Wednesday, November 18, 2009

Dreadnought Tactics

1:22 PM by Adam Smith ·
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Dreadnoughts are the fallen heroes of the Space Wolves interred into a new metal form to continue to serve the Emperor even in death. On the battlefield a Dreadnought is a walking tank, adding heavy firepower to the Space Wolves army a a fierce blow in close combat.

However, due to the fast assault orientated nature of the Space Wolves army, a Dreadnought may find itself left behind if not deploying via drop pod or equipped with heavy weaponry to provide long range support while holding a vital position.

So we're going to take at a look at all the options for the Space Wolves Dreadnought and its battlefield roles. As always, we're going to be tight with the points and demand the very best we can get whilst spending as little points as possible! Fortunately, the Space Wolves Dreadnought comes with an assault cannon right arm as standard.

OPTIONS

Replace Storm Bolter with Heavy Flamer - Do it!
Assault Cannon - it's good and it's free!
Twin Linked Heavy Flaner - It's free, but there are better weapons
Multimelta - It's free and it's a short range tank killer
Twin linked Heavy Bolter - I'd rather keep the Assault Cannon
Twin Linked Autocannon - Reasonable range, mid strength and 2 shots. Not bad.
Plasma Cannon - Reasonable range, mid strength, AP2, small blast. Like it.
Twin Linked Lascannon - Long range, high strength, AP2 and reroll to hit. Expensive!
Twin Linked Autocannon (left arm) - great when paired with another twin linked autocannon!
Missile Launcher (left arm) - Versatile, but expensive for a missile launcher.
Extra Armour - A good choice for Dreadnoughts likely to get into close combat with enemy squads.
Wolftooth Necklace - Makes you hit better in close combat, but anything you need to hit better will have a higher initiative and most likely rip the Dreadnought apart before you can strike.
Wolftail Talisman - Not worth it, even for 5pts.
Venerable - It's a lot of points for what it does and it's not going to save you from a close range melta gun. I think those 60pts could be better spent, even if it boosts WS and BS.

The way I see it, there are two types of Dreadnoughts. Those that get in close and make a big mess and those that sit back and shoot.

The classic builds of Dreadnought are:

Dreadnought 1: 105 points
Assault cannon, dreadnought close combat weapon with storm bolter, smoke launchers, search light

The basic Dreadnought without any upgrades. He's cheap, he's cheerful (perhaps even jolly!) and he can emerge from a drop pod or waddle up the field behind some tanks or amongst some infantry.

Dreadnought 2: 145 points
Twin linked lascannon, missile launcher, smoke launchers, search light

The standard long ranged Dreadnought that's proved very popular over the years. The twin linked lascannon takes out the tanks and the Missile Launcher is there if things don't quite go to plan.

I've decided to use these two Dreadnoughts as the basis for balance against my Dreadnought weapon configurations. While there's no denying the cheapness of Dreadnought 1, there's plenty of room for improvement. And while no one can dispute the effectiveness of a twin linked lascannon, Dreadnought 2 is rather expensive, especially when the missile launcher doesn't seem that good. I think that you should be fielding so many melta guns in your Space Wolves army that twin linked lascannons should be the last thing on your shopping list -especially when they cost 30pts!

Dreadnought 3: 115 points
Multimelta, dreadnought close combat weapon with heavy flamer, smoke launchers, search light

Deliver him in a Drop Pod and you've got a close range monster on your hands. He's not quite an Ironclad Dreadnought, but with his Multimelta, he should always leave a vehicle as a smoking wreck, even if his Drop Pod scatters a little and the Heavy Flamer is there to mop up troops.

Dreadnought 4: 125 points
Plasma cannon, dreadnought close combat weapon with heavy flamer, smoke launchers, search light

Designed for holding the line with your troops and tanks, this Dreadnought has the heavy flamer for when the enemy gets too close and a plasma cannon for heavily armoured troops. Plasma cannons are quite rare in the Space Wolves army, so I'd be very tempted to take this Dreadnought.

Dreadnought 5: 125 points
Twin linked autocannon, twin linked autocannon, smoke launchers, search light

Cool factor aside, for the points, this is a good mobile weapons platform that puts out 4 fairly accurate hots at mid to high strength. You may be tempted to swap the second twin linked autocannon for a missile launcher to get a single higher strength hit with lower AP, but it's far less accurate.

You're not going to get any easy kills with this configuration, but you can certainly give enemy transports and anything up to armour 12 a hard time.

