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Discussion Starter · #1 ·
I'm trying to scale back my plan for a 1750 drop pod army so that I can build it in stages, here's the list:

HQ

Librarian 115
Force Dome
Smite
Combi-melta

Troops

Tactical squad 220
Meltagun
Missile launcher
Drop pod


Tactical squad 220
Meltagun
Missile launcher
Drop pod

Elites

Ironclad Dreadnaught 195
Flamer/melta
Assault launchers
Drop pod

The main thing I'm not sure on is the librarian and his powers, he's mainly there for the psychic hood. I'm considering giving him GOI or machine curse.

What do you think?
 

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well sicne you chose his powers before tha game and not on the army list it doesn't really matter. However i would suggest Avenger (to get a template wepain in there) and Might of the Ancients as this power can be used during your oppoents phase. Also swpa out 1 of your missiles for a Multi-melta and you have some kick as fun. Also try to get hunter killers on the ironclad as tho they are 1 shot weapons you land and fire them both. it means he cna pack a punch on the turn he arrives when he can't charge (which is what he's good at)
 

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Discussion Starter · #3 ·
Unfortunately you have to pick powers when you pick your army, it say so on the librarian psychic powers page (57 I think) at the top.

I have thought about multimeltas, they give me some extra punch but they dont have the reach or duality of a missile launcher, I think only play testing will decide this point.

I like the idea of hunter killer missiles though. It means the ironclads can be a threat anywhere on the board, I'll have to jiggle some points about but I'm not sure where, dropping the Combi weapon will give me 1 at least.
 

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Discussion Starter · #5 ·
Looks fun... but could be a problem if your opponent castles up on you... but if this is just the first stage in a larger list... then cool...
This is the list I'm heading towards.

What's your opinion on ML vs MM?
 

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I think the MM will serve you better... you're pretty much stuck for a turn no matter what you do with either weapon... so if you don't move the second turn you come down, I can think of more instances where I'd rather have the 2d6 pen roll.
 

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who is the libby going with?

i've never run drop pod so i don't know if you can combat squad the occupying unit.

my thought process is that you can't fit a libby in with 10 tac guys (11 man squad), but if you combat squad +libby, you'd have 6 guys in the drop pod. is that how people run it sometimes?

secondly.. if you do combat squad the tac, allowing the libby into the drop pod, then i'd take a missile launcher in that squad as they would be deployed regularly and would help for 1st turn shinanigans.

Make sense?

good luck? :D
 

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I think GOI will allow you to move to a distant objective if need be. I would drop the assault launchers for the hunter killer missiles. I run two of them. It works great. It's a hard pick between the ML or MM. I think the ML has better range and that means a lot.
 

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i'd actually switch out the Iron Clad for a Sternguard squad with combi-weapons. as far as the Libby is concerned, pick powers that will kill 'mech (Vortex) or infantry (Smite) as since he's obviously riding in a pod, he needs to be able to shoot at something.

good hunting.
 
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