true grit +1 for counter attack.

 

I'll just look at that for a while...

... ... .... .... ... ... ... ... ...

... ... ... ... ... ... ... ... ... ...

That's just EVIL!

Valkyries are assault vehicles with a hell-ashish movement. Since they are not dedicated transports, you can pile those Grey Knights in (best assault unit available for guard) and get a first turn assault on pretty much anything.

 

Sorry for the bother, but where does it say that Valkyries are assault vehicles? They may have "assault" in their unit name, but they don't have an assault ramp (or the Assault Vehicle special rule, for that matter), like with a Land Raider, that will allow passengers to assault if a vehicle has moved.

Valkyries are assault vehicles with a hell-ashish movement. Since they are not dedicated transports, you can pile those Grey Knights in (best assault unit available for guard) and get a first turn assault on pretty much anything.

 

Sorry for the bother, but where does it say that Valkyries are assault vehicles? They may have "assault" in their unit name, but they don't have an assault ramp, like with a Land Raider that will allow passengers to assault if a vehicle has moved.

 

this i feel is an important point.... :cry:

 

 

have we all been labouring under the delusion that a valk could scout 12", move 6", unload its passengers who can then assault another 6" or what?

Ideally you would Scout 12", disembark on turn 1 out 9" and then assault.

 

On that note, this is getting pretty far out of field since Valks can't be allied in, so back to how cool it is that the Allied rules have been updated, even if for only Ard Boyz.

The reason you havent heard of the tactic here, or how good it is, is because we dont talk about IG armies on bolternchainsword. I tried to talk about it, and put up reports of my successes with the combo, but sadly it is an IG army with allied GK, not the other way around, so its kinda hush hush. But yeah, straken + GKT + PAGK + Evis Priests + vendettas= win.

 

We can talk about rules though, and the BRB scout rules the vendetta has allow it to scout 24 inches, but not closer than 12 inches to an enemy, before the game begins. Embarked units are allowed to disembark from a vehicle that did not yet move in the current movement phase within 2 inches of a hatch, then move 6 inches and assault 6 inches, meaning they can assault enemies ~15 inches from the vehicle's starting location (which with a scout move is only 12 inches away from the enemy) thus meaning you get a first turn assault guarenteed.

 

Also, while grey knight termies are not going to be allowed to go in valks/vendettas in 'ard boyz, until there is a FAQ then in regular games/tournies, you can put termies in valks to your hearts content.

We can talk about rules though, and the BRB scout rules the vendetta has allow it to scout 24 inches, but not closer than 12 inches to an enemy, before the game begins. Embarked units are allowed to disembark from a vehicle that did not yet move in the current movement phase within 2 inches of a hatch, then move 6 inches and assault 6 inches, meaning they can assault enemies ~15 inches from the vehicle's starting location (which with a scout move is only 12 inches away from the enemy) thus meaning you get a first turn assault guaranteed.

 

Very well put. Wow, this is a horrible combo but fitting as the =I= will do and take what it has to to protect the Imperium and it's citizens. But I am very glad to see GW taking a firm stand and getting things black and white and best of all, going RAI rather than RAW. It's going to keep a lot of non-GK and non-SoB armies flavorful and fun to play, especially now that they have veterans- wait. *reading* :huh: Its says Imperial Guard Infantry Platoon. That means infantry squads, heavy weapon squads, special weapon squads and- :woot: CONSCRIPTS! Yea! Now we can do all those nasty GKGM fearless mob tricks! Wow, this is a good day to be checking the boards.

As mentioned previously, this thread deals specifically with Guard allied into a GK list not the other way around. Yes, there are some nasty combos for allied GK but this is really not the place for that discussion.

 

I used the OP list over the weekend against a very nasty (read abusive) wolf list. Did fairly well but could not counter the 4 drop pods, 2 of which held 11 blood claws and a nasty HQ each.

 

So I am dropping callidus (she is just not good enough anymore), replacing the vanq with a fully tooled executioner (5 plasma blasts) and adding an elite inquisitor with 3 mystic retinue (38pts). The elite inquisitor's role is to simply hide and allow the LRBT squad to take free shots as DSing units. Multiple mystics in 2 squads potentially allow the LRBT squad to fire twice at the same target in your opponents turn.

 

Overall, the vets and the LRBT squad made the game very interesting. I do hope that that will update the DH FAQ to allow these units.

 

In a friendly game, I would likely run the 2 vet squads and 2 LRBTs alongside a single LRC rather than the overwhelming armor of the OP list.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.