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Made in za
Fresh-Faced New User




Hey guys im after some input for load outs for land speeders and venerable dreadaughts. Im playing dark Angels and have the below list at 1000pts, waning to know if I'm going in the right direction and if I should look at changing to the second option listed - keep in mind I have 3 plasma cannons in the list

I'm thinking the alternative might be the dread with Multimelta and missiles and the land speeder with typhoon missile and multi Melta - it comes to the same points.

Basically it boils down to the below:

X4 S7AP4 Twinlinked (at BS5)
X2 S8AP1 Melta (at BS4)

---

X3 S8AP3/S4AP6blast (1 at BS5, 2 at BS4)
X2 S8AP1 Melta (1 at BS5, 1 at BS4)

Wanting to know what people tend to run with their land speeders/venerables and the roel they play in the army.

Cheers!

DARK ANGELS 1000PTS

HQ

Ezekiel 145
Artificer Armour
Master Crafted Force Sword
Master Crafted Bolt Pistol
Book of Salvation (+1A to unit)
Psychic Hood
Frag and Krak Grenades
Courage of the First Legion (12' fearless bubble)
145

TROOP

5 Tactical
Plasma Cannon
4 Bolters
Frag and Krak Grenades
85

5 Tactical
Plasma Cannon
4 Bolters
Frag and Krak Grenades
85

FAST ATTACK

Land Speeder
Multimelta
Multimelta
75

ELITE

5 Deathwing Command
Halberd of Caliban
Narthecium
Deathwing Banner
Assault Cannon
3 Power Fists
3 Storm Bolters
250

5 Deathwing
Plasma Cannon
Power Sword
4 Storm Bolters
4 Power Fists
215

Venerable Dreadnaught
X2 Auto Cannons
145

1000PTS



   
Made in us
Unshakeable Grey Knight Land Raider Pilot





I've found dreads with MM to be very fun - but only of you've got a drop pod to put them in!
   
Made in za
Fresh-Faced New User




Yea I've seen that as a popular kamikaze build - does he ever survive?
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Prelate Ezra wrote:
Yea I've seen that as a popular kamikaze build - does he ever survive?


It depends on a lot of things! With a MM and a HF he can deal with a lot of threat the turn he comes in, and that close it's pretty easy to LOS most of your opponent's army. You've got better odds than a 12/12/10 chassis would suggest.
   
Made in us
Decrepit Dakkanaut




Prelate Ezra wrote:
Yea I've seen that as a popular kamikaze build - does he ever survive?

Not really. Still better than some other options though, and you can just take your normal Elite choices in the 1st Company Formation and use the Dreads in the Elite slot.

Seeing as it IS a competitive slot, it's not bad.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Do DA dreads get 4 attacks? If so, consider leaving the fist on.

I like TML/HB speeders. One thing that keeps you alive is range. They are light and irritating, but long range firepower often has more important things to do then splash them. If you are in MM range, you can be brought down by small arms.

   
Made in us
Decrepit Dakkanaut




Yeah. They're part of the GOOD Dreadnoughts currently. Not saying much as Dreadnoughts aren't entirely spectacular though.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in za
Fresh-Faced New User




Nevelon you suggest keeping the speeder 25-36' away from the enemy? Help avoid small arms


Automatically Appended Next Post:
And yea the dreads have 4 attacks at WS5, but with BS5 I like the idea of 2 heavy weapons - the twin linked auto get 2 shots each hitting on 2s and retool failed hits

This message was edited 1 time. Last update was at 2016/01/01 09:49:39


 
   
Made in us
Decrepit Dakkanaut




That depends how you want to use the Speeders.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Prelate Ezra wrote:
Nevelon you suggest keeping the speeder 25-36' away from the enemy? Help avoid small arms


Automatically Appended Next Post:
And yea the dreads have 4 attacks at WS5, but with BS5 I like the idea of 2 heavy weapons - the twin linked auto get 2 shots each hitting on 2s and retool failed hits


I’ve flown MM/HF on speeders, and they do work. They are suicide speeders. You zip up to a high value target, and vaporize it. It does not take much to bring a speeder down, and massed bolter fire can do it. AV10 is not all that. Now generally, they are effective. Even before you commit to your attack run, you influence the battlefield. 2xMM speeders are like a 24” bubble of dangerous terrain. Enemy tanks might not automatically explode entering that range, but they have to seriously consider it as a possibility.

But I’ve steered away from suicide units, in general. They are more high risk/high reward. I find I prefer more slow but steady units. The TML/HB is never going to get the big win like a MM speeder. It hangs back, and just tosses a steady stream of fire downrange. Preferably in pairs. If you have other armor units in your list, saturation will help keep it alive. Because there is almost always something more threatening on the table. And you can always jink if things get ugly.

You don’t need to keep them completely outside of 24” but you don’t want to be in rapid fire range. So for MEQ, 18” (12” range plus a 6” move) 10 guys single shooting bolters should only remove on HP, and you have two. And that’s assuming a full squad just using bolters, which is not going to generally happen. But in rapid fire range, you are going down.

Keeping at range also gives you more options for cover. In an ideal world, you keep LOS blocking terrain between you and everyone but your target. Or at least something giving you a cover save so you don’t need to jink. Long range guns give you more options to hang back behind stuff. When you need to be 8-12” away from your target, you are generally out in the open.

About dreads:
I’m not going to argue that the BS5 isn’t awesome to have. Personally, I like it with the non TL’d guns. IMHO hitting on a 2+ is generally good enough. But then, I play Ultramarines, and have a few ways to re-roll ones with chapter tactics. YMMV. However, there are a lot of ways to get firepower downrange. There are not a lot of ways to get S10 AP2 hits at initiative attacks. And while CC might be reported as dead, I still punch things not infrequently. This is a no right answer thing. There are pros/cons to both builds. I just like to hit things.

   
Made in gb
Neophyte Undergoing Surgeries





Prelate Ezra wrote:
Yea I've seen that as a popular kamikaze build - does he ever survive?


One idea to increase survivability is to pay for the Deathwind launcher on the drop pod. Basically a nice 12" radius around the drop pod which should make some infantry think twice about coming close.

I've also found that the flamer in the power fist is usually worth the points.

3,500 pts  
   
Made in gb
Steadfast Grey Hunter





Somerset, England

Space Wolf player here. I've had a lot of success against my friend's monster-heavy Nid list running 2 TML/HB speeders together. Usually sit them behind or near some ruins where my LFs are, about 35" away, and just aim for the squishy synapse creatures; warriors n zoans etc, then move onto swarm control as necessary. For 150 points, they more than make up for any fragility they may have.

"There's too much blood in my caffeine system!!"
Students around the world 
   
 
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