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Discussion Starter · #1 ·
HQ

Vulkan - 190pts

Elites

5x Assault Terminators TH/SS - 200pts
Land Raider Crusader - Multi melta and extra armor 275pts

Ironclad Dreadnought with heavy flamer and meltagun, seismic hammer- 145pts
Drop pod- 35pts

Ironclad Dreadnought with heavy flamer and meltagun, seismic hammer- 145pts
Drop pod- 35pts

Troops

10x Tactical marines, flamer, Multimelta 170pts
Drop pod- 35pts

10x Tactical marines, flamer, Multimelta 170pts
Rhino 35 pts

10x Tactical marines, flamer, Multimelta 170pts
Rhino 35pts

Fast Attack

Land Speeder
Multi-melta+ Heavy Flamer- 70pts

Land Speeder
Multi-melta+ Heavy Flamer- 70pts

Land Speeder
Multi-melta+ Heavy Flamer- 70pts
 

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pretty standard, though i'd be inclined to use a regular Dread for the MM, but this is doable.

lastly, use a standard pattern LR. it holds 12 models and it will give you two LC shots you may need, or at least one per turn with Power of the Machine Spirit, and they're the same amt of points.

good hunting.
 

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Just realize that this list only really works by getting up close and personal with your opponent... if they can keep you at a distance or if they're very firepower heavy, you're gonna have real problems... But in truth, that's pretty much standard with Vulcan lists
 

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Discussion Starter · #4 ·
I took 3 drop pods and 3 speeders for fast armys that keep a distance. Also took the crusader for the defensive weapons.
 

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figured that. the LRC is not necessarily a better pick. it's that with all the short range fire power the extra LC shots could prove handy if trying to kill a tank and then assaulting.

frankly, and this is simpy my opinion, LRCs and LRRs are wasted unless they're filled to capacity.

good hunting.
 

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Thats the problem with vulcan lists. If your opponent out guns you and can deal with you while your trying to get to Melta range your in for some serious hurt. Or monsterous creature spam is a problem for you. Str8 1 shot doesnt kill trygons specially if they run 3 like most nasty nid lists do your in for some hurt. Nids you can handle if you play well. TH/SH termies are a trygons worste nightmare. After one round your swining simo with them. Most people forget that with their THs that a model suffers a wound from one they strike at I1 the next round.
 

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I took 3 drop pods and 3 speeders for fast armys that keep a distance. Also took the crusader for the defensive weapons.
2 drop pods won't scare a firepower heavy / MSU type army. Your dreads are gonna get one shot and then they're tost.

The list you have requires your opponent to have a clue about target priority.. but it's not scary. You pretty much lynchpin around 3 units and once they're gone... you're in trouble. You effectively have 360 points tied up in a glass hammer with your ironclads. And to add insult to injury, your list is short ranged to boot - including your fast element - which can be ingored for a turn cause they won't be close enough. And once they do get close enough to be a threat, they'll go down to bolter fire.

Here's what I bring to an 1850 fight.
3 tac squads in TL Las Razorbacks (2 MLs combat squadded + 1 5 man)
3 Rifleman Dreads
3 Landspeeder Typhoons w/ MM
3 Autolas Predators

You don't have the firepower to hang with that sort of list. Or Eldar Wave Serpent / Falcon spam. Or Razorwolves. Or an shooty IG list.

Your short range means you HAVE to close with your opponent and you don't really have the mobility to do so effectively.

Against a non-optimized list you'll probably do fine. But not against a competative list.
 

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Discussion Starter · #8 ·
2 drop pods won't scare a firepower heavy / MSU type army. Your dreads are gonna get one shot and then they're tost.

The list you have requires your opponent to have a clue about target priority.. but it's not scary. You pretty much lynchpin around 3 units and once they're gone... you're in trouble. You effectively have 360 points tied up in a glass hammer with your ironclads. And to add insult to injury, your list is short ranged to boot - including your fast element - which can be ingored for a turn cause they won't be close enough. And once they do get close enough to be a threat, they'll go down to bolter fire.

