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![[Post New]](/s/i/i.gif) 2011/03/19 22:13:52
Subject: How would you fix the deff dread?
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Battlewagon Driver with Charged Engine
Ye Olde North State
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So, as all respectible ork players know, the deff dread has no place in any competitive list besides kan wall, unless you just absolutley positivly have nowhere else to spend the ponits. And even then, it's still not really an excuse.  You could be taking killa kans or something much more effective. Of course, i've heard of the dread blitz, with 5 completly tooled out dreads, but this still strikes me as a fun list. I mean, who would take five dreads over 9 kans and 2 dreads?
So, how do we fix the dread?  Well, lets take a look and space marine dreads. Most marine dreads are riflemen, or sometimes equipted with multi-melta and in a drop pod with dccw to kill a tank and then assualt its cargo on the next turn if it can. And then die. Well, what do we find out there? Both options don't help us, because a single ork can hit a target to save his life, and orks can't deepstrike (Although I have always thought that all ork units should be able to deepstrike veia an ork shoving a dread out of a kill krooza and hoping for the best, but it's sadly not so  ). The exeption, of course, is blood angels. Blood angels have great assault dreads. A cunnin' boy, particularly blood axes, could learn a lot from 'dem humie dreads!
So, obviously, deff dreads need to be a lot scarier in cc. Something similar to blood talons would be great, and perhaps a 15 point upgrade to "Make it 'ard," and give it 13/13/11(or 10) could make it more survivable. I've thought about a "Blitz Charge" special rule, that states, when charging, that if the dread's attacks aren't equal to the number of models in base contact with it, the deff dread's attacks increase to that amount. It makes the dread very scary on the charge, and if they deploy more carefully to minimize the models in base contact, then they will have less guys engaged and will have less to hurt the dread. This would be for a significant cost increase, say, 25-30 points. Also, instead of a dccw, they could be equipted with a buzzsaw, which would give them plus 1d3 attacks for each buzzsaw on the first round of combat.
Of course, If these all sound super-game breaking to everybody, we could always give them more attacks or something. And if you have anything else to add, feel free! Deff dreads need more love!
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This message was edited 3 times. Last update was at 2011/03/19 22:16:36
grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/19 22:46:16
Subject: [quote=DakkaDakka]
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Infiltrating Hawwa'
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This message was edited 1 time. Last update was at 2020/03/15 02:21:43
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2011/03/19 22:50:51
Subject: Re:How would you fix the deff dread?
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Abhorrent Grotesque Aberration
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Actually, it would get around 7 or 8? Any model in base to base contact, equals the number of attacks.
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![[Post New]](/s/i/i.gif) 2011/03/19 23:12:04
Subject: How would you fix the deff dread?
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Thank you, revackey. Also, I'll probably mess with buzzsaws too. 4 buzzsaws would get you around 20 attacks on average.. it is, of course, at str5/6 and only for the first round, but perhaps I should make it so, for each arm, you roll a die. On a 4+, it gets 2 extra attacks and on a 3 and below, just one extra?
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/19 23:13:04
Subject: How would you fix the deff dread?
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Abhorrent Grotesque Aberration
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Sounds like a cool idea, I don't play Orks, but with such a nice model it is a shame they aren't played.
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![[Post New]](/s/i/i.gif) 2011/03/19 23:30:51
Subject: How would you fix the deff dread?
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Grim Dark Angels Interrogator-Chaplain
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give it the scrap pile rule the mega dread gets (5++) and lower its cost by 10 points
but im mad
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![[Post New]](/s/i/i.gif) 2011/03/19 23:45:45
Subject: How would you fix the deff dread?
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Zealous Sin-Eater
Chico, CA
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Che-Vito wrote:So if a Dread charges a unit of 30 Termagaunts, it gets 30 attacks?
Yeah, you can't put a point value on that.
No, it's a free upgrade if the BA codex is any thing to go by. Ask my poor Boyz, I'll never let that happen again.
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Peter: As we all know, Christmas is that mystical time of year when the ghost of Jesus rises from the grave to feast on the flesh of the living! So we all sing Christmas Carols to lull him back to sleep.
Bob: Outrageous, How dare he say such blasphemy. I've got to do something.
