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![[Post New]](/s/i/i.gif) 2016/10/16 17:09:44
Subject: Rifle man dreadnoughts
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Librarian with Freaky Familiar
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Are they still pretty good in 7th?
Ordered the arms for it because i figure, twin linked auto cannon seems like a great way to shred up MEQ
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2016/10/16 17:12:31
Subject: Re:Rifle man dreadnoughts
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Trigger-Happy Baal Predator Pilot
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I used the Aegis defense line and magnetized the Autocannons then used the line for more terrain.
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Now, we like big books. (And we cannot lie. You other readers can’t deny, a book flops open with an itty-bitty font, and a map that’s in your face, you get—sorry! Sorry!) |
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![[Post New]](/s/i/i.gif) 2016/10/16 17:14:44
Subject: Rifle man dreadnoughts
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Librarian with Freaky Familiar
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I ended up just ordering the forge world arms lol.
But are they still pretty good?
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2016/10/16 17:38:11
Subject: Rifle man dreadnoughts
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Longtime Dakkanaut
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I never use them personally. If I wanted a shooty platform I would take devs or something like that for more dakka. I use dreadnoughts for punching things and intimidation factor to protect nearby units. The riflemen dreads dont really do that.
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![[Post New]](/s/i/i.gif) 2016/10/16 17:39:08
Subject: Rifle man dreadnoughts
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Auspicious Daemonic Herald
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They are ok. Just not a lot of damage or durability for the points. They are only really good for dealing hull points to lighter vehicles though (how is 4 ap4 shots suppose to shred MEQ?)
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This message was edited 1 time. Last update was at 2016/10/16 17:39:40
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![[Post New]](/s/i/i.gif) 2016/10/16 17:42:41
Subject: Rifle man dreadnoughts
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Decrepit Dakkanaut
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They only eat up an elite slot and put out comparable shots to a Havoc squad with Autocannons, arguably one of their only good options.
They're not great and are definitely less desirable after the attack buff, but they're still okay. Be wary of which Chapter Tactics you use though, as that determines how effective the loadout is.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2016/10/16 17:42:45
Subject: Rifle man dreadnoughts
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Esteemed Veteran Space Marine
UK
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Surely it's been surpassed by the much better Deredeo pattern dreadnought?
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![[Post New]](/s/i/i.gif) 2016/10/16 17:43:14
Subject: Rifle man dreadnoughts
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The Marine Standing Behind Marneus Calgar
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The should do just about as well as they used to for stripping hull points. There is still a place for accurate mid volume/strength firepower.
The major changes to dreads in the last codex were the ability to squadron, upgrade to 4A base, and the addition of chapter tactics.
Squadroning doesn’t really change much for weapon loads. It does tend to favor the long range stuff, as it would be easier to get everyone in range at the same time. So plus there. But you don’t often see squadded dreads, unless someone is putting together a wacky fun list.
The boost to 4A makes me loath to take the fists off my dreads. With that many attacks they can actually be a force to be reckoned with in CC. I’d rather those hits be landing at S10. This is IMHO the main argument against riflemen. And if you aren’t doing paired TLAC, should you go with something else for the primary arm?
Chapter tactics can vary, depending on what you play. As an Ultramarine, I get more doctrines, so easy re-rolls. For me, this makes the TL’d guns a lot less attractive. Especially if I’m going venerable. BS5 with the ability to re-roll ones a few times per game is pretty much hitting all the time. So I’ll go with an assault cannon, rather then the TLAC. YMMV depending though.
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![[Post New]](/s/i/i.gif) 2016/10/16 17:48:13
Subject: Rifle man dreadnoughts
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Abel
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Dreadnoughts in general are not very good in 40K right now thanks to Hull Points and the inability to close with and get into close combat.
Consider: You are going to pay 120 points for a Mortis Dreadnought with two twin linked autocannons at BS 4. No skyfire, no intercept. So what, exactly are you going to shoot at with four 48", S7 AP4 shots? Light Transports are about your best targets, and unfortunately, any weapon that can pop heavy armor can also pop transports.
For similar points, you can field a five man Devastator Squad with Missile Launchers that can also take Sky Fire, so you'll have 48", S8, AP3 shots or S4, AP5 small blasts- way more flexible and durable then a Dread.
You can take a Thunderfire Cannon- not so good against flyers, but awesome anti-infantry and light vehicles. Sternguard with Combi-melta's and a Drop pod (obvious uses there). Land Speeders with Assault Cannons or Multimeltas. Attack Bikes with Multimeltas. A Stormtalon Gunship. You could also take a Vindicator tank, a couple Whirlwinds... there are much better options for a Space Marine player then a Mortis Dread. If you step the points up, you could take Centurions!
Of course, there is the Rule of Cool, and Mortis Dreads do look awesome. Just don't expect much from them in 40K. Now in 30K, it's a different story. Also note that the above doesn't apply to Ironclad Dreads, Contemptors, Levitithans, or the Deredeo (which is the ultimate Mortis-style dreadnought).
