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Made in ca
Shas'la with Pulse Carbine




Champions of Fenris Detachment - Wolves
HQ
Bjorn w/ Las

Elites
4x Venerable dreadnoughts with 2 TL AutoCannons, extra armor
2x Venerable Dreadnoughts with Shield and Axes, extra armor, drop pods

Heavy
LongFangs - 5 Flakk missiles

Forificatiion
Aegis Line W/ quad gun

Allied detachment - BA
HQ
Libby Dread with upgrades

Elite
DC Dread with Claws, Drop pod

Troop
Cassor the damned DCD Dread

FA
Drop pod

I love dreads - Fun game list. I ran the points with battlescribe last night.

Idea is to have the 4 riflemen dreads at the aegis line with the libby dread and the long fangs and Bjorn. Put the line at the front of the deployment zone to give them all cover.

Bjorn and the libby dread are at the back providing support against infiltration and deep strikers and buffing what ever needs it. Was think of divination to buff long fangs.

The CC dreads drop around the map causing problems for everyone. 10 dreads + long fangs basically.

9000
8000
Knights / Assassins 800  
   
Made in us
Badass "Sister Sin"






Camas, WA

Long fangs aren't dreads.  Also, why all the extra armor?

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Made in ca
Shas'la with Pulse Carbine




All Dread List (+) - the plus are the long fangs, pods and aegis.

Extra Armor-
I dunno, just prefer not to have them get to messed up when they're in the heat of battle.

I'd be fielding this against nids or Chaos marines.

I figure it covers, shooting, assaulting, anti-air, and gets some pysker powers in there.

9000
8000
Knights / Assassins 800  
   
Made in us
Regular Dakkanaut





Hunting with the 13th

Cool list! Some suggestions:

-Add Smoke Launchers to your Axe/Shield dreads
-The Long Fangs are probably not needed, as you have enough pseudo-AA in your dakka dreads. Plus, if they fall, you have nothing to man the quad gun, so I would save the 50 points.
If you want to run something different, try an Iron Priest on Thunderwolf, with some cyber wolves; you can attempt repairs a few times during the game, and you have some much-needed mobility at a fairly low cost. Or, if you want to have even more random run, replace them with a Culexus Assassin in a pod.

-I prefer Helfrost on Bjorn, rather than a LC, and I would plan on dropping him either mid-field, or in your opponent's face, along with the Axe dreads.

-Adding one more pod (I count 4?) will let you drop in 3 on turn 1.


I am working on a similar list (with BA dread allies), so I look forward to hearing how this list works for you.

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Made in us
Ancient Ultramarine Venerable Dreadnought






Illinois

Wow---looks good!
Never thought I'd see an all dread list... :O

INSANE army lists still available!!!! Now being written in 8th edition format! I have Index Imperium 1, Index Imperium 2, Index Xenos 2, Codex Orks Codex Tyranids, Codex Blood Angels and Codex Space Marines!
PM me for an INSANE (100K+ points) if you desire.
 
   
Made in nl
Regular Dakkanaut




UK

You could use the Flesh Tearers detachment from Baal - Exterminatus.

Compulsory: 1HQ, 1Troop, 1Fast Attack (Which you are doing anyway.

Optional: 1HQ, 3Troop, 3Elite, 5Fast Attack, 3Heavy Support, Fortification, Lord Of War

Restrictions: All must be Blood Angel Faction

Bonus: whenever a model makes a charge and rolls a 10+ then they have Rage, even if they don't move the full 10.

Not very useful on DC Dreds, but can be fun on Furiosos (especially with Magna Grapples)...

Guardsman: "Sir, we appear to have brought knives to a gunfight"

BANG!!!

Commissar: "Anymore questions?" 
   
Made in us
Badass "Sister Sin"






Camas, WA

 Thantos Kalev wrote:
Plus, if they fall, you have nothing to man the quad gun, so I would save the 50 points.

Dreads can man the Quad.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Regular Dakkanaut





Hunting with the 13th

 pretre wrote:
 Thantos Kalev wrote:
Plus, if they fall, you have nothing to man the quad gun, so I would save the 50 points.

