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===Dreadnought Party=== Use the Iron Hands chapter tactics. Take a Techmarine (or you just play Clan Raukaan instead) and run one of each squadron of Dreadnaughts. Give him a full squad of servitors. Take another techmarine if you want, since another guy repairing your dreads is always helpful (and can be a bullet magnet, letting your dreads get more shots in). Put in the bare minimum 2 troops choices, preferably tacticals in drop pods or rhinos. This way, your army is not unbound, letting your tacticals just sit on objectives and act as denial units, meaning your enemies have to completely destroy your squads while your regenerating (thanks to the IWND rule) dreads rape them. Next load up all 6 slots with dreadnaughts (some in drop pods if you want). The best might be an even mix of Ironclads, Venerable, and Normal dreads, but experiment with what combinations suit your playstlye. Remember you need some dreads to be heavy fire support (lascannons and autocannons), some to be close range fire support (assault cannons, heavy flamers, and meltacannons), and some to be melee (Ironclads are best for this, with two CC arms). Putting some in drop pods gives you flexibility at the start of the game, since half of your drop pods go down on turn one, two pods can come in with dreadnaughts first, and eliminate or tie down the heavier enemy units, then later your two tactical squad pods can come down and secure objectives. The IWND rule combined with your techmarines can make your dreadnought army last through firepower that would destroy land raiders, and if you give the MotF the ironstone relic, the dreadnoughts become even more Ded' ard'. You shouldn't just stand there soaking it all up, however; use your dreadnoughts like troops and keep them in cover and just use your head and they can last a lot longer than you think. Dreadnoughts now come in 4-attacks-base flavour. Iron Hands players rejoice.
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