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BA Dreadnought List- 3 Furiosos, 2 Death Company Dreads, 2 Ironclad Allies. Choosing between 2 Lists  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Trying to finalize my list for the Nova Open so I can know what to paint!

I have put together two lists. The first list has more special weapons but one less assault squad, and thus only landing 5 pods (Furiosos/Ironclads) on turn 1.

The second list has an extra assault squad, giving me one more scoring unit, and an extra pod on turn 1. In this list, other than the Furiosos and Ironclads, what unit should come down turn 1?

Which list do you like better? Thoughts appreciated!


List 1- Loaded Out

Librarian - 100

8 Assault Marines, Flamer, Sergeant w/ PW + Meltabombs, in Drop Pod - 179 (Librarian goes here)
10 Death Company, 1 PF in Drop Pod - 260
Death Company Dreadnought in Drop Pod - 160
Death Company Dreadnought in Drop Pod - 160

Furioso Dreadnought in Drop Pod - 160
Furioso Dreadnought in Drop Pod - 160
Furioso Dreadnought in Drop Pod - 160

Allies:

Master of the Forge - 100
10 Tactical Marines, Plasma Rifle, ML, Sergeant w/ Meltabombs, in Drop Pod - 220 (Master goes here)
Ironclad Dreadnought in Drop Pod - 170
Ironclad Dreadnought in Drop Pod - 170

Total - 1999 (out of 2K)

---------OR------------

List 2- Bare Bones (only 20 points to play with for special weapons)

Librarian - 100

5 Assault Marines, Flamer in Drop Pod - 105
5 Assault Marines, Flamer in Drop Pod - 105
10 Death Company in Drop Pod - 235
Death Company Dreadnought in Drop Pod - 160
Death Company Dreadnought in Drop Pod - 160

Furioso Dreadnought in Drop Pod - 160
Furioso Dreadnought in Drop Pod - 160
Furioso Dreadnought in Drop Pod - 160

Allies:

Master of the Forge - 100
10 Tactical Marines, Plasma Rifle, ML in Drop Pod - 215
Ironclad Dreadnought in Drop Pod - 170
Ironclad Dreadnought in Drop Pod - 170

Total - 2000

In the second list I spent my 20 spare points on 2 flamers and the plasma rifle. Instead of the plasma rifle I could give both small squads' sergeants meltabombs. Any thoughts on which list is better, or how to load things out would be appreciated!

This message was edited 1 time. Last update was at 2012/07/23 11:48:28


 
   
Made in us
Freaky Flayed One





Durham NC

I like the first list better, but I am concerned about Dreads in 6th. Not sure. That pains me to say, as I loved running Master of the Forge on bike with conversion beamer, with 6 dreads in pods. I would LOVE to hear how this works.

About 10000
- 5000
6000
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I am hoping having so many, and the 5 landing turn 1 being AV13, will help make it work. I am leaning towards list 1, as well. Thanks for the input
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Los Angeles

Very interesting build, I like list 1.

First question is if there's a real reason for allies? BA can already do this list without them...tho the other dreads are normal and not Ironclads.

Also, which powers are you taking with the Libby? Blood Talons or Fists on the BA dreads? Basic plan of attack?

I play

I will magnetize (now doing LED as well) your models for you, send me a DM!

My gallery images show some of my work
 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Okay, List 1 it is then! Starting my assembly of remaining parts tonight although weapons will be magnetized so that can be changed if needed.

The reason I went with allies is for AV13 on the Ironclads, and to be more close combat oriented... the normal heavy support dreadnoughts seem to lack a bit of punch, although could actually be a little more comparable now since people can't choose which arm to knock off when they damage them.

My plan is to land the 5 AV13 dreads (3 Furiosos and 2 Ironclads) on turn 1 and try to get First Blood. Hope they can weather the storm and threaten things, letting the Death Company dreads, Death Company, and troops come down after. Troops will obviously have to focus on claiming objectives! The allied tactical squad may combat squad to help with this.

As for Blood Talons vs. DCCWs... since the 2 Ironclads have DCCWs, I was thinking to have the 2 DC Dreads and 2 Furiosos with Blood Talons, and the last Furioso with DCCWs (and a searchlight to use the last point).

Not sure about the powers on the Librarian, would love some help with what would be best? Thought about just keeping the BA powers to get Shield of Sanguinius and protect the assault marines a bit... but I'll probably end up trying out one of the rulebook sets since they look interesting

This message was edited 1 time. Last update was at 2012/07/23 22:37:55


 
   
Made in us
Regular Dakkanaut




Blood lance is a nice option. It auto hits so its good to take down fliers since you don't have to worry about rolling a 6 to hit them.
   
Made in gb
Longtime Dakkanaut




I need to know more about NOVA in 6th edition.

You have a complete lack of scoring units.
I think the small 5 assault squads in drop pods are a clever idea. They will land late and score for you, whilst being cheap.

Then some upgrades could be better. Like melta+combimelta is a good for a tactical squad in a drop pod as to take out tanks when they land. Then deathcompany could have some powerweapons, I guess you have them with bolters. Inf. pistols may work for them.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

ianj253 wrote:Blood lance is a nice option. It auto hits so its good to take down fliers since you don't have to worry about rolling a 6 to hit them.

