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Made in ph
Long-Range Land Speeder Pilot





How would this list fare?

HQ:
Vulkan He’stan (190 pts)

Troops:
10-man Tactical Squad w/ Meltagun, Multi-Melta, Rhino (210 pts)
10-man Tactical Squad w/ Meltagun, Multi-Melta, Rhino (210 pts)

Elites:
Dreadnought w/ Multi-melta, CCW, Heavy Flamer, Drop Pod w/ locator beacon (160 pts)
5-man Assault Terminators w/ TH/SS, Land Raider Crusader w/ Multi-Melta (460 pts)
Dreadnought w/ two Twin-Linked Autocannons (125 pts)

Fast Attack:
Land Speeder Squadron: 3 speeder w/ Multi-Melta and Heavy Flamer (210 pts)
Land Speeder Squadron: 2 speeder w/ Multi-Melta and Heavy Flamer (140 pts)
Land Speeder Squadron: 2 speeder w/ Multi-Melta and Heavy Flamer (140 pts)


Violence is not the answer, but it's always a good guess. 
   
Made in ca
Member of the Malleus






lemme see

Vulkan and his hammer time troops run up with the rhinos following behind. Rifle dread is sipping tea. Dread drops and hopefully the droppod lasts for the squadrons to come in.

Speeders drop unlease alot of death....

I would be scared of this list mainly due to any AV being threatened + their threat range.

However, I dont feel like the rifle dread fits in the list. I would rather see more terminators and another speeder... but its hard to put those points somehwere else.

(dropping down to 1750, loose the rifle dread and add 1 more termy- > donzo)

This message was edited 1 time. Last update was at 2011/06/20 18:32:48


Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in ph
Long-Range Land Speeder Pilot





Well not DS-ing the speeders might work too. It takes some heat off the LRC making it more survivable and would be in the opponent's face on the next turn if not dealt with.

Violence is not the answer, but it's always a good guess. 
   
Made in ph
Long-Range Land Speeder Pilot





And another thing, what armies should I fear when bringing this army on the table?

Violence is not the answer, but it's always a good guess. 
   
Made in ca
Member of the Malleus






Lists that can do a nasty alpha strike, they dont need meltas/lascannons to ruin your day given the amount you have invested in AV10 and 11.

- GK's with their silly increased str bolters
- IG that get first turn (DS speeders in this case)
- High mobility and lists that can hunker down in cover with some str 7+ weapons.
- a bad round of shooting

As a blood angel player the list which I could potentially run normally to ruin your day would be.

DoA angels with meltas, it becomes a game of reserve rolls and deep striking which the BA have a advantage on.

Task Force Rath : 5000
Deathwatch: 4000
6000+ 
   
Made in us
Decrepit Dakkanaut






Madison, WI

If you were looking at an alpha strike strategy, replacing one or more of the tac squads with scout squads in MM or HF armed LS storms might emphasize your point. The sergeant can be given a combi-weapon to take advantage of vulcan's rules. Gives you some stealth/outflanking capability too.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in us
Kabalite Conscript




Boston, MA

I would be slightly concerned about lack of long range firepower, especially since you are considering reserving half of your force.

Also two troops is a little light unless you combat squad them.
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

I dont understand wht the rifleman is doing. Where does he fit in? If he is trying to compensate for lack of long-ranged firepower, one rifleman isn't going to do it. Swap him out for some more speeders or termies. And I agree with Gitsplitta, if you want to play alpha strike, scouts may be better than tac squads.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in ph
Long-Range Land Speeder Pilot





Hm, theoretically everything lands on my opponent's face turn 2 or 3 (turn 1 turbo boost, turn 2 or 3 fire MMs or HF in front of opponent), so technically it's not an alpha strike list.

Rifleman is there mainly because I have a model, and I have spare 130 pts. Yes, he's trying to compensate for the lack of long range AT and I know he wouldn't be enough (compared to say, two Autolas preds) but at least there's long range AT?

Let me also add that this list is an evolution of a list I made early on, so there are elements (like the rifleman dread) that might've made sense on the following list but not on the speeder spam:


HQ:
Vulkan He’stan (190 pts)

Troops:
10-man Tactical Squad w/ Meltagun, Multi-Melta, Rhino (210 pts)
10-man Tactical Squad w/ Meltagun, Multi-Melta, Rhino (210 pts)

Elites:
Dreadnought w/ Multi-melta, CCW, Heavy Flamer, Drop Pod w/ locator beacon (160 pts)
5-man Assault Terminators w/ TH/SS, Land Raider Crusader w/ Multi-Melta (460 pts)
Dreadnought w/ two Twin-Linked Autocannons (125 pts)

Fast Attack:
Land Speeder Squadron: 1 speeder w/ Multi-Melta and Heavy Flamer (70 pts)
Land Speeder Squadron: 1 speeder w/ Multi-Melta and Heavy Flamer (70 pts)
Land Speeder Squadron: 1 speeder w/ Multi-Melta and Heavy Flamer (70 pts)

Heavy Support:
Predator w/ Autocannon, lascannon sponsons (120 pts)
Predator w/ Autocannon, lascannon sponsons (120 pts)

(45 points remains unspent)

So which list would be better?

This message was edited 1 time. Last update was at 2011/06/22 06:14:59


Violence is not the answer, but it's always a good guess. 
   
Made in us
Decrepit Dakkanaut






Madison, WI

Not a bad list. The question here is... what is that solitary dread in the pod going to do turn 1 when it comes in all by itself? It's arse is going to be hanging in the wind if it comes down close enough to the enemy to actually use is weaponry effectively.

Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
Made in ph
Long-Range Land Speeder Pilot





That's meant to be a suicidal dread, more of a distraction really to buy time before the rest of the army moves nearer. The locator beacon is also there for DS-ing shenanigans for the speeders--so the pod becomes a threat. I can also upgrade that dread into an Ironclad, making it more survivable (I do have 45 points unspent).

Violence is not the answer, but it's always a good guess. 
   
Made in us
Decrepit Dakkanaut






Madison, WI

I had something similar in my list this past year... had three pods total with an Iron Clad and some sternguard coming down in turn 1 while the rest of the army was fairly shooty. My Iron clad died way too quickly, way too often. One trick a friend told me though, is to deploy your pod in an area where the dread is a threat and they *have* to deal with it, BUT... deploy the dread on the back side of the pod from the enemy, earning him a cover save from the pod. While this also interferes with your shooting it makes them work to come get you... and if they don't... you then have another real threat in their backfield that can assault on the next turn. While it is tough to give up those clean shots in turn 1... having your "suicide unit" around in turn two is a big bonus. I'd go for the Iron Clad upgrade if you can afford it. Iron Clads with AV13 and extra armor are much more durable.

My Iron Clad has a CCW, seismic hammer, HF, melta & assault launcher. Makes him a real assault threat with some close range punch with the melta and HF... so he's *never* ignored if I place him right. And that HF can really make a difference if he survives late into the game. Even with all of this he frequently dies very early, but my opponents usually have to expend a considerable amount of effort to take him out, which relieves the pressure on the rest of my army.

Best of luck!

This message was edited 1 time. Last update was at 2011/06/22 14:55:49


Anvildude: "Honestly, it's kinda refreshing to see an Ork vehicle that doesn't look like a rainbow threw up on it."

Gitsplitta's Unified Painting Theory
 
   
 
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