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![[Post New]](/s/i/i.gif) 2006/04/12 04:39:19
Subject: How effective is the 6 Dread. Army?
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Longtime Dakkanaut
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I am looking at different ways to revamp my Space Marine Army with fun characterful lists and this is something I have been thinking of (mainly for my love of Dreadnoughts). I am thinking in purely "Dakka Tough Guy" style play. Should I max out on Assault Cannons and Drop-pods? Or do a long walk supported by HQ Techmarines. Thanks for the support.
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Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)
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![[Post New]](/s/i/i.gif) 2006/04/12 04:45:25
Subject: RE: How effective is the 6 Dread. Army?
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Master of the Hunt
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Pods. Otherwise you will always be out-maneuvered, and any assault cannons you take will be hard pressed to get into range.
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"It is by caffeine alone I set my mind in motion. It is by the seed of Arabica that thoughts acquire speed, the teeth acquire stains, the stains become a warning. It is by caffeine alone I set my mind in motion." |
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![[Post New]](/s/i/i.gif) 2006/04/12 08:00:21
Subject: RE: How effective is the 6 Dread. Army?
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Longtime Dakkanaut
Los Angeles
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If he doesn't respond to this post, PM Lord_Sutekh. I think that's how you spell his name. He brought 6 Dreads, Ven Dreads no less, to a GT (UK?) He had something of a messy time because of some stupid judges, but he can still probably give a good deal of insight.
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"The last known instance of common sense happened at a GT. A player tried to use the 'common sense' argument vs. Mauleed to justify his turbo-boosted bikes getting a saving throw vs. Psycannons. The player's resulting psychic death scream erased common sense from the minds of 40k players everywhere. " - Ozymandias |
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![[Post New]](/s/i/i.gif) 2006/04/12 10:01:57
Subject: RE: How effective is the 6 Dread. Army?
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Longtime Dakkanaut
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A drop podding dread army would be an unusual and characterful and potentially fluffy army, especially if you can fill out the other unit slots with something that fits whatever fluff you can think up. I'd suggest deliberately limiting the army list (purely as an example, no Fast Attack, or no infantry heavy weapons) to help avoid the cries of 'Cheese!', because you can guarantee someone will insist a 6 Dread army is cheesy even if it isn't.
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![[Post New]](/s/i/i.gif) 2006/04/12 21:55:51
Subject: RE: How effective is the 6 Dread. Army?
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Battlewagon Driver with Charged Engine
Murfreesboro, TN
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It was actually the Atlanta Games Day RTT; I'd imagine that GTs would have more stringent rulings consistency. Playing the army was fun, although the issues afterward were not. Oh well. I find the 6 Dread army to be pretty potent. The Venerable status is kinda iffy on whether it's worth it (besides cries of "cheese"), but the core is sound.
The answer to the getting-in-range issue isn't always pods; all but one of my Dreads mounts some form of long-ranged (over 24") weapon, be it twin-linked lascannon or missile launcher. While pods are nice to get them immediately into range, that also means they're likely within immediate range to be meltagunned or hidden-powerfisted. Even on the charge, a DCCW-armed Dread can only cause 3 wounds; they just can't make the kills for losing their shooting to be worthwhile. So, unless they totally outclass the opponent (Fire Warriors, or Guardians/DE Warriors w/o haywires, or IG), the Dread will be (at best) stuck in a tar pit for a few turns. Staying at range, using the move-and-fire and diff-terrain-like-infantry qualities, using terrain for cover/LOS blocking, and good target selection can make this army work. At least, that's how I got 2 victorious slaughters; your milage may vary.
Above all, the greatest strength of the army is numbers of threats. The opponent has to decide which Dread to target with any given unit; he can either focus the fire of his army and take one out for sure, or he can spread out the shots and hope to significantly impair a few. If you're lucky enough to face a anti-tank-light army, it gets even better.
As for Techmarines, the only way they have a decent repair chance is with Servitors... and that makes their little "unit" targetable by a canny opponent. I'd rather spend the points on supporting infantry and a HQ to help the lumbering man-tanks in close combat.
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As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.
But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.
Member of the "No Retreat for Calgar" Club |
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![[Post New]](/s/i/i.gif) 2006/04/14 09:30:26
Subject: RE: How effective is the 6 Dread. Army?
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Fresh-Faced New User
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Mahu, you might also PM Agustus. He has taken a 6 dread list to two larger RTT's (GhengisCon in denver and Adepticon). He also had a swarm of speeders.
I know that it did well in winning battles but got lots of cries of cheese, lots and lots of cries.
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![[Post New]](/s/i/i.gif) 2006/04/14 13:16:25
Subject: RE: How effective is the 6 Dread. Army?
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Rampaging Carnifex
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The advantage to a drop pod dread is a heavy flamer of pain. Adds a whole lot of wounds, and utterly defeats certain armies (IG, lots of Eldar, DE, nids, etc). I wouldn't play it any other way.
You might tempt me to put a lascannon on a couple dreads, but they'd still drop pod. It essentially guarentees going first and getting to come in roughly where you want to.
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