thundrchickn Posted July 14, 2010 Share Posted July 14, 2010 Working on an anti horde strategy and was wondering how well furiosos have faired being dropped behind their opponents and surviving a full round of shooting. I would expect everything in my opponents army to spaz out and shoot the flanking dreds and kill them as soon as possible. I was thinking 2 dreds with blood talons and extra armor with bare bones drop pods. There would be a third to ensure the 2 show up first turn. I'm thinking pop smoke right away since their shooting wouldn't be very great. I'm mostly thinking about anti ork since a guy at my LGS runs a 100+ ork list. His only long range shooting is lootas which I think my assault cannons razorbacks and baal preds should easily be able to nullify if the dreadnoughts do their job. Another guy runs a 120 black templar army. I'm thinking this might nullify him as well or at least stun his advancement. Another unrelated thing is I'm thinking of switching out my TLAC dreadnoughts for plasma cannon/missle launcher dreadnoughts against space marines. Let me know what you guys think. Link to comment Share on other sites More sharing options...
donnyb Posted July 14, 2010 Share Posted July 14, 2010 I prefer to drop two furioso's equipped with frag cannons and a magna-grapple. They are hard to take down with 13 front armour, and the assault 2, st 6 rending template weapon can do wonderful things. Last game I destroyed 3 choppers with one on the drop, whilst the other destroyed a truck full of boys, for some reason or other they fled from the table or were destroyed in the ramshackle roll. The second dread was then hacked to pieces by Ghaz, but the first survived and won me the game when he fragged a unit of storm boys and burnaz who were coming to finish off the 3 troops I had left holding the sole objective. I used to run a furioso, and a death company dread with talons, but the death dread has failed me in every game. My opponent is either very lucky with his damage rolls, or I am just doomed to never get the thing into combat. Seriously last time I tried him in a raven and the second turn it looked good for the dread to finally make combat with an infantry platoon. But the shooting killed enough men that they needed to take a test. They failed, then failed the reroll, and fled to take them a fraction of an inch out of range! I couldn't believe it. Then my opponent gunned the dread down. 1 penetrating hit, exploded. *sigh* 2 furioso's will be the way I go from now on I reckon. Link to comment Share on other sites More sharing options...
Massawyrm Posted July 14, 2010 Share Posted July 14, 2010 They're great for horde control - especially if they freak out and dump all of their fire into only 310pts of army. Although, I might consider deathwind launchers for extra field control. It forces them to either avoid the pod area or dump fire into, of all things, a drop pod. Drop the dreads altogether for your heavy slot. For 25pts more you can have a Vindicator. Infinitely better for horde cleanup. Link to comment Share on other sites More sharing options...
tahrikmili Posted July 14, 2010 Share Posted July 14, 2010 Another unrelated thing is I'm thinking of switching out my TLAC dreadnoughts for plasma cannon/missle launcher dreadnoughts against space marines. TL? I think not.. But I'd keep the AC/CCW combination instead of the PC/ML. The AC is a beautiful thing. And you'll always have use for an AV13 badass robot with S10 attacks. Link to comment Share on other sites More sharing options...
kollar Posted July 14, 2010 Share Posted July 14, 2010 Another unrelated thing is I'm thinking of switching out my TLAC dreadnoughts for plasma cannon/missle launcher dreadnoughts against space marines. TL? I think not.. But I'd keep the AC/CCW combination instead of the PC/ML. The AC is a beautiful thing. And you'll always have use for an AV13 badass robot with S10 attacks. TL as in TL AutoCannon... Link to comment Share on other sites More sharing options...
Kapitalist-Pig Posted July 15, 2010 Share Posted July 15, 2010 Just something to point out. Why drop them behind thier lines. Drop in front, throw down a flame template, after placing your dread so it is hard for it to be shot at and make him go through you, instead of being able to just walk away. (I know that does not happen, but they have the option of just moving forward to get away from you) Link to comment Share on other sites More sharing options...
jspyd3rx Posted July 16, 2010 Share Posted July 16, 2010 I get to use mine. Only because I deploy Meph as far forward as possible with 3x Baal preds right in their face. Along with 3x Vindis, the dread usually gets ignored. If not; everything else is just as bad for them. *first post feels good* Link to comment Share on other sites More sharing options...
GlauG Posted July 16, 2010 Share Posted July 16, 2010 I've only used DP dreads twice so far (used to have Libbys use Wings, but without magna-grapples thanks to the FAQ, I don't like them so much now), but I've had very mixed results. First game I used them in, the enemy was mostly footslogging Necrons allied with shooty Tau, and without a lot of useful spaces to drop I tried to go somewhere a bit risky and mishapped twice (due to not realising that the board edge doesn't count as "impassable terrain" for the purposes of the DP's special rules) and both my Dreads got dropped back in my own deployment zone, with nothing better to do than get shot up next turn by infinite range Tau Skyray missiles. On the other hand, last night I took 3 DP Dreads (Furioso with Frag + HF + Fist, Furioso Libby, DC with Claws and HF), and had the DC Dread's pod drop empty but for a Deathwind ML and have the DC Dread in my Stormraven to abuse DP Assault. I took these guys /before/ discovering I'd be playing Guard for the evening, btw. :) Took second turn, and in my first I managed to drop the Furioso directly onto the objective! This also put me directly behind the 3 HW teams which were most of the anti-tank my opponent had that wasn't mounted on a LR Demolisher variant. On top of this, I also managed to get a perfect landing 1" away from his Russes, in a straight line against their side armour with the Furioso Libby with Blood Lance. :) Long story short, I tore the heart right out of my opponent's list in a single turn, (though the Russes all survived, nothing under those 3 templates did) and also managed to off his Officer of the Fleet. Then I basically took out all his stuff slowly by keeping my Dreads safe by sticking to CC after light shooting to thin the herd. Since it was Guard, nothing he had could hurt AV13 in close combat as he'd taken no Melta bombs. Definitely hoping for more games like the latter, as there's a lot of Ork in my future. >_>; Though in fairness, he had all his melta in a Veteran Squad in a Vendetta, which got shot down on the other side of the board. Link to comment Share on other sites More sharing options...
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