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![[Post New]](/s/i/i.gif) 2014/03/07 08:44:44
Subject: 1850 Imperial Fists Dreadnought Onslaught
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Discriminating Deathmark Assassin
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A friend quite likes Dreadnoughts. He's gradually working his way towards an army, and I'm trying to help him design it. New book is out, reworking a few things, and trying to figure out if what I came up with will work, or if it needs a little tweaking.
Using the Sentinels of Terra rules, but that really only matters for the Warlord table and slightly different Bolter Drill.
Ironclad Dreadnought with 1 Hunter-Killer Missile, Meltagun/Flamer, Fist/Hammer, in Drop Pod
Ironclad Dreadnought with 1 Hunter-Killer Missile, Meltagun/Flamer, Fist/Hammer, in Drop Pod
Ironclad Dreadnought with 1 Hunter-Killer Missile, Meltagun/Flamer, Fist/Hammer, in Drop Pod
Dreadnought with Assault Cannon/Fist, Flamer, in Drop Pod
Dreadnought with Assault Cannon/Fist, Flamer, in Drop Pod
Master of the Forge with Auspex
7 Sternguard Veterans, 2 Combi-Meltas, Comb-Grav & Meltabombs on Sarge, in Drop Pod
10 Tac Squad Marines with Flamer, Heavy Bolter, Combi-Flamer on Sarge, in Drop Pod
10 Tac Squad Marines with Plasma, Plasma Cannon, Combi-Plasma on Sarge, in Drop Pod
10 Tac Squad Marines with Melta, Multimelta, Combi-Melta on Sarge, in Drop Pod
Reserve everything and take the second turn.
First turn all five of the Dreads drop right in the enemy's face. Yes, may lose a couple to Meltas.
Then, the Marines show up while the Dreads occupy units and smash things, securing objectives and deploying where they are needed, as each unit is specialized for a specific foe (AP2/Melta/anti-horde).
HK Missiles on the Ironclads were because I had 30 points left over.
Master of the Forge is pretty bare-bones as he is mostly there to allow Heavy Support Dreads, though he does supply a little anti-assault power to the Sternguard.
A lack of anti-air is regrettable, but I figure completely controlling the ground is worth taking a few casualties to flyovers.
Was uncertain on the Plasma Cannon on that one unit, as it can't Snap Fire the turn they show up, but wasn't sure what to use instead.
Should the Tac Marines Combat Squad, so they drop out of the pods and split up for more board coverage and such?
Obviously it has a few weaknesses, but could it work keeping in mind that my local scene isn't superridiculously competitive?
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This message was edited 1 time. Last update was at 2014/03/07 08:47:41
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![[Post New]](/s/i/i.gif) 2014/03/07 12:10:19
Subject: 1850 Imperial Fists Dreadnought Onslaught
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Judgemental Grey Knight Justicar
Northern Texas, USA
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Honestly, if you want to use tons of dreads, use Ironclads and Clan Raukaan or Iron Hands Chapter Tactics. Dreads suffer in 6th ed and the extra IWND rule helps. Plus, there are some neat relics to help repair them too.
But, if you want to use IF Chapter Tactics, here's what I'd change:
* Try to take advantage of close range bolter drill by dropping the heavy/special weapons for heavy Bolters in your tac squads. They are great anti-infantry units at 12" so use them for that (maybe keep a flamer if you want something else in there).
* Maybe try dropping a dread for a 4x heavy bolter dev squad in a pod. Even with snapping on turn 1, they will have decent results, can ground a FMC, and provide a nasty bolter spam unit the opponent HAS TO deal with.
* I don't think regular dreads are worth the points, but if you still want 5, I'd run 3 Ironclads with dual flamers (swap out the missile for this at same points), and the other 2 with multi meltas.
* I'd try giving the Sternguard all he same weapon type, maybe all melta and use them to break a tank or give them all grav to hunt a MC?
Not having air support will hurt, especially seeing as there will be more of it thanks to Nids, new IG soon, etc. so maybe try to work in a stormtalon or two?
Automatically Appended Next Post:
Taking another look here, if you drop these things you can get a Stormtalon with skyhammers in:
* Tac squads: Swap all heavy weapons out for heavy Bolters, drop special weapons.
