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Made in ca
Dakka Veteran




What would be the most effective chapter and list to bring as many dreds as possible? Preferably a bunch in pods?
   
Made in us
Infiltrating Broodlord





Indiana

I would safely say Iron Hands with a Master of the Forge.

"There is a cancer eating at the Imperium. With each decade it advances deeper, leaving drained, dead worlds in its wake. This horror, this abomination, has thought and purpose that functions on an unimaginable, galactic scale and all we can do is try to stop the swarms of bioengineered monsters it unleashes upon us by instinct. We have given the horror a name to salve our fears; we call it the Tyranid race, but if is aware of us at all it must know us only as Prey."
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Made in us
Nurgle Chosen Marine on a Palanquin






Space wolves using the Champions of Fenris. You can take Bjorn the fell handed as an HQ, then 8 dreadnoughts as compulsory elite slots. You will then have a legitimate battle forged army that is 100% dreadnoughts. All of them can take a drop pod as dedicated transport.

This message was edited 1 time. Last update was at 2014/10/02 03:29:57


   
Made in us
Regular Dakkanaut





Space wolves are probably the best for running nothing but dreads for the above reasons.

Blood angels can take them as elites heavies and troops. They get some really cool toys though and you can always pretend mephiston is a dreadnaught of flesh.
   
Made in us
Battleship Captain




Oregon

 Unyielding Hunger wrote:
I would safely say Iron Hands with a Master of the Forge.


Agreed. Could supplement it with Scouts in speeders for pure objective grabbers.

Three ironclads with three rifleman. Add Talons or Typhoons for more ranged firepower.
   
Made in ca
Dakka Veteran




Are riflemen good? I've got three forgeworld ones I used as psyflemen. They seem.really weak now, what makes standard ones solid?
   
Made in us
Never Forget Isstvan!






Take 2 CAD's.

One from Clan Rakaaun and one Iron hands.

Take a MotF from each CAD, the ironstone equiped to the CR one.

Take 4 min sized scout squads with snipers and cloaks.

Take your remaining points in dreadnoughts, without pods.

Make 3 ironclads, 3 cheapos, and 3 venerables with double guns.

9 dreads with IWN is very hard to take down, especially with the MotF fixing them and buffing their IWND rolls to a 4+.

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Made in ru
!!Goffik Rocker!!






Are we talking bout sm-only walkers, right? Cause otherwise, it's possible that ork's dread mob is the best walker army currently avaliable. And it's fluffy to boot.

This message was edited 1 time. Last update was at 2014/10/02 11:31:22


 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





It says Dreadnought on the title and as far as I know, Orks don't have Dreadnoughts.

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Made in pr
Longtime Dakkanaut




Minneapolis, MN

raoiley wrote:
Are riflemen good? I've got three forgeworld ones I used as psyflemen. They seem.really weak now, what makes standard ones solid?

If you mathhammer it a bit you'll find that they're the best of the dreadnoughts at killing AV10-12 vehicles (and are not half-bad against AV13). They also slaughter units with 4+ armor, have really great range, and the widely-placed guns means that you can usually hide them behind terrain to get cover saves and still have a clear shot. If you're playing with Forgeworld models, you can use them as Mortis Dreadnoughts, and gain anti-air capability. One thing they're really bad at is killing MEQ, so if your local meta has a lot of Space Marines, you might want to think hard about taking them.

Iron Hands with a Master of the Forge and Scout Squads to fill your troop choices would probably be the best bet. For the Dreads themselves, I would probably use a 1:1:1 mix of Ironclad, Rifleman, and PF+Assault Cannon Dreads. Drop pods for the Ironclads would be advisable - the other dreads can start the game in their deployment zone, but the Ironclads really shouldn't be hoofing it across no-mans land.

The option of using Space wolves using the Champions of Fenris is really intriguing. Space wolves have access to storm shields on their dreads, and so you could make a shield wall of Dreadnoughts to march up the field. 3++ on walkers is no joke!

Also: consider using a Knight or two. They're significantly augment your long-ranged firepower, while still maintaining the Big Stompy Robots theme.

This message was edited 5 times. Last update was at 2014/10/02 14:43:04


 
   
Made in us
Nurgle Chosen Marine on a Palanquin






raoiley wrote:
Are riflemen good? I've got three forgeworld ones I used as psyflemen. They seem.really weak now, what makes standard ones solid?


I was pretty on the fence about them for the longest time, but im prep for my SW 9 dreadnought list I bought the arms for them. I have to say that they preformed really well. I got first blood thanks to mine popping a looted wagon. I don't know why I didn't think they would be any good, especially when I love my annihilation barges so much. (I know annihilation barges are way better, but still) The rifleman dreadought then killed a bundle of nobs and warboss, which I guess I should have been shooting at all along. Thanks to it hiding over in the corner, I scraped a victory by. It was all I had left on the table!

   
 
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