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Made in us
Regular Dakkanaut






I'm thinking about snagging a Deredeo Dreadnought because I love the model, with the following loadout:

Aiolos Missile Launcher
Twin-Linked Anvilus Pattern Autocannon Battery
Heavy Flamer (For Wall of Death to prevent infiltrating/reserve troops from charging it outright)

I figure the Twin-Linked Heavy Bolter option is fine...but it's not going to be a game changer since it won't be able to provide the same kind of firepower Vs transports, fliers, and elites.

I'm also playing Salamanders, an the Heavy Flamer gets a bonus to strength this way, making it a bit better when something closes the gap on me.

I'm just wondering how many of you feel the Heavy Bolter is more reliable choice overall, or if you think I'm right to give a unit like this a bit of flexibility for defense.


   
Made in us
Abel





Washington State

For the Salimanders, it might make sense to give it the Heavy Flamers, but your Dorito should never get assaulted*. The autocannons have a 48" range, the missile launcher is 60", and the heavy bolters are 36". Unless you are also taking the pavaise and marching up the table alongside some Terminators, the Dorito should be parked in the back field, it's butt off the table (no suicide squad getting butt shots at it) or against a wall shooting at everything else. It's only S6, AP-, I4, A1 in close combat. It's going to get mauled. Plus, it's a shooty model with shooty rules. Why get it into close combat? Wall of Death with S6 AP4 Heavy Flamers won't do much against 3+, you might kill a couple guys, but you are probably going to lose the Dorito to a P-fist.

The heavy flamers would be a situational weapon at best, while you would always get to use the Heavy Bolters.

*If it does get assaulted, it's because something has gone horribly wrong during the game and you might not be able to recover from it.

Kara Sloan shoots through Time and Design Space for a Negative Play Experience  
   
Made in us
Regular Dakkanaut




 Tamwulf wrote:
For the Salimanders, it might make sense to give it the Heavy Flamers, but your Dorito should never get assaulted*. The autocannons have a 48" range, the missile launcher is 60", and the heavy bolters are 36". Unless you are also taking the pavaise and marching up the table alongside some Terminators, the Dorito should be parked in the back field, it's butt off the table (no suicide squad getting butt shots at it) or against a wall shooting at everything else. It's only S6, AP-, I4, A1 in close combat. It's going to get mauled. Plus, it's a shooty model with shooty rules. Why get it into close combat? Wall of Death with S6 AP4 Heavy Flamers won't do much against 3+, you might kill a couple guys, but you are probably going to lose the Dorito to a P-fist.

The heavy flamers would be a situational weapon at best, while you would always get to use the Heavy Bolters.

*If it does get assaulted, it's because something has gone horribly wrong during the game and you might not be able to recover from it.



I totally agree it shouldn't ever get assaulted...I'm just wondering if in this case, maybe preparing for the worst might be worth it...Heavy Bolters aren't bad, but they're not going to do much against most things the Dorito would be shooting at (I love calling it that...haha, nice).

My worry is, giving up three mediocre shots a turn, Vs having one blast that could interrupt a charge from troops in reserve or something might not be worth it

Though honestly, either weapon isn't really the best...I totally get the merit of just having a bit more dakka to up your troop thinning potential if there's no heavies to shoot at.
   
Made in gb
Jealous that Horus is Warmaster





Newcastle

Honestly i went with the slamer because a heavy bolter probably wont do much but the heavy flamer is twin linked so basically gains shred. If i get charged i might be able to stop that charge with a reroll to wound flamer but probably not with a heavy bolter.
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant





Lawrenceville, New Jersey, USA

Go with the heavy flamers. That Deredo will see melee more times than not. 4 feet across is not a long distance on the standard gaming table. With outflank, infiltrate and scout prevalent in the 30k setting you are better off with the flamers, especially if you are a Salamander player.

This message was edited 1 time. Last update was at 2017/04/02 17:53:33


The black rage is within us all. Lies offer no shield against the inevitable. You speak of donning the black of duty for the red of brotherhood; but it is the black of rage you shall wear when the darkness comes for you. 
   
Made in us
Huge Hierodule





land of 10k taxes

No, 2 x d3 hits with shread vs A3 of better = you will still die from the PF/CF/MB. Use the HBs for a few rounds of shooting.

was censored by the ministry of truth 
   
Made in gb
Sneaky Lictor






I'm running my Deredos with Auto-Cannons / Missiles, I think STR re-rolling to pen is fantastic. essentially 8 rolls to pen if the first 4 don't (BS5-Twinlinked yes please)

Missie launcher with independent tracking is fantastic for forcing pinning tests all across the board and stripping expensive marine units off the table.

I went with Heavy Bolters, but I think practically flamers are probably better for when they actually matter.

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Made in gb
Been Around the Block





I took a Deredeo against Alpha Legion on saturday and it got charged turn 2 by a Leviathan in Dread Drop pod last game so I'm a bit reserved on Deredeo at this current time.

Ultimately it doesnt seem to matter. I always take the heavy bolter because I don't expect my deredeo to get closed in on.
   
Made in us
Regular Dakkanaut




 Generalstoner wrote:
Go with the heavy flamers. That Deredo will see melee more times than not. 4 feet across is not a long distance on the standard gaming table. With outflank, infiltrate and scout prevalent in the 30k setting you are better off with the flamers, especially if you are a Salamander player.


 AaronWilson wrote:
I'm running my Deredos with Auto-Cannons / Missiles, I think STR re-rolling to pen is fantastic. essentially 8 rolls to pen if the first 4 don't (BS5-Twinlinked yes please)

Missie launcher with independent tracking is fantastic for forcing pinning tests all across the board and stripping expensive marine units off the table.

I went with Heavy Bolters, but I think practically flamers are probably better for when they actually matter.


Freakish1987 wrote:
I took a Deredeo against Alpha Legion on saturday and it got charged turn 2 by a Leviathan in Dread Drop pod last game so I'm a bit reserved on Deredeo at this current time.

Ultimately it doesnt seem to matter. I always take the heavy bolter because I don't expect my deredeo to get closed in on.


I'm honestly thinking about fielding two Deredeo's with a list I've been toying with for redundancy, both with Heavy Flamers, and possibly a couple Contemptors to give them support from deep strike attacks.

My line of thought is the reliable shooting from two might really be worth it, and two Heavy Flamer templates at Strength 6 (Salamanders) could turn a bad situation around fast.

This message was edited 3 times. Last update was at 2017/04/03 14:56:28


 
   
Made in gb
Been Around the Block





I think the flamers can be made to work for you especially in a salamanders force.

I'm picturing a hellfire plasma cannonade and also dropping the aiolos for the atomantic pavaise. You would have it walk up the board with cataphractii close by. 3++ against shooting for them, 4++ against shooting for itself.

   
Made in ca
Longtime Dakkanaut





Canada

For Salimanders/DG I'd say yes, it's worth it.

People have said "but you won't get assaulted" but this assumes your opponent is bad and didn't bring anything that can outflank/droppod/infiltrate/move quickly enough to get into assault T2, which is a good way of screwing up a Deredeo's day.

At least with S6 HF's you have a chance at negating a charge by some squishier units.

 
   
 
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