Switch Theme:

Dreadnaughts = bad  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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.




Made in de
Regular Dakkanaut




Dreads are considered to be costefficient by most players including veterans. Strange enough I havent seen them win games yet. They are a minor help at times, but whenever I consider what else could have been bought for the points, the Dreads never really make an impact.

Well this is just personal experience. Lets look at the facts:

Dreads are jacks of all trades. They can do a little of anything and are able to bind units that lack anti tank weapons. Is this really good enough, given all the toys that 4th Ed. provides?

A commonly used setup is Venerable Dread + AC + Flamer + Pod. Now this thing costs 165 points.

It affects the game for about 3,3 turns per game and kills 1-2 Marines per round.

Not so impressive, is it?

Now factor in that the opponents 165 points do something as well. Two tactical units with heavy weapon in cover for example... Or two Tornados... Or a unit with Meltagun(s) and a hidden Powerfist...

Even less impressive, is it? Dreads can safely be ignored, for their low offensive potential and also can be killed or rendered useless fairly easy by most things you get for the same points.  Somehow this strongly remembers me of "Landraider Syndrome".

So Dreads are bad, arent they?

   
Made in fi
Regular Dakkanaut




Not really.

Your example dread setup drops from the sky....flamer kills ALOT of 4+ save models....assualt cannon finnishes the rest. Paid for itself and the pod in 1 round of shooting.

Course you could keep things cheap, 105pts for the normal AC dread, its the cheapest AC you will find. a round of AC + SB fire followed by a charge should be killing about 1.5 marines with shooting, once you get into CC you will be killing another 2.7 marines over 2 CC phases with the last marine either running due to outnumber or taking no retreat wounds and dieing.

So basically my math shows that a 105pts dread will be killing a 100pts (las/plas) tactical squad per turn once you get into CC.

They have plenty of killing power you just need to use them right.
Depending on the army though it might be better to just take a predator annihialator, pretty much the same cost but much better armour at the expense of the CC ability.

Dreads aren't bad, it depends on the opponent and their proper use though.

The Plasma Gun is a game altering force of unspeakable power 
   
Made in de
Regular Dakkanaut




80% of the armys I face at tourneys have 3+ saves (60+% Marines plus a few Necrons Whitch Hunters etc.) So performance against MEqs is whats important.

Your math seems to suggest one killed 6 men unit per game (not per turn). Almost anything for 165 points can do this and more.
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

A Dreadnought, as a unit, is the best combination of cheap and durable to field an assault cannon. A Tornado is cheaper, but dies to bolter fire. Terminators can field 2 and has more staying-power, but cost twice as much. A Land Raider Crusader has the same kind of issue.

Now, if you have the points to spend, you're probably better off taking one of these other units. On the cheap, however, it's the best bet.

Also, A Dread is a nice combination of move-and-fire heavy weapons and ability to hide. A Predator has better armor and more guns, but has a harder time hiding from return fire. Add to that the ability to move through cover/difficult terrain without immobilizing itself, and you have a versatile and useful unit.

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 
   
Made in us
Perfect Shot Black Templar Predator Pilot





Greenville

Dreadnoughts are excellent units, provided you keep them out the way against more serious anti-tank weapons. while the lascannon and missile launcher are not as efficient (or as good at what they do, IMO) as a stripped down AC+SB dread, it still has payed for itself in almost every game I've played it in.

CK

"War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling, which thinks that nothing is worth war, is much worse. The person, who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature who has no chance of being free unless made and kept so by the exertions of better men than himself."
-- John Stuart Mill

Black Templars (8000), Imperial Guard (3000), Sanguinary Host (2000), Tau Empire (1850), Bloodaxes (3000) 
   
Made in gb
Been Around the Block




Dreadnoughts certainly have their place.  The biggest problem I see with the original contention is placing it in a drop pod, adding 30 points, and taking it out of the game for 2-4 turns (or more, if you're really, really unlucky), and these are likely to be its most effective turns.

