SotonShades
11-06-2011, 05:41 PM
Hey Guys,
A few months ago I posted a Dreadnought/Drop Pod list from the vanilla marine codex, with a few ideas of how to increase it. After a fair few play test games, here is the list I've come up with. Let me know what you think. Full list to follow;
HQ
Master of the Forge; 120 Points
Artificer Armour
Servo-harness
Frag and Krak Grenades
Storm Bolter
Power Axe
Troops
Tactical Squad; 205 Points
Space Marine Sergeant, Bolt Pistol and CCW
7 Space Marines, Boltguns
Space Marine, Flamer
Space Marine, Missile Launcher
Rhino
Tactical Squad; 220 Points
Space Marine Sergeant, Bolt Pistol and Boltgun
7 Space Marines, Boltguns
Space Marine, Plasma Gun
Space Marine, Plasma Cannon
Rhino
Tactical Squad; 90 Points
Space Marine Sergeant, Bolt Pistol and CCW
4 Space Marines, Boltguns
Elites
Chaplain Dreadnought; 195 points
Flamestorm Cannon
DCCW with in-built Storm Bolter
Venerable Dreadnought; 205 points
Twin-linked Lascannon
DCCW with in-built Heavy Flamer
Venerable Dreadnought; 210 Points
Assault Cannon
DCCW with in-built Storm Bolter
Drop Pod with Storm Bolter
Fast Attack
Lucius Pattern Drop Pod; 65 points
Heavy Support
Venerable Dreadnought; 210 points
Multimelta
DCCW with in-built Heavy Flamer
Drop Pod with Storm Bolter
Dreadnought; 105 points
Multimelta
DCCW with in-built Storm Bolter
Dreadnought; 125 points
2 Twin-linked Autocannon
As I said last time, The tournament is 1750 points, FW units allowed, just nothing with structure points or the gargantuan creature unit type. My tactics are roughly the same as before;
Use the Lucius Pod to drop in either the Chaplain Dreadnought (most likely) or the second multimelta dred, along side the venerable melta dred or the ven assault cannon dred, depending on who the opponant is. Do the best to take out a key unit or two, or at least tanlge them up for a few turns. Rest of the army takes up shooting positions (using the Master of the Forge's Bolstered Ruin ability where possible), using combat squads I can have 3 units ready to run out to objectives, with two holding my home ones if I need that many.
Dreds without pods can advance with the Master of the Forge (to help out with any immobilisations or weapon destroyeds) to take on any advancing enemies/clear objectives for me. Remaining Dread in a drop pod can act as my mobile reserve.
Main weakness; massive lack of speed. With the exception of the rhinos, I've got nothing moving faster than infantry. That said I will still be in my opponants deployment zone on turn 1.
Adcantages; Lots of AV12 Walkers that can get in combat pretty quickly.
So, Solid list, solid tactics? Anyone got any tips or sneaky tactics?
A few months ago I posted a Dreadnought/Drop Pod list from the vanilla marine codex, with a few ideas of how to increase it. After a fair few play test games, here is the list I've come up with. Let me know what you think. Full list to follow;
HQ
Master of the Forge; 120 Points
Artificer Armour
Servo-harness
Frag and Krak Grenades
Storm Bolter
Power Axe
Troops
Tactical Squad; 205 Points
Space Marine Sergeant, Bolt Pistol and CCW
7 Space Marines, Boltguns
Space Marine, Flamer
Space Marine, Missile Launcher
Rhino
Tactical Squad; 220 Points
Space Marine Sergeant, Bolt Pistol and Boltgun
7 Space Marines, Boltguns
Space Marine, Plasma Gun
Space Marine, Plasma Cannon
Rhino
Tactical Squad; 90 Points
Space Marine Sergeant, Bolt Pistol and CCW
4 Space Marines, Boltguns
Elites
Chaplain Dreadnought; 195 points
Flamestorm Cannon
DCCW with in-built Storm Bolter
Venerable Dreadnought; 205 points
Twin-linked Lascannon
DCCW with in-built Heavy Flamer
Venerable Dreadnought; 210 Points
Assault Cannon
DCCW with in-built Storm Bolter
Drop Pod with Storm Bolter
Fast Attack
Lucius Pattern Drop Pod; 65 points
Heavy Support
Venerable Dreadnought; 210 points
Multimelta
DCCW with in-built Heavy Flamer
Drop Pod with Storm Bolter
Dreadnought; 105 points
Multimelta
DCCW with in-built Storm Bolter
Dreadnought; 125 points
2 Twin-linked Autocannon
As I said last time, The tournament is 1750 points, FW units allowed, just nothing with structure points or the gargantuan creature unit type. My tactics are roughly the same as before;
Use the Lucius Pod to drop in either the Chaplain Dreadnought (most likely) or the second multimelta dred, along side the venerable melta dred or the ven assault cannon dred, depending on who the opponant is. Do the best to take out a key unit or two, or at least tanlge them up for a few turns. Rest of the army takes up shooting positions (using the Master of the Forge's Bolstered Ruin ability where possible), using combat squads I can have 3 units ready to run out to objectives, with two holding my home ones if I need that many.
Dreds without pods can advance with the Master of the Forge (to help out with any immobilisations or weapon destroyeds) to take on any advancing enemies/clear objectives for me. Remaining Dread in a drop pod can act as my mobile reserve.
Main weakness; massive lack of speed. With the exception of the rhinos, I've got nothing moving faster than infantry. That said I will still be in my opponants deployment zone on turn 1.
Adcantages; Lots of AV12 Walkers that can get in combat pretty quickly.
So, Solid list, solid tactics? Anyone got any tips or sneaky tactics?