Switch Theme:

Good GK dread load-outs?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Discriminating Deathmark Assassin






I also forgot to mention what a great thing reinforced aegis is! Really screws with the psykers but you need to be within 12" of affected units so the psyrifle dreads may not be as effective as a dread that's right in the thick of things.
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

The only load out I'd consider other than Psyflemen are TLAC + PsyAmmo, or just the bare bones Multi-Melta.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
Made in us
Fireknife Shas'el





Reedsburg, WI

The psyffle dread is one of the most economic load outs for dreadnoughts regardless of codex. For 10 more points than a vanilla rifle dread you are getting a strength boost plus Fortitude, a psychic power cast during the movement phase which negates all stunned/shacken results (of course your dread is leadership 10, so you will be making just about every one of those). plus he is a source for cheap strength 8 shots -- with output just short of a longfang squad.

There is alot of synergy inherent in this dread. For one, he is one of the few units available to you that has range of 48". Most of your ranged firepower otherwise comes in the 12-36" (Psycannons, Psy-Donkey Cannon Razor Backs, Psy-Heavy Bolters, and Melta Henchmen). Because he is a long ranged, he should stay back near your deployment zone and thus out of range of most of your enemy's anti-psychic powers (hoods being 24" and SITW being only 18"). This Fortitude safe environment means that this Psyffle Dread will continue shooting until either both its arms are destroyed or it's reduced to a wreck.

In regards to your question, "is psy-bolt ammo worth the points cost". At only 5 points, yes...it's worth much more.

Simply put, he plugs a nice gap otherwise left in the GK codex at a very economical price.

Wyomingfox's Space Wolves Paint Blog A journey across decades.
Splinter Fleet Stygian Paint Blogg Home of the Albino Bugs.
Miniatures for Dungeons and Dragons Painting made fun, fast and easy. 
   
Made in ca
Honored Helliarch on Hypex





Canada

necron99 wrote:
Bruteboss wrote:I got bored of the psyrifle dread and tried my best to make psycannon/incinerator dreads and other variants work.

Out of maybe 7 games with non-psyrifle dreads, I had 1 game where they preformed well. A psycannon/incinerator/ccw dread dropped out of a storm raven, and shot/flamed and assaulted a 40 man IG platoon before wiping them out 2 turns later on his own.

Other than those 2 games, they were mediocre at best and a liability at worst. Except against the 1 IG horde list I played, I would rather have had psyrifle dreads to blow up tanks and finish off weakened squads from a distance, which is something the rest of my army really can't do. Our dreads simply aren't that good at close range or cc, and don't compare at all to BA furioso/death company, or SM ironclads at that range.

The big downside of other variants is that they do basically the same thing as the rest of the army, the only difference is being a walker.


I, too, have grown tired of playing and seeing others play only the psyrifle dread. One issue I have is that my army lacked any melta to deal with high AV stuff. To help offset that problem I'm trying out vanilla dreads. Just a ccw, melta and flamer. My two dreads ride in storm ravens (that sport twin linked meltas) - see a pattern

My first and only game so far using this configuration saw the SR's getting shot down on turn two doing nothing other than acting as transports. I ran them flat out and wanted to fire my TL melta but my opponent told me machine spirit didn't allow for that due to the flat out speed. I have since found an entry in the BA FAQ that says any SR can use machine spirit to fire one weapon at flat out. I also didn't think to use the libby's shrouding to get a 3+ cover save. So bad on me.

Anyway when the transports blew up the dreads fell out unscathed. One took on a couple of 7-10 man IG units - ate them up. The other dread took down two russ's before getting blow to bits. Had I played the SR's properly I would have done a lot better over all. Instead I had to rely on two cc dreads and one psyrifle dread in the back field to do almost all of the damage. IG won in the end by holding the objective that was located far in his backfield. Didn't help that we were playing spearhead and the SR's had to traverse a full 24" to get within reasonable striking distance. That and the IG player got first turn and alpha striked me with a basilisk, a standard russ and two plasma cannon russ's. Made for a really bad first turn.


Have a librarian with shrouding and a GM to give them scout, get turbo-boost before the game begins. 4+ invuln and then in enemy shooting phase, the libby in raven casts shrouding and your ravens got a 3+ save and are right in your enemies face.

Otherwise, I've had success running Melta/Flamer dread dropping out of the raven as it can fire the flamer template at either a vehicle at such an angle it will also hit an enemy squad and then fire off the melta at the vehicle and try to wreck it while the GKs dropping down support it with psycannon fire.

The psyriflemen is the best for long range, no doubt. Up close, you are better off with psycannon, as you will need 5s or 6s to glance or pen most serious vehicles with a psyautocannon str 8. At shorter range, the 4 shots a psycannon offers is better because vs something like a land raider; you have a greater chance to glance or penetrate than you would with just a normal psyriflemen dread.

Depends on playstyle.
   
Made in ie
Devestating Grey Knight Dreadknight





Limerick

You can't give a Storm Raven Scout; read the Grand Strategy rules.

Read Bloghammer!

My Grey Knights plog
My Chaos Space Marines plog
My Eldar plog

Nosebiter wrote:
Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army.
 
   
 
Forum Index » 40K General Discussion
Go to: