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Dread or Pred?
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Made in gb
Space Marine Scout with Sniper Rifle




UK

Hi dakka people,

You might of noticed that I've been posting a lot about improving my army. I'm here to that again

I want to buy something with heavy weapons for my 1,500 point army. I have 204 points left to spend and I have narrowed my choices down to 2 options: Predator Annihilator with lascannon sponsons, HK and stormbolter or a standard dreadnought with missile launcher and TL lascannon

Dread

Pros - 5 points cheaper than the Pred, assaults are dealt to the front because its a walker, choice of weaponry, smaller than a tank so it can benefit from cover more, they look cool
Cons - Fills my last elite slot, expensive [as in money] for a small model, front armour isn't as good as the Pred

Pred Annihilator

Pros - lots of firepower, can ram and tank shock, can remove weapons and use as a rhino, better front armour

Cons - 5 more points, attracts a lot of firepower, assaults are done to the back, where the armour is only 10, worse side armour, large target, won't benefit from cover as easily, only 3 types of main weapons come with it

If any of you have played game using these, which would you say is better? I mainly play against space marines armies and eldar

Stupid GW, so hard on the wallet.

No, "It makes a funny noise" is not an excuse for punching a guardsman 
   
Made in us
Rotting Sorcerer of Nurgle





Neither?
I would suggest the AC/LC pred or the Dread combos of:
2 TL Auto Cannons or MM/HF in pod.

Whatever you choose, I highly recommend magnitizing the weapons.

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There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
 
   
Made in us
Long-Range Ultramarine Land Speeder Pilot







I agree completely with Sanctjud. Especially on the magnetizing front. I have two Preds with fully magnetized options and I regularly field them as AC/LC or AC/HB depending on the scenario and whim of the day.

Also, drop the storm bolter on the pred, especially if you go for a full annihilator. the storm bolter is never going to hurt the targets you will be shooting at, so that is 10 points better spent elsewhere. The HK missile is more of judgment call. I don't like them, but sometimes they come in handy. YMMV. I'd get rid of it and spent 20 points upgrading some other unit.

But the bottom line is you should magnetize them so you can change your mind later.

6,000
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Made in gb
Space Marine Scout with Sniper Rifle




UK

Kolath wrote:I agree completely with Sanctjud. Especially on the magnetizing front. I have two Preds with fully magnetized options and I regularly field them as AC/LC or AC/HB depending on the scenario and whim of the day.

Also, drop the storm bolter on the pred, especially if you go for a full annihilator. the storm bolter is never going to hurt the targets you will be shooting at, so that is 10 points better spent elsewhere. The HK missile is more of judgment call. I don't like them, but sometimes they come in handy. YMMV. I'd get rid of it and spent 20 points upgrading some other unit.

But the bottom line is you should magnetize them so you can change your mind later.


Thanks for the help guys, but I'm worried about the Pred attracting loads of firepower. I will soon be playing against eldar, but I'm worried that lances will tear apart my predator. I'm not too sure about the pred because i already have a dev squad with 2 lascannons, missile and plasma cannon, a razorback, a dread with MM

No, "It makes a funny noise" is not an excuse for punching a guardsman 
   
Made in us
Regular Dakkanaut




well honestly it would depend on the rest of your list mainly because either choice might not support or be fluid with the rest of your army. however if i had to choose without knowing the rest of the list id go with the mm/hf dread in a pod.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

well, your Devestator Loadout is terrible. Dev boxs, IMO, are so you can get all the heavy weapon options for your Tac squads.


a Sniper Dred(Lascannon/missile) works best in tandem with 2 Riflemen Dreds(2 Autocannons) the whole package works best if you have a MOTF allowing you to take 3 more dreds(OR use one Elite slot for a Squad of Terminators and have 1 dred be HS)


Tri-Lascannon Preds are expensive for what they do. if the Pred moves it can't fire to full effect, it can only fire to full effect to the direct front and it is fairly easy to kill. all 3 things are something a Dred can do better. Dreds can move and fire 2 weapons, the dred can rotate in the shooting phase, and the dred can hide in cover easier(AV12 with 4+ cover is more durable then straight AV13)

also, the dred won't be losing AV effectivness to a Brightlance.




it does really depend on the rest of your list. what else do you have in your Elite slots? HS? FA? what is the focus of the army, Shooty or fighty?

Help us help you

Self-proclaimed evil Cat-person. Dues Ex Felines

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Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

I'm going to go against the majority here and say the dreadnought. The dread is a more aggressive unit because it shoots and fights in close combat, has stronger mobility options, has weapons that sync with vulkan, and has only slightly worse armor. While as a general rule I advocate specialization over flexibility I think in this case the dreadnought is so much more flexible than the predator that it's added options make up for it's limited ability at shooting. Dreads can be magnatized without much of a problem.
AF


Automatically Appended Next Post:
also as templar pointed out the dread can move and shoot to full effect; the predator's firepower is often limited by its own bulk (only 2 of its 3 guns can shoot at targets significantly to the left or right) and often has to move, and thus give up some of its shooting, to get into position.

This message was edited 1 time. Last update was at 2010/08/18 02:34:57


   
Made in us
Consigned to the Grim Darkness





USA

Both!

Three dreads and three preds!

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
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My blog
 
   
Made in us
Bounding Assault Marine





I use Two dreads in drop pods, and two preds in my list, it works out pretty well.

Ipso facto auto-hit.  
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

I agree with AF, except I would invest in the Ironclad instead of the regular Dreadnought.

Stronger AV, and the best at CC amongst other Dreadnoughts. I outfit them with a Heavy Flamer, 2 HK Missiles, and a Drop Pod. They also come stock with Extra Armor. This will total to 200 Points.

You're Predator Annihilator, as you outfitted it earlier comes to 185 points, which is just a bit cheaper. I think in the end though, you'll be happier with your results.

And don't worry so much about taking up your last Elite slot. If you only had 2 to field in the beginning, then you're still not losing anything.

My vote's been cast. Good luck.

"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
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Made in us
Regular Dakkanaut





I've always preferred dreads because they can hide first turn and then move and fire to full effect on turn one. They are also cheaper and can tie up a unit in combat if you need them to.

My armies:
, , , and a little and now VC

 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

Wraithlordmechanic wrote:I've always preferred dreads because they can hide first turn and then move and fire to full effect on turn one. They are also cheaper and can tie up a unit in combat if you need them to.


Best thing to throw at a Blood Angels Death Company = Ironclad Dreadnought (My Ironclad holds an 8/1 record against Death Company thus far)

"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
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Made in us
Plastictrees






Salem, MA

My favored choice isn't in the list.

2 typhoon speeders with HBs. Twice as big a boost to your AT firepower as the other choices, plus massive troop-killing power.

"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
Regular Dakkanaut





Rurouni Benshin wrote:
Best thing to throw at a Blood Angels Death Company = Ironclad Dreadnought (My Ironclad holds an 8/1 record against Death Company thus far)


Though you are helping to prove my point I can't help but notice that your friends don't know how to use their DC...

My armies:
, , , and a little and now VC

 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Flavius Infernus wrote:My favored choice isn't in the list.

2 typhoon speeders with HBs. Twice as big a boost to your AT firepower as the other choices, plus massive troop-killing power.


you sir get OVER 9000 Internets

Black waves should drop his Devestator squad for these bad boys. More, cheaper, firepower.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in au
Utilizing Careful Highlighting





Australia

Both are nice but I like AV13 in backfield with lascannon sponsons. Yes more specialised but for stopping transports it that or rifleman TLAC Dreads

Aurora SMs in 5th Ed (18 wins, 3 draws, 13 losses)

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Aurora SMs in 6th Ed (3 wins, 0 draws, 5 losses))
 
   
Made in gb
Space Marine Scout with Sniper Rifle




UK

Grey Templar wrote:well, your Devestator Loadout is terrible. Dev boxs, IMO, are so you can get all the heavy weapon options for your Tac squads.


a Sniper Dred(Lascannon/missile) works best in tandem with 2 Riflemen Dreds(2 Autocannons) the whole package works best if you have a MOTF allowing you to take 3 more dreds(OR use one Elite slot for a Squad of Terminators and have 1 dred be HS)


Tri-Lascannon Preds are expensive for what they do. if the Pred moves it can't fire to full effect, it can only fire to full effect to the direct front and it is fairly easy to kill. all 3 things are something a Dred can do better. Dreds can move and fire 2 weapons, the dred can rotate in the shooting phase, and the dred can hide in cover easier(AV12 with 4+ cover is more durable then straight AV13)

also, the dred won't be losing AV effectivness to a Brightlance.




it does really depend on the rest of your list. what else do you have in your Elite slots? HS? FA? what is the focus of the army, Shooty or fighty?

Help us help you


Ah yes I will explain my devs. I bought the sprues on ebay and ML was missing a piece on the front. I put the heavy bolter in because: they have a better range than multi melta; don't hurt my men like plasma cannons do; I used all the lascannons.

What I want to do is switch put the HB in my tactical squad and give the devs a completed missile launcher. Good idea or not?


No, "It makes a funny noise" is not an excuse for punching a guardsman 
   
Made in us
Charing Cold One Knight




Lafayette, IN

Heavy bolter marines are generally bad. Really bad. If you REALLY want anti infantry fire power. Take an autocannon heavy bolter predator. Then take another, and maybe another. 8 anti infantry/MC shots per 85 point AV 13 hull is really strong for its points.

