Dreadnaughts, can they be better?

By melkor977, in Twilight Imperium 3rd Edition

The general consensus seems to be that Dreadnaughts are over-priced in relation to the number of hits they score and other useful things like a capacity, and that they are not really good until you have researched a lot of tech that's all over the the tech tree. It has also been stated many times that they can come in handy when you have a low fleet supply or only one or two build slots left, or if your racial tech/abilities makes it easy to make them stronger. Or if you have an Admiral they become better. But for the most part they do seem like expensive and risky buys.

Our house rule to amend this is that DN's roll 2dice and take 2 hits, and War Suns roll 3 dice and take 3 hits, with the number of die rolls decreasing as the unit takes damage, example: after a War Sun takes one hit, it rolls 2 dice (instead of 3) in the next combat round. But what about making other house rules? Giving DN's their own capacity to carry units? I've been toying with this idea, and am currently play-testing it, so here's what I've got so far:

Dreadnaught: Cost 5, Battle 5x2, Move 1, Capacity 4

Stasis Capsules would modify a DN's capacity to 4+1GF. Example: it could carry any combination of 4 GF, MI, PDS, or Fighters, in addition to 1 GF .

L1Z1X Mindet's Racial Tech would modify a DN's capacity to 4+2GF.

Please give me your thoughts, comments, and any other ideas you might have to make Dreadnaughts better.

I think just the 1 extra dice would be fine. Though to be honest I don't see the problem, a carrier costs 3, yet can do what exactly? Apart from carry other units, and lets face it neither of those units that can be carried are exactly wonderful in combat either, it would useless. A Cruiser costs 2, but still isn't that fantastic in combat. A Dreadnought costing 4 would probably make it better, I think if they had 2 shots they become a little overpowered, I mean a Warsun costs a lot, but it can do a lot for it, more than twice a dreadnought, 3 dice hitting on 3's and it carries as much as a carrier, what need to build carriers? Just save up for a warsun as quick as you can.

A dreadnought as it is has uses, it's a good escort for the carriers, they have no combat ability to speak of really, so a Dread can held fend off other ships, it's doubly useful in this role as you can pound ground troops with it, and remember you can only have 2 warsuns, but up to 5 dreadnoughts, for a similar price overall, 25 for the Dreads or 24 for the 2 suns. actually that comes down a fair bit, as with Sarween tools the Dreads may only cost 4 each. Either way now for 4 poinst doesn't a dread look a bit more attractive? and remember, you still need Sarween to have the sun. And you only get 2 points off those against a possible 5 points off the dreads if you build them 1 at a time, and let's face it, how often do you get to build more than 1 anyway in a single build phase, unless you've saved up a lot of resources.

Sounds too strong to me.

They would be built alot.

Mindnet building them at 4 would be a no brainer.

Ways to change Dreads, a house rule buff for Dreads.

1. Dread gets +1 fighter capacity

2. Dread gets +2 noncombat movement

3. Dread makes destroyers fire 1 less die for antifighter barrage

4. Dread gets 1 antifighter barrage die for itself.

5. For ground Invasion, Dread gives +1 to attacking ground troops for first round of ground battle

6. Fleet supply check for Dread does not occur until Status phase.

7. A Leader on a Dread allows you to reroll a Dread miss.

8. If a Dread rolls a 10, you can direct that the hit can only be taken on capital ships.

9. A Dread gives +1 to hit for the first round of space combat for all your ships.

10. You can use a Dread as a pds unit but must put 1 hit on the Dread.

11. Dread causes all your pds units in the system to hit at +1 (Dread allows better targeting)

12. Each Dread gives 2 influence or 1 resource, inflict a hit on the Dread to use.(Dread is like a small planet)

13. Dread give 1 shot at 5, or 2 shots at 6, or 3 shots at 7

14. Dread allows you to draw 1 AC card before Space combat.

There is alot of ways to power up Dreads, it just depends on what you like. gui%C3%B1o.gif

Shadow said:

Ways to change Dreads, a house rule buff for Dreads.

1. Dread gets +1 fighter capacity

2. Dread gets +2 noncombat movement

3. Dread makes destroyers fire 1 less die for antifighter barrage

4. Dread gets 1 antifighter barrage die for itself.

5. For ground Invasion, Dread gives +1 to attacking ground troops for first round of ground battle

6. Fleet supply check for Dread does not occur until Status phase.

7. A Leader on a Dread allows you to reroll a Dread miss.

8. If a Dread rolls a 10, you can direct that the hit can only be taken on capital ships.

9. A Dread gives +1 to hit for the first round of space combat for all your ships.

10. You can use a Dread as a pds unit but must put 1 hit on the Dread.

11. Dread causes all your pds units in the system to hit at +1 (Dread allows better targeting)

12. Each Dread gives 2 influence or 1 resource, inflict a hit on the Dread to use.(Dread is like a small planet)

13. Dread give 1 shot at 5, or 2 shots at 6, or 3 shots at 7

14. Dread allows you to draw 1 AC card before Space combat.

There is alot of ways to power up Dreads, it just depends on what you like. gui%C3%B1o.gif

Hmmmm all very interesting ideas. thanx! happy.gif