[1500] Knights of Avalon (6-Dread army) - Warhammer 40K Fantasy
 

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!


Register Now!

User Tag List

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 10 of 13
  1. #1
    Senior Member Broadside_Pilot's Avatar
    Join Date
    Jan 2005
    Location
    Whitehorse, Yukon
    Age
    29
    Posts
    948
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    44 (x2)

    [1500] Knights of Avalon (6-Dread army)

    Minor Divergence
    Heed the Widom of the Ancients
    Have Faith in Suspicion

    HQ: Space Marine Master-120
    -Terminator Armor
    -Storm Bolter
    -Power Weapon

    HQ: Terminator Command Squad-320
    -Sergeant
    -4 Terminators
    -2 Terminators W/Assault Cannons


    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor

    Elite: Venerable Dreadnought-150
    -Close Combat Weapon
    -Twin-Linked Storm Bolter
    -Twin-Linked Lascannon
    -Tank-Hunter
    -Extra Armor

    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor

    Troop: Scout Squad-90
    -Sergeant
    -Sniper Rifle
    -4x Scouts W/Sniper Rifles

    Troop: Scout Squad-90
    -Sergeant
    -Sniper Rifle
    -4x Scouts W/Sniper Rifles

    Heavy Support: Dreadnought-120
    -Close Combat Weapon
    -Heavy Flamer
    -Assault Cannon
    -Extra Armor

    Heavy Support: Dreadnought-140
    -Close Combat Weapon
    -Heavy Flamer
    -Twin-Linked Lascannon
    -Extra Armor

    Heavy Support: Dreadnought-130
    -Close Combat Weapon
    -Heavy Flamer
    -Multi-Melta
    -Extra Armor

    This is my concept for a 6-Dread army. I tried to cover all aspects with their weapons-the Venerable ones are more geared towards tank and MEQ hunting, while the others are more general purpose. The Scout Squads are to try and take out heavy weapons that the Dreads can't get-either to take out the HW's themselves, if possible, or to pin them to deal with later. The Terminator Command is just for fun, really. I thought that they fit well with the Dreads. Plus, I can Deep Strike them and use them to deal with Heavy Weapons, too.

    This is also gotta be the first Marine army, outside of Deathwing, to have no 3+ saves at all.

    Burn the land and boil the sea. You can't take the sky from me.

    Member of the Canadian Clan, eh.
    Mech Tau Cadre: 2000 points, needs paint and magnets.
    Paladins of Avalon (SW):-1500 points, needs paint.

  2. Remove Advertisements
    Librarium-Online.com
    Advertisements
     

  3. #2
    Member Von Romanoff's Avatar
    Join Date
    Jul 2005
    Location
    Piacenza-Italy
    Age
    26
    Posts
    144
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Reputation
    4 (x1)

    i think it's quite unbalanced, like the death wing.
    with IG will be hard games cuz your dreads are going to be outnumbered and get additional wounds, and the deep strike tactic is too risky: if your dreads arrive too near to an enemy troop, they'll probably blow up in that turn.
    I'll drop two dreads and a termie for a LRC and one more guy per scout unit.have you ever tested this list? let me know

    Von Romanoff

    The Thousand Sons and The Ultramarines face eachother on opposite sides of a battlefield.
    Bob: Move the troops into those strategic positions to face the chaos scum!
    Magnus: *Eyes glow* You want to move the troops into the minefield.
    Bob: *Turns to Sergeant* No, move them into the minefield instead.
    Magnus: Heh.


    Quote Originally Posted by
    May the Emperor's Light shine upon you, and the commissar's barrel not
    (\_/)
    (0.0)
    (><)

    SM Emperor's shadows: Undefeated 15-0-0(the last count as 2 ;) )
    SM Lysander Bomb:Undefeated 2-0-0

  4. #3
    LO Zealot Chaosbrynn's Avatar
    Join Date
    Nov 2004
    Location
    Montreal, Quebec
    Age
    35
    Posts
    1,810
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    71 (x4)

    Quote Originally Posted by Broadside_Pilot
    HQ: Space Marine Master-120
    -Terminator Armor
    -Storm Bolter
    -Power Weapon

    HQ: Terminator Command Squad-320
    -Sergeant
    -4 Terminators
    -2 Terminators W/Assault Cannons
    Thats fine but a lib with FotD would make for a better leader for this role.

    Quote Originally Posted by Broadside_Pilot
    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor
    Very Good..

    Quote Originally Posted by Broadside_Pilot
    Elite: Venerable Dreadnought-150
    -Close Combat Weapon
    -Twin-Linked Storm Bolter
    -Twin-Linked Lascannon
    -Tank-Hunter
    -Extra Armor
    They dont have TL Storm Bolters. Dreadnoughts have 2 useful configs: TLLC + Missile Lcunacher OR DCCW + assault cannon + drop pod. Every single one of your dreads hsould be one of these 2. Venerable and tank hunters are a personal choice I will leave to you. Furious charge is useless on dreads.

