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Continuing the Member Created Tactica theme, for the next few weeks I'm taking discussion and article ideas for anything related to Chaos Dreads. Anything related to Dreads is fair game, from favourite loadouts, to how to properly position them, to what gifts to give them (if any!).
Remember that while this is a discussion thread, you should try to always stay on topic.
So, what do ya'll have to say?
A dreadnought can fulfil different types of roles in a Chaos army, including close combat support, fire support, and a mix.
The Twin-Linked Autocannon is great for destroying lightly armoured vehicles, and skimmers. Being able to re-roll misses, and with two shots its a great weapon. Its also good at destroying vehicle squadrons because of its multiple amount of shots. Also, with the slight chance of getting Fire Frenzy, it can take down most lightly armoured vehicles in the game.
This is more expensive then an Autocannon but has a better statline. It has the ability to re-roll misses as well because of it being twin-linked. The Lascannon is geared more towards destroying heavily armoured vehicles, such as a Land Raider.
Twin-linked Heavy Bolter:
This is the cheapest compared to all the other weapon options available to the Chaos Dreadnought. With 3 shots re-roll misses, and the possibility of Fire Frenzy it can do quite some damage against infantry, which is where its best suited for destroying.
Multi-Meltas are basically longer ranged Melta-Guns. It's best for destroying vehicles, and can add some fire power to your army.
Unlike models on foot, the Dreadnought doesn't suffer from over-heating. The Plasma Cannon has a blast template and low AP making it great vs. heavily armoured troops.
Generally, a CC dreadnought is armed with a second close combat weapon. This means that it won't have another weapon, besides the Twin-Linked Bolters which may be upgraded to a heavy flamer, and a Havoc Launcher if upgraded. Varias upgrades can be added to it, make it good in close combat. The main problem with close combat dreadnoughts is they're slow, but they're great vs. enemies that come towards you and are good for a counter-charge unit. Or, on smaller boards they can usually get into combat, with the help of Blood Rage on the roll of a 1.
Usually a ranged dreadnought is equipped with a ranged weapon, missile launcher replacing the CC arm, and occasionally a Havoc Launcher. They can be equipped to fulfill a certain role well depending on who your facing. The dreadnought special rule can be a a disadvantage or an advantage depending on what you role. Usually I prefer a Predator to a shooty Dreadnought, but it depends on the circumstances of the battle, armies, opponents, etc.
This can be a good upgrade if you have pts to spend, but its not soemthing neccesary. It basically acts as D. Visage in close combat, some on a CC dread it can be a good choice.
Basically, it ignores crew shaken and stunned results which can be helpful. It's not as effective when your opponent is shooting at you with powerful weapons like Lascannons, Bright/Dark Lances, Battle Cannons, etc. because those weapons will most likely penetrate. Otherwise, its a good upgrade thats usually worthwhile getting.
The usefulness of this upgrade is somewhat limited because many of the Chaos units that are marked are already fearless. Generally, I don't take this upgrade.
May not be fitted to Dreadnoughts or Defilers.
Just a cheaper vs. of D. Possession.
Basically another weapon to add to your Dreadnought if you needed more firepower.
Another shooting attack, basically, but very limited in range so can work better for a CC dreadnought.
This is a great upgrade, increasing your armour. I say its definatley worth the points if you can make room for it; however, its not as effective against Eldar or Dark Eldar because they will often be throwing weapons at you like Bright/Dark Lances.
Another great upgrade IMHO. Basically, you roll a D6 and on a 4+ an 'Immobalised' or 'Weapon Destroyed' effect is ignored. It can be a buy running at a relativley cheap pt cost compared to what it can do.
May not be fitted to a Dreadnought or Defiler.
Can help if your playing a Night Fighting mission.
This can be a cheap way to help your Dreadnought stay alive for a turn, allowing only glancing hits for a turn on the Dreadnought.
Overall, a dreadnought can be a good component of your army when used right, and for a purpose. However, this is a tricky thing to do, so be careful when taking it. Personally, I pass it up for other units the Chaos have, but thats just my opinion.
Last edited by brushman; April 2nd, 2006 at 21:57.
Chaos Dreads are a lot more limited than their Imperial counterparts, simply due to the problems associated with having to possibly stand still and shoot, or charge towards the nearest enemy at the exact point of the game when you don't want such a thing to happen. As you can expect, on average, two turns a game, it must be taken into consideration when deciding what role the dread is to play, along with the composition of the entire army.
You cannot hide it behind terrain or another veichle, due to the possibility of it blowing a chunk out of your own army. Therefore, the dread must either lack line of sight to any friendly unit it can damage, or be placed in a position where it can see a number of enemy targets. With an AV of only 12, dreads are relatively fragile, and as a Heavy Support choice, will usually be one of the very first things placed on the table. Additionally, moving a whole six inches a turn means that it will be left in the dust by most assault based chaos armies.
