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So im in a local tournament and there is a fair chance i will be playing a space marine list. Thats fine except the marines are the sons of Orar and have 6 dreads with them. its a 1500 list and i have,
Winged CC tyrant
Carnifex (Loads of defencive upgrades)
40 spine gaunts
20 flesh gaunts
6 warriors, 4 deathspitters, 2 BS in 2 sets of 3
I thought i could use the spinegaunts to tie up a couple in CC, whlist the tyrants and fexs systematicaly destroy the marines (30 ) or dreads depending on the mission. Zoans could help with this. I think theres 2 lascannons, 2 plasma cannon and 2 multi melta weapons on them. Help!
Last edited by Heirodule; February 21st, 2009 at 15:45.
I'm assuming you can't change your list. If that's the case then you'll certainly have some trouble destroying the Dreads as your anti-tank is next to nothing. It's true, that many Dreads can be intimidating, but your opponent wants you to be intimidated, they want you to waste time and effort trying to kill them so that their scoring Marine units can camp unscathed on objectives rattling easy kill points with Bolter fire. So, my advice is "don't play their game", leave the Dreads alone and concentrate all of your efforts on his Marines.
That many Dreads can cause havoc, whatever they hit they will hit hard, but they can't hit a lot of targets, so I suspect the sheer number of models you have on the table will be difficult for them to handle and since almost all of your units are cheap low Sv troops all of those expensive Dread weapons go to waste and he'll be forced to assault you. This is good, because one of your troop broods can probably tie up a couple Dreads for at least 2 turns because they don't have enough attacks to handle your volume and your Gaunts never fall back right, because their always in Synapse, right, so don't sweat it, let him waste 2 turns with 300 points of Dreads killing 100 points of Gaunts.
However, as the game progresses you will eventually have to tackle the Dreads and your best tools for the job are the Warp Blasts and that Fex tumbling into CC. Very Important: Keep your Fex away from the Dread firing lanes to the best of your ability for as long as possible; those 2 Plasma Cannons and 2 Lascannons will make short work of the Fex if you let them.
Hope this helps!
Last edited by counterwavecounter; February 21st, 2009 at 16:58. Reason: Wanted to add more detail!
"The man in the bowler hat is Mr. Average in his anonymity. I, too, wear one; I have no great desire to stand out from the masses." - Rene Magritte
Your winged cc tyrant is the dread's worst nightmare. High mobility and initiative. Probably 6 attacks on the charge at 2d6+6 AP. Your tyrant will average at least 1 dead dread each turn. Backing him up is a carnie, another tyrant and 3 warp blasts. Dreads usually do not fare well against the TMC's.
Destroy the Plasma dreads at all costs. They are the most dangerous...to your troops. I would say, charge your troops at the dreads. This will protect your TMC's from getting shot at by plasmas, LC's & MM's. Each dread will probably kill 1-2 troops at most each turn. At the same time, it will protect your troops from getting shot at by the more deadly bolters. This buys you time to get your TMC's into close combat and to destroy them.
Interesting thoughts there, i see what you mean about kiling the plasma dreads first. I think ill hide the fex in cover as recogmended. Only thought im not sure on is should i use the dakka rant in CC? it could do in a pinch, but thoughs? Thanks for your help already all.
Your flying CC tyrant will ripp those dreads apart with ease. You might want to look out when using your carnifexes to kill dreads who have dreadnought CC weapons. They will strike first, and will give your carnifex some damage before the carni takes out the dread!
So you could just use your shooty carnifex to deal with any dread without and Dread CC weapon (or inflict a weapon destroyed and choose the CC arm), and use the tyrant to take out the other dreads.
As already said, don't get destracted by the dreads. They might not even be a problem at all for the shooting they do, compared to other units! And don't forget, that normal marines are there to win the game, because they can capture objectives. Take out the marines, and he'll have to play for a draw instead for a win!
Tyranids Win / Draw /Lost 
Daemon Hunters Win / Draw / Lost 
Tyranid warriors with rending claws, scything talons and toxin sacs can cause trouble for Dreadnoughts. The Warriors need those weapons and the toxin sacs to effectively hurt the Dreadnoughts as all attacks in assault will go on the front armour of the Dreadnoughts. Tyranid Warriors will be good at absorbing damage from the Dreadnoughts as they won't die from instant death the Dreadnought close combat weapons will dish out. Deathspitters with toxin sacs can hurt the Dreadnoughts but just barely and they are too inaccurate to really be useful. Genestealers with toxin sacs and any other biomorphs you find useful will be similar to the Warriors only faster.
You do also have lots of Spinegaunts but they won't keep the Dreadnoughts in assault forever. If the Gaunts are controlled by synapse they will still die in large numbers in an assault with a Dreadnought. This is because they will lose and no-retreat will force extra wounds on them. With a Gaunts poor armour save the no-retreat will almost double the number that die and other Marines may add to this by helping the Dreadnought. If you plan to use your Gaunts this way stop Marines from aiding the Dreadnoughts and don't expect it to last long as you hoped. The Marines will also go for your synapse creatures to try and break the Gaunts quickly.
Last edited by Leech; February 22nd, 2009 at 15:35.
Actualy im not sure that synapse triggers no-reatreat. I presume you are refering to the extra saves taken by fearless units/units that cant run away when they lose an assault. Synapse (as far as i know) dosnt trigger this rule because the check counts as automaticaly passed, not untaken. I am rigth with this? if not can someone correct me because thats my whole plan gone. Oh andf the warriors have sythetallons, TS but not RC
Thats how I always read the synapse rule. That synapse didn't make units fearless, it just made them auto pass all LD checks.
Unless there is an errata or something out that someone could point me to?
"I am the architect of fate!"
However tactics wise just put MC against the dreads and warriors and gaunts against the marines. Walk the dakka tyrant towards the dreads, while shooting at marines and you should have a successful day. Just remeber dreads aren't very effective killing machines as they will only put out about 2 wounds per turn (our 4 if shooting at gaunts).