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				<title>Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ so as some of you might know i've committed to using 6 dreadnoughts in every single list I make and so far I couldn't be more happy with the results. Currently i'm finishing up painting the army and I'm writing the fluff to hopefully make an army profile eventually. Anywho, i've had pretty good success with my army except for a couple of issues that I will list below.<br /> <br /> 1. Splitting my tactical squads into 5 man combat squads has been a pain for morale checks, I don't like it when they fall back and a leadership of 8 isn't that great.<br /> 2. My scout squads having only sniper rifles has limited their uses and if they weren't on an objective then they really weren't doing much.<br /> 3. My army relies a lot on getting the first turn<br /> 4. Blood angels heroes have been kicking my butt with my armies subpar melee (All I really have are my dreads).<br /> <br /> So I thought about it a lot and here's my new list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Master of the forge = 100+20 = 120<br /> conversion beamer<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Captain Sicarius = 200<br /> <br /> Elite Dreadnought = 105+20 = 125<br /> plasma cannon, heavy flamer/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span><br /> <br /> Elite Dreadnought = 105+20=125<br /> plasma cannon, twin linked autocannon<br /> <br /> Elite Dreadnought = 105+40 = 145<br /> lascannon/missile<br /> <br /> Heavy Dreadnought = 105+40 = 145<br /> lascannon/missile<br /> <br /> Heavy Dreadnought = 105+30 = 135<br /> lascannon, storm bolter/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span><br /> <br /> Heavy Dreadnought = 105+10 = 115<br /> assault cannon, stormbolter/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span><br /> <br /> Troop Crusader Squad x10 = 195<br /> plasmagun, lascannon, meltabomb (tank hunter)<br /> <br /> Troop Crusader Squad x10 = 185<br /> plasmagun, missile, meltabomb<br /> <br /> Troop Crusader Squad x10 = 180<br /> missile, meltagun, meltabomb<br /> <br /> Troop Crusader Squad x10 = 180<br /> missile, meltagun, meltabomb<br /> <br /> Troop Scout Squad x5 = 100+50 = 150<br /> sniper rifles, missile, camo cloaks<br /> Scout Sgt Telion<br /> <br /> = 2000<br /> <br /> So the roll of the master of the forge is to provide long range antitank or anti-terminator, also having his ability to provide a terrain piece in my deployment zone with a +1 to the cover saves has been ideal for giving my scouts that lovable 2+ cover save (when you factor in the cloaks). *on a side note, when you replace the scout sgt with telion do you still have to pay for his camo cloak?* I also of course need him to bring my lovable 6 dreadnoughts.<br /> <br /> For the scouts, however, I cut back the number of the to 4 and replaced the Sgt. with telion, I also provided one of the scouts with a missile launcher so that when they aren't in range with their sniper rifles I can use telions marvelous ability to make that missile hit on a 2+ and a 6+ reroll if it misses, which would effectively make them better at hitting tanks than the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads. But I love telion even more because I've finally found a way to deal with brother corbulo as telion's 36" 2 shot rending bolter also lets ME allocate the wounds from his shooting so I can effectively pick out corbulo (or similar annoying chars like a ork with boss pole or priests) and ignore that lovely 2+ <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> roll he has, alternatively telion is also effective at killing lightly armored units himself provided he rends. *this is probably my happiest change to the list*<br /> <br /> The other main change to the army is the addition of Sicarius who gives me a 2nd attempt to steal the initiative or with stats takes the probability from 16% to about 31%. But he also gives my lascannon squad tank hunter which gives me a s10 lascannon and also lets my bolters pen armor 10 and my plasmagun effective as a missile on armored targets. He also helps with the leadership problem as all morale checks for the whole army are now made at leadership 10 and not 8 which when you have 4 combat squads and a 5 man scout squad is invaluable. He also gives me a much needed power weapon and ability to kill things like the swarm lord in 1 hit.<br /> <br /> so what do you guys think, do these changes make the army more effective and tactical overall?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 20:19:55]]> GMT</pubDate>
				<author><![CDATA[ hivefleetmonolith]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Six Dreadnoughts, I know this sounds stupid, but do you feel a bit guilty about this? <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> Although Legal its not really in the spirit of the War Gaming hobby is it? Anyway your choice, that aside your scout snipers are good, think about using a Landspeeder Storm to position them more effectively. Combat squads are 50/50 in their usefulness, if you use small teams in Razorbacks then they are brilliant. If your are forming a Gunline a full tactical squad of 10 Marines is better. But then you can only hold one part of the battlefield. Why not trade off one dread for a Landspeeder Storm, or a Razorback to give a Combat squad some mobility. Sniper Squads with TELION are quite good at knocking down Sergeants and veterans and the occasional minor hero/ mid level character.<br /> <br /> If i were you i would be worried about coming up against a tooled up anti armour army, my <span class="glossaryitem" onmouseover='gp(29);'>DEV</span> squad of 4 x <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s + Scout <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'s + Tactical <span class="glossaryitem" onmouseover='gp(328);'>ML</span>'S x2 + 2 LAND SPEEDERS with <span class="glossaryitem" onmouseover='gp(330);'>MM</span> + DREAD with TWIN <span class="glossaryitem" onmouseover='gp(239);'>LAS</span> and MISSILE. Plus the eldar and other armies can really get in your face. If you have drop pods you can drop your DREADS behind into the REMFS. I would be seriously worried if 3 dreads came towards me and another 3 landed behind me and started shooting me up the arse. <br /> <br /> Its about balance, i think your army is capable but if you have bad day at the table you'll have 6 smoking scrap metal dreadnoughts! If i fought you i would go all out to neutralise the <span class="glossaryitem" onmouseover='gp(384);'>MoTF</span> as he can bring those Dreads back online, then focus on Dread killing. That said i would probably be punished by the Tactical squads and Sicarius, and troops are key in 5th edition so actually you are probably fairly balanced, only Elites will give you trouble as they will smash through your troops and Meltagun infantry will be a knightmare (Chaos marines, fire dragons etc ).<br /> <br /> A squad of Termies might be a good choice? You don't need a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> for them despite what everyone says! <img src="/s/i/a/934fe4f0c85983a716e6680a72065e99.gif" border="0">  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">  Good luck painting those dreads, i hope you've magnetised them for extra flexibility!<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 20:46:35]]> GMT</pubDate>
				<author><![CDATA[ mwnciboo]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Maybe drop the scouts for 2 <span class="glossaryitem" onmouseover='gp(756);'>tllc</span> razorbacks?  ]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 20:49:19]]> GMT</pubDate>
				<author><![CDATA[ augustus5]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ nah drop a dread keep telion and the scouts they are cheap and very effective.]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 21:00:20]]> GMT</pubDate>
				<author><![CDATA[ mwnciboo]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Not in the spirit? Isn't that why the Master of the Forge exists?<br /> <br /> Your criticism of how he likes to play is unfounded, and you seem to want to force your values on him. Let him play how he wants.<br /> <br /> On the flip side, he has a point about them being vulnerable. @ 2k your opponent will be able to pack in alot of fire power. That, and you have too many tactical squads.<br /> <br /> In this kind of list your army is going to be shooty not assaulty. What you want to do is tie down those assaulty units with the dreads. Ironclads are better at this than normal dreads as <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 means <span class="glossaryitem" onmouseover='gp(105);'>PF</span> only glance on 5s and krack grenades can't hurt you.<br /> <br /> If I was going to try this kind of list, I'd probably go with:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>	Master of the Forge		100<br /> Troops	Tactical squad x10	flamer, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, pod	205<br /> Troops	Tactical squad x10	flamer, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, pod	205<br /> Troops	Scouts x10	Heavy bolter, snipers, camo	180<br /> Elites	Ven.Dread	2x Twinlinked autocannons	185<br /> Elites	Ven.Dread	2x Twinlinked autocannons	185<br /> Elites	Ven.Dread	2x Twinlinked autocannons	185<br /> Heavy	Ironclad Dread	heavy flamer+ <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/meltagun+seismic hammer/pod	180<br /> Heavy	Ironclad Dread	heavy flamer+ <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/meltagun+seismic hammer/pod	180<br /> Heavy	Ironclad Dread	heavy flamer+ <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/meltagun+seismic hammer/pod	180<br /> Fast	Landspeeder	<span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>	70<br /> Fast	Landspeeder	<span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>	70<br /> Fast	Landspeeder	<span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>	70<br /> 			<br /> 1995<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 21:03:02]]> GMT</pubDate>
				<author><![CDATA[ Dracos]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Ok  <img src="/s/i/a/504660322487159bb25fddaa475847a6.gif" border="0">  maybe i was being unfair on the 6 dreadnoughts thing, your choice! But Draco's list is quite balanced and the Landspeeders give some speed, mobility and fire power. Heavy bolter with scouts is good with hellfire shells.]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 21:09:29]]> GMT</pubDate>
				<author><![CDATA[ mwnciboo]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Hmmm Well lets see. I like the advice so far, maybe I do have too many tactical squads. I suppose I could use some landspeeders instead but I'm really not a fan at all of Heavy flamers on them what about assault cannons and multimeltas? Razorbacks aren't very useful to me.<br /> <br /> The reason I combat squad the tactical marines though is to A: make them split fire and B: move them ahead of the other combat squad to screen melee units.]]></description>