As to weapons, Heavy Bolters are considered useless by most when mounted on Dreads. If the Chaos general wishes to remove large amounts of enemy infantry, a havoc squad with heavy bolters is a far better choice. Similary, multi-meltas lack the required range. Missile Launchers are a valid option, as are lascannon or autocannon for those in a tank hunting role. Plasma cannon is also viable, although perhaps a little expensive.
Extra armour, as per usual, is something that should always be taken regardless. Most gifts are useless, although if you believe that it will make it into assault, coruscating warp flame is an excellent choice. Smoke launchers can also be used, but as the dread will usually be firing, they may just be a waste of points.
Depending on the army, more than one usually isn't required. Havocs, Defilers and Predators are a lot more reliable, and fill a similar role.
Last edited by Sophia; April 2nd, 2006 at 10:55.
The Smoke Launchers are IMHO not a waste of points on a chaos dread. Sure if all goes as planned they will shoot every turn until they reach CloseCombat, but the Chaos dread is a tricky one.
When he decides not to shoot, but to madly go runnig down the board those Smoke Launchers might be what saves your day.
I would also like to second on the WarpFlame, when in CC it's just a great thing to have.
I had one on the table on the weekend with a plasma cannon, extra ccw and havoc launchers.
I lost the plasma weapon against a land raider but the havoc launcher caused the opposition some grief acting as artillery whilst my noise marines moved up
I'm seriously thinking of making it a blastmaster and using as an anti marines artillery piece and use my havocs for tank hunting.
BTW it took melta bombs to finally remove him, the marines lost in total three dreads to my havocs oooohhh yeeaaahhh
I guess you mean that it had a Plasma Cannon and its built-in CCW arm.
As for me, my favorite configuration is:
Heavy Flamer, Plasma Cannon,
Mutated Hull, Extra Armour 162 pts
If they shake it, then they just increased the chance for getting Blood Rage.
I use 3 dreadnoughts configuration.
Death Guard :
Add. Close combat weapon
Heavy Flamer Upgrade
This configuration works well with nurgle when you decide to footslug. It is highly resistant, and I felt like Mutated hull was some kind of Daemonic Resilience for a dread. Strangely, it doesn't cost much for a nice support unit. This one is fielded when using terminators, I don't know why, but this is when it achieve better results.
This configuration is a long range support unit. It can shoot 3 templates a turn and 6 on fire frenzy (which is good). This is my "less then or equal to" 1000 points heavy support choice. In fact, I've never played a game without it. It usualy kills more than it's cost.
TL Heavy Bolter
In fact, this one is pretty bad, unless under fire frenzy. I don't recommend it to anyone. It's painted blood red.
My opponents usualy field more troops and less armoured vehicles, this explain the lesser need of anti-tank units. But I wouldn't use dread for tank hunting anyway. In the Chaos Codex, it is depicted as a good troop close range support and I believe it's true. The reason why dreads are so underused is because most players use Infiltration, which is not realy compatible with the use of dreadnought. Playing a Sonic Oriented EC army, Dread would be more than usefull. Same for thousand sons, if it wasn't of their lack of heavy weapon. In fact, any army using bolters as main weaponry might be happy to add the CC ability and extra attacks of a dread when stuck in melee.
(I used the word "use" so many times in this post)
Last edited by MindRaked; April 3rd, 2006 at 17:23.
CHAOS Undiv.: won 14/22 games EC: 4/7 WE: 6/9 DG: 10/15, TS: 3/7 Orks : 13/20 SM NL : 1/6 TAU: 14 of 24 IG: 3/7
Bad Luck Comes in Threes
In my WE army I generally don't take heavy support simply for background reasons something doesn't sit well with me choosing tanks and heavy weapons. I have therefore had an opportunity to take three dreadnoughts in one battle all armed purely for CC. While such a tactic is somewhat extreme putting all of these warmachines together gives you a few advantages the prime one is the fact that if the enemy wants to bring them all down he is going to have to group alot of firepower together and that should allow the rest of your army to reach him unscathed. Additional the psycological effect of facing three closecombat monsters shouldn't be underestimated.
"God is dead" Nietzsche- 1886
"Nietzsche is dead" God- 1900
Why are there scams? http://www.youtube.com/watch?v=Q71FLDIMBc8
Ditto. If I'm feel extra daft, I go with the following:
3x Dreads: Mutated Hull, Parasitic Possession, Additional CCW, DestroyerOriginally Posted by Berny Mac