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Well, I've been looking at them recently. And I thought, are they really that good? I mean yes, at close range theyre good against vehicles. But they're really not that much better than a normal dread. And normal dreads pack a fair bit of dakka.
So, discuss Just how good are the extra armoured fiends?
I tend to prefer normal dreads at the moment. There weapons are so worth it for the price. However i realy like the sound of ironclads as i think the extra armour would realy help. But it may just mean that they have more fired at them.
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they aren't that good
you are better off getting a regular dread and putting Las/Miss combo on him and keep him in cover.
Dear Game Designer,
Rock is Cheese. Paper is fine.
Play with two separate ironclad dreads in two separate lists, and I have found him to be a bit of a hit miss part of the army.. Sometimes he has run after an army that are flitting around the board and dealt too heaps of them, and sometimes he has spent the whole game getting into combat (I always forget to run).
So, I find, if played correctly and as a support element to close fire support, or slower assault units then he is excellent. If played as a singular hack and slash char, he is pretty toast.
Last edited by Glyphed; November 26th, 2008 at 22:31.
Well... I was/am contemplating 5 Ironclads in pods. Still unsure. Thinking now of running one or two Ironclads.
Keep this coming, I want to know people's opinions.
I think the key is the Drop Pods - with a DP, they aren't half bad. I'm considering a list of Ironclads and regular, with the ironclads DPing in to allow the rest of my army to get into position.
Drop pod an Ironclad in the midst of anything lighter than Marines, light off those twin Heavy Flamers, and watch the carnage - almost guaranteed to horribly cripple a unit in one shot. Even if they do decide to charge you, the Ironclad's immune to anything below S7, and even Marine Powerfists need a 5 to glance!
If they don't charge you (or they're not alive any more), you then probably get to make another flamer shot and a charge next turn...
With a Dreadnought.
And twin DCCW's.
Can you say awesome???
I have a list with 6 dreadnoughts and 3 tac squads. 4 dreads and 2 tacs in drop pods. I walk to venerable dreads with TLLC/ML combos. Of my 4 other dreads, one is an Ironclad, 2 have DCCW, Ass.Cannon and Heavy Flamer, and one has an Ass.Cann and a multi-melta. I drop an Ironclad and regular dread and MM dread in turn one. They all have locator beacons too.
In my first battle the Iron clad was pathetic, because of my dice. I literally only wounded once in close combat. EVERY OTHER HIT I ROLLED A 1 TO WOUND! Ok, not the dread's fault. The second game he did much better, but beware of Inquisitors with a retinue that can shoot at deep strikers. THey tore me up pretty well, but died heinously to the heavy flamers. I will keep my Iron clad and keep playtesting my list.
Once a Marine, always a Marine.
Ironclads: When you absolutely, positively have to outlast your foe.
The key with these bastards is to get them stuck in and as close as possible- their heavier armor is supposed to make up for this weakness, which it does to an extent. Meltaguns will have a field day with Ironclads, but this can usually be overcome with strategic deployment and spamming the said offender with FIRE.
The problem is that it essentially becomes a vehicular version of a CC carnifex. Which is usually very difficult to use as it has to hit the line to do something.
To that end the best way to use an Ironclad is to either
A. Use loads of dreads. And when I say loads, I mean loads. At least five
B. Drop pod them.
A combination of A and B tends to work very well. Particularly if you fill your elites with venerables and your heavies with ironclads. If your foe isn't ready for it, you have a pretty decent chance of just walking all over him. That is of course if you drop podded.
Walking is a completely different story. You're going to have to use terrain and the "run" option rather often, but thanks to AV 13, smoke and moderate cover you should get most of your Ironclads in.
Thus, the rules of the Ironclad in my opinion.
1. Take at least two. No less, but more is always good.
2. Drop pod them if possible.
3. Close combat is your friend. Powerfists need 5s to hurt you and you strike before most monsterous creatures. There are obvious things to avoid (Stealers, Greater Daemons, Princes, etc.) but you can usually walk through most normal squads. Even if they are powerfisted.
4. To that always take assault launchers.
5. Always take dual heavy flamers. If you want to go vehicle hunting, kill it your bare hands.
Hmm, an interesting combo... Take Vulkan and a Master of the forge, spam ironclads and tactical marines with flamer/melta. Drop pod and profit.
Also hurricane bolters. Would you give your Ironclad that? It sounds interesting to be sure...
Well, that's just my two kidneys.
Personal i love the idea of the ironclad its basicly a blood angels furious but more armoury
On the hurricane idea unless you know you are fighting a horde you dont even think about it
stop know dont think of it Stop i can hear you thinking of it ok anyway on the point of taking 2 a least was that just ironclads or was that just dreads cos i take one in nearly all my armys with assault cannon (old habits die hard), powerfist, heavy flamer and extra armour this will in most case draw round after round which he shugs off due to a good hiding plan and i let him rip into a juice target (mmm landraider). Also where are you people like Wraith getting those space marine pics