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![[Post New]](/s/i/i.gif) 2011/03/19 12:58:07
Subject: dreadknight sword and fist benefits
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Powerful Chaos Warrior
Northampton United Kingdom
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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
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This message was edited 2 times. Last update was at 2011/03/19 13:26:19
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![[Post New]](/s/i/i.gif) 2011/03/19 13:11:32
Subject: dreadknight sword and fist benefits
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[ADMIN]
Decrepit Dakkanaut
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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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![[Post New]](/s/i/i.gif) 2011/03/19 14:22:19
Subject