Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/06/28 17:58:59
Subject: 1500pt Space Marine Dreadnought List (Revised)
|
 |
Fresh-Faced New User
|
This is fluffy, themed list, built to have some fun with, but can, I some ways, be competitive.
HQ
Master of the Forge @ 120pts
Power Weapon, Stormbolter
2 Servitors @ 25pts
Troops
10 Space Marines @ 210pts
Meltagun, Rhino
10 Space Marines @ 210pts
Meltagun, Rhino
5 Scouts @ 100pts
4xsniper, ML, Camo Cloak
Elites
Dreadnought @ 125pts
2 TL Autocannons
Dreadnought @ 115pts
Heavy Flamer, Multi-Melta
Dreadnought @ 115pts
Heavy Flamer, Multi-Melta
Heavy
Venerable Dreadnought @ 185pts
TL Autocannon, TL Assault Cannon
Ironclad Dreadnought @ 145pts
Heavy Flamer
Ironclad Dreadnought @ 150pts
2 Heavy Flamers
Usually deploy my Dreads in a line, then the Servies and MOTFs behind them to fix any WD or Immobilised results that may come. Space Marines are there for support. In objective gametypes they are always heading to a objective, if not holding one. Dreads advance up the board, nearly unstoppable; when I pick my targets right.
|
This message was edited 3 times. Last update was at 2011/06/29 06:54:07
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/28 18:43:13
Subject: Re:1500pt Space Marine Dreadnought List
|
 |
Death-Dealing Devastator
|
I'd drop the extra MotF in favor of another dread. Take a servitor retenue. Servitors arent elite they come with your MotF, this will allow you to make room in FoC for that extra dread. Also I would make that Ven. Dread a regular dread that way you can afford a couple Rhinos for your tac squads, 1 on foot is ok for a home objective, but if you're gonna footslog to across the board objectives you'll never make it.
Changes i'd make
1. Drop 2nd MotF for an extra dread
2. demote Ven.Dread to regular in exchange for a Rhino or two.
3. Don't take chainfists, the Hammer is so much better, also don't take hurricane bolters, you want ur CC dreads to do good in CC, so keep the DCCW instead of those Hurricane bolters, also keep the melta on one arm, that way you can help take out tanks if need be.
4. Make a couple dreads long range support aka Longbow (TLLC, ML) or Rifleman (TLAC, TLAC)
thats all i got, happy gaming!
|
This message was edited 1 time. Last update was at 2011/06/28 18:44:50
2000pts
Tournament: Won:2 Tied:0 Lost:4 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/28 19:18:35
Subject: 1500pt Space Marine Dreadnought List
|
 |
Fresh-Faced New User
|
I have decided to drop the MotF for the "Rifleman" Dreadnought, and decided to change my Ironclads to Hammer and DCCW, as you suggested. Thanks a lot for your input.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/28 20:03:52
Subject: Re:1500pt Space Marine Dreadnought List
|
 |
Dakka Veteran
|
Why would you take a second master of the forge. Normally when people take two SM HQs, it's for a cunning double SC strategy at 2000+. Like khan+shrike for outflanking fleet terminators, or vulkan+pedro for scoring sternguard with TL combimeltas. All your second MotF does is die to a power weapon in assault and for his points, you can get another dread like stormcallers suggests.
And what the hell is a longbow. TLLC/ML is hellfire, no?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/28 20:54:50
Subject: Re:1500pt Space Marine Dreadnought List
|
 |
Fresh-Faced New User
|
Almarine wrote:Why would you take a second master of the forge.
To repair more Dreads. Duh. And I have the model and not another £30 pound Dreadnought so I thought I might aswell chuck it in. Thanks for the "input" though.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/28 21:23:58
Subject: 1500pt Space Marine Dreadnought List
|
 |
Death-Dealing Devastator
|
I can understand why you'd want an extra MotF, but instead of an extra MotF for more repair rolls, why not take a plain techmarine? It would be more fluffy in my opinion (master and aprentience thing) plus you can still use the model you bought. Tech marines are 50 points cheaper than the MotF.
