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What to equip my chaos dreadnought with?
Twin-Linked Heavy Bolters
Twin-Linked Autocannons
Plasma Cannon
Other

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Made in ie
Fully-charged Electropriest





Dublin,Ireland

I have 220pts to spare on my fluffy Iron Warrios list and I'm not sure which dreadnought options I should take for the two dreads running side by side.Before you ask the heavy support slots are filled with deamonically possed vindicators.This is for a 1500pt list.

So now it's up to you to help me make my decision

P.S. There is no closing date on this poll

Edit: To title

This message was edited 1 time. Last update was at 2009/04/09 12:00:45


 
   
Made in us
Plastictrees






Salem, MA

Multimelta and dccw. Point it at the enemy and keep it away from your vindicators.

Chaos dreads are for close combat, not shooting. Dual dccw looks good on paper, but in practice those dreads get immobilized and then ignored. With a multimelta you project a 12" radius no-go zone for enemy vehicles even if immobilized at a cost of only 1 close combat attack.

"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Banelord Titan Princeps of Khorne






12" no fly zone and a 24" hot zone. Remember it effects your own fellas too, so be careful! Also, per the current codex, it always turns to face the closest unit, not just the closest visible unit anymore, which is part of what makes it so dangerous. It is very likely to fry your own people in the early stages of the game. The dread was alot "safer" in the 3.5 codex.

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Junior Officer with Laspistol






The eye of terror.

whitedragon wrote:12" no fly zone and a 24" hot zone. Remember it effects your own fellas too, so be careful! Also, per the current codex, it always turns to face the closest unit, not just the closest visible unit anymore, which is part of what makes it so dangerous. It is very likely to fry your own people in the early stages of the game. The dread was alot "safer" in the 3.5 codex.


Read the codex. It still says "closest visible unit." 4th ed visibility rules said this could be behind the dread. 5th ed rules do not, but expect any player you try to convince otherwise to pitch a fit.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I always be very careful with my Chaos Dread, an EC FW model.
I'd give him 2 dccw's and let him run towards the enemy.

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Made in ie
Fully-charged Electropriest





Dublin,Ireland

The idea of two DCCW has occured to me ,but the list I have has plenty of anti-tank and anti-horde but lacks any thing to get transports and the like at long range so I thought that the autocannon or plasma would be suited for this and the heavy bolters are good for taking out tough troops(another thing I lack at long range)

 
   
Made in us
[ARTICLE MOD]
Fixture of Dakka






Chicago

I run mine with a plasma cannon, and DCCW/Heavy Flamer.

I also run a Land Raider. Which is nice, because when the dread malfunctions and shoots at my own stuff, the land raider is closest, and the plasma cannon cannot hurt the landraider

   
Made in ie
Fully-charged Electropriest





Dublin,Ireland

Yes the plasma cannon is good when there is a land raider on the field,but I don't have one .I was thinking that a missle launcher is a good idea cause should the dreaded 1 be rolled I would have frag shots that can be directed at the other dread and nothing bad happens and the heavy flamer would do nothing either

 
   
Made in us
Committed Chaos Cult Marine






Missile Launcher.

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Made in us
Banelord Titan Princeps of Khorne






willydstyle wrote:
whitedragon wrote:12" no fly zone and a 24" hot zone. Remember it effects your own fellas too, so be careful! Also, per the current codex, it always turns to face the closest unit, not just the closest visible unit anymore, which is part of what makes it so dangerous. It is very likely to fry your own people in the early stages of the game. The dread was alot "safer" in the 3.5 codex.


Read the codex. It still says "closest visible unit." 4th ed visibility rules said this could be behind the dread. 5th ed rules do not, but expect any player you try to convince otherwise to pitch a fit.


I mispoke, but the dread is still dangerous. In the 3.5 chaos dex, the dread had to fire at the closest "enemy" unit unless there were no enemy units visible, then it defaulted to closest friendlies if visible, then Blood Rage if there was nobody around. In the 4th edition book (current book), the dread has to fire at the closest visible unit, friend or foe. Well, page 72 of the 5th ed book states that "when firing a walker's weapons, pivot the walker on the spot so that it's guns are facing at the target." This represents the walker's agility over normal vehicles. It also goes on to say that this facing is important because it means the dread could end up facing the wrong direction come the next turn and have its rear exposed to enemy fire.

So basically, the 4th ed chaos codex, plus the 5th ed rules, mean that if any of your own guys are near your dread when it goes fire frenzy, they are going to get lit up. There is no way around this, especially since just about nothing blocks LOS in 5th anymore. So, Mr. Dreadnought, enjoy your spot on the shelf for the next couple of years.

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Made in us
Arch Magos w/ 4 Meg of RAM






Mira Mesa

I'd take ML and CCW or 2 CCW. The Launcher lets you fire frags at your transport. Any other weapons has a really good chance of wasting whatever of yours happens to be closest. You'll always need to take a CCW for his rage and you don't want too powerful a gun for his Fire Frenzy. As was said above, you do however want a gun if he gets immobilized. Missile Launcher has a great effective range and is versitile.

About the Fire Frenzy, RAI for fracks sake. He kills your own dudes, but you can build around it. He's cheap for what he does because he has draw backs.

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Made in us
Twisting Tzeentch Horror




Golden, CO

Multimelta if you don't have a lot of anti-tank in the army already. TL-Autocannons if you need some anti-light tank, it has the added benefit of not being too dangerous to your Marines if he goes crazy. Dual DCCW (+extra armor possibly) if you want cheap and killy, but I don't like this configuration too much as if he gets immobilized he's useless.
   
Made in us
Sword-Wielding Bloodletter of Khorne




Salt Lake City, UT

I run one with dual DCCW. Most of the time people either pour fire onto him or ignore him so I rarely get immoblized - either I'm untouched or I'm blown up 3 times over. I run him as a 'bodyguard' with the LR as a previous poster stated, then I let him run around and rip stuff apart once he gets close. For 105 pts (I take a heavy flamer) he can destroy quite a few things and if he gets shot at, that's fire not on my LR or DP.

   
Made in it
Fresh-Faced New User




in my Thousand Sons list i use it with TL lasers.
i deploy all unit in the rhinos except for 10 marines with tzeentch icon closest to dreddy.
i have lack of AT weapons..
in the worse case i suffer 2 shoots of laser on my marines an 4 shoots of bolter but i save all my vehicles
   
Made in us
Sybarite Swinging an Agonizer




Pleasant Hill CA 94523

All DCCW all the time do not even give them a chance to kill your stuff.

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Made in ie
Been Around the Block






In my last game my DCCW dread turned and shot my daemon prince of Nurgle in the ass with a bolter, successfully wounding him. Had to laff.

   
Made in us
Steadfast Grey Hunter





Plasma cannons if you want to be risky but kill more. TL-AC if you want to be safe. One time, my PC dred went krazy and killed my 3 marines on my objective in the last turn . I lost the game because I killed my own guys!

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd give it either plasma cannon or ccw's.
When I play such a guy I tend to roll 1 so that he targets my troops. Therefore, I'd prefer ccw's.

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