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				<pubDate><![CDATA[Sat, 31 Jul 2010 23:51:48]]> GMT</pubDate>
				<author><![CDATA[ hivefleetmonolith]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ The heavy flamers help you remove large numbers from cover while the <span class="glossaryitem" onmouseover='gp(330);'>MM</span> are threats to vehicles. Your dreads are not particularly good against hordes, which is why the <span class="glossaryitem" onmouseover='gp(336);'>HF</span> is so nice. The 100 point assault cannon/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> build seems overpriced to me. I doubt you are going to want to be moving 6&quot; when you are in 24&quot; range to fire them both. The <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> is great for moving flat out one turn to get into position for either a &lt;12&quot; <span class="glossaryitem" onmouseover='gp(330);'>MM</span> shot or nicely placed <span class="glossaryitem" onmouseover='gp(336);'>HF</span> shot. <br /> <br /> The <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeder is very popular because it is a threat to almost any unit, and often a single hit is enough to make up the 70 points it costs.<br /> <br /> In the army list I made above, you are going to drop all 3 ironclades turn 1, so there will be 3 hard targets hitting turn 1 your opponent will want to get rid of. You can use that turn to move the landspeeders flat out to get into position for a devastating <span class="glossaryitem" onmouseover='gp(330);'>MM</span> or <span class="glossaryitem" onmouseover='gp(336);'>HF</span> shot. ]]></description>
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				<pubDate><![CDATA[Sun, 1 Aug 2010 00:28:55]]> GMT</pubDate>
				<author><![CDATA[ Dracos]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Well I'm not gonna do the drop pods or transports, the whole point of this army was to be a gunline <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Sun, 1 Aug 2010 07:53:38]]> GMT</pubDate>
				<author><![CDATA[ hivefleetmonolith]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ I am a fan of Landspeeders, however one thing to be aware of is that they are relatively fragile and concentrated bolter fire will bring them down pretty quickly, That is their significant weakness. Those Ironclads are absolute knightmares Armour 13, its like a walking battle tank.  They should run amock with Melta's and siege drills especially in Gunline armies like the <span class="glossaryitem" onmouseover='gp(69);'>IG</span>. Your Army is very compact and very powerful.]]></description>
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				<pubDate><![CDATA[Sun, 1 Aug 2010 08:19:46]]> GMT</pubDate>
				<author><![CDATA[ mwnciboo]]></author>
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				<title>Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ the problem with wanting to gunline is that it doesnt mesh as well with a dreadbash list as well as with a standard list.  reason why? you have no heavy support slots.  that means none of the best stuff for gunlines- demolishers, <span class="glossaryitem" onmouseover='gp(29);'>dev</span> teams, predators.  even whirlwinds.  instead you have to rely upon tactical squads and scouts, which, by your own observation, tend to not cut you as much slack<br /> <br /> I think if you really want to gunline this, youneed to decide upon how you do it.  I would recommend something to this effect, although i haven't worked out any points for it.<br /> <br /> <span class="glossaryitem" onmouseover='gp(384);'>MoTF</span>, beamer<br /> Sicarius (your points are valid, and you like him, so i keep him in for you)<br /> <br /> 2 or 3x <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, meltagun on 1, flamer on 2, your choice of <span class="glossaryitem" onmouseover='gp(328);'>ML</span> or <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> <br /> ven dread, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons<br /> ven dread, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> ven dread, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, <span class="glossaryitem" onmouseover='gp(571);'>dccw</span><br /> <br /> ven dread, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> ven dread, 2x autocannons OR <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, <span class="glossaryitem" onmouseover='gp(571);'>dccw</span><br /> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad, <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or <span class="glossaryitem" onmouseover='gp(328);'>ML</span>.  If going <span class="glossaryitem" onmouseover='gp(328);'>ML</span> route, would still suggest one <span class="glossaryitem" onmouseover='gp(80);'>LC</span> to get the signum.<br /> <br /> i like ven dreads,but you don't need to make them venerable,your choice, or points limiting.  if you have points left over, i would suggest either a scout biker squad, or an assault marines squad. <br /> both of them can just sit behind your army for back up in the case of assaults, andwhile scout bikes aren't as strong, you get cluster mines to keep your opponent on his toes!  give the squads something to be able to deal with armour too, grenade launchers / combi melta or plasma on the sarg for scout bikes, or meltaguns in the case of assault marines<br /> <br /> The reason for the dread loadouts are thus:<br /> 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Autocannons.  