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Ironclad Dreadnought


MaveriK

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what would work best with this beast in a APOCALYPSE game, Wolf army?

 

replace storm bolter with heavy flamer? or keep the storm bolter?

replace melta gun with heavy flamer? or keep the melta gun?

replace combat weapon with hurricane bolters? or keep the combat weapon?

replace seismic hammer with chainfist? or keep the seismic hammer?

take up to 2 hunter kilelr missiles? take ironclad assault launchers?

 

so many options! what works well against any list ie. Mech Army, Horde Army.

Who's used what? how effective was your Ironclad? is it worth taking an Ironclad?

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I would say, storm bolter gives you some range. Meltagun probably could be replaced, that helps for clearing hordes.

 

Two close combat weapons retain the reason for Ironclads. If you want ranged punch take the normal kind. Chainfist gives you 10+2D6 penetration, seismic hammer gives you +1 on the damage table. Decide which is more important to you.

 

Hunter killer missiles? Two single shot weapons... take a missile launcher/lascannon dreadnought if you think you need to shoot things that badly. Assault launchers may be of use.

For all purpose Ironclad take heavy flamer and meltagun. If you are good on heavy weapons field don't hesitate and take two heavy flamers. I personally prefer Seismic Hammer over Chainfist, but it's up to you, if playing against lot of Land Raiders, the fist might come out better.

 

Also if you are playing low points battles, those missiles might come in handy.

For my points I toss him in a DP and switch the stormbolter for a Heavy Flamer- giving him a good anti-infantry punch if I need it.

 

Keeps the unit cheap, flexable, and hes inherently tough. *shrugs* sounds good to me.

 

Hurricane bolters are a waste- why not just grab a normal one with an assault cannon eh?

I think the Seismic hammer is better than the chainfist- your alread on Str 10, so +1 to the damage chart is wonderful... and arguably useful against superheavies?

HK missiles I will not take- I cant hit anything with them, ever. Your mileage will like vary.

Seismic Hammer, DCCW, Twin Heavy Flamers and Assault Launchers. This will murder anything, and in a Pod will be a major headache for your opponent. You can use the Heavy Flamers to clear horde troops and 5 S10 Attacks from a charge will make mincemeat out of almost anything.

 

Armour 13 will help in CC as well - the only things you really need to fear are squads with multiple fists (Termies, Nobz etc) and MC's, most of which will eat it.

Seismic Hammer, DCCW, Twin Heavy Flamers and Assault Launchers. This will murder anything, and in a Pod will be a major headache for your opponent. You can use the Heavy Flamers to clear horde troops and 5 S10 Attacks from a charge will make mincemeat out of almost anything.

 

Armour 13 will help in CC as well - the only things you really need to fear are squads with multiple fists (Termies, Nobz etc) and MC's, most of which will eat it.

 

Vassakov,

 

I agree with everything that you've said here, except is should just be 4 Attacks on the charge (2 Base, +1 for Second DCCW, +1 for the Charge). I still concur that this is probably the optimal setup for most situations.

 

Valerian

For all purpose Ironclad take heavy flamer and meltagun. If you are good on heavy weapons field don't hesitate and take two heavy flamers. I personally prefer Seismic Hammer over Chainfist, but it's up to you, if playing against lot of Land Raiders, the fist might come out better.

This sums it up perfectly for me. I field it with a chainfist for raiders (and assault launchers if I have the points) and it has cut a bloody swathe through a selection of xenos and chaos scum. While I love the idea of twin flamers, that additional melta shot can really come in handy.

Yes Valerian you are quite correct. For some reason I thought it had 3 base - Venerable Ironclad anyone? :D

 

The major problem that the Hurricane Bolter and Chainfist suffer from is their inferiority compared to similar options - the Hurricane, as has been pointed out is virtually redundant compared to the Assault Cannon and DCCW Dreadnought, whilst the Chainfist strikes last and so unless it's a dedicated Tank Hunter is likely to be inferior to the Hammer.

 

Of course, if they FAQ'd it so that the Chainfist strikes at I4 - I would be sorely tempted.

Since when do vehicle weapons strike last?

 

Vehicles don't attack back - it doesn't matter whether you are an I10 Keeper of Secrets or an I2 Ork with a Power Klaw, it's not going to hurt you (until it explodes!)

 

The Chainfist, however follows the rules in C:SM, which state it is a Powerfist which the BRB says strikes last. So it's not that good, unfortunately.

Unfortunatly a chainfist doesn't let you get an extra attack from a dccw. ):

Yes it does- the rules for walkers it that for each weapon it has after the first it gets an extra attack- it doesnt mention they have to be the same type.

 

This was covered in a long OR thread last month.

Personally I would choose either the chainfist or hammer depending on the enemy being faced. For example if the enemy was planning to use a land raider I would customize around that.

 

Strength 10 + 2D6 = Very close to being guaranteed a glance at the least, and that means a higher chance of causing a negative effect of some sort. I would rather have more chances of getting one of the 3-6. effects that can really influence a game.

OXIDE: As far as I can tell you can do that, a DCCW is not a blank close combat weapon so you can select it instead of swinging with the chainfist.

 

I, too, believe that would be correct. And, thinking about it, there really isn't much of a drawback. Use the DCCW as the "primary" weapon when attacking non-vehicle models and attack at Initiative 4. Use the Chainfist as the "primary" weapon when attacking vehicles and take the Strength +2d6 armor penetration roll, but attacking at Initiative 1; this would only be a disadvantage when attacking another Walker, as most vehicles wouldn't be fighting back.

 

Valerian

I go the generalist approach of:

 

Siesmic Hammer, DCCW, Heavy Flamer, and Melta Gun, with the grenade options.

 

One heavy flamer is usually more than enough for beating on hordes, and the melta gun gives it something threatening on the turns where it can't charge a tank, or needs to soften up a monstrous creature that it can't avoid.

 

Throw it in your only drop pod to land up close and personal on turn 1 and it wrecks just about everything starting on turn 2, while making crispies out of a small handful of things when it lands.

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