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Made in no
Liche Priest Hierophant





Bergen

As far as I can tell a heavy dreadnought army would benefit from iron fists, or from space wolves/space wolf suckessor chapter.

If I was to build an army focused on dreadnought, and I go down the ruite of SW with 3 wulfen dreadnought. (4++ blizzard shield) what other units go well with them? Terminators?

   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Niiai wrote:
As far as I can tell a heavy dreadnought army would benefit from iron fists, or from space wolves/space wolf suckessor chapter.

If I was to build an army focused on dreadnought, and I go down the ruite of SW with 3 wulfen dreadnought. (4++ blizzard shield) what other units go well with them? Terminators?

Generally, I'd go for the cheapest infantry I could get.
Grey Hunters could hold their own.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut





A techmarine master of the forge does extra melee for your wall of dreads, and gives one a +! to shoot.
A lieutenant aura nicely compliments the aura of a dread's strategem, moving you to rr1 to hit AND wound.

Dreads often end up a dreadball, so consider infantry that is very mobile (vangaurdvets, incepters) or very scout move setup (incursors, etc.) to try to gain board control from the early start, rather than slog along in the lee of the big mecha.



Guard gaurd gAAAARDity Gaurd gaurd.  
   
Made in us
Kinebrach-Knobbling Xeno Interrogator





Dukeofstuff wrote:
A techmarine master of the forge does extra melee for your wall of dreads, and gives one a +! to shoot.
A lieutenant aura nicely compliments the aura of a dread's strategem, moving you to rr1 to hit AND wound.

Dreads often end up a dreadball, so consider infantry that is very mobile (vangaurdvets, incepters) or very scout move setup (incursors, etc.) to try to gain board control from the early start, rather than slog along in the lee of the big mecha.




The best part about the Dread Strat is that it can be either aura now, so I think a Captain might be preferred.
   
Made in us
Cocky Macross Mayor




In one of my favorite books a character said "Shard Bearers can't hold ground". Shard bearers are big armored dudes with wicked weaponry.

So I think it follows the same idea here, you can't hold an objective with wulfen dreads. They want to be up in the enemy's face all game if possible. I really like the idea of running the Chaplain dread naught with them, sing the stratagem to pass a litany when you really need it. like +2 to charge distance.

For your back field, you could run Bjorn with a las or plasma cannon and field some long fangs around him to get the rerolls. (Though personally I like giving them multi-meltas and outflanking them, keen senses to avoid the -1 to hit for moving at shooting.) Then you just need bodies that can hold objectives.

Edit: If you're already running 3 wulfen dreads, consider Murderfang as one of them.

This message was edited 1 time. Last update was at 2020/12/30 21:36:48


 
   
Made in no
Liche Priest Hierophant





Bergen

Well beeing SW gives me Murderfang and Bjorn.

However, if I am a SW sucksessorchapter I can get Hungry for Battle (+1 to charge). Master Artisans (re-roll a hit. I think this one is good for dreads, melee or ranged.) Tactical Withdrawal (fall back and re-charge).

I think perhaps having infantry in Rhinoes or other vice try to saturate on T7 will leave my opponents anti infantry weapons in the dirt.

The chaplain idea is good. If not a dread (I do not have the forge world rules) then perhaps on a bike or a jump pack could be nice.

   
Made in us
Cocky Macross Mayor




I can agree that successor chapters are very neat, and give you some freedom. However, the Venerable Chaplain Dreadnaught can take Armor of Russ (however that works) giving him a 4++ along side the 6+ FnP

Beyond that the SW chapter tactics would allow your dreadnaughts to heroic intervention for one another. Meaning your opponent has to think carefully about how he charges, and what he charges with, or he's getting 2 for the price of one in that melee. The +1 to hit on a charge also really boosts them since they have a 3+ WS base. They can re-roll their charges innately, which would seem good enough to forego the +1 to charge rolls trait.

I could see using whirlwind of rage to get more attacks, Born Heroes would give you the +1 attack on a charge. Maybe its just me, but the best successor chapter tactic choices, seem yo be the ones that imitate the original SW tactics.
   
Made in gb
Longtime Dakkanaut



Glasgow

No it can't SW codex first paragraph page 50. The only relic that can be given to a chaplain dreadnought is

the only relic it can legally take is the emperors judgement if you upgrade it to a master of sanctity.


For a dreadnaught heavy army id consider BA as they have three unique dreadnaughts librarian, Furioso, and Death company


This message was edited 1 time. Last update was at 2020/12/31 23:45:33


 
   
Made in no
Liche Priest Hierophant





Bergen

I do not know how good those three in particular are.

What I like about the wolf dread is that it is a good distraction carnifex. If they ignore it it will mess things up with the frost axe. Good against singel targets and hordes. Re rolls charges. And it has 4++ VS shooting that is unique for a distraction carnifex. The list should start with 3 of those!

   
Made in ca
Junior Officer with Laspistol





London, Ontario

Dreads like Tacticals in Razorbacks.

You have similar armaments, but the Razorbacks become the distraction carnifex... if you blow them up, you can get to the marines inside.

That takes the pressure off your dreads, and if it doesn’t, you get a tactical squad with fire support / LoS blocking wall onto an objective.
   
Made in us
Trustworthy Shas'vre





Cobleskill

House Lucaris
Despoiler with twin Avengers, Helm of truesight, house warlord trait.

3x2 Wardogs with autocannons

1 patrol detachment of Tsons (Duplicity) with:
1 winged DP with malefic talons, Death Hex and Warptime, Magister and your preferred warlord trait (generally +1 to cast, +1 to Invul, or +1 psychic power (treason)) (and you can use another dreadnought body to represent it), and if you want to spend a CP, the crystal relic to redeploy a unit without risking or wasting a psychic test.

1 unit of Rubrics with GoT with bodies to fill the remainder of points.

What does this get you?
A way to turn off invulnerable saves

A crapload of -2 AP shooting when you redeploy your Rubrics 9-11 inches from their targets (don't try against tau).

A really confused opponent when you use a Merchwarrior Clanner format to present your list, 'To this trial I bring 1 Assault Mech and 3 binaries of heavies, supported by 1 heavy and a handful of Elementals.'

and a confused OP whom I'm pretty sure was only looking for IoM builds.

This message was edited 1 time. Last update was at 2021/01/01 11:08:31


'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
Racerguy180 wrote:
rules come and go, models are forever...like herpes.
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'm interested in a dread-heavy army with one of two implementations.
First, BA with some specific Dreads only accessible by the BA fraction.
Second, adding two Armigers and an Imperial Knight as a center force.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
 
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