Space Marine Dreadwall List


Fritz.

I want to start out by stating that I love your blog. I am a somewhat routine blogger. My blog is called Gone to Ground, found at http://gonetoground2.blogspot.com. Right now, I have become enamored with the idea of a 6 dread/Master of the Forge list. Since you are currently throwing down a series on creating themed lists that can be somewhat competitive, I thought I would throw this task your way. The only real requisites for the army are the MotF and 6 dreads. I am currently working through my 4th or 5th rendition of the army. Here is what I have:

MotF-power weapon, bolt pistol, servo harness
Captain-bike, relic blade, storm shield

Rifleman Dread
Rifleman Dread
Rifleman Dread

Tac squad- missile, flamer, sarge with combi-melta, meltabombs, rhino
Tac squad- missile, flamer, sarge with combi-melta, meltabombs, rhino
Bike Squad- 4x bikes (1 bolter, 2 melta, 1 powerfist sarge), multi-melta attack bike

Landspeeder Tornado- multi-melta, flamer
Landspeeder Tornado- multi-melta, flamer

Ironclad Dread- DCCW/flamer, Seismic Hammer/melta, drop pod
Ironclad Dread- DCCW/flamer, Seismic Hammer/melta, drop pod
Ironclad Dread- DCCW/flamer, Seismic Hammer/melta, drop pod

The idea is to drop two dreads on turn one to open up some armor, while the rifleman dreads open up light transports. Everything else is generally reserved (save the bikes in most cases). In consecutive turns as stuff comes on, I attempt to get into position to pop more armor and then tie up squads with the Ironclads while my bikes and rhinos race for objectives.

What do you think? Does it stand a chance of being remotely competitive? I know it won't win tournaments, but it is a fun army to model. I have a Space Pup army to be competitive with. What are your thoughts? Thanks.

Dave

Email Out:

Dave, sorry for taking a bit to get back to you- was away for the weekend at a D&D con- how nerdy is that. Jawaballs and myself put together an all dread list a while back, play tested it with good results, just never got around to running it- finishing my Tzeentch Daemons and now Mordheim…

Here is the list if you want to run with it, basically follows a rubric of sorts depending on the points you are playing- 1500-1750-2000-2500. Imagine putting your list across the table from it…

HQ: MOF W/ Conversion Beamer

Elites/Heavy: 6 Ironclade Dread W/ 2 HK Missiles

Fast: 1 LS Squad 3 Strong With Typhoon Missiles

Troops: 4-5 Las/Plas Razorbacks W/ HK Missile. Min Troops Inside, No Upgrades.
I take first turn and deploy as far forward and center, and alpha strike you. You take first turn I set up as far forward and seize first turn and then alpha strike you. You take first turn I use terrain (as applicable) and the strength of AV 13 to chain cover saves, etc. and then I open up.

Potentially first turn I am hitting you with:

23 Krak Missiles
5 Las Shots
1 Beamer

Turn two I move and run the dreads right at you- wall of AV 13 steel..or plastic actually. Razorbacks move and lay down 5 las shots, next turn they lay down 5 las and 5 plas. The nice part about the HK’s are the fact that they are unlimited range.
List does get hurt on night fight, but you just swap that first turn of moving and running for firing, almost better sometimes.

Why do IG chimera spam armies work so well and razorspam marine armies not so well when stacked up against each other? There is a HUGE difference between AV 12 and AV 11. Likewise with a dread wall there is a huge difference between AV 12 and AV 13- that is why there are no regular dreads in the list.

The problem with rifleman dreads in a dread wall list is that they are AV 12, will fire one turn, and then potentially get stunned for the rest of the game- the ironclads will pop their shot, and then run, run, run, to assault. Can’t shoot? Doesn’t matter after the first turn. In kill point missions, your pods and bikes will be targets and a free give away. Better to spend the pod points on razorbacks that can move, shoot, and pop off an HK.

-Fritz

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