Jump to content

Recommended Posts



Welcome to part two of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

sml_gallery_62972_10568_1098.jpg Venerable Dreadnought

What are you thoughts here folks? How best would you use your Ven Dreads?

  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples? Footslog or transport?
  • How are you buffing this unit? Will it babysit anything?
  • What Wargear Options do you prefer and how much does it depend on the above choices?
  • Stratagem synergy or note?

Over to you

Please note that Chaplain Venerable Dreadnought, Death Company Dreadnought, Dreadnought, Furioso Dreadnought, Ironclad Dreadnought, Librarian Dreadnought, Mortis Dreadnought, and Siege Dreadnought will be discussed elsewhere

Honestly, I can't think of a time when the price difference between a regular dread and a venerable is worth paying, but I also can't say it is a rip off. Taking one with a multimelta or twin lascannon could be a useful upgrade, making those low shot volumes count for more. They do better in CC than normal dreads, but for that we have better options for that. Honestly, ever since all dreads got the damage reduction ability, the venerable dreadnoughts received an indirect need.

 

The venerable dread is pretty good to providing fire support, and can be a good choice for popping the aura strat for your dreads. Throwing out a well timed reroll 1s to hit when you're plasma dread and hellblaster squads are fighting for their lives can be a powerful play.

 

Also, a venerable dread can fire in combat, hitting on 2s with some of the heavier weapons available to any C:SM army. An assault cannon and heavy flamer can carve apart any tarpit in short order.

 

I tend to view the Venerable dread as an upgrade to the regular dread, points in exchange for +1 to hit is hardly a bad trade, but given how effective a regular dreadnought is, I struggle to choose to pay those points.

Honestly, I can't think of a time when the price difference between a regular dread and a venerable is worth paying, 

 

I coult not disagree more! 15pts for a built-in +1 to hit in shooting and melee, an a 6+++ is amazing value. 

 

My guy used to get an assault cannon, however now lascannons are great, but multimeltas are even better. I'd go MM+Fist so the dread can get in close. There's a wide range of multiple D6D shooting, however not so much in melee. Duty Eternal halves the effectiveness of powerfists and the like, so I'd try to get him into melee asap for protection. 

 

An alternative might be a backfield camper with TLLC and ML, however I feel that wastes it's potential as a mid-table bully. 

 

Honestly, I can't think of a time when the price difference between a regular dread and a venerable is worth paying,

 

 

I coult not disagree more! 15pts for a built-in +1 to hit in shooting and melee, an a 6+++ is amazing value. 

 

My guy used to get an assault cannon, however now lascannons are great, but multimeltas are even better. I'd go MM+Fist so the dread can get in close. There's a wide range of multiple D6D shooting, however not so much in melee. Duty Eternal halves the effectiveness of powerfists and the like, so I'd try to get him into melee asap for protection. 

 

An alternative might be a backfield camper with TLLC and ML, however I feel that wastes it's potential as a mid-table bully.

I forgot about the 6+++ shrug, though that might be because I have terrible dice rolls. I know that my averages are probably the same as everyone else's rolls, but I honestly cannot remember ever making a 6+++ save on anything. Since all dreads now get Duty Eternal, I feel that it makes the venerable dread a little less special. I do agree to giving them the Las or multimelta, making good use of the to hit boost, though I am on the fence about whacking on the plasma, that is an awful lot of D3 in a meta where that is becoming increasingly important.

 

Slapping on the missile launcher isn't a bad idea, reminds me of the Hellfire Dreadnought from Dawn of War, and that always makes me happy! Given that damage 3 isn't too hard to get in a BA army's melee squads, it might not be an awful choice. Probably not the best tactical choice, but viable, due to the dreadnoughts' native versatility. You are right about the prevalence of anti armour fire versus anti armour melee, so you are probably right about passing on the missiles.

 

The venerable is the best looking dreadnought kit by far, at least of the Castaferrum-Pattern sets, and I do own a pair, one converted from a Libby dread and one stock, and I am so glad I can now run them as venerable rather than regular dreadnoughts. But I don't, 15 points can usually buy me some squad upgrades or an extra dude. They are not a bad choice at all, just not one I take. Maybe I can take them in my next game, one with the launcher as well, just for some fire support. I tried them once after getting the current SM dex, they were... Not quite what I thought they would be. I didn't see a big difference on the tabletop, an extra hit or two over the course of the game was nice, but slightly underwhelming. Hopefully they'll do better next time.

I have found a twin las or multi melta ven dread offers a good bit of shooting punch to an army that often is lacking in fire support. Also wisdom of the ancients is a great way to buff nearby units when your other aura characters are far ahead of your back line

I do agree to giving them the Las or multimelta, making good use of the to hit boost, though I am on the fence about whacking on the plasma, that is an awful lot of D3 in a meta where that is becoming increasingly important.

I prefer to stick to multimeltas and then stomp into melee. Heavy Plasma is nice but I think the Redemptor with Macro Plasma Cannon fills that role better as it gets nearly twice as many shots on average.

As I run a Dreadnought list which often contains a Hellfire Dreadnought, I'm guessing I should try and find the points for the upgrade? As we've only "recently" gained access to the Venerable Dreadnought I've not really looked into it :blush.: Or should I fancy a hybrid setup one day?

As I run a Dreadnought list which often contains a Hellfire Dreadnought, I'm guessing I should try and find the points for the upgrade? As we've only "recently" gained access to the Venerable Dreadnought I've not really looked into it :blush.: Or should I fancy a hybrid setup one day?

I think Hybrid is the best way of running dreads these days (Hurrah!)

You can move and shoot without penalty, charge in and smack something with the fist, and if it doesn't die, you still get to shoot. And a venerable dread is still shooting into combat on a 3+.

I agree, the Ven Dread works really well for us. This is the first edition in quite a while where Dreads are solid. I think I lean towards the MM/HF build and use it to move up into the midfield to fight over Objectives. The short range is not too much of a problem on a close range brawler and it can quite happily smack things if necessary.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.