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I have just brought a dreadnought model and have received my GK bits from Forgeworld :yes: very happy :yes: as well as an assault drill and plasma cannon. The assault drill is just amazing, really adds a sense of life to it as it is very posable.
I have been wondering whether people field them and how they set them up? Having Tyranids as well as DH (and having fought against Dreads a lot), I would think to stay away from using them because I have been able to tkae them down fairly easily in the past, but that is with lots of things that can tear through AV12.
At the moment my thoughts are firesupport but I just wanted to see what everyone else thought.
If you are playing pure or mostly DH dreads are sadly the only real way to get any heavy weapons other than fielding a Land Raider (Crusader). So fielding one (more like 2-3) is kind of obligatory in most cases.
Basically they need to be deployed as far back as possible and behind cover so that if you lose the dice roll they won't get shot at on turn 1. Fortunately, they can move up to 6" and shoot everything they have.
Yeah, their armor isn't great and there's a decent chance that a hit will make them not shoot on turn 2, so you basically save that first dread shot for when you need it. If you outfit it with a TL Lascan and Missile combo you will do damage to something. And you field 2-3 dreads your opponent has to pick and choose.
The key is to field more than one. IMO if you are fielding ANY vehicles you must field at least three. Fielding a single dread is like giving your opponent victory points. I'll keep shooting it until it's dead. But if there's three of them that's another story.
I do not criticize. I do not offend. All I offer is my opinion which means only as much as you make it.
Thanks guys! I hadn't ever really thought about that, but when playing against them in the past having more was often quite a bit harder to deal with...
Indeed - the key is dilution of fire. If your opponent has to target multiple vehicles and split his fire, he can't really do an effective number on them.
The cardinal rule is: Take a several or don't bother.
Typically the best configuration I believe is Assault Cannon + DCCW - cheap and effective. However as DH I'm sure you know that there is a real problem area for DH - anti-tank. The Assault Cannon is good for Rending, but not for range. If you want to solve your anti-tank problems with Dreads, it's got to be at least 2 both armed with Twin-Linked Lascannon.
I play with at least two, usually both TLLC/ML variants, but sometimes I take an AC and CCW.
I love the AC's now, but the range is what hurts.
The last time I took an AC/CCW variant, I was able to hold off an enemy Space Marines left flank (stwo squads with Plasma Cannons) by itself.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Wouldn't it be better to use the auto cannon option? Higher strength but one less shot and double the range...
And from this topic, does anyone use the new SM codex versions for the weaponry? eg. an SM AC is much more potent than a DH one... rending etc.... more shots...
I have been using our codex version for this even though it is weaker because I would assume it to be better balanced and wouldn't put an opponent at a disadvantage
We do use the new Space Marine stats for the Assault Cannon, the forge worlds wouldn't deliberately give mankind's best soldiers worse Assault cannons to 'balance them out':w00t:Originally Posted by Solo
Assault cannons on Dreads rock for several reasons-
1. 4 shots
2. Str 6
4. It' comes with the Dreadnought box.
1 Extra strength isn't going to matter much against infantry, who an assault cannon will wound on 2's anyway. Use lascannons for anything bigger. And that's why we all put assault cannons on our dreads.
My friend, that is music to my ears... I've got the SM new codex so I'm good for that.
Another question in all this is what sort of minimum points would you use before including a dreadnought?