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deff dreads wich would be the better heavy weapons to add it?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in mx
Screamin' Stormboy





mexico

Yep but i was considering 1 skorcha and a big shoota just to anoy while he gets there i dunno

i juzt want to go more fazta  
   
Made in gr
Sneaky Lictor





Greece

A little analysis on a deffdread:

Deff dreads are good at two things:
1Being resilent
2Dealing alot of damage

The first requires a Kustom Force Field sunergy to a large extent and to get into combat as fast as possible so as not to get shot up in the open. (This means running towards it's goal)
With regard to the second you should consider that the rest of your army also deals alot of damage so in order for it to be of any use is must chase targets that the other units you have can't. Like Landraiders, Dreadnoughts (risky and only worth it if the deff dread outnubers its attacks 5-3 or better) or Lightning claw termies. I will focus on Landraiders alone: I consider immobilised, wrecked or explodes as a wanted result on the chart:
If the LR has not moved each attack has a 19,4% of getting a result
If the LR has moved up to 6 the chance falls to 9,7% of getting a result
If the LR has moved more than 6 the chance is 3,2% of getting a result
The above stats include glancing hits and results. As you can see 3 or 4 attacks are not goint to cut it. My experience tells me that it is only going to get one decent go at that landraider (probably having moved 6) and that's it. It is desperate for more attacks.

After reading the above I would say the dread is meant for running and assaulting so one should always opt for 4DCCW . Next you should consider the cost:
Minimum cost is 85 points. With 2 DCCW it shoots up to 105points. 105 points for a unit that could miss out on the game if it gets 2 stunned results or 2 immobilised (I assume you have a mek that makes it a troop choice and can repair it). Definitely not worth it :(

So no DCCW doesn't cut it, 2 is too expensive. Simple sollution is take 1. As you are trying to keep costs low, the other arm is either a scorcha or a big shoota. 1 big shoota licks balls. Each shot has a 7,4% chance of killing a MEQ and a 13,8% chance to kill GEQ. The scorcha doesn't tempt you not to run, has a 22.2% chance to kill any MEQ it covers with the template and will evaporate any GEQ squad it hits.

My ideal dread is now at 95 points. If there are 10 points to spare they should be given for armor plates which means that only an immobilised result will stop it's forward march.

My experience also tells me that a Deffdread does not usually make it's points back and other choices are better. I do however field one in my kan wall for shear awesomeness of the model and it's feel

This message was edited 2 times. Last update was at 2010/11/01 14:32:10


FaarisShazad wrote:The guy with the spiky dildo for a picture had a good point.

Ork Management Program
I take care of problems that need to be solved with violence  
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

sn0zcumb3r wrote:A little analysis on a deffdread:

Deff dreads are good at two things:
1Being resilent
2Dealing alot of damage

The first requires a Kustom Force Field sunergy to a large extent and to get into combat as fast as possible so as not to get shot up in the open. (This means running towards it's goal)
With regard to the second you should consider that the rest of your army also deals alot of damage so in order for it to be of any use is must chase targets that the other units you have can't. Like Landraiders, Dreadnoughts (risky and only worth it if the deff dread outnubers its attacks 5-3 or better) or Lightning claw termies. I will focus on Landraiders alone: I consider immobilised, wrecked or explodes as a wanted result on the chart:
If the LR has not moved each attack has a 19,4% of getting a result
If the LR has moved up to 6 the chance falls to 9,7% of getting a result
If the LR has moved more than 6 the chance is 3,2% of getting a result
The above stats include glancing hits and results. As you can see 3 or 4 attacks are not goint to cut it. My experience tells me that it is only going to get one decent go at that landraider (probably having moved 6) and that's it. It is desperate for more attacks.

After reading the above I would say the dread is meant for running and assaulting so one should always opt for 4DCCW . Next you should consider the cost:
Minimum cost is 85 points. With 2 DCCW it shoots up to 105points. 105 points for a unit that could miss out on the game if it gets 2 stunned results or 2 immobilised (I assume you have a mek that makes it a troop choice and can repair it). Definitely not worth it :(

So no DCCW doesn't cut it, 2 is too expensive. Simple sollution is take 1. As you are trying to keep costs low, the other arm is either a scorcha or a big shoota. 1 big shoota licks balls. Each shot has a 7,4% chance of killing a MEQ and a 13,8% chance to kill GEQ. The scorcha doesn't tempt you not to run, has a 22.2% chance to kill any MEQ it covers with the template and will evaporate any GEQ squad it hits.

My ideal dread is now at 95 points. If there are 10 points to spare they should be given for armor plates which means that only an immobilised result will stop it's forward march.

My experience also tells me that a Deffdread does not usually make it's points back and other choices are better. I do however field one in my kan wall for shear awesomeness of the model and it's feel




This pretty much sums it all up perfectly. Ive never liked the idea of taking all DCCW on them because if immobilized, they are useless, and rather expensive. I either run 2 skorchas, or 3 DCCW and a skorcha.

Also with a dred you need to learn how and where to place it. Having it right in the open with no cover is just dumb, it will be blown apart in 1 turn. Ive had success running mine behind boyz mobs and with a KFF soaking up shots. Remember not to just run them up to anything and laugh while you try to tear it apart. Just like everything else in the Orks codex, it has its strengths against things, and its weaknesses.
   
Made in ca
Decrepit Dakkanaut





Remember that both Meks and the Grot Riggers vehicle wargear can get an Immobilized Deff Dred moving again.
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

Grot riggors are one of my fav vehicle upgrades. Its cheap, and has a 50% chance of getting the vehicle up and moving again. Not to mention if you keep the meks near a vehicle with grot riggors, then it increases your chance that much more of getting them going.
   
 
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