    Quote Originally Posted by Broadside_Pilot
    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor
    Good Stuff

    Quote Originally Posted by Broadside_Pilot
    Troop: Scout Squad-90
    -Sergeant
    -Sniper Rifle
    -4x Scouts W/Sniper Rifles


    Troop: Scout Squad-90
    -Sergeant
    -Sniper Rifle
    -4x Scouts W/Sniper Rifles
    You need at least 7 sniper rifles in a squad for the squad to trully be effective. Also, definately add a missile launcher to both of these squads. It will give the squad diversity as well as extra punch.

    Quote Originally Posted by Broadside_Pilot
    Heavy Support: Dreadnought-120
    -Close Combat Weapon
    -Heavy Flamer
    -Assault Cannon
    -Extra Armor
    Not fond of the heavy flamer. Read the flamer tactica in the "Index of Space MArine Articles and FAQ's" at the top of the space marine forum for the math on how flamers on models that move 6" can be rendered useless. Secondly, this needs a drop pod.

    Quote Originally Posted by Broadside_Pilot
    Heavy Support: Dreadnought-140
    -Close Combat Weapon
    -Heavy Flamer
    -Twin-Linked Lascannon
    -Extra Armor
    Total waste, drop the las or add a missile launcher. If you drop the las, give this guy a dorp pod as well.

    Quote Originally Posted by Broadside_Pilot
    Heavy Support: Dreadnought-130
    -Close Combat Weapon
    -Heavy Flamer
    -Multi-Melta
    -Extra Armor
    Ok, scrap this guy totally. The multi melta is to short of range as is the heavy flamer. This would be a little better with a drop pod, but the 2 configs I detailed above are the way to go.

    Quote Originally Posted by Broadside_Pilot
    This is my concept for a 6-Dread army. I tried to cover all aspects with their weapons-the Venerable ones are more geared towards tank and MEQ hunting, while the others are more general purpose. The Scout Squads are to try and take out heavy weapons that the Dreads can't get-either to take out the HW's themselves, if possible, or to pin them to deal with later. The Terminator Command is just for fun, really. I thought that they fit well with the Dreads. Plus, I can Deep Strike them and use them to deal with Heavy Weapons, too.

    This is also gotta be the first Marine army, outside of Deathwing, to have no 3+ saves at all.
    Remember, just because somethi8ng can be equipped a certain way, doesnt mean it should be. 6 dreads is very risky as it is easy to destroy them from afar. To counter this you need long range weapons to destroy those things that can huhrt you and drop pods so you arent stuck walking across the playing field.

    Cheers Mate!
    Chaosbrynn
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

  5. #4
    Senior Member Broadside_Pilot's Avatar
    Join Date
    Jan 2005
    Location
    Whitehorse, Yukon
    Age
    29
    Posts
    948
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    44 (x2)

    Quote Originally Posted by Chaosbrynn
    Thats fine but a lib with FotD would make for a better leader for this role.
    I can't, I took Have Faith in Suspicion, which means no Librarians.

    You need at least 7 sniper rifles in a squad for the squad to trully be effective. Also, definately add a missile launcher to both of these squads. It will give the squad diversity as well as extra punch.
    I used to, but I wanted the Termies more, so I swapped. But I can drop some Termies to do that, and probably switch around a few points on the Dreads, so I'll see what I can do.

    Not fond of the heavy flamer. Read the flamer tactica in the "Index of Space MArine Articles and FAQ's" at the top of the space marine forum for the math on how flamers on models that move 6" can be rendered useless. Secondly, this needs a drop pod.
    Thanks, I'll fix that.

    Remember, just because somethi8ng can be equipped a certain way, doesnt mean it should be. 6 dreads is very risky as it is easy to destroy them from afar. To counter this you need long range weapons to destroy those things that can huhrt you and drop pods so you arent stuck walking across the playing field.
    Well, the true point of this list was to try and make a 6-Dread army work. I wanted to make al alternative army-like Lost's bike army or an Armored Company or something. So I'm gonna keep it with 6 Dreads. But I will change around the Dreads.

    New and improved list!

    Minor Divergence
    Heed the Widom of the Ancients
    Have Faith in Suspicion

    HQ: Space Marine Master-120
    -Terminator Armor
    -Storm Bolter
    -Power Weapon

    HQ: Terminator Command Squad-200
    -Sergeant
    -1 Terminator
    -2 Terminators W/Assault Cannons


    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor

    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor

    Elite: Venerable Dreadnought-170
    -Twin-Linked Lascannon
    -Missile Launcher
    -Tank Hunter
    -Extra Armor

    Troop: Scout Squad-167
    -Sergeant
    -Sniper Rifle
    -7 Scouts W/Sniper Rifles
    -Scout W/Missile Launcher

    Troop: Scout Squad-167
    -Sergeant
    -Sniper Rifle
    -7 Scouts W/Sniper Rifles
    -Scout W/Missile Launcher

    Heavy Support: Dreadnought-110
    -Close Combat Weapon
    -Storm Bolter
    -Assault Cannon
    -Extra Armor

    Heavy Support: Dreadnought-110
    -Close Combat Weapon
    -Storm Bolter
    -Assault Cannon
    -Extra Armor

    Heavy Support: Dreadnought-110
    -Close Combat Weapon
    -Storm Bolter
    -Assault Cannon
    -Extra Armor

    1494
    Last edited by Broadside_Pilot; July 19th, 2005 at 18:31.
    Burn the land and boil the sea. You can't take the sky from me.