Man #1: Bob, there's nothing you can do.
Bob: Well, I guess I'll just have to develop a sense of humor. |
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![[Post New]](/s/i/i.gif) 2011/03/20 00:26:50
Subject: [quote=DakkaDakka]
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Infiltrating Hawwa'
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This message was edited 1 time. Last update was at 2020/03/15 02:21:36
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2011/03/20 00:32:59
Subject: How would you fix the deff dread?
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Decrepit Dakkanaut
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Deleted
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This message was edited 1 time. Last update was at 2011/03/20 13:41:39
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![[Post New]](/s/i/i.gif) 2011/03/20 00:48:45
Subject: How would you fix the deff dread?
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Liche Priest Hierophant
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Maybe something like a 'targetin sistim' that increases the Dredd's BS to 3? Allow them to take a single Big Gun instead of 2 weapons? Twin-linked Skorchas?
Or, perhaps something for when it Rams. Dredd's can ram, and maybe allow them their CC attacks at the same time?
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/03/20 00:49:22
Subject: How would you fix the deff dread?
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Grim Dark Angels Interrogator-Chaplain
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Nurglitch wrote:The Deff Dred is already better than a squadron of Kans.
Im curious to know why you think this, as my experiance differs greatly.
I'd assume a slightly diferent meta-game in your area?
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![[Post New]](/s/i/i.gif) 2011/03/20 00:51:56
Subject: How would you fix the deff dread?
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Hungry Ork Hunta Lying in Wait
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I mostly play for the fluff of it, so I would like more upgrades put in the ork dex to give me a wider varity of deff dreads.
Alot of ork units need more options, namely the boyz.
Automatically Appended Next Post: Anvildude wrote:Maybe something like a 'targetin sistim' that increases the Dredd's BS to 3? Allow them to take a single Big Gun instead of 2 weapons?
BS 3 would turn the deff dread into a table edge lurker and thats just not orky, leave that stuff to the grots.
I would like the big gun option.
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This message was edited 1 time. Last update was at 2011/03/20 00:58:45
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![[Post New]](/s/i/i.gif) 2011/03/20 01:00:13
Subject: How would you fix the deff dread?
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Decrepit Dakkanaut
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Deleted
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This message was edited 1 time. Last update was at 2011/03/20 13:40:48
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![[Post New]](/s/i/i.gif) 2011/03/20 01:00:33
Subject: How would you fix the deff dread?
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Land Raider Pilot on Cruise Control
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Give them the Waaagh! special rule.
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![[Post New]](/s/i/i.gif) 2011/03/20 01:23:32
Subject: How would you fix the deff dread?
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Liche Priest Hierophant
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Waaagh!! would be aboslutely Lovely. Actually, (as one of the first two Ork players, and the first Ork Mek player) at my first gaming group, I used to play it that way, since they're, you know, Walkers, Infantry, Orks, and all the Orkish Infantry pretty much has Waaagh!!. I've learned better since then, and though I miss it, I think learning about all the extra attacks I get makes it worth while.
Actually, though, the Grabbin' Klaw would be dead useful. Acts as a basic Grabbin' Klaw against vehicles, and maybe give it a Grot Catcher-like use against ICs.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/03/20 01:40:12
Subject: How would you fix the deff dread?
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Insect-Infested Nurgle Chaos Lord
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I love the dreads, and always have (even the old trashcan on legs RT ones  )
What i notice with the Deffdredd is that it's woefully short on wierd options.
The grav-grapnel on the BA dredd should have been an ork thing.
Grabbin klaw on a dredd would be awesome, ditto wrecking ball and Red Paint Job.
Rokkit Boostas- allow a 2d6 extra range move, and move as a skimmer, but on a roll of (something) or less takes a pen hit on landing (basically big stormboy)
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/03/20 01:53:55
Subject: How would you fix the deff dread?
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Dogged Kum
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I know how you feel having a crappy dread, I'm chaos. Maybe just make it cheaper, I always imagine Ork stuff as being crappy and/or ramshackle.
