If you missed yesterday, this is a part 2 of the Ard Boyz missions. Yesterday I discussed the Scout USR rule, some generic Ardy Boyz, and the oddball of the missions, Mission #1. Now we are getting down to the 2nd and 3rd missions.

The Words of Faeit is a weekly post, dedicated to my thoughts on the strategy and tactical side of the game. They are not to be written in stone as "No plan of operations extends with certainty beyond the first encounter with the enemy's main strength" (or "no plan survives contact with the enemy"). Quoted from Helmuth von Moltke.

Mission #2 Whoz got da Motz!
Im not listing the missions, they can be found here
40K_Ard_Boyz_Prelim_Scenarios_08.01.11

The first thing to know about this mission is that it is table quarters with no Outflanking. There are 5 missions, spread out with the center one being worth 4 points. The neutral zone objectives are worth 2 and deployment zone objectives worth 1.

As with any mission the Objectives are what you are playing for first and foremost and its the center one that you want. Take this objective, as you will need this one to pull off a massacre. Grab one of the sides or contest the others. You do get a bonus point if you control all the objectives but hey, if you can do this you are superman, or a horde army.

You have a full 6 rounds to win this one.

How to win it
1. The Center Objective (4pts) is key. Get it and hold it. This is not the objective to contest, you must win this one. Obliterate the center with everything you got.

2. Your board edge neutral quarter objective(2pts). Hold a scoring unit in reserve (or two if you need it), and come in off your board edge nearest the neutral objective. Come in and grab this objective, hopefully later game.

3. Keep your Deployment Zone Objective (1pt). Yes its only worth 1pt, but you will need it encase you cannot get your opponent off their own deployment zone objective.

4. Finally contest or blow them away off the last neutral objective.

5. Then start worrying about battle point modifiers.

Battle Point modifiers
Controlling all objectives. Rare but possible, unless you are a massive horde army. +1
Keep your opponent out of your deployment zone. Should not be too hard +1
Keep your HQ's alive. Yes all of them. +1
Kill all your opponents Heavy Support Choices. +1. Get the troops first as they matter most.

Mission #3 Head of Da Snake!
Im not listing the missions, they can be found here
40K_Ard_Boyz_Prelim_Scenarios_08.01.11

This is the most simple of them all. Straight Victory Points with a simple twist.

Nominate a single HQ choice as your General, it now counts for double victory points. Now this one is funny if your opponent only has expensive HQ's. Or its funny if they have a Split HQ like Haemonculi. You double the points for the entire HQ choice, not just one of them. So 3 Haemonculi would have their victory points doubled if that was the one HQ choice selected.

The game is Random Game Length, but you do not need to really get anywhere, except to kill things.

You must win this game by 1126 victory points to score a massacre. So I hope you brought your army destroying list.

If for any reason you didn't know what was coming and you have a reticules army general cost, try and not lose it. There are only 2500 victory points available, and if you carry a heavy weight, allowing a total of 2800 points possible to your opponent is a big disadvantage... (Draigo at 275 means he is worth 525 victory points, or 3 Haemonculi could easily reach 300 making their deaths worth 600pts).

Tactics are simple. Destroy your opponent, keep your general alive.

Battle Point Modifiers
These are much easier to accomplish when you are simply doing one thing (killing your opponent).

+1 if you kill all your opponents troop choices
+1 if your general is alive at the end of the game
+1 if you kill all your opponents fast attack choices.
 
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