Warhammer 40,000: Chaos Gate - Daemonhunters

Warhammer 40,000: Chaos Gate - Daemonhunters

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Solid Snake Dec 11, 2022 @ 8:48pm
dreadnought builds? and preferred weapons?
i've no idea what to spec my dreadn towards .. what are your builds? do share
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Showing 1-14 of 14 comments
The Prancing Prawn Dec 12, 2022 @ 10:14am 
I also have no clue, but I'm still using the upgraded versions of the fist thing and the cannon, so the two things it comes equipped with originally - why, you might ask? Because the others sound just way worse, and their upgrades are locked deep behind the ones for fist and cannon. Also, because the fist can inflict NINE stun, and I think it might be more when using willpower (don't really know as I only get to use the thing once every leap year). But that's enough to instantly execute pretty much anything after one attack. The cannon on the other hand is decently long range and has really solid damage, while the alternatives, at least on paper, either have really short range, garbage damage, or both.

In essence: I don't know and you don't really get to experiment since you only use the dreadnought, uh, never?
Follow up question: Do you ever get Tier 3 parts for the dreadnought? I think I've done all the DLC missions, but so far I only get T2 stuff.
Zinkaghost Dec 13, 2022 @ 6:51am 
really enjoying the psycannon and doomglaive. psycannon will silence enemies and can also disable there range in a area for 1 turn. doomglaive is amazing when you charge in and just start swinging and ignore armor.

did try the missile launcher. was fun and inflects hobbled witch can be useful but tier 1 was only 1 shot then reload. wasn't a grand amount of damage so felt more utility i suppose.
DawnQuixote Dec 13, 2022 @ 11:42pm 
if you want stun=power fist
if you want to burn things=doomglaive
if you want breakin-parts and limbs=lascannon
if you want bigtime AOE=Plasma cannon
if you want to shut up some psychics=Psycannon
I prefer fist or glaive with either lascannon or psycannon. it really depends how you roll out ur squad.
MykeEll Dec 14, 2022 @ 4:03am 
Multi-Melta all the way.
Armour break all is insane, especially with the increase in armoured enemies.
Plus using WP to give it an area effect is very useful.
The Lascannon is useful for Astral Aiming bits off, but overall I find the Melta much more effective.
76561198862351364 Dec 14, 2022 @ 7:16am 
It's ultimately down to your playstyle, however if you check out our recent streams you can see that Lascannon and Doom Glaive make a good combination, as does Multi-Melta and Missile Launcher to remove cover.
Last edited by Frontier Developments; Dec 14, 2022 @ 7:17am
Dance Commander Dec 14, 2022 @ 7:26am 
Heavy psycannon and missile launcher, the dreadnought becomes a fire support platform, the dreadnought is just poorly thought out when it comes to melee.

The reason why this is the superior build is because the tier 2 psycannon and missile launcher ranges match, the biggest problem the dreadnought faces is that *IT CAN'T MOVE AND ATTACK*, meaning unlike normal grey knights, it can't use its melee attack to get close to the enemy all in one action, it has to move THEN attack in melee, meaning one action is wasted and the dreadnought doesn't have ways to recoup actions (stratagems, honour the chapter and executions don't work).
To add insult to injury, you can't calibrate the distance of the dreadnought charge, so you often end up overshooting your target or knocking him back too far to follow up with a melee attack.

So with heavy psycannon and missile launcher you will always be able to take an offensive action since they have the longest ranges instead of wasting one of the precious dreadnought action points to reposition in melee range.
Solid Snake Dec 14, 2022 @ 8:27pm 
sorry for the late reply everyone.. many thanks for the replies and suggestions.
thank you again.
Solid Snake Dec 14, 2022 @ 8:28pm 
Originally posted by Dance Commander:
Heavy psycannon and missile launcher, the dreadnought becomes a fire support platform, the dreadnought is just poorly thought out when it comes to melee.

The reason why this is the superior build is because the tier 2 psycannon and missile launcher ranges match, the biggest problem the dreadnought faces is that *IT CAN'T MOVE AND ATTACK*, meaning unlike normal grey knights, it can't use its melee attack to get close to the enemy all in one action, it has to move THEN attack in melee, meaning one action is wasted and the dreadnought doesn't have ways to recoup actions (stratagems, honour the chapter and executions don't work).
To add insult to injury, you can't calibrate the distance of the dreadnought charge, so you often end up overshooting your target or knocking him back too far to follow up with a melee attack.

