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![[Post New]](/s/i/i.gif) 2014/07/26 04:59:03
Subject: Deff Dreads?
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Regular Dakkanaut
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Hi i was just wondering if a Single Deff Dread was worth bringing to a 1500 game against IG?
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![[Post New]](/s/i/i.gif) 2014/07/26 07:12:37
Subject: Deff Dreads?
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Insect-Infested Nurgle Chaos Lord
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Depends on the IG.
If he brought heavy weapons (and this IS IG we're talking about  ) and they have no better targets the thing is toast.
For a model as big and awesome looking as it is, it is very spongy.
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The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
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![[Post New]](/s/i/i.gif) 2014/07/26 07:18:42
Subject: Deff Dreads?
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Waaagh! Warbiker
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Give it heavy flamers and hope he ignores it. If he doesnt hope he over commits firepower towards it.
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![[Post New]](/s/i/i.gif) 2014/07/26 10:43:41
Subject: Deff Dreads?
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Slaanesh Chosen Marine Riding a Fiend
Maine
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I haven't had the chance to play a single game with IG ever since my start in the hobby, but as far as Deffs go, they can be hit or miss against any army. Typically, in my experience (against Marine and Tau) is that they do better in smaller point games. Typically because there are less threats to take them down.
In 1500 points, I'm going to assume (From what I've heard on Dakka) that Deffs might not perform so well. At least, not without the right support. Dreads will need KFF in my opinion, I don't think I could run my own without it, as well as being able to monkey wrench them should they be hurt.
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![[Post New]](/s/i/i.gif) 2014/07/26 12:58:23
Subject: Deff Dreads?
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Nasty Nob
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If your DREAD has a 5+ cover then 14 str 7 hits on front armor will cause 3 hp after saves and this doed not include bonus occurences like two immobilization results.
A singular hit from a melta shot fired outside bonus range at front armor on a dread w/o cover will pen half the time and detonate the dread and a one-third chance to detonate it. Roughly 1 in 6 hits from a melta vaporizes a dredd. If the dread is inside bonus pen range of a melta then 30 out of 36 dice results would be a pen and ten of those will detonate the dread. So roughly every hit from a melta in bonus pen range will have a 38% chance to ruin your dread.
In a list without more armor you will be essentially making overcosted melta/plasma type weapons highly point efficient.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2014/07/26 17:28:34
Subject: Deff Dreads?
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Big Mek in Kustom Dragster with Soopa-Gun
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deffdredds suffer from lack of numbers. Theyre no where near fast enough or durable enough to be of real use unless you spam them....which since they cannot be taken in a unit for SOME DUMB REASON you need a lot of heavy slots to field enough as well as any other heavies you wanted.
If they could be taken in 1-3 units, i would be bringing a squad every damn game lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/27 00:56:23
Subject: Deff Dreads?
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Regular Dakkanaut
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Yea i tested the dread. It was ok lol it managed to kill a tank and that tank point won me the game lol so theres that but after that it got las cannoned to death
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![[Post New]](/s/i/i.gif) 2014/07/28 14:39:09
Subject: Deff Dreads?
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Nurgle Veteran Marine with the Flu
Southern California
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Vineheart01 wrote:deffdredds suffer from lack of numbers. Theyre no where near fast enough or durable enough to be of real use unless you spam them....which since they cannot be taken in a unit for SOME DUMB REASON you need a lot of heavy slots to field enough as well as any other heavies you wanted.
If they could be taken in 1-3 units, i would be bringing a squad every damn game lol
isnt that what kans are for? more numerous/smaller walkers. Deff dreads are the beefier version. in concert the two squads work well together..?
3 deff dreads in a squad would be about 300 points. 1 deff dread and 4 kans would be about 300.
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This message was edited 2 times. Last update was at 2014/07/28 14:39:58
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![[Post New]](/s/i/i.gif) 2014/07/28 15:08:44
Subject: Deff Dreads?
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Mekboy Hammerin' Somethin'
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Sal4m4nd3r wrote: Vineheart01 wrote:deffdredds suffer from lack of numbers. Theyre no where near fast enough or durable enough to be of real use unless you spam them....which since they cannot be taken in a unit for SOME DUMB REASON you need a lot of heavy slots to field enough as well as any other heavies you wanted.
