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Monday, September 5, 2011

'Ard Boyz Regionals Part IV: Missions are Up and another SW list

The missions for 'Ard Boyz regional can be found HERE.


Let's do a quick break down of my initial thoughts followed by a durable, easy to run Space Wolf list that can take advantage of each mission.







Scenario 1:

VP mission with extra little something attached with Dawn of War deployment. That little something comes from each player is required to nominate a single troop model that is not a MC or Vehicle and escort it into your opponents deployment zone by end game to receive an extra 500 VP.

Note; this is dawn of war...so your opponents deployment zone is 6ft long and only 2ft from your own board edge. Also notice,while the specials rules are many (Infil, Deep Strike, Outflank, Reserves, and seize) the do not include first turn night fight.

This mission favors mech and armies that have enough troop units to throw one away by running and hiding your messenger all game. The mission also favors those armies that like to close with their enemies or occupy mid-field.

Scenario 2:

Another mission that will favor mech armies and those that do well by occupying mid field. Pitched deployment with a central objective. The player with the most scoring units within 6" of the objective wins. Obviously armies with more troop units has a hand up here. No last minute contesting skimmer tactics will help here, just he who has the most in that 12' diameter circle wins. Beware lash and tank shock, however. Also random game length could provide some nice bunched up targets for templates.

Scenario 3:

Last is a mission GW must thing is compulsory. Spearhead deployment with the "Don't know what the mission is till turn 3" mission. This also favors mech and armies that like mid field. Turn three you find out if KP, table quarters or terrain features. The easiest(meaning fastest) place to reach all four quarters and on most board the standard 6 pcs of terrain is exactly where on all tables?...Yeah, the center of the board. Also, if your a mid field army, you will of course go to mid field whether KP or not...so, you are not hampered in your tactics by the unknown presented in this game.

Overview:

GW bolstered the special rules section of each mission, granting the same special rules each mission to include; Infiltrate, deep strike, outflank, reserves, and seize. Notice no night fight in any mission this round. All three missions as mentioned favors mech and mid field aggression.

I have had a few 2500 point lists running through my mind lately and I like this one for a couple reasons. It is easy to build, easy to run, highly durable, max troops, made for mid field aggression, and has plenty of mech.

SW 2500:

·         Njal                                                                                                                                          245
·         Gry Hntrs: 9(135), 1 melta (5), pwr wpn(15), wlf stnd(10), Mrk of Wulf(15), rhino(35):     215
·         Gry Hntrs: 10(150), 2 melta (5), pwr wpn(15), wlf stand(10), Mrk of Wulf(15), rhino(35):   230
·         Gry Hntrs: 10(150), 2 melta (5), pwr wpn(15), wlf stand(10), Mrk of Wulf(15), rhino(35):   230
·         Gry Hntrs: 10(150), 2 melta (5), pwr wpn(15), wlf stand(10), Mrk of Wulf(15), rhino(35):   230
·         Gry Hntrs: 10(150), 2 melta (5), pwr wpn(15), wlf stand(10), Mrk of Wulf(15), rhino(35):   230
·         Gry Hntrs: 10(150), 2 melta (5), pwr wpn(15), wlf stand(10), Mark of Wulf(15), DP(35):   230
·         Land Speeder Typhoon Squadron: #2, HB plus MM (70ea)                                                     140
·         Land Speeder Typhoon Squadron: #2, HB plus MM (70ea)                                                     140
·         Land Speeder Typhoon Squadron: #2, HB plus MM (70ea)                                                     140
·         Long Fangs: #6(90), 5 Missile Launchers (50)                                                                        140
·         Long Fangs: #6(90), 5 Missile Launchers (50)                                                                        140
·         Long Fangs: #6(90), 5 Missile Launchers (50), rhino (35)                                                      175
**2485 (I would magnetize dozer blades to the first three rhinos for 5pts each, making 2500)
Notes:
Plenty of mech, mid field aggressive, with Njal creating hate and havoc from where he needs to be for max effectiveness...mid field and close to opponent.
Though Njal will always....always attempt to stay embarked either in the rhino with 9 GH's or the Long Fang Rhino.
The DP GH is for alpha strike, to mess with your opponents deployment, or clog fire/approach lanes by deploying empty while the GH's jump in the long fang unused rhino.
Plenty of redundancy, 60 GH's is always good. 11 meltas, 6 Heavy Bolters, 6 Multi Meltas, 15 missile launchers...and Njal
One may notice there are no power fists. That is on purpose. As in this list I feel they are not needed. Yes, a dred could conceivably tie up a unit of GH's, blah, blah...but with 11 meltas and 6 multi meltas and 15 ML's if that happens....you have done something very, very wrong and a power fist would be unlikely to help sort it out.
Thanks for the read,
BDS

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