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![[Post New]](/s/i/i.gif) 2010/06/27 16:56:11
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Sure Space Wolves Land Raider Pilot
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________________________________
HQ:
Master of the forge - 135 pts
-Space Marine Bike
Heavy/Elite:a
3x Dreadnought - 660
-Venerable
-Lascannon
-Missile Launcher
-Extra Armor
3x Dreadnought - 570
-Venerable
-Assault Cannon
-Extra Armor
Troops:
1x Scout Squad (4 scouts, 1 Sergeant) - 85 pts
-Sniper Rifles
-Heavy Bolter
1x Scout Squad (4 Scouts, 1 Sergeant) - 85 pts
-Sniper Rifles
-Heavy Bolter
Total: 1535
________________________________
What do you guys think? I don't really like the dreadnoughts, id much rather have 3 squads of 2
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This message was edited 1 time. Last update was at 2010/06/27 16:57:08
40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/06/27 18:52:02
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Furious Raptor
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To be honest, I don't really see the point in a dread army, if you go against anything apart from orks, your screwed, I'f your going to doa dread army BA are the only ones to choose really, dc dreads, furoso's and normal ones you can have 12 (or more), i'f you've got enough points,
I honestly don't see how this list could work, you'd never really capture and hold objectives for long...
(soz for being so negative)
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Just got back to wh40k =D |
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![[Post New]](/s/i/i.gif) 2010/06/27 19:07:42
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Ultramarine Chaplain with Hate to Spare
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Dump the Venerable status on your dreads you don't really need it.
Get more bodies in the scout squads and bump the heavy bolters and take camocloaks instead. Have the MotF bolster defences for a 2+ cover save.
Get DPs for the shorter ranged dreads and swap assault cannon for Multimelta and Heavy flamer on DCCW.
I'd consider not wasting points on a bike for the MotF unless you;re also giving him a conversion beamer.
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![[Post New]](/s/i/i.gif) 2010/06/27 20:38:37
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Sure Space Wolves Land Raider Pilot
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Thanks ill keep that in mind
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/06/27 21:11:20
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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RogueSangre
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1535. That's a strange number. I think you should either expand this list to something that people usually play, like 1750, or lower it down to 1500 hundred. 5 points over isn't bad, but I think most people would take issue with giving you 35 points on them. To be honest, I probably wouldn't even play against this list. I can't be bothered to modify 35 points onto my list to play against one person, when my base 1500 list is already just chipper.
Go either of these routes, get rid of the scouts, and get yourself some Tac squads. Don't bother giving them transports. Walk them infront of the Dreanoughts to give them cover, or put the Dreadnoughts infront of the Tac Squads to give them cover, depending on the game type. Walk forward while pouring out the firepower.
Finally, get the MoTF a servo harness instead of a Conversion beamer, and have him stay with your Dreanough/Tac mob, so that he can repair and charge with them.
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![[Post New]](/s/i/i.gif) 2010/06/28 15:35:47
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Tower of Power
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Give the MOTF a conversion beamer. Howeever no more bikers in the list so really needs some.
You don't need venerables as they cost a lot more. Just stick to normal dreads.
Not enough troops. 10 scouts will get wasted.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/06/28 15:42:53
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Storm Trooper with Maglight
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I feel as though you need more bodies to go to war with. drop a couple dreds and add in a couple tac squades.
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![[Post New]](/s/i/i.gif) 2010/06/28 15:59:12
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Blood Angel Terminator with Lightning Claws
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Another problem with the scouts is mobility. They are armed with snipers, so they are not going to be moving and claiming objectives. If you infiltrate them on objectives you have no fast moving units to help support them. As is you close combat dreds will take the brunt of the opponents heavy weapons as they try to walk across the board.
Dropping the conversion beamer for a harness on bike will allow the tech to move and repair your slow moving dreads. Remember on first or second turn a immobilize result on the close combat dreads is just as good as a destroyed result.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2010/06/28 17:41:16
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Storm Trooper with Maglight
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Id go for 6x pistol dreads with some tacs with lasplas and some attack bikes maybe ... make this marine gunline.
