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How do you deal with the Ard' boyz winning list?


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well,

 

it's come time again for my local gaming clubs annual tourney with prizes put in by spinsors leaving a prize pool of models worth over 500$ for 1st place!!!!

so its a 2500pts tourney , and my friend goes, " well i may aswell use the leaf-blower list ", im like "what the hell is that", he goes " it was the list used by Nick ROse to win ard' boyz 2009" and im like " @!#$ ". he gave me a copy of his lost first posted by BOLS it goes like this:

 

"The Leafblower" List - 2500 pts

 

2 Company Command Squads – 3 Plasma, Medic, and Powerfist in each, mounted in Chimeras. An Astropath and a Master of the Fleet.

 

What this does: These take an essentially mandatory unit and makes it a mankiller; great for killing Monstrous Creatures and Terminators. The Astropath is useful for getting the correct flank if Ouflanking a Valkyrie is in order. The Master of the Fleet encourages players to deploy their units, which is exactly what you want, and reduces the ability of Outflankers to hit the vulnerable rear of your force. Since these units will hold near your lines, they provide a good ability to react to enemy forces in your lines with deadly firepower.

 

Elite Daemonhunter Inquisitor - Terminator Armor, Psycannon, Force Weapon, and retinue (Mystics, Hierophant, Sage).

 

What this does: This makes Deepstriking suicide, when coupled with the pair of Medusae. This also guarantees that on the off chance there is a Fatecrusher build coming at you (not likely, but possible) you get to kill Fateweaver right off the bat. The Force Weapon is of the “Who cares about Eternal Warrior?” variety, but is certainly a theoretically poor choice.

 

Psyker Battle Squad – in a Chimera

 

What this does: Makes Nobs cry. A lot. Also provides another Large Blast as needed.

 

Infantry Platoon – 3 Squads in Chimeras with Heavy Weapons, Command with 4 Flamers in a Chimera

 

What these do: These are your screening and incidentally scoring units. The Chimeras provide the Wall of Steel that makes breaking into the real killers harder. And every Chimera has the Heavy Flamers that will make you pay for charging the Wall.

 

2 Special Weapons Squads – Flamers and Demo Charge, Meltaguns and Flamer.

 

What these do: These are Valkyrie riders and additional counterfire units. They are also more small scoring units that are hardly worth shooting at for most forces.

 

Veteran Squads – Meltaguns and Shotguns in a Chimera. Meltaguns, Shotguns, and Demolitions.

 

What these do: Ride in Valkyries and destroy vehicles. More counterfire and scoring power.

 

2 Valkyries – Multiple Rocket Pods.

 

What these do: These generate wounds while moving 12” a turn, and transport scoring units across the board. Vendettas are fine if you need them for killing tanks, but useless against masses of enemies; Valkyries can deliver tank killers and are great against infantry on the ground.

 

2 Medusas – Enclosed Crew Compartments. 10/2 Ordnance Blasts are obvious.

 

2 Hydras – 72” range twin-linked no Moving Fast saves Autocannons are obvious.

 

Manticore – d3 10/4 Ordnance Barrage Blasts.

 

What this does: This is an Alpha Striking dream, especially in the cramped deployments that can occur in a 2500 point game. When you need enemies out of their vehicles, dropping a lot of S 10 pie plates around is a good place to start.

 

The Deployment and Play

 

This army has some basic principles dictated by the design. Deploy close together to encourage the opponent to do the same. Deploy a wall of Chimeras and use them to delay and break up any advances. Prioritize targets to reduce mobility. Nothing about this army is particularly tricky to do, but every opponent army requires some modifications to the plan.

