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![[Post New]](/s/i/i.gif) 2015/11/02 12:47:06
Subject: Dreadnaught Squads
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Boosting Black Templar Biker
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Hey there guys, got bored on my lunch break so I got to wondering; how good are squads of Dreadnaughts, either Dual Autocannons or LC/ ML flavours?
I'm using Iron Hands tactics, and I figured that dreads, since they're the only vehicle with Chapter Tactics, would be a good choice for backfield support. If squadronned in a pair, with TL Autocannons and IWND, I figure they would present enough of a threat to both deal significant damage and draw fire away from more fragile units (Suicide Sternguard, MSU Tacts etc).
Plus, it would be very fluffy
Has anyone used the new Dreads in a squadron with Iron Hands tactics? and how effective would you say they are?
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![[Post New]](/s/i/i.gif) 2015/11/02 13:07:31
Subject: Dreadnaught Squads
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The Marine Standing Behind Marneus Calgar
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When I finished painting my third assault cannon arm, I took three of my dreads out for a stroll. (All with AsC/Fist, 2xHB, one SB) Ultramarine tactics, but that’s mostly irrelevant.
As I was using the demi-co, it was the only way I could get all three into a list. Running them separate was not an option.
They got in each other’s way. Some were in range, others not. The whole squad got bogged down in cover I wanted to get out of so I could charge. No split fire, so I could only shoot one thing. Overall, not a fan.
I think a pair of dreads is a good compromise between slots/points/firepower. But three was too much.
If you are running fire support dreads some of those problems go away. But not the split fire issues. All of them need to hit the same target. How many things need that much long range love? It’s a big chunk of points for an inflexible firebase. Again, I think a pair of dreads working the buddy system might be a decent compromise. Points are lower, less overkill.
In general you don’t get any advantages from squadroning. Barring the obvious of being able to cram more units into the same slots. But you give up a chunk of things for that, so keep things separate unless you don’t have the space.
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![[Post New]](/s/i/i.gif) 2015/11/02 13:14:59
Subject: Re:Dreadnaught Squads
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Bonkers Buggy Driver with Rockets
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Dreadnought squads in general are pretty good. Personally, in squads, I don't do double range weapons. Usually a range weapon and a melee. Now if you want to run double weapons might I suggest the Mortis pattern dreadnought. Dual TL AC's and if you stand still you get Skyfire and interceptor  I believe they do not have the chapter tactic special rule, but you might want to e-mail FW and ask.
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Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
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![[Post New]](/s/i/i.gif) 2015/11/02 14:07:31
Subject: Dreadnaught Squads
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Boosting Black Templar Biker
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Thanks for the replies.
I do like the buddy dreads idea. Running 2 x 2 pairs of TL Autocannons means they can be my definitive anti- AV, plus through volume of shots and re-rolls they can double as anti-air in a pinch.
Although AC/ PF is tempting, only so I can model them holding hands as they march downfield
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![[Post New]](/s/i/i.gif) 2015/11/02 14:14:15
Subject: Dreadnaught Squads
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The Marine Standing Behind Marneus Calgar
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Izural wrote:Thanks for the replies.
I do like the buddy dreads idea. Running 2 x 2 pairs of TL Autocannons means they can be my definitive anti- AV, plus through volume of shots and re-rolls they can double as anti-air in a pinch.
Although AC/ PF is tempting, only so I can model them holding hands as they march downfield
That or playing tug-of-war with some xenos/heretic
With dreads going to 4A, I’m loath to take the fist away these days. Not that the guns don’t work, but sometimes you just want to reach out and crush someone.
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![[Post New]](/s/i/i.gif) 2015/11/02 14:16:13
Subject: Re:Dreadnaught Squads
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Longtime Dakkanaut
Minneapolis, MN
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A couple reasons you might want to take squadrons:
1) To overcome slot limitations in your detachments. For example, in an Iron Hands demi-company (which seems to be what the OP has in mind).
2) To make psychic buffs more efficient. Three dreadnoughts would be a great target for Invisibility, Forwarning, Precience, etc.
There are other margianal benefits. Blast and Template weapons will generate more hits than usual (due to the way you stack multple templates during hit resolution). And you might be able to play some games with wound allocation; shuffle your dreadnoughts around to spread out the damage they recieve.
Even then, I might avoid doing it. Like Nevelon mentioned, dreadnoughts are big, slow models that can easily get in each other's way, causing little traffic jams as you maneuver them around terrain.
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![[Post New]](/s/i/i.gif) 2015/11/02 15:34:22
Subject: Re:Dreadnaught Squads
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Boosting Black Templar Biker
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DanielBeaver wrote: Even then, I might avoid doing it. Like Nevelon mentioned, dreadnoughts are big, slow models that can easily get in each other's way, causing little traffic jams as you maneuver them around terrain. If only I could teach them to stand on each others shoulders or give each other piggybacks... Back on topic however.. If the terrain is dense I expect a certain amount of limitations, single-filing them might be a good idea since (as far as I know) they follow standard squad rules and can shoot through each other. I suppose the other issue I just thought of is the same issue all Vehicle squadrons have, if one gets immobilized, it effectively immobilizes the other (I think I'm remembering the rule correctly.. correct me if i'm wrong ofc!) Damnnit, why is the SM Elite slot so loaded with tasty units! >.<
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This message was edited 1 time. Last update was at 2015/11/02 15:35:12
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![[Post New]](/s/i/i.gif) 2015/11/04 00:43:29
Subject: Dreadnaught Squads
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The Marine Standing Behind Marneus Calgar
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They can shoot through each other, and you can leave immobilized guys behind and keep moving.
One problem with a single file line is the range. The guy in the back is going to be 6”-13” farther back then the lead guy. Not a huge deal is you are running LC/AC/MLs, but if you are packing AsC/MM/SB/HFs you could potentially be missing out on a number of shots.
I know I did on Assault Cannon’s day out.
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![[Post New]](/s/i/i.gif) 2015/11/02 15:52:47
Subject: Dreadnaught Squads
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Dakka Veteran
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Nevelon wrote:Izural wrote:Thanks for the replies.
I do like the buddy dreads idea. Running 2 x 2 pairs of TL Autocannons means they can be my definitive anti- AV, plus through volume of shots and re-rolls they can double as anti-air in a pinch.
Although AC/ PF is tempting, only so I can model them holding hands as they march downfield
That or playing tug-of-war with some xenos/heretic
With dreads going to 4A, I’m loath to take the fist away these days. Not that the guns don’t work, but sometimes you just want to reach out and crush someone.
Yeah, if you're taking (standard, non- FW) Dreads you'll want to leave the DCCW on. It's the main reason for taking them now - the guns are just a nice bonus, you can get better shooting elsewhere.
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