Compare dreads with the alternatives:

Predators/other tanks - similar guns, though the tank generally can outgun the dread.  Dread is a little more shooty on the move, but is slower.  The dread has worse front armour, but better side armour, and can't be immobilised by terrain.  Most importantly, the dreadnough provides close combat support to a firebase, and the tank just can't

Speeders/bikes - dreadnought is a lot more survivable, and a lot more expensive.  The speed is a big differentiator here

Troops - dread is about the same gun wise as a squad of tacticals.  The dreadnought can be taken out with one shot (which a squad of marines can't), but is immune to heavy bolters and below (still one of the bigger problems for a squad of tacticals).  However, if the local metagame tends toward tank-killing being a priority, the squad will tend to last a lot longer than a dreadnought

Personally, I'm a big fan of a dreadnought to support my firebase from anyone getting too close in an assault, particularly uber-characters, that tend to have problems killing a dread in combat, particularly if you can just tie them up for  a while with a nice, cheap 110 point standard dread with extra armour
   
Made in us
Master of the Hunt





Angmar

Posted By spikydavid on 04/18/2006 6:49 AM
Dreadnoughts certainly have their place.  The biggest problem I see with the original contention is placing it in a drop pod, adding 30 points, and taking it out of the game for 2-4 turns (or more, if you're really, really unlucky), and these are likely to be its most effective turns.



While true, you must counter this with the fact that a Drop podding Dread will always get a chance to shoot before it gets shot at. You never have to worry about your opponent popping it on the first turn before it can do anything.

That and the fact that you have the possibility of dropping behind intervening terrain that would normally block LOS to the rest of your force.

Plus, and this is not always a good thing, you will be more likely to get the Dread into assault. A walking dread is much easier to avoid when it comes to assault.


"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."
 
   
Made in us
Confident Marauder Chieftain





I think, perhaps, some of the love of Dreads comes from 2nd edition (where they were pretty spectacular) and 3rd edition pre-hidden Power Fist (where they were excellent charge deterrants).  Now, they've lost a lot of their power due to them no longer having the uber-special weapon rules (2nd ed) or being able to pick out that PF before grinding through the rest of the squad.

I do think they still have a place in 4th edition, though, in a target saturation role.  Add two of them in a list with Preds, Terminators, and Razorbacks to give your opponent fits when it comes to picking what hard target to shoot at first.  They'll buff the list with some close combat punch, and might pull fire away from more valuable targets.

By and large, they have lost a lot of the luster that used to make them such great additions to any list.

Kev

   
Made in us
Regular Dakkanaut




Dreads and terminators are my bread and butter.

Ezz
   
Made in us
Ancient Chaos Terminator




South Pasadena

@Lord_Sutekh and SpikyDavid,
Why do you believe that a dreadnaught does not take a dangerous terrain test? BGB pg 61 seems to imply that walkers do indeed take dangerous terrain tests.

Darrian

 
   
Made in us
Longtime Dakkanaut




Los Angeles

Why do you believe that a dreadnaught does not take a dangerous terrain test? BGB pg 61 seems to imply that walkers do indeed take dangerous terrain tests.


An excellent question. I'm rather curious myself.

"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 
   
Made in us
Longtime Dakkanaut





According to the BGB, vehicles (except for Dreads and skimmers) treat difficult terrain as dangerous terrain.

Dreads move as infantry and treat difficult terrain as difficult terrain. However, if entering a piece of terrain that is considered dangerous terrain for infantry (Fast moving river, etc) then it can be immobilized by the dangerous terrain test.
   
Made in us
Ancient Chaos Terminator




South Pasadena

Damn Skyth, I think you are dead on right. I love Dakka, regardless of how tedious the argueing can be, I often learn something. This is one of those times.
Thanks.

Darrian

 
   
Made in us
Dakka Veteran




the spire of angels

in my experience-venerable dreads with tank hunter ;ass/missle combo for firse support-very good

mortis dreads-very cool

single dreads in an army-very dead


"victory needs no explanation, defeat allows none" 
   
Made in gb
Long-Range Land Speeder Pilot





A small, damp hole somewhere in England

What about Chaos dreads?

With the ability to increase them to armour 13 and/or make them immune to being shaken and stunned, are they better value than their marine counterparts? You also get an extra attack, but then also have to deal with fire fenzy/blood rage...

Follow the White Scars Fifth Brotherhood as they fight in the Yarov sector - battle report #7 against Eldar here
   
Made in us
Ancient Chaos Terminator




South Pasadena

@Hedgehog. Chaos dreads suck. I hate them, then again, maybe it's my *donkey*cannon envy speaking. It is such a shame that the Imperium had to wait until AFTER the Heresy to rediscover Assault cannon tech.

Darrian
(Assault Cannons are better than you)

 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

Chaos Dreads are hamstringed by bloodraging when you want them to shoot something, and fire-frenzying when all they can see is your own guys. Add in that they take the place of a Predator or Defiler, and they end up on the shelf, most times.

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 
   
 
Forum Index » 40K General Discussion
Go to: