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Made in gb
Powerful Chaos Warrior




Northampton United Kingdom

dreadknight theory
2 doomfists are Strength 10 without 2d6 pen and greatsword is S6 2d6 reroll wounds and penetrating hits.

whats your opinion does this seem fairand correct?

sorry phone touch screen is terrible xD hope this clarifys things

This message was edited 2 times. Last update was at 2011/03/19 13:26:19


 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA


Perhaps you could take the time to write out your question legibly in english so people will be able to properly attempt to answer whatever question you are asking?



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Made in gb
Daemonic Dreadnought





Derby, UK.

I would say they are about equal against armour. I would take the sword over the fist vs infantry due to the re-roll. with S6 you will be rolling 2s to wound most of the time anyway (same as the fist) but you'll get a re-roll.

So, given the choice, i'd go with the sword.

I woudl go forthe sword but if anyone could mathhammer it that would proabably help you out more.

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Stabbin' Skarboy






Alphacerberus wrote:dreadknight theory
2 doomfists are Strength 10 without 2d6 pen and greatsword is S6 2d6 reroll wounds and penetrating hits.


Doomfists make them strength 10. Being a monstrous creature gives them 2d6 pen instead of 1d6, no matter what they're using. It's just like a wraithlord in this respect with its DCCW.

   
Made in gb
Daemonic Dreadnought





Derby, UK.

ah didn't realise it was a MC.

So your options are S10 or S6 + re-roll....both with 2D6?

It depends on what you are sending it after. I dont knwo if the GK codex has access to a lot of anti-tank. if not then i'd go for the Fist to help pop tanks.

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Made in gb
Lord of the Fleet






Sword averages 13 penetration while the fist averages 17. Against most vehicles there's little difference.

Against non-vehicles, the sword is better against T5 or lower thanks to the re-roll. T6 and over the fist is better.

So, the fist is better against landraiders, monoliths and MC's while the sword is better against T5 and lower. Given that many GK builds will be short of decent anti-AV14 whilst having stacks of S5-S6 shooting the fist is likely to be a strong option.

This message was edited 2 times. Last update was at 2011/03/19 15:21:00


 
   
Made in se
Ferocious Black Templar Castellan






Sweden

Scott-S6 wrote:Sword averages 13 penetration while the fist averages 17. Against most vehicles there's little difference.

Against non-vehicles, the sword is better against T5 or lower thanks to the re-roll. T6 and over the fist is better.

So, the fist is better against landraiders, monoliths and MC's while the sword is better against T5 and lower. Given that many GK builds will be short of decent anti-AV14 whilst having stacks of S5-S6 shooting the fist is likely to be a strong option.


The fists also ID T4 and T5 models.

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Made in gb
Lord of the Fleet






Tue, making the sword even less desirable.
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

If the fists apply to Monstrous Creatures that is. From what I've heard, the fists say that the walker using them goes to Str. 10. The Nemesis Dreadknight is not a walker.

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Made in gb
Hellacious Havoc





England, west midlands

The Dreadknight has 2 doom fists as standard and you only lose one for the sword so wouldn't you still have the tank killing power you just have to nominate the fist as your weapon before rolling or did I get that wrong ?

 
   
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Decrepit Dakkanaut





Biloxi, MS USA

puma713 wrote:If the fists apply to Monstrous Creatures that is. From what I've heard, the fists say that the walker using them goes to Str. 10. The Nemesis Dreadknight is not a walker.


The fist entry states that they are DCCW, so whatever the wondering on DCCW says.

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Made in gb
Lord of the Fleet






Two fists gives you an extra attack which you would lose if you replaced one of them.

Four S10 attacks or 3 S6 attacks with re-roll to wound? When you add in the extra attack for two fists, the sword is always worse.

This message was edited 1 time. Last update was at 2011/03/19 20:02:21


 
   
Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Platuan4th wrote:
puma713 wrote:If the fists apply to Monstrous Creatures that is. From what I've heard, the fists say that the walker using them goes to Str. 10. The Nemesis Dreadknight is not a walker.


The fist entry states that they are DCCW, so whatever the wondering on DCCW says.


Nemesis Doomfists say they are DCCW.

DCCW say that they "are a power weapon and doubles the walker's Strength in close combat (up to a maximum of 10)."

Dreadknights are not walkers.

Edit: RAI, I would think the intention would be that they are supposed to be Str. 10. RAW does not support it, though.

This message was edited 2 times. Last update was at 2011/03/19 21:08:13


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Made in us
Captain of the Forlorn Hope





Chicago, IL

The Doomfists would double the dreadknights strength as far a RAI goes.

It is really just lack of foresight on GW's part in writing the DCCW rules, or a lack of writing ability to clearly define that Doomfists work in conjunction with a non walker model.

the DCCW could say they "are a power weapon and doubles the Strength [of the wielder] in close combat (up to a maximum of 10)." and it would be the same rule.

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Plaguelord Titan Princeps of Nurgle




Alabama

DeathReaper wrote:.

the DCCW could say they "are a power weapon and doubles the Strength [of the wielder] in close combat (up to a maximum of 10)." and it would be the same rule.


Sure. But it doesn't.

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Captain of the Forlorn Hope





Chicago, IL

Right puma, but it is clear from a RAI standpoint that the DCCW's double the DK's strength.

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We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in gb
Decrepit Dakkanaut




Remember S7 from hammerhand as well, makes the average pen roll for the Sword back up to 14

When you figure that hitting vehicles in close combat can be horrid, the extra attack from 2 fists is MORE than offset by the ability to reroll to hit and the reroll to AP
   
 
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