I guess what I'm saying is: If you want heavy bolters, there are cheaper, better, and in the case of speeders, faster options to take than a tac or devastator squad. Heck even a 5 man scout squad with HB W/hellfire shells is better.

 
   
Made in gb
Crazed Cultist of Khorne




Ipswich/Scotland

You need a 6 to hit a dread in CC. Thats way better than a Pred

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Made in ca
Infiltrating Broodlord






You need 6's to hit with grenades. Everything else hits dreads on 4's atleast.

Tyranids
Chaos Space Marines

 
   
Made in us
Warning From Magnus? Not Listening!





New Jersey, USA

Wraithlordmechanic wrote:
Rurouni Benshin wrote:
Best thing to throw at a Blood Angels Death Company = Ironclad Dreadnought (My Ironclad holds an 8/1 record against Death Company thus far)


Though you are helping to prove my point I can't help but notice that your friends don't know how to use their DC...

Haha, they're learning... Some of them have tried different tactics, and others are still hoping for that lucky hit from a TH or PF. Granted this was early on when the new BA codex was still relatively new. But whenever I see DC out there on foot without a transport, I always look forward to what they're going up against...

"This One Is Rurouni... Once Again, This One Will Drift..."
"Rushing towards danger without hesitation isn't recklessness, but bravery... And avoiding danger when there's a chance for victory isn't precaution, but cowardice..."
"I can only go forward." 
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Another thing to note is that the dread can move 6 inches and shoot both weapons
   
Made in gb
Space Marine Scout with Sniper Rifle




UK

I am strongly considering buying a dreadnought now after what you've told me about firing its weapons and moving. The reason I will not buy 2 landspeeders is because of money. Its costs a lot! I think the dreadnought will help me a lot because I can change the weapons, put a spare arm on my AoBR dreadnought [with blue tack. I heard the holes are a different size].

The land speeder tornado with a MM and assault cannon looks quite nice. Blow up tanks and slaughter infantry. What do you think? My idea would be to move flat out into cover on the first turn, then shoot whatever I can see on the next and have some termies opposite for backup.

No, "It makes a funny noise" is not an excuse for punching a guardsman 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

urrrg...

Assault cannon AND MM. 2 expensive weapon upgrades on an AV10 chassis.

my advice is 1 purchased weapon and stop right there.

you really want to specilize the LS. anti-infantry OR anti-tank.


the only speeder that does both efficiently is the Typhoon.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Space Marine Scout with Sniper Rifle




UK

Grey Templar wrote:urrrg...

Assault cannon AND MM. 2 expensive weapon upgrades on an AV10 chassis.

my advice is 1 purchased weapon and stop right there.

you really want to specilize the LS. anti-infantry OR anti-tank.


the only speeder that does both efficiently is the Typhoon.


Very good point. I want an anti tank speeder but all 2 MMs are expensive. Can you tell me what weapons come with the land speeder? I'm a noob needing help here

No, "It makes a funny noise" is not an excuse for punching a guardsman 
   
Made in us
Eternally-Stimulated Slaanesh Dreadnought





behind you!

should probably start another thred for that.... some dakkaites live to press the alert mod button.

   
Made in us
Decrepit Dakkanaut





Vallejo, CA

I'm not a space marine player, but I've never really seen much point in preds, given that they basically copy the role of devestators, but are worse. Likewise for dakka dreads.

That said, I love the idea of assault ironclads. Invincible to grenades and lower point close combat stuff and they give you lots of S10 attacks that instakill, ignore armor and throw down on vehicles really hard. Yeah, you've got to be more creative with how you get them to their target, but they fill a role that is unique to them (except for perhaps thunder hammer or chain fist + storm shield termies), unlike preds and dakka dreads.

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

BlackWaves wrote:
Grey Templar wrote:urrrg...

Assault cannon AND MM. 2 expensive weapon upgrades on an AV10 chassis.

my advice is 1 purchased weapon and stop right there.

you really want to specilize the LS. anti-infantry OR anti-tank.


the only speeder that does both efficiently is the Typhoon.


Very good point. I want an anti tank speeder but all 2 MMs are expensive. Can you tell me what weapons come with the land speeder? I'm a noob needing help here


look in your Codex.

best outfit(IMO) is a typhoon with HB.

AV10 needs to stay at range and keep moving to stay alive. the Typhoon does both without sacrificing its firepower.

you can move 12" a turn and fire 2 Krak missiles at enemy armor OR you can move 12" a turn and fire 2 Frag missile blasts and the HB at the enemy(this is because Frag missiles are Defensive weapons)


if you set a squadron of 2-3 Typhoons down against an ork army the ork player will absolutly HATE you. 4-6 Frag blasts along with 6-9 HB shots will decimate any infantry and you can switch to Kraks to take down vehicles.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Dark Angels Librarian with Book of Secrets






Dreads rule!
   
 
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