CONCLUSION

It's obvious that I think dreadnought 1 could be made better and Dreadnought 2 is too expensive. Dreadnoughts 3, 4 and 5 are the units I would choose to field and I'd ALWAYS upgrade the storm bolter to a heavy flamer whenever possible.

For my in-your-face assault, deploying from a drop pod Dreadnought you can't beat a multimelta and heavy flamer. It's like having an Ironclad, except your guns are bigger. You're a little more vulnerable due to having just armour 12, but when coordinated with other drop podding units, this could be a real kick in the teeth -either to dissuade an opponent from deploying any units on the table or reinforcing as part of a drop pod 2nd wave. If this Dreadnought is firing at a tank up close, that tank is going to die. The same goes for a squishy squad of Orks and anything with an armour save of 4+ or less. Then the Dreadnought needs to hold out for as long as possible and kill as much as he can!

Many people like to run a Dreadnought on foot as part of their slowly advancing line, taking on a mid-field role. For this, I would favour the plasma cannon and a dreadnought close combat weapon with a heavy flamer. The plasma cannon has the strength, range and a small blast, as well as low AP to take on virtually any targets with a great degree of accuracy. Other weapons could be taken instead, like a twin-linked autocannon. But if you're choosing just 1 weapon, the plasma cannon seems to have the best value for your points. It also provides a weapon that's quite rare in the Space Wolves army at a comparatively small cost.

Finally, for added long ranged firepower, a 'rifleman' Dreadnought with a pair of twin linked autocannons provides range, accuracy and mid to high strength shots for wounding infantry, monstrous creatures and causing any vehicle with an armour value of 12 or below some problems. A twin linked autocannon will never match up to the awesome power of a twin linked lascannon, but it is a third of the cost.

But in 5th edition, the real anti-tank gun is the melta gun and your Space Wolves should be carrying plenty of these.

So in conclusion, the only weapons really worth taking on Dreadnoughts should be more multimeltas (if you're leaping straight down your opponent's throat!) or the weapons you have limited access to so you can increase the flexibility of your force. Plasma cannons and autocannons spring to mind.

Note on Extra Armour
Some people swear by extra armour on their vehicles, others don't. While I'm one of those who doesn't, extra armour certainly has its place on a Dreadnought where it not only counts 'Crew Stunned' results as 'Crew Shaken', but in doing so means that you never lose attacks in close combat for being Stunned and can only be hit with grenades in close combat on a 6. However, if a Dreadnought is Stunned or Immobilised, grenades will be attached using the normal Weapon Skill comparison (see page 73 of the rulebook for more).

If you've got the points to spare, extra armour is certainly worth taking on your close-up and mid-field Dreadnoughts. Those who are more economical may choose to run Dreadnoughts without it.

19 comments:

Munky said...
November 18, 2009 at 5:03 PM

Clear concise and to the point as alway.
You sure know your stuff my friend.

frank austin said...
November 18, 2009 at 6:32 PM

Uh, since when is the heavy flamer free on a SW Dread?

"Replace Storm Bolter with Heavy Flamer - Do it!
Assault Cannon - it's good and it's free!
Twin Linked Heavy Flaner - It's free, but there are better weapons"

What the...

Adam said...
November 19, 2009 at 3:46 AM

Go read the codex mate.

Says you can swap the assault cannon for a multimelta or a twin linked heavy flamer for free.

Anonymous said...
November 19, 2009 at 9:05 PM

With respect to Extra Armor, if you intend or expect your dread to get into close combat then this upgrade is invalualbe. Remember that all "Vehicle Stunned" damage results reduce your number of attacks by 1. I have found the extra armor a life saver in numerous occasions.

Munky said...
November 20, 2009 at 6:08 AM

And it saves you from krak grenades too, 6+ is better than 4+ to hit!

Adam said...
November 20, 2009 at 6:10 AM

Thanks for that guys, I'll make some amendments later.

Robert said...
November 20, 2009 at 2:45 PM

I'm hoping that Tactics list is chronologically correct. I can't wait to see the Iron Priest guide. I really think that he is one of the hidden gems of this codex, with his ability to mount and take all cyberwolves. And relatively cheaply to boot!

Love the blog, keep up the good work!

40k Junkie said...
November 20, 2009 at 5:38 PM

Munky can you elaborate on your comment a bit. I am not following. thank you.

Brian said...
November 20, 2009 at 8:58 PM

What about the melta dread "on foot as part of (a) slowly advancing line, taking on a mid-field role" instead of the drop pod? In a wolf guard heavy list having some anti-tank is a must. The TLLC offers twice the range & twin linking to hit from afar but the AP1 and 2D6 is nice. Can the melta dread make it across the field and survive?

Adam said...
November 21, 2009 at 12:49 AM

Brian -Give it a try and find out for yourself! In the conclusion I stated my preference for certain weapons, but also pointed out that a mid field Dreadnought could take any of the right hand weapons, but would need typically need a close combat arm with a heavy flamer.

40K Junkie - he's referring to people trying to attach krak grenades to a Dreadnought in close combat.

Munky said...
November 21, 2009 at 7:39 AM

Sorry,
A Walker in close combat is always attacked on the front armour(rather than the rear as for vehicles) and if you wish to use a krak grenade you will need a 6 to hit, unless the walker is stunned or immobilised if so then work out comparative WS when is usually a 4+.

I hope that clears up my post earlier sorry for that.

Anonymous said...
April 20, 2010 at 3:38 AM

Speaking of Dreadnoughts, what do you guys think about our own ultimate Dreadnought Mr Bjorn Fell-handed? He sure is cool but is he worth the points?

Adam said...
April 20, 2010 at 4:06 AM

You should always give him the plasma cannon, but he's still not worth the points.

Nick said...
August 10, 2010 at 2:32 AM

For me, nothing is better than a drop podding dread. They clear a nice area on the table, and/or devert attention away from softer targets. My dread of choice is the Multi-dread with a heavy flamer. The drop pod has the Deathwind Missle Launcher. Between the two, they can make huge holes in the enemy line. The dread, goes for tanks, Russes hate mine, and the DP can drop the large blast on infantry.

My friend plays the IG, and he usually has to dedicate two to three units to my dread alone. Otherwise, his Russes disappear. Personally though, I find it an insult that the Wolves don't have a Russ, but the IG get one...

Anthony said...
April 7, 2011 at 12:11 AM

If you don't need multi-melta, try a real artillery :

-Plasma canon (10pts !)

-Twin-linked autocanon (left) (10pts)

back an shoot, the only problem is the range of the two weapons (36" ans 48" for the autocanon.

Aim light vehicules like orks or vipers eldars, concentrated troops like tyranids, effective for around 135 points.

climbingcog said...
May 4, 2011 at 9:36 AM

Would you say that it would be better to have a multimelta dread with flamer and extra armour in a drop pod to harass the enemies backline...or would you go with 5 wolf scouts with meltagun and a wolf guard armed with powerfist and combimelta???

I don't see this particular issue raised anywhere in the blog so far - though I haven't read all the comments yet. There are comments about both options but not about one versus the other.

There is a potential advantage with the dreadnought option in that you may get closer to a tank/squad via the drop pod to utilise both weapons, though the multimelta range obviously helps.

I usually take a squad to Scouts with the above configuration, but there have been times they've not been able to get close to do their tank hunting thing.

Of course, there is the possibility of giving away 2 killpoints more easily with the dreadnought drop pod option. Also, I don't have other drop pods in the list, so the dreadnought will be done fist turn - could be bad???

In my list, I could get the dreadnought option if I dropped the Scouts and some kit off the rune priests (i have two) - or I could drop a rune priest and 2 grey hunters.

Thoughts?

Adam said...
May 4, 2011 at 12:36 PM

I think you kind of answered your own question.

The Wolf Scouts do the same kind of thing and are cheaper.

The Dreadnought in a Drop Pod has to arrive on turn 1, which puts it at a distinct tactical disadvantage.

Tom said...
June 16, 2011 at 10:29 AM

Excellent article.

The only thing I would wonder is whether the Necklace is as bad as stated above. Considering average WS in all Marine armies, Dark/Eldar, Daemons, and so forth is 4, I would posit that hitting on 3s is worth the 10 points if you intend on putting the Dreadnought into close combat. Of course, I've only played a few games with a Dreadnought using Assault Cannon/Heavy Flamer/Necklace so my information may be incomplete.

Starlight_wolf said...
April 16, 2012 at 10:14 AM

Great article though, having played my friends Imperial Guard army, I suggest drop podding a twin linked flamer and heavy flamer dreadnought right into the back of their lines, I can also see this being useful against pesky Dark reapers too

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