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Made in us
Moustache-twirling Princeps





PDX

HQ:
Vulkan [190]

Elites:
(5) Assault Terminator Squad
Thunder Hammers / Storm Shields
[200]

(5) Assault Terminator Squad
Thunder Hammers / Storm Shields
[200]

Ironclad Dreadnought
w/ Heavy Flamer, Meltagun
Drop Pod w/ Locator Beacon
[190]

Troops:
(10) Tactical Squad
Flamer, Multimelta, Power Fist
Drop Pod w/ Locator Beacon
[240]

(10) Tactical Squad
Flamer, Multimelta, Power Fist
Drop Pod w/ Locator Beacon
[240]

(10) Tactical Squad
Flamer, Multimelta, Power Fist
Drop Pod w/ Locator Beacon
[240]

[1500]

Just tinkering with this list. The general idea is, I can toss out two Tac Squads first turn, or one and the Dread. This means if I go after their objectives, I can get the Terminators to come down on their hardspots. My only beef is they can't assault that turn, but they should survive and be able to jump in with master-crafted hammers swinging. Vulkan rides down with a Tac Squad and gives my 3 Flamers, 1 Heavy Flamer, 3 Multimeltas and 1 Meltagun a nice boost overall.

How does that look? Good? Bad? Ugly?

   
Made in us
Moustache-twirling Princeps





PDX

One option I am tinkering with is dropping the Dread (anti-vehicle magnet) and a PFist to toss in another set of Termies. Or, I can make my current Termies shooty for when they drop in and can shoot, instead of waiting the full turn to assault.

Thoughts?

   
Made in us
Roarin' Runtherd




Looks good at first glance. Probably will be nice against the new IG tanks.

I think I had a plan using a Drop Pod Dread, with a Lascannon/Multi Melta, getting it behind a tank, and try to take it out.

Will all those Termies, it will be pretty good too. Although, Termies are a bit expensive, they can turn a game around.

Looks good though.
   
Made in us
Moustache-twirling Princeps





PDX

Revised list with two options:

HQ:
Vulkan [190]

Elites:
(10) Assault Terminator Squad
Thunder Hammers / Storm Shields
[400]

(5) Assault Terminator Squad
Thunder Hammers / Storm Shields
[200]

Troops:
(10) Tactical Squad
Meltagun, Multimelta, Power Fist
Drop Pod w/ Locator Beacon
[245]

(10) Tactical Squad
Meltagun, Multimelta, Power Fist
Drop Pod w/ Locator Beacon
[245]

(10) Tactical Squad (Vulkan)
Flamer, Heavy Bolter, Power Weapon
Drop Pod
[220]

[1500]

OR:

Elites:
(10) Terminator Squad
w/ 2x Cyclone Missile Launcher [460]

Fast Attack:
(2) Land Speeder
w/ Heavy Flamer, Multimelta [140]

[1500]

The first one still has the problem of Termies hitting and spending a round being shot to pieces. The others can shoot, but don't have that awesome 3+ Invuln, either. The latter list does, at least, have a pair of Land Speeders that can hit on the Beacons and torch troops or bust vehicles.

Still, I want to make this competative.

C&C?

   
Made in us
Roarin' Runtherd




Eh.
Is this for a anti tank army?

I would maybe drop 5 termies, get a thunderfire cannon, then get something else.
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

Or, drop some Termies for a Legion of the Damned Squad with Multi-Melta or Heavy Flamer. It would fit the Deep Strike scheme (sort of), and you'd have a twin-linked S&P MM or HF walking around in a body-heavy squad with 3++ all around. Spendy, but hey, it's a different flavor of Elite, and I'm just throwing it out there as an alternative option:

Legion of the Damned x 6; Powerfist, Combi-Flamer, Flamer, Heavy Flamer - 270 pts

Or same x 10 for 390, if you want extra 3++ bodies.

