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How are Dreadclaws?


Cryptix

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I know that they got a price drop in CA 2 (along with the bizarre point increase in Kharybdis?), so does anyone know if these are now viable/have used them in their games? I have 3 already converted from loyalist drop pods and 3d printed parts and was thinking of using them in the new Night Lords army I'm going to be building once the new CSM kits are released.

 

For the army, I was thinking of having 2 squads of chosen, all with combi-bolters and chainswords, in one of them, then have the other two packed with 9 berserkers with a dark apostle and exalted champion taking up the last spots. The chosen would clear the way with their combi-bolters, the dreadclaws charge to get rid of overwatch, and then the berserkers move in for the kill on the exposed insides. Meanwhile, the backfield would have cultists and my two leviathans with dual butcher cannons to take objectives and deal with nuts too hard for even berserkers to crack respectively, as well as a chaos lord. Any thoughts? Is a case of "too many eggs in one basket," especially with t2 only reserves??

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I've used them a few times now, and haven't been particularly impressed using them as flying rhinos. The ability to jump over intervening/LoS blocking terrain is the main perk, followed by the additional inches of movement compared to rhinos.

 

I've switched back to Rhinos and I'm finding better ways to spend those extra points.

 

However, I think they're a solid way of getting close combat contemptors with soulburners into guaranteed shooting range (assuming your opponent doesn't have one of those lame interceptor stratagems). Same with chosen/havocs, in theory. 

 

Any transport we have in our army list (short of the giant flyers) is easy to kill. If there's something worthwhile inside it, the transport will likely get killed. 

 

In this situation, the dreadclaws are nice because you can hold them back until the right moment. Let the units on the table clear chaff or whatever, then drop the dreadclaws, disembark the occupants and unload. Of course, terminators can accomplish similar things without the need for dreadclaws, so take that into consideration as well. They also have 2+ saves, 2 wounds, and 5+ invulns.

 

I like the idea of renegade contemptors armed with CC weapons and soulburners. When they drop in, they get 2d3 shots and whatever hits on a 2+ causes a mortal wound. Being renegade, they can advance and charge. 

 

Just some thoughts.

I've had good success running a melee contemptor in mine. It makes a good protective sabot to shoot a dread up the field, and the flamers on it can be good at harassing MSU blocks.

However, I don't think I'd ever run infantry in it. Rhinos, or a Termite drill are both superior troop carriers IMO. Rhinos are cheap and fast, and termites are tough and nasty in combat.

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