Rips through anything armour 11 or lower, does decent on 12 as well.  also good against most infantry<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>  For armour 12, 13, 14, or terminators or <span class="glossaryitem" onmouseover='gp(95);'>MeQs</span>.  Don't be afraid to fire krak at squads, it's an almost guaranteed kill out of cover<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> insurance.  if you have two at equidistant points of your army, far enough to assault / shoot anything that drop pods into your field or just deepstrikes.  This way you can take out a drop podding dread, a deepstriking <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, or a pesky squad that may or may not have a power fist.  Ironclads are also good for this role.<br /> <br /> That <span class="glossaryitem" onmouseover='gp(29);'>dev</span> team adds the much needed grounded and dedicated fire support.  They can't be shaken, stunned, <span class="glossaryitem" onmouseover='gp(143);'>WD</span>, or anything similarly unlucky on a vehicle damage chart, and if you set them up in bolstered ruins, that's a 3+ cover for anything you dont get a save upon.  If you're making a literal gunline, spread the squads out so that you have firing lines from the heavy weapons through gaps of the meltagun / flamer squads, but still get cover, although im sure you know that  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> hope i helped at all...]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 07:15:17]]> GMT</pubDate>
				<author><![CDATA[ Kabal of Night's Wish]]></author>
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				<title>Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ oK my two cents.<br /> <br /> First of all your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span><br /> <br /> Master of the Forge......yes you can take your 6 dreads with him so he stays.<br /> <br /> Sicarius. WHY?? If you want tooled up dreadnoughts you can't go wrong with Vulkan. Get multi-meltas and Heavy Flamers on your Dreadnoughts and take advantage of twin-linked<br /> <br /> <br /> Your "Tank hunter" tactical squad isn't a tank hunter squad at all. Tank hunting requres: melta Gun. Combi-Melta. Powerfist. Melta Bombs.<br />  you only have melta bombs. And lascannon isn't as effective as you think agaisnt proper tanks (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13/14)<br /> <br /> None of your tactical squads have transports. so they're going to have to rely on cover saves...<br /> <br /> My advice would be to change army to this:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> <span class="glossaryitem" onmouseover='gp(384);'>MotF</span><br /> Conversion Beamer<br /> 120<br /> <br /> Vulkan He'stan<br /> 190<br /> <br /> ELITES<br /> <br /> Ironclad Dreadnought<br /> Heavy Flamer<br /> Heavy Flamer<br /> Chainfist<br /> <span class="glossaryitem" onmouseover='gp(55);'>HK</span> Missile x 2<br /> Assault Launchers<br /> 185<br /> <br /> <br /> Ironclad Dreadnought<br /> Heavy Flamer<br /> Heavy Flamer<br /> Chainfist<br /> <span class="glossaryitem" onmouseover='gp(55);'>HK</span> Missile x 1<br /> Assault Launchers<br /> 165<br />  <br /> Ironclad Dreadnought<br /> Heavy Flamer<br /> Heavy Flamer<br /> Chainfist<br /> <span class="glossaryitem" onmouseover='gp(55);'>HK</span> Missile x 1<br /> Assault Launchers<br /> 165<br /> <br /> <br /> TROOPS<br /> <br /> Tactical Squad (10 man) COMBAT SQUADS<br /> Sergeant: Combi-Melta, Power Fist<br /> Melta Gun<br /> Missile Launcher<br /> Rhino <br /> <br /> 245<br /> <br /> Tactical Squad (10 man) COMBAT SQUAD<br />  Sergeant: Combi-Flamer<br /> Flamer<br /> Missile Launcher<br /> Rhino<br /> 215<br /> <br /> Tactical Squad (10 man) COMBAT SQUAD<br /> Sergeant: Combi-Flamer<br /> Flamer<br /> Missile Launcher<br /> Rhino<br /> 215<br /> <br /> HEAVY SUPPORT<br /> <br /> Dreadnought<br /> Assault Cannon<br /> Missile Launcher<br /> <br /> 120<br /> <br /> Dreadnought<br /> Assault Cannon<br /> Missile Launcher<br /> <br /> 120<br /> <br /> Dreadnought<br /> Assault Cannon<br /> Missile Launcher<br /> 120<br /> <br /> 2000 points<br /> <br /> With the Ironclads you have ability to run forward from base and deal with infantry en masse and be a threat to vehicles.<br /> The heavy support dreads use assault cannons to mow down infantry and missile launchers against transports/infantry.<br /> You have a dedicated tank hunter squad fully tooled up to go against armour up to AV14. and 2 flamer squads with twin-linked flamers to take out infantry.]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 11:14:13]]> GMT</pubDate>
				<author><![CDATA[ Corennus]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ That looks terrible Corennus. Chainfists make you strike at I1.<br /> <br /> <span class="glossaryitem" onmouseover='gp(55);'>HK</span> missiles are a waste of points. <br /> <br /> Assault cannon + <span class="glossaryitem" onmouseover='gp(328);'>ML</span> is a bad combination. The <span class="glossaryitem" onmouseover='gp(328);'>ML</span> says to stay at range, and the assault cannon makes you want to get close. <br /> <br /> Overall, your list is still weak.<br /> <br /> @ <span class="glossaryitem" onmouseover='gp(280);'>OP</span> Seriously, if you want to do a dreadbash list, try out the one I posted as it gives you the best chance to do well.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 17:51:46]]> GMT</pubDate>
