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Sisters at 'ard boys, your final thoughts?


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I have to finish my final list today, so I can have it all assembled and basecoated at least for 'ard boys, and I'm looking for some final advice.

 

 

My thoughts on certain units have changed as the scenarios have changed,

 

and I may end up running a couple of inducted veterans squads with infiltrate(remembered that wrong, they can take camo cloaks is all )

 

But suffice it to say, scenario three has made most of our less useful units...even more crappy.

 

Seraphim become a liability, as do transporst, repentia, arcos and penitents.

 

Their kill points sky rocketing.

 

 

Anyone have any thoughts on "sleeper" units from our codex that are better now because of the scenarios?

I agree that penitents, arcos and repentia have no place at 'Ard Boys. I think for scenario 3 means SoB players are going to have to try to table their opponents because there will be a sick number of KP available.

 

I think to play at Ard Boys with SoB you need to ally them into either guard or into a Vulkan SM army with some LR and TH/SS

Sorry not a 'ard Boys player myself so wondering what the problems with this 3rd scenario are? (Heard it elsewhere here but don't know the specifics)

Either that or where would I find said rules? Just curious is all :sweat:

 

Anything that moves over 6' is worth 3 kill points instead of the usual one. So Seraphim and others are out in the cold.

 

As is the flying Cannoness.

 

That round belongs to slow, transportless lists. Tau could do well. Mech Sisters, not so well.

I know I'll be playing with my sisters at 'Ard boys

 

and after test running my list (using scenerio 3) vs a Space Wolf player,

After 6 turns

He had 5 models left on the table I still had 2 squads & a tank or two left

 

But sadly I gave with 34 Killpoint & I got 26

 

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Thanks to this test run...I am thinking of placing everything in reserve

and in turn hopefully slowing the rate of KP my Oppenent could be getting

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My list is 5 Rhinos, 3 Seraphim squads, 3 Exorcist tanks & 2 Jumppack HQs...

 

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Repliing to Kinzel

 

Scenario 3 is anything that can move more then 6" a turn is worth 3 killpoints and not 1

so...Tanks, Jumppack units/HQ are worth 3 killpoints

 

 

GLV

Sorry not a 'ard Boys player myself so wondering what the problems with this 3rd scenario are? (Heard it elsewhere here but don't know the specifics)

Either that or where would I find said rules? Just curious is all ;)

 

Anything that moves over 6' is worth 3 kill points instead of the usual one. So Seraphim and others are out in the cold.

 

As is the flying Cannoness.

 

That round belongs to slow, transportless lists. Tau could do well. Mech Sisters, not so well.

Sounds like the perfect scenario for my predominantly footslogger sisters...
That's a major point of contention right now. Unfortunatly, you'll have to ask your TO. I've heard that some tournaments are being held with Drop Pods worth 3kp and others where they are only worth 1kp (though most that I have heard about are leaning towards 1). Hopefully GW will rule on this but I'm not holding my breath.

I got slaughtered in Scenario 3. I had about 45 kill points in scenario 3 versus my opponent's 26. We ended the game with me getting 18 KP and my opponent getting 32 (almost double).

 

We had one guy at our location who only had 13 KP in the final mission.

Had 30 Battle points before the third round.

 

Was at table 1 for that round playing against the guy who ended up in second place with my mech sisters.

 

Table had too much terrain to hit and run with my vehicles, and his battlewagons would just not die.

 

Massacred.

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