Here's what I bring to an 1850 fight.
3 tac squads in TL Las Razorbacks (2 MLs combat squadded + 1 5 man)
3 Rifleman Dreads
3 Landspeeder Typhoons w/ MM
3 Autolas Predators

You don't have the firepower to hang with that sort of list. Or Eldar Wave Serpent / Falcon spam. Or Razorwolves. Or an shooty IG list.

Your short range means you HAVE to close with your opponent and you don't really have the mobility to do so effectively.

Against a non-optimized list you'll probably do fine. But not against a competative list.

Ok CLT40k, I appreciate the constructive criticism, but can you tell me what needs to be improved or replaced instead of just saying its bad.

I was thinking about dropping both Ironclads and the three drop pods, as they dont really perform the way I want to on vassal and they give up too many KPs. What should I spend that 360 on?
 

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IMO sternguard are a great unit to add to any list. You can give them combi-meltas/flamers so they benefit from Vulkan, and the special ammunition they have is amazing. Put five or six in a razorback and it is a beautiful thing. Hope this helps a bit.

Good luck.
 

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I am not so sure that range is the issue. While meltas are most powerful at half range, at full range they are still a STR 8, AP 1 weapon. Use them right and getting close wont be a problem, but a bonus.

While drop pods are a one-shot use, you don't have to worry about it getting shot up b4 you can put your troops where they need to be. Drop 2 twin-linked flamers (plus 16 bolter shots) into most units and its game over, your unit should be able to obliterate most of what it is shooting. Also, by the time you get your drop pod in (turn 2 or later) you will probably be able to slap it right down onto an objective.

I like to keep vulcan with my deepstrikers. He dosn't need to be on the board for his effects to work, and his close combat abilites are nice for defence agaist assaults.

Use a few tactical squads broken into combat squads and a devestator squad filled up with meltaguns/multi-meltas and you can cover 2/3 the board with meltafire. The 2 combat squads along with a few land speeders with metlas and flamers will make it hard for tanks to move anywhere without a melta in their face.

Toss in a dreadnought or 2 (with meltas and flamers of course) to cover your flanks and protect any pesky assault units that might get up in your devestator squad.

Please feel free to criticize this post.
 

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Try this

2x Speeders with MM/HF
3x Predators with Las Sponsons
3x TL Las / HF Dreads
2 x Full Tac squads in Rhinos - Melta/Multimelta - sgt has PF
1 x Full Tac squad with Razorback (TL Las or LasPlas) Melta + ML - they get combat squadded - gave Sgt a PF, but feel free to adjust...
Vulcan rides in the Razorback.

List gives you 7 hard shooters. 2 suicide melta speeders, 20 troops to go and own midfield in rhino bunkers and one unit to sit back and shoot stuff on your home objective.

For 2k add another Razorback squad (5 man)
 

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CLT - I wanted to say that I read your post and respect your points. You have a really good grasp of the logistics of the SM codex.
That said, I was curious about your position on drop pods. I had been thinking that you could use 3 total drop pods(to make the best use of the drop pod assault rules). Drop 2 of them full up on tac squads on the first turn and the 3rd one assigned to a dread. Correct me if I am wrong, but you do not need to have the unit in the drop pod at all.

For example - this is my 1850 list

Vulkan
2 ful tac squads with flamer & powerfist in drop pods
2 ful tac squads with meltagun & MM & powerfist in TL Las razorbacks
1 dread with MM/HF with drop pod
2 MM/HF land speeders
1 ful dev squad with 2 MM & 2 ML & melta bombs combat squaded with a TL Las razorback

I don't know how effective this is going to be in competitive play, but its got 12? threats and having 50 marines on the battle field gives me a warm fuzzy.
 

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Correct... you can deploy the pod empty...

