saphius Posted June 30, 2009 Share Posted June 30, 2009 So with the 'Ard Boys scenarios being released I noticed in the second mission, being a KP mission, that you get 5 KP per HQ killed. As we all know this puts the Wolves at a HUGE disatvantage and I was wondering how people are going to cope or how this changes your army build? I have been playtesting my army a little and was worried I lacked troops. (I'm only running three) but now I realize that to have a chance going for the throat every game with the most powerful list I can field will be my best chance for winning. Any ideas or thoughts about have 20KP worth of HQs and how to mitigate the damage? Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/ Share on other sites More sharing options...
whitewolfmxc Posted June 30, 2009 Share Posted June 30, 2009 It could also be a advantage , depends . since like you said your SW HQ is going to be getting the hots from the enemy , try using them as baits to lure or distract your enemy , also you can beef up your HQ's by transports or better upgrade options ps: remember SW HQ's are CC goodies , if they want to charge you.......well hope they do have a plan lol Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2035343 Share on other sites More sharing options...
spacewolflars Posted June 30, 2009 Share Posted June 30, 2009 Well, I'm pretty sure that you wouldn't want a bodyguard squad. I'm not sure but that might get ruled as coming from the HQ as well. Anybody else have thoughts on that? Other than that just try to keep your HQ's in squads. When you assault, make sure that they are NOT in base contact with a power fist/klaw/IC killer enemy. I am going to run 2 of my HQs in big blood claw squads inside of land raiders. The other two are a Biker lord and a podding Ven Dread. Like White wolf said, Go for the throat. They can't kill your HQ's if they are dead. SWLars Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2035451 Share on other sites More sharing options...
Jonny Wolf Posted June 30, 2009 Share Posted June 30, 2009 My HQs are all on bikes (Toughness boost) and I have a ven dread (mostly for the re-roll who goes first rule). I also gave them runic armor and a storm shield to boost their survivability. Lastly, I hold them back, they do not (unfortunately) lead their troops to the fight...they come in once the CC has started and mop up. My list for Ard Boyz: Lord: bike, Runic Armor, Storm Shield, Frost Blade, WTN, WP, Frag Rune Priest: Bike, Runic Armor, Storm Shield, Runic Staff, WTN, WP, Frag WGBL: Bike, Runic Armor, Storm Shield, Frost Blade, WTN, WP, Frag Ven Dread: Assault Cannon, Flamer Land Raider 11 Blood Claws, 3 Power Fists Wolf Guard: WTN, WP with TWO power fists - I toyed with giving him a storm shield, but he has 11 ablative wounds (blood claws) and on a charge this gives me 13 power fist attacks. 6 man Grey Hunter Pack: 2 Power Fists, Melta, 2 Plasma Pistols, Bolters Razor Back w/ TLLC 6 man Grey Hunter Pack: 2 Power Fists, Melta, 2 Plasma Pistols, Bolters Razor Back w/ TLLC 6 man Grey Hunter Pack: 2 Power Fists, Melta, 2 Plasma Pistols, Bolters Razor Back w/ TLLC 6 man Grey Hunter Pack: 2 Power Fists, Melta, 2 Plasma Pistols, Bolters Razor Back w/ TLLC - melta's are important to me two fold - great for armor penetration as everyone knows, but he instant death on multiple wound characters cannot not be over emphasized (Nobz anyone? lol). Predator: TLLC, HB Sponsons - with the Land Raider, 4 Razor Backs and the Predator, this gives me 7 TLLC shots. Space Wolves OWN the 12" fight. Pound for pound, I don't think there is a unit more versatile than a space wolf inside 12". Our failure is long range - our long fangs are just sooo over priced. Hopefully, with the TLLC I can reach across the field and hit my enemies long range weapons (especially IG) while still maneuvering. 6 Scouts: Melta, 2 Plasma Pistols, 2 Power Swords Wolf Guard w/ WTN, WP, Thunder Hammer (Master Crafted) and Storm Shield. - with the new IG command units being critical to IG success (their orders) I wanted a unit that could come in near them and literally beat the hell out of them - cut the 'head off' so to speak. I master crafted the thunder hammer to maximize my effectiveness on a unit that, lets face it, probably wont last past one maybe two rounds. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2035482 Share on other sites More sharing options...
