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Made in us
Dark Angels Librarian with Book of Secrets






I have a Dread with a drop pod I plan on bringing. Currently he has the HF/CC fist, but on the other arm I am torn. Is the Assault Cannon better than the TL Autocannon? I'm taking him as a Ven. Dread so he has BS 2, so TL isnt really worth it, but the Auto is 2 S7 AP 4 with double range. The Assault cannon is 4 S6 AP4 but 20 points. Which is the better option? I may take the MM, but I do not believe Dreads have splitfire, right?

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UK

If you're taking a pod, range isn't going to be an issue. I'd take the Assault Cannon as it has the S and Rending to do AT against light targets, and with the HF as well you can also terrorise Infantry with it.

 
   
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 Paradigm wrote:
If you're taking a pod, range isn't going to be an issue. I'd take the Assault Cannon as it has the S and Rending to do AT against light targets, and with the HF as well you can also terrorise Infantry with it.


Heck it can punch heavy armor.
   
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Tunneling Trygon






Definitely the Assault Cannon, no question. It's a bit of points but well worth it. Really makes it a variable threat unit.
   
Made in au
Been Around the Block




Brisbane, Queensland

Well I'm a bit insane, so I'd say pack him with a chainfist and go insane. That works for me.
   
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UK

barnowl wrote:
 Paradigm wrote:
If you're taking a pod, range isn't going to be an issue. I'd take the Assault Cannon as it has the S and Rending to do AT against light targets, and with the HF as well you can also terrorise Infantry with it.


Heck it can punch heavy armor.


This is true, it can, with the right rolls, carve up a Land Raider. However, I'd prioritise the stuff it will likely kill (anything AV10/11) over stuff it might kill if it's lucky. In theory, I'd be bringing podding meltas of various types to deal with the really heavy stuff so the AC can do what it does best, light tanks and 4+ infantry.

 
   
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Terminator with Assault Cannon






brisbane, australia

assault cannon can't touch LR.
strength 5 + roll 6= 11, not 13, which would be necessary for a glance on an LR.

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 the shrouded lord wrote:
assault cannon can't touch LR.
strength 5 + roll 6= 11, not 13, which would be necessary for a glance on an LR.
Assault Cannon, S6 + D6 roll of 6 plus D3 from Rending = 15 maximum.
   
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Terminator with Assault Cannon






brisbane, australia

doesn't assault cannon have shred not rending?

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Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

A LR is av14 as well, not 13.

No, it is indeed rending.

This message was edited 1 time. Last update was at 2014/09/24 10:32:12


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 the shrouded lord wrote:
doesn't assault cannon have shred not rending?

a) LR are AV14
b) AC is S6
c) AC has rending, for a possible 15 penetration
   
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Terminator with Assault Cannon






brisbane, australia

right, sorry.I'd say assault cannon then.

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Georgia, US

 Paradigm wrote:
If you're taking a pod, range isn't going to be an issue. I'd take the Assault Cannon as it has the S and Rending to do AT against light targets, and with the HF as well you can also terrorise Infantry with it.


Agreed. Just how I would run mine. And the assault cannon just looks awesome .

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Speaking of punching vehicles, how does Smash work in 7th now? And is the CCW double the Dread's strength or just base?

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 jreilly89 wrote:
Speaking of punching vehicles, how does Smash work in 7th now?
Functionally, it works the same way as 6th (passive AP2, activate to double strength at the cost of attacks), but the number of attacks you get with it is now 1 (instead of 'half plus modifiers') regardless of charging or anything. {Edit:} Note - Walkers don't get Smash, not saying you were saying they did, but this is a confusing mention in a thread about dreadnoughts. {/Edit}
 jreilly89 wrote:
And is the CCW double the Dread's strength or just base?
DCCW's are gradually being phased out - the Dark Angels dreadnought for example doesn't have one, but just has a normal powerfist (remember to read all the way through the Unwieldy special rule before panicking).

This message was edited 1 time. Last update was at 2014/09/24 17:33:27


 
   
Made in us
Battleship Captain




Oregon

The BS upgrade aspect of Venerable isn't a sufficient enough jump when you're firing a TL'd weapon or a blast weapon and obviously does nothing for template weapons.

This means the best weapons for a Venerable are the multi melta and assault cannon.

Between the two, the assault cannon is the better overall weapon if you can afford the points.
   
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 Quanar wrote:
 jreilly89 wrote:
Speaking of punching vehicles, how does Smash work in 7th now?
Functionally, it works the same way as 6th (passive AP2, activate to double strength at the cost of attacks), but the number of attacks you get with it is now 1 (instead of 'half plus modifiers') regardless of charging or anything. {Edit:} Note - Walkers don't get Smash, not saying you were saying they did, but this is a confusing mention in a thread about dreadnoughts. {/Edit}
 jreilly89 wrote:
And is the CCW double the Dread's strength or just base?
DCCW's are gradually being phased out - the Dark Angels dreadnought for example doesn't have one, but just has a normal powerfist (remember to read all the way through the Unwieldy special rule before panicking).


