Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
How should dreadnoughts be fielded, as in what options should I choose, a missile launcher and CCW with HF sounds good to me, but so does the option of 2 CCWs with a HF. These seem fairly effective, and not too damaging in the case of a fire-frenzy. This is how I have seen most chaos dreadnoughts fielded, but are there any other viable set ups?
Also, with missile launchers, do I use frag or krak against power armour, I was thinking krak as this is more likely to wound and ignores the armour, but does any one use frag?
Especially with Nurgle, if you target your own troops just use Frag and the great majority of the time the worst you'll experience is a lost turn of constructive shooting. Heh - even had one game where I had 2 Dreads go all "Alamo" on each other at the same time - blasting away with Frag against AV12 is rather pointelssly entertaining...
The HF is up to you - and how you plan on using your Dreads. If they are going to be pure long-range fire support (where's the fun in that?) the upgrade is not going to be worth it. However, if you use your Dreads as a charging firebase that then plunge headlong into HTH, then the flamers are dead fun! They can also tend to make horde opponents think twice before applying tarpit tactics to your stomping metal lunatics.
I tend to use Krak against MEQ. But then again that's because I do have 3 Dreads in the list and have some redundancy of fire. I also have additional support, so am not depending on the Dreads to do the job on MEQ solo. Generally the Frag just doesn't stick the wounds for me against Power Armor. Mass wounds against Power Armor is usually a task left to my Defilers.
If on the other hand you are looking for a HTH focused unit, the 2 CCW and HF is definitely a nice combo. Fire frenzy becomes a non-issue and using that type of Dread is a ton of fun. Point 'em in a direction and run till you crash into something and proceed to smack the snot out of it! If any largish units get too close, hose 'em down with some prometheum. Wash, rinse, repeat.
Again, Bliss-Giver, really depends on your play style and specifically what you are wanting your Dreads to accomplish in your game strategy. What other types of units do you run, and how are you thinking they will fit into your battle plan?
I plan on using my dreadnought(s) as either a bridge role, adding fire to the fray as they advance before pitching into close combat, or to just rush forwards, draw fire and hopefully get into combat to do some damage. I don't want my battleline to hinge around them, but rather to be used to complement my army and add support. Is combat the best use for them, or should they be used in the bridge role mentioned?
Advance your dread every round towards the enemy lines, all the while, firing the missile launcher at rival transports and light armor. By round 3 (there abouts), your dreads should transition into close combat support for your spearhead.
Whenever I advance on an opponent, my first wave is typically comprised of rhinos & princes. The second wave incorporates defilers and dreads, usually side by side. Sometimes, the defilers move a little ahead of the dreads, either because my dreads stop to Fire Frenzy, or else the defilers are in such a prime position, that I fleet them into combat, rather than firing the battle cannon.
Note on Defilers: Fleet really is a handy mechanic on these beasts. Often, an opponent will completely forget about it. Also, there are times when I want the defiler in close combat for supporting my marines, and yet, I don't feel comfortable firing its ordinance blast so close to my own troops. In this case, it's nice to have fleet, which allows the defiler a few extra inches in deciding where he'll go.
Spambot kill tally. . .337
Sorry, what I meant, is do I run every turn to get to combat as soon as possible, or do I advance into combat steadily whilst firing the missile launcher? I am personally inclined towards the missile launcher option, but would anyone here tell me otherwise?
Run every turn if you go CCW. Walk and shoot if you go ML.
Unlike the Defiler, shooting the ML every turn won't ever be risky, so you may as well.
I more meant which option seems to work best for people, I knew there was no point hanging back if I had 2 CCWs, and no point taking a ML if I was going to charge forwards and not shoot.
Definately go the route of Missile Launcher and exchange that TL Bolter for the Heavy Flamer, then do as Rabbit says and march and shoot the launcher until combat presents itself.
World Eaters: W-47 D-10 L-9
Necrons: W-19 D-3 L-2
Protectorate of Menoth: W-36 D-0 L-7
Thanks, I've tried both configurations out a few times now and think that I'll go the ML route. However, I'm yet to get my own dreadnought model, and I don't like the look of the GW model, should I buy a forge world one (these certainly look good) or convert a SM model?