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Kara Sloan shoots through Time and Design Space for a Negative Play Experience |
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![[Post New]](/s/i/i.gif) 2016/10/16 17:55:13
Subject: Rifle man dreadnoughts
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Locked in the Tower of Amareo
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I don't like the Deredeo much, either as I find it very easy to kill, even with BA.
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![[Post New]](/s/i/i.gif) 2016/10/16 18:04:10
Subject: Rifle man dreadnoughts
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Member of the Ethereal Council
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Straight up?
No, they are not good anymore, Autocannons got surpassed by much stronger and powerful weapons.
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![[Post New]](/s/i/i.gif) 2016/10/16 19:25:06
Subject: Rifle man dreadnoughts
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Backspacehacker wrote:Are they still pretty good in 7th?
Ordered the arms for it because i figure, twin linked auto cannon seems like a great way to shred up MEQ
Autocannons being AP4, they're actually not all that great at tearing up MEQ infantry.
They're not bad for stripping HP's from light and medium vehicles, but Dreadnoughts are also perfectly in that AV range of being easy to strip HP's from, and they're rather expensive as fragile gun platforms in 7th. Were this still 5E, they'd be solid, but not so much in 7E.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2016/10/17 00:02:08
Subject: Re:Rifle man dreadnoughts
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Longtime Dakkanaut
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Their ok, though with the attack boost, I prefer to keep the fist and DP them in and hope for the best. I almost always take one with my demi company since that gives the some solid advantages. Both the dred and the DP are objec secure and don't burn a slot.
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![[Post New]](/s/i/i.gif) 2016/10/17 10:31:38
Subject: Rifle man dreadnoughts
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Lord of the Fleet
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Backspacehacker wrote:Are they still pretty good in 7th?
Ordered the arms for it because i figure, twin linked auto cannon seems like a great way to shred up MEQ
4 shots that don't bypass armour is useless for killing MEQ. It's just under one unsaved wound on average.
All they're good for is stripping hull points on light vehicle and wounding weak GMC's. There are cheaper ways to get more shots.
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This message was edited 1 time. Last update was at 2016/10/17 10:32:12
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![[Post New]](/s/i/i.gif) 2016/10/17 15:01:39
Subject: Rifle man dreadnoughts
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Decrepit Dakkanaut
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If I run a dreadnoght (and I only do because I like the model) prefer either bare bones (MM + DCCW) or assault cannon + DCCW.
When I'm feeling frisky, I go with a Mortis Pattern Contemptor Dreadnought with 2x Kheres Assault Cannons.
It usually kills some gak, but it ALWAYS dies. :-(
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2016/10/17 15:09:19
Subject: Rifle man dreadnoughts
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Librarian with Freaky Familiar
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kronk wrote:If I run a dreadnoght (and I only do because I like the model) prefer either bare bones ( MM + DCCW) or assault cannon + DCCW.
When I'm feeling frisky, I go with a Mortis Pattern Contemptor Dreadnought with 2x Kheres Assault Cannons.
It usually kills some gak, but it ALWAYS dies. :-(
Yeah, but you know it looks bloody cool doing it though. Aside from the BA dread with 2 claws, Mortis is the coolest Dread IMO. I mean, running around blasting away with 4 auto cannons.
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To many unpainted models to count. |
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![[Post New]](/s/i/i.gif) 2016/10/17 15:13:50
Subject: Rifle man dreadnoughts
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Decrepit Dakkanaut
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If you like a model and think it's cool, use it. Enjoy your hobby, man! As I said, that's why I use mine! However, since you specifically asked "Are they still pretty good in 7th?" I'm afraid the resounding answer is no, not really. There are cheaper options that either have more staying power or can do more damage. If you have points for your demi-company to slide them in, go for it.
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This message was edited 1 time. Last update was at 2016/10/17 15:14:12
DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2016/10/19 16:56:45
Subject: Rifle man dreadnoughts
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Nurgle Chosen Marine on a Palanquin
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@Nevelon hit the nail on the head for me too. Since the attack boost to dreadnoughts, its been a very tough call to give them 2 weapons. 2 attacks is so little you can easily get stuck in CC with even guard, 4 attacks and you have an OK chance to win and run something down. Not to mention the extra usefulness against vehicles and MCs. Rifleman loses all of that for 2 more shots.
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![[Post New]](/s/i/i.gif) 2016/10/20 14:36:29
Subject: Re:Rifle man dreadnoughts
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Trigger-Happy Baal Predator Pilot
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Seeing as how battle companies with free transports are kind of a thing, I'd say a rifleman dread probably has a place in the current meta.
The new BA Angel's Blade formation would allow up to 5 rifleman dreads to shoot twice on turn 1 (or whichever turn you use the once per game ability) for a total of 40 S7 shots at long range. I can think of some uses for that...