You can also switch all of that equipment to Melta equivalents for the exact same price, and with a re-roll on the deep strike to get those flamers/meltas exactly in position. This would be a good unit to drop outside of your beacon radius, to get some pesky guardians or pathfinders in cover, or in the melta config, to pop tanks like all that new IG artillery out of LOS to your initial drop location.

Otherwise, I would actually consider a D-P Thunderfire Cannon to go with this force.



Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
Made in us
Moustache-twirling Princeps





PDX

HQ:
Vulkan [190]

Elites:
Ironclad Dreadnought
w/ Heavy Flamer, Meltagun, Assault Launchers
Drop Pod
[195]

Ironclad Dreadnought
w/ Heavy Flamer, Meltagun, Assault Launchers
Drop Pod
[195]

Ironclad Dreadnought
w/ Heavy Flamer, Meltagun, Assault Launchers
Drop Pod
[195]

Troops:
(10) Tactical Squad
Flamer, Multimelta, Power Fist, Combi-Melta
Drop Pod
[250]

(10) Tactical Squad
Flamer, Multimelta, Power Fist, Combi-Melta
Drop Pod
[250]

(10) Tactical Squad (Vulkan)
Meltagun, Power Weapon
Drop Pod
[225]

[1500]

Latest list. I am hoping it is competative.

   
Made in ca
Regular Dakkanaut





Canada

I don't believe vulkan lets your seismic hammer reroll. IIRC the codex states specifically it is not a TH profile.

Nuclear: Properly pronounced new-clear, not new-cue-lir. There is no 'u' between the c and l, so stop saying it because it just makes you sound like a dumbass. This includes nucleolus, and all other derivatives of the word.
 
   
Made in ca
Regular Dakkanaut





Canada

Double post sorry.

This message was edited 1 time. Last update was at 2009/04/21 21:21:01


Nuclear: Properly pronounced new-clear, not new-cue-lir. There is no 'u' between the c and l, so stop saying it because it just makes you sound like a dumbass. This includes nucleolus, and all other derivatives of the word.
 
   
Made in us
Roarin' Runtherd




karmaiko wrote:I don't believe vulkan lets your seismic hammer reroll. IIRC the codex states specifically it is not a TH profile.


Correct.
   
Made in us
Moustache-twirling Princeps





PDX

Yea, but that doesn't matter much. With all those Meltas and Flamers, it should be rather useful.

   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

That AV13 is mean, as well as being a CC beast. You may want to drop the assault launchers. Also, I thought you could only put 10 marines in a pod... would you CS the squad with whom Vulkan drops?

This message was edited 2 times. Last update was at 2009/04/21 23:04:53


 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

I don't see why you wouldn't go ahead and put a MM in the pod with Vulkan. It's free, and the guys still has his bolt pistol for the disembarking round.



Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
Made in us
Bounding Assault Marine




Los Angeles

12 men to a pod.

SM pg 69

I'd drop the assault launchers and put a locator beacon on whatever you plan to drop first. but that is personal preferance, with DPs you don't really need to worry that much about missing.

but I like the list.



Not enough 殺氣 ( sorry i have to apologize i honestly dunno how to say this in english ... ) "kill aura" xD -Lunahound 
   
Made in us
Moustache-twirling Princeps





PDX

I may put in the MM for Vulkans squad. Its free, as you said. Otherwise, I think I may have found a suitable list. The Launchers I am going to test, but I might toss some HK missiles on them for kicks someday. 1-shot Krak can help aid in vehicle killing at a range greater than 12" for the Ironclads.