    Member of the Canadian Clan, eh.
    Mech Tau Cadre: 2000 points, needs paint and magnets.
    Paladins of Avalon (SW):-1500 points, needs paint.

  6. #5
    LO Zealot Chaosbrynn's Avatar
    Join Date
    Nov 2004
    Location
    Montreal, Quebec
    Age
    35
    Posts
    1,810
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    71 (x4)

    Much better, only problem is the teleport homer on the scout squad. You would need to give the sergeant access to the armory by giving him terminator honours first. Thats a hell of a lot of points to spend just for a tp homer.
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

  7. #6
    Senior Member Broadside_Pilot's Avatar
    Join Date
    Jan 2005
    Location
    Whitehorse, Yukon
    Age
    29
    Posts
    948
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    44 (x2)

    Crap, forgot about that.
    Anything I can do for 6 points now?
    Burn the land and boil the sea. You can't take the sky from me.

    Member of the Canadian Clan, eh.
    Mech Tau Cadre: 2000 points, needs paint and magnets.
    Paladins of Avalon (SW):-1500 points, needs paint.

  8. #7
    LO Zealot Chaosbrynn's Avatar
    Join Date
    Nov 2004
    Location
    Montreal, Quebec
    Age
    35
    Posts
    1,810
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    71 (x4)

    Nope, your just going to have to take your chances. May as well give your commander bionics to use up the points.
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

  9. #8
    LO Zealot Ezekiel1990's Avatar
    Join Date
    Dec 2004
    Location
    CT, USA
    Age
    26
    Posts
    1,446
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputationReputationReputation
    104 (x4)

    Quote Originally Posted by Broadside_Pilot
    I can't, I took Have Faith in Suspicion, which means no Librarians.
    Then take We Stand Alone, almost does nothing to a SM army list. (and yours is completely unaffected). I always have this disadvantage, and it also makes my army seem more like a DA successor!


    Quote Originally Posted by Broadside_Pilot
    Well, the true point of this list was to try and make a 6-Dread army work. I wanted to make al alternative army-like Lost's bike army or an Armored Company or something. So I'm gonna keep it with 6 Dreads. But I will change around the Dreads.
    Take a look at my 6 dread army. It has 9 LSTs.


    Quote Originally Posted by Broadside_Pilot
    Troop: Scout Squad-167
    -Sergeant
    -Sniper Rifle
    -7 Scouts W/Sniper Rifles
    -Scout W/Missile Launcher
    I would drop this, make it a 6 man tact squad w/ Pgun and Pcannon, and use the leftovers to upgrade the master to a codicier w/ FotD and TArmour plus SB. Yes, you would have a 3+ save unit, so suck it up.

    I would also make the first scout squad a normal CCW squad and use the leftover points on drop pods for the other dreads.

  10. #9
    Senior Member Broadside_Pilot's Avatar
    Join Date
    Jan 2005
    Location
    Whitehorse, Yukon
    Age
    29
    Posts
    948
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputation
    44 (x2)

    I don't want to use Drop Pods for the Dreads because I plan on keeping the LC/ML ones at, or near, the back, with the CCW/AC Dreads protecting them. But I'm not totally sure about using either Scouts or Tac Squads. On one hand, those Sniper Rifles can be powerful, on the other hand, I've always been able to deal with Scout Squads, no problem at all, whereas the Tac Squads take more work.
    Burn the land and boil the sea. You can't take the sky from me.

    Member of the Canadian Clan, eh.
    Mech Tau Cadre: 2000 points, needs paint and magnets.
    Paladins of Avalon (SW):-1500 points, needs paint.

  11. #10
    LO Zealot Chaosbrynn's Avatar
    Join Date
    Nov 2004
    Location
    Montreal, Quebec
    Age
    35
    Posts
    1,810
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    ReputationReputationReputation
    71 (x4)

    If you drop the dreads, your enemy wont have a chance to attack your long range ones. Thats the idea. Secxondly, against a sit back and shoot army (what this list is actually weak against) the drop podding dreads will be far more useful.
    Mentor of Space Marine Commanders far and wide.

    Efficiency VS Point Cost VS Ease Of Use - Your best bets:

    1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant

    2) 8 man Devastator squad - 4 missile launchers

    3) Land Speeder Tornado - HB + AC

+ Reply to Thread
Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts