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Pure dread bash 1750 keeping it nice and simple.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Sneaky Kommando





Northern Ireland

Have recently played dread bash with some success, and the plan is to squeeze as many points as physically possible to keep it simple and deadly effective.

HQ
Big Mek: 1 Kustom Force Field 85

Big Mek: 1 Kustom Force Field 85

Troops
Deff Dread 1 2x Skorchaz, Grot Riggers, Armored Plates 100

Deff Dread 1 2x Skorchaz, Grot Riggers, Armored Plates 100

30 Boys Nob Pk BP 220

30 Boys Nob Pk BP 220

30 Boys Nob Pk BP 220

30 Boys Nob Pk BP 220

as many boys as you can physically fit in this list

Heavy Support
Killa Kanz 3 3x Grotzooka, Dred CCW 135

Killa Kanz 3 3x Grotzooka, Dred CCW 135

Killa Kanz 3 3x Grotzooka, Dred CCW 135

total 1655

and you have points left over.

any suggestions what I could spend them on.

This message was edited 1 time. Last update was at 2010/04/08 00:42:06


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Armies Played  
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

You have zero transports popping, I would swap out the grotzookas for rokkits and I would equip the boyz with rokkits as well

   
Made in gb
Sneaky Kommando





Northern Ireland

don't not get me wrong he may have a point, although are they really needed considering? The tactic is very simple you simply just run at the enemy. Which in turn means vehicles are taken out in close combat.

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Armies Played  
   
Made in us
Screamin' Stormboy





The dreads should be runnin.

The Kans should be shootin, it's just what they're better at.

But that's my opinion.

Time ta make sometin' fun!  
   
Made in se
Sybarite Swinging an Agonizer





Add lootas and you have some transport popping

Dark Eldar Tournament Record 2011

W-D-L
12-3-4 
   
Made in us
Major






far away from Battle Creek, Michigan

How about some rokkits on those kans to kill vehicles? I agree that if you have two dreads running it should be fine to have kans move and shoot.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Mekboy Hammerin' Somethin'





Battle Creek, MI

unite all action wrote:The tactic is very simple you simply just run at the enemy. Which in turn means vehicles are taken out in close combat.


This is the biggest problem you can have happen with Orks. Just to clarify there's anti-tank and there's anti-transport. The best way to take out tanks is just like you said 'close combat' but the problem is with transports. If you charge a transport a number of bad things can and usually do happen.

First off you charge a transport with your boyz, awesome the Can opener hits at strength 9 the boyz all get strength 4 on some juicy rear armour. Then what happens some knucklehead gets a pen and them KABLAMMO the vehicle explodes. Strength 3 hits 1d6 inches can really hurt some orks.

Secondly, the troops that were inside are now outside. The next turn guess whose getting charged, guess whose now strength 3, guess whose initiative 2...

Friends don't let Friends leave the Mek shop without some rokkits... lots of rokkits

   
Made in ca
Malicious Mutant Scum





Aboard Terminus Est.

Friends don't let Friends leave the Mek shop without some rokkits... lots of rokkits

QFT

It's true, armies dedicated to avoid combat (my tau, some eldar) will run rings around this force as long as they can avoid having their transports popped, you get within rocket range however, get some lucky rolls, and suddenly a nice squad of firewarriors is waiting to try and encourage orks to join the greater good. Also, it allows you to pop those pesky rhinos and assault the marines inside without them, assaulting you.

No- it's your turn to die. 
   
 
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