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Knight-Champion
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2,141 Posts
Discussion Starter · #1 · (Edited)
Charged with the extermination of a the Tyranid forces occupying the hollow remnant of a world on the eastern fringe which had once housed a large mining colony, the Ultramarines of the 9th Company were presented with a unique problem: The massive caverns in the husk of the planet proved to be nesting grounds for a deadly range of flying Tyranid organisms, but point of access were to small and the ground too uneven for the use of the Whirlwind Hyperios, and Hyperios platforms were not mobile enough to support the purgation campaign.

The solution, conceptualised by the Captain Ixion and adapted for use by Techmarines Dercius and Eridriachos of the Ultramarines, was the first "Watchtower" Dreadnought. Brother Bregus had his standard missile launcher replaced with the specialised missile launcher and target acquisition systems from a Whirlwind Hyperios, and his existiting twin-linked autocannon was adapted with an AA mount and slaved to the same targeting systems.

This proved highly effective for Bregus, and later Brother Pamean, who was refitted with two pairs of Autocannons to enable him to more efficiently tackle the faster of the Tyranids' flying forces.

Since this time the Ultramarines and other chapters have begun to arm Dreadnoughts in a similar fashion when the situation dictates and have evolved the design, making them a popular choice where the Hyperios Whirlwind or Defence Platforms are not practical for use.

Watchtower Dreadnought.........................................120 points

WS:4 BS:4 S:6 F:12 S:12 R:10 I:4 A:2

Unit Composition:
1 Watchtower Dreadnought

Unit Type:
Vehicle (Walker)

Wargear:
Twin-Linked Autocannon in AA Mount
Dreadnought Close Combat with built-in Storm Bolter
Smoke Launchers
Searchlight

Options:
Replace Storm Bolter w/ Heavy Flamer...........................+10 pts
Replace Dreadnought Close Combat Weapon with a
Twin-Linked Autocannon in an AA Mount.........................+20 pts
Replace Twin-Linked Autocannon and/or Dreadnought
Close Combat Weapon with a Twin-linked Hyperios
Anti-Aircraft Missile Launcher.........................................+30 pts
Take up to two Hunter-Killer Missiles in AA mounts
(these may only be fired at flyers).................................+15 pts each
Take Extra Armour.......................................................+15 pts

Dedicated Transport:
May Select a Drop Pod (See Page 135 of Codex: Space Marines)

Weapons:
Hyperios Anti-Aircraft Missile Launcher
Range:48" Str:8 AP:3 Type:Heavy 1/AA Mount

(note that unlike the Whirlwind Hyperios, the Watchtower Dreadnought can fire the Hyperios Anti-Aircraft Missile Launcher after moving).

***

Thoughts? I reckon he is quite nice whilst about the right points, what does everyone else think?
 

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Sounds good to me seeing as the basic dread in the new dex it 105, the base cost seems right for the speacilazation. And nice fluff behind it also.
 

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Acting XO of Tanith 1st
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1,349 Posts
sweet! I could use one of these in my campaign if my opponents will allow it
 
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Dark Eldar Gerbil
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What is your reasoning behind the dread being able to fire if it moves when the tank can not?

My only other problem with it would be that perhaps the missile firing would be too strong for the stabilising systems on the dread. How do you feel about these points?
 

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Knight-Champion
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2,141 Posts
Discussion Starter · #6 ·
Well this is how I see it:

The Dreadnought is capable of greater range of movement for weapons mounts on all axis while still mobile, and the fact that it is a walker makes it a more stable firing platform.

Also, the weapons are controlled by mind-impulse link with the interred marine rather than by conventional methods.
 

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as long as the back end of the missile system is open, there will be no need for stablaising, as al the dread has to do is hold the missile, it pushes off the air. therse a little movement (watch a guy shoot a bazooka) but im pretty sure a futurisic advanced super killing machine can handle a wee bit of recoil.
 

