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Just curious if there are any BA players here who run 6 dreads and have any opinions on how it works out for them. I like the idea of drop podding 3 furioso and 3 normal dreads all with heavy flamers since they can shoot on the turn out of the drop pod.
That combination is weak, at best. It'll leave you very few points to run other units, and a single well-placed shot can take out a dreadnought with ease. Remember it takes at least 5 to kill a squad of marines, and they pack a bigger punch...
Podding them is harsh, but be careful; you won't get them all at once...
"I have died a thousand deaths, and I will die a million more..."
I just figured dropping in 6 dreads with heavy flamers could be devastating. It's a huge template and would kill any army with 4+ saves on the first shooting turn. It may not wipe out a squad but would probably get a few casualties and make them roll morale test. The furioso's would rip any vehicles they charge on the next turn and some people may not want to charge the dread but if they fail to destroy it then it'll be charging with +1A and +1I next turn. If nothing else it'd be fun to run from time to time for a change of pace.
Maybe. But again its not likely you'll get them first turn. 6 dreads in any army is nuts and basically a point black hole. Points go in but never come out. Change some of them into cheaper tactical squads or one assault squad. Same price, same furious charge, MANY more attacks.Originally Posted by rodgambit
I played against one of these armies last week and was faily effective.
2 Dreads missile/lascannon
1 Dread asscan/dccw
3 Dreads 2dccw meltaguns flamers drop pods
4x 5 scouts bp+ccw
I think thats about right, the scouts didnt do alot other then secure table quaters. The death company got its ass kicked by my terminators. deadnoughts went 50/50 with most of my men. In the end I lost when the 3 surviving dreads ran over and pinched all the table quarters and the speeder took my remaining squad to less then 50% strength. A good game though.
6 Dreads running around is scary stuff if you left the meltaguns at home!
The man of tomorrow is judged by his battle today.
I think the 6 dread approach can be devastating against a few army types with good luck, but in general is far too fragile in v4. Too few models, mediocre armor, and the random reserve rolls for arrival means you run the large risk of only like 2 landing per turn unsupported and getting blown to pieces.
I ran an ultra cheese team army in v3, 750 pts each, I took 5 dreads, friend took 2 Hive tyrants, 3 carnifxes, it just crushed fair armies. But it REALLY suffered once v4 came out and squads could hide powerfists and simple leadership tests allowed shooting at more distant targets. The dreadnoughts just became free victory points for the opponents.
Last edited by Tinka; May 9th, 2006 at 22:22.