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This poll inspired by a response (realitycheque) in another thread. I have not spent the extra points for a Venerable Dread as I don't like paying for variable upgrades. However, soo many people mention that its really effective. I wanted to get an idea on when to ask for a re-roll.
If you get immobilised (4) and re-roll, you have a 50% chance to get the same result or even worse. That's too risky unless it's an end-of-game-desperation-race-to-contest-objective kind of thing.
No doubt in my mind 4-6 immbolished can be so bad for dreadnoughts who excel at CC. At least on a 3 no matter what he loses hes still gonna be a threat.
Depends what it's armed with, but I usually risk it on a 3+, although probably 4+ if it was a CC Dreadnaught.
If it's a glancing hit then definitely I'll insist on rerolling anything but a stunned or shaken (I always take Extra Armour so I just lose the ability to shoot)
Of course you always want to reroll 5s and 6s. But I could see making the case for rerolling a 4. I mean, a dred with a heavy flamer and (maybe still) a multi-melta in the middle of nowhere isn't that much of a threat (and may not even control a sector of the board).
Anything below that I wouldn't reroll (unless it would get bumped up to destroyed); as previously said, you're really testing your luck.
Hrmm. I realize that 2 of the answers are just ridiculous. 1-2 and 3-4, as sole inclusive I'm figuring they'll be 0 all the time now anyway.
It didn't dawn on me that it would matter as to the layout of the Dread, but its a good point.
I guess what I'm really wanting to know is when does the risk for re-rolling either a Weapon Destroyed or Immobilize worth risking the possible destruction of the Dread.
I only re-roll on 3,5,6. I don't mind 4's if I'm fighting a mob and if he takes them out and gets stuck he's done his job and he can still shoot.
I only reroll 3s against people who know about taking out the close combat weapon too, and I only reroll 3's in CC. I also sometimes don't reroll a 6 depending on how many people I'm fighting and if I just want to blow shit up.
I got the AoBR set (2 in fact) and have the Dreadnought as Venerable in my Templars army. So it had a Multimelta and DCCW with Storm Bolter. Because of this set up, it can be a threat so long as it is within 24 inches of something. It's not particularly effective but it can still knock something out. It really is dependant on the situation. If I'm in CC, with say a full size Ork squad with Power Klaw Nob, Immobilised isn't going to bother me much because even with 1 attack I'm still stalling them. Weapon destroyed in the same situation is of course bad because he'll pick my DCCW and laugh as my effectiveness plummets. Against a Tau army for instance I'd change my priorities. Against most Tau a Dreadnought in CC is going to have them for breakfast. But if I'm out in the open trying to get it closer, an Immobilised result is diasterous. No commander worth their salt is going to let their Dreadnough be outwith the range of its weapons whilst the enemy can point and laugh waiting for the more dangerous units to die first.
With a DCCW dread I'll reroll 3-6 unless I'm already in combat when I'll reroll 3, 5 and 6. With a Hellfire dread I won't reroll 4 (unless I need it to move and contest an objective or something) but otherwise the same.
Also, sometimes its worth rerolling 1 and 2 on Hellfire dreads (and hope you get a 3, 4) if last turn and you really have to shoot a unit that is on an objective.