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Psyfile dreads


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One lucky shot shouldn't cost me an objective; that's my stance.

 

I personally do not take Dreads without DCCWs, Riflemen or otherwise. A dread without his claw does a disappointing amount of damage in the assault he'll get drug into to stop him from shooting.

One lucky shot shouldn't cost me an objective; that's my stance.

 

I personally do not take Dreads without DCCWs, Riflemen or otherwise. A dread without his claw does a disappointing amount of damage in the assault he'll get drug into to stop him from shooting.

 

Got to agree with Thade on this. I personally always like the idea of my Dreads being able to join a combat with a few S10 attacks. It can sometimes force a stalemate out of an unwinable fight. (thats right, unwinable. Its a new word!)

The thing about Grand Strategy is that if you built your list correctly, you won't need to use GS the same way every game. That is, you should be taking the GM because you want extra tactical flexibility. Not because a single use of GS is required to make your list function at all. :lol:

 

If it's useful in This Game to make d3 of your dreadnoughts scoring ... why not? This cannot be considered A Bad Thing.

I would usually only make dreads scoring if I rolled a 3 and made other units scoring first and the dread is the last viable option. I also disagree with the DCCW on a dread, I rarely find them useful. Dreads don't have enough attacks, if you are going to assault them you do it when they lose the DCCW and at that point they are no better. Furthermore, it makes Immobilized a huge deal, if I have 1 ranged weapon and get immobilized not one weapon destroyed makes the dread effective. For me dreads in combat are tarpits at best, at which point I don't care what they kill.

What do you use for a long range, home objective holding unit?

 

The GK Dex is very sparse on these, especially not having access to Sniper Rifles.

 

Unless you're running Coteaz and are planning to use Gun Servitors/Jokers, then the only GK options are;

 

1) HB Razorback (with whatever scoring squad of GK inside you want)

2) TLAC Dread with Grand Strategy

 

The second option is more durable, has longer range, and more (long Range) firepower. But requires you to plan to use a GKGM to provide the Scoring.

 

That you can make potentially two other units scoring is just a bonus.

 

Obviosuly, the tactical flexibility in this is that if you don't play an objective based mission, you're free to use TGS on something else.

 

Personally, I've been sidestepping this issue by not placing any objectives hidden away in the dpeths of my deployment zone, but trying my best to place what objective I can as close to my opponent as possible. To make use of my 24" range standard, and to not have to pidgeon hole a unit into a backfield camper.

Personally, I've been sidestepping this issue by not placing any objectives hidden away in the dpeths of my deployment zone, but trying my best to place what objective I can as close to my opponent as possible. To make use of my 24" range standard, and to not have to pidgeon hole a unit into a backfield camper.

This mirrors my thinking as well.

 

The thing about Grand Strategy is that if you built your list correctly, you won't need to use GS the same way every game. That is, you should be taking the GM because you want extra tactical flexibility. Not because a single use of GS is required to make your list function at all. :lol:

 

If it's useful in This Game to make d3 of your dreadnoughts scoring ... why not? This cannot be considered A Bad Thing.

Take this to heart. <3 number6 knows what's up.

What do you use for a long range, home objective holding unit?

 

...

 

Personally, I've been sidestepping this issue by not placing any objectives hidden away in the dpeths of my deployment zone, but trying my best to place what objective I can as close to my opponent as possible. To make use of my 24" range standard, and to not have to pidgeon hole a unit into a backfield camper.

I think this is the answer. The Inquisition never has played like other armies, and hopefully it never will :lol: Long range, open field style combat is the domain of the Guard, and sometimes the Space Marines. We are a shorter range army that excels in urban-esque areas along with the Sisters of Battle. Keep the objectives close to each other, sometimes right up in their face. If all the action is within 24 to 30" of each other, range is no longer an issue and we can use our superior firepower on the move to cover everything.

 

The game starts as soon as you begin dicing off for sides and revealing your army lists. Placing objectives is part of the game and should be part of your plan once you see the terrain.

I guess I'm the "odd man out" when it comes to the dreadnought situation. So far I've yet to field the Psiflemen, I love my classics better. Twin-Linked Lascannon, Nemesis Doomfist. they've served me extremely well in the past, sometimes winning the game through overwhelming counter-charges. I don't think I could do without them especially now that the fist is a Force Weapon.

 

P.s. What do you guys think of the "Contemptor Dreadnought" for a venerable? Think they'll make some autocannons for it?

 

=]D[=

I guess I'm the "odd man out" when it comes to the dreadnought situation. So far I've yet to field the Psiflemen, I love my classics better. Twin-Linked Lascannon, Nemesis Doomfist. they've served me extremely well in the past, sometimes winning the game through overwhelming counter-charges. I don't think I could do without them especially now that the fist is a Force Weapon.