   
Made in us
Bounding Assault Marine




Los Angeles

em_en_oh_pee wrote:I may put in the MM for Vulkans squad. Its free, as you said. Otherwise, I think I may have found a suitable list. The Launchers I am going to test, but I might toss some HK missiles on them for kicks someday. 1-shot Krak can help aid in vehicle killing at a range greater than 12" for the Ironclads.

yeah, but you can drop all three ironclads whereever you want in the first turn. if they have more than three heavy tanks you are fighting guard. and at 1500 points you have already killed 30%+ of their army on the first turn. I don't think you will need the extra tank firepower. but that's just me.

if you increase this to 2000 you might want to think about adding MM + HF Speeders

This message was edited 1 time. Last update was at 2009/04/22 07:04:31



Not enough 殺氣 ( sorry i have to apologize i honestly dunno how to say this in english ... ) "kill aura" xD -Lunahound 
   
Made in us
Swift Swooping Hawk




As a thought, how about dropping a dread and adding in 3 land speeders, using whatever mix of melta/ flamers fits best in your metagame? Could have all 3 with two heavy flamers for 180 points ... another 10 to change one to a melta would be 190.
These would be 3 single speeders, no point in making a squadron out of these throw away guys. Gives you a bit of speed and would at least serve as a distraction as they lunge in to cripple their targets, your list currently is tough but very slow. Dont expect the speeders to live long but also dont underestimate how much they are going to change your opponent's plans.

Sliggoth

Why does my eldar army run three fire prisms? Because the rules wont let me use four in (regular 40k). 
   
Made in us
Moustache-twirling Princeps





PDX

Well, I am not sure speed will matter as much. In objective games, I just come right down on their objectives and dig them out with my Ironclads and Tac Squads. In Annihilation, I can just vary my actions based on my opponent. I think the Speeders are too easily killed off, whereas the Dreads can drop and pop vehicles or torch hordes without being blown up too easily themselves.

Anyhow, thanks for all the help guys. When I get testing in, I will share some BatReps.

   
Made in us
Boosting Space Marine Biker





One thing to consider instead of an Ironclad is a bunch of Sternguard with Meltagun / Combi-Meltas. You give up the Armor 13 but gain a lot more melta shots.

When an Ironclad lands it can't kill a Demon Prince or reliably crack a Land Raider. Sternguard can toast a Land Raider and put a hurting on a Prince.

There is a place beneath those ancient ruins in the moor…

 
   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

Wildstorm wrote:One thing to consider instead of an Ironclad is a bunch of Sternguard with Meltagun / Combi-Meltas. You give up the Armor 13 but gain a lot more melta shots.

When an Ironclad lands it can't kill a Demon Prince or reliably crack a Land Raider. Sternguard can toast a Land Raider and put a hurting on a Prince.

This is a good point. I've shelved my Sternguard, but that's because I've never really learned to use them effectively, so I forget they exist.
   
Made in us
Fixture of Dakka





dead account

I liked the iteration of the list from the beginning with the assault termies and ironclad
   
Made in us
Moustache-twirling Princeps





PDX

How effective are Sternguard? I can't see how they would be that much better, but I might be missing the obvious.

Also, I can always swap one of the three 'Clads for some. Why not? Flexibility and variety are nice.

   
Made in us
Fixture of Dakka



Chicago, Illinois

I really liked the first list more ;but I would change Powerfist to Thunderhammerr on the Sgt; I mean why not its five points more and a reroll.


I would also ; drop the second term squad in favor of a Multimelta dreadI would w/ drop.

Here is how you can save some points

You have 4 drop pods ; two are auto matically going to come in with LBs.


Here is something I would consider

Multimelta and FLamer landspeeders Deepstriking

Vulkan HeStaan 190

8 Terminators w/ T&SS 320

IronClad w/ L.B Drop melt and H. Flamer 200


Troops
Ten Man Tactical w/ Flamer , MM Drop w/ LB 215
attach Vulkan

Ten Man Tactical w/ Flamer, MM, Drop LB 215

9 Man Scout squad( sniper rifles) w/ Camo Cloaks w/ Locator Beacon 195

Fast Attack

Landspeeder w/ H. Flamer , MultiMelta 70 points

Landspeeder w/ H. Flamer , Multimelta 70points


Comes out to 1480




Gives you a scout squad that can infiltrate or outflank or , also it pins which works well against nob bikers and gives you a alternative strategy to dealing with them.