Here's a thought with Drop Pods... cost wise, it's the same as the rhinos but without the boxy goodness.... but it does get you into the mix and quick... However, you can't assault that turn, so you should expect be getting shot at. So I'm not sure about thier staying power though.... Definately good from the sense of I amd driving this bus.. not you but, it also lets your opponent put all of his guns on you (So you're not getting the 2-3 turns of shooting that diminish the ugly he can bring that you'd normally get before the boys pop out) I see your list operating with a long range punch followed up by closer range bolter fire and an eventual assault... is that what you're thinking?

Looking at your load out above, I think you need Meltaguns in the two dropped tac squads to make it really work... Ie, Drop down, TL Melta something... enjoy the fireworks.

For your 2 tac squads in Razorbacks, you're gonna combat squad them.. so I'd leave off the fist... if you can't shoot that threat away, then 4 guys and a fist won't win it for you... so it becomes 50-ish points that you can put elsewhere. Also, even though Vulcan has the cool, I'd take ML/Flamer for the squad cause they're gonna be sitting in your backfield right?

Also, in your Dev squad, I think the 2 MM should become MLs... Since devs show up and stay put, then I think a weapon with 48" range will get more opportunities than the 24" MM (besides, you're already bringing the fight to him... and the MM is only UBER deadly at 12")

For 2K I might think about adding in Sternguard in a drop pod too... that way they show up with the AP - I hate you marines bolterfire and clean up a bit... might have to fidget with the numbers to make it happen.


I could see this list doing pretty well for the following: Lots of threats, no one is significantly more threatening than any other... the troops in their face is going to be a massive pain... and you've got a good deal of punch.
 

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Here are my 2 1/2 nickles on this.

Drop pods- yes if you drop them in a wide open field infront of the enemy then they will throw tons of fire into it and it will die. I have had my ironclad drop in nuke a rhino, a squad of 10 plague marines and 3/5 of a zerk squad until he died turn 4. He and the droppod which provides a nice road block and can give some ok cover, shut down about an eighth of a board for 4 turns. To me its worth the points. Two dropped in the right spot or one and a tac squad can do a lot more or require more to push it off. As for tac squads in rhinos with MM. I might take one, but the other 2 squads will take LC or ML. and be supported with razorbacks.

As for the PF its kewl in a 10 man squad but not worth it in a combat squad. The PW is better.

Hope this helps Scubasteve
 

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how about some lazorbacks with those tac squads and changing the mm to missile launchers? you could knock one of your tacs down to 5 man w/ lazorback to save some points as well. not that it'd take the fire away from the land raider completely, it'd no doubt divert some of it, upping your survivability percentages. running your speeders very aggressively will help save shots from your dreads and land raider as well. i play speeders and i'm afraid of them!

this is how i outfit my sternguard. 5 man w/rhino (extra armor, gotta move!) and 4x combi meltas. two can shoot out of the rhino at a time while on the move in their apc. im going to start play testing combi flamers and heavy flamers in the squad as well. which would work with vulcan, though i don't run the ol' mucker.

i wouldn't run sternguard in your list right off. i dunno.. you'd have to drop a dread, leaving just a solo ironclad which is not my idea of a good plan, or drop all of your speeders, which just doesn't seem like an even trade.

as i consider it, i vote no on stern, you already have plenty of mid to close range attack. plus, personally, i'd take opportunity to run an iron clad where i could best benefit from it. i feel that they are made for vulcan assault.

good luck man, lou out.

**edit** just saw that bit about the dp stern. that actually seems effective for a suicide run, and as clt says, better set at 2k+
 

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Drop pods- yes if you drop them in a wide open field infront of the enemy then they will throw tons of fire into it and it will die. I have had my ironclad drop in nuke a rhino, a squad of 10 plague marines and 3/5 of a zerk squad until he died turn 4. He and the droppod which provides a nice road block and can give some ok cover, shut down about an eighth of a board for 4 turns. To me its worth the points.
Either you were very lucky or your opponent was dumb. There is NO way a Dread should survive that long vs a decent opponent with a decent list... None...
 
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