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I got my first squad of Gk yesterday and i plan to get a dready next but how do you make it anti tank. could someone plz help me
The basic Assault Cannon works decently on tanks, but it's short range means you've got to get uncomfortably close. Same goes for the Multi-melta, although it's the strongest tank killer we've got.
And let's not forget assaulting! S10 hits on rear armour means that every hit is usually an automatic penetrating hit on most tanks!
I like to take a Lascannon and Missle Launcher on my dread, give it EA and smoke and your get a reasonably effective Anti-tank unit.
Working in conjunction with a couple other Dreads with AC/CCW you can do pretty well.
Grey Knights just got a lot better at taking out vehicle with the 'hitting on rear armour' High strength attacks on the rear armour will most vehicles sans the Landraiders and Monoliths.
Please do not post unit stats -- Canew
Last edited by Canew; October 30th, 2008 at 16:52.
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Sir Winston Churchil
As has alreading been mentioned, the TLLC/ML is a good combo. Don't forget, if you can't see any tanks for whatever reason, the missile launcher can fire Frag Missiles (though this only works well against tightly packed units, particularly due to the low strength and poor AP value of the frag missiles).
With respect to the smoke launchers and extra armour I'll wait until I've made my army list and see if there's 8 points I can spare on them; if not I'll leave them and spend the 8 - 16 points (depending on whether I have one or two TLLC/ML dreads) on something else.
The reason being that whether you get a crew shaken or crew stunned result, you can't shoot. With a long range on both weapons, you not being able to move is usually not much of a problem. The same goes for smoke launchers. Ideally, you shouldn't be in a position where you want to pop smoke because to gain it's points back this unit needs to be shooting as much as possible. Even in this unit, extra armour is more useful than smoke launchers imo.
Extra armour and smoke can be useful on Assault Cannon / Dreadnough Close Combat Weapon Dreadnoughts, simply because at 24" max range you're quite likely to be in a position during turn 1 - 2 where you can't shoot anything. Popping smoke here can be vital to the survival of your dreadnought. Furtheremore, with a high strength weapon, you want to be in CC asap - so extra armour is worth it here - if you suffer a crew stunned result, you can still move next turn. Oh, and don't forget - Walkers can run D6" in the shooting phase!
Multi-melta + DCCW is extremely effective against armour, but with such a short range you'll be lucky to take much out - it's far more likely an opponent will notice such a threat (especially since we have little other armour) and take it out.
Fixxxer, we're happy to see you here, and encourage you to post more, but please watch out on specific unit/weapon stats. They can't be posted here per LO rules -- Canew Edit - Apologies.
Last edited by Fixxxer; November 1st, 2008 at 11:38.
What everyone else said. TLLC/ML is the best anti-tank loadout you can get. Hang back at long range and fire away. I rarely lose my dreadnoughts, even in 5th edition where sight-blocking terrain is harder to come by, while raining pain on what hurts us GKs the most.
Extra armour is still darned useful. If you get stunned, you can at least still move. That's an opportunity to get into or behind cover, recover your wits, and pop back out and shoot again. Or, as desperate straits have sometimes forced me to do, made my tactical choices a bit easier. If I can't shoot, and things are getting tight, I can Run into a better position, or possibly assault (S6 is still nothing to sneeze at), or possibly move the dread to block LOS to some other unit. Never underestimate the importance of movement. Games are won and lost in the Movement phase. Just because your dread can't shoot doesn't mean it's useless for a turn.
Smoke is slightly less important for a dread with extra armour, even less so on one that is designed for long-range fire support. However, it is cheap, and because of codex uncreep, our smokes force glancing hits. MUCH better than providing a 4+ cover save. A glancing hit ensures that the dread will survive for yet another turn. That's handy on any of our vehicles.
One last note about Assault Cannons: although it has been common to allow us DH players to use the modern stats (assault 4, rending), the rules of the game have changed so dramatically, and so much of our wargear has been left behind -- some of it for the better (e.g., smoke launchers, force weapons), some of it for the worse (e.g., assault cannons, storm shields) -- that you may find it hard to justify cherry-picking the rules you will be using for your army. Nowadays, it is safest to play the assault cannon as the lame-o assault 3 that is listed, which makes it a miserable anti-armour weapon. Obviously, if your mates can agree to give you the "proper" stats -- and/or anything else -- then you can and should take that into account when making your lists.
(Sigh. It gets old having to "footnote" every damn thing related to this army, doesn't it?)
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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I would also encourage you to take 2 if possible. A lone dread is going to be a fire magnet in our largely infantry army. At least with two you can divide up the fire and maximize the longevity of both. Plus, 2 dreads can distract your opponent while our troops slog forward to claim objectives
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IMO I don't like the tllc/ml combo, reason, it is too expensive and i have only 1 or 2 shots a turn. If we count the terrain, los blocking, the enemy is not stupid enough to set it up on open field, you hardly get a shot. And what if u miss? A multywound creature/whatever with ranged build and with decent firepower can take out the dread.
I use a TLLC/ML dread and TLLC/DCCW dread in my GK army.
As said the new cover rules make the dreads a little less useful AT wise, but it also means they have more chance of surviving.
TLLC is always good for getting instant kills on those multiwound model people arent smart enough to hide in units.
Dont forget all your dreads have storm bolters too (unless you remove the DCCW) which i think you can also make a incinerater.
But I disagree that LOS affects it, it's better than my vindicare for manuverability so theres little excuse that LOS will block.
1 dreadnought TLLC/ML is good, anymore is bad.
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