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!
What would you people think would go best with 6 dreadnoughts?
I was thinking crashing out on tatical squads and rhinos?
Or do you think i need some fast attack?
But im defo having 6 dreaders thats why im the mech man.
it depends on what type of load out you give your dreads and how you are going to deploy them.
how ever you do make all the dreads field for the same roll that way all of your other choices can be focused on another task
Social Engineering Specialist: Cause theres no patch for human stupidity
You don't have to give all your dreads the same thing...you could go with 3 MM/ML and 3 Autocannon and that would be fine.
I'd go with two Ironclads, one Multi-Melta with Flamer, one Assault Cannon with Storm Bolter, and two with LacCannon Missile Launchers.
Drop Pods for the first four. Keep the two long range at bay clearing enemy armor and go hunting with the other four.
I agree with cowboy, by dropping 4 in the mix the enemy will be so busy to trying to take them out the other two will be able to sit in the back and pick their shots. I'd probably go for tac squads in drop pods, just to take advantage of the drop pod assault rule and make sure your 4 dreads drop together and then bring the troops in later to clean up the mess and secure objectives.
I agree with Cowboy and BigRichie on deployment.
Setting all those dreads up in deployment and walking them forward is just asking for trouble. If you lose half of them before they get into close combat range, you'll be struggling to finish the enemy off. If you think setting up at range and shooting is the way to go, I would have to advise you not to. It only takes 3 crew stunned results and you're shooting power is gone for a turn. A weapon destroyed result and you'll have pretty much lost a dreadnought's ability to fight until it gets into close combat... so why not start with at least half of them in close combat?
Most enemy units are unable to even hit back at a dreadnought in close combat, so exploit that to the full, drop pod them on the enemy line and enjoy the fireworks =)
As for something to accompany them, take scouts. They are cheap, capture objectives, infiltrate and can rapid-fire bolter death at anything that isn't being smited by Dreadnought close combat weapons. I would pack two squads of 10 scouts into two drop-pods, and another two squads of 10 to infiltrate as combat squads, setting up in cover or on top of objectives from turn 1. That way you can drop two dreadnoughts on the enemy line in turn 1. Points permitting, take more scout squads in drop pods to get the other dreadnoughts onto the enemy line in turn 1.
Most importantly though, enjoy the look on your opponents face when you pop 6 dreadnoughts onto the table before you begin the game =)
Thank for the ideas.
I have 2
dreads with multi meltas and power fists.
1 with lascannon and powerfist.
2 venerables with assualt cannons and powerfist
1 with assualt cannon and powerfist.
My orginal idea was what you guys said to have 2 on table and like you guys suggested drop 4.
My plan was for them to try and tangle everything in hand to hand combat why 3 rhinos with 3 ten men tatical squads capture objectives and finish all the remaining infantry off just like you guys said.
But i never thought about scouts until cleanrabbit suggested there low point cost and infiltrate.
I will defo add ironclads when the model is released though ill probs get 3 bringing my total dreads up to 10 i have 7 now.
Would it be worth out fitting some dreads with plasma cannons are they really that good on dreaders?
Thx for the help.
Most importantly, and I say this with almost every marine unit out there: Make up your mind what you're going to do with these walking monstrosities BEFORE you field them, and STICK TO THE PLAN. You have one up there with "power fist" (I assume you mean Dreadnought Close Combat Weapon. There's a bit of a difference) and lascannon. What will you do with this? Shoot tanks or get into close combat? Don't say "both." That's a Bad Idea(TM). If you wanna shoot tanks, you'll be wasting the DCCW. Close combat? Fine, but what's the lascannon going to do all that time? That's a waste of points, too. Better to tool them up for a role, which you've decided BEFORE deployment by planning ahead. Give it a lascannon, but ditch the DCCW, give it a missile launcher and extra armour and hang out toward the rear of the battlefield pegging tanks. Like the DCCW? Fine. Ditch the lascannon, give him an assault cannon, drop pod him in and watch the fun! Either of those builds allows you to make the most of your unit in each turn, and that makes for a good general. Yes, there are some "multi-purpose" units out there, but the dread, in my opinion, is not a good candidate for this. Take a predator with autocannon/heavy bolters, a scout squad with a missile launcher and sniper rifles, or a landspeeder with multimelta and heavy flamer for that.
EDIT: The multi-melta and DCCW dread has been shown to be very useful when drop podded in, so this MIGHT be an exception to the above, but I still say: If you want six dreads, that would be fun to watch, but do make sure you know what they're going to do BEFORE you bring them in. Don't just slap the same configuration on all of them and figure it out "on the fly." You'll get smoked every time. Guaranteed.
Last edited by CleanRabbit; October 29th, 2008 at 15:38.
Yeah cool i was thinking plasma cannons would laugh at some termies and they dont overheat on dreaders thats a must!
Cant wait for ironclads to be released ill be getting at least 3 of them bad boys.
What team would 6 dreaders work best against any ideas???