Switch Theme:

post FAQ: GK venerable dreads to hold objectives?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Major






far away from Battle Creek, Michigan

So now that the FAQ has decreed that vehicles affected by Grand Strategy can hold objectives is anyone thinking about adding some psyfleman venerable dreads to GK armies? Those things sitting on objectives in the backfield would be a pain in the backside.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Fixture of Dakka





Steelcity

It is interesting to be sure.. Would make them really annoying since people tend to ignore them already due to easier targets

Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500,  
   
Made in us
Major






far away from Battle Creek, Michigan

IMHO, the extra points for venerable status only become valuable once the thing is holding an objective.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in gb
Dakka Veteran





the extra points for venerable status only become valuable once the thing is holding an objective


Mathematically 2 venerables outperform 3 normal dreadnoughts for what is roughly the same points. While there may be reasons to take 2 normal dreadnoughts instead of one venerable, there isn't really a good reason to take 3 normal over 2 venerable unless you think your enemy will bring so much anti-AV12 firepower to bear that he will eliminate all your dreadnoughts and other armour by the end of turn 2 regardless.

Choose an army you can love, even when it loses - Phil Barker
 
   
Made in us
Lord of the Fleet





Texas

I think the Ven is still very useful even if he isnt scoring. The extra protection as mention can outlast normal dreads if you get lucky on those ven rolls and with BS5 TL, you're almost guaranteed to get most of your shots on a target

Problem is you could already filled out your elites with Purifiers/etc

 
   
Made in us
Kid_Kyoto






Probably work

I'm unhappy about this. The dreadnought did not need to become that much more of a no-brainer. This will only increase the number of mechpurifier-spam/dreadnought-spam armies.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Lord of the Fleet





Texas

Its not like walkers themselves are all that had to take down

Its the fact that its ven dreads though and theres likely to be cover saves everywhere

 
   
Made in gb
Dakka Veteran





This will only increase the number of mechpurifier-spam/dreadnought-spam armies.


Possibly. But then folk will just have to learn how to deal with them.

Choose an army you can love, even when it loses - Phil Barker
 
   
Made in us
Death-Dealing Ultramarine Devastator




Bay Point CA

In my Purifier list I run three Ven dreads so they don't take up heavy slots. I leave the heavy slots open for a lone Dreadknight. Fortitude and re rolls make the venerables a lovely fire base that can take quite a lot of abuse.

1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team 
   
Made in gb
Been Around the Block





England

To be honest, I was always abit peeved with how easy it was to destroy dreds. EVERY dreddie is supposed to be a space marine hero, who's experience is too valuable to be allowed to die. Their armor value of 12 doesnt cut it for me. They should be more like dredknights with their 4 wounds and high toughness. I never take them.

Anyways, my point is, is that the ability to make dreds scoring units has made them more viable to field in the face of their pretty low damage resistance, and are ideal defenders for objectives. Fluffwise, they are akin to leaders and regularly use their improved sensors to survey the area for their brother marines.

Yays for scoring dreds!

This message was edited 1 time. Last update was at 2011/06/13 16:05:56


Check out my new short story! - http://www.dakkadakka.com/wiki/en/The_Blood_bearers - All comments welcome 
   
Made in us
Major






far away from Battle Creek, Michigan

Space Wolf scouts do tend to hurt backfield dreads badly.

PROSECUTOR: By now, there have been 34 casualties.

Elena Ceausescu says: Look, and that they are calling genocide.

 
   
Made in us
Decrepit Dakkanaut






Eternal Plague

It will make Dreads of any stripe a threat and a target if Grand Strategy targets them to be able to hold objectives.

However, I highly doubt GK players will simply narrow the focus of such an awesome ability to just using it on dreads...there are many, many ways to mess around with the opponent that making Dreads a bigger bulls-eye.

   
Made in us
Daemonic Dreadnought






Artemo wrote:
the extra points for venerable status only become valuable once the thing is holding an objective


Mathematically 2 venerables outperform 3 normal dreadnoughts for what is roughly the same points. While there may be reasons to take 2 normal dreadnoughts instead of one venerable, there isn't really a good reason to take 3 normal over 2 venerable unless you think your enemy will bring so much anti-AV12 firepower to bear that he will eliminate all your dreadnoughts and other armour by the end of turn 2 regardless.


Cost per AC shot of a psyfleman dread 16.875
# of hits per turn 7.111
Cost per hit of a psyfelman dread 18.984

Cost per AC shot of a ven psyfleman dread 24.375
# of hits per turn 7.77777
Cost per hit of a ven psyfleman dread 25.071

The venerable dread does not outgun regular psyfelman. 3 psyfelmen will average 21.3333 hits per turn as opposed to 15.555 hits per turn from 2 venerable psyflemen.

That being said ven dreads in a GK codex are absolutely worth it as objective holders now that the FAQ is out.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Longtime Dakkanaut






Schaed while of course you are correct that 3 dreads get more shots than 2 with your math you fail to account for the ven dread being worth 3 regular dreads to destroy. I ran those numbers too, and basicly because the dreads are high priority targets your opponent should be shooting them. When under fire the 2 ven dreads quickly get more shots per point than reg dreads
   
 
Forum Index » 40K General Discussion
Go to: