‘Ard Boyz List: AC + WH
As promised I’m posting some of my ‘Ard Boyz test lists. I’m still no closer to making a decision, but it should still be a fun exercise.
In honor of the past few posts (and the many comments), I’ll start with a 2,500 point Armored Company list:
HQ
Command Tank
- Leman Russ (Ace Gunners, Ace Sponson Gunner, Anti-tank Rounds, Evasive Driving, Extra Armour, Improved Comms, Lascannon, Sponson Heavy Bolter
ELITE
Ordo Hereticus Inquisitor (Bolter)
- Retinue: 3 HB Servitors
- Landraider
Ordo Malleus Inquisitor (Bolter)
- Retinue: 3 HB Servitors
- Landraider
Tank Ace
- Leman Russ (Ace Gunners, Anti-tank Rounds, Evasive Driving, Extra Armour, Smoke Launchers, Lascannon, Sponson Heavy Bolter)
TROOPS
Tank Unit
- Leman Russ (Ace Gunners, Evasive Driving, Extra Armour, Heavy Bolter, Sponson Heavy Bolter)
Tank Unit
- Leman Russ (Ace Gunners, Evasive Driving, Extra Armour, Heavy Bolter, Sponson Heavy Bolter)
10-man Battle Sisters Squad (Meltagun, Heavy Flamer, VSS w/Book)
10-man Battle Sisters Squad (Meltagun, Heavy Flamer, VSS w/Book)
5-man Ordo Malleus IST Squad (2x Plasma Guns)
5-man Ordo Malleus IST Squad (2x Plasma Guns)
HEAVY
Leman Russ Demolisher (Ace Gunners, Evasive Driving, Extra Armour, Smoke Launchers, Heavy Bolter, Sponson Heavy Bolter)
Leman Russ Demolisher (Ace Gunners, Evasive Driving, Extra Armour, Smoke Launchers, Heavy Bolter, Sponson Heavy Bolter)
Leman Russ Demolisher (Ace Gunners, Evasive Driving, Extra Armour, Smoke Launchers, Heavy Bolter, Sponson Heavy Bolter)
NOTES
I think the use of this list is pretty self-explanitory (but when has that ever stopped me??).
1. Seven Leman Russes: 2 BS4 Russes w/Anti-tank Rounds for dealing with those pesky Landraiders. 2 regular Russes. 3 Demolishers. Ace Gunners (rarely missing in 5E) and Evasive Driving all around.
2. Two Landraiders: Each holding 10 Sisters of Battle. They cover the flanks of my line (extending the AV14) and become very solid scoring units. Just try killing 10 Sisters in a Landraider in six turns. Go ahead. Try.
3. Footsloggers: Four units on foot (two Inquisitors w/ 3 HB Servitors — Targeters are fantastic in tournaments) and 2 units of ISTs with Plasms Guns. They are scoring units that run from cover to cover (and they can help deal with deep striking units, like Terminators).
MISSION NOTES:
1. Annihilation: Kill points are a little high at 17, but that’s artifically high by my Inquisitor squads. In a kill point mission, I should be able to only present 11 KPs to my opponent.
2. Sieze Ground: This should be a pretty easy one for me. I’ll keep the Inquisitors and ISTs on my objective and push forward with my tank line. I should be able to handle outflanking units in this mission.
3. Capture and Control: This one is a bit tougher and will require me to carefully place my objectives. The goal is to place a couple in locations where my ISTs can claim them without presenting a target to my opponent (this is tougher in 5E). Otherwise, I can just walk them behind a tank and cower behind the inevitable wreckage.
I shouldn’t have a problem getting 6 turns out of this army and deployment is a cinch! Definitely worth play testing.
Any thoughts?