				<author><![CDATA[ Dracos]]></author>
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				<title>Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ HKM aren't a waste on the close range insurance dreads.  it allows them to still do something of use in the first turn or two, or after a drop pod threat has been neutralized.  <br /> I believe that if an ironclad has both a seismic hammer and a chainfist, he gets to choose which he uses.  So just pick the seismic hammer and you get the two melee weapon attack and maintain your ability to either squish infantry or <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> on a landraider.  But i agree that corennus' list is not optimal]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 19:30:50]]> GMT</pubDate>
				<author><![CDATA[ Kabal of Night's Wish]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ <blockquote><div><cite>Dracos wrote:</cite><br /> ...you have too many tactical squads...<br /> <br /> In this kind of list your army is going to be shooty not assaulty. What you want to do is tie down those assaulty units with the dreads. Ironclads are better at this than normal dreads as <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13 means <span class="glossaryitem" onmouseover='gp(105);'>PF</span> only glance on 5s and krack grenades can't hurt you...<br /> <br /> If I was going to try this kind of list, I'd probably go with:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>	Master of the Forge		100<br /> Troops	Tactical squad x10	flamer, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, pod	205<br /> Troops	Tactical squad x10	flamer, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>, pod	205<br /> Troops	Scouts x10	Heavy bolter, snipers, camo	180<br /> Elites	Ven.Dread	2x Twinlinked autocannons	185<br /> Elites	Ven.Dread	2x Twinlinked autocannons	185<br /> Elites	Ven.Dread	2x Twinlinked autocannons	185<br /> Heavy	Ironclad Dread	heavy flamer+ <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/meltagun+seismic hammer/pod	180<br /> Heavy	Ironclad Dread	heavy flamer+ <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/meltagun+seismic hammer/pod	180<br /> Heavy	Ironclad Dread	heavy flamer+ <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/meltagun+seismic hammer/pod	180<br /> Fast	Landspeeder	<span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>	70<br /> Fast	Landspeeder	<span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>	70<br /> Fast	Landspeeder	<span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span>	70<br /> 			<br /> 1995<br /> </div></blockquote><br /> <br /> I may have too many tactical squads, I could probably due with getting rid of one and adding in some landspeeder as you suggested. Pods... I dunno at 30 points a piece and granting free kill points basically in kill points missions this can be risky. Dropping ironclads can be risky too as even if you do drop in and flame stuff you can't move or assault and if you're fighting an army like blood angels or imperial guard that have a ton of meltaguns then you can pretty much kiss them goodbye. No I prefer not to use pods and to hang back and fire. While cheap and relatively effective I do like the ol' rifleman dreadnoughts as light armor killers and troop killers alike, they do hurt armies that only have 4+ armor saves like the tau as well. What they do not do, however, is provide anything worthwhile against stronger assault armies such as terminators, sanguinary guard or <span class="glossaryitem" onmouseover='gp(95);'>meqs</span>. This is why I prefer to take a plasma cannon and 1 twin linked autocannon as they are both effective at killing light armor and have the same <span class="glossaryitem" onmouseover='gp(123);'>str</span> and points cost, however, plasma gives me that wonderful ap2.<br /> One thing I do like the idea of are the <span class="glossaryitem" onmouseover='gp(336);'>HF</span>/<span class="glossaryitem" onmouseover='gp(330);'>MM</span> speeders, many of you have suggested them and I'm starting to think its a good idea against deepstriking vehicles and mob armies that I can't shoot down and get too close. Oh and as far as the scouts go I feel that telion and a missile is a much better way to use them than the 10 with a heavy bolter.<br /> <br /> <br /> <br /> <blockquote><div><cite>Corennus wrote:</cite><br /> Sicarius. WHY?? If you want tooled up dreadnoughts you can't go wrong with Vulkan. Get multi-meltas and Heavy Flamers on your Dreadnoughts and take advantage of twin-linked<br /> <br /> Your "Tank hunter" tactical squad isn't a tank hunter squad at all. Tank hunting requres: melta Gun. Combi-Melta. Powerfist. Melta Bombs.<br />  you only have melta bombs. And lascannon isn't as effective as you think agaisnt proper tanks (<span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13/14)<br /> <br /> None of your tactical squads have transports. so they're going to have to rely on cover saves...<br /> <br /> The heavy support dreads use assault cannons to mow down infantry and missile launchers against transports/infantry.