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![[Post New]](/s/i/i.gif) 2013/02/02 07:53:04
Subject: Dreadnoughts in 6th
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Stalwart Space Marine
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Just getting back into 40k and loving it. I am about to convert my old AOBR dread to suit my DA. What do you find is the best armament for them in 6th all around? I know it depends on what you are using it for, but I want to grab another arm to replace the MM, and magnetize it for the swapping.
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"Exitus Acta Probat" |
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![[Post New]](/s/i/i.gif) 2013/02/02 08:18:46
Subject: Re:Dreadnoughts in 6th
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Jealous that Horus is Warmaster
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On basic Dreads I'm still a big fan of 2 x TL Autocannons, for mine I used the 2 halves of the quad gun model.
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Revilers 6,000pts
Dark Eldar 4,000pts
Cadian 229 regiment 3,000pts |
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![[Post New]](/s/i/i.gif) 2013/02/02 14:27:41
Subject: Re:Dreadnoughts in 6th
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Fixture of Dakka
West Michigan, deep in Whitebread, USA
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Basically every marine player in the hobby uses dual twin autocannons. No offense to all of them, but it's quite boring to see on the battlefield and in pictures, because it's always going to be the same thing when you know they have a dreadnought in their force.
I prefer the old standby of a powerfist with a storm bolter and a ranged weapon arm. Twin-linked lascannons are much better for ranged tank killing than a multi-melta's low range. It's probably the load-out I will be using to support my Deathwing. A Plasma cannon is always a powerful choice, too, if you want something that can be swapped with a multi-melta for troop killing, and it can easily be had in plastic bitz from the Venerable Dread kit.
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This message was edited 1 time. Last update was at 2013/02/02 14:28:28
"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should." |
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![[Post New]](/s/i/i.gif) 2013/02/02 15:29:42
Subject: Re:Dreadnoughts in 6th
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Krazed Killa Kan
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You could drop the Multi+Pfist out of a droppod, and upgrade the Pfist weapon to include a heavy flamer.
Then add Vulkan to your army. Drop right on top of them and letterrip.
Pretty cheap, still good in the assault, and the range isn't an issue with a drop pod. That's what I'd do if I wanted to be different.
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Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. |
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![[Post New]](/s/i/i.gif) 2013/02/02 16:12:48
Subject: Dreadnoughts in 6th
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Grim Rune Priest in the Eye of the Storm
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Currently I field a Rifleman Dread has more to do with needing Anti-Air and the lack of an Aegis Gunline. It performs ok as AAA, though I think Twin-Linked Auto-Cannon and a Twin-Linked Las-Cannon [Like a real Rifleman] might work better.
I think the other reason for seeing the Rifleman Dreads is Survivability. The farther you are in the Backfield, the better chance of Survival.
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![[Post New]](/s/i/i.gif) 2013/02/02 16:26:34
Subject: Re:Dreadnoughts in 6th
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Boosting Black Templar Biker
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AegisGrimm wrote:Basically every marine player in the hobby uses dual twin autocannons. No offense to all of them, but it's quite boring to see on the battlefield and in pictures, because it's always going to be the same thing when you know they have a dreadnought in their force.
What is one to do when the other weapon configs end up being a waste of points? I WANT to run AC+ DCCW+ HF as it is my favorite config, but it dies without accomplishing anything. Every. Damn. Time. The most points killed for that config must've been a DE Venom followed by a single Fire Warrior. Hoo-ray
For BT a ranged dread needs to be TLLC+ ML rather than dual AC as the latter isn't available, but the crappy volume of fire is not so nice.
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Armies:
Primary: Black Templars Crimson Fists Orks
Allied: Sisters of Battle Imperial Guard |
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![[Post New]](/s/i/i.gif) 2013/02/02 16:30:39
Subject: Re:Dreadnoughts in 6th
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Regular Dakkanaut
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I play DA and use a TLLC + ML dread. Its great to sit in the backfield and shoot at longer range targets.