 

 

 

PLEASE HELP ME! i know this will most likely be won of the top lists, as he is a mad player and is very experienced and with a list like this there is a load of crap coming my way, please give me some anti-advise, there will also be the following armies in the tourney:

2x IG

3x CSM ( one is a insane ass lash list

1x NIDS (big horde list)

4x ORKs (two of em are full heavy biker lists)

1x eldar ( this is a scary one to, jetbike list, seer council kitted up)

Well… My first inclination is to roll-over and die but it violates my damn the torpedoes competitive nature so I’ll give you what advice I can:

 

The leaf-blower list operates on the principle of long range shooting that so decimates the opponent there’s little left of the attack force to do anything by turn 3. The deployment is key as it relies on the Chimera wall to ensure the safety of the back line forces and the Inquisitor/Mystic to keep the deep strikers at bay.

 

For Daemons to have any kind of run on this nightmarish list, you need units that are both Fast and Resilient. Beyond unit selection, you need to keep the mission’s objectives in mind above all else.

 

Let’s say you took the 2 Bloodthirsters (or maybe Fateweaver & a BT) + 3 Flying Nurgle Daemon Prince style list against this mess. Despite that kind of MC support the IG’s firepower will most likely kill one of these guys per turn. Still, getting this mass of bruisers up in his face will make for a high pressure game. Crack open a few of those transports and he’ll be reluctant to fire indirectly when you’re on top of him.

 

Use troop choices that can suck up damage and laugh all day like plaguebearers. They will still die like dogs but their role will be to capture objectives. Be watchful as per when the Valks will come on-table. These will be his objective takers, with troops in Chimera’s being their backup. Be ready with a flying MC to leap to the occasion when one appears.

 

Don’t take Soulgrinders, they will be almost assuredly dead on the turn of their arrival. Don’t worry too much about killing infantry in-mass. If the vets ever get out of their rides they’ll most likely get killed off in one turn anyway. Don’t hoard up on troops as they will just get more wounds from the falling pie plates.

 

Good luck to you sir. The Leaf blower is pretty well good at killing everything but it’s especially good a killing daemons.

 

You’ll have your work cut out for you.

 

-OMG

Well… My first inclination is to roll-over and die but it violates my damn the torpedoes competitive nature so I’ll give you what advice I can:

 

The leaf-blower list operates on the principle of long range shooting that so decimates the opponent there’s little left of the attack force to do anything by turn 3. The deployment is key as it relies on the Chimera wall to ensure the safety of the back line forces and the Inquisitor/Mystic to keep the deep strikers at bay.

 

For Daemons to have any kind of run on this nightmarish list, you need units that are both Fast and Resilient. Beyond unit selection, you need to keep the mission’s objectives in mind above all else.

 

Let’s say you took the 2 Bloodthirsters (or maybe Fateweaver & a BT) + 3 Flying Nurgle Daemon Prince style list against this mess. Despite that kind of MC support the IG’s firepower will most likely kill one of these guys per turn. Still, getting this mass of bruisers up in his face will make for a high pressure game. Crack open a few of those transports and he’ll be reluctant to fire indirectly when you’re on top of him.

 

Use troop choices that can suck up damage and laugh all day like plaguebearers. They will still die like dogs but their role will be to capture objectives. Be watchful as per when the Valks will come on-table. These will be his objective takers, with troops in Chimera’s being their backup. Be ready with a flying MC to leap to the occasion when one appears.

 

Don’t take Soulgrinders, they will be almost assuredly dead on the turn of their arrival. Don’t worry too much about killing infantry in-mass. If the vets ever get out of their rides they’ll most likely get killed off in one turn anyway. Don’t hoard up on troops as they will just get more wounds from the falling pie plates.

 

Good luck to you sir. The Leaf blower is pretty well good at killing everything but it’s especially good a killing daemons.

 

You’ll have your work cut out for you.

 

-OMG

 

Thanks for the advise, im thinking about running 3x 3 bloodcrushers with 2 bloodthirsters and alot of bloodletters and try to spread everyhting out in to little units as possible so that he cant go shooting off a unit of 20 bloodletters in a turn :D ,

 

I have actually come up with a slight plan of just trying to bring down the squads of infantry, as there are only 3 in chimeras i think i can tackle em' and hopefully wipe out there troops leaving them in a big mess, no unit to capture objectives.

