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Stealthy Kroot Stalker






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I'm am aware that the Rifleman Dreadnought is a standard Dread with 2 TL Autocannons. But for the same cost, you can take an Assault Cannon. This would allow the Rifleman to not only take on light vehicles and TEqs due to rending, but also infantry groups, making it a good all-round unit. Is there fault in this idea? Is trading 3 shots and rending worth the +1 strength? Or is it because the randomness of rending that makes people take the solid Dual Autocannon build for 4 S7 shots?
   
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Actually its the range. Assault cannon has only a 24 inch range, limiting its target selection. The autocannon is the choice weapon since it is twin linked and has the greater range.

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Stone Bonkers Fabricator General





Beijing, China

the twinlinking also helps

Also the left hand weapon can only be TL autocannons, DCCW, or a missile launcher right.
4 autocannons also looks really cool if modeled properly.

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Uhlan





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One of the great things about Riflemen dreads is that with that 48" reach, with good positioning you'll avoid a lot of the current meta. Plasmaguns and meltaguns won't be a problem at that range, but if you're in 24" assault cannon range, chances are you're getting toasted.

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Although if you're drop podding in then it's not really an issue.

   
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Andilus Greatsword wrote:Although if you're drop podding in then it's not really an issue.


rifleman dreads are not for drop podding

they dont have a DCCW, so they dont ignore armor saves. They get wrecked by any MeQ unit with a fist. Even without a fist, Krak grenades can take them and their 2 attacks down.

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I've used this setup with my Wolves, and it works fairly well... I'll probably give it a shot with the GKs as well... Wound up spending all game last night with a Str 8 Rifleman shooting up things and in the end killing a total of 1 infantry model due to the nice 3+ saves :-) Really missing the rending, etc...
   
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acekevin8412 wrote:I'm am aware that the Rifleman Dreadnought is a standard Dread with 2 TL Autocannons. But for the same cost, you can take an Assault Cannon. This would allow the Rifleman to not only take on light vehicles and TEqs due to rending, but also infantry groups, making it a good all-round unit. Is there fault in this idea? Is trading 3 shots and rending worth the +1 strength? Or is it because the randomness of rending that makes people take the solid Dual Autocannon build for 4 S7 shots?
The fault is that the assault cannon sucks compared to two TL autocnanons.

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Twin-linked Autocannon and a Missile Launcher work well at complimenting each other IMHO however.

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acekevin8412 wrote:Is trading 3 shots and rending worth the +1 strength


actually an assualt cannon gets four shots. But anyways, another thing with two twin-linked autos is that if you get a weapon destroyed result you still got some shooting left. I find that while technically they get the same amount of shots, being able to re-roll misses on a weapon with 1 higher strength is better than hoping for 6's to get the odd rending shot.

Grr and stuff...

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Just Dave wrote:Twin-linked Autocannon and a Missile Launcher work well at complimenting each other IMHO however.


thats a decent combo,

it trades volume of fire and accuracy for the ability to kill Av13.

it isn't optimal for killing transports because the Krak missile performs worse then an tl-autocannon against most transports(Av10-12 range)

the autocannon is about the same vs infantry as the missile.


personal preference is the main dividing point.

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On drop podding riflemen dreadnoughts:

It can be good in a drop pod list (space wolves) where you start the dreadnought on the table and drop emty pods if he reserves everything, or you can drop it in an target side armour with the assault/autocannons at range. But now he has to calculate in facings from both the dreadnought and the long fangs.

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So far i have had pretty good luck with a mix of both asscannon and AC on a dread. The ability to threaten any armor on the board is a big plus. If you figure in the bonus for rending, a asscannnon has a better chance to pen AV14 than a Las cannon. sure it only works at close range but i usually play smurfs, really shooty. My foe usually has to get closer to make things work, and when he gets closer, my fire improves. win win. but if you are soley worried about downing light armor, the rifleman is the way to go.

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Stealthy Kroot Stalker






U.S.

Thanks everyone, I completely forgot about the added range of the Autocannon in comparison to the Assaul Cannon.

I disagree with the idea of taking the Missile Launcher however, because you only get one shot and it's only glancing AV13 on a 5 and penetrating on a 6.

I'm gonna go swap out those guns now. Thanks again to the Dakka Dakka community.
   
 
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