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What would you take vs armies that take mass infantry?
I know 6 dreadnoughts would be alot cheaper but is it better to have all the boltguns and what ever heavy weapons u give them?
I'd say the six tactical squads as they would give you a good solid core to work around, they are flexible, can score, and who wouldn't be intimidated by over 60 marines on the other side of the table. Besides you could paint them as one of your reserve companies.
Also with 6 dreads (especially in drop pods) you run the risk of your list being called cheesy, and nobody likes that. Then with that many points invested in dreads you may not have enough infantry to hold objectives.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
Technically, you could have 9 tac squads in a game. Just take three devastator squads and only give them two heavy weapons.
I'd take 9 tac squads over 6 dreads any day. Especially when three of those squads could (if they wanted to) take 4 heavy weapons.
I dont think you can take that many dreads in a legal list...
the thunder fire cannon is nice against a horde army because you get so many blasts for such few points. if you grab 2 you can have 8 blasts a turn for a little more than a 10 man tac squad. the blasts will likely ignore the armor saves of the hordes as well.
a vindicator can do some real damage as well and isnt as vulnerable as a whirlwind or the thunderfire for about the same points as a dread
I'd prefer tactical squads because they can score and you have to take at least two anyways (unless you use scouts). Also, a heavy weapon, special weapon, and 8 bolters would probably take out infantry quicker than just 2 heavy weapons.
As for heavy weapons, it really depends on what your army needs, although a missile launcher is usually a good choice.
There is no such thing as a plea for innocence in my court. A plea for innocence is guilty of wasting my time. Guilty.
- Inquisitor Lord Fyodor Karamazov
Back on topic, it depends on how big the game is, what do you intend to do with the dreads and if you do take the dreads, do you have a stable core of tactical/scout squads to back them up once things get messy? :3
In a standard game.. say around 1500-2000 points, I'd go the dreads for sheer fun value (don't forget your Master of the Forge!), though 6 tact squads give you a LOT more tactical options with heavy weapons, special weapons, and sheer number of bodies. A dread can be taken out with one lucky shot (assuming they're not venerable, then it'd have to be a VERY lucky shot), whereas those guardsmen's lascannon might blow your fire support dread to kingdom come, it'll only vaporise one marine out of a squad of 10.
Even in close combat, where the new armies tote around at least some form of anti-vehicle grenade (kraks), and again, it's a horde army, they have the bodies to spare. Your dreads will have around.. 3-4 attacks at the most each turn, whereas a mob of 30 ork boyz will have at least half their number in range to attack. All it takes is one lucky grenade/stikkbomb/bomb to blow your precious dreadnought straight to Narnia. =.=
Sooooo.. if you've got a solid core of infantry that you are confident will be able to hold their own (or at least distract the enemy enough so they'll survive), go ahead and take the dreads. :3 There's nothing like watching those armoured behemoths thundering down from orbit around the enemy, or watching them footslog across the board or even laying down a hail of fire from their heavy weapons.
But remember, since it's mass infantry, your marines will also have more guns toting around (albeit they're only bolters, but horde armies don't usually tend to be terribly tough) and a lot more options available.
Iron Swords 3rd Company - We are the swords which reap the bodies of our foes.
Train of thought will be terminating at.. edible murder weapons!
I'd go for a pair of Dreads with double Twin-Linked Autocannons and as many Tactical Marines as you can afford. Why? Because that's what I am doing...
Reaper Dreadnoughts churn out four high strength reasonable AP shots each. Not only that but you get to re-roll misses. Sound interesting? It should do.
I'd then take as many marines as I could. Since you get some lovely free options at ten men I would stick with those to really get your numbers up. Who wouldn't want marines at less than 20 points a pop?
Go get 'em!
go for a mix, i played 3x tact squads each paired up with a dread once and they were insane!! heres my set=up:
Tactical Squad I - Anti Infantry, Assault Cannon, DCCW and Heavy Flamer, 1x Sergeant with CCWs, 7x Bolters, 1x Flamer and 1x Heavy Bolter.
Tactical Squad II - Anti Tank, TL Lascannon and Missile Launcher, 1x Sergeant with CCWs, 7x Bolters, 1x Melta and 1x Lascannon.
Tactical Squad III - Anti Heavy Infantry/Light Vehicles, 2x TL Autocannons, 1x Sergeant with CCWs, 7x Bolters, 1x Plasma Gun and 1x Plasma Cannon.
why not go for both?
6 basic tac squads=1020 pts, 6 flamers, 6 missile launchers, 60 marines
6 basic dreadnoughts=630 pts, 6 multi-melta's, 6 storm bolters, 6 armored sarcophagus
1 master of the forge
Total that's 1750 pts, the rest of the points (assuming either a 1850 or a 2000 pt list) can upgrade sgt's close combat weapons, special weapon options, dreadnought's weapons options or give either all squads a rhino or all dread's a drop pod for 210 pts.
In fact this has inspired me to make this list, check the army list section
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
I would probably recommend 3 squads and 3 dreds, 50/50 should be nice and easy to kill your opponent.
Im having a troop based army, not going to have many vehicles, but i would think that dreds with anti personnel weapons would help exponentially. As well as perhaps a razorback, vindicator, thunderfir cannon as someone earlier sugested and maybe a redeemer.
If you want to check out my army atm here it is: