3/26/2014

Supporting Fire Power From The Armory

Alright, so first off I guess no one wanted the honorable mention for guessing my naming convention for Dreadnoughts.  For the record, I'm using River from Middle Earth in the J. R. R. Tolkien universe to name my Dreadnoughts.  It's a great tip of the hat to a very enjoyable universe with plenty to draw from for names.

So moving on, what is an army without some tanks and supporting artillery fire?  The armory is decently stocked with the fun sort of things to bring out and lay waste to an opponent though some of these only rarely see the tabletop these days.  It's enough of an armory to keep the techmarines busy when they're not working on all the Dreadnoughts and Landraiders.
First up is the long range suppression fire in the form of a pair of Whirlwinds.  With the amount of cover saves available these days and considering how many Eldar I end up playing, I really ought to get at least one of these in my list more often to make use of the Incendiary Missiles.  Striping cover away from those cowering space hippies is simply too good a trick to miss.
Next up is the trio of Vindicators.  I've always been a fan of the fire power potential of this vehicle between the cannon and the siege shield, but unfortunately it tends to be a bit of a fire magnet.  You can normally keep one alive for at least one shot by hiding behind terrain then plowing through via the siege shield, but keeping it around for a second shot is a very rare thing.  I've yet to have one stay alive beyond the third turn in quite a long while.
Last of all is the three Predators.  One of these is the triple lascannon variant while the other two are autocannons with the heavy bolter sponsons.  The amount of shots that a predator can represent is nice though I tend to go for a devestator squad more often than not in my lists.
While this is a pretty decent amount of firepower, I have a feeling that I'll end up adding to this pool at some point in time though no plans for the immediate future.  Mainly due to the fact that all three types together are outnumbered by the landraiders if for no other reason.  I haven't decided on a naming theme for these vehicles yet, so if anyone has a suggestion, I'm open to ideas.

So coming up in the next few blog posts are my flyers (the beginnings of a small air fleet anyway), the 3rd and 9th Companies, and the Battle Report for this coming Saturday evening's game.  Also my Pig Iron transport is finally enroute and it will be in a blog hopefully toward the end of next week as well.

5 comments:

  1. Given the sheer number of tanks that you have, much less marines...I'm wondering if you need a 12-step program, an intervention, or both!

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    1. Does 10 Companies, Super Heavies, and Flyers count as 12 steps?

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    2. No. That doesn't count as your 12 steps. THAT'S the reason for the 12 steps.

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  2. Iron Hands chapter tactics would be awesome with this many vehicles, especially with a techmarine or two around to bolster defences and fix them.

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    1. Well, on the chapter tactics, I'm sticking with Imperial Fists successor. For as many ones as I roll, it's the tactics for me. As to the techmarines, there are 2 or 3 but they'll make their appearance later, most likely with the thunderfire cannons and landspeeders.

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