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![[Post New]](/s/i/i.gif) 2012/12/30 05:15:48
Subject: Ironclad Loadouts
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Steadfast Grey Hunter
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I am contemplating running a mech list with 3 drop pod Ironclads.
1) do you think this, being an army focal point, is plausible?
2) what would you outfit them with?
Ive come to the conclusion that chainfists are no good, Id much rather hit at I4 over I1. Is this correct? Also, what shooty goodness should I plan on: 2 dreads with HF+MG and 1 with HF+HF or vis versa?
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![[Post New]](/s/i/i.gif) 2012/12/30 05:21:33
Subject: Ironclad Loadouts
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Pyro Pilot of a Triach Stalker
New York
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Dreads don't get dragged down to I1. They can swing powerfists and such at initiative.
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![[Post New]](/s/i/i.gif) 2012/12/30 05:35:24
Subject: Re:Ironclad Loadouts
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Steadfast Grey Hunter
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Where do you see this? Chain fist is unwieldy, DCCW is not.
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![[Post New]](/s/i/i.gif) 2012/12/30 05:39:26
Subject: Ironclad Loadouts
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Fresh-Faced New User
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I think chainfists are great for what they're meant to do--kill tanks. They're less effective against dreads, per Dr. What's point, but armourbane is armourbane.
But regular powerfists are unwieldy anyway, so if you can spend the points, they're a good choice for terminators. For power-armoured marines, though, your point is a significant one. You have to decide what jobs your unit is trying to accomplish. If you want an unwieldy weapon that can insta-kill any toughness 4 and below enemies, throw that badboy on a sergeant or something.
As for three ironclads drop-podding, that is horrifying.  If they successfully come in during the turns you want them to, they will provide several daunting targets for your opponent to spend all his powerful shots on while your footsloggers go to work on the objectives and other key points of the battle. But put some thought into whether you are relying completely on their success in arriving before turn 4.
In sum, good plan, but make sure you don't put ALL your eggs in one basket.
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![[Post New]](/s/i/i.gif) 2012/12/30 05:40:39
Subject: Re:Ironclad Loadouts
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Read the Unwieldy rule. Walkers and MCs ignore it.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/12/30 05:40:55
Subject: Re:Ironclad Loadouts
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Resolute Ultramarine Honor Guard
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The Chainfist is a DCCW, as per the Codex: Space Marines faq.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2012/12/30 05:42:06
Subject: Ironclad Loadouts
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Fresh-Faced New User
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And about the weapons to give the Ironclads, I suggest doing one with double heavy flamers (Cool! Didn't realize you could do that--I play Blood Angels if it wasn't obvious  ), and the other two with one of each. I think you'll appreciate the versatility.
Ah. Completely spaced and forgot about Ironclads having chainfists. Sorry about the advice going out in left field.
But yes, what the man says is true about Initiative.  Good news for ya!
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This message was edited 1 time. Last update was at 2012/12/30 05:46:16
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![[Post New]](/s/i/i.gif) 2012/12/30 05:52:23
Subject: Ironclad Loadouts
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Steadfast Grey Hunter
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Ah, thanks for the input and the unwieldy rule reference (completely over looked that!).
This is sounding fun, now to sleep on it and see if I feel the same way in the morning!
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![[Post New]](/s/i/i.gif) 2012/12/30 06:30:10
Subject: Re:Ironclad Loadouts
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Terrifying Wraith
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The hammer only when you know you will have building or land raider to destroy. DCCW/chainfist with HF or hurricain bolter/chainfist HF agains infantrie. Have fun
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![[Post New]](/s/i/i.gif) 2012/12/30 07:45:12
Subject: Ironclad Loadouts
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Warplord Titan Princeps of Tzeentch
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The point is, the Hammer makes pens more painful, while the Fist makes you pen more often.
While the chance to outright blow something up is nice, the new hull points means that if you pen enough you wreck it no matter what you roll on the penetration chart, so penning more often actually makes you more likely to drop most targets then getting better pens.
The only real issue is fortifications that cannot be glanced down, but how often do you bother targeting these? and even then, pen often enough and the damage chart will give some results.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2012/12/30 15:53:20
Subject: Ironclad Loadouts
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Steadfast Grey Hunter
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Forts are a non issue, in my gaming group there are none of them and only one flyer model (between 4 of us).