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![[Post New]](/s/i/i.gif) 2013/02/02 16:36:07
Subject: Dreadnoughts in 6th
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Leader of the Sept
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My dreadnoughts provide long range fire support to my deathwing force, so missile launchers, assault cannon and autocannon are the irder of the day.
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Please excuse any spelling errors. I use a tablet frequently and software keyboards are a pain!
Terranwing - w3;d1;l1
51st Dunedinw2;d0;l0
Cadre Coronal Afterglow w1;d0;l0 |
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![[Post New]](/s/i/i.gif) 2013/02/02 16:51:33
Subject: Re:Dreadnoughts in 6th
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Shas'o Commanding the Hunter Kadre
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AegisGrimm wrote:Basically every marine player in the hobby uses dual twin autocannons.
That's true, most players that just netlist do this, and let list players never understand more than 80% of the game.
However, ironclads are where it's at. That av 13 is laughably hard to kill these days with the lack of melta in net lists. Heavy flamer and melta gun all the way, don't forget a pod!
As for normal dreads, it's all about how you want to use them. Assault cannon dreads can pretty much deal with all targets, and are another favorite of mine.
The biggest problem for dreads these days are MC's. To solve this, apply lots of lascannon/missile launcher to the face and let it simmer.
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![[Post New]](/s/i/i.gif) 2013/02/02 17:01:04
Subject: Dreadnoughts in 6th
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Insect-Infested Nurgle Chaos Lord
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If you have access to them, Ironclads are pretty awesome.
DA don't get them, though, so it doesn't do the OP much good.
DA only get Regular and Venerable flavours, thogh the venerable has the anti-csm perk i think.
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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) 2013/02/02 18:05:35
Subject: Re:Dreadnoughts in 6th
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Ladies Love the Vibro-Cannon Operator
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wildboar wrote:On basic Dreads I'm still a big fan of 2 x TL Autocannons, for mine I used the 2 halves of the quad gun model.
Yeah, I play Psfleman Dreads in my GK army. However, the venerable upgrade is rather useless since a penetrating hit takes away a hull point anyway. This upgrade is too expensive pointwise.
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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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![[Post New]](/s/i/i.gif) 2013/02/02 20:13:48
Subject: Dreadnoughts in 6th
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Rogue Daemonhunter fueled by Chaos
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Sometimes when you see everybody doing something, it's because of peer pressure and being sheeple and "net lists" and "group think."
And sometimes, everybody does the same thing because it's the best way to do things.
Not every metagame trend is the resule of herd mentality. the Rifleman dread is a double whammy: not only are the other dread options pretty mediocre, but there isnt' a lot of S7 in the SM book, making it the go to choice in a chronically underused slot.
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![[Post New]](/s/i/i.gif) 2013/02/02 20:15:31
Subject: Dreadnoughts in 6th
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Member of the Ethereal Council
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Plasma Cannon and HEavy flamer.
That is the best.
With an ADL now, IMHO, i think TL dreads went the way of the dino.
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![[Post New]](/s/i/i.gif) 2013/02/02 20:22:01
Subject: Dreadnoughts in 6th
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Calculating Commissar
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Granted not for the DA book, but I am going to try running the Furioso librarian again. A dreadnought the psychic powers is fun.
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![[Post New]](/s/i/i.gif) 2013/02/02 20:39:57
Subject: Dreadnoughts in 6th
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Wolf Guard Bodyguard in Terminator Armor
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Mine rocks with a TL lascannon, powergist and heavy flamer
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![[Post New]](/s/i/i.gif) 2013/02/02 21:24:42
Subject: Re:Dreadnoughts in 6th
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Hellish Haemonculus
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I rock the flamer/fist and multimelta, which works out pretty well for me.