 

As for the inquister/mystic unit im going to use them as "fake-baited" i will run as far as i can towards them knowing i wont be able to catch them but hopefully i can run a wall around around the chimera's instead of even trying to catch them, so as he runs he will just trap him-self further.

I've been thinking about how I'd beat this list, and I've come up with the following:

 

Daemonprince of Slaanesh:

 

Wings, Iron hide, unholy might, aura, musk, pavane.

 

Basically charge something, on your turn, Pulling it closer with pavane, hold out till their turn, then hit and run, into their territory, fly, pavane new target, charge, eat it, repeat.

 

Still a work in progress.

im thinking about throwing a spanner in the works,

 

100 bloodletters

3 soul grinders phlegm

 

thats what i have so far and reasons are:

 

3 soul grinders will hopefully take down some of the artillery or a valk, anything after that is a bonus

100 bloodletters will be split into as many squads as possible hopefully making him spread his fire out, aswell as he will have a decision, let the grinders go or those little squads of bloodletters ( hoping bloodletters)

 

still a WIP to

I realy dont know what I am talking about, but how about demonets or kohrn units with a herald on a mount on it. Field 4 of them with enough units to make shure they do not doe in close combat and they would be power houses. Realy large demons would probably just be shot down unles you find some good cover to deploy behind.

Ok I'm kinda new with Chaos Daemons but I am a great strategist with everything, and seeing how stuff works and what the next step will be I can do that well.

 

Ok, 1st off that list is really nice (The IG) it has lots of heavy stuff, but like said before for that list to really get that magic, they have to make sure everything goes to THEIR plan, so making sure their plan doesn't go the way they want, will really make them think and panic. Its a stupid mind game with this stuff. I'm going to break it step by step.

 

What He wants: that list wants you to go against the Chimeras and waste fire on them, so the big guns can fire safely. take bait of transport and make sure that stuff behind is safe. Then after bait taken move right in and light stuff up. Lot of pie plates lot of range, and great against monsterous creatures, as the plasma guns not the friendliest. Sorry if this has been said again, but its really a genius idea.

But the thing is if you take one thing away, like the transport the other guys will kill you cause we are close combat monsters. Or if the big guns get destoryed you got to worry about the transport's that have stuff that can kill you.

 

How would I face this?

 

I would take not just Khorne sorry, you need help from other chaos gods for this. I would say BREAK HIM UP!! make sure that none of his units can get help from the other. He has a small force for 2500 meaning for Guard anyway. Also what are guards weaknesses, they can't really shot well. Their guns that can do something are big and tanks, so those other guys in transports flashlights ingore as best.

 

Like said go right in the middle, do something risky, or use the terrian to hide then use lighting fast attacks to just hit him, and then break him. Don't take one section of his army like transports or the Big Guns or the Valks or Pyskers, I would try and take them at once, by meaning don't waste time try and make most havic on him as possible, make him uneasy, MAKE HIM AFRAID and MAKE HIM THINK!!!!! Cause if you do something he wouldn't expect man you get him confused or just forget couple of little things you can win.

 

Thats my 2cents.

@Kingin... HOW?

 

1/2 the army drops 1st turn.. the other half comes in piecemeal.

 

How do you deal the the =I='s mystics allowing you to be fired upon when you drop? Good rolls there and part of your initial force is hurting bad.

 

Then you have to wait for the rest to come in and with the master of the fleet trying to slow down your reserves, the fight could be over before you even get in the game.

 

I'm not saying it wont work, I'm just asking for a bit more of a specific example.

Ok ya sorry about that I didn't know that happen as well, when you drop and such. Well I really haven't gotten a full time in play Chaos Daemons, but one way really to win, I can see is to pretty much take down the mystics and the HQ squad or important units, with Monstrous creatures, so pretty much they have to wiff with shooting, and when they see how many Monstrous creatures they see they will be scared, when I played against a daemon army and lost thats one reason I was afraid of all the Creatures and he got good rolls.

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