Onto the options then.
The Dread is all about options, in-fact it's built upon it. We'll start with the right arm, or as I like to call it, it's GUN ARM. This will be your fire power, and depending on how you arm it, it will also determine your tactics as well. In my mind there are two types of arms, Anti-troops and Anti-armour (and then there are some that do both, but they get intermixed into the two).
There are several choices here, all with strength and weaknesses. You've got the assault cannon, twin-linked heavy bolter, the twin-linked auto cannon, and the plasma cannon. So with all these to choose from which one? And better yet why?
Twin-linked heavy bolter and assault cannon
These are the cheapest, so if in a points crush this could be the
way to go. They both give you three shots (great for milling down troops),
the heavy bolter will allow you to re-roll misses though, however the assault
cannon has a better strength meaning youšll be able to deal with very light
armour. It does also have a shorter range which might mean a big difference
depending how you intend to use him.
Twin-linked auto cannon
It's a few points more expensive, you only get two shots, but they are re-rolleable
for misses, and you get a farther range with greater power then the other
two. So not only good for light armoured troops this is also good for light
armoured tanks (other dreads) and heavily armoured troops like chaos space
marines. The down side? There really isn't one, except it doesn't get three
shots and it's a tad more expensive.
Plasma cannon
It's the most expensive of the four, but only a few points more then the
auto cannon, It's for the same str as an auto cannon, but a better AP (this
thing can toast terminators) and it fires a small template. As well as having
a nice heavy bolterish range. What more could you ask for? So what's the
bad? Well it is the most expensive of the four like I said, plus it can
over heat, for a dreadnaught this means nothing but to regular troops this
could be a bad thing. Lucky for us we are encased in a dread eh?
The next group is anti-armour, which included plasma cannons (auto cannons), Multi melta, and the twin-linked las cannon. Both the plasma cannon and auto cannon have been mentioned above so I won'št repeat those now. Basically they can handle 13 or lower, though they are better suited for 12 or lower to have a good shot at it.
Multi-melta
What can be said about this beast? It costs the same as a plasma cannon,
but then again for anti-armour it's gonna cost you way more and that's bottom
line. It's got a 1 better strength, and a better AP (nothing can stand up
to it) as well as at half range you get 2D6 penetrate versus tanks. This
baby can crack anything open, and I mean anything. So what's the down side
besides price? Range- it has the same as an assault cannon making it a little
hard to utilise that 2D6 penetrate. Not that it's not possible, because
it is, it just takes some crafty tactics. But more on this later.
Twin-linked lascannon
While this is the most expensive, it's also the strongest with a super long
range, it can even crack a land raider without really breaking a sweat and
it's twin-linked, meaning if you do miss you get another shot. The bad bit
then? It only gets one shot a round, re-rolleable no doubt, and it's not
really a down side, but we would all love more shots with this.
Now that the right is taken care of, what about the left. TheDread comes standard with a power fist, equipped with a storm bolter. Not bad for free, your strength 10 and you strike at I. What's bad about this? This alone makes you a tank killer. So why change? You can change the storm bolter to a heavy flamer. This is especially good verse horde armies where you'll no doubt get into the thick of things. And you can exchange the whole arm for a missile launcher.
Well now I've got all these options but I don't know what to choose? Your standard close-combat arm with storm bolter is nice, if you want to get into CC keep it and leave it alone, doesn't matter what weapons you choose, just leave it. If for some reason you are facing a horde army (orks, nids, etc) the heavy flamer can be a life saver. Still that power fist is awesome in CC, honestly there is nothing better a str 10 weapons that goes at I (with 2 attacks all the same). If you want a total fire-base the missile launcher is ideal [Isiah: traditionally Dark Angel Dreads were armed with a missile launcher left arm for extra firepower], you get that extra hit. It's good for anti-troop and tank alike. One of my personal favourites it to have a multi-melta and the launcher. Something you don't see to often however because of the short range on the melta the launcher will be able to give you covering fire as you move along and get into range. The down side of this tactic is that you'll have to be careful of assaults as these can be deadly to a Dread if properly placed. A more popular combo is of course the lascannon with the missile launcher, this creates the ultimate fire base giving you maximum fire power.
What else can you add? Well a ton of little things to help you out. Searchlights, smoke, extra armour, as well as a few other things. While I don't always take it I do recommend smoke almost all the time, especially for the multi-melta or any other close range Dread. Also if you plan to sit and shoot as a fire base I also recommend it as it can really save you if your not hull down or in cover at the time. Well it would seem options have been hammered out, what about tactics then? Depending on your weapon choice it should tell you how you'll use your Dread. Of course there are general things all Dread's know.
So common Dreadnaught knowledge anyone?
Anyone who has ever used a Dread will know that they take a ton of fire.
It's one of those models other players seem to target first, and really
why shouldn't they? Besides a Land Raider or perhaps a Predator / Vindicator
I am shooting this puppy first as he can be a huge problem. There have been
games where I don't even get to use mine because I am facing a shooty player
and he / she rips him to pieces even before I get a turn. So then we are
talking about a deployment issue.
