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![[Post New]](/s/i/i.gif) 2009/08/03 20:19:05
Subject: dreadpod assault 1850
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Fresh-Faced New User
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i just wanted to see what everyone thought of this army list, and get any comments for additions/changes that i should make.
master of the forge 120
-conversion beamer
tactical squad x10 170
-flamer
-missile launcher
in/ rhino 45
-storm bolter
tactical squad x10 170
-flamer
-missile launcher
in/ rhino 45
-storm bolter
tactical squad x10 170
-flamer
-missile launcher
dreadnaught 125
-assault cannon
-missile launcher
dreadnaught 125
-assault cannon
-missile launcher
ironclad dreadnaught 155
-heavy flamer
-heavy flamer
in/ drop pod 65
-locator beacon
-deathwind launcher
ironclad dreadnaught 155
-heavy flamer
-heavy flamer
in/ drop pod 65
-locator beacon
-deathwind launcher
ironclad dreadnaught 155
-heavy flamer
-heavy flamer
in/ drop pod 65
-locator beacon
-deathwind launcher
ironclad dreadnaught 155
-heavy flamer
-heavy flamer
in/ drop pod 65
-locator beacon
-deathwind launcher
total 1850
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![[Post New]](/s/i/i.gif) 2009/08/03 22:01:34
Subject: dreadpod assault 1850
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Pestilent Plague Marine with Blight Grenade
Lafayette, IN
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Lose the dw launchers - they are a points sink.
Nice and killy, but with the new IG codex, dropping is harder and more dangerous. Bear that in mind. They can delay your drops and/or allow their units to shoot them on your side of the turn they come in. :(
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![[Post New]](/s/i/i.gif) 2009/08/03 22:17:32
Subject: Re:dreadpod assault 1850
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Towering Hierophant Bio-Titan
UK
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Drop those Marines!
I mean, put those marines in drop-pods.. Keep your standard AC/MM dreds on foot, advancing and sandwich them between a drop-podding layer of four Ironclad dreds, turn 1.
Three standard AC or MM dreds.
Three Ironclad Dreds in dropods (two, max, with Deathwind Missile launcher)
Two space marine tactical squads (with heavy melta loadout) in drop-pods).
Five drop-pods total = Three drop-pod first assault wave.
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H.B.M.C. wrote:Friend of mine just sent me this:
"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ." Too be fair.. it's all worked out quite well!
Heh. |
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![[Post New]](/s/i/i.gif) 2009/08/03 22:55:24
Subject: dreadpod assault 1850
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Thunderhawk Pilot Dropping From Orbit
wait wait wait wait... huh..?
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Completely behind razerous on this one, You really do NOT want your only nonvehicle units exposed and footslogging like that.
You don't really need locator beacons, Drop pods are extremely accurate as it is and odds are you won't be landing those pods so close to eachother. They're really great for snagging assault marines, vanguard, and termies coming in on the drop, but when you only have DSing pods, you don't need em.
Exchanging those rhinos for drop pods and the locator units for another pod will put you in a good position. I'd also advise kitting out the tac squads for better CC, 'cause that's where you look like you're going. This means power weapons... that's about it :p
I dissagree with the comment on deathwind launchers. They can be DEADLY. They also make taking out the pods a bigger priority. Just in general they do a lot to screw with an opponents plan in a way that a storm bolter just cant do.
Finally, I'd get rid of that conversion beamer. Either you're going to have him in the far corner taking pot shots the whole game, or you can have him in the thick of things. Either way, he'll be hard pressed to get his points back iirc. I'd give him back his harnes, as that gives him access to extra attacks, PF attacks, a flamer, and a twin linked plasma pistol which is a great asset to any of the TAC squads that he would join.
just my 2c though
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I play (homegrown chapter)
Win 8
Draw1
Loss1
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![[Post New]](/s/i/i.gif) 2009/08/10 20:53:17
Subject: Re:dreadpod assault 1850
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Fresh-Faced New User
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im still working on this list, so far i have rearanged things as follows, and it is still tenative:
master of the forge 120(join tac squad 2)
-melta bombs
-power weapon
master of the forge 120(join tac squad 3)
-melta bombs
-power weapon
tactical squad x10 175
-meltagun
-multi-melta
in/ drop pod 35
tactical squad x10 200 (combat squads)
-power fist
-meltagun
-multi-melta
in/ razorback 50
-storm bolter
tactical squad x10 200 (combat squads)
-power fist
-meltagun
-multi-melta
in/ razorback 50
-storm bolter
dreadnaught 125
-assault cannon
-missile launcher
dreadnaught 125
-assault cannon
-missile launcher
ironclad dreadnaught 145
-heavy flamer (for storm bolter)
in/ drop pod 35
ironclad dreadnaught 145
-heavy flamer (for storm bolter)
in/ drop pod 35
ironclad dreadnaught 145
-heavy flamer (for storm bolter)
ironclad dreadnaught 145
-heavy flamer (for storm bolter)
total 1850
less pods but i think with more versitilty. two dreads to the face on first turn(even against IG) will most definatly disrupt even the most carfully laid plans. the MotFs with the assault half of the tacs in the razorbacks should provide a secondary distraction, long enough for the mm squads to do thier thing.
so is this one any better.
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