knife&fork Posted October 4, 2013 Share Posted October 4, 2013 Still not a good place to be. The dread has to work through all those wounds while a lucky hit will one shot the dread. I do agree that the extra blip of AV makes a huge difference in survivability. Fearless units get locked and lesser ones have to risk getting sweeped breaking off. Link to comment Share on other sites More sharing options...
depthcharge12 Posted October 4, 2013 Share Posted October 4, 2013 @knife&fork what do you suggest? Could we get a look at your list around 1850 pts please? Do you have success with dps or msu? Link to comment Share on other sites More sharing options...
knife&fork Posted October 5, 2013 Share Posted October 5, 2013 @knife&fork what do you suggest? Could we get a look at your list around 1850 pts please? Do you have success with dps or msu? I've had success with dps + mech/ABs previously. But that was before codex: Eldar..... Right now I honestly don't know quite what to bring for an all-comers list. Experimenting with C:SM allies, hence the need to maybe run only one elite slot if I take them as my main instead of BA. We are seriously lacking in two departments, scoring troops and HQs. Link to comment Share on other sites More sharing options...
skawolf Posted October 11, 2013 Share Posted October 11, 2013 I often find myself taking 10 sternguard, 4x combi-melta, 1x meltagun, 4 x flamers and 1x heavy flamer, 10 assault marines, 2x meltagun, SGT. w/ thunder hamer and 10 assault marines, 2x flamers, SGT. w/ hand flamer + powersword. The sternguard and the melta ASM drop in 1st turn and are a great distraction that allows my jumpers to make it deep into enemy territory relatively unscathed and prepare for the crushing charge. The flamer ASM drop in later to take an objective or join the aforementioned crushing charge. Might not work in all gaming environments, but I play very non-competitively with a lot of other non-competitive gamers. Link to comment Share on other sites More sharing options...
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