Deployment
There are in my mind two good ways to deploy a Dread. Either in cover and
hull down, or behind a piece of terrain large enough so that your opponent
has no shot. Behind your tanks works just as good to. Though your probably
marking the tank for death, depending on what type it is, this could be
good or bad. Now if you choose to deploy behind something you risk not getting
a good shot off your first turn. But if you weapons range is limited anyway
(assault cannon, multi melta) who cares right?
Lastly you can deploy out in the open or just out of range or line of sight.
I don't recommend any of these as they are too much a gamble. How mad would
you be if you lost your Dread before you got to move him? I know it's happened
to me and I wasn't happy.
Another general thing to always remember is that the Dread is a walker.
He can always move and shoot, if need be this is an awesome edge that regular
tanks just don't get. He can fire all his weapons all the time. So why not
move him right? Well there are cases where you may not need or want to.
When using the dread as a fire base with all long range weapons is sometimes
is good just to stick him in a nice fire zone and let nothing through. Being
hull down of course. It's a popular and well used tactic and if you know
what the field of battle looks like ahead of time (not likely) you'll not
need smoke, so you save a few points as well.
Now for a general warning, as anyone can attest to, NEVER EVER never leave
your back side exposed to anything. I don't care if it's a bolt pistol or
some alien weapon. You are super fragile in the back so try in assault or
in shooting to cover your back, either with the model itself or with support.
I've been killed more then once because I left it open.
Anti-troop tactics
Which ultimately means CC. There are several methods of getting there. I
like to use the duck and run method moving from cover to cover if possible.
Always take smoke when using this tactic as you are bound to get into the
open. Also moving up the flank is always a huge plus as well as your enemy
will shift his forces to deal with you. Heck I've even walked through difficult
terrain to save myself getting blown up. A warning though as this could
immobilise you and is risky. The armoured column is also a nice touch, walking
next to or behind tanks to keep your self shield is always nice and it adds
a huge protection factor for tanks in general. Otherwise just get up there
and get into it. Your 2 str 10 attacks will really make a dent. A few things
though to watch and consider for. Always use your gun arm every turn if
possible and trim down those squads, either for the one you plan to assault
or another squad so that other troops can assault it. While the assault
rules have changed a bit you'll have plenty of range to fire at other squads
where you'll not be able to charge at them.
Also don't forget your Dread is huge, and he can't be blocked by troops,
bikes, etc. he'll suffer from this if you forget as has happened to me,
or to some beginners I know. Also while the Dread is super powerful and
great at taking out daemons and the like, don't let him do it alone. While
he does stand a chance don't forget things that large get 2d6 penetrate,
and will tear a hole right into it. Always, ALWAYS support your dread when
taking such creatures on. (This goes for anything monsterous and big).
Anti-armour tactics
These depend on the weapons range mostly, you want a longer range for better
efficiency. More often then not you've dropped your power fist for the missile
launcher. Nothing wrong with that, just that different tactics will need
to be used.
One of the best tactics out there that almost all players use is deploying
in cover, your hull down, with a twin linked lascannon and missile launcher.
While this works with any weapon arm, this seems to be the best because
of it's range and strength. I can't dispute this tactic as it works, and
darn good too. As long as you give yourself a good line of sight you could
be set for the whole game.
Another effective and less used combo is the plasma cannon and the missile
launcher. This combo is the ultimate troop and light armour-killing combo.
You have the possibility of shooting two small templates a turn at troops.
And also the possibility of getting two decent strength shots off. And all
for the cost of arming your dread with the lascannon. Not bad if you ask
me, and super effective.
Hope you enjoyed the MT.
Inkaras
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- I'm surprised you omitted extra armour when discussing anti-troop configurations. Unlike transports, a dreadnought may spend 2-3 turns every game just getting to the enemy, a problem that can be made worse by a crew stunned result. For a mere 5 points, a Dreadnought can be immune to this problem (though not immobilisation or destruction). Though not as crucial as smoke launchers, extra armour is still a great idea for any anti-troop or multi-role Dreadnought.
- A Walker rolls 2D6 for moving in Difficult Terrain just like regular infantry, therefore, you cannot immobilise it by walking through difficult. terrain.
- Extra Armour is CRUCIAL to any Dreadnought.... should he get stunned, you can still ASSAULT with that heavy powerfist of yours OR get back into cover to recover and dish out death on the next turn. - Deployment is generally a non-issue, moving and shooting being one of the Dread's biggest pluses.
- Countercharge! Keeping a DCCW armed Dread completely out of sight and waiting for a particularly vicious enemy h-t-h unit can win games for you, how do you think vanilla marines handle Dark Eldar Retinues, Chaos Retinues or Howling Banshees?? Even if they don't quite reach the enemy, they'll force him to shift his focus of attack... an achievement in itself. - Don't you even DREAM of trying to tackle a Monstrous Creature with your Dread on it's own..... it's more of a death sentence than anything else. Support is key or he won't make it through the fight (empathising Inkaras' words).
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