<br /> </div></blockquote><br /> <br /> If you're asking me about sicarius then you probably didn't even read my original post. Also, vulkan is just a big old no. When you think gunline do you think flamers? If so, then well... no just no. And as strong as  meltaguns and <span class="glossaryitem" onmouseover='gp(330);'>MM</span>'s are they do require that you are close to the enemy which obviously has risks in and of itself, the risk of missing at close range with a melta has far greater repercussions than missing at range with a lascannon or missile, with great power comes great responsibility.<br /> As far as insulting my tank hunter tactical squad... I'm pretty sure a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 10 lascannon fits the bill of tank hunting as well as a <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 plasmagun. I really think you are too close combat minded with your ideas and for an assault in your face army that is fine, but not for this one. As for the tactical squads and cover saves, if they are shooting at my 5 man combat squads when there are 6 dreadnoughts on the field then they probably need to rethink their priorities which is exactly why I don't spend points on transports. As far as the support dreadnoughts go, you want me to take a whole bunch of dreads with a str6 weapon and a 24” range? That definitely does not fit the bill of gunline and relying on a single str8 missile that only hits half the time... I'd rather have the close combat weapon. I really think you just missed the point of my army <span class="glossaryitem" onmouseover='gp(84);'>lol</span>.<br /> <br /> <blockquote><div><cite>Kabal of Night's Wish wrote:</cite>the problem with wanting to gunline is that it doesnt mesh as well with a dreadbash list as well as with a standard list.  reason why? you have no heavy support slots.  that means none of the best stuff for gunlines- demolishers, <span class="glossaryitem" onmouseover='gp(29);'>dev</span> teams, predators.  even whirlwinds.  instead you have to rely upon tactical squads and scouts, which, by your own observation, tend to not cut you as much slack<br /> <br />  I would recommend something to this effect, although i haven't worked out any points for it.<br /> <br /> 2 or 3x <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, meltagun on 1, flamer on 2, your choice of <span class="glossaryitem" onmouseover='gp(328);'>ML</span> or <span class="glossaryitem" onmouseover='gp(80);'>LC</span><br /> <br /> ven dread, 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> autocannons<br /> ven dread, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> ven dread, <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, <span class="glossaryitem" onmouseover='gp(571);'>dccw</span><br /> ven dread, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> ven dread, 2x autocannons OR <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, <span class="glossaryitem" onmouseover='gp(571);'>dccw</span><br /> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squad, <span class="glossaryitem" onmouseover='gp(80);'>LC</span> or <span class="glossaryitem" onmouseover='gp(328);'>ML</span>.  If going <span class="glossaryitem" onmouseover='gp(328);'>ML</span> route, would still suggest one <span class="glossaryitem" onmouseover='gp(80);'>LC</span> to get the signum.<br /> <br /> i like ven dreads,but you don't need to make them venerable,your choice, or points limiting. <br /> <br /> while scout bikes aren't as strong, you get cluster mines to keep your opponent on his toes!  give the squads something to be able to deal with armour too, grenade launchers / combi melta or plasma on the sarg for scout bikes, or meltaguns in the case of assault marines<br /> <br /> The reason for the dread loadouts are thus:<br /> 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Autocannons.  Rips through anything armour 11 or lower, does decent on 12 as well.  also good against most infantry<br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, <span class="glossaryitem" onmouseover='gp(328);'>ML</span>  For armour 12, 13, 14, or terminators or <span class="glossaryitem" onmouseover='gp(95);'>MeQs</span>.  Don't be afraid to fire krak at squads, it's an almost guaranteed kill out of cover<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>, <span class="glossaryitem" onmouseover='gp(571);'>DCCW</span> insurance.  if you have two at equidistant points of your army, far enough to assault / shoot anything that drop pods into your field or just deepstrikes.  This way you can take out a drop podding dread, a deepstriking <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, or a pesky squad that may or may not have a power fist.  Ironclads are also good for this role.<br /> <br /> That <span class="glossaryitem" onmouseover='gp(29);'>dev</span> team adds the much needed grounded and dedicated fire support.  They can't be shaken, stunned, <span class="glossaryitem" onmouseover='gp(143);'>WD</span>, or anything similarly unlucky on a vehicle damage chart, and if you set them up in bolstered ruins, that's a 3+ cover for anything you dont get a save upon.  <br /> </div></blockquote><br /> <br /> well its not that the dreads and the tactical squads don't have the firepower needed to take down vehicles, the problem I'm having is against assault armies like the blood angels that swoop in and decimate my troops while absorbing a large amount of fire due to invuln saves or feel no pain. Flamers, however, while a good idea against orks and tyranid, don't fair well against <span class="glossaryitem" onmouseover='gp(95);'>meq</span> armies. But I suppose I could do with a few more, probably in the form of speeders.