- How much more survivable is the Venerable going to be with because of the venerable upgrade (if at all)? To me it seems like it could help, but what if the re-roll is worse, I think it may be too much of a gamble compared to the AV of the Ironclad? Am I right in this or will it not make much difference?
- Is taking extra armor on the Venerable worth the points to help save it? Or is the venerable upgrade sufficient?
- Ironclad Assault launchers cost more than the Hunter-Killer Missile: are they worth the points at all? I think it could be helpful if I'm assaulting a heavy weapons team or being assaulted by a squad with a PF (or equivalent). But for the points I can buy another Hunter-Killer for the Ironclad & put a Combi-Melta on my Chaplain. Which would be the better option here?
- Can I use the weapons from my Dreadnought (Venerable or Ironclad) the turn it lands from the Drop Pod? Or will I need to wait until the following turn? (THIS could actually be the biggest deciding factor for me.)
I understand that unless I deploy my Dreadnought defensively, it most likely won't survive past the turn it lands, but what I'm really looking for is which one has the best chance of making it past the turn it lands & which one is going to have the biggest impact on disrupting/distracting the enemy for a turn or two?
I've never run a venerable, so some of what I'm going to say is theoryhammer, but I have run both ironclads and MM dreads.
1) Keep in mind you don't have to re-roll on the damage table if you don't want. Presumably you will only do so if your opponent gets a "destroyed" or "explodes" result - and your rereoll can't get worse than that. You might do it for immobilized, but the situation will dictate your choice.
2) The above assumes you have extra armor - I think dreads should always have extra armor. Even if you can't shoot, you can threaten to assault. A stunned dread is no threat at all, and easily killed. Getting into CC is a dread's best protection against melta fire. If you choose to skimp and not take EA, then you might be faced with rerolling a "stunned" result, which could end badly.
3) In the few times I've used assault launchers they haven't been worth the significant points investment. But maybe that's because my dread always got melta'd before it got into CC....I've been much more conservative with my regular dread deployment and it's lived longer.
4) You can shoot on the turn you land, but not assault.
More than anything else, your deployment of your dread will determine its odds of survival. Some tips:
A. Remember to assess nearby threats, and ideally keep the pod between them and your dread for a cover save - while still getting range and a clear LOS to your intended target. The pod can also act as an obstacle the other units must detour around, possibly preventing THEM from getting into melta range on their turn. The extended range of a multimelta really helps increase your tactical options here.
B. If lucky enough to survive enemy shooting but facing more on the turn after you drop, seek refuge in CC with suitable infantry squads.
C. When choosing a spot to disembark, keep your weak rear armor well away from threats. Those threats will be able to move 6" or 12" in their own turn before firing - be sure to take that into account when deciding where to point your rear armor.