Grey Mage Posted June 30, 2009 Share Posted June 30, 2009 Well, I'm pretty sure that you wouldn't want a bodyguard squad. I'm not sure but that might get ruled as coming from the HQ as well. Anybody else have thoughts on that? Other than that just try to keep your HQ's in squads. When you assault, make sure that they are NOT in base contact with a power fist/klaw/IC killer enemy. I am going to run 2 of my HQs in big blood claw squads inside of land raiders. The other two are a Biker lord and a podding Ven Dread. Like White wolf said, Go for the throat. They can't kill your HQ's if they are dead. SWLars Theyd be complete idiots if they tried to say our bodygaurds were HQs- they actually take up a FOC slot- elites. That kind of thing is what C:SM players should worry about. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2035631 Share on other sites More sharing options...
muzzyman1981 Posted June 30, 2009 Share Posted June 30, 2009 I just played a 'Ard Boyz scenario against a Ork player and wiped the floor with him even though he charged most of my units. These aren't that hard to win at for Space Wolves. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2035651 Share on other sites More sharing options...
Roguemarine Posted June 30, 2009 Share Posted June 30, 2009 I have heard that the bodyguard will be counted as an elite dying if killed not the HQ, but the HQ and bodyguard retinues are two seperate KP selections. i'm running 3 bodyguard units and expect it to be brutal for my opponent. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2035666 Share on other sites More sharing options...
Grey Mage Posted June 30, 2009 Share Posted June 30, 2009 I have heard that the bodyguard will be counted as an elite dying if killed not the HQ, but the HQ and bodyguard retinues are two seperate KP selections. Just like normal then eh? Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2036044 Share on other sites More sharing options...
saphius Posted July 1, 2009 Author Share Posted July 1, 2009 Wouldn't all the Wolf Guard in the army count as one Elite slot as far as KP go? - Just a thought, even though I'm only running one retinue. In my last two games I had two massacres (used the 'Ard Boys scenarios) and didn't even get my Bloodclaws and Rune Priest out of the Crusader and also didn't get Ragnar and his Retinue out of the Raider. My list packs a punch but I usually only have two scoring left by the end of the game. I think two will be enough though. - The scenario with 5 objectives only requires you hold one and contest 4. Which is my plan. Any thoughts on the Scenarios other than this? Looks like the first two are night fight first turn. - First one says so, second in Dawn of war. Will this effect choosing to go first or secon? I assume most of us have Vendreads and plan on getting the choice most games. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2036250 Share on other sites More sharing options...
Grey Mage Posted July 1, 2009 Share Posted July 1, 2009 Wouldn't all the Wolf Guard in the army count as one Elite slot as far as KP go? - Just a thought, even though I'm only running one retinue. In my last two games I had two massacres (used the 'Ard Boys scenarios) and didn't even get my Bloodclaws and Rune Priest out of the Crusader and also didn't get Ragnar and his Retinue out of the Raider. My list packs a punch but I usually only have two scoring left by the end of the game. I think two will be enough though. - The scenario with 5 objectives only requires you hold one and contest 4. Which is my plan. Any thoughts on the Scenarios other than this? Looks like the first two are night fight first turn. - First one says so, second in Dawn of war. Will this effect choosing to go first or secon? I assume most of us have Vendreads and plan on getting the choice most games. No, each bodygaurd counts as a single KP, and pack leaders count as part of the unit they are assigned to for KP purposes- and of course a Wulfen is all his own KP. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2036353 Share on other sites More sharing options...
Roguemarine Posted July 1, 2009 Share Posted July 1, 2009 They reaslised that mistake last year. if you took atleast 6 WG and spread them out, it was impossible to give up that KP, well damn close. Link to comment https://bolterandchainsword.com/topic/172216-ard-boys-scenarios/#findComment-2036785 Share on other sites More sharing options...
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