Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
hey guys im new so ive been toying around with different army lists. One that particularly caught my eye was the master of the forge, I have heard from a friend of mine thats used him to either put him on a bike or give him the conversion beam was the best option and was wondering if anyone has had any use or had any other good options for him? also wanted to know whats the magic number for how many dreads to put in a list?
i used to agree with your friend, as conversion beamers are a heavy weapon and by putting him on a bike this allows you to move and fire the weapon (as bike mounted models have the 'relentless' special rule)
then i tried it...I do NOT now agree . For the gun to be really worthwhile you need to be pretty far away, and on a standard 6x4 board is just not going to happen alot of the time (by this i mean you wont always be far enough away from worthwhile targets and will have to either settle for something that isn't worth his time, or a weaker shot). He is also very vulnerable to instant death unless you give him some protection in the form of a squad. That is now a squad that will have to run as far away from the enemy as possible with him.
Of course if it sounds worth it to you feel free to try it, for it may just be me that disliked it I am a pretty assault/close range firepower kind of player and trying to stay at range just goes against everything i stand for hehe
I do think that he could be worth it with a servo harness however, as it has some pretty nasty gizmos all over it. You could try drop podding him with some sternguard for some nasty anti-anything firepower (he would also lend them some weight in an assault), and if you intend to drop pod some dreads he can offer them some nice repairy-goodness (i warn you though i have not tested this so it might be a fools hope)
Last edited by Carnage; February 8th, 2010 at 22:52.
Never judge someone until you've walked a mile in their shoes...by that time they'll be a mile away, and have no shoes
It's not a fools hope, it's a 4+. I now put mine with a squad of assault terminators in land raider, he can hop out early if something's busted, or when they charge get out with them, or leave the unit and hit something else. (flamer and T/Linked plasma pistol on the charge, and i give him a power sword, so he has 4 charging attacks at init 4, and 2x with a fist at init 1. With 2 wounds, he's also good for wound allocation (he still has a 2+ save, so good with termninators)
Oh, extra tip for him: get scouts with camo cloaks, sniper rifle and the heavy bolter with blast rounds that wound on 2+. They're as expensive as marines, but with his special rule to fortify a bit of scenery they have a 2+ cover save, and everyone can get annoyed shooting that. You shoot at high toughness things ( fixed to wound rolls), or low LD stuff (pinning) and as troops go well on a objective.
Sorry, coming to a finish on a Adeptus Mechanicus army (should have all painting finished this month and i've been doing photo's as i go to post painting and conversions on LO.)
Edit: Oh, if you want iron hands bits like bionic legs, or heads / shoulder pads etc there's some on ebay starting at 99p (shameless self promotion)
Last edited by stayscrunchyinmilk; February 9th, 2010 at 00:47.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
thanks guys thats actually a good idea on the scouts if I was going up against a shooty army. But unfortunately im playing against orks and tyranids tomorrow and im trying to find out if I should drop pod dreads/sternguard as carnage mentioned or try and stay back.
Against those armies I would say try to stay back. You want long range fire power to whittle those armies away before they hit your line.
One Trick I've seen work well is to get 2 Venerable dreadnoughts with a combination of Twin Linked auto cannon, TL-Lascannon or missile launchers and place them in base to base with a Master Of the forge with some servitors. The Dreadnoughts can prevent themselves from taking destroyed results and the MotF can repair any damage they take.
If you call it a Missile launcher, then it'll never hit anything.
100% of people who aren't Karmoon know Saraneth is invincible.
A player at my gaming club used an insane army list whit MotF on bike, 6 dreds (2 in drop pod), 6 Speeders and 30 scouts. This army is hard to beat, but is has it downsides in that the scouts need to walk around on the board to get the objectives.