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Made in us
Fixture of Dakka





Los Angeles

Dracos wrote:Why are your dreads sitting out of cover in the first place. If its available, you should already be there.

Extra armor is going to be a crutch for bad play if you use it like that. Instead, learn to place them in cover when its available so you don't have to move there while you are shaken.

Additionally, normally its a good idea to use smoke launchers when you are shaken with a dread that is equipped for long range shooting. The extra armor will seldom ever see any use, and be essentially inconsequential with proper play anyways.

edit: The point is that although yes extra armor does help a little, it does not help 15 points worth. If it was 5 points, sure go for it. But its not a small upgrade, especially to be buying for multiple vehicles.
I concede the point.

As is, my 3 dreads are collecting dust. And when EA was 5 points, very worth it. Not so much now.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Fresh-Faced New User




Interesting advice that I'll have to think on and use to modify my list. I'm not doing that until after work tomorrow though.
   
Made in fr
Wicked Warp Spider




A cave, deep in the Misty Mountains

If you still have 95 points, get another scout squad with snipers. They're troops, are annoying with their sniper rifles and can free one of your tac squads from having to sit on an objective. That's my opinion anyway

Craftworld Eleuven 4500

LoneLictor on thread about an ork choking the Emperor:
 LoneLictor wrote:
I like to imagine the Emperor kills so many Orks that he ends up half buried beneath a pile of corpses, with only his head sticking out. A lone grot stumbles across him, and starts choking him.

Then Horus comes across the lone grot, somehow managing to kill the Emperor, and punts it into space.
 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Crew Shaken: Can't fire next turn.

Crew Stunned. Can't fire or move.

15 points is a lot of points to spend on an upgrade to allow you to move.

Also if you're a transport try effecting a repair
   
Made in us
Fresh-Faced New User




What if I combine the scout squads, Ditch the Razorback, Take another Drop pod for one of my dreadnoughts, Upgrade my whole Honour Guard with Relic Blades (and maybe increase the size of the squad), Maybe put more men into the Dev squads, Combine the Librarian with the Honour guard w/ Might of the Ancients, And If I have the points afterwards, take a Lascannon Pred?


Automatically Appended Next Post:
Newest Update

Crimson Storm 2000pt army list

HQ:
Chapter Master Andus Tempestus the Avenger: 170 points
-Artificer Armour,Relic Blade, Bolt Pistol, Melta-Bombs

Honour Guard Squad: 285 points
4 Guards w/Relic Blades and Bolt Pistols, 1 carries chapter banner
1 Champion with Relic Blade and Bolt Pistol
Transport Drop Pod3

Librarian: 150 points
Epistolary, Avenger, Might of the Ancients

Troops:

Tactical Squad: 185 points
7 marines with boltgun
1 marine with Missile Launcher
1 Marine with Meltagun
1 sergeant with power weapon and Bolt pistol
Transport Rhino1

Tactical Squad: 185 points
7 Marines with Boltgun
1 Marine with Meltagun
1 Marine with Missile Launcher
1 Sergeant with power weapon and Bolt Pistol

Scout Squad: 150 points
8 Scouts with Snipers
1 Scout with Missile Launcher
1 Scout Sergeant with Sniper

Transports:

Rhino1: 35 points

Drop Pod1: 35 points

Drop pod2: 35 points

Drop Pod 3: 35 points


Elites:

Dreadnought: 145 points
-Twin-Linked Lascannon, Missile Launcher

Dreadnought: 125 points
-Missile Launcher, Plasma Cannon
Transport Drop Pod2

Ironclad Dreadnought: 160 points
Close Combat Weapon w/Heavy Flamer, Ironclad Assault Launcher, Seismic Hammer w/Meltagun
Transport Drop pod1


Heavy Support:

Devastator Squad: 150 points
4 marines w/ Missile Launchers
1 Sergeant w/boltgun

Devastator Squad: 150 points
4 marines w/ Missile Launchers
1 Sergeant w/boltgun


Total: 2000 points

This message was edited 2 times. Last update was at 2010/08/08 06:19:10


 
   
Made in us
Fresh-Faced New User




anyone?
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

Ditch the Drop Pods and put your tacticals in Rhinos.

Drop Pods just mean you'll be targeted the second you land by every blast weapon in the game and there's nothing you can do about it but take it. Rhinos give you the chance to move the vehicle into cover (obscured) or disembark into cover (or so close to enemy troops your opponent daren't use blast weapons for fear of hitting his own troops)..

Don't Drop pod your dreadnoughts. have them at back of field with the devastators as fire support.

Give your Honour guard a rhino with extra armour (if you're worried about being stunned) and get them going forward popping smoke if out of cover. They're a close combat squad so if in drop pod they arrive, get out. and then wait a whole turn of shooting before they can do anything!
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Do Drop Pod your Dreadnoughts. Do.

If the situation calls for it you can just deploy them with the bulk of your army, but it won't happen often.

Definitely keep the drop pods! I like a tactical squad in a Drop Pod, they come in late in the game and grab objectives really nicely.

I'm not sure about your math on the Ironclad though. Shouldn't he be 195 with those upgrades and the pod?

This message was edited 1 time. Last update was at 2010/08/09 16:07:04


Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

I'm confused about the attraction of drop pods.

You can drop pod a tactical squad or dreadnought down where you want it.
That's fine. Very handy.

You then disembark the turn you land. And stay there.
You don't get a cover save from the drop pod do you?

Problem is unlike a rhino (which you can deploy and embark at will with) once you've used the pod it's gone. You're on foot. and blast weaponry WILL hurt.



   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

You can deploy two inches out from the hull in a 360 radius around the pod, and if the pod is between your unit and the enemy they will usually get a cover save.

A Dread can also pop smoke and make itself a bit more difficult to deal with.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





UK

ok they get a cover save of 3+ (Drop Pod acts as armoured fortification).

The problem comes after that (especially if you're a tac squad). you've drop podded in. blown up whatever was near the pod. and now you've got to walk. which means going in the open with just a 3+ armour save.
   
Made in us
Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Corennus wrote:ok they get a cover save of 3+ (Drop Pod acts as armoured fortification).

The problem comes after that (especially if you're a tac squad). you've drop podded in. blown up whatever was near the pod. and now you've got to walk. which means going in the open with just a 3+ armour save.


I'm pretty sure you just get a 4+ cover save from the Drop Pod.

As far as the survivability of the Post-Pod Marines, it depends a lot on where they are on the table and what's near them. This is where tactics intersect with list building.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
 
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