MaveriK Posted July 31, 2009 Share Posted July 31, 2009 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? Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/ Share on other sites More sharing options...
Freman Bloodglaive Posted July 31, 2009 Share Posted July 31, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2066367 Share on other sites More sharing options...
Mantinel Posted July 31, 2009 Share Posted July 31, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2066386 Share on other sites More sharing options...
GunnarRedsun Posted July 31, 2009 Share Posted July 31, 2009 i run mine with two heavy flamers and chainfist. my thought is i have other things to take care of range, but this bad boy is just too good up close to not maximize that. god i love throwing him at hordes of nids or orcs. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2066431 Share on other sites More sharing options...
Grey Mage Posted August 1, 2009 Share Posted August 1, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067076 Share on other sites More sharing options...
Vassakov Posted August 1, 2009 Share Posted August 1, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067094 Share on other sites More sharing options...
lunchb0x Posted August 1, 2009 Share Posted August 1, 2009 Stuff that Kills other Stuff. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067260 Share on other sites More sharing options...
Vassakov Posted August 1, 2009 Share Posted August 1, 2009 Stuff that Kills other Stuff. It's a Dreadnought. This is taken as read - who could expect less from that which literally "Fears Nothing!" ^_^ Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067358 Share on other sites More sharing options...
Valerian Posted August 1, 2009 Share Posted August 1, 2009 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 Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067409 Share on other sites More sharing options...
Wolf Guard Nostromo Posted August 1, 2009 Share Posted August 1, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067413 Share on other sites More sharing options...
Marek Grimfang Posted August 1, 2009 Share Posted August 1, 2009 Hurricane Bolters, Chain Fist, Melta Gun. Supporting advancing Blood CLaws or Grey Hunters. Huge "CDI" factor with this look. But for Seiging purposes, use the weapons that are meant for it. Hammer, CCW. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067417 Share on other sites More sharing options...
Vassakov Posted August 1, 2009 Share Posted August 1, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067524 Share on other sites More sharing options...
lunchb0x Posted August 1, 2009 Share Posted August 1, 2009 Since when do vehicle weapons strike last? Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067528 Share on other sites More sharing options...
Grey Mage Posted August 2, 2009 Share Posted August 2, 2009 Since when do vehicle weapons strike last? Since they dont have any rules that say they dont. The DCCW is NOT a powerfist- its a powerweapon that happens to double the strength, up to 10. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067602 Share on other sites More sharing options...
Vassakov Posted August 2, 2009 Share Posted August 2, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067780 Share on other sites More sharing options...
Chodjinn Posted August 2, 2009 Share Posted August 2, 2009 I bought my first Ironclad yesterday. Will be running it with Seismic Hammer, DCCW, twin heavy flamers and assault launchers. With the spare arms I'll make another one with Hurrican and chainfist, just because it looks cool. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2067838 Share on other sites More sharing options...
Mantinel Posted August 3, 2009 Share Posted August 3, 2009 I've managed to kitbash the Chainfist onto the Hurican bolter's arm, making it a right mounted Chainfist. Then I've put in onto the AoBR dread and voila - a second Ironclad :-) Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2068570 Share on other sites More sharing options...
MaveriK Posted August 5, 2009 Author Share Posted August 5, 2009 Will be running it with Seismic Hammer, DCCW, twin heavy flamers and assault launchers. I might just do the same thing. I have a game this weekend against Imperial Guard, I'm gonna unleash the Ironclad on them. Thanks to everyone for the feedback! Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071071 Share on other sites More sharing options...
dreadmad Posted August 5, 2009 Share Posted August 5, 2009 Unfortunatly a chainfist doesn't let you get an extra attack from a dccw. ): Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071082 Share on other sites More sharing options...
Grey Mage Posted August 5, 2009 Share Posted August 5, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071113 Share on other sites More sharing options...
Sharpsilver Posted August 5, 2009 Share Posted August 5, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071288 Share on other sites More sharing options...
OXIDE Posted August 6, 2009 Share Posted August 6, 2009 Question gents,if your Ironclad has a DCCW and a chainfist why not just use the DCCW as your weapon of choise.Why does the chainfist take presidence .thanks and cheers. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071762 Share on other sites More sharing options...
Rokafort Stonewolf Posted August 6, 2009 Share Posted August 6, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071785 Share on other sites More sharing options...
Valerian Posted August 6, 2009 Share Posted August 6, 2009 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 Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071847 Share on other sites More sharing options...
Warp Angel Posted August 6, 2009 Share Posted August 6, 2009 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. Link to comment https://bolterandchainsword.com/topic/174792-ironclad-dreadnought/#findComment-2071853 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.