Are dreds a good option in 1000 point games? - Warhammer 40K Fantasy
 

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  1. #1
    The Unpredictable Tossy's Avatar
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    Are dreds a good option in 1000 point games?

    Topic i guess... I m starting to rebuild my marines and I am toying with ideas...

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    Senior Member MC Bone Giant's Avatar
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    Even in 2000 point games, dreds can be hard to deal with. A 1000 point game tends to limit how much anti-armor the opponent has. I say if you can fit it in, do it. (assault cannon/DCCW/H.Flamer would be my advice)

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    Member spacelord's Avatar
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    it is a good unit for not much points and it kan be anti infanterie and anti vehicle
    don't go for venerable
    good luck

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    The Unpredictable Tossy's Avatar
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    see, this is why i missed LO... speedy responses to my questions

    thanks guys
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    Member ShotgunFacelift's Avatar
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    Quote Originally Posted by spacelord View Post
    it is a good unit for not much points and it kan be anti infanterie and anti vehicle
    don't go for venerable
    good luck


    "one way ticket dred" -- 150 pts
    - twin linked heavy flamer
    - Flamer
    - Drop pod

    Anti-Infantry nightmare.
    Best moment: 28 crispy guardsmen on the first turn, then 8 more dead when it exploded

    Though i disagree about the ven dred, they CAN be useful depending on your opponent.
    Against nids or other armies with units with multiple wounds they can be very effective.

    Ex.
    Ven Dred -- 200pts
    2 x Twin Linked Autocanons
    Ex Armor

    Since they can reroll missed "to hit" dice your pretty much scoring 3-4 hits per shooting phase. And an autocannon will wound most MC's, while staying out of range of the realy nasty Anti-Armor weapons.
    Plus they can penetrate light tanks and vehicles, but should not be tasked purely for Anti Armor.
    #25 - Relation to the original topic decreases with every single post.

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    When the new iron clad is released on june the 18th get one of them bad boys. 2 heavy flamers and a drop pod will eat lots of infantry and lets not forget the AV13.
    I wouldnt get a normal dread and give it anti infantry weapons with the iron clad nearly out, id make normal dreads and v.dreads anti tank all the way and leave the infantry to the iron clads.

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    normal dread is 20 points cheapers with 2 heavy flamers then iron clad with no heavy flamers makes a difference in 1000pts

    i love 1 way ticket dreads so much i field 3, 2 ass cannons, 2 hvy flamers 1 with twin flamers and flamer all in pods 470pts. Still get some tact marines and hq no one will suspect it...

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    Well to answer your question, I just took two Dreadnoughts in a 750 point game. One, my ironclad, ran about behind his lines raising holy hell and forcing him to avoid it at all costs. The other... well it scattered off the table. Not my fault, I was 10" away from both edges in the corner and rolled double 6 strait at the edge. The game ended in a draw but only because of that scatter.

    I wouls say think of who you are playing and what you want on your list and decide if a dread would fill a hole or make one.

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    Member Hades DA's Avatar
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    I take a TLLC/ML dread in my 1k battles as mobile anti tank. The ability to move 6 inches and fire both weapons is awesome. Plus, even though its only strength 6, the AV 12 means he can assault most troops ( if they don't have powerfists or the like!) and tie them up, saving your heavy weapons in tac squads/scouts/devies from being assaulted.
    I would take the DCCW/Assault Cannon too (not so hot on the drop pods as my opponents either have exorcist tanks or the Avatar waiting in their lines...)
    Very useful at 1k IMO.
    Space Marines (W/L/D) - 3/3/6

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    Senior Member Chirality's Avatar
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    I often try to take a Dreadnought in a 1000 point game. I usually equip it with a plamacannon/DCCW + HF combo. Hasn't failed me yet.
    "Into the fires of battle, unto the anvil of war!"
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