If they could be taken in 1-3 units, i would be bringing a squad every damn game lol
isnt that what kans are for? more numerous/smaller walkers. Deff dreads are the beefier version. in concert the two squads work well together..?
3 deff dreads in a squad would be about 300 points. 1 deff dread and 4 kans would be about 300.
Orks are all about target saturation. Kanz and Dreads aren't super good on their own, but if you run a list dedicated to walkers and support it effectively, they're super dangerous.
Basically Orks need to pick something and dedicate to it. Either over-load them with armor (and make low strength worthless) or over-load them with small, weak, numerous targets. Making heavy hitting but low shot weapons / big squads ineffective.
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![[Post New]](/s/i/i.gif) 2014/07/28 16:08:25
Subject: Deff Dreads?
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Nurgle Veteran Marine with the Flu
Southern California
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So either footslog it, or go all mechanized?
I understand your point about saturation and dedication to a specific ideal or philosophy, but I am not so sure I subscribe to that. If your going for toughness saturation and include bikes.. those AT weaponry will rip through those warbikers or nob bikers. Same goes for koptas and buggies (which are essentially high toughness models),
the opposite is true for the lower strength weapons (heavy bolters, assualt cannons.. etc..) that can devastate the lower armor vehicles with mass application.
I respect your standpoint, but I think a balanced approach with some armor, some footslogg and the right strategy and a positive mental attitude to combat a wide variety of threats.
this is all assuming you dont know your opponent and know what he/she is fielding. If this is true.. that goes out the window.. build to fight your opponent !
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This message was edited 1 time. Last update was at 2014/07/28 16:08:51
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![[Post New]](/s/i/i.gif) 2014/07/28 17:11:17
Subject: Deff Dreads?
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Big Mek in Kustom Dragster with Soopa-Gun
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Pretty much yes, all or none on the mech.
Thats why i ditched the 2 battlewagons i had in my usual 2k list in favor of buffing one squad of boyz to 30man 'ard boyz that my weirdboy sits in. 2 battlewagons and 2 MANz missiles is not enough in 2k points to bother bringing, especially when i DONT want them shooting the trukks at all until theyre across the board.
The only walker list i have put together that i feel even has a remote viability requires double CAD. There just simply isnt enough walkers with 3 heavy slots, as Kans are no where near as killy in melee as the other walkers and theyre too expensive to use strictly as gun platforms. And they die easy on their own.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2014/07/29 08:24:01
Subject: Re:Deff Dreads?
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!!Goffik Rocker!!
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Deff dreads are much better than killa kanz point-to point. But you need to go unbound to utilize them effectively. Cause you basically want an all-dread + morkanaught army. That's gona be the pinnacle of ork walkers effectiveness.
An ideal walker army in my understanding is a Morkanaught + 10 or more deff dreads + a footslogging horde of boyz + long-ranged support like lobbas and traktors.
But if not going unbound, i guess the walker formation is gona be fine for 'ere we go (btw, does it mean they can benefit from WAAAAAAAAAAAGH now?).
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This message was edited 4 times. Last update was at 2014/07/29 08:30:04
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![[Post New]](/s/i/i.gif) 2014/07/29 22:33:24
Subject: Re:Deff Dreads?
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[DCM]
Longtime Dakkanaut
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koooaei wrote:
But if not going unbound, i guess the walker formation is gona be fine for 'ere we go ( btw, does it mean they can benefit from WAAAAAAAAAAAGH now?).
It is my understanding that yes, the walkers in the Dread Mob formation do benefit from a CAD-attached warboss calling a Waaagh (since Waaaagh ties in with 'Ere We Go now). At least I think that's correct.
The Dread Mob formation might be the best way we have to run Deff Dreads right now. The ability to Waaaagh and the extra Hammer of Wrath hits that the walkers get are both nice boosts.
I suppose if you wanted to, you could get your CAD with a Warboss, a decent sized boyz mob to put the Warboss in (and a grot mob for your second Troops choice), and then maybe buy another Dread - though that dread wouldn't benefit from your Dread Mob formation's rules, so no Waaagh and Ere We Go for that one.
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-GrimTeef- Proud mod of The-Waaagh forum and Vice-President of the Brian Nelson is a Sculpting God Club |
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