<br /> If I had the option of making all my dreads venerable then I would in a heartbeat, at 60 points per dread though this could be quite costly. <br /> The cluster mines are an interesting idea, both for what they do and for being able to have more of a melee screen. I'll have to put some thought into that. <br /> I also agree with your dread loadouts except for my comment about plasma above. And as for the two <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> dreads as you can see I already have two of those in my list because they are so handy.<br /> As far as the multimelta on a dread goes I don't really see the point. Look at it this way, if your opponent is more than 12” away and you fire a multimelta its only <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8, whereas an assault cannon has 4 chances to hit and if its over 12” it wont matter. Now if you do hit a target at greater than 12” and you happen to roll a 6 on any of your damage rolls then the multimelta would be s14 and the assault cannon would be <span class="glossaryitem" onmouseover='gp(123);'>str</span> 12 +d3. So  you'd have a 1/3 chance that it would be slightly weaker and a 2/3 chance that the hit would be as strong or stronger. This all comes down to luck of course. If they happen to be closer than 12” then yes a multimelta is of course stronger (a potential <span class="glossaryitem" onmouseover='gp(123);'>str</span> of 20) but you are relying on only 1 shot as opposed to 4 and hey you can always just close combat whatever it is if its that close.<br /> <br /> Thank you all for your input, it's been appreciated. So how about this list instead?<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Master of the forge = 100+20 = 120 <br /> conversion beamer <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Captain Sicarius = 200 <br /> <br /> Elite Dreadnought = 105+20 = 125 <br /> plasma cannon, heavy flamer/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> <br /> <br /> Elite Dreadnought = 105+20=125 <br /> plasma cannon, twin linked autocannon <br /> <br /> Elite Dreadnought = 105+40 = 145 <br /> lascannon/missile <br /> <br /> Heavy Dreadnought = 105+40 = 145 <br /> lascannon/missile <br /> <br /> Heavy Dreadnought = 105+30 = 135 <br /> lascannon, storm bolter/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> <br /> <br /> Heavy Dreadnought = 105+10 = 115 <br /> assault cannon, stormbolter/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> <br /> <br /> Troop Tactical Squad x10 = 190<br /> plasmagun, lascannon (tank hunter) <br /> <br /> Troop Tactical Squad x10 = 175<br /> missile, meltagun<br /> <br /> Troop Tactical Squad x10 = 175<br /> missile, meltagun<br /> <br /> Troop Scout Squad x5 = 100+50 = 150 <br /> sniper rifles, missile, camo cloaks <br /> Scout Sgt Telion <br /> <br /> Fast Attack Land Speeder = 100<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/Assault Cannon<br /> <br /> Fast Attack Land Speeder = 100<br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/Assault Cannon<br /> <br /> = 2000<br /> <br /> So I basically cut out one of the tactical squads and the meltabombs to make room for two landspeeders with multimeltas and assault cannons to help against those tough <span class="glossaryitem" onmouseover='gp(95);'>meq</span> units that like to get  close as well as deepstriking dreadnoughts. Nothing says die like a <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/assault cannon combo.]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 20:31:15]]> GMT</pubDate>
				<author><![CDATA[ hivefleetmonolith]]></author>
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				<title>Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ This is my 1500 pt - 6 dread list upped to 2k.  Although I wouldn't take Sic, I'm leaving him in for you:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: 350<br /> Captain Sicarius - 200<br /> <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> - Bike, Power Weapon - 150<br /> <br /> Elite/Heavy: 840<br /> 2x Dread - 2x Autocannon<br /> 2x Dread - <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(328);'>ML</span><br /> 2x Ironclad - Assault launchers<br /> <br /> Troops: 805<br /> 2x <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad - plasma gun, plasma cannon, <span class="glossaryitem" onmouseover='gp(486);'>PW</span><br /> 1x <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> Squad - <span class="glossaryitem" onmouseover='gp(80);'>LC</span>, meltagun, meltabombs<br /> 1x Scout Squad - Telion, 3x Sniper, 1x <span class="glossaryitem" onmouseover='gp(51);'>HB</span> (you don't need to give this squad cloaks due to wording on stealth and Telion coming with it)<br /> 1x Scout Squad - Snipers<br /> <br /> Total: 1995<br /> <br /> The Ironclads, <span class="glossaryitem" onmouseover='gp(384);'>MotF</span>, and Sic are you're anti-<span class="glossaryitem" onmouseover='gp(19);'>cc</span>.  Everyone underestimates the <span class="glossaryitem" onmouseover='gp(384);'>MotF</span> in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> but with the setup I've given, he gets 3 <span class="glossaryitem" onmouseover='gp(486);'>PW</span> attacks and 2 <span class="glossaryitem" onmouseover='gp(105);'>PF</span> attacks.  