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Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

So What is the best way to equip deff dreads? I'm not sure if I should just do rokkit with big shoota, or to also give a KMB?

What do you guys think?


 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in gt
Regular Dakkanaut






I'm no expert on ork things. I do want to run a deff dread to accompany my 2 squads of killa khans though. But I don't think putting too many ranged weapons works well since he has terrible ballistic skill. I want to take him as an assault deterrence since killakans suck for melee.

big shoota?
   
Made in us
Nurgle Veteran Marine with the Flu




Southern California

Why not just put the 2 extra DCCW on him and stampede up the field with a KFF big mek behind him. The kanz can follow and take pot shots. but with the dread slightly out front (running) he will absorb (and can take some punishment) fire off your kanz. Grot riggers also is another ideas to make the Deff Dread a little tougher.
   
Made in us
Bonkers Buggy Driver with Rockets





If you want the dread to be anti-vehicle than you give him 2 mega-blastas and attach two Mekaniak Meks with mega blastas behind him. They form a unit that is going to soak up lots of fire, yet can repair hull points fairly quickly (with grot riggers average of 1 per turn). The mega-blastas can take down terminators or heavy tanks.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in us
Squishy Squig




Minnesota

Deff Dreads should be used for one thing only: running up to things and ripping them apart. Any turn spent shooting is a turn that could have been spent running, and with a BS of 2, you probably wouldn't be hitting (or wounding) anything anyway. If you want a shooty walker, go with a squad of Killa Kanz, as they have BS3.

On the other hand, taking nothing but 4 PKs makes it effectively useless if it's immobilized. That brings us to the last option: the Skorcha. It's a template weapon, which means it's not affected by BS2 and can be used to soften up a squad before the charge. It also gives the dread a bit of a threat bubble if it's immobilized, which can be very handy if you're stuck right next to an objective.

Take 3 PKs and a Skorcha. 3 PKs will be enough to shred anything you come in contact with, and the Skorcha will give you all the benefits mentioned above.
   
Made in us
Longtime Dakkanaut





3 dred ccw, and a skorcha.

the skorcha isnt for stopping to shoot, its for if someone charges you so you can get some free overwatch hits in.
   
Made in us
Mutilatin' Mad Dok





blaktoof wrote:
3 dred ccw, and a skorcha.

the skorcha isnt for stopping to shoot, its for if someone charges you so you can get some free overwatch hits in.


I concur with both your conclusions and the reasons underlying them.
   
Made in us
Longtime Dakkanaut



Cheyenne WY

DaKKaLAnce wrote:
So What is the best way to equip deff dreads? I'm not sure if I should just do rokkit with big shoota, or to also give a KMB?

What do you guys think?



I suggest a Burna/skorcha, and extra CC arms...it's a classic. And it works very well.

The will of the hive is always the same: HUNGER 
   
Made in nz
Longtime Dakkanaut





New Zealand

 Bludbaff wrote:
blaktoof wrote:
3 dred ccw, and a skorcha.

the skorcha isnt for stopping to shoot, its for if someone charges you so you can get some free overwatch hits in.


I concur with both your conclusions and the reasons underlying them.


Yup. A little bit of burny shootyness, that doesn't suffer from BS 2, is all the shooting you need. Genuinely useful against hordes and any cowardly gits hiding in cover, and usually more useful than a 4th CCW.
   
Made in gb
Tough-as-Nails Ork Boy





UK

Ive just built my first Deff Dread with three Claw arms and a Skorcha.


Reasoning being, he should be trying to cut things apart in melee, and running to get there quickly, so any long range gun is fairly pointless. Especially with his poor ballistic skill.

However the Skorcha gives him a little bit of role variation, for those times he's immobilised or comes across a unit of infantry he needs to burn out of cover.

Especially in a ruin he cant access, or Open topped vehicle, where he can burn the contents without actually being able to reach them in CC.
   
Made in gb
Stealthy Grot Snipa





 MagicMan wrote:
Ive just built my first Deff Dread with three Claw arms and a Skorcha.


Reasoning being, he should be trying to cut things apart in melee, and running to get there quickly, so any long range gun is fairly pointless. Especially with his poor ballistic skill.

However the Skorcha gives him a little bit of role variation, for those times he's immobilised or comes across a unit of infantry he needs to burn out of cover.

Especially in a ruin he cant access, or Open topped vehicle, where he can burn the contents without actually being able to reach them in CC.


when flaming the open-topped vehicle does that count as shooting at the vehicle? meaning you can charge it come combat?

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Never Forget Isstvan!






yes

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Made in us
Dakka Veteran





 Badgutz wrote:
Deff Dreads should be used for one thing only: running up to things and ripping them apart. Any turn spent shooting is a turn that could have been spent running, and with a BS of 2, you probably wouldn't be hitting (or wounding) anything anyway. If you want a shooty walker, go with a squad of Killa Kanz, as they have BS3.

On the other hand, taking nothing but 4 PKs makes it effectively useless if it's immobilized. That brings us to the last option: the Skorcha. It's a template weapon, which means it's not affected by BS2 and can be used to soften up a squad before the charge. It also gives the dread a bit of a threat bubble if it's immobilized, which can be very handy if you're stuck right next to an objective.

Take 3 PKs and a Skorcha. 3 PKs will be enough to shred anything you come in contact with, and the Skorcha will give you all the benefits mentioned above.


Yup, pretty much this.

I've run them with twin Rokkits a couple of times, mostly to deal with armies with multiple monstrous creatures. But I think 3 CCW and a Skorcha is their best configuration most of the time.
   
Made in gb
Tough-as-Nails Ork Boy





UK

Solar Shock wrote:
 MagicMan wrote:
Ive just built my first Deff Dread with three Claw arms and a Skorcha.


Reasoning being, he should be trying to cut things apart in melee, and running to get there quickly, so any long range gun is fairly pointless. Especially with his poor ballistic skill.

However the Skorcha gives him a little bit of role variation, for those times he's immobilised or comes across a unit of infantry he needs to burn out of cover.

Especially in a ruin he cant access, or Open topped vehicle, where he can burn the contents without actually being able to reach them in CC.


when flaming the open-topped vehicle does that count as shooting at the vehicle? meaning you can charge it come combat?



Yup. Not likely to happen that often, but burn the passengers, chop up the vehicle, more passengers die in explosion = fun fun fun
   
 
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