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Dreadnoughts


Frontline989

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As a Space Wolf player Im looking for good tactics for Dreadnoughts because I don't think I'm using mine very effectively. I usually march forward popping off shots with my Plasma Cannon and hoping to get in a shot with my heavy flamer. I don't seem to be doing much damage though and for a 200 pt model because I usually go Venerable I'd like more bang for my buck. I could sit back and go with the lascannon but then I feel Long Fangs and Razorbacks do that job more effectively. Otherwise I could go multimelta in a drop pod but then I feel you might get one kill shot on a tank and then you loose the Dread on your opponents next turn. So I need tactics to make Father Euron a more fearsome model on the gaming table.

 

Thanks

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I have two dreadnoughts that I have been using of late that are pretty effective. The first, Aurvandil, has dual auto-cannon arms. He makes enemy transports and light vehicles less useful one at a time. I usually get at least one vehicle with him during any given game. The second, Hrolf, lands in a drop pod and multi-meltas/heavy flamethrowers any body unfortunate enough to be in the way. The biggest key with him is where he gets out of the drop pod. If you get him out right in front of all the enemy guns then he won't make more than a turn. But if he gets out and damages the one tank that can shoot at him, then he can wait patiently for his turn to start wrecking in the backfield. Even if he does get blowed up, at least that's (hopefully) more than a few guns that didn't shoot at a scoring unit which is moving into position.
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I like the uses listed above, but i've also found great use for them in the rock paper scissors kind of way. Take all the shots you can with him, then charge him into bloodletters or a gk squad that lacks a hammer or fist. I love tieing up a whole unit who's power weapons can dominate my infantry but can't scratch the surface of a vehicle in cc. Now getting your dread out of combat is usually going to mean charging another unit in to mop up the mess, otherwise i've found that against a big enough squad your dread will be there till you or your opponent send something in to solve the problem.

 

Oh and our dccw does wonders against a blender dread.

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Back in the day I used Dreads all the time.

 

My most successful is a Twin-Las/Missile Launcher which sits midfield in the back and makes life rough on transports and tanks. Or Monsterous critters depending.

 

The other is an Assualt or Plasma Cannon and flamer dread. I usually run it behind a LandRaider or Rhino so it's got cover and get into melee pretty fast.

 

The trick is learning to use them the way you play. Some people want to pod them right in the middle. Which is fine if they kill what they are after. Some people want to sit back and fire fight across the board. So find out what you are and shape the list to your play still. I do a little of both.

 

So think about what you're tring to do with them and then configure them for the roll.

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I run a pair of drop pods: 1 loaded w/ wolf lord & wolf guard all in TDA, the other is a dreadnought w/ multi-melta, heavy flamer, dccw.

 

Depending on the battlefield layout my first turn if there's a nasty tank column making my life hard I'll DPA the dread in behind them close as I can & try to melt one of them, then next turn if it survives I shoot it again & charge.

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So think about what you're tring to do with them and then configure them for the role.

 

Which is exactly what I recommend that you do with all of your units, not just your Dreadnoughts. Ask yourself this question - are you wanting to play with a Dreadnought because you like the concept for them and think they are cool? Or, do you want to use a Dreadnought because you've got a mission/task to accomplish and a Dreadnought is the unit most well-suited to complete that task out of your available options?

 

Valerian

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