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![[Post New]](/s/i/i.gif) 2013/02/02 21:27:00
Subject: Re:Dreadnoughts in 6th
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Bane Lord Tartar Sauce
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Riflemen dreads (2 TL Autocannons) are the default go to for Dreadnoughts for several reasons. The first is that Riflemen are fairly cheap. For 120 points, you get a dread with 4 TL Autocannon shots a turn. For comparison, the TL Lascannon alone makes your dread more expensive than a rilfeman. The second reason they are so popular is their range. In 6th Dreadnoughts without AV13 die surprisingly quickly if they get close, due to the introduction of hull points and the buff to krak grenades in close combat. The longer you can keep your dreadnought away from the enemy and out of combat (with most things) the better it will survive. The third reason that Riflemen are popular are that they are more specialized than a mixed-weapon dread. When you are shooting with your rifleman, you find the target where the autocannons will do the most damage, then open fire. If you have mixed weapons, there is a chance that one weapon would end up firing at a non-optimal target.
Ultimately, I think the big thing that makes riflemen the go to are the limited number of alternatives to the dreadnought close combat weapon. IF the dreadnought could get 2 of any other gun, we would probably see more diversity.
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![[Post New]](/s/i/i.gif) 2013/02/02 21:33:17
Subject: Dreadnoughts in 6th
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Fresh-Faced New User
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I dunno, powerrfist Dreadnaughts are still pretty nice to have in an army with a lot of armor saturation. It's a unit that can fire a heavy weapon, then assault with s10. Not many units can do that. Plus they're pretty hand for closely supporting tactical squads.
It is a shame about the venerable. I used to run one with assault cannon and the bs5 and ws5 is extremely useful but certainly not worth the points now.
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![[Post New]](/s/i/i.gif) 2013/02/02 21:42:53
Subject: Re:Dreadnoughts in 6th
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Stealthy Space Wolves Scout
Rynn's World
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For my codex marines i run dreads with TL-Las \ ML or 2 TL-Autocannon.
For my GK it is always 2 TL-Autocannon with psybolts as i only run pure GK,so i do not run any melta
henchmen.
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![[Post New]](/s/i/i.gif) 2013/02/02 22:09:23
Subject: Re:Dreadnoughts in 6th
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Fixture of Dakka
West Michigan, deep in Whitebread, USA
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The first is that Riflemen are fairly cheap. For 120 points, you get a dread with 4 TL Autocannon shots a turn. For comparison, the TL Lascannon alone makes your dread more expensive than a rilfeman.
So basically, Rifleman dreads are an optimal choice just like Long Fang Spam is. It's not because the other options under perform in any way, but because Riflemen are priced so cheaply for what they do.
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This message was edited 1 time. Last update was at 2013/02/03 00:01:52
"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should." |
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![[Post New]](/s/i/i.gif) 2013/02/02 23:09:27
Subject: Dreadnoughts in 6th
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Member of the Ethereal Council
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They also cost the same as a plasma and Heavy flamer dread, which i will swear too till the day i die.
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![[Post New]](/s/i/i.gif) 2013/02/03 04:42:59
Subject: Dreadnoughts in 6th
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Regular Dakkanaut
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My dreads go with MM PF and flamer in a drop pod to go crutch hunting. What ever your army relies on he is going after it. Mix with Vulcan equals twin linked goodness1 150pts to ruin your day!
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![[Post New]](/s/i/i.gif) 2013/02/18 16:39:00
Subject: Dreadnoughts in 6th
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Blood Angel Neophyte Undergoing Surgeries
Groningen
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I play Blood Angels and am still a big fan of the Furioso Dread with twin Blood Talons, love the continous killing power
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This message was edited 1 time. Last update was at 2013/02/18 16:39:30
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![[Post New]](/s/i/i.gif) 2013/02/18 16:43:24
Subject: Dreadnoughts in 6th
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Junior Officer with Laspistol
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schriemer wrote:I play Blood Angels and am still a big fan of the Furioso Dread with twin Blood Talons, love the continous killing power
The problem is, how do you get it there?