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Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.
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![[Post New]](/s/i/i.gif) 2010/06/28 17:59:17
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Boosting Ultramarine Biker
Saco, ME
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WTF is a "pistol dread"?
You do want more troops in this force. 2x 5-man scouts just won't work.
Venerable IS a great investment, contrary to popular opinion. BS5 is a huge boost, as is the ability to force a reroll on any wreck or explode result.
The one thing you do not need is extra armor on the TLLC/ML Dreads. All it'll allow you to do is reduce a Shake to a Stun, which is really only good for a Dread that's moving downrange to get to grips with the enemy. Shooty Dreads can stay stationary in the backfield for a turn with no additional disadvantage. That'll save you 45 points. Spend it on extra bodies in your scout squads.
The lone MotF on his bike isn't the most effective. He can't attach to anything but a scout squad, and has no comlpimentary shooting to add to their rifles. Consider taking him on foot, and maybe with a servitor or two. That way he can hang out in the backfield behind the VenDread gunline, repairing as needed. You'd be surprised how effective he can be doing so. Servitors gve you a couple ablative wounds wgen you don't want to risk his 2+ armor save versus krak missiles or something.
You might take a look at Ironclads instead of VenDreads for your forward-moving Dreads. Less BS and no reroll to damage, but you get AV13, and some brutal weapons for close-in fights. With all the long-range, High S shots coming from the VenDread gunline, you'll have plenty of chances to apply heavy flamers and DCCWs.
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![[Post New]](/s/i/i.gif) 2010/06/28 18:11:30
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Decrepit Dakkanaut
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Commander Endova wrote:Go either of these routes, get rid of the scouts, and get yourself some Tac squads. Don't bother giving them transports. Walk them infront of the Dreanoughts to give them cover, or put the Dreadnoughts infront of the Tac Squads to give them cover, depending on the game type. Walk forward while pouring out the firepower.
I've been told that infantry do not cover enough of a dreadnought model (or even killa kans) to provide cover... is this clearly covered in RAW or FAQ somewhere?
___
I've been experimenting with dreadnought armies since I wrote wheeled/tracked vehicles out of my chapter history. It is a very difficult thing to deal with, especially in 5th edition but here's what I've found out in some play-testing.
- In my experience, you need more bodies, and you need harder bodies. That means either taking tac squads, or taking larger scout squads with camo cloaks.
- Problem with your army (and mine) is that is essentially immobile. Give up some points and get the scouts a couple of LS storms. Outflank them or hide them of you must, but you can quickly take a scoring unit and deposit it where you need it, greatly increasing the mobility factor. Since I don't have any rhinos or LRs, I have to resort to drop pod techniques and the LS storms to be mobile... since you don't have those restrictions... a couple of rhinos for your tac squads would go a long way.
- For me, the las-cannon/ ML combo has not worked well. There are so many highly mobile armies out there that can get you into HtH in a million different ways by turn two... that the "fire base" dread is just too one-dimensional. Go with the twin linked las cannon and the CCW instead. Losing one missile shot is peanuts when compared with being a real threat in close combat.
- If you must have a fire base dreadnought, go with the double twin-linked autocannon (rifleman variant). Great on light-medium vehicles and just looks awesome on the tabletop.
something to chew on anyway...
Edited for a dozen typos...
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This message was edited 1 time. Last update was at 2010/06/29 00:21:58
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![[Post New]](/s/i/i.gif) 2010/06/28 23:50:12
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Sure Space Wolves Land Raider Pilot
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I'm trying to work a new blood angel's dreadnought list at 1500 pts any ideas?