Dreads can man the Quad.

Page 109 of the 7th LRB states that "one non-vehicle model in base contact with a gun emplacement can fire it." Since Dreads are vehicles, I don't think they can...Unless I am missing something?

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Made in nl
Regular Dakkanaut




UK

Do you need the quad gun? Not sure but can you take Mortis pattern in either BA or SW?

Guardsman: "Sir, we appear to have brought knives to a gunfight"

BANG!!!

Commissar: "Anymore questions?" 
   
Made in us
Badass "Sister Sin"






Camas, WA

Bah, my bad.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in nl
Regular Dakkanaut




UK

How about Vengeance weapons instead of the Defence Line?

2 Venegance Batteries (AV 14 all round) each with either Punisher or Quad Lascannons costs 150. Any they can fire themselves so no need for any infantry at all

Guardsman: "Sir, we appear to have brought knives to a gunfight"

BANG!!!

Commissar: "Anymore questions?" 
   
Made in us
Badass "Sister Sin"






Camas, WA

That's actually a good match for the list too. Or a Magos upgraded Firestorm Redoubt. You may be able to hide a Rifleman or two behind it for cover.

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Made in gb
Been Around the Block






Murderfang

Nuff said!
   
Made in us
Ambitious Space Wolves Initiate




New Jersey...The other end of the warp.

 Relentless136 wrote:
Murderfang

Nuff said!



Agreed. The Axe/shield dreads are ok...but murderfang is great for his points. Make sure to put him in a pod for full effect.
   
Made in ca
Shas'la with Pulse Carbine




Neomagicwarrior wrote:
 Relentless136 wrote:
Murderfang

Nuff said!



Agreed. The Axe/shield dreads are ok...but murderfang is great for his points. Make sure to put him in a pod for full effect.
\

Thanks for all the feedback so far.

I've had crazy success with AxeDreads - Each one of them handles so much firepower and dominate in close combat. A lot of success against chaos demon engines, tanks, oblits, etc..
Really susceptible to fliers and FMC as they easily hit them from the back.

I've fielded Murderfang about 4-5 times now and each time he never does anything. He so scary that he draws a lot of fire and dies. I don't think he has ever been in cc before.

Vengence batteries are an interesting idea at 150pts for 2. but bs2 sucks. Firestorm is interesting with magos upgrade - it comes to 250 or so right?

I never want to rely on anti-air with no skyfire rules unless their tau missile sides and have an overwhelming number of shots.

We don't use FW. find FW products over powered/under costed for 40k games

-Adding one more pod (I count 4?) will let you drop in 3 on turn 1.
---- I always thought the rule was half of your pods can drop on turn 1, rounding up. To me that means that if you have odd numbers of pods you can can round up. like 3 pods, 2 drop first turn.

I don't see the smoke as a must take for shield dreads since they have a 3+ invuln.


9000
8000
Knights / Assassins 800  
   
Made in us
Regular Dakkanaut




Neomagicwarrior wrote:
 Relentless136 wrote:
Murderfang

Nuff said!



Agreed. The Axe/shield dreads are ok...but murderfang is great for his points. Make sure to put him in a pod for full effect.


Murderfang is great, unless he gets immobilized as soon as he pops out of his drop pod . First game I used him he did great, then for the next 3 games he was immobilized when he came in, then one game he didn't come in at all because I was so far ahead we called it at the end of turn 3 and in my last game he came in got into combat and was glanced to death by scarabs and wraiths, but I always take him when running CoF detachment.
   
Made in us
Regular Dakkanaut





Hunting with the 13th

Naaris wrote:

-Adding one more pod (I count 4?) will let you drop in 3 on turn 1.
---- I always thought the rule was half of your pods can drop on turn 1, rounding up. To me that means that if you have odd numbers of pods you can can round up. like 3 pods, 2 drop first turn.

Correct; since you have 4 in your list, adding one more will give you 5; hence, you can drop in 3.

Narris wrote:
I don't see the smoke as a must take for shield dreads since they have a 3+ invuln.


The 3++ is only good from the front, so the smoke launchers give you an extra bit of protection for that first turn that you drop in and cannot do anything.

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