* Drop all hunter killer missiles
* Drop 1 Sternguard and melta bombs
This should save about 120 points. With some slight tweaking you'll have your air support
I'd also try getting MMs on the regular dreads for anti vehicle, but I'm not sure if they are the same points as the assault cannon. If they are cheaper, then you just bought extra heavy flamers for the Ironclads haha
Automatically Appended Next Post:
What about a list like this (1849):
MoTF - auspex
Sterguard - 5x combi-grav, 2x bolter, pod
Tactical - 9x bolter, heavy bolter, pod
Tactical - 9x bolter, heavy bolter, pod
Tactical - 9x bolter, heavy bolter, pod
Stormtalon - lascannons
Dreadnought - multi-melta, pod
Dreadnought - multi-melta, pod
Ironclad - 2x heavy flamer, pod
Ironclad - 2x heavy flamer, pod
Ironclad - 2x heavy flamer, pod
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This message was edited 3 times. Last update was at 2014/03/07 13:11:15
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![[Post New]](/s/i/i.gif) 2014/03/07 14:28:34
Subject: 1850 Imperial Fists Dreadnought Onslaught
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Elite Tyranid Warrior
Edmonton AB
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That list actually looks like a lot of fun to play. Been indecisive about doing another marine army but that could be a fun one to do. lol
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6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP
All points are base units with no upgrades
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![[Post New]](/s/i/i.gif) 2014/03/07 15:41:56
Subject: 1850 Imperial Fists Dreadnought Onslaught
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The Marine Standing Behind Marneus Calgar
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Nightbringer's Chosen wrote:A friend quite likes Dreadnoughts. He's gradually working his way towards an army, and I'm trying to help him design it. New book is out, reworking a few things, and trying to figure out if what I came up with will work, or if it needs a little tweaking.
Using the Sentinels of Terra rules, but that really only matters for the Warlord table and slightly different Bolter Drill.
Ironclad Dreadnought with 1 Hunter-Killer Missile, Meltagun/Flamer, Fist/Hammer, in Drop Pod
Ironclad Dreadnought with 1 Hunter-Killer Missile, Meltagun/Flamer, Fist/Hammer, in Drop Pod
Ironclad Dreadnought with 1 Hunter-Killer Missile, Meltagun/Flamer, Fist/Hammer, in Drop Pod
Dreadnought with Assault Cannon/Fist, Flamer, in Drop Pod
Dreadnought with Assault Cannon/Fist, Flamer, in Drop Pod
Master of the Forge with Auspex
7 Sternguard Veterans, 2 Combi-Meltas, Comb-Grav & Meltabombs on Sarge, in Drop Pod
10 Tac Squad Marines with Flamer, Heavy Bolter, Combi-Flamer on Sarge, in Drop Pod
10 Tac Squad Marines with Plasma, Plasma Cannon, Combi-Plasma on Sarge, in Drop Pod
10 Tac Squad Marines with Melta, Multimelta, Combi-Melta on Sarge, in Drop Pod
Reserve everything and take the second turn.
First turn all five of the Dreads drop right in the enemy's face. Yes, may lose a couple to Meltas.
Then, the Marines show up while the Dreads occupy units and smash things, securing objectives and deploying where they are needed, as each unit is specialized for a specific foe (AP2/Melta/anti-horde).
HK Missiles on the Ironclads were because I had 30 points left over.
Master of the Forge is pretty bare-bones as he is mostly there to allow Heavy Support Dreads, though he does supply a little anti-assault power to the Sternguard.
A lack of anti-air is regrettable, but I figure completely controlling the ground is worth taking a few casualties to flyovers.
Was uncertain on the Plasma Cannon on that one unit, as it can't Snap Fire the turn they show up, but wasn't sure what to use instead.
Should the Tac Marines Combat Squad, so they drop out of the pods and split up for more board coverage and such?
Obviously it has a few weaknesses, but could it work keeping in mind that my local scene isn't superridiculously competitive?
Looks fun, a few points:
If the sternguard pod is not full, you don’t have spare points to spend on the HKs. If you are dropping with a HQ you want 9 men in the squad. Bolters, even with special ammo, need massed fire to work.
I’d take advantage of the fact that you are podding stuff in to mix things up a bit. One of the perks of a drop pod list is being able to drop the right unit right where it is needed. So rather then have 3 identical ironclads, consider running
Fist/Hammer, melta/flamer
Fist/Chainfist, melta/flamer
Fist/Hammer, flamer/flamer
It might be worth upgrading one or both the normal dreads to venerable.
The sentinels supplement includes a super auspex relic. Not sure if it’s worth the 10 extra points for 6” more range and the mod for shooting buildings, but it’s there is you want to use it.
I’m not sure how many combis you want to put on the sternguard. You have a lot of melta dropping from the sky, you might want to use this space for something else. Seeing that you also have a lot of flamers elsewhere, I might go with combi plasma. Leave the grav weapons for the bike lists, if you are on the move, plasma is still worth it. The other option is just to stick with basic bolters and leave the combis at home.
The only change I’d make to the tactical squads is swap the plasma cannon for a HB. PCs don’t work well on the move, and between landing late in a pod and hopping out, you are going to get maybe one shot out of it. Not worth the points.
The big problem with this list is the total lack of AA fire. Adding flyers won’t impact the null deployment idea. What you could do is drop one normal dread, and take the pod away from a tac squad. Use those points to buy a stormraven, and transport the squad there. If you want to shave more points, that squad could be downgraded to scouts. At 1,850 I’d like to see at least two forms of AA, but am unsure if you want to drop enough stuff to fit one in there.
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