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/06/29 00:55:43
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Decrepit Dakkanaut
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I don't know what special rules the blood angels have, but with the vanilla codex, this is what I came up with. It's just a starting point, but I think it addresses most of the weaknesses I've discovered thus far... HQ: MOTF Elite: Venerable Dread - CCW, assault cannon, drop pod Elite: Ironclad Dread - CCW, Hammer, H-K missiles (2), assault launchers, drop pod Troop: Scout (5) - bolt pistol & combat blade, srg w/ PF Troop: Scout (5) - bolt pistol & bolter, srg w/ PW Troop: Tac Squad (10) - srg w/ PW, rhino FA: LS Storm - multi-melta FA: LS Storm - multi-melta Hvy: Dread - twin-linked autocannon (2) Hvy: Dread - twin-linked lascannon, CCW Hvy: Dread - twin-linked lascannon, CCW, drop pod Total: 1500 You can shave a few points by doubling the size of one scout squad and then combat squad it to fill the storms, but then you only have one sergeant. This way you have 3 pods, two of which come down in "drop pod assault" in turn 1. If you get first turn, you can deliver both pods, and both scout squads & storms (via infiltrate & scout move) to a single part of the table, guns blazing). If you go second, put the storms in reserve to outflank and use the podded dreads to react to your opponents deployment or exploit a weakness (but don't hang them out to dry). The fire base dreads are all deployed on the table & the 3rd pod comes down empty... it's just there to get you that 2 pod assault at the beginning. Tac squad is safe (relatively in their rhino) and can be combat squadded if you need to cover quarters or objectives. Note in this version you don't have camo cloaks. If you combine the scout squads and replace the power fist with a power sword and melta bombs, you can give the squad it's cloaks. You could also replace the venerable with a normal dread... that would save a few points as well. At this point level, I just don't think you can get a viable 6 dread build... and even my list is razor thin on troops. It's not robust... but probably viable.
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This message was edited 3 times. Last update was at 2010/06/29 01:01:56
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![[Post New]](/s/i/i.gif) 2010/06/29 18:07:22
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Decrepit Dakkanaut
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One final thought... some very good gamers that are friends of mine recommended adding a small assault squad to the mix to give some mobility and HtH power. I'm experimenting with that now in my own list, but it really seams to increase the playability of the army considerably. Will probably cost you a dread though. Still, 4 dreads at 1500 pts isn't bad. At 1850 you can get all your dreads back and have the assault squad & flesh out your scout squads... which is very nice.
The alternate would be to can the pods and use the points for the assault squad. That way you keep your dreads without the loss of much mobility (lose the pods, gain the jump packs). However a light assault squad deep striking in doesn't have the oomph of two dreadnoughts coming down in pods... so it really depends on your playing style.
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![[Post New]](/s/i/i.gif) 2010/06/30 13:33:29
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Tower of Power
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Dude it's probably best you start your own thread instead of hijacking someone elses. Start a new one and PM me the link and I'll look at the list for you
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/06/30 14:10:05
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Decrepit Dakkanaut
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No hijacking intended... just overenthusiastic.
Sorry Dashyl.
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![[Post New]](/s/i/i.gif) 2010/06/30 15:15:42
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Tower of Power
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Not my rules mate
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2010/06/30 16:04:51
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Bounding Black Templar Assault Marine
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I think if you are going torun a dread list you moubnt them in Drop pods. This would work better at a higher level with some other support units also in drop pods but ithink this couldcause some issues for a lot ofarmies and is fun to try somethingdifferent. Keep the tacticals back to hold objectives as needed and the Dreads alter the terrain with drop-pods and then hammer any enemy armor nearby, while the Master of the Forgerides back as far as possible shooting his conversion beamer at gaps your drops pods and natural terrain have created .
If you play Blood Angels and are facing a horde then the multiple DC and regular Dreads with Blood Talons would make your foe weep.
