For Holy Terra Because space is scary

7Aug/115

‘Ard Boyz list

That squig is going to need some Pepto-Bismol®. And possibly a Band-Aid®.

That squig is going to need some Pepto-Bismol®. And possibly a Band-Aid®.

I’m going with the Salamanders for ‘Ard Boyz, because they’re the best-painted, and I’ve been using them a lot lately.  I figure, after this, I’ll switch back to my underused Blood Angels for a while.

So, here’s the list I’m going with.  Input would be helpful!

HQ
190 – Forgefather Vulkan He’Stan
140 – Librarian (Null Zone/Might of Ancients) – Terminator Armour w/ Storm Shield

Troops
275 – Tactical Squad 2 (x10) – Sergeant w/ Power Fist & Combi-Melta,  Flamer, Lascannon in Rhino w/ Extra Armour & Hunter-Killer Missile
275 – Tactical Squad 3 (x10) – Sergeant w/ Power Fist & Combi-Melta,  Meltagun, Multi-melta in Rhino w/ Extra Armour, Hunter-Killer Missile & Dozer Blade
255 – Tactical Squad  6 (x10) – Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-Melta in Drop Pod w/ Locator Beacon

Elites
280 – Assault Terminator Squad A (x7) – Thunder Hammers & Storm Shields
200 – Assault Terminator Squad B (x5) - Thunder Hammers & Storm Shields
205 – Ironclad Dreadnought – Chainfist, Heavy Flamer, Ironclad Assault Launchers in Drop Pod w/ Locator Beacon

Fast Attack
140 – Land Speeder Squadron (x2) – 2x Heavy Flamers, 2x Multi-melta

Heavy Support
275 – Land Raider Crusader – Extra Armour, Multi-Melta
265 – Land Raider Redeemer - Extra Armour, Multi-Melta

53 models, 15 kill points.  The locator beacons allow me to concentrate reserves if I choose to use them, meaning I can deep-strike the Terminators if I need to, and bring the Land Speeders in on target for some troop-roasting or tank-melting action.  If I deep strike the termies, Vulkan will ride with Tactical Squad 6 in the Drop Pod.  They should be able to put a significant hurt on whatever they land next to.  I’ll probably do that one way or the other for the Head of da Snake! mission, and keep the Land Speeders well out of harm’s way, as well.

This list is a balance between my current mech-heavy list and my original steel rain drop pod list.  It’s good for flexibility and pretty much ignoring the hang-ups of the different deployments.  Spearhead?  OK, so half of my force is pinned down in the back, and the other half can deep strike.  Dawn of War?  Two troops choices on the board to start, second one comes in first turn.  Either way, I try to go second.  Even Pitched Battle works well, as I’d just take advantage of as much cover as possible and then start my advance.  I may want first turn on that, but going second is no major problem.

Modelling-wise, the only thing I need to do to get this list ready is magnetize a heavy flamer for one of the Land Speeders and find a quick way to attach the Hunter-Killer missiles.  I’ll probably just magnetize them and sneak a magnet inside the Rhinos next to the hatch.

As for painting, just about everything is table-ready, and everything has the requisite three colors.  Some of the Terminators need work, the Land Speeder chin weapons are bare, and the Drop Pods still need the inner doors painted.  I probably should attach the Ironclad Assault Launchers to the Dread, just to be sure.  I should have magnetized them, but I didn’t think of it when I built it.

Comments/suggestions?

Edit: From Tristan’s suggestions –

HQ
190 – Forgefather Vulkan He’Stan
140 – Librarian (Null Zone/Might of Ancients) – Terminator Armour w/ Storm Shield

Troops
250 – Tactical Squad 2 (x10) – Sergeant w/ Power Fist & Combi-Melta,  Flamer, Lascannon in Rhino
265 – Tactical Squad 3 (x10) – Sergeant w/ Power Fist & Combi-Melta,  Meltagun, Multi-melta in Rhino w/ Extra Armour & Dozer Blade
245 – Tactical Squad  6 (x10) – Sergeant w/ Power Fist & Combi-Melta, Meltagun, Multi-Melta in Drop Pod

Elites
280 – Assault Terminator Squad A (x7) – Thunder Hammers & Storm Shields
240 – Assault Terminator Squad B (x6) - Thunder Hammers & Storm Shields
195 – Ironclad Dreadnought – Chainfist, Heavy Flamer, Ironclad Assault Launchers in Drop Pod

Fast Attack
140 – Land Speeder Squadron (x2) – 2x Heavy Flamers, 2x Multi-melta

Heavy Support
275 – Land Raider Crusader – Extra Armour, Multi-Melta
275 – Land Raider Crusader - Extra Armour, Multi-Melta

  • Tristan M

    All the extra armour seems a bit excessive, if you ditched it and 1 h/k you could get another land speeder (who i would not run in a squadron) or upgrade libby to epistolary.

    I would maybe take a different power than Might of the Ancients.  I think you have enough CC Str with all the MC TH, suggest maybe Quickening (so he could have a chance to strike first against high I – if he was epistolary then you’d just need 1 unsaved wound for the force weapon to be deadly)  or maybe Machine Curse.

    • Paul Bagosy

      Actually, I’ve found that the Extra Armour is a lifesaver, especially on the Land Raiders.  More often than not, it’s going to be a glancing hit, which is likely to reduce it to a 2, and keeping them moving is paramount.  Not so much with the Rhinos, but they are troop transports, so having them moving around is a necessity.  I might be able to drop the Extra Armour on the first one (without the Dozer Blade), as the main plan for that one is as a bunker for the Lascannon squad.  That and the HKs would give me 35 points.

      As for the Land Speeder, well, I’ve got one, and it’s built… but it doesn’t even have primer on it yet, and it’s not likely to by Saturday.  I have been going back and forth about whether to have those two in a squadron or separate – the benefit to the squadron is that it’s a single kill point.  Otherwise, it’s a lot better to have them running alone.

      The epistolary seems like a waste of points to me.  That extra power is only going to be useful in turns where I assault and get into base-contact with a multi-wound model, which is something I probably want to avoid as much as possible.  I’d much rather wade in against scrubs and do my power weapon damage with Might of Ancients than have to rely on the force weapon to take something down.  Remember, he’s going to be riding with 5 THSS termies, so they’ll still need something to tenderize when it’s their turn to play.

      My biggest list concern is the 20 points I’m shoveling into the HK missiles.  I could stand to drop the Locator Beacons, but I still don’t know what I’d do with the extra 40 points, and my terminator transport slots are all used up.  Although, if I drop the extra armour on the first Rhino, the HKs and the Locator Beacons, that gives me 55 points – just enough to upgrade the Redeemer to a Crusader and add another Terminator.

      • Anonymous

        you can take an attack bike for 40 pts if you have one, it even with an hb it could just drive around annoying opponents and is a small sized (almost unnoticable I would say in your army) last minute objective contestor

        • http://forholyterra.hobbycore.net Paul Bagosy

          I had a tweak to this list that got eaten in a browser crash, and my actual list wound up being close to the edit with some adjustments.  I’m about to post two new concepts.

      • Anonymous

        You can also always take more locator beacons…