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2000 Points Dreadpodding

392 views 9 replies 5 participants last post by  antique_nova 
#1 · (Edited)
HQ
Master of the Forge Power Weapon 115

Librarian Avenger Null Zone 100

Elites
Dreadnaught Assault Cannon Twin Linked Autocannon Drop Pod Locator Beacon 170

Dreadnaught Multi Melta Drop Pod 140

Dreadnaught Multi Melta Drop Pod 140

Troops
10 Tactical Marines Plasma Cannon Plasma Gun Sergeant Combi Plasma Power Fist Drop Pod 255

10 Tactical Marines Missile Launcher Flamer Sergeant Power Fist Drop Pod 230

10 Tactical Marines Missile Launcher Meltagun Sergeant Power Fist Drop Pod 235

Fast Attack
Land Speeder Typhoon Heavy Bolter 90

Heavy Support
Dreadnaught Plasma Cannon Heavy Flamer Drop Pod 160

Dreadnaught Assault Cannon Heavy Flamer Drop Pod 160

Ironclad Dreadnaught Seismic Hammer Dual Heavy Flamers Two Hunter Killer Missiles Drop Pod 205

TOTAL 2000

I am fairly happy with the build I have with this army and it will not be subject to any major changes. I thought I would put it up here and see what you fine folks thought I could use or would be worth changing.
 
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#3 ·
Following advice from Red Archer given over the chat system here at LO I have decided that it would be more favourable for me to split my typhhons into seperate units for purposes of survivability, the ability to split fire, and argueably most importantly contesting objectives.

Now, people of LO as of late the ranges of weapons on ironclad dreadnaughts have seemed to screw me over time and time again. I was wondering if you people thought that it might be worth it to switch out my two non HKM ironclads out for possibly a dreadnaugt with a plasma cannon heavy flamer, and another dread with an assault cannon heavy flamer. They preform basically the same role and are much harder to avoid by speedy armies thanks to their ranged weapons. In addition to this they would also gift me an extra 40pts to spend elsewhhere, such as on two deathwind launchers...
 
#4 ·
I was just wondering your reasoning for the Plasma Cannons in your tactical Squads. Are you dropping the pods close to enemies or at a medium range? To me, this is just my opinion, a Multa Melta or Heavy Flamer would be more devastating with a drop. Getting in range for x2 D6. Plus if youre running a Pod, to me, you are going for up close and personal encounters. Plasma usage seems for more long range, might as well use a Rhino or Razorback, get units in and out and maneuver them instead of dropping them and pretty much leaving them out to dry.... I have really bad luck with rolling one's on plasma and taking out the wielder so not my fav lol

Red Archer is always right haha I also run my Speeders seperately and you will not be disappointed.

As for the Ironclad idea, it sounds good to switch them out. Ironclads are better for line breaking ability but if you are having problems chasing armies then the switch is perfect.
 
#5 ·
As for the plasma cannons my list was lacking any serious anti MEQ, especially when dealing with units such as terminators. Additionally the tactical squads would not be used in as suicidal a manner as the dreadnaughts. They would be dropped out further from my opponents lines in attempt o keep them saer for objective purposes, combat squaded and spread out. This will allow the heavy weapons to do their thing at a safe range, while the special weapons, sergeants, and the master of the forge can rush my opponents lines.As a side note tactical squads can't even take heavy flamers.

Ok, I think I am gonna make the switch regarding the dreadnaughts, but what do you guys think I should use the extra 40 points for? Would the two deathwind launchers be worth all the points sunk into them?
 
#6 ·
I was thinking about you taking venerable dreads and having multi-melta land speeders. I prefer the multi-melta land speeders over your variants due to the nice anti-tank and anti-mc ability. Your lack of anti-mc does stand out in this list, without changing your list alot, have you considered a librarian with null zone? It would be very helpful.
thanks
antique_nova
 
#8 · (Edited)
I personally would have to disagree with a couple land speeders with multi meltas ability to improve my anti MC. The pair of typhoon land sppeder can put out twice as many strength 8 shots as the multi melta variants at half the range to boot! The ap is slightly decreased but not too many MCs in this game come stocked up with a 2+ save. The same goes for anti-tank, I would personally preferthe typhoons putting out their multiple shots at a safe distance to my opponents side armour than I would running a couple of suicide skimmers.

Yes, I did consider a Librarian with null zone but I would have no where to get the points for it, without dropping one of my speeders that is. I could see the usefulness but I'm not entirely sure it would be worth the points, alternatively I could drop a typhhoon and draw on my 40 extra points abit.

Edit, using some of the suggestions provided I have rewritten my list with some changes I have decided to make.
 
#9 ·
^ dreadnoughts drop podding scariest stuff any oppenet can see and hard to deal with i got alot of wins with a set up like this people will start making list at your hobby/gaming club to make this not as overwhelming.
 
#10 ·
DHNEWBIE, well until you come across a blaanced list anyway. Most people aren't prepared to see this sort of thing, but i like his list much better. I still don't like the tornado set up but you have alot of melta in there. Anti-horde shouldn't be too much of a problem now that i remember how well walkers can hold them up for, but if they do then your dreadnoughts won't be able to pop tanks and MCs etc. So still it's double mm for the speeder for me, but there really isn't alot to change in this list. Just make sure that your dreadnoughts don't get bogged down and you will be fine.
thanks
antique_nova
 
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