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Made in gb
Nurgle Veteran Marine with the Flu






I'm considering picking up a Chaos Dreadclaw Drop Pod, but are they tactically any good, especially with regard to assault units? I'd want to put in an assaulty unit, I understand that even though it's an assault vehicle you still can't charge on the turn it arrives because you've come from reserves.
I notice that it doesn't have inertial guidance either, but does count as a hovering flyer once deployed. As far as I can see this would mean having to be very careful about landing it close to enemy models which unfortunately you need to be close to in order to assault. Are you then limited to a 6" move in the next turn to be able to disembark the unit? Also while it is sitting there for a turn there's probably a fair chance that the enemy could kill it with it's AV12.
If filling it with assault units isn't such a good idea, what shooty units work best? Havocs? Heavy weapon Chosen? Oblits you could just DS on their own although the pod could guarantee a Turn 1 arrival.

The other option would be a Kharybdis Claw. Firstly, is the model substantially bigger than a dreadclaw or would it be acceptable to proxy with a dreadclaw?. This one has inertial guidance and greater capacity but it's a lot more points, you still can't assault on arrival (unless you use that Fist of Khorne Formation) and it's not really any tougher in terms of AV.

Bottom line is has anyone had enough success with these pods to justify their cost (both £ and points in game)? They look fun but if I'm going to pay Forge World an arm and a leg for them I'd want them to be fairly effective. Any tips appreciated.
   
Made in us
Longtime Dakkanaut




Not tried mine out yet, but one thing you have missed is that you can turbo boost the turn you arrive. Take that into account and your deep strike doesn't have to be anywhere near as risky.


Automatically Appended Next Post:
I can't see the kharybdis working well outside of the fist of khorne.


Automatically Appended Next Post:
(Oh and the dreadclaw is fairly easy to convert from a drop pod, if you want to save some cash.)

This message was edited 2 times. Last update was at 2015/09/21 10:26:22


DFTT 
   
Made in gb
Nurgle Veteran Marine with the Flu






Thanks Captyn, good point about the flat out. 18" would give much more flexibility on where you DS it initially. Then you get another 6" move plus your disembarkation distance (is it 2" from the landing claw things?) to further close the gap before charging.

Also I presume you could jink it in the enemy turn before you disembark and charge to increase its survivability.
   
Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

Get the one that can drop turn 1 with bigger scatter. If I'm not mistaken it can carry 20 people inside.

If you don't want to go assault (there is a formation where 20 khorne berzerkers can drop with it and assault on the same turn in the limited warhammer world booklet) then do what I want to do some day:

Ahriman
Black legion sorcerer lvl 3 + spell familiar + last memory of yuranthos
Crimson slaughter sorcerer lvl 3 + balestar of mammon
Sorcerer lvl 3
Sorcerer lvl 3
Sorcerer lvl 3

Give them all sigil of corruption and power axes/staves. Add some combi meltas just for the lulz.
Put them in a unit of CSM or rubrics if you have the points.

Ally with demons, 2xlvl 3 heralds, 2x16 horrors. Enjoy your 35-40 warp charges.

Roll some spells on telepathy. Get 1-2 invisibilities. Roll the rest on sanctic demonology. Get hammerhand, gate of infinity and the +1 to invul saves.

Drop your mega unit first turn. Spend some dice to get invisibility, +1 to invuls. Enjoy your invisible, 3++ unit. Use the rest of the dice to Ahriman triple scream, last memory of yuranthos, sanctic flamestrike nova, triple pyromancy or what have you. Look the opponent in the eye as they cannot do anything about it.

Next turn do the same things all over again, only add hammerhand and then assault something. Have fun with your WS 5 str 7 ap 2 invisible sorcerers with 3++. Add prescience for fun.

You spend practically alll your points into that, but if you play it with rubrics it becomes a lot of pain actually. Instead of other drop units that can just do one thing (shoot or assault), this unit can be useful in all the phases. 35+ warp charges + spell familiars make up for a sick psychic phase, rubric ap3 bolters + prescience are solid shooting, hammerhand + force axes is some very nasty hth ability. Add the 4++ in all the unit save which improves to 3++ and invisibility and you have yourself a very durable and high killy deathstar.

If you find the enemy running away against your slow deathstar, gate of infinity and repeat.

This message was edited 1 time. Last update was at 2015/09/21 12:12:32


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