Walkers don't get Smash?!? Well thanks brain for lumping Walkers and MCs into the same category :( the powerfist is still good, but how does the unwieldy affect Walkers? Do they just strike at normal Initiative but don't get the +1 to attack?
   
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UK

Basically, the PF works exactly the same as a DCCW used to, you'll hit at S10 AP2 at Init with whatever attacks/bonuses you have.

On subject of Venerable, I say it's worth it not for the stat boosts but for the reroll on the damage chart. Giving AP2 weapons only a 1/36 chance of killing is worth it alone!

 
   
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Flashy Flashgitz




Antwerp

 jreilly89 wrote:
 Quanar wrote:
 jreilly89 wrote:
Speaking of punching vehicles, how does Smash work in 7th now?
Functionally, it works the same way as 6th (passive AP2, activate to double strength at the cost of attacks), but the number of attacks you get with it is now 1 (instead of 'half plus modifiers') regardless of charging or anything. {Edit:} Note - Walkers don't get Smash, not saying you were saying they did, but this is a confusing mention in a thread about dreadnoughts. {/Edit}
 jreilly89 wrote:
And is the CCW double the Dread's strength or just base?
DCCW's are gradually being phased out - the Dark Angels dreadnought for example doesn't have one, but just has a normal powerfist (remember to read all the way through the Unwieldy special rule before panicking).


Walkers don't get Smash?!? Well thanks brain for lumping Walkers and MCs into the same category :( the powerfist is still good, but how does the unwieldy affect Walkers? Do they just strike at normal Initiative but don't get the +1 to attack?


Walkers ignore unwieldy completely and strike at their own initiative. Because of specialist weapon (another, different USR) they only gain +1 attack for dual-wielding if they have another specialist weapon, but they still get +1 A from charging.
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 Mumblez wrote:
 jreilly89 wrote:
 Quanar wrote:
 jreilly89 wrote:
Speaking of punching vehicles, how does Smash work in 7th now?
Functionally, it works the same way as 6th (passive AP2, activate to double strength at the cost of attacks), but the number of attacks you get with it is now 1 (instead of 'half plus modifiers') regardless of charging or anything. {Edit:} Note - Walkers don't get Smash, not saying you were saying they did, but this is a confusing mention in a thread about dreadnoughts. {/Edit}
 jreilly89 wrote:
And is the CCW double the Dread's strength or just base?
DCCW's are gradually being phased out - the Dark Angels dreadnought for example doesn't have one, but just has a normal powerfist (remember to read all the way through the Unwieldy special rule before panicking).


Walkers don't get Smash?!? Well thanks brain for lumping Walkers and MCs into the same category :( the powerfist is still good, but how does the unwieldy affect Walkers? Do they just strike at normal Initiative but don't get the +1 to attack?


Walkers ignore unwieldy completely and strike at their own initiative. Because of specialist weapon (another, different USR) they only gain +1 attack for dual-wielding if they have another specialist weapon, but they still get +1 A from charging.


Which means your average Dread (outside of a rifleman) is hitting 3-4 attacks at Str 10, Ap2, not shabby, thats why i never bother to load up on anti tank weapons on my dreads because i can tear them to shreds in CC, 9/10 you will need the anti-infantry weapons so you dont get swarmed by conscripts or other mobile tarpits.
   
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Pod it and multi melta.

Pop the most expensive piece of pretty your opponent has then laugh as he wastes his next turn and his anti armour killing it and the line breaking drop pod.


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 Paradigm wrote:
Basically, the PF works exactly the same as a DCCW used to, you'll hit at S10 AP2 at Init with whatever attacks/bonuses you have.

On subject of Venerable, I say it's worth it not for the stat boosts but for the reroll on the damage chart. Giving AP2 weapons only a 1/36 chance of killing is worth it alone!


Seriously. On that note, is the Deathwind launcher worth taking on the DW Drop Pod? Its only 12" range. It is a large blast, but only S5 I believe. The Storm Bolter seems like a much better option

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UK

The Deathwind missile launcher is both a blessing and a curse. It's good as it means that you're pod can lend some close range support to your troops, thin out hordes and generally be a nuisance. At the same time, though, it makes the pod that much more of a threat so the opponent won't just ignore it, which, given that they're Scoring and sometimes OS, you might want them to.

On that note, though, never forget to fire whatever weapons you've put on your pods! I can't count how many unexpected (by both sides) kills I've racked up with pod weapons!


 
   
 
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