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Its a 50/50 toss up. Not terrible, but not terribly good either.
There are a complete point sink. Better off not using the points!
No opinion (but wanted to vote anyway!)
Well, I've come to a point in gaming where I am at 2000 points, and moving up to 2.5. Now I am currently using 1 dread in a DCCW/H Flamer & Missile Launcher setup. Since voicing this, I have gotten a lot of feedback saying that our dreads are rubbish, and that I should drop them and cut other squads down to take Chaos Chosen (as all heavy slots are filled).
The general consensus is to take 2 5 man squads of chosen, with 1 lascannon, infiltrate, and shoot unit dead (probably at the end of turn 1). So my question is, is the dread really so terrible that we should resort to taking a sacrificial elite choice, or is it just underrated?
The day will not save them. And we own the night.
CSM: W:25, D:3, L:9
DE:W:2, D:0, L:0
Depends what you are looking for in the dread. As a shooty machine is it only good if you constantly have an enemy unit in sight otherwise you blast your units. On the other hand if you are running a fully mech army, having a dread with 2 close combat weapons charging for the enemy constantly isn't that bad actually. I can see it only working if your whole army revolves around pushing the opponent into a corner with everything being mech/assaulty besides a few tanks in the back. At least if the dread doesn't get there he will draw attention from your rhino's full of marines. If he does get there though it won't be so bad to have him rampage a squad or two
Our dreads aren't that bad as "bridge" unit. So often, Chaos falls short of having cost effective ways for dealing with light armor at long range. Yes, we have oblits & preds, but those aren't exactly cost effective ways for dealing with rival rhinos. This is where the missile dread comes into play. For the first few rounds, you can bust enemy transports. Then, come late game, the dread will assist your marines in close combat. These sorts of combined attacks is our bread-n-butter. Dreads are ideal for the role.
At the 2000 point level, you can easily fit a pair of dreads in with a couple of princes, two to three defilers, and four troop choices. That's a heck of a lot of close combat power. Seems the way to go for competitive CSM builds.
Although, the Crazed mechanic could use updating to where it's actually beneficial rather than just an inconsistent handicap.
Spambot kill tally. . .337
I think our Dreads are great. As Rabbit said, they fit the bridge roll very well with great light armor busting and late game help with CC. My favourite part about them is, although a lot of people out there regard them as terrible, they ALWAYS get shot at before my troops because they're still a Dread and no one wants to go toe-to-toe with a Dread, making them yet another awesome distraction unit for CSM.
World Eaters: W-47 D-10 L-9
Necrons: W-19 D-3 L-2
Protectorate of Menoth: W-36 D-0 L-7
I think they should only be run in threes - because you will usually have control of 2 of them every turn... Missile launchers should be equipped, and just as Rabbit says, hunt light armor with them.
It would be nice if, in the next codex, Crazed was removed, and a chaos dread model was released. GW would sell about a million of them.
Agreed, Light armor role and a missile launcher max. I do not mind the current fire frenzy rule as long as it is described without a doubt, clear as a bell, precise rule wording.
Otherwise the ignorant masses will make them not worth taking.
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]
Spambot kill tally. . .337
I normally use Dreads to attract fire away from my rhinos and Preds. Most of the time I leave them out of the list at 1500 or less, but 1850 or more I run twins with the Launchers, that way if they fire frenzy while still far away they just frag each other.
Anything that lets my Zerker rhinos get close, or my preds survive another few rounds is ok by my book.
Immobilized behind the objective on turn 2, three full rounds of fire frenzy at his own models, and then a berserk result (no shooting) on the last turn - which happened to be the only turn in which the orks were the closest target.