Deff dread how many attacks




















You're absolutely welcome. Beardedragon wrote: but isnt it normally a rule that you can only attack with one melee weapon? DarkHound wrote: You're absolutely welcome. Beardedragon wrote: that last part, Big Choppa and a power klaw. I use battlescribe to find my amount of points, and when i use my Nobz they have a big choppa it says they also have a choppa actually.

Surely i cant also hit with a choppa when i use a Big choppa can i? I know its a complete derailment of my actual topic, but i was actually curious about this, and you brought it up. You have to imagine the model can move, put away weapons, and take out others. They're obviously modeled holding their Bolter with both hands, but they can still shoot the Bolt Pistol.

Ideally you'd model the Marine with a holstered pistol on his belt, but nobody is going to complain if they aren't. For your example, the Nob has 3 attacks starts with choppa and slugga. You replace the slugga with a Big Choppa. When the model fights, you pick the Big Choppa as your weapon all 3 of your attacks.

Since you still have a regular choppa, it has the special rule "When the bearer fights, it makes 1 additional attack with this weapon. So you get 3 Big Choppa attacks and one regular choppa attacks each fight phase. Again, you want to convey this information to your opponent just by looking at the model.

Ideally your Nob has a spare choppa hanging on his belt, but it's a minor point since it's default equipment. People care if you upgrade a shoota to a big shoota, or take a Power Klaw or Big Choopa; the model should reflect that.

Basically, if you're paying extra points for it, you should show it on the model. You should talk to your opponent where necessary and clarify what the models have to avoid confusion.

DarkHound wrote: You have to imagine the model can move, put away weapons, and take out others. Beardedragon wrote: it does, however, specifically say: " Any model may replace its slugga and choppa with items from the Nob Weapons list ". But i guess the Big Choppa counts as 1 weapon? Endless possibilities.. Can i hold a big choppa and a power claw? DarkHound wrote: Beardedragon wrote: it does, however, specifically say: " Any model may replace its slugga and choppa with items from the Nob Weapons list ".

Dakka 5. Member List. Recent Topics. Top Rated Topics. Forum Tools Forum Tools Search. How many hits does a Deff Dread make? Subject: Advert. Beardedragon Longtime Dakkanaut Danmark. Purifying Tempest Regular Dakkanaut. Why do i pick a combination of the 2 in the end? The way i see it, i have 2 claws, and they make 1 more attack. Automatically Appended Next Post: xlDuke wrote: The Deff Dread has two attacks on its profile as standard, these can be made with any close combat weapon its equipped with or with the standard Strength user AP - Damage 1 close combat weapon that the rule book gives to each model.

I mean i have a total of 4 weapons, and both weapons make an anditional hit. How does that not become 8? Here's the procedure: You activate your deff dread and pile in. You then allocate attacks. You have 2 attacks, and 4 melee weapons equipped that each gives one more attack with that weapon. So you have 2 saw, 2 claw, and 2 that can be with either a saw or a claw [thus, you can have 2 saw and 4 claw, 3 saw and 3 claw, or 4 saw and 2 claw].

Lets say you declare all your attacks on one unit, and go with 2 saw and 4 claw attacks. You would take 4 dice, and roll the claw attacks. Each that hits resolves wounds, saves, and damage. Then, you take 2 dice, and roll the saw attacks. Then you consolidate, and end your activation. In total you will have 6 attacks: 2 with any combination of Klaw or Saw attacks base profile 2 with the Klaw additional for having 2 Klaws equipped 2 with the Saw additional for having 2 Saws equipped so..

Im starting to understand, thank you for your patience. I dont understand the last part you mean though, with 2 combination attacks. You are correct, that would still be 6.

You get 2 attacks from the stat profile, and each of the 4 weapons has a special rule to attack an additional time. The difference is, of course, every attack would use the Klaw profile and none could use the Saw profile. Then you consolidate, and end your activation Thank you guys i understand it now. Today the guy i played with said i also had 6 attacks total. I guess it wasnt a pointwaste after all. I fully understand now.

Your patience with me is fully appreciated. So you would make 6x attacks 2 for the stat line, 4 for the extra weapons that give an extra attack all with the Klaw. Say you take 3 Klaws and 1 Saw The difference is you get to choose which weapon s you use for your basic attacks listed under the A stat on the data slate , and then gain a specific number of bonus attacks with a specific weapon profile depending on the weapons you chose to equip the model with.

Thank you! Grenades and Pistols have special rules that restrict what the model can shoot. The last paragraph in "Choose a melee weapon" step in the Fight Phase says "If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish Likewise for the Deff Dread. That's one of the things when you need to ignore what the weapon actually looks like. Nobz have 3 attacks base so if you've armed one with a Big Choppa and a Choppa you get 3 attacks where you can choose the weapon and 1 bonus attach with the Choppa.

Two-handed weapons don't exist in the rules anymore. Ive had 4 total battles and in none of the battles did i know i could also hit with a choppa.

But regardless, I still hit with a choppa then, despite the fact i replaced it with a big choppa. I guess i should listen to my Battlescribe next time. By taking two extra Power Klaws you get a Dreadnaught with a ton of attacks. Target the units that cannot hurt the Deff Dread back, especially spam shooting units or elite assault units with minimal high strength weapons. By switching out the Big Shootas for Skorchas you get a Deff Dread which can put out some hurt on blobs or thin out armored unit by generating enough wounds.

Consider putting this Deff Dread in reserve or as a counter assault unit, and have Meks close by to repair a Immobilization result if it happens. Deff Dread Allied Detachment List. Deff Dread Great Waaagh! Detachment List. Dread Mob: If you have the models the Dread Mob makes typically bad units kinda useful.

With Morkanauts and Kustom Force Fields you have slow moving wall that can push your opponents into a corner. Great Waaagh! Try risking as few points by keeping them bare bones, leaving the rest of your points to a Detachment very well suited for spamming units. Overall, the Deff Dread is one of the worst units in the codex. The cost is cheap, but what you get will be destroyed well before it has any effect on the game.

Too bad because the current plastic model is fantastic and deserves showcasing in the battlefield. For tactical articles feel free to email me to continue the discussion or if you discover an inaccurate interpretations of the rules— edits will be made accordingly.

Also check out other articles in this series…. Deffinitely not so Good The Ork Dreadnought like many Ork units has a long history, from a silly stacked garbage can metal models to the current impressive Deff Dread plastic kit. Shooty As a shooting platform Deff Dreads are pretty inept as well. The Two Choices If you plan on taking a Deff Dread you really only have two builds available, unless you want the dirt cheap no upgrade option.

Burning Build — 90 pts By switching out the Big Shootas for Skorchas you get a Deff Dread which can put out some hurt on blobs or thin out armored unit by generating enough wounds. Putting it all Together…. The Deff Dread is one of the worse Walkers in the game, there is no way around it. The combination of little mobility and a low Initiative is really detrimental.

You just cannot throw one of them in a list and hope for the best, you will throw those points away.



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