So with heavy psycannon and missile launcher you will always be able to take an offensive action since they have the longest ranges instead of wasting one of the precious dreadnought action points to reposition in melee range.

oh wow. i never thought of that.. and now that i read what you said , it makes so much sense.. i'm gonna try it out soon.. theres another insult to injury too.. and thats the +2 ap stratagem not working on dreads and also +1 Ap after doing a executions by one of the knights does not to apply to dread too..
Last edited by Solid Snake; Dec 14, 2022 @ 8:29pm
Akhyleus Dec 14, 2022 @ 11:57pm 
Doomglaive and plasma cannon.
When you come that terminator packs doomglaive is powerful (and when you unlock Tier 2 stuff you have a 9 damage doomglaive) I didn't know melta gun would do AoE with WP, I'll try it.
spool4242 Dec 15, 2022 @ 9:34am 
My first run through with the dread was to use the meltagun and doom glaive. I think if you're worried about range with the dread you should focus on better positioning in general. I never had a problem with the meltagun range. My regular opener after triggering an enemy pod is to use one MP to close with the group, fire off a charged meltagun shot and finish off a target with the second shot. The charged blast wrecks armor, cover and later on applies Vulnerable in a large area, and it has the highest single target damage of any dread weapon.

I can't justify taking the plasma cannon over the meltagun because of the plasma cannons shutdown. And the only use I could find for the psycannon was the AOE silence. I'd rather kill stuff than silence them.

As for the doom glaive, you don't take it for the burning effect. You take it for armor piercing. Nurgle terminators can't get knocked back, so you can use an MP to close with them and reliably get off two hits.

My next playthrough I'll probably try support fire lascannon build. With the techmarine buffing the dreadnoughts damage that's something like 5-7 shots of support fire doing 6ish damage a turn. Sounds good.
Tungsten Jan 31, 2023 @ 4:50am 
How do you activate the support fire of the dreadnought?
Zinkaghost Apr 6, 2023 @ 11:22am 
Originally posted by Vanguard:
How do you activate the support fire of the dreadnought?


it should be a auto ability. when a friendly shoots a bad dude then daddy dread shoots them as well as long as he is in range and has line of site.
Mohrrunkel Apr 6, 2023 @ 12:26pm 
For a stun-combo I can't recommend the power fist enough. The first stun is the hardest because you have to spend alot of AP for moving into range. The next stuns usually become easy as you are already closed in, but getting it started is where it's at. Well, with the Big boy on your team you got one stun for free. Stun-combo becomes almost trivial, it's my absolute favorite.

But I also like the Doom Glaive and Heavy Psycannon, their damage output is just absurd. I guess I play too much melee Knights to really care about the utility builds on the dread.
Last edited by Mohrrunkel; Apr 6, 2023 @ 12:26pm
jeron Aug 31, 2023 @ 1:26am 
Originally posted by Dance Commander:
Heavy psycannon and missile launcher, the dreadnought becomes a fire support platform, the dreadnought is just poorly thought out when it comes to melee.

The reason why this is the superior build is because the tier 2 psycannon and missile launcher ranges match, the biggest problem the dreadnought faces is that *IT CAN'T MOVE AND ATTACK*, meaning unlike normal grey knights, it can't use its melee attack to get close to the enemy all in one action, it has to move THEN attack in melee, meaning one action is wasted and the dreadnought doesn't have ways to recoup actions (stratagems, honour the chapter and executions don't work).
To add insult to injury, you can't calibrate the distance of the dreadnought charge, so you often end up overshooting your target or knocking him back too far to follow up with a melee attack.

So with heavy psycannon and missile launcher you will always be able to take an offensive action since they have the longest ranges instead of wasting one of the precious dreadnought action points to reposition in melee range.

Totally agree.
And on top of all that, T2 rocket launcher with related skills is just insane. AOE 5, range 16, and with techmarine's buff it does 7 dmg. Nobody can hide from this thing.

You can blindly shoot enemy patrol, reload, shoot again, then engage in combat, get AP restored, reload, and shoot one more time. Triple volley takes down even spacemarines and plaguebearers. This tactics can turn mission into a joke.

And if you have a reloader servoskull... rockets just never stop raining) With tactics above, imagine 6 of those volleys per turn.

So "use and abuse", as it says.
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Date Posted: Dec 11, 2022 @ 8:48pm
Posts: 14