StarGate wrote:OK I can do this
Master of the forge with conversion beam and 5 sevitors w/ hvy bolters
Master of the forge with conversion beam and 5 servitors w/hvy bolters
Troops 10 man tact with meltagun and mulita melta w/ Razorback(las cannon twin link)
Troops 10 man tact with meltagun and mulita meltaw/razorbacks(las cannon/plasma
techmarine with servor harness and 5 sevitors w/ hvy bolters
dreadnuaght w/ duel auto cannons
dreadnaught w/ duel auto cannons
Iron clad dread
2 vindies
When building lists like this, you really have to ask yourself what the point of each unit is.
I can see using one Master of the Forge as the leader for fluff, and to unlock the Dreads in Heavy slots. Not two. You simply don't need that many Conversion Beamers. Remember that whatever the Master fires at with his Beamer, so do the Servitors' heavy bolters. Sure, you could detach the Master from his squad of Servitors, but then Mindlock kicks in. Either go thin on the heavy weapons on the Servitors, and heavier on the basic versions, or drop them entirely. If you drop them, attach the Master to a Tactical squad with a lascannon. At least that way you get some matching target overlap with the Beamer.
You need more Troops. At 1750+ levels, Troops are king. 2/3 of all games are based on objectives, and only your Troops canhold yours. Sure, you can fire out your Beamer into any unit on the opponent's home objective, but one turbo-boosted bike in Turn Five can wreck your day if you don't have enough troops to grab more than one objective. Add at least one more Troops choice, and if it's a
Tac squad, get them a Rhino. With all these Techmarines, you might as well take tanks for them to fix.
Servitors are not Relentless, so they have to stand still to fire those heavy bolters. You want your Techmarine moving, so he keeps up with the Dreads and tanks, and therefore able to actually fix them! Drop the majority of heavy weapons from the Elite Techmarine's Servitors, and go for basic versions. Walk the whole lot of them behind the tank wall, and/or the Dreads. Make repair rolls as needed. Powerfist-armed Servitors and the Techmarine with Harness are an AWESOME second-charge unit to back up your Dreads in close combat. Dreads get bogged down in
CC due to a low number of attacks. Throw the Techmarine and his Servitors into a melee, and you've just gotten a boatload of extra powerfist and power weapon attacks.
Rifledreads (dual autocannon version) are nice. But you need to remember that they can move and fire all their weapons. There's really no reason to have them hold still every turn. See above for tactics on keeping their guns up. Even
Rifledreads have 2 S6 attacks in close combat. The steady advance onto an objective is far more lethal than standing still and trying to whittle down enough of the enemy to clear out his objectives.
The Ironclad is a powerhouse, but it must beware of melta weapons. How are you arming yours? How are you getting it into the fight? I'd recommend placing it someplace near the
Rifledreads, as a sort of "bird flusher" unit. Kind of like how a hunting dog flushes a pheasant from the brush for the hunter. Walk that Ironclad off on the flank, and push vehicles and units into the line of fire for the
Rifledreads. Transports are going to fear the meltagun and the chainfist charge from the Ironclad, and will seek to avoid it. The
Rifledreads are experts at popping transports and light armor. Just keep the Ironclad's backside covered against flankers and deepstrikers.
With the two Vindicators int he list, you now are a little short on Techmarines! Personally, I'd swap them out for another Dread and another Techmarine. Fluffier and better mutual support, though less useful against horde armies.
If you have the points, take a long, hard look at Venerable Dreads. Venerable Dreads are FAR more durable than regular Dreads, due to the extra point of
BS/
WS, and the Venerable rerolls. The only thing a Techmarine can't fix is a Wrecked or Explodes result. You can force the opponent to reroll every single Wreck/Expolde, and just repair the resulting Immobilized or Weapon Destroyed hits. I feel it's worth it on
Rifledreads, since it's a near-guarantee that you'll hit with every shot. Each Autocannon is twin-linked, and hits on 2s. Any 1s are rerolled. I don't know the Mathhammer on that, but it's rare that you'll miss!