To "ensure" its safety, you have to put it in a Storm Raven, which means at earliest, T3 assault. It also means there's a dead turn when your opponent fires everything at the 350-ish points sink flying towards them.
If you walk it across the table, it gets shot at leisure. At least shooty dreads can do something while moving.
A buddy of mine uses one, once it actually made it into combat with my IG. It proceeded to wipe out a 90pt squad. GG Dread.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/02/18 16:45:29
Subject: Re:Dreadnoughts in 6th
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Twisted Trueborn with Blaster
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Deathwing Venerable Dreadnought with a Plasma Cannon and the ornate Power Fist is my favourite looking dread.
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I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/
Tzeentch Daemons 2000pts
Kabal of the Sundering Strike 2500pts
Eldar Corsairs 750pts
400pts Corregidor/Nomads
300pts Yu Jing
200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang |
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![[Post New]](/s/i/i.gif) 2013/02/18 17:38:10
Subject: Dreadnoughts in 6th
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Ferocious Black Templar Castellan
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Griddlelol wrote: schriemer wrote:I play Blood Angels and am still a big fan of the Furioso Dread with twin Blood Talons, love the continous killing power
The problem is, how do you get it there?
To "ensure" its safety, you have to put it in a Storm Raven, which means at earliest, T3 assault. It also means there's a dead turn when your opponent fires everything at the 350-ish points sink flying towards them.
If you walk it across the table, it gets shot at leisure. At least shooty dreads can do something while moving.
A buddy of mine uses one, once it actually made it into combat with my IG. It proceeded to wipe out a 90pt squad. GG Dread.
Drop Pod it at a flank. Either the enemy deals with it, in which case they're not dealing with other stuff, or they don't deal with it, in which case you're going to town. AV13 is much more durable now that meltas are partially giving way to plasma and autocannons.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2013/02/18 17:54:43
Subject: Dreadnoughts in 6th
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Junior Officer with Laspistol
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AlmightyWalrus wrote:
Drop Pod it at a flank. Either the enemy deals with it, in which case they're not dealing with other stuff, or they don't deal with it, in which case you're going to town. AV13 is much more durable now that meltas are partially giving way to plasma and autocannons.
Drop pod does sound like a better idea, although I don't think I understand the argument of "if they're shooting at that, they're not shooting at other things." It seems rather silly to state that. For one, it's obvious, but the same logic can be applied to anything you're doing.
AV:13 is pretty awesome though, AV:13 or go home.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/02/19 07:18:41
Subject: Dreadnoughts in 6th
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Ferocious Black Templar Castellan
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Griddlelol wrote: AlmightyWalrus wrote:
Drop Pod it at a flank. Either the enemy deals with it, in which case they're not dealing with other stuff, or they don't deal with it, in which case you're going to town. AV13 is much more durable now that meltas are partially giving way to plasma and autocannons.
Drop pod does sound like a better idea, although I don't think I understand the argument of "if they're shooting at that, they're not shooting at other things." It seems rather silly to state that. For one, it's obvious, but the same logic can be applied to anything you're doing.
Well, true. Not everything has AV13 though. The Dreadnought is probably going to soak up a lot of firepower. If you want it to survive you can always use terrain and the Drop Pod itself to block off lanes of fire.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2013/02/19 15:04:18
Subject: Dreadnoughts in 6th
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Blood Angel Neophyte Undergoing Surgeries
Groningen
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You can move 6" now after disembarking, so can try to position it for a little cover, and it won't be dropping in alone
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![[Post New]](/s/i/i.gif) 2013/02/19 15:53:24
Subject: Dreadnoughts in 6th
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Dakka Veteran
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As a Dark Angel player, what I like to do is put a MM/HF dreadnought in a droppod to come in automatically turn one, alongside a deathwing assault.
If I'm not going to drop pod it in, I like to use the two TL Autocannons.
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I like to say I have two armies: Necrons, and Imperium.....
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