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![[Post New]](/s/i/i.gif) 2016/10/20 17:10:43
Subject: Rifle man dreadnoughts
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Omnipotent Necron Overlord
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There is very little reason to take a rifleman dread when you can take a TML land speeder for 70 points. The Land speeder is more mobile - has the ability to jink - and projects better firepower for it's cost. It can also deep strike.
Still even cheaper you can take a dakka pred which has better protection and more firepower for less points.
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This message was edited 1 time. Last update was at 2016/10/20 17:11:57
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2016/10/20 18:08:40
Subject: Rifle man dreadnoughts
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Locked in the Tower of Amareo
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Dreadnoughts are all about the 4 S10 AP 2 melee attacks now. Drop pod, heavy flamer, assault cannon and drop in their face.
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![[Post New]](/s/i/i.gif) 2016/10/20 19:13:48
Subject: Re:Rifle man dreadnoughts
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Regular Dakkanaut
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Voidwraith wrote:Seeing as how battle companies with free transports are kind of a thing, I'd say a rifleman dread probably has a place in the current meta.
The new BA Angel's Blade formation would allow up to 5 rifleman dreads to shoot twice on turn 1 (or whichever turn you use the once per game ability) for a total of 40 S7 shots at long range. I can think of some uses for that...
I really want to make an 1850 list containing 3 sets of that formation (I believe 5 riflemen dreads are 600 points) and a techmarine. I just want to see a row of dreadnoughts throw out 120 twinlinked shots on turn 1. Probably not effective, but I would get to roll a bucketful of dice.
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![[Post New]](/s/i/i.gif) 2016/10/21 11:33:09
Subject: Re:Rifle man dreadnoughts
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Omnipotent Necron Overlord
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Banbaji wrote: Voidwraith wrote:Seeing as how battle companies with free transports are kind of a thing, I'd say a rifleman dread probably has a place in the current meta.
The new BA Angel's Blade formation would allow up to 5 rifleman dreads to shoot twice on turn 1 (or whichever turn you use the once per game ability) for a total of 40 S7 shots at long range. I can think of some uses for that...
I really want to make an 1850 list containing 3 sets of that formation (I believe 5 riflemen dreads are 600 points) and a techmarine. I just want to see a row of dreadnoughts throw out 120 twinlinked shots on turn 1. Probably not effective, but I would get to roll a bucketful of dice.
No that would actually murder stuff.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2016/10/21 11:51:57
Subject: Re:Rifle man dreadnoughts
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The Marine Standing Behind Marneus Calgar
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Xenomancers wrote:Banbaji wrote: Voidwraith wrote:Seeing as how battle companies with free transports are kind of a thing, I'd say a rifleman dread probably has a place in the current meta.
The new BA Angel's Blade formation would allow up to 5 rifleman dreads to shoot twice on turn 1 (or whichever turn you use the once per game ability) for a total of 40 S7 shots at long range. I can think of some uses for that...
I really want to make an 1850 list containing 3 sets of that formation (I believe 5 riflemen dreads are 600 points) and a techmarine. I just want to see a row of dreadnoughts throw out 120 twinlinked shots on turn 1. Probably not effective, but I would get to roll a bucketful of dice.
No that would actually murder stuff.
Bunch of easy counters though. Mostly just keeping things in reserve or out of LOS. Or being AV14 as a hard counter.
I’ll admit to it sounding like a lot of fun though.
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![[Post New]](/s/i/i.gif) 2016/10/21 13:33:15
Subject: Re:Rifle man dreadnoughts
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Omnipotent Necron Overlord
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Nevelon wrote: Xenomancers wrote:Banbaji wrote: Voidwraith wrote:Seeing as how battle companies with free transports are kind of a thing, I'd say a rifleman dread probably has a place in the current meta.
The new BA Angel's Blade formation would allow up to 5 rifleman dreads to shoot twice on turn 1 (or whichever turn you use the once per game ability) for a total of 40 S7 shots at long range. I can think of some uses for that...
I really want to make an 1850 list containing 3 sets of that formation (I believe 5 riflemen dreads are 600 points) and a techmarine. I just want to see a row of dreadnoughts throw out 120 twinlinked shots on turn 1. Probably not effective, but I would get to roll a bucketful of dice.
No that would actually murder stuff.
Bunch of easy counters though. Mostly just keeping things in reserve or out of LOS. Or being AV14 as a hard counter.
I’ll admit to it sounding like a lot of fun though.
AV14 is pretty rare - and outside of a few forge world super heavies not even threatening. Plus - if the formation allows you to shoot twice some laz missile launcher dreads might be worth throwing in there too.
On further review - this seems to be a pretty strong formation. 10 or so individual dreads so drop pods are totally allowable. Each formation can fire twice if they stand still in any movement phase. This is great for practically every dread. Pod dreds will get double the flamers out of their pod - MM double the tank kills - and Rifleman get 8 TL str 7s! It also give you a free round of combat in assault. Useful if you are using a few dreads to take on a titan. I think this is probably something I'd enjoy playing even if it didn't win much haha.
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This message was edited 1 time. Last update was at 2016/10/21 14:21:10
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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