Plus he's got the bike to get where he needs to be, be it fixing a dread or getting to combat.  Ironclads also can be walked forward in the event you are against annother gunline, and have enough armor to take a beating.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(5);'>AC</span> dreads can pop transports, and don't discount them on normal troops either.  <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(328);'>ML</span> dreads are for true tanks.  Kept the anti-tank <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad.  The 2 <span class="glossaryitem" onmouseover='gp(166);'>plas</span> squads are for <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> and <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.  Snipers take out <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s or pin <span class="glossaryitem" onmouseover='gp(19);'>CC</span> troops (everyone underestimates pinning as well) and have the <span class="glossaryitem" onmouseover='gp(51);'>HB</span> to help out (remember you can either get 2+ poison against <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> or 3x S5 shots for troops) and the second scout squad is just there cuz I had 80 points left to spend and more anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> (daemon princes will rip apart a dread) and pinning.]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 21:13:40]]> GMT</pubDate>
				<author><![CDATA[ Shrike325]]></author>
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				<title>Re:Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ Well I think I need to make a few more changes, here's my final revision to the list.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Master of the forge = 100+20 = 120 <br /> conversion beamer <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Captain Sicarius = 200 <br /> <br /> Elite Dreadnought = 105+20 = 125 <br /> plasma cannon, heavy flamer/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> <br /> <br /> Elite Dreadnought = 105+20=125 <br /> plasma cannon, twin linked autocannon <br /> <br /> Elite Dreadnought = 105+40 = 145 <br /> lascannon/missile <br /> <br /> Heavy Dreadnought = 105+40 = 145 <br /> lascannon/missile <br /> <br /> Heavy Dreadnought = 105+30 = 135 <br /> lascannon, storm bolter/<span class="glossaryitem" onmouseover='gp(20);'>ccw</span> <br /> <br /> Heavy Ironclad Dreadnought = 135+10 = 145 <br /> Seismic hammer/meltagun, <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>/<span class="glossaryitem" onmouseover='gp(336);'>HF</span><br /> <br /> Troop Tactical Squad x10 = 190<br /> plasmagun, lascannon (tank hunter)<br /> <br /> Troop Tactical Squad x10 = 175<br /> missile, meltagun<br /> <br /> Troop Tactical Squad x10 = 175<br /> missile, meltagun<br /> <br /> Troop Scout Squad x10 = 140+80 = 245 <br /> sniper rifles, missile, camo cloaks <br /> Scout Sgt Telion <br /> <br /> Fast Attack Land Speeder = 100 <br /> <span class="glossaryitem" onmouseover='gp(330);'>MM</span>/Assault Cannon <br /> <br /> = 2000<br /> <br /> I took out the 2nd speeder, changed some weapons around on the <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads, added 5 more scouts with sniper rifles and cloaks and added a single ironclad dreadnought with a heavy flamer. I think this list will work wonders.]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 21:48:53]]> GMT</pubDate>
				<author><![CDATA[ hivefleetmonolith]]></author>
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				<title>Revised SM 2k dreadspam gunline</title>
				<description><![CDATA[ the reason for a multimelta / <span class="glossaryitem" onmouseover='gp(571);'>dccw</span> dread is twofold:<br /> Contrary to your belief, multimelta kicks ass at the role i would suggest him forr.  If someone drop pods, they should be within 12" easily.  Then if it's a dread you can easily take some damage to him with a multimelta shot to the face, side, or rear, whatever you can get at.  This'l do loads better at that range than an assault cannon, as <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> with <span class="glossaryitem" onmouseover='gp(123);'>str</span> 8 is a pretty easy pen.  AP1 guarantees you at least stun the dread, unless it's an ironclad, but you have a much better chance of doing some actual damage.  And then you have a fist to hit something with. <br /> <br /> Short of that, you have a dreadnought that, as you said yourself, isn't filling fully your shooty role, so what do you care if you charge this particular one into that blood angel assault squad that just dropped in your backfield? You won't be missing that particular dreads shooting, and he comes cheap at 105 points!!<br /> <br /> Also why i recommend a unit of assault insurance: he gets into you, you want something that can either tie him up for a while or kill him, and a cheap squad out of fast attack can accomplish this.  Assault marines, vanguard vets (they get expensive though!) or bikes all fill this role quite nicely.  Keep them in the back, and if he gets too close, jump them up to assault him first.  Or if he gets a charge off, you can jump in and get some more dedicated weight instead of having a portion of your line crushed.]]></description>
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				<pubDate><![CDATA[Mon, 2 Aug 2010 23:34:17]]> GMT</pubDate>
				<author><![CDATA[ Kabal of Night's Wish]]></author>
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