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Made in us
Longtime Dakkanaut






Just a rework of my drop pod list. Tiggy and his buddies aren't all that effective, so it replaces them with a pair of dreads and a tornado

Librarian, fury, fear, 4 man terminator squad with 2 cannons, chainfist, furious charge in a pod

venerable dread with cannon, heavy flamer, in pod

2X5 terminators with 2 cannons and a chainfist

2X5 tac marines with meltagun in a pod

3 tornados

2 dreads with cannon, heavy flamer, in pods.

I lose alot of hth attacks, but gain 3 assault cannons.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
Clousseau





Wilmington DE

I'd squeeze in some teleport homers for the Termies, but otherwise, I likey...

...Though it looks to me like you really want to play Warmachine

Guinness: for those who are men of the cloth and football fans, but not necessarily in that order.

I think the lesson here is the best way to enjoy GW's games is to not use any of their rules.--Crimson Devil 
   
Made in us
Longtime Dakkanaut






Good idea. I think I actually have points for all the terminator squads to have them. They're mucho useful.

"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in us
[DCM]
Longtime Dakkanaut






In da Mekshop

I find it quite amusing that as soon as one person decides to bring a Dread-heavy list to a Grand Tournament and actually does well with it that all of a sudden Dreads are suddenly "what's for dinner".

I've always loved Dreads in armies, they look great and can be a real pain in the rear for armies to deal with. I always have had 2 in my standard jump-pack heavy marine list, sometimes even went to three, as you have here.

I found that Dreads with Dread combat weapons are sorely lacking. For only 10 more points per dread they could have missile launchers. While the ranges of the Assault Cannon and the Missile Launcher are quite different, I found they worked very well together. The A-cannon and a frag missile do well vs. hordes, and the A-Cannon and a krak missile work well against vehicles. Most of the time the power fist is never used, and Dreads aren't great in HTH. However, I know you have your dreads in pods, so the Flamer does become quite handy.

I guess if you have everything coming in hard and fast then that does negate some use of the ML. But I've had to do the Hail Mary ML shot a few times to render a vehicle or squad non-scoring and the A-cannon didn't have the range to do the job, so it seemed to work out well.

I thought of running a list very similar to this for fun, just to see what happens. Let us know your success with it.

-GrimTeef-
Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club 
   
Made in us
Rampaging Carnifex





I would never give dropping dreads with assault cannons a missile launcher. The heavy flamer+assault cannon at 150 pts, and the ability to add 10 dudes to an assault for outnumbering and actually do some wounds (and kill vehicles with the S10 weapon) is just too much flexibility.

There's something to the concept of all las/ml dreads if you really want some long range anti-tank firepower, but if you're gonna do it they should all be that way and drop way across the board.

Personally, I like the drop, back to the pod, heavy flamer + cannon for anti-horde use. Orks and Nids pose no real threat to my list because I can virtually guarentee I'll have them to manageable numbers on the drop. Have peeled entire squads of fire warriors, genestealers, stormboyz, etc.

More to the point, I like the list. But I think the tornadoes stick out like a sore thumb. I'd swap them for another squad of termies. Loses you one assault cannon, but it takes a lot more for most armies to wipe out a squad of termies than even 3 separate squads of speeders. And it takes away anything that anyone might ever want to shoot autocannons/heavy bolters/et cetera at (well, autos at the front armor of dreads, but even so -- easy vps on AV10).
   
Made in de
Regular Dakkanaut




Looks like one nice army that could possibly win painting awards done well. The army seems to rely mainly on initiatve, firepower and use of terrain to prevent own losses. For this concept I find that you might be better off losing the venerable status on your one Dread. Most of the time people will target the other Dreads. Or to say it short: More offensive power will allways help your army, while the defensive venerable ability is not allways usefull.

Btw, thouse Chainfists definately look nice, but I cant picture many situations where thouse would be usefull. Vehicles will die to multiple normal Fists and possibly even earlier to ACs. Id use thouse points for something else.

This would be 35 points to play with.

Are you intending to deepstrike the Terminaors? Wouldnt that be a bit too risky?

   
Made in us
Krazed Killa Kan






South NJ/Philly

Dreads in a drop pod are awesome, period. I haven't given mine the Heavy Flamer just sticking with the storm bolter since I want to be able to fire both weapons if I get a bad scatter. I tend to be too conservative with this though and the risk/reward for it makes the Heavy Flamer a good choice.

That said, I'm surprized that with the pods you're taking the risk of Deepstriking with the Termies, I'd say just give them pods as well. More pods = more LOS blocking and no chance of a bad scatter killing your guys.

I'm not that much of a fan of Speeders in a pod list. I think that perhaps more Tac squads w/ Meltas or Plas weapons would do much better for you. Or just instead of Tiggy a regular librarian and a command squad, or just more termies from another Termy Command squad.

   
Made in ca
Dakka Veteran




The Hammer

Hmm. I'm not sure about those Teleport Homers. Your whole army deep strikes, with the exception of perhaps the Land Speeders. So you wouldn't begin with anyone on the board to home in the signal. If you have 5-15 points to spare, yeah, it may be worthwhile to buy some of you Terminator Sergeants a few. However, 20 points to give a five-man tac squad in a pod a Homer is a little much, IMHO.
For walking dreads, I'll be the first to chime in on missile launchers, but the extra range and shooting is clearly moot when they ride in a pod.

When soldiers think, it's called routing. 
   
Made in us
Longtime Dakkanaut






Interesting replies. My thoughts:

Grimteef: Dreads without pods stink. But in a pod list they let you drop a heavy flamer on some unit that needs flaming almost all the time. But they almost always die, so keeping them cheap is crucial. In my list the purpose of the dread, besides mowing down some infantry on the turn it comes in, is to force my opponent to shoot it on the turn it comes in. I can generally find an area where he must shoot it and kill it in that single turn or it will eat a flank by itself. This makes the terminators that much better because those guns aren't thinning them out.

But I would never even consider anything but the assault cannon/heavy flamer combo.

Longshot: Interesting thought about having no speeders. The idea of swapping them for terminators is appealing and requires more thought. But to do that I must give up the venerable on my one dread and that mobility, which is often quite useful for objectives. I'll think about it.

Raider: Venerable is huge, particularly when used as described above. It makes the enemy plan around using much more firepower to stop it, and hence it helps the terminators even more. The chainfist are used more often than you'd think. Knowing that you've got them when you're podding into the middle of a bunch of tanks is crucial.

Voodoo: You can have too many pods. They block your LOS and your movement as well, and enemies can box you in fairly easily with a throw away rhino if they need to. So 5-6 is just right.

Wight: I'd only put homers on the terminators that can have them for 5 ponits. It's useful enough to make it points well spent. I have only 1 in my list now and use it all the time.


"I've still got a job, so the rules must be good enough" - Design team motto.  
   
Made in de
Regular Dakkanaut




Mauleed, dont your Terminators risk to have their LOS blocked without a Pod even more? If they deviate with a Pod, you can place them in a fair big area around the pod (to optimize LOS), while by deepstriking you easily scatter into a bad position and have to stay there. I have experienced that more then 6 Pods indeed can hinder your movement, but that can be easily prevented by keeping a little more space between some Pods.

My biggest concern with deepstrike though is, that Id hate to base my battle plan on lucky scatter roles. Losing a unit of Termis every now and then to impassable terrain, own models or enemy models seems to be not too unlikely. Finally I do not really understand how you use thouse homers.
   
 
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