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Knight-Champion
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2,141 Posts
Discussion Starter · #9 ·
I was looking at this post while doing a blog entry and a thought struck me. I think it could be nice to add the new rule from the Hydra in the new Guard Codex, and make it so that the Watchtower denies the cover save for fast vehicles. This would make it a lot more useful in regular games as well as Apocalypse.

As I mentioned in the blog I'm also going to actually do something about converting one up.

What do you folks think?
 

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Kut Maar Krachtig
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4,014 Posts
I like it! 1 point though, are autocannons really the best choice? I would make em long barreled Autocannons to begin with, like FW does with their hydra weapons systems. Or perhaps long barreled Hvy Bolters, more shots and a tyranid doesn't need a full autocannon round to get it down.

I really like the fluff, you've gracefully explained why whirlwinds or fighter support can't be used and painted a very cool, alien warzone. REP
 

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Knight-Champion
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2,141 Posts
Discussion Starter · #11 ·
Cheers :)

I did consider LB Autocannons, but discounted them for a few reasons - they would be a pain to model and look a bit silly stick out of a dread, and fluffwise, we're talking close range air support, Marines aren't there for sky sweeping, it's just something to protect a (relatively) small force of marines, not a regiment of Imperial Guard. The also wouldn't have any Hydras to cannibalise, whereas autocannons could have been mounted on a Dreadnought originally, or stolen from a Predator Destructor. I also think the longer range would make it a bit overkill for what it does.

I picked the ACs because of their better range and the fact that they are generally used more for AA purposes (albeit as the long barrelled variant, as you rightly said), and they would have been a lot better for splattering winged 'Nid Warriors or anything of that ilk.
 

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Kut Maar Krachtig
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4,014 Posts
Cheers :)

I did consider LB Autocannons, but discounted them for a few reasons - they would be a pain to model and look a bit silly stick out of a dread, and fluffwise, we're talking close range air support, Marines aren't there for sky sweeping, it's just something to protect a (relatively) small force of marines, not a regiment of Imperial Guard. The also wouldn't have any Hydras to cannibalise, whereas autocannons could have been mounted on a Dreadnought originally, or stolen from a Predator Destructor. I also think the longer range would make it a bit overkill for what it does.
I would agree that, at first, they wouldn't have LB AC's, but perhaps later?
It would be a cool upgrade! As other chapters might have the ability to manufacture them.

They would have to be more expensive though, but a few AA dreads with LB AC's walking around in apocalypse, ramming ork fightabombas out of the skies... gimme! :D

I picked the ACs because of their better range and the fact that they are generally used more for AA purposes (albeit as the long barrelled variant, as you rightly said), and they would have been a lot better for splattering winged 'Nid Warriors or anything of that ilk.
I just thought, small gribbly nids, you might want more shots, albeit less powerful. :)

Still love the idea, the image of the dread and the feel of the alien planet.
 

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Knight-Champion
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Discussion Starter · #13 ·
Perhaps I could, I'll have to do some working out of points costs etc to make sure it's reasonable, as well as think of a way to convert it. I suppose Ultramar Guard regiments would have Hydras that could be... purloined!

If I allow it to have the anti-fast vehicle rules the Hydra has that will incur a points cost too, as it will become the bane of many an Eldar or Tau!

Thanks for the compliment though, I go a bit over the top with my fluff even when I'm trying to invent rules - case in point, I was writing an Apocalypse Datasheet today and instead of a few lines of fluff I did 771 words! I need to calm it down really!
 

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Kut Maar Krachtig
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instead of a few lines of fluff I did 771 words! I need to calm it down really!
LOL, been there, beginning to write some background on an army, end up with half a book! :D
 

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Kut Maar Krachtig
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4,014 Posts
Unfortunately it also seems to work the opposite way round for me - if I set out to write a full story I run out of ideas after a few thousand words!
Once again, i can relate, it somehow has to come naturally, once it becomes a chore, zema looses interest.
 

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Knight-Champion
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Discussion Starter · #18 ·
Well technically you can't use this one in any games without your opponent's permission, as I made it up!

But (as with anything in 40k really), you can use it in any game you like as long as your opponent is okay with it.
 
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