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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Messing around with the idea of a mobile or semi-mobile armored fist type of build with lots of cheap units:

dreadnought with TL AC+psybolts x3 - 405
ven dread with same AC+psybolts x3 - 585
razorback with TL HB + psybolts x4 - 200 (2 points left over for 2 of them to grab a seachlight)
chimera with multi-lazer x1 - 55
acolyte warrior squad 3 man each with some combination of combi or flamer/plasma/melta x4 - 168
servitors x3 with 2 plasma cannons and a multi-melta x1 - 50
Cotez -100
grandmaster w/3 servoskulls -190

total- 1750 exactly

strengths:

Lots of long range shooty, units that will die quickly when assaulted so to expose assaulters to return fire
41 shots most of which are TL at 36' with good strength but kind of bad AP
24 shots at 48' TL and str 8
6-9 scoring units with the addition of grand strat
deployment harrassment with servo skulls
cheap units with good range that can hold points
no particularly weak or strong units that stand out.


weakness:
18 kill points
no fast attack options
no last turn contesting ability
no good counterassault/tarpit ability
lack of range options vs AV14
no particularly weak or strong units that stand out (can be good and bad)

I'm looking to make this fairly good as an all comers list. Please be brutal. I'd rather fix it before I start painting things.




Automatically Appended Next Post:
bump because I just now realized that cotez's "I've been expecting you" rule might not enable the plasma cannon servitors to fire out of the chimera if the tank moved. more acolytes? or just swap to heavy flamer/melta? now I feel like I need something to blast hordes.... need more ideas

This message was edited 2 times. Last update was at 2011/10/29 12:37:56


+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

hrm... guess it must be a perfect list cause no one has any ideas

anyways, I'm also still deciding if I want to replace the grand master with a librarian as I'll essentially be trading 1-3 extra scoring units vs psy hood and shrouding along with a second sanc somewhere else in the army

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Well it seems that I'm gonna stick with the grand master for now since grand strat is very useful afterall.

On the other hand, I'm completely lost as to what to give to servitors and how to properly set up the 3 acolytes in each tank.
They will all essentially be all suicide units to a degree so plasma? flamers? or melta a few guys to death?

+ Thought of the day + Not even in death does duty end.


 
   
Made in gb
Longtime Dakkanaut




Surely ven. dreads do not need TL anything. If you went for plasma and leave them one arm to use their WS5 might be nice.

I think this is the second list on here I have seen with this so maybe it is me. So please tell me why.
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

Surely ven. dreads do not need TL anything. If you went for plasma and leave them one arm to use their WS5 might be nice.

I think this is the second list on here I have seen with this so maybe it is me. So please tell me why.


essentially it's projection of power while able to stay mobile. the Autocannons + psybolts make it 2 hits at str 8., 2 of them give 4 hits each turn on just about anything. That's enough to wipe out 6 transports/light vehicles a turn potentially with 6 dreads (realistically with cover saves and pen rolls, it's more like 2-3). The 48' range on auto cannons also mean less return fire that can reach the dreadnaughts. Your 36' guns will have to move 6 and run 6 to get into range if I happen to stay really close to my max range.

A plasma blast might seem kind of nice for hordes but that's what the heavy bolters with psybolts are for already. Any infantry that can get close will just mean they get a bunch of heavy bolters to the face. The str 7 will also be less able to penetrate tank armor as well although I do like the Ap2.

On the topic of melee, this list really doesn't have much in terms of melee. In fact, it abhores getting into assault. The dreadnaughts will be trying to stay 48 to 54' away from anything so that nothing can get caught up in assault with them. Tarpitting is very bad for this list.

As to why there are 6 of them? It's essentially target saturation. This list is pure reduncancy. Kill w/e you want. It's essentially able to maintain mobility and keep shooting. If there is a deathstar, all units can kite and keep shooting at it. I've glanced a LR to death before though it does take forever. (And of course there's still the suicide melta men if I wanted to; Even at BS3, 8 meltas potentially unloading on any one target should get a kill. ). If there is another multiple small unit group, this list has enough guns at range to keep them away for the most part taking priority to pop those transports.

Even at BS3, 8 meltas potentially unloading on any one target should get a kill.

+ Thought of the day + Not even in death does duty end.


 
   
Made in gb
Longtime Dakkanaut




So your answer on why BS5 needs TL is why not? That is a good reason .
   
Made in ru
Despised Traitorous Cultist




Russian Federation

I've had a thoughts about SaS list like this, and i'd like to add more henchman - like:

1 psyker squad with addition of jokaero (buff psykers)
1 servitor squad with coteaz. This squad can take assasins/crusaders for anticharge
2-3 acolyte squads on chimeras (got same S6 shots as psybolt RB, but 12 AV and fire points)
1 random squad, depends of metagame and tests

so you get more scoring and don't really need grandmaster
(inquisitor with grenades can be taken for more CC power).
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

So your answer on why BS5 needs TL is why not? That is a good reason .


it's mostly for the str 8 actually

1 psyker squad with addition of jokaero (buff psykers)
1 servitor squad with coteaz. This squad can take assasins/crusaders for anticharge
2-3 acolyte squads on chimeras (got same S6 shots as psybolt RB, but 12 AV and fire points)
1 random squad, depends of metagame and tests

so you get more scoring and don't really need grandmaster
(inquisitor with grenades can be taken for more CC power).


I'd love to add more henchmen actually and at higher point values I can do that but at 1750, I'm kind of stuck with fewer men. I really would like a counter charge unit somewhere in there as I feel that is something I really lack so a squad of deathcult + crusaders+mystics could be quite effective. Right now this list is basically sacrificing the men to die to allow more shooting. I'll try to come up with a different list that just has 1 HQ but those servoskulls will be missed as it tends to limit enemy deployments and allow the range the army needs to open up on the enemy and deny return fire.

This message was edited 1 time. Last update was at 2011/10/31 21:14:20


+ Thought of the day + Not even in death does duty end.


 
   
 
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