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IronClad


Guest WG Vrox

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Guest WG Vrox

So I grabed a quick game today down at the local joint. hooked up with a VSM player and looking over at his setup table I noticed a Ironclad dred with the full setup, a hammer from taken from a different and glued on, a DCCW, 2 HK missles. 1melta and 1flamer. Figured a 200pt model, take that thing out first thing.

 

I hit that dred with everything I had for two turns, 4 total TLLC and 4 missles. I managed to get only a singled stunned result, now before you judge me a poor roller, keep in mind it has 13 armour, EA, and had cover saves the whole way "thanks to game terran and some nicely placed bikers on his part.

 

Oh by the way can you run after a stunned result? Couldn't find a rule on it and he won the 50/50 dice roll "of course".

 

Anyway, after some good RUN rolls that sucker hit my front lines like a bowling ball on crack. First to go was my 10 man GH squad, which mind you had 2 PF. But hitting on 4s glacing on 5s, seemed just out of reach for the soon to be doomed pack. After 4 rounds of comat, they managed to only get 2 stunned results. Sure it's 1 less attack but that leaves 2 too many. Of course the last of the GHs died horrible bug death, and managed to do so on my turn. So now on his turn he fires everything 2 HK missles and his melta gun, and it was the melta gun for the win which destroyed my TLLC Pred. Ok so maybe I should have moved the pred out of double dice melta range, but I didn't... anyway the end result was I lost and that running Ironclad Drednaught shrugging off las cannon hits is an image forever fixed into my brain.

 

Those things are game winners.

 

WG Vrox

 

edit: wording

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My venerable dreadnought had a 3 round long boxing match with an ironclad dread. Ironclad eventually won before getting assault cannon'd in the rear armor.

 

They're a pain to kill, especially given how little long range anti armor there often is in a Wolf army.

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does extra armour not negate that?? It ignores stunned results so you can still move but not shoot?? Or am i still going by 4th edition rules here? I have not played a game since 5th came out

 

Yes it does, you are right.

 

I intend to replace my Ven Dread with an Ironclad, which is cheaper, roughly as survivable (and immune to S6 weapons which is a big deal against Eldar), and better against vehicles.

 

A friend of mine used both in a tournament, and over 5 games never lost it, while his venerable was killed twice.

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... There's these things called Predator Annihilators that Russ made.

A total ripoff, you can get a Land Speeder with Multi-Melta and a Vindicator for just 10 points more.

 

Long range anti-tank is not the way of the Sons of Russ, we take care of tanks up close with meltaguns, chainfists and Dreadnoughts ;)

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I've only ran into a few lists with the Ironclad since the SM dex came out (a little sooner than that but only a few weeks before) and they are tough as nails.

 

Only list I had that had no problem taking care of them was my sallies army with 3 MM speeders... mmmm ;)

 

As for my wolves, only one time did I destroy an ironclad first turn, good ol' vindicators... take them and use them well! ;) 3+'s anyone?

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I find Asssault launchers pricy for what they do.

 

It will only be useful if the Dread gets charged by a unit with lots of high strength attacks, like Terminators with PF or a Carnifex, and that won't happen often if you select your targets carefully.

 

Moreover the Ironclad would strike at the same time as powerfists when charging into cover.

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A dread doesn't have penalties for the DCCW and will always be at his respective I, the benefit of the launchers is taking away the extra attacks from the charging terminators or MC or whatever else would dare charge an ironclad.

 

I don't have the dex in front of me, but I believe an option is a chainfist? that would be cool, but then I believe it'd be at I 1 then as they'd always go last... or since he's a mech he'd still go at I?... never had this come up before...

 

Also notice that while frags allow you to go at I, power fists ALWAYS strike last, so there's no getting around ("well I have frags (which models in TDA can't have anyways) so when I charge you in cover I go at I4 with my fists, but out in the open I'm at I1"...) ;)

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I don't understand that last sentence. So you are saying the Dreadnought strikes last cause it has a Powerfist?

 

I'm saying for terminators because Gaz was implying strike at I for frags and that whole mess, but the DCCW, chainfist and such on a dreadnaught always strike at their respective initiative as they are a power weapon as per page 73 of the BBB.

 

While reading my post I was even confusing myself, it doesn't help to chat in forums while trying to listen to a lecture. :D

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Think ive confused things here!

 

I'm saying for terminators because Gaz was implying strike at I for frags and that whole mess, but the DCCW, chainfist and such on a dreadnaught always strike at their respective initiative as they are a power weapon as per page 73 of the BBB.

 

I was meaning charging through cover. Which means it would need to roll for difficult terrain. And any unit that charges through difficult terrain counts as I1. I was asking what the assault grenades effect on this would be. Not the DCCW itself

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Think ive confused things here!

 

I'm saying for terminators because Gaz was implying strike at I for frags and that whole mess, but the DCCW, chainfist and such on a dreadnaught always strike at their respective initiative as they are a power weapon as per page 73 of the BBB.

 

I was meaning charging through cover. Which means it would need to roll for difficult terrain. And any unit that charges through difficult terrain counts as I1. I was asking what the assault grenades effect on this would be. Not the DCCW itself

 

He would strike at I...

 

Also the benefit is when he gets charged he's got defensive nades as well. :D

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... There's these things called Predator Annihilators that Russ made.

A total ripoff, you can get a Land Speeder with Multi-Melta and a Vindicator for just 10 points more.

 

Long range anti-tank is not the way of the Sons of Russ, we take care of tanks up close with meltaguns, chainfists and Dreadnoughts :)

 

I don't like relying solely on that. Ladies like grinding treads after all.

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Attack bikes with multi-meltas or speeders with MM are almost required now. Would it have been better if it was an ork battlewagon loaded with nobz? Or a LRC loaded with Black Templar terminators? Yes, SW have limited long-range AT. That's fine, using a MM-delivery system is better. You're getting S8+2d6 vs. S9, and getting +1 on the damage roll (AP 1). Personally, I think that attack bikes are the better way to go, since you can hide them behind a rhino for cover until the target is in range, but a speeder with MM can work too.
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Guest WG Vrox

I agree attack bikes are quickly becoming essential in a SW list. Nice thing is depending on who your facing you can break them into single FOC packs or if you want to add a HQ or WG to the pack you can run them as a squad. These objective grabing T5 2W models are tough and very dynamic in the role they play in the battlefield.

 

You hit on my fav subject at the moment Dietrich, as my short story may reveal. Currently building one at this moment, bigger models than they look with all their little parts.

 

WG Vrox

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