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October 23, 2012 by beerogre
Video Sponsors: Warmachine – Dark Age
Check out this Salamanders Army list we’ve been working on. It’s spammy and it’s Salamander Space Marines… but it’s got lots of Dreadnaughts!
Hi Guys. Love the idea as I’ve had an Ironclad in a Lucius Pod in my army for a while now. One thing you said in the video that is incorrect. A unit that can’t hurt a dread can still tarpit it if it wants (see the 11th question on page 3 of the rulebook FAQ), so you’d have to watch out for that.
I like your list, although I’d be tempted to drop one of the 6 Ironclads so that I could put the others in Lucius pods. Being able to assault on drop adds a lot of flexibility to the force, and is especially useful against transports (i.e. drop in, melta the transport, assault the troops if it explodes).
The 5+ cover save you mentioned for having the DAL’s didn’t quite make sense to me. If they are not 25% obscured, then the save would be a 6+. If they were obscured by terrain, then it would likely be a 4+ wouldn’t it, as most terrain granting cover to a dread (i.e. not area terrain) is a 5+ cover save? You also didn’t mention that with the DAL’s, units that do charge the Ironclad lose the charge bonus attacks.
The ironclad assault launchers grant defensive grenades. Enemy units with defensive grenades count as having the shrouded special rule if you’re within 8″.
Nope. Defensive grenades give the unit “Stealth” (pg. 62), which is a +1 cover modifier (pg. 42), hence my confusion & question how the guys figured a 5+ save.
Using sniper rifles on the scouts could be pretty usefull, snipe those heavy weapon guys who can hurt the ironclads. Would really find points for a 3rd drop-pod, maybe drop the servitor plasmas, paying 30 pts for plasma cannons when servitors got BS3… really not that great. Having 3 Ironclads dropping in the first turn is really nasty, and one of them will most likely be blown up since your opponent will turn around and focus-fire all he got on one of them.
Nercon would love to fight this army … Gauss Glancing you to no end
guass glancing is not as reliable as everyone makes out, even against necrons this list would probably work well, just pop the dread out on the other side of the drop pod then wander around it and eat them up next turn.
Thats next turn; yes using the drop pod as cover works but the Ironclad have to make it to next turn 3 sixs is all that needed
Statistically 14 warriors in rapid fire range will get 3 glancing hits. Also be wary of units with a scythe toting (over)lord. Since dreads aren’t characters you can’t challenge them out, meaning you’ll kill a couple warriors before the scythe carves you open.
ok then, lets say those 14 rapid crons got their 3 statistical 6′s. now the dread gets a 5+ cover save thanks to the drop pod in the way, which will probably go to 3+ thanks to the assault launchers (depends just how close the pod lands) so it’ll only loose 1 hull point. next turn it moves 6″ forward, shoots at you, charges 7″ (statistically) and will then proceed to eat your crons.
If there’s a stormtek in the unit, it’ll glance most of the time. That’s 1 dead dreadnaught per turn. There’s also Command Barges with gauss cannons and warscythe Overlord, scarabs, heavy destroyers, Anrakyr, etc.
I played a list like this with Necrons and it was fairly one-sided.
The point i was trying to make though was the guass glancing isn’t as reliable as everyone thinks. i know warscythes are going to eat you if there is a squad or barge hanging around, but guass glancing wont kill that dreadnought unless several squads combine fire and if they’re doing that they’re not firing at another nearby dread.
That much is certainly true. You can’t rely on glancing hits from but it is a nice little bonus.
Good list, it’s something i’ve been toying with for a while too although i haven’t considered throwing Vulkan in there for the twin-linked goodness. Now if only i had the funds to make such a list…
My roomate rolled on the Boon table for the first time the other day when Kharn beat Ghazkhul Thrakka in a challenge and turned Kharn into a Spawn!! It was one of the coolest things I’ve seen happen in a game in a long time!!
I have tried a version of this list with Blood Angels and found it worked well in putting pressure on the opponent early with the dreads and freeing up ASMs to make a quick advance. A key to making it work, for my list, was drop pod sterns combat squad out. This allowed combis to pop 2 heavies at the get go and allow the flamer/frag dreads to draw focus and hand out some wounds. Also, with the ASM transport discount, you get 5 marines and a pod for low points. This bolsters the pod number to be able to drop what you want on turn 1 for the cheap.
cool list, my orks will not like these big dreads dropping down around them, I was going to swap out my PKs for big choppas – watching this has changed my mind!
I great fun list I think which is what the game is all about
Dreadnoughts are really weaker in V6 (hull points/5+ cover for smoke/…). And how do you capture multiple objectives with 20 scouts on foot hidden behind the Aegis line? It’s a fun list, I’ve played it some times (in V5) but it is not really efficient…
this list is illegal. the Master of the Forge allows ONE Dread to become Heavy Support, not ALL dreads. revise the list then it’ll be legal
Um, no. Assuming you have the SM Codex, turn to page 133 and read the “Lord of the Armoury” special rule at the bottom of the page. It couldn’t be written any more clearly.
you can’t “snap-fire” a blast weapon. this includes templates. “wall of fire” maybe, but no “snap-fire”
Just want to clarify a few things as you’ve used improper terms which may confuse others.
First, blast weapons are of two types (no counting Apocalypse), a round 3″ blast and a round 5″ blast, A template weapons is NOT a blast weapon and vice versa. The confusion comes in because the physical objects we use for the two blast and one template weapons are themselves called “templates” (i.e. plastic pieces). A template weapon uses the teardrop shaped ‘template’. Neither blast nor template weapons can fire “snap-shots”. For template weapons, when a non-vehicle (except dreads) unit which has these is charged, they can fire template weapons using the “Wall of Death” rule. That rule is a special modified version of the “overwatch” rule which determines how many automatic hits are scored, and overrules the intervening models and template distance rules.
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