View Full Version : THoughts on Ard Boyz Semi-Final scenarios
vutall
06-08-2010, 04:33 PM
So, the Semi-Final scenarios are up. They way I see it, as Prelims heavily penalized mech, these are all heavily penalizing foot slogging. What is everyone's thoughts on them? And any tricks you see?
Edit: added link to scenarios:
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1210230a_2010ArdBoyzSemiScenarios40K.pdf
Hugz4Genestealers
06-08-2010, 04:50 PM
Penalizes a traditional footslogging army, perhaps, but mine utilizes a lot of infiltrating, outflanking, and deep-striking. I see it performing reasonably well, all things considered.
Chris Copeland
06-08-2010, 05:13 PM
I'm with you, Hugz: I don't see this as being too hard on my Bug army... I might not even change my list...
DarkLink
06-08-2010, 05:40 PM
I like missions 1 and 3. 2 just seems like a standard objective game, more or less, so nothing special there.
Mission one will favor armies good at getting in their opponent's face quickly. You can advance for a turn under cover of the fog, then laugh as your opponent's long range weapons can't see you. Then you can pounce on them. Not bad for footsloggers, though, as you get to move up under the cover of the fog for a turn or two without getting hammered.
Mission 2 isn't anything special, really.
Mission 3 is very interesting, and I think it again favors armies that can get up in their opponent's face very quickly. The reserve rules basically give you army-wide outflank, so you can get to your opponent very quickly. This also helps footsloggers get to where they need to be.
I think it will work for footsloggers, or at least very agressive ones like ork hordes/'nidz. IG/SM gunlines, not so much. SW Long Fang spam won't work well here, as in mission 1 they won't have anything to shoot at for the first few turns, and in mission 3 they will have to worry about where the enemy is coming on, and thus probably won't be able to deploy anywhere but the center of the board, or walk on from reserves later.
Nikephoros
06-08-2010, 05:54 PM
I give the scenarios from the prelims a D- and these a B+.
vutall
06-08-2010, 07:13 PM
I think these ones are much better written and planned out. More emphasis on tactical thinking instead of just "Kill stuff, win."
The reason I see it as being penalizing to foot sloggers is that since it is focusing so much on objectives, it makes it very difficult to walk or run to an objective. Even if you deploy right on your line, some of them could be over 30" away, taking at least 4 turns of unhampered movement to get too, where as mechanized or bikes take one or two.
The outflanking on scenario 3 is quite interesting, but does favor assault lists quite well. Plus, being Dawn of War, makes things like the IG heavy armor lists (Basalisks, LR, Medusa's) obsolete.
Hugz4Genestealers
06-08-2010, 07:57 PM
Ah, but see, the tactical thinking can be used to mitigate the advantage a mechanized list has over a footslogging one in this case. Take scenario two for instance: you get to control the placement of (at least half of) the objectives AFTER you get to see how your opponent has deployed. Also, by dropping one close to the center, you ensure that either 60% of the objectives are on your side of the table, or force your opponent to deploy an objective close to the center as well, putting it in easy striking range of your assault troops. Scenario one is a huge boon to foot armies, night fighting on at least the first turn tantamount to unmolested movement towards the neutral objectives, while the center objective is within striking distance from turn one. Scenario three, as you said, will be crazy, with whole armies being able to outflank each other. I see LOTS of side armor shots.
DarkLink
06-08-2010, 10:22 PM
I wish there was something to change up mission 2 a little bit. As it is, it's just an objectives game, where the objectives might end up not being exactly where you want them to be. Yeah, that's real exciting. No special deployment, no crazy special rules that make you think on your toes and adapt.
Personally, I'd've added some night-fighting in to mission 2, starting turn 5. An objectives game where you couldn't just shoot someone off from a distance, but have to get close and finish them off, would be a nice challenge, I think.
The outflanking on scenario 3 is quite interesting, but does favor assault lists quite well. Plus, being Dawn of War, makes things like the IG heavy armor lists (Basalisks, LR, Medusa's) obsolete.
Well, it's not nightfight turn one, so it's not completely bad for them. But, yeah, I think these missions will do a good job of keeping complacent IG players on their toes.
DarkLink
06-08-2010, 10:23 PM
I see LOTS of side armor shots.
On that note, I'd just like to add that I love Land Raiders:D.
vutall
06-08-2010, 11:32 PM
As do I.
As far as battle points go...
Scenario 1: all are pretty easy to obtain.
Scenario 2: All but 1 are pretty easy. How does one get all objectives AND have 0 units in your own deployment zone if an objective scatters into your deployment zone? Heck, that right there could make it so you take second place instead of first (though I HIGHLY doubt it would come to that.)
Scenario 3: All very easy to get.
As do I.
As far as battle points go...
Scenario 1: all are pretty easy to obtain.
Scenario 2: All but 1 are pretty easy. How does one get all objectives AND have 0 units in your own deployment zone if an objective scatters into your deployment zone? Heck, that right there could make it so you take second place instead of first (though I HIGHLY doubt it would come to that.)
Scenario 3: All very easy to get.
QFT. My thoughts on Scenario 2 were to Purposefully Deepstrike an objective in the opponents DZ (If I could based on scatter). Since I Play BA, I will be going to his DZ quickly anyhow.
Duke
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