Sorry, I had thought of this as well, until I found out that Blood Lance doesn't work vs flyers. Pg 81 - shots against flyers can only be snap shots. Pg 13 - attacks that don't use BS can't be fired as snap shots. Which is all well and good, because Blood Lance would be just plain cheap vs flyers if it worked.

This message was edited 1 time. Last update was at 2012/07/24 01:18:15


   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

MFletch, I planned to give the death company BP/CCW for the additional attack. The tactical squad would be the only unit with bolters. I know Death Company are relentless, but it seems like if they shoot things they might put themselves out of charge range...

Ian and Andilus- Blood Lance would be sweet if it could hit flyers! But it seems like you're right that it can't. So what psychic discipline would you suggest, or stick with BA's standard ones?

The other thing about Blood Lance is that if I were taking it, I would probably want to change the unit's special weapon to a meltagun, since they'd have to shoot at the same target (would drop the tactical squad sergeant's meltabombs for this). But the rulebook psychic disciplines look tempting to try out
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

I like list 1. Don't you only drop half your drop pods turn 1? With the Furioso's and Ironclads that 5/10 pods right? Maybe I missed something. I would drop down the DC too (if you can). I would think with all that AV13 in their face, they can get into position easily.

With the Libby with one of your few scoring troops, Shield seems like a must have if you are not guaranteed cover. But it's a toss up for the second power: Blood Lance or Fear IMO.

Pretty sweet list.
   
Made in us
Waaagh! Warbiker






I like list 1 better.

The death co seem out of place. Their place is for hth, you have plenty of that in the dreads. You lack scoring units in 6th edition where 5 of 6 missions are objective / scoring based, that's bad. I would consider replacing the Death Co with another 10 man assault or tac squad preferrably if you could afford it because 6th is a shooting game and you have plenty of hth answers. A 10 man scoring unit here gets you 1-2 troop choices as mission / opponent dictates and more shots on landing, and 6th is a shooting game.

I like the assault squad with Lib. If you put one more model in it, you could combat squad it and deploy one half for objective grab in back field only all chainsword bolt pistols, and the other half could deploy with the Lib still. If you do what I note above, the lib could even leave the 5 man and join the 10 man on disembark if they were in the vacinity of each other.

I like the tac squad, but it's a shoot unit, I'd get a combi-weapon on the sergent and with rapid fire rules, I'd make it a combiplasma

Blood Lance does not hit flyers, you made the right call. Blood Lance is a devistating weapon nonetheless. I think the lance and shield would be the spells I'd run in this list. The shield may afford you added saves for the dreads that pop out in range... and with 6" deployment, you shoudl be able to put as many in range as you want. If you take some shooting centric force on the infantry, the diviniation powers are hard to pass up.

I see two weakness in the dread heavy design... anti-flyer and no Fast Attack. Flyers can ruin your day if you have no answer for them. Flyer counter includes heavy LOS blocking terrain, flyers of your own, Fortifications with Skyfire, units that to reroll to hit by some preferred enemy or similar means like Prescience spell... stormravens, doomscythes, vendettas, voidbombers, etc all have serious punch for anti-dreadnought.

2 of the 6 missions are either Fast Attack bonus or Heavy Support bonus for scoring units. I see no FA in your list and can't remember if the Iron Clads are heavy in SM or not... If you have none of either, then games where FA or HS are counted as scoring will further put you at a disadvantage.

Cheers,

6K, 7K, 5K, 8K, 7K 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Reps0l- In list 2, 6 pods could hit turn 1. But it is moot since due to feedback I am going with list 1 . I think you are right about Shield, I had not considered Fear (was considering Rage), why do you like it?

Tactica- I had not thought of combat squadding and leaving 5 in reserve, if that's possible... But in that case I would've made a separate 5-man squad with "free" drop pod, I.e. List 2, to get another pod down turn 1.

The 10 DC are required to have 2 DC dreads, otherwise I'd definitely swap them out!

I don't yet know if having only one heavy and no FA will hurt or help. They also give up points in those scenarios, so at least I wouldn't be doing that.

Thanks for the thoughts!! Starting building what I need to finish tonight
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

Ah, I need to read more carefully. Thanks for the clarification. I was drawn to the bold.

I typically take Rage over Fear but I use my marines in an aggressive manner. Seems to me that your Dreads will be the aggressors and your marines will be camping the objectives. Fear seems to be more of a defensive minded spell. A charge can pull you off the objective.

But that's just me theorizing with your list. It probably won't really matter which one you take, as long as you have Shield.

GL at Nova.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I agree they'll likely be camping... Now I just need to go home and look up what Fear does, as I've only ever used Rage, Shield, and Lance
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

Targets a unit within 24". Unit must take Morale test with a -2 modifier.
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Got it, thanks!
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Now that 6th edition has been out for a bit, I thought I'd ask if folks think this list is (still) viable?

I just want to be able to play middle of the road armies... I'm hoping that with folks going infantry-hammer, my list might cause a problem match-up for some people.

Still working on getting it together, unfortunately did not finish it in time for Nova. Would like to run it at next year's, though
   
 
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