I'd say give it a 6++ just for the lulz. Maybe YOU should have crazed. Every turn roll a D6. On a one pivot towards the nearest unit and fire everything twice. On a 6 you get Rage and Fleet of Hydraulically Operated Construct. Give it blast weapons to account for crap BS skill. I don't know the WS so if I'm wrong correct me, but put it up to 3.
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![[Post New]](/s/i/i.gif) 2011/03/20 02:01:57
Subject: How would you fix the deff dread?
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Insect-Infested Nurgle Chaos Lord
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WS is 4 i think. Kanz are 2.
BS is lousy, but that's why everyone just gives them skorchas and ccw
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2011/03/20 11:30:09
Subject: Re:How would you fix the deff dread?
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Lone Wolf Sentinel Pilot
Inside that little light in your refridgerator
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The Deff Dredd doesn't need fixing. It does what it does fine, which is scare the pants off of your opponent for one brief moment when they they realised that they forgot to shoot it down, and it's just started chewing on one of his units.
If you want to use Deff Dredds, run them how I run them:
Killa Kans (3) x2 -> 3 Rokkits - 300 points (total)
Deff Dredd (2) -> 2 extra DCCWs - 200 points (total)
3 heavy slots and a troops slot (you have to take a big mek) for a nasty as hell "mob". Use the KFF on your mek to shield the kans, who in turn shield the Dredds. Once close enough, the Dredds jump forward and kill everyhting they touch.
S_P
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Fafnir wrote:What part of "giant armoured ork suppository" do you not understand?
Balance wrote:Nothing wrong with feathers. Now, the whole chicken, that's kinky. |
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![[Post New]](/s/i/i.gif) 2011/03/20 17:04:26
Subject: How would you fix the deff dread?
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Battlewagon Driver with Charged Engine
Ye Olde North State
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I'm liking the ideas for grabbin' claw and wreakin' balls, fun and orky!  I forgot about giving them Waaagh!, deffinantly a must. And, after running the math a bit, I think that buzzsaw upgrade is fine, and might even need a little buff, perhaps.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/20 23:09:20
Subject: Re:How would you fix the deff dread?
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Flashy Flashgitz
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The Deff Dread has its uses but it's main draw back is the cost of Killa Kans.
I regularly run 9 kans and a Deff Dread in my 1500-2500 pt lists and let me tell you the Deff Dread doesn't need a whole lot of help. A few reasonable improvements such as a bump in "I" or allowing 2 per FoC would make all the difference in the world. @ 105pts they are still cheap and will own anything other than a CC Dread ote. Oh and the fact that the FAQ removed an Attack is just silly... Its Base 3, with 2DCCW for +1, with an additional 1 per DCCW... Not this "You only get an extra attack with the 3rd and 4th DCCW.
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This message was edited 1 time. Last update was at 2011/03/20 23:14:19
7 Armies 30,000+
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![[Post New]](/s/i/i.gif) 2011/03/21 00:29:30
Subject: Re:How would you fix the deff dread?
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Mutilatin' Mad Dok
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Tank Thrasher: Deff Dread gets Str 9 + 2d6 armor penetration for combat against vehicles.
Telly Porta: The Deff Dread has the Deep Strike Special Rule
Combat Master: Deff Dreads are devistating in close combat against Infantry. Any Infantry or Jump unit that is in close combat with the Deff Dread. The Deff Dread Gains an Additional attack for every model in base to base contact with the Deff Dread.
Exhause Cloud: Like Most of Ork Machines they exhume a large amount of smoke.smog and toxic gas - thus it gains a 4+ cover save
So for Example: The deff Dread has four combat arms and has 4 attacks. It gains +1 for charge and has five models in base to base contact. Thus it now has 10 attacks.
WS: 5
BS: 2
S: 6/10
Armor Value: 13/12/12
I: 4
Kan Guard: This is an extra option where a Deff Dread may be accompanied by Two Killa Kans.
A: 4
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This message was edited 1 time. Last update was at 2011/03/21 00:30:16
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![[Post New]](/s/i/i.gif) 2011/03/21 00:57:55
Subject: How would you fix the deff dread?
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Liche Priest Hierophant
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Mm. don't know about the 12 rear armour. That'd be awesome, but maybe something more like 11 rear. I'd say the back of a DeffDredd would be as armoured as the front of a Kan, right?
