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Iron Hands; DREAD-PODS: 1500/2000  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Stalwart Ultramarine Tactical Marine





Chattanooga

Hey, after my last Iron Hands list got mauled on Dakka, I got to thinking. What would be a really fun list to play? Well, what would be more fun then dropping several iron behemoths from the sky onto my enemy? And since I wanna play Iron Hands, that just might work out fluff wise...

Without further ado:


130 Master of the Forge w/ Thunder Hammer

235 Tactical Squad w/ PowerFist, Flamer, Plasma Cannon, Drop Pod

230 Tactical Squad w/ PowerFist, Flamer, MultiMelta, Drop Pod

90 Scout Squad w/ Snipers, Teleport Homer

250 Venerable Dreadnought w/ TL Lascannon, Heavy Flamer, Drop Pod w/ Locator Beacon

225 Iron Clad Dreadnought w/ Heavy Flamer, Hurricane Bolter, 2x Missiles, Assault Launchers, Drop Pod w/ Locator Beacon

180 Dreadnought w/ TL Lascannon, Missile Launcher, Drop Pod

160 Dreadnought w/ 2x TL AutoCannon, Drop Pod

Total: 1500


210 Iron Clad Dreadnought w/ 2x Heavy Flamers, Assault Launchers, Drop Pod w/ Locator Beacon

50 Techmarine plain

235 Tactical Squad w/ PowerFist, Flamer, Plasma Cannon, Drop Pod

Total: 1995

So basically my 1500 point army will consist of 6 drop pods and my scouts. My scouts will infiltrate, or stay in the home turf, depending on the mission, and provide fire while bringing in drop pod(s) on their position. My Master of the Forge will be attached to a Tactical Squad in a drop pod. The first three pods comin down will be the Iron Clad, Venerable, and another dreadnought or a tactical squad. The two first dreads have locator beacons so they can bring in some more in the next turn.
In my 2000 point list expansion, i just bring in another tactical squad with a techmarine attached to hold objectives and fix up dreads.
Also I bring in my only real CC Dread. All my other ones are multi-taskers or fire support. He's got 2 heavy flamers so he'll just run like hell, popping smokes to get to his target, fire 2 five-four templates on his poor victims, and then pound them to hell.

Sound good?

Which came first, the chicken or the egg?

THE EMPRAH!

There. Put that in your pipe and smoke it.

Smurfies 5th company
1750ish points

Joint Biel-Tan Army with Tortoiseer
-1000ish points
 
   
Made in us
Tough-as-Nails Ork Boy




Winston-Salem/Chattanooga

Dreads do work well in pods, since they can shoot all their guns when they arrive. I can't see any major problems really. Your biggest problem will, be that with some much AV 12 and 13, your tactical squads will be subjected to every gun that can't break that. Might hurt you a little for objective games. Looks good though

This message was edited 1 time. Last update was at 2010/01/08 03:13:38



 
   
Made in us
Jovial Plaguebearer of Nurgle




well, all that he has to do in an objective based game is keep the scouts back and just hold the tec squad's in reserve. dreads' main targets when they land is more on the side of killing stuff that will kill the tac squads when they come out.

Looks solid, tho, i must say. I think just careful planning on where you place your dudes is the only thing that will decide a victor in your games.

The true followers of the God-Emperor will never forget their name! We are the Imperial Guard!
Now and forever serving the God-Emperor, and Him alone! 
   
Made in us
Secret Force Behind the Rise of the Tau




USA

I'd only be worried you don't have enough shooting per turn. I can tell you as awesome as dreads are, they need some spammy units behind them to help them out. I think you've got too many points put into your dreads, as awesome as they are. Your load out is hurting for anti-armor. YOu have plenty of lascanon but near no multimelta. Basically your numbers are too small. If your going dread heavy, keep them cheap. You've dedicated way to many points into five units, five units that are virtually unsupported. I'd cheapen those dreads up and get a third tactical squad. You need more shooting in this army. It won't even take a horde army to overwhelm you through numbers when you only have 35 infantry and 5 mid-armor walkers.

Also: Teleport homer only works for teleporting. You don't have any terminators on this list. Wasted points. More so you don't want to bring drop pods on your position, you want to bring them down on the enemy position/ on top of objectives as a drop pod can contest, and its all the better when that contesting pod has a mean walker in it..

This message was edited 1 time. Last update was at 2010/01/08 03:34:21


   
Made in us
Tough-as-Nails Ork Boy




Winston-Salem/Chattanooga

Point taken. It would help a bit if he swapped that teleport homer on the scouts for a missile launcher, that would add a bit more AT. Seems to me that combined with two TL lascannons, a second missile launcher, 2 TL autocannons (amazing light vehicle killer), and 2 hunter killers, he can put out pretty AT as it is. Obviously, it won't do well against LR spam, but you shouldn't be building to counter a list like that anyway.
I agree that overwhelming would be an issue. Dreads might be able to go through gaunts, stealers, and the like, but a pk nob would be trouble.

This message was edited 1 time. Last update was at 2010/01/08 05:42:00



 
   
 
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