Thursday, June 2, 2011

2500 Vulkan Dual Land Raider

This is the 2500 version (See previous post).

Vulkan 190

Master of the Forge-100

10 Space Marines-220
Meltagun, Multi-melta, Combi-Melta
Rhino

10 Space Marines-220
Meltagun, Multi-Melta, Combi-Melta, Meltabombs
Rhino

10 Assault Terminators-400
Thunder Hammer Storm Shield
Land Raider Redeemer-250
Multi-Melta

Ironclad Dreadnought-180
Heavy Flamer, Drop Pod

Ironclad Dreadnought-180
Heavy Flamer, Drop Pod

Land Speeder-70
Multi-Melta Heavy Flamer

Land Speeder-70
Multi-Melta, Heavy Flamer

Land Speeder-70
Multi-Melta, Heavy Flamer

Land Raider Redeemer-250

Vindicator-115

Ironclad Dreadnought-180 (Counts as Heavy)
Heavy Flamer, Drop Pod

7 comments:

  1. I like it overall. The only thing that sticks out is the Master of the Forge - as configured he doesn't seem to have much of a purpose other than to allow that last Ironclad to be fielded as a Heavy. I like the Ironclad, but it seems like a waste of the Master's points just to squeeze in one more. Without some extra combat gear or a Conversion Beamer, he doesn't do much on his own. It also leaves you without any kind of psychic defense, which you are going to want more than ever with the possibility of running into Grey Knights.

    I think the Master could really benefit from a Conversion Beam and a combat squad to hide in - this way he can still do some damage while helping hold a home objective. A Librarian in his stead with a Predator or some Devastators would be better still, but not necessary.

    That's my only quibble - the rest looks pretty solid.

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  2. he needs 3 drop pods, or his initial "hey what up" double dreadnought landing surprise party on turn 1 becomes just a lone dreadnought asking to get his ass kicked.

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  3. The party's definitely better with two, but spending 100 points so you can put an extra TL meltagun/heavy flamer at point blank range doesn't seem like a great deal. If all you're concerned about is the Drop pod, then there are other places in the list to get it.

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  4. it actually is a great deal. Because its a 100 point TL melta/heavy flamer that is a distraction from the land raiders and generally a pain in the ass to kill. If I don't kill them the turn they land, then my problems have snowballed from a couple of dreads who cant move to a couple of dreads who can move PLUS a pair of land raiders with their terminator attaches PLUS a possibility of a third dreadnought.

    This looks like a list that could very easily overrun a standoff list if the initial "surprise party" isn't taken care of in a timely manner.

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  5. Oh and by "better with two" i hope you also mean "useless with one"

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  6. By "better with two" I meant "slightly better at doing damage and about as likely to die."

    One or two won't make a difference staring down 2500 points - they're both dead without some luck. One can make a suicide run at a Land Raider if the opportunity presents itself, or hang back and threaten in midfield and wait for his buddy to show up.

    As configured you're spending nearly 360 points for two TL meltas/heavy flamers that will be staring down every gun in your opponent's army, and paying an extra 100 points for the privilege of gift wrapping them on the first turn.

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  7. Part of my point was that if you are going to bother with one, you might as well get the second.

    Another thing to look at is the firepower that they will soak up. Sure, both die. cool. but perhaps a rhino or a pair of speeders or a raider survived that otherwise wouldn't have. They present a threat that has to be dealt with first and foremost while also being semi-difficult to bring down without a fair amount of firepower.

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