What about allowing for a Shield to be taken instead of a DCCW? Gives a 5+ Invuln save. Would be cheaper than the Exhaust but more expensive than extra armour.
And I'm assuming those are all buy-able options?
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/03/21 02:50:06
Subject: How would you fix the deff dread?
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Mutilatin' Mad Dok
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That could work better.
Some of them special rules but things like giving it an extra save, like the Invun would be a item you would have to buy that was extra. Like something worth at least 10-15 points.
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![[Post New]](/s/i/i.gif) 2011/03/21 04:04:30
Subject: How would you fix the deff dread?
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Liche Priest Hierophant
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I've actually though that all Dredds should get MC style AP against tanks. Not other Walkers, just tanks.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/03/21 20:09:12
Subject: Re:How would you fix the deff dread?
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Battlewagon Driver with Charged Engine
Ye Olde North State
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Vasarto wrote:Tank Thrasher: Deff Dread gets Str 9 + 2d6 armor penetration for combat against vehicles.
Telly Porta: The Deff Dread has the Deep Strike Special Rule
Combat Master: Deff Dreads are devistating in close combat against Infantry. Any Infantry or Jump unit that is in close combat with the Deff Dread. The Deff Dread Gains an Additional attack for every model in base to base contact with the Deff Dread.
Exhause Cloud: Like Most of Ork Machines they exhume a large amount of smoke.smog and toxic gas - thus it gains a 4+ cover save
So for Example: The deff Dread has four combat arms and has 4 attacks. It gains +1 for charge and has five models in base to base contact. Thus it now has 10 attacks.
WS: 5
BS: 2
S: 6/10
Armor Value: 13/12/12
I: 4
Kan Guard: This is an extra option where a Deff Dread may be accompanied by Two Killa Kans.
A: 4
This. This makes the dread a MUCH more attractive option. I would definantly take it with this kinda thing.
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grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over" |
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![[Post New]](/s/i/i.gif) 2011/03/21 20:54:14
Subject: How would you fix the deff dread?
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Mekboy Hammerin' Somethin'
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Except that it has more WS than a SM dread, not that I'm saying the Deff Dread shouldn't be superior, but unless an expert pilot(?) got behind the Deff Dread, I doubt that it would be on par with the level of CC skill of a hundreds of years old Venerable Dreadnought.
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This message was edited 2 times. Last update was at 2011/03/21 20:54:56
Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/03/21 21:03:57
Subject: How would you fix the deff dread?
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Liche Priest Hierophant
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It's not skill, it's unpredictability. Maybe a 4(5) WS? 5 to attack, but 4 to defend? Represents the pilot flailing around with all four arms as he attacks.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2011/03/21 21:49:42
Subject: How would you fix the deff dread?
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Rogue Grot Kannon Gunna
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![[Post New]](/s/i/i.gif) 2011/03/22 03:02:55
Subject: How would you fix the deff dread?
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Mutilatin' Mad Dok
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Here is the Fixed Edition of what I think Deff Dread should be like based off your input.
Tank Thrasher: Deff Dread gets Str 8 + 2d6 armor penetration for combat against vehicles.
Telly Porta: The Deff Dread has the Deep Strike Special Rule
Master of Combat - If a Deff Dread takes all its weapon options as Close Combat Weapons, If gains this ability. When in Close Combat it will gain an additional attack for each opposing model in base to base contact with the deff dread.
WS: 4
BS: 2
S: 6/10
Armor Value: 13/12/11
I: 4
A: 4
Kan Guard: This is an extra option where a Deff Dread may be accompanied by Two Killa Kans. Each Kan Costs the same as its normal option
Mega Armor -10 Points - Super Heavy Plating that slows the Deff Dread a bit but confers a +5 Invulnerable save. -1 to movement
Red Paint Job - 5 points
Decoy Launcha -The Orks launch a large barrel to intercept the shots being fired at it. Use once per game - When an opponent declares a shooting at the deff dread you may activate this ability. All rolls to hit automatically miss the shots fired at the deff dread is counted as striking the barrel. This will only work once per game and on the unit or vehicle shooting at the deff dread.
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This message was edited 3 times. Last update was at 2011/03/22 03:18:30
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