Dreadnoughts - how do they effect games?

AlphaStrike

Mongoose
With their immense size and firepower, I was wondering whether the presence of these monsters in a game throws everything off? Do the antics of frigates and the like become a bit inconsequential - or can they effectively gang-up and still have a say?
 
For the cost of a Dreadnought you can take 4 Destroyers, or 8 frigates (I think without looking). The balancing factor is the critical table, which can cripple or reduce the effectiveness of 1 ship much more easily. The dreadnought will probably kill off 1-2 frigates a turn, or 1 destroyer, but I'd bet on the swarm every time.

It takes some pretty effective combos to make less ships the more powerful option.
 
Stormrider your a little bit off on your points.

Dreadnought = 600 pts.
Grand Cruiser = 500 pts.
Cruiser = 400 pts.
Destroyer = 180 pts.
Frigate =100 pts.
Raider = 60 pts.
Scout = 50 or 60 pts.

Other than that I agree with your assessments about the Wolf Pack vs. the Bear
 
As far as I can tell its always been a ACTA signature that a gorup of small ships will normally take out a single big ships or roughly equal points value.

conversely apparently there has been complaints in the Spartan forum that the opposite was true.

Depends on your taste really.
 
The balance isn't terrible between Wolf and Bear, but a few bad criticals (or bad repair rolls) can swing things terribly quickly. That makes some fleets' small ships better dread-hunters than others - Hawkwood and Li Halan lasers are a real problem due to Precise, and against Slow weapons a dread will take about one extra crit per turn due to shield bypass - two if facing Heat Blasters.

One major effect of having a dread is the increased importance of intitiative rolls. Getting first shot with one of those brutes can silence many guns at once, which can be huge in a tight game. OTOH, a single "4" crit on a dread sticks Inaccurate on 600 points of guns at once - having that happen before it fires in a turn is crippling (well, maybe not so much on Kurgans, but it hurts everyone else pretty badly).
 
I've got a Decados dread waiting for some paint. Looking at it on the page, it seems an impossibly tough beast but you've given me something to think about certainly.

Cruisers, by comparison, appear to lack such devastating firepower. That transition from page to game is always tricky, though.
 
The Decados dread probably throws more nastiness than any other ship in the game, but only within 15" range. If your enemy plays keep-away for the first couple of turns, you can have real problems, especially if they score a few key crits during that time. Once you get those meson turrets firing you're a positive menace, though - even a few Devastating+1 crits will let you beat practically any other dread in short order. You may need some help from the rest of the fleet to drop an enemy dread's shields, though - pity to waste meson hits on a shield, especially with no Burn-Out.

The Hawkwood dread is nearly as scary but its Precise crits tend to be scattered all over the place, reducing the odds of getting to the really brutal (stage 4+) crits. Scout guidance gives it excellent accuracy, though - rerolling on a heavy blaster turret is nasty, but doing it on 5 heavy lasers is just sick.

Hazat's dread is a weak sister compared to the others without major Scout guidance, and even then it's just not getting the average number of crits they will - and crits decide dread duels most of the time. OTOH, it does have a solid range edge over the Decados design, and slightly outperforms the Hawkwood dread for raw damage (assuming Scout parity). It's also fast enough to hypothetically catch and board a Hawkwood dread, at least if it can avoid too many engine crits - but getting to board anything with a Lumbering ship is a chore.
 
They are similar. They all have 3x3AD turrets of nasty weapons. They all tend to have a heavy and a medium broadside weapon. They don't carry fighters. They all have command plus a heavy meson cannon on the front so they are consequently 600 points.
 
Dreadnoughts allow you to concentrate lots of firepower in one place - that is their core advantage. They also have access to Big Guns that other ships just cannot carry.

The disadvantage is the 'eggs in one basket' syndrome.

There is no 'better' answer to this, it all depends on your own play style. However, we were careful to give every ship in the game an Achilles' heel...
 
Back
Top