I field a rifleman at times with my SMs which is what I base my theories on here. I probably won't field one with my GK, sticking to their 24" rule (and letting me take advantage of the strengthened Aegis) my dread will have an Assault Cannon with Psy-ammo.

I had similar thinking, and when I first played 2000 points I added a libby, vindicare and dread with psycannon and incinerator to my 1500 points. However, for actual shooting, considering that 5 paladins get 2 psycannons, 1 psycannon really isn't much, my dread did very little, and while cheaper then my paladins, I kept comparing him to them (in terms of what to shoot at) and I feel he let me down.

 

I feel that my paladins have 24 inch ranged fire down pretty well, so prefer to add something different such as ranged cover ignoring fire vs hordes (DK's with heavy incinerator) or long ranged anti tank fire (psyrifle dread).

I too like the 'all-rounder' approach of the Psybolt DCCW/Assault Cannon.

 

Yes, it's another Psycannon, and I've loads of them. But. It's another Psycannon, and they're awesome. I can't have enough tbh. I also get a S5 SB and a S10 DCCW that can ID stuff.

 

It's up close and personal with the rest of my army, providing more use from Aegis. And the Psycannon is just as good at denying Deldar FNP saves as the Autocannons.

 

Really, unless I plan to leave stuff backfiled (and why would I?) I don't think the loss of range is too great a hurdle to make up.

 

Unlike the MM version, I don't need to get into enemy MM range to be effective, and can stay at a nice, mobile 24".

I was planning on adding two dreads to my collection (rather to make a collection I suppose). Both utilizing Forgeworld neat looking bits... one with two autocannons, one with psycannon (psybolt autocannon), DCCW, and "incinerator". Should handle all my bases, look neat, and not be too horrible down the road. Then again, I'm anti-unit spam in general.

I use 2 Psyfilemen in my list, and they've been beautiful for me. There are a few things to keep in mind.

 

1) Having all your weapons 48" range offers a LOT of flexibility. I play the reserves game a lot, and without Drop Pods I need my Dreadnoughts to have long range so they can be effective from the moment they step onto the board. 48" range also limits the amount of weapons that can be brought to bear against you, and gives you more leeway to be placed in cover, thereby greatly increasing the life expectancy of your dreads.

 

2) Fortitude is at its best when you want to pump out a continuous volley of fire. Opponents forget about it, so they think that a stunned or shaken Dread has been taken care of for a turn. Being able to pass that Ld10 test and mow down another vehicle that they didn't think to protect from that angle is a wonderful thing.

 

3) I really cannot stress how important it is that our Autocannons are S8. Yeah, yeah... they have +1S against vehicles. It's certainly very nice, but if that's the end of your thinking then you're missing the most important part. These things insta-kill T4 models! That's a huge advantage, especially with 4 twin-linked shots per turn! Think of it this way; I have never let a Doom of Malan'Tai survive a single round of shooting, or any other Zoanthrope survive a second round (usually because I'm busy killing the Doom first, and only have 2 Dreads). With 4 shots he's going to fail a 3++ save, and then that's the end of that. This works against any number of multi-wound T4 models, and is an enormous boon.

 

4) Let's be honest; they're cheap! For 135pts you get 4 twin-linked, high-strength shots that can always move and fire, usually even after you've been stunned or shaken. For the price of a unit of Troops, you get 2 of them.

 

I can't imagine leaving home without them. ^_^

If you mean "taken one of each on the same Dread", yes, I have done that. It's okay. Nice anti-infantry ability and he still has a shot at cracking open Rhinos; again I miss the DCCW too much to take more than one weapon on a Dread these days though.

 

Typically people will tell you that the two weapons don't synergize well together (given the difference in ranges on the weapons) but it's analogous (roughly) to taking an assault cannon and cyclone missile launcher on the same terminator, were it cost effective (or legal) to do so. He can crack transports over 24" and within 24" he has a better chance (not huge but better) of cracking Rhinos due to Rending and more shots on the Assault Cannon. He also has a chance at penning a Land Raider within 24" (and as that other thread discussed, LR affecionados fear assault cannons more than meltas because they can prevent a LR from delivering it's payload). In theory, it's not a bad idea. Personally, were I going ranged on the Dread, I'd still take two autocannons because I have other short-range elements in my force to deal with close-range threats (like another dread with an Assault Cannon) and I usually take him in place of (or alongside) ML Devastators to ground transports at over 24".

 

Again, my Rifleman always gets assaulted if he has no DCCW; on the other hand, if he has the DCCW people see him as a close range threat (unless they have fought a lot of Dreadnoughts or have a large mob of Ork Boyz or something to tarpit him with). He will slowly kill a tactical squad if that squad has no fist in it. (It's why ALL of my squads - except Devs - have fists.)

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