It has lots of Antitank if your so incline to put meltas instead of flamers


The Terminators can deep strike to where the scouts are holding a objective.

Landspeeders can Deep Strike in as well with out scatter of the LB and deal with troop horde or antitank.

VS. IG new you can drop a ironclad and a tactical w/ Vulkan and Melta gun near tanks.


I think your inital list is strong as well.


edit:

You can work with the above to get rid of 3 terms and Landspeeder and you have room for another Ironclad.

5 Terms , 2 Ironclads, 2 Tacticals, Scout , Landspeeder.

Its all good;

You can turn a Sternguard squad into a Mini not so great command squad for Vulkan; 5 Guys with a mix of a SGT w/ TH and SS along with 4 guys with Combimeltas/ Flamers is a nasty in 1500

125 + 25 for the combis plus 30 for the TH and if you want the SS you can; take a Drop and put Vulkan with them



This message was edited 1 time. Last update was at 2009/04/23 02:52:19


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

Hollismason wrote:
You can turn a Sternguard squad into a Mini not so great command squad for Vulkan; 5 Guys with a mix of a SGT w/ TH and SS along with 4 guys with Combimeltas/ Flamers is a nasty in 1500

125 + 25 for the combis plus 30 for the TH and if you want the SS you can; take a Drop and put Vulkan with them

Didn't work so well for me. I attach him to 5 TH/SS Assault Terminators.
   
Made in us
Furious Raptor







Scout squads can only take teleport homers; only work with the terminators. Scout Bikers have the locater beacons, works with anything that deep strikes. I am working on a similar list for 2000 pts.

With 2 locater beacons on the scout bikes (with their infiltrate and scout rules) my first 2 drop pods could be pretty much land where ever I wanted them to come in. With the teleport homers on the two scout squads, the terminaters would have even more options.

Vulkan 190
ELITE
5 Termis w/ assult cannon 230
5 Termis w/ Heavy Flamer 205
FAST ATTACK
2 Landspeeders w/ 2 multimelta & 1 heavy flamer 130
5 Scout Bikers w/ locater beacon, clustermines & powersword 160
5 Scout Bikers w/ locater beacon, clustermines & powersword 160
TROOPS
10 Tac Marines w/ flamer & multi melta w/ drop pod 205
10 Tac Marines w/ flamer & multi melta w/ drop pod 205
10 Tac Marines w/ flamer & multi melta w/ drop pod 205
8 Scouts with sniper rifles, camo cloaks & teleport homer 153
8 Scouts with sniper rifles, camo cloaks & teleport homer 153
No Heavy

I could always change the terminator squads to assault termis, but I like the idea of actually being able to do something on the turn they come in.


DS:80S+G++M+++B++++I+Pw40k93+D++A++/sWD190R+++T(T)DM+
 
   
Made in us
Fixture of Dakka



Chicago, Illinois

Which is why I said the terminators could deepstrike to the scouts ...... but thank you for correcting of ????

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Furious Raptor







It was not meant as a personal attack, just merely pointing out the difference between a locater beacon and a teleport homer, and which units can take them. Likewise, the list that had all the drop pods having locater beacons seamed odd to me, as those coming in the second wave would make less use of them (as they must be on the board at the begining of the turn to be used).


DS:80S+G++M+++B++++I+Pw40k93+D++A++/sWD190R+++T(T)DM+
 
   
Made in us
Roarin' Runtherd




I have a quick question, a little off topic.

What size blast is the Chapter master's Orbital Bombardment?

And do Sternguard count as troops, or are they elites that can take objectives when I have Kantor?
   
Made in us
Enginseer with a Wrench





Salt Lake City, UT

Org wrote:I have a quick question, a little off topic.

What size blast is the Chapter master's Orbital Bombardment?

And do Sternguard count as troops, or are they elites that can take objectives when I have Kantor?

1. Big

2. The latter.
   
 
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