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Dragoons / Ironstriders?


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What you might be missing here would be the combination of their inbuilt Enhanced Data Tether and Protector/Conqueror Doctrina Imperative - for 1CP, the entire unit gets +2 to hit.

 

Dragoons hit on 2+ and get triple hits on a 4+, averaging 5.5 hits S8 AP-1 2D per model (from 3 attacks). A large unit can kill pretty much anything short of an undamaged knight, and the amount of hits also works perfectly against hordes. Dragoons, especially with Stygies, are reasonably resilient and quite fast, thereby creating pressure and actually reaching their intended targets. There's a reason most tournament lists pre-Vigilus were "Cawl wall + Stygies dragoons".

 

Ironstriders, well, mostly serve as fragile gun platform that could move (in theory) if necessary, but they won't hit much unless you spend CP on them. Large units can serve as anti-air, by being stationary and getting +2, hitting even units with -1 to hit on a 2+. The point is that this 1CP can boost six models instead of one on the more points-efficient platforms (Skorpius, Onager).

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It is usually how Dragoons work with a the stratagem "Conqueror Doctrina Imperative". The Lances "explode" on 6+ hit rolls, so when you add +2 to them from the stratagem, you are exploding on 4+ which can really deal a lot of damage(and sometimes absolutely nothing :tongue.:).

 

The Ironstriders are cheep granted but the new hotness is the Hover tank, that as a gun platform is bargain basement and you should be going for that first unless you want to fill out the fast attack slot.

 

EDIT: Ninjared

Edited by Black_Knight
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What you might be missing here would be the combination of their inbuilt Enhanced Data Tether and Protector/Conqueror Doctrina Imperative - for 1CP, the entire unit gets +2 to hit.

 

Dragoons hit on 2+ and get triple hits on a 4+, averaging 5.5 hits S8 AP-1 2D per model (from 3 attacks). A large unit can kill pretty much anything short of an undamaged knight, and the amount of hits also works perfectly against hordes. Dragoons, especially with Stygies, are reasonably resilient and quite fast, thereby creating pressure and actually reaching their intended targets. There's a reason most tournament lists pre-Vigilus were "Cawl wall + Stygies dragoons".

 

Ironstriders, well, mostly serve as fragile gun platform that could move (in theory) if necessary, but they won't hit much unless you spend CP on them. Large units can serve as anti-air, by being stationary and getting +2, hitting even units with -1 to hit on a 2+. The point is that this 1CP can boost six models instead of one on the more points-efficient platforms (Skorpius, Onager).

That is exactly what I was missing, thanks. I think I'm out on Dragoons, as I really only want 2. Their bases are huge too, I feel like running more than three would be a challenge.

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Three is seen as the "normal" amount, enough for the stratagem to be worth it, but I have seen lists with a full six. They are great as a counter charge that then can move out once you feel safe.

 

Also do not forget the -1 to hit on them either, they are hard to remove.

Edited by Black_Knight
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I've just grown to accept that almost all of the AdMech line is frustratingly prone to damage and overall its one of the harder armies to transport. It looks amazing but even if your consciously trying to be careful it's all but inevitable damage will happen. Heck, GW has published AdMech product images with small bits broken off.
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Yep, that's the reason why I cut down every single antenna to its broader base. Doesn't matter how careful you are, those will break off at some point. And since AdMech gets cheaper and cheaper in points, the humble skitarii went from a small elite force to mass infantry, meaning you probably won't treat the antennas perfectly careful on the long run when fielding them in Guard-like numbers.

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Yep, that's the reason why I cut down every single antenna to its broader base. Doesn't matter how careful you are, those will break off at some point. And since AdMech gets cheaper and cheaper in points, the humble skitarii went from a small elite force to mass infantry, meaning you probably won't treat the antennas perfectly careful on the long run when fielding them in Guard-like numbers.

Good idea, I hadn't thought of this. 

 

What you might be missing here would be the combination of their inbuilt Enhanced Data Tether and Protector/Conqueror Doctrina Imperative - for 1CP, the entire unit gets +2 to hit.

 

Dragoons hit on 2+ and get triple hits on a 4+, averaging 5.5 hits S8 AP-1 2D per model (from 3 attacks). A large unit can kill pretty much anything short of an undamaged knight, and the amount of hits also works perfectly against hordes. Dragoons, especially with Stygies, are reasonably resilient and quite fast, thereby creating pressure and actually reaching their intended targets. There's a reason most tournament lists pre-Vigilus were "Cawl wall + Stygies dragoons".

 

Ironstriders, well, mostly serve as fragile gun platform that could move (in theory) if necessary, but they won't hit much unless you spend CP on them. Large units can serve as anti-air, by being stationary and getting +2, hitting even units with -1 to hit on a 2+. The point is that this 1CP can boost six models instead of one on the more points-efficient platforms (Skorpius, Onager).

 

 

It is usually how Dragoons work with a the stratagem "Conqueror Doctrina Imperative". The Lances "explode" on 6+ hit rolls, so when you add +2 to them from the stratagem, you are exploding on 4+ which can really deal a lot of damage(and sometimes absolutely nothing :tongue.:).

 

The Ironstriders are cheep granted but the new hotness is the Hover tank, that as a gun platform is bargain basement and you should be going for that first unless you want to fill out the fast attack slot.

 

EDIT: Ninjared

 

 

Three is seen as the "normal" amount, enough for the stratagem to be worth it, but I have seen lists with a full six. They are great as a counter charge that then can move out once you feel safe.

 

Also do not forget the -1 to hit on them either, they are hard to remove.

I can vouch from experience on this one - it hurts seeing your gorgeous, freshly-painted Taranis Crusader, the anchor of your list, get pimp-slapped off the board on turn 1 because you failed 15/19 save rolls. "uh, that'll be 30 damage...."   and no, I didn't get a single 6 on the Taranis re-roll. My buddy was running all 6 stygies Dragoons and didn't even have Cawl in the list. the worst part?  he piled in towards another knight, and during my half of the turn, payed the CP to beat it to death after I fought them and killed 2/6. so after ONE complete turn, I'm left with naught but my Warlord Galant, 2 Watch Captains, and 2 of 3 squads of Deathwatch marines. 

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