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Deredeo Dreadnought


ChainMachete

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Anyone used one of these in anger yet? How effective are they in the real world rather than in theoryhammer?

 

I'd be interested in how you used them and well they did?

 

I'm building one up at the moment with the autocannons & aiolos launcher. It's going slower than it should thanks to some poor casting by Forge World and me asking for some replacement parts. The plan is to magnetise the autocannons and missile launcher for future weapon upgrades.

 

Is there any point in magnetising the bolters/flamers? I can't see why you'd ever choose the flamers over the bolters (other than they look nicer) - the heavy bolter range synergises so much better with the other deredeo weaponry.

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AA, 4x bs5 s8 shots with rerolling armor penetration is a dead flyer in one round or a vehicle 1-2 rounds. The missile launcher is not worth it imo. Whats not to love about it. Best allround anti tank/flyer in that price class!

 

If you dpend the points you can get your terminators a 3++ as well.. pretty durable if you take 10 men. ;)

They wreck face.

 

Athrawes runs two, which in conjunction, cause a world of hurt. I'd recommend running one with plasma an one with the Anvillus AC, but if you only have one, take the AC.

 

Always take the Aiolos as it earns it's points back within one turn, let alone 5 or more. Pinning is useful to harass big blobs of tac marines that are inevitably in every list.

 

The auto cannons effectively phase out the kheresnaught as they have sunder and cause way more hull points (average of 2-3 on AV13 in my experience).

 

The plasma is an interesting proposition as the large blast plasma just nukes expensive 2+ save units. If you choose to use the six shots instead, they can still do quite well as AA.

What about the interceptor/skyfire rules? Any thoughts about how to use them effectively?

 

They are slightly different  in the PDF from the Mortis. If you're expecting an enemy flyer turn 2-3, you have to stand still turn 1 and then you can choose to give the Deredeo skyfire and interceptor. But then you're snapfiring against everything that isn't a skimmer during turn 1 (apart from the heavy bolter or flamer which don't get skyfire and interceptor) and your opponent might not even get their flyers in on turn 2, so you could be wasting turn 2 snap-firing as well. You also can't choose interceptor, but not skyfire (to intercept drop-pods or their contents) and you can't use interceptor on your opponents first turn if they go before you.

I find that metal is superior to resin when wielding a dreadsock, so if I was to use any dread in anger, the Deredeo would not be my first choice.

 

Am I the only one who remembers that? Congratulations I actually LOL'ed.

 

Can the deredo be effective taken in only ones or is it better to take it in twos? This thing seems like a superior rifle dreadnought.

 

I find that metal is superior to resin when wielding a dreadsock, so if I was to use any dread in anger, the Deredeo would not be my first choice.

Am I the only one who remembers that? Congratulations I actually LOL'ed.

Can the deredo be effective taken in only ones or is it better to take it in twos? This thing seems like a superior rifle dreadnought.

I recommend two for Maximum. Chance. Of. Success.

 

Do one with the autocannons and the other with the plasma, both with the Aiolos.

My last game was against Newcrons.

 

And it wrecked absolute crap out of them.

 

Both flyers were taken down by interceptor, their jetbikes dying and destroyed an Arc. The only thing it could not scrath was the Wraith formation.

 

But hey, its wraith formation.

  • 3 weeks later...

I finally got some replacement parts from Forge World (actually a whole new Deredeo!) since some of the original bits were miscast and I can finish off building my new dreadnought.

 

So heavy bolters or flamers?

 

I can't imagine either being very useful to be perfectly honest. Shame its not the autocannon that's got independent tracking instead of the missile launcher, because I could often see the heavy bolters being used against the same target as the missiles, but very rarely against the same target as the autocannons.

Still can't decide, so I just magnetised them.

 

Shame the new promethium pipes don't work on vehicles, otherwise the torrent boost would make those heavy flamers a lot more useful. Of course now it's fully built/magnetised, I've decided that the heavy flamers look much better.

 

Must be the most heavily magnetised model I've built. Each arm needs two magnet join points (shoulder ball joint plus ammo box magnetised to the back). The missile launcher is magnetised.  And now each flamer/heavy-bolter is magnetised.

  • 3 weeks later...

I'm curious whether Deredeo would be better (point-wise, and performance-wise) choice than Sicran... Because both are tempting, but I have enough money to only one of them :(

 

Both take same slot & have similar role, but one has better stats and more special rules while the other one can deny stupid jink saves and much cheaper. It's hard to decide...

 

Oh, by the way. Do you guys think plasma gun is worth 35pts? It looks good on paper, but quite steep cost, imo

The Deredeo is usually the better choice due to rerolling failed Penetration rolls and skyfire/interceptor. Shoots dowm flyers before they can fire a shot and easily strips 3 hullpoints off of any vehicle but a spartan.

 

Sure, the sicaran has better crowd control.. but anti tank is usually more needed than anti horde in legion lists and the deredeo can halfway fill this role as well with 4 s8 shots and heavy flamer.. plus its easier to put the deredeo into cover AND he has got an invul save on top.

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