@almarine- yeah i've always called them Longbow for some reason, i think it sounds cooler.
I like what you've done with the list but honestly 3 footslogging tac squads might not make it. if you drop one tac squad you can throw the other two in rhinos, and take a scout squad w/ 4x sniper, ML, and Camo Cloaks
so your troops look like
Tac w/ melta and Rhino -210
Tac w/ Melta and Rhino -210
Scouts w/4xsniper, ML, Camo Cloak -100
Same points as your 3 tac squads and more effective IMHO
However you could try some sort of Kan wall equilivent with your dreads
|
This message was edited 1 time. Last update was at 2011/06/28 21:24:39
2000pts
Tournament: Won:2 Tied:0 Lost:4 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/28 22:42:14
Subject: Re:1500pt Space Marine Dreadnought List
|
 |
Mekboy Hammerin' Somethin'
|
Almarine wrote:Why would you take a second master of the forge. Normally when people take two SM HQs, it's for a cunning double SC strategy at 2000+. Like khan+shrike for outflanking fleet terminators, or vulkan+pedro for scoring sternguard with TL combimeltas.
First off this whole statement is wrong. You can't have both abilities. But at the OP If you really want to take advantage of the MoTF's take 6 Rifleman dreads. then if you have two MoTF they could sit behind them and just repair them the whole game
|
This message was edited 1 time. Last update was at 2011/06/28 22:42:38
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/29 06:56:42
Subject: 1500pt Space Marine Dreadnought List (Revised)
|
 |
Fresh-Faced New User
|
I tried that, GC^ but couldn't seem to get it effectively sat on the 1500pts mark. Thank you though  .
I have revised my list, thank you to everyone that helped. I have a game tomorrow against a swarm of orks.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/29 09:17:57
Subject: Re:1500pt Space Marine Dreadnought List (Revised)
|
 |
Focused Dark Angels Land Raider Pilot
|
Ugh. It's like a Kan Wall, only without the cover saves or masses of bodies behind the dreads.
It's a pretty terrible list. Where are the long range weapons? How do you stop your opponent from kiting you?
Why does the MOTF have a Power Weapon and Storm Bolter? Do you really intend on getting him into combat? With one less attack?
Why don't your Tactical Marines have Missile Launchers? You do realise that this game generally requires you to shoot things far away, right?
Why do your footslogging Dreadnoughts have Heavy Flamers? Do you expect your opponent to run his hordes into template formation and not assault?
All these questions and more I ask myself when looking at this list.
Here's how I would do a Dread/MOTF list at 1500 points:
Master of the Forge, Conversion Beamer - 120
Dreadnought, Multi-Melta, Twin-Linked Autocannon - 115
Dreadnought, Multi-Melta, Twin-Linked Autocannon - 115
Dreadnought, Multi-Melta, Twin-Linked Autocannon - 115
Tactical Squad(10), Combi-Flamer, Meltagun, Missile Launcher, Rhino - 220
Tactical Squad(10), Combi-Flamer, Meltagun, Missile Launcher, Rhino - 220
Tactical Squad(10), Combi-Flamer, Meltagun, Missile Launcher, Rhino - 220
Dreadnought, Multi-Melta, Twin-Linked Autocannon - 115
Dreadnought, Multi-Melta, Twin-Linked Autocannon - 115
Dreadnought, Multi-Melta, Twin-Linked Autocannon - 115
Total: 1500
Nice and simple. Note the abundance of long range shooting, Melta and Troops. Note the lack of superfluous upgrades.
|
You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/29 10:10:55
Subject: Re:1500pt Space Marine Dreadnought List
|
 |
Dakka Veteran
|
General_Chaos wrote:Almarine wrote:khan+shrike for outflanking fleet terminators, or vulkan+pedro for scoring sternguard with TL combimeltas.
this whole statement is wrong. You can't have both abilities.
You are right, I wasn't thinking completely straight there. Sorry OP.
I still think two HQ is going to be mostly a waste of points at 1500 though.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/29 18:55:23
Subject: 1500pt Space Marine Dreadnought List (Revised)
|
 |
Fresh-Faced New User
|
While I respect your opinion, 'unbeliever', I don't see your list very prepared for any kind of horde. My list has the advantage over a KK list because we can destroy a couple of Kans a turn with shooting alone. There are 6 Dreads in my list, any 'horde' would have trouble bypassing that.
My Squads are just running into objectives and sitting themselves there, as the core of my opponents dire will be directed at dreads, right? We don't need missile launchers whilst we are running across the board, no? I stated this was a fluffy list, not a boring spam list, did I not? My MotF will be behind my dreads repairing them, a PS will help when that Termanator Squad with PFs tries to attack a Dreadnought.
I am not a idiot, I am looking for help, not for someone to insult me.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/30 04:55:02
Subject: 1500pt Space Marine Dreadnought List (Revised)
|
 |
Focused Dark Angels Land Raider Pilot
|
I never insulted you. You wanted feedback on your list, you got it; what's the problem? Are you upset that I called your list terrible, even though it is? Either you want feedback and accept that fact that some people are going to tell you the hard truth, or don't post it up at all. I'm giving feedback that will actually help you improve your game; considering how critical you are of people giving bad advice (RE: thanks for the 'input') I would have thought this is exactly what you wanted?
My list has the advantage over a KK list because we can destroy a couple of Kans a turn with shooting alone
With what, exactly? You only have two units with weapons with more than 24" range in your entire list...good luck taking down 9 Killa Kans with a 4+ save before they get to you! Most Kan walls have Lootas, KMB Kans and Deffkoptas backing them up, so I wouldn't count on all your Dreadnoughts being alive before the tide hits. By the way, Hordes aren't even your biggest problem here. Any standard Mech IG, Mech Space Marines, Mech Eldar or Dark Eldar list is going to run rings around you. Tell me, how does your list compete against a Dark Eldar list with 3 Ravagers and 9 Raiders, all of which are carying 36" anti-tank weapons that can move 12" and shoot? I really hope you can see the point I am trying to make here...
I don't see your list very prepared for any kind of horde
While my list is certainly better at taking down mech, it's certainly equipped to taking on hordes at the same time. See those combi-flamers inside the Rhinos? Tank shock into a blob, force them into a tight little line, then get out and flame. I also have missile launchers and a Conversion Beamer. Hordes can be manuevered against and whittled down, mech can't.
There are 6 Dreads in my list, any 'horde' would have trouble bypassing that
Guess what, so does mine! The real real why Dreadnoughts are hard to kill in CC by hordes is because of Av12, being a Walker and the damage table. Oh and by 'hard to kill', I mean 'takes a long time to kill' because eventually that Power Klaw is going to get through. You don't need a DCCW weapon for any of that. S6 still wounds t3/4 on 2's, and hordes don't really care about armour saves anyway.
My Squads are just running into objectives and sitting themselves there, as the core of my opponents dire will be directed at dreads, right?
Sure. Don't you want them to be useful once they actually get there? You know, actually contribute to the fight.
We don't need missile launchers whilst we are running across the board, no?
You do know that you can, and should, combat squad right? Half the squad moves forward in its Rhino to take objectives, half the squad sits back in cover shooting its missile launcher. This is pretty basic stuff. You literally lose nothing by taking the missile launcher.
My MotF will be behind my dreads repairing them
A complete and utter waste of points. You're paying almost 120 points for the privilege of being able to repair, what, one or two damage results throughout the entire game? But only if that particular Dreadnought that needs repairing is within range. Whoever told you to get rid of the second one had the right idea, there is no point throwing good money after bad.
|
You brighten my life like a polystyrene hat, but it melts in the sun like a life without love, and I've waited for you so I'll keep holding on without you.
"There's nothing cooler than being proud of the things that you love" - Sean Plott
Gold League - Terran |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/30 06:52:30
Subject: Re:1500pt Space Marine Dreadnought List (Revised)
|
 |
Long-Range Land Speeder Pilot
|
If I want a shooty dread list I would take unbeliever's list, drop one tac squad, put a bike on the MotF and purchase two typhoons (and you have 35 points to spend on silly upgrades) OR three MM/HF suicide speeders (for slowing down the opponent, mostly before you can shoot 'em up. Also doubles as horde control and tank hunters).
Next list is a lot different from OP's, but have you considered taking drop pods? List will look something like this:
MotF, bike and conversion beamer (155)
10-man tac squad, meltagun, multi-melta, drop pod (210)
10-man tac squad, meltagun, multi-melta, drop pod (210)
Dreadnought, two twin-linked autocannons (125)
Dreadnought, two twin-linked autocannons (125)
Dreadnought, two twin-linked autocannons (125)
Ironclad Dreadnought, melta gun, heavy flamer, drop pod w/ locator beacon (190)
Ironclad Dreadnought, melta gun, heavy flamer, drop pod (180)
Ironclad Dreadnought, melta gun, heavy flamer, drop pod (180)
MotF and mortis dreads shoot from afar while Ironclad w/ locator beacon drops in first followed by other drop pods for support.
|
Violence is not the answer, but it's always a good guess. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/06/30 08:15:50
Subject: Re:1500pt Space Marine Dreadnought List (Revised)
|
 |
Fresh-Faced New User
|
Thank you everyone.
Sorry I over-reacted, unbeliever, when I tried to further explain my play style to you. Thanks a lot for you help.
I played a game with the list in the OP, except I dropped the servitors, PW and SB on the MotF for a Convertion Beamer.
It was annihilation against a necron lord, the nightbringer and as many warriors as he could in 1500pts. I thought that I would lose this one, but the convertion beamer helped a lot. At deployment I parked my convertion beamer, my Rifelman, and my scouts in a raised corner. There was only trees everywhere else,  . But anyway, I deployed second so I set all of my dreads opposite to there designated targets. I put only my venerable dreadnought to combat the 360pt C'tan, but I was fairly certain shooting would have impact. Normal SMs were opposite some warriors. He deployed in a line of warriors with NB and Lord in the middle. I'm just gonna put the rest in bullet points:
- I stole the initiative. My turn -
- Moved Ironclads and Venerable as far foward as possible. They both ran 3 inches
- Rhino's moved up about 8 inches.
- Convertion Beamer put a wound on the NB
- Rifleman failed to wound the lord
- Snipers got a warrior, to no other affect.
- MM Dreads put another wound on the NB.
His turn -
- No warriors got back up.
- Moved the NB up, everything else stayed put.
- NB blew up the MM dread that wounded him.
- Warriors shot the rhinos and failed to do anything but take weapons of, xD.
My turn -
- Moved the Ironclads, Venerable and the two MM dreads foward 6 inches.
- Space Marines disembark.
- Shooting put the NB onto 2 wounds ( MotF, MM Dreads) and killed 5 warriors. (Space marines, Venerable, Snipers, Rifleman)
His turn -
- 2 warriors got back up.
- Nightbringer moved and shot but failed to penetrate the Venerable dread.
- Lord started to move up.
- Warriors killed 7 marines.
- Nightbringer charged and destroyed the venerable.
My turn -
- Ironclads ignored the threat of the NB and walked straight passed him to flame some warriors.
- MM dreads moved up a bit. Remaining 13 SM moved to rapid fire on the warriors.
- MM dreads put a wound on the nightbringer
- Convertion Beamer could not do anything to a NB because of range, so it fired on the warriors, scattered and killing only 2.
- Snipers killed the NB, finally. He blew up but did nothing.
- Space Marines destroyed the squad that they shot last turn. (Two meltaguns helped).
- Ironclads used there 3 templates to kill 5 warriors in a squad.
- Ironclads charged the unit they shot and destroyed them.
He gave up here. It was a fun game, and thank you everyone for your help.
|
|
 |
 |
|
|