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![[Post New]](/s/i/i.gif) 2012/12/30 16:50:21
Subject: Ironclad Loadouts
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Stone Bonkers Fabricator General
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the chaos dread and the defiler dont have DCCW, they just have powerfists. They swing them at init 3 or 4 as walkers ignore unwieldy.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/12/30 18:30:18
Subject: Ironclad Loadouts
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Shas'o Commanding the Hunter Kadre
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The ironclad works well being dropped in the enemy lines and you still have tanks in yours, such as a landraider or predators, ect.
Using the sisemic hammer is preferred, as the dread has to still hit things and can miss, so you want +2 on the damage table to ensure things die.
Beyond that, melta gun and heavy flamer is the way to go, as it handles all targets. Also if you have the points, add assault launchers, because giving your dread assault and defensive grenades is nice.
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![[Post New]](/s/i/i.gif) 2012/12/30 18:47:53
Subject: Ironclad Loadouts
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Executing Exarch
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juraigamer wrote:The ironclad works well being dropped in the enemy lines and you still have tanks in yours, such as a landraider or predators, ect.
Using the sisemic hammer is preferred, as the dread has to still hit things and can miss, so you want +2 on the damage table to ensure things die.
Beyond that, melta gun and heavy flamer is the way to go, as it handles all targets. Also if you have the points, add assault launchers, because giving your dread assault and defensive grenades is nice.
I second this entirely. Remember, if you have the assault launchers, you can throw a frag grenade at hordes. Combined with the heavy flamer and you can handle just about anything. The def grenades give you a save against close range AT weapons, like melta guns and haywire grenades.
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The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2012/12/30 22:45:40
Subject: Re:Ironclad Loadouts
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Mindless Servitor
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No one mentions HK missiles...why?
My IC always has both HKs, and rarely doesn't get the points for them back.
Mostly used for targeting rear armor of the parking lot (2x HK + Melta), or wear down a heavy weapon infantry squad from behind.
As for the CCW, in 6th ed the chainfist is my preferred way to go.
Glances don't roll on the damage chart, so even if the target doesn't blow up instantly, chance is greater they are either immobilized/stunned (next CC attack = auto-hit) or lose firepower (shaken/stunned/weapon destroyed) to strike back.
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![[Post New]](/s/i/i.gif) 2012/12/30 22:56:04
Subject: Re:Ironclad Loadouts
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Shas'o Commanding the Hunter Kadre
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Mostly for saving points, normally with vulkan in the list the melta gun alone is normally enough for anti-tank, but if you have the points free, the missiles are worth their cost.
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![[Post New]](/s/i/i.gif) 2012/12/31 00:28:11
Subject: Ironclad Loadouts
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Blood Angel Terminator with Lightning Claws
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My friend goes all out with his: two hk missiles, and two heavy flamers with seismic hammer all in a drop pod. It has never failed to destroy at least 2 vehicles/ infantry units per game before its brought down
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GW: "We do no demographic research, we have no focus groups, we do not ask the market what it wants" |
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![[Post New]](/s/i/i.gif) 2013/01/01 14:42:12
Subject: Ironclad Loadouts
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Fresh-Faced New User
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I like the thought of running 3 Ironclads in Drop Pods and I think I am going to give it a whirl in my game today. I am a huge fan of Dreadnoughts and find them to be highly effective. I was wondering however, what else are you running in your army list? Especially is there an HQ unit that you would suggest or prefer with this army?
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![[Post New]](/s/i/i.gif) 2013/01/01 15:34:27
Subject: Ironclad Loadouts
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Morphing Obliterator
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Vulkan makes Ironclads pretty good (as he do with nearly all off our units  ) but you could also take a MotF. Then you could take Sternguard and Termis with your 3 Ironclads to create a threat overflow in the deployment zone of the enemy.
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Playing mostly Necromunda and Battletech, Malifaux is awesome too! |
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![[Post New]](/s/i/i.gif) 2013/01/01 19:15:43
Subject: Ironclad Loadouts
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Fresh-Faced New User
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Shadox wrote:Vulkan makes Ironclads pretty good (as he do with nearly all off our units  ) but you could also take a MotF. Then you could take Sternguard and Termis with your 3 Ironclads to create a threat overflow in the deployment zone of the enemy.
 I am assuming you are suggesting to put the Sternguard in Drop Pods as well? I like where you are going with this! Interesting tactics and I think I will give it a go! Thanks so much!
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![[Post New]](/s/i/i.gif) 2013/01/01 19:35:11
Subject: Ironclad Loadouts
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Annoyed Blood Angel Devastator
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I have 2 ICs with 2 HKMs, Meltagun and Flamer. they land infront of armor and nuke it. Even against nids you can meltagun and HKM warriors or larger creatures. The AV13 protects you so just try not to expose your back
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