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Deff Dred
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== On the Tabletop == Unsurprisingly, Deff Dreds are roughly comparable to standard Space Marine Dreadnoughts: in 8th edition they are T7 with 8 wounds and a 3+ save. Their combat ability does not decrease when they take wound damage and by default they come with two [[Power_Weapon#Dread_Klaw|Dread Klaws]] and two [[Big_Shoota|Big Shootas]]. However, they can replace any of these weapons with a [[Rokkit Launcha]], [[Kustom_Mega-Blasta|Kustom Mega-Blasta]], [[Skorcha|Skorcha]], or [[Chain_Weapon#Crusha|Dread Saw]] on a one-for-one basis. It is therefore possible to construct an [[Furioso_Dreadnought|all-melee]] or even an [[Mortis_Dreadnought|all-gun Dred]], but just keep in mind that by the strict wording of these options it is not possible to use either 4 Klaws or 4 Big Shootas (although you could, for example, run a Dred with 2 Klaws and 2 Saws, which is still more than enough to scrag almost anything short of a super-heavy or a [[Imperial_Knight|Knight]]). Dreds do have some considerable disadvantages, however. They are rather slow with a speed of only 6", and they are also towering, conspicuous, and meaty targets. For these reasons, in 8th edition there has been some debate about just how effective they are. Supporters of the Deff Dred argue that it is reasonably costed at around 100 points for most loadouts, and you shouldn't ever be taking just one anyway- take two or three at least. For maximum hilarity, take a mob of 3 Dreds optimized for melee and then use the Tellyporta stratagem to plonk them down to [[RAPE|within charge distance of the most important and/or vulnerable part of your opponent's army.]] In 9th Edition Dreds now start with 3 attacks, and their melee weapons have all been unified into the Dread Klaw profile. Shooty Dreds are certainly still possible, and the 4-shoota Dred is now legal again. However, melee has always been the Deff Dred's true forte (with the possible exception of pure KMB Bad Moon builds in 8th), and that remains true in this edition. A four-Klaw Dred will cost you merely 85 points, giving you ''seven'' base melee attacks at S10, AP -3, 3 damage each. Give a mob of up to 3 of these brutes the Big Krumpaz specialist mob upgrade, and now those attacks hit on 2+. Tellyport in as you did in 8th, immediately split up due to the benefit of Dread Mob, and ''charge everything''. Be sure to call a WAAAGH! at the same time to gain an extra attack. Optionally, take as Goffs for the potential to add even ''more'' attacks as you go. As a final bonus, Dreds now benefit from the Ramshackle rule which helps to mitigate damage.
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