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So I want to run Vulkan, TH/SS Terms, and a Redeemer.. How should I form my army around this?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Fresh-Faced New User




Vulkan - 190

5 TH/SS Assault Terminators - 200

Land Raider Redeemer with MultiMelta- 250

640 pts so far for a 1500 pt army.

(Drop pod mix well with LRR?)

I'm thinking at least 3 or 4drop pods right now, but what do you guys think should go inside them?
2 10-man Tac squads are a given..

My dilemma is that I need to take units that make the most of Vulkan's abilities..
Ironclad? Regular Dreadnought with MM? Sternguard? A third Tac squad?

   
Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

Chus
this is my vulkan build.... hopefully theres an idea in there that you will find helpful...

vulkan
assault terminators 3 lightning claws 2 storm shield thunder hammers, land raider redeemer transport
space marine captain bike relic blade flamer
command squad bikes 4 flamers 4 storm shields 4 lightning claws 1 melta bomb (just to be aggravating haha)
2 bike squads 4 bikes 2 meltas 1 combi melta attack bike multi melta
3 land speeder squadrons 2 land speeders a piece multi melta heavy flamer.

this is my reasoning....
bikers are more mobile than tac marines and can carry more melta weapons (when you throw in the attack bike) for fewer points. the bike squads are something like 200 points a piece. The ability to rapidly concentrate on one part of the board is very very powerful. if you deploy the whole army in the center often your opponent will deploy theirs in isolated segments. the bikes have the mobility to bring alot of force to bear on that one segment and destroy it before the rest of the army can react, creating a force imbalance almost from the 1st turn. Break one 2000 vs 2000 point battle down into several 2000 vs 1000 or 500 point battles and obviously you have really good odds to win. bikes allow you to do this. bolters are imo silly. a marine with a special weapon is far far deadlier than the marine next to him with a bolter so the more points you can spend on special weapons the better. hence the small size of the bike squads. drop pods have alot of flexibility about where they show up but the squad is more or less stuck there afterwards. I feel pretty strongly that tactical marines are a bad unit.....3+ armor isnt what it used to be and they have 1 dear god only 1 attack a piece. To me theyre little better than guardsmen....there I said it. Strong opinion maybe but thats all it is.

The fact that vulkan twin links all the flamers makes a command squad with all flamers very very strong. These guys can nuke a 5 man squad of terminators just by making them roll a load of armor saves, and any kind of hoard unit is absolutely finished if these guys can deploy their flamers. And they re on bikes so they ought to be able to do it.... I cant speak highly enough about dumping half a dozen twin linked flamers on the badguys. everything dies

land speeders can carry both of the weapons that vulkan buffs, can engage any target anywhere, and are cheap enough to suicide if you have to. av 10 isnt as fragile as people think. You have to roll 4 times to kill any vehicle thats in cover (hit, penetrate, cover, damage table.) For only one of those rolls is a land speeder different than say a land raider (penetrate) so really theyre pretty tough. anyway av 10 doesnt matter if all the badguys are dead and with 6 twin linked flamers or multi melta attacks that is an entirely realistic goal. anyway if they die so what theyre 70 points a piece.

thats my take on a vulkan list. hope you find it useful.
AF

   
Made in it
Infiltrating Broodlord





Italy

Drop Pods doesn't fit at all in a Vulkan list.
Regular Rhinos will do theyr work really better.

The good old advice "alwais take 2 Tacticals on Rhino" fit perfectly this case.
Consider also some LS with HF and MM config, a good fast unit that take really advantages from Vulkan's buffs.

Remember also to not reject long-range fire-support units, even if they not fit exactly with the Vulkans TL weapons.
Yuo'll need in anycase MLs, ACs, etc..

Honestly at 1500 points games Vulkan isn't alwais the best choice. Consider instead a Libby Terminator, He'stan become full-developed at 1750+ points imho.

In anycase wait for "more-SM-skilled-players" for better advices.

This message was edited 1 time. Last update was at 2010/07/14 09:00:41


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Longtime Dakkanaut





New Jersey, USA

As far as i'm concerened when your playing vulcan, Ironclad Dreads are a must, just make sure to drop the storm bolter in exchange for a heavy flamer.


 
   
Made in us
Longtime Dakkanaut






He's fine at 1,500. Your heavy hitters are going to be TH/SS Terminators and MM/HF Land Speeders, unless you're a fan of making opponent-specific lists. The versatility is fantastic with the MM/HF Speeders.

So you're going to run two fully kitted out Tactical squads most likely, take ML/meltagun on them (you don't NEED a multimelta), so they're 210 each. You're up around 1,000 points now. 3 squadrons of 2 MM/HF Land Speeders puts you at nearly 1,500 points. Add in a few extras here and there and you've got yourself an army.

If you save enough points, you might have enough for a Librarian. Thunder Hammers force invuls and Null Zone makes the opponent reroll them, so you probably want it.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
 
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