Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
I made up some rules trying to fix the dreadnought.
I wanted to make it more of an expensive elite/hard to kill support unit for the tactical squads, which fits better with the fluff than drop pod them on a suicide mission behind/near enemy lines. Something that also disturbed me in the SM/DA codex is that the description of the dreadnought, its presence inspires the other space marines, but in the rules it does no such thing.
You can see it is possible to upgrade the dreadnought quite a lot, making it an expensive AV14 unit (with venerable status) almost as a cost of a land raider (125 + 50 + 50) = 225 points.
I need to play test this myself, but my question to DA/SM players would be: Do you think these rules are balanced and fun, and would how likely would it make you consider including dreadnoughts to your army?
The original dawn of war intro gives a good example of what I want to achieve with it:
Also, something rather silly is the dreadnoughts 2 attacks per turn (specially against larger units), so I wanted to make something like the smash attack in dawn of war II:
And finally here are my proposed rules:
Automatically Appended Next Post: I just found an error in the power smash, the rule should read:
Put one small blast template on one enemy model in base contact
This message was edited 1 time. Last update was at 2014/04/20 07:59:57