Mount Franklin Posted September 24, 2016 Share Posted September 24, 2016 Seeing as Ardboyz are one of the only units in game that can take an array of weapons with different abilities. How do you apply wounds to a single unit if some are carrying shields and others are not? Link to comment Share on other sites More sharing options...
MightyQwan Posted September 24, 2016 Share Posted September 24, 2016 I would assume that you assign wounds. So if you take your save with a shield a shield guy take its. I would play it like that rsther than the way defensive grenades works in 40k. 1 guy has them the whole squad benefits. Does not make sense to me Link to comment Share on other sites More sharing options...
Dez Posted September 24, 2016 Share Posted September 24, 2016 Yup, wounds applied as normal. Ardboyz are a unique unit that can have models with different load outs. Link to comment Share on other sites More sharing options...
BrAiKo Posted September 24, 2016 Share Posted September 24, 2016 The rule is fairly straight forward and luckily worded clearly enough on the warscroll. (my Kairic Acolytes had a similar loadout with a few shields amongst the unit when this came up). You choose who suffers the wound as normal. If you choose one of the boyz with shield you make the 6+ save roll. If you choose one of the others, you don't. The real question here is, are there specific situations where strategy would dictate NOT trying out your shield saves for the early casualties and instead leaving them alive until later? (because to me, I would always be killing off the shields first, leaving the hitty guys to fight back) Link to comment Share on other sites More sharing options...
Sadysaneto Posted September 24, 2016 Share Posted September 24, 2016 Shilds ar for elvs. Link to comment Share on other sites More sharing options...
Sangfroid Posted September 24, 2016 Share Posted September 24, 2016 Don't take shields you lose one attack. I tend to apply to the two handers if I'm fighting 5+ save enemy and too the 2 HW if fighting 4+ or better save Link to comment Share on other sites More sharing options...
Enrgie Posted September 25, 2016 Share Posted September 25, 2016 I have a unit of 10 full decked out with shields. This allows me to swap out any double handed orruks or choppa orruks when I game. Also it allows me to run a very tanky build. Win win in my books! Oh yea, I live wysiwyg armies hence I build towards it Sent from my iPad using Tapatalk Link to comment Share on other sites More sharing options...
MarkyMark Posted September 30, 2016 Share Posted September 30, 2016 On 9/24/2016 at 5:06 PM, BrAiKo said: The rule is fairly straight forward and luckily worded clearly enough on the warscroll. (my Kairic Acolytes had a similar loadout with a few shields amongst the unit when this came up). You choose who suffers the wound as normal. If you choose one of the boyz with shield you make the 6+ save roll. If you choose one of the others, you don't. The real question here is, are there specific situations where strategy would dictate NOT trying out your shield saves for the early casualties and instead leaving them alive until later? (because to me, I would always be killing off the shields first, leaving the hitty guys to fight back) Mortal wounds.... Your shield wont save them so whats the point in trying, more so if say 2 mortal wounds and they are 2 wounds a piece if its just 1 mortal wound and they are 2 wounds a piece still worth doing it on a dude with a shield in case he saves the second. Link to comment Share on other sites More sharing options...
Chris Tomlin Posted October 6, 2016 Share Posted October 6, 2016 Yeh you just choose who takes the damage and roll for the shield if they have one. I'm definitely building my next unit of Ardboyz all with shields. I have enough punch in my Brutes that I feel I can utilise Ardboyz in a different, more defensive role. Link to comment Share on other sites More sharing options...
Anaticula Posted October 6, 2016 Share Posted October 6, 2016 1 hour ago, Chris Tomlin said: Yeh you just choose who takes the damage and roll for the shield if they have one. I'm definitely building my next unit of Ardboyz all with shields. I have enough punch in my Brutes that I feel I can utilise Ardboyz in a different, more defensive role. Same here. I will probably add 2 great weapons though. Link to comment Share on other sites More sharing options...
Anaticula Posted October 11, 2016 Share Posted October 11, 2016 A question about your experience: I have not been playing Ardboyz with shields yet. I was determined to give them shields but now I realized it just gives them another 6+ save. That is imho not so great. Is it really worth it to miss out the attacks? Link to comment Share on other sites More sharing options...
tolstedt Posted October 11, 2016 Share Posted October 11, 2016 6 hours ago, Anaticula said: A question about your experience: I have not been playing Ardboyz with shields yet. I was determined to give them shields but now I realized it just gives them another 6+ save. That is imho not so great. Is it really worth it to miss out the attacks? Typically you'll have 3-5 models in a 10 man unit that are in the back rank and do not reach combat before they die. Make these your shield guys. Then you are not missing any attacks and may save a wound or two, increasing tankiness of the unit. Depends on the situation. Sometimes you'll be able to surround a unit of skellies with crypt shields completely and the rend will wreck them. Set yourself up for the situation by utilizing the weapon loadout. I haven't done match play tournaments, but if the tournament doesn't require you to write weapon loadouts when you submit your lists that makes the ardboys very good at 180 points as you can kit them out as you place them on the board in reaction to how the enemy is deploying. If you do have to list the weapon loadouts for each unit, it's probably best to take 3 shields in each unit. Link to comment Share on other sites More sharing options...
Furious Posted October 11, 2016 Share Posted October 11, 2016 Three shields is statistically one wound saved. I've rarely gotten all 10 of my ardboys into combat, so it's certainly worth fielding that in a unit of 10 - maybe five to seven in 20 without and detriment to damage output. Just as long as you're good at keeping them in formation, and they don't get ambushed. Link to comment Share on other sites More sharing options...
tolstedt Posted October 12, 2016 Share Posted October 12, 2016 While we're here, I have a question about drummers and standards. I could not find an answer in an FAQ. Is it played as WYSIWYG, meaning drummers can't attack and standards swing with one weapon, or do the models get the same weapon load out (my buddies tell me this is how it was in WHFB, but I did not play and do not know) as the other models in the unit? If they are armed and attack like the rest of the unit, how would this work for ardboys in particular? Link to comment Share on other sites More sharing options...
tolstedt Posted October 12, 2016 Share Posted October 12, 2016 While we're here, I have a question about drummers and standards. I could not find an answer in an FAQ. Is it played as WYSIWYG, meaning drummers can't attack and standards swing with one weapon, or do the models get the same weapon load out (my buddies tell me this is how it was in WHFB, but I did not play and do not know) as the other models in the unit? If they are armed and attack like the rest of the unit, how would this work for ardboys in particular? Link to comment Share on other sites More sharing options...
Dez Posted October 12, 2016 Share Posted October 12, 2016 Same weapon loadout, it's in the FAQ Link to comment Share on other sites More sharing options...
tolstedt Posted October 12, 2016 Share Posted October 12, 2016 2 minutes ago, Dez said: Same weapon loadout, it's in the FAQ Yep just found it thank you. Link to comment Share on other sites More sharing options...
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