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Made in gb
Longtime Dakkanaut







Hi all.

So, im ploughing on with my Vanilla marine list, which is an army for fluffy and fun games, not big tournies, but getting a win every now and again is still fun.

So, my idea for a unit, is to make a Venerable dreadnought, who is entirely focussed on getting into melee. I love the idea of a nigh-indestructable walker ploughing into hand-to-metal claw combat and wreaking havoc.

But I have no idea as to what to arm it with when I get it. What's the best combo to take, especially considering it will be moving and/or running every turn to get close enough to assault, as it won't have a drop-pod. So it's likely it won't be able to shoot, but you tell me, what do I give it?

Thanks all.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Close combat weapon, multimelta because it's cheapest. Heavy flamer if you want to thin the herds first.

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Made in us
Sneaky Lictor





Oakland, CA

Who do you tend to play against more often?

"To crush your opponents, see their figures removed from the table and to hear the lamentations of TFG." -Zathras 
   
Made in gb
Longtime Dakkanaut







Swarms of orks.
   
Made in us
Member of the Ethereal Council






Take the TL heavy flamer, and the wrist mounted heavy flamer aswell.

5000pts 6000pts 3000pts
 
   
Made in us
Sneaky Lictor





Oakland, CA

If you mostly fight green tides a CC Dread is likely just gonna get tarpitted until the end of time :-/ Sure, it's killy, but not enough attacks to chop through the tide. I'd go high volume, Heavy Flamer and whatever else puts out the most lead. Hell, I'd go double Flamers if you could, that'd scare the bejesus out of an Ork player. Not a Space Marine player so I don't know their loadout availabilities.

^What Hotsauceman1 said

This message was edited 1 time. Last update was at 2012/07/29 18:52:02


"To crush your opponents, see their figures removed from the table and to hear the lamentations of TFG." -Zathras 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

It's worse than that. Any unit that isnt' able to hurt a walker in close combat can just run away. You can't even guarantee the safety of staying in close combat anymore.

Unfortunately, you showed up one rules edition too late for this idea of yours to be all that viable. I'd give it at least SOME sort of weapon so that the dread can be useful outside of CC.


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Made in gb
Longtime Dakkanaut







On the contrary, I think this makes it more viable! I have a shooty army otherwise, if they can escape combat with the dread, and I give it the flamer and melee with wrist mounted flamer, then I can use this to chase ork squad's away from my shooting lines! Might smack a few, or roast a few as they run away too
   
Made in gb
Longtime Dakkanaut




Vanilla list would an Iron clad which is the strong silent type.
Else BA allies to bring some of their cool dreads.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

if you fight lots of orks you should go with the heavy flamers. You will need a DCCW to make sure you can win a challenge with a klaw nob.

You will have to avoid the mega nobs and the nob bikerz/footy nobz.

I might even suggest an ironclad dread instead of a venerable. Venerable just arent that good. Iron clads are gonna take about 1/2-2/3 the damage venerables do from rokkits and klaws and are immune to krak grenades. They are still gonna fold against Gazzy, but what won't

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

Ailaros wrote:It's worse than that. Any unit that isnt' able to hurt a walker in close combat can just run away. You can't even guarantee the safety of staying in close combat anymore.

yes, but can't you be caught in a sweeping advance when that happens, so instead of a tarpit creator you got a blender? Or did my friend misinterpret/misread that rule?

   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Jihallah wrote:
Ailaros wrote:It's worse than that. Any unit that isnt' able to hurt a walker in close combat can just run away. You can't even guarantee the safety of staying in close combat anymore.

yes, but can't you be caught in a sweeping advance when that happens, so instead of a tarpit creator you got a blender? Or did my friend misinterpret/misread that rule?


yup you risk the blender. SM, though, that's playing the game on easy mode. There is no blender.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Unfortunantly, Dreadnoughts can't issue challanges. If they could, hidden PKs and PFs would be almost no threat as you could issue a challange and either way the Nob is boned.

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.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Jihallah wrote:
Ailaros wrote:It's worse than that. Any unit that isnt' able to hurt a walker in close combat can just run away. You can't even guarantee the safety of staying in close combat anymore.

yes, but can't you be caught in a sweeping advance when that happens, so instead of a tarpit creator you got a blender? Or did my friend misinterpret/misread that rule?

You read it right.

But seriously, let's look at your ven dread against, say, a bunch of guardsmen. I have the option of either slowly dying, or taking a decent chance of making it out alive. If I chose to run, then no matter the results of the sweep, that dreadnought is now stuck out in the open mere inches away from all of my meltaguns, and is now likely in LOS of a bunch of other stuff, and probably doesn't have a cover save (especially if the sweep is successful).

Running a not-THAT-dangerous risk of losing 60 points to be able to auto-kill a ven dread is the smart play in my book.

Stuck between being tarpitted, or being unable to tarpit, CC dreads don't make a lot of sense in this edition, and that's even before you start looking at new rules like using WS for nailing one with a meltabomb, etc.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
 
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