My vanilla marine 1500 point Dreadnought List would look like this:
1 Master of the Forge @ 170 pts on Space Marine Bike with Power Sword; Converison Beamer;
1 Dreadnought @ 140 - Dreadnought CCW; Multi-Melta; Storm Bolter in Drop Pod;
1 Dreadnought @ 140 - Dreadnought CCW; Multi-Melta; Storm Bolter in Drop Pod;
1 Dreadnought @ 150 pts - Dreadnought CCW; Storm Bolter; Assault Cannon in Drop Pod;
1 Dreadnought @ 160 pts - Assault Cannon; Missile Launcher in Drop Pod;
1 Ironclad Dreadnought @ 170 pts - Dreadnought CCW; Meltagun; Seismic Hammer; Storm Bolter in Drop Pod;
1 Ironclad Dreadnought @ 170 pts - Dreadnought CCW; Meltagun; Seismic Hammer; Storm Bolter in Drop Pod;
10 Man Tactical Squad @ 200 pts - Meltagun; Missile Launcher; Sergeant w/Bolt Pistol; Power Fist;
10 Man Tactical Squad @ 200 pts - Meltagun; Missile Launcher; Sergeant w/Bolt Pistol; Power Fist
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![[Post New]](/s/i/i.gif) 2010/06/30 16:30:56
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Ultramarine Chaplain with Hate to Spare
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some very good gamers that are friends of mine recommended adding a small assault squad to the mix to give some mobility and HtH power
A small assault squad doesn't really have much HtH hitting power. No more than a small CC scouts squad has, but they get the added advantage of scouts and the LSS delivery system and are scoring...
With your latest list I'd make both Scouts squads into CC armed, Bs3 and Bolters really isn't a threat to much. Also unless you give the Sarge a combi-melta the melta on the LSS is too much a shot in the dark. Again BS3 is your enemy here. You'll get much better and more reliable results with the Heavy flamer (and doing that will give you enough points to up the 2nd Sarge to PF too).
Let your dreads take on the heavy armour and use your scouts to assault vehciles with rear armour 10/11 or swarms or heavy weapon squads.
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![[Post New]](/s/i/i.gif) 2010/06/30 18:26:01
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Sure Space Wolves Land Raider Pilot
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Hahaha no worries, the ideas are great its really giving me an idea of how to build a dreadnought army, but im thinking about playing blood angels instead of SM, just because i have a larger amount of dreads i can use
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/06/30 23:47:14
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Storm Trooper with Maglight
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Pistol dread is dreadnought equipped with two TL AC ...
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Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.
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![[Post New]](/s/i/i.gif) 2010/07/01 00:10:18
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Sure Space Wolves Land Raider Pilot
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Whats a good number of dreads to have in a blood angels army?
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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![[Post New]](/s/i/i.gif) 2010/07/01 07:54:55
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Ultramarine Chaplain with Hate to Spare
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11
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![[Post New]](/s/i/i.gif) 2010/07/01 12:33:28
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Storm Trooper with Maglight
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Depends, Furiosos are awesome, DC are random but awesome too. I would say 3-5. Like 2 Furiosos and 1 DC or 3 Furiosos and 2 DC or something in the middle. Regular dreads could be taken too. In my 1000 pt BA army i have:
Reclusiarch with 5 DC, 5 sniper scouts, 3 furioso, 1 DC and one regular dreadnought.
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Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.
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![[Post New]](/s/i/i.gif) 2010/07/01 13:43:06
Subject: 1500pt 6 Dreadnought Army (Attempt 2)
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Longtime Dakkanaut
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All dread forces are hit or miss, you will either win big by turn 5 or your going to loose, badly. With this force, you really have to have a plan and you need to follow it. You also need to be willing to loose models to keep others alive. Its one of the harder and more subtle forces to play, but it is fun and I enjoy it emensly.
Now, at 1500 points.....
-Keep your list at or under 1500 points, you wont be able to use it in a tournement and I and alot of other people dont like playing against people that are over in points.
-Venerable dreads are never worth it IMO, they are way to expensive for what they are.
-Do not drop-pod an all dreadnought force.
-5 dreads at 1500 points works alot better then 6
-MOF doesnt need a bike, some people like to put him on a bike when he has a conversion beamer, I just see this as a waste of points.
Seems to me that there are alot of threads about all Dreadnought lists lately, and I've posted my 1500pt force numerous times lately but I'll throw it up again.
HQ:
-Master of The Forge - 100 pts
Troop:
-Tactical Squad - 90 pts
-Tactical Squad - 90 pts
Elites:
-Ironclad Dreadnought - 145 pts
-Heavy Flamer
-Ironclad Dreadnought - 145 pts
-Heavy Flamer
-Ironclad Dreadnought - 145 pts
-Heavy Flamer
Fast Attack:
-Assult Squad - 215 pts
-5 Additional Assult Marines
-Power Weapon
-Flamer
-Assult Squad - 215 pts
-5 Additional Assult Marines
-Power Weapon
-Flamer
Heavy Support:
-Thunderfire Cannon - 100 pts
-Dreadnought - 125
-Plasma Cannon
-Twin-Linked Autocannon
-Dreadnought - 125
-Plasma Cannon
-Twin-Linked Autocannon
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This message was edited 1 time. Last update was at 2010/07/01 13:45:30
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![[Post New]](/s/i/i.gif) 2010/07/01 13:50:33
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Bounding Black Templar Assault Marine
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It really depends on what point level you are playing and how much fun you want to have with this. There is not a right or wrong answer really, just field what you think is fun. To me a really fun list with Dreadnought Blood Angels could be at 3500 points and could be as follows:
Astorath’s Drop-Pod Dreadnoughts O’Doom
Astorath the Grim @ 220 pts
Furioso Dreadnought @ 175 pts with Extra Armor in Drop Pod;
Furioso Dreadnought @ 175 pts with Extra Armor; Blood Talons in Drop Pod;
Furioso Dreadnought @ 175 pts with Extra Armor; Blood Talons in Drop Pod;
Death Company @ 1485 pts with Jump Packs & Lemartes, x 5 Death Company with Power Weapon/BP; x5 Death Company with Thunder Hammer/BP; x16 Death Company with Chainswords/BP; x4 Death Company with Chainsword/Infernus Pistol;
Death Company Dreadnought @ 160 pts in Drop Pod;
Death Company Dreadnought @ 160 pts with Blood Talons in Drop Pod;
Death Company Dreadnought @ 160 pts with Blood Talons in Drop Pod;
Death Company Dreadnought @ 160 pts with Blood Talons in Drop Pod;
Death Company Dreadnought @ 160 pts with Blood Talons in Drop Pod;
Dreadnought @ 155 pts with Extra Armor in Drop Pod;
Dreadnought @ 155 pts with Extra Armor in Drop Pod;
Dreadnought @ 155 pts with Extra Armor in Drop Pod;
Total Roster Cost: 3495
Model count is only 43 which is pretty low at 3500 points.
Now obviously this is at a high points level but could be some fun when 11 drop-podding dreads start hitting the ground in support of a 30 man jump-packing DC with Astorath. The major downside to this of course is that tabling your opponent is the only way to win in 66% of the missions, but doing so with this force is quite possible.
Up the point level a bit and add in some fast attack, whether it be speeders, bikes, assault marines or Baal Preds and things could really be fun.
At 2500 points you could drop the Dread count to 9, lose the three of the extra armours on the Furioso's and reduce the Deathcompany to 15 plus Lemartes and Astorath and field a pretty deadly 26 model count army. You could also drop some of the DC Dreads and add in some scoring troops to make the list a bit more flexible from an objective standpoint.
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![[Post New]](/s/i/i.gif) 2010/07/01 18:11:30
Subject: Re:1500pt 6 Dreadnought Army (Attempt 2)
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Sure Space Wolves Land Raider Pilot
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Wow thanks guys that really helped me out especially the last 2 posts
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40k:
Pre-Heresy Space Wolves - 8000+
Deathwing - 1500 pts (Sold)
Mech Blood Angels - 1500 pts(Sold)
Warmahordes:
Khador - ~100 pts
Cryx - 35 pts |
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