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Made in cn
Prophetic Blood Angel Librarian




It just occured to me that the vehicles in this formation effectively get an 18" scout move due to the 'Unleashed Upon the Foe' rule. They are also all obviously fast too.
Aside from threatening the enemy deployment zone with Flamestorms from Baals and Redeemers (That extra 6" is huge in this case - I know as 5 of my 6 baals are flamestorms and a wiley opponent can deploy a little further back to avoid the rush usually, although I haven't used them properly since they lost that ability last dex), getting side armour shots from preds and baals, and doing a mass redeployment to wrong foot the opponent... how can this be best capitalised on?

That 6" extra move opens up avenues for other units as well such as dual MM Landspeeders getting in melta range turn 1. 1st turn charge DC/Assault squads. Scout bikes placing a locator becon perfectly for pods. Mass Scout rush (plus best Chapter for it). Id been so blind to the DC themselves getting the 6" bonus move that I've only just realised all the possibilities!

Is a DC dread rush viable? You could be getting them into assault turn 2 without a pod. Scouts to help with the cover save.
   
Made in hk
Steadfast Ultramarine Sergeant




It doesn't sounds like if the LR scouted, the passangers can charge in the first turn. But anyway, it is good to have a almost gauranteed 2nd turn charge which is a huge pressure on your opponent.

It is good to couple with multiple Droppod Death Company Dread. Overwhelm the enemy with more threathening vehicle, such as Dread, LR with DC inside, and Flamestorm Cannon Baal Predators and Vindicators, let opponent chose which unit he want to be left and get attacked by.
   
Made in us
Prophetic Blood Angel Librarian




Yeh I was thinking more of DC and assault squads making the 6" move, 12" move first turn, then rolling slightly above average to get at an opponent 26-27" away (let's face it - no-one deploys on their deployment line directly opposite a DC squad).
Been thinking that DC dreads might effectively walk up the board for a turn 2 charge without pods. ~15-16" after turn 1, an extra 6" turn 2 movement and your only 2-3" from the opponents deployment line so can reach a lot behind it with an average charge, getting into assault at the same time as a podded dread (not quite as reliably though). And with that faq on dreads attacks, that gives 8 st10 ap2 (with possible shred) attacks at I5!
Your right with overload being the key. I tend to stay away from vindis with an assault list (bad experiences lol) but flamestorm bawls, Redeemer filled with DC, Dual MM speeders, DC dreads... leaves a lot for the opponent to focus on in their face all at once.
Just thought of an example list:

DC chaplain (with a JP squad)
DC chaplain (with redeemer squad)
5 DC with jps and 1pf
5 DC with jps and 1pf
5 DC with 1pf (in redeemer)
1 DC dread with talons
1 DC dread with talons

Techmarine with servo harness (with redeemer squad)
1 Redeemer with multimelta
1 Flamestorm Baal with dozerblades
1 Flamestorm Baal with dozerblades
1 Pred with lascannon side sponsoons and dozerblades

1 Land speeder with dual multimeltas
1 Land speeder with dual multimeltas
1 Land speeder with dual multimeltas

1850pts

Whats really annoying is the dual DC chaplain tax. Every similar formation in all other armies gives you a choice whether you want a command as far as I know rather than a compulsory one. Id rather take the formations one and another dread of I could.

So this is just an example but with the Flamestorm baals and Redeemer being in their face and 3 speeders in melta range as well as DC squads either engaged or about to engage, I can't see the opponent shooting at the dreads. A threat saturation.

Obviously not a top tier list (it's BA after all) but the detachment does seem to allow for so many more tricks and tactical options.

This message was edited 1 time. Last update was at 2017/02/13 15:35:39


 
   
Made in us
Steadfast Ultramarine Sergeant




I still think non-Droppod melee Dread will have huge problem in getting into combat. Yes, by your calculation, your Dread will be at 2 inch away from enemy deployment zone at the start of 2nd turn assault phase. But it is always better to assume your opponent knows how to counter deploy / counter play an all out assault army, where he/she will have the unit deployed / moved as far away from you as possible. Considering the "thickness" of a deployment zone, his/her unit may still be around 12 inches from your footsloging Dread at the start of T2 assault phase, making your charge almost Impossible.

So I want insist my recommendation: the Death Company Dreadnoughts do need Droppod (or Stormraven if you playing fun game).

Hope that could help you. Good luck.
   
Made in us
Been Around the Block




Keep in mind that the DC Chap cannot go in the Land Raider (has a jump pack).

But yes, I agree with overloading with many threats. Make the opponent make choices.

In the several games I've played so far, ironically the Land Raider Redeemer has been my VIP. Flamestorm BBQ.... yum yum.

This message was edited 1 time. Last update was at 2017/02/17 02:39:47


 
   
 
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