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Thread: Dreadnoughts

  1. #1
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    I am in a difficult situation dealing with theese guys, I am working on putting togather my first warhammer army, and I have decided on puritain DH army. I am left with a few uncertanties,

    The GK dreadnought is an item I am looking at bringing into my army, though not immediataly. I have come up with four builds that I would use.

    GKDN
    TLLC
    Missile Launcher
    140 pts

    GKDN
    Heavy Bolter
    Storm Bolter
    Dreadnought C.C.W.
    Psycannon bolts
    Hunter Killer Missile
    135 pts

    GKDN
    Plasma Cannon
    Incinerator
    Dreadnought C.C.W
    135 pts

    GKDN
    Multi Melta
    Incinerator
    Dreadnought C.C.W.
    Extra Armor
    Hunter Killer Missile
    155 pts

    All of these I belive are good options, and I would appreciate any feedback or stories of a pattern they have used to be effective. Thank you

    Where's your Baritone Saxophone?

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    GKDN
    Assault Cannon
    Dreadnought C.C.W.
    Extra Armor
    Smoke
    118 pts

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    Why the Assault cannon? If you take a heavy bolter and get the psicannon upgrade they both become considerably more effective.
    Where's your Baritone Saxophone?

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    I'd not use any anti-infantry type weapons on a GK dread - between the incinerators, storm bolters, and psycannons in the troops, they've got that covered. I use two builds usually:

    TLLC
    ML
    H/K Missile (optional)

    Plasma Cannon
    ML

    The TLLC build is great at removing enemy armor, and the Plasma build is great at long-ranged light armor/heavy infantry removal. Extra Armor, Smoke, and Searchlight on all of them, always.

    An interesting (and fluffy) build would be:

    Multi-Melta
    DCCW
    Incinerator
    Blessed

    "Flames of Justice" and all that. Once this guy got into 12" or so, he'd tear everything apart!

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    So you like choice 4? That one was one of my favorites too.

    GKDN
    Multi Melta
    Incinerator
    Dreadnought C.C.W.
    Extra Armor
    Hunter Killer Missile
    155 pts

    The Extra armor is so it dosn't slow down, and the HKM is so it can mabe kill some light tank on turn one.

    Now blessed does sound good on it, but does 165 pts seem too heavy on a 12 av vehicle?
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    Originally posted by Grand Master Overcannon@Oct 7 2004, 17:27
    Why the Assault cannon? If you take a heavy bolter and get the psicannon upgrade they both become considerably more effective.
    [snapback]225531[/snapback]

    Its relatively inexpensive and with rending your odds will be greater giving 3 hits out of the 4 to penetrate a Landraider. Odds of rolling a 6 with penetration on 3 dice is decent. It only really out shines the Las Cannon when attacking armour 14 tho, but given the 30pt cost deferential it will be my choice.... Heavy Bolter with Psycannon bolts doesn't even compare..

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    Get the twin-linked lascannon / Missile-launcher combo to give you the anti-tank support you desperately need. Also make him blessed.
    Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel

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    But... assault cannons are str 6 and they have no chance to pierce AV 14. I understand the positive.

    My thought is why not go with the Plas Cannon/ ML
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    Rending=When you roll a 6 for penetration you get to roll another die and add them. This would mean you glance on a 2. Its better odds then glancing a Lascannon on a 5 with 1 roll.

    But there right, just stick with the lascannon.

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    Senior Member Squirrel's Avatar
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    Against anything but Necrons, the Asscan is probably better...rending is a really really good thing, and with 4 shots, you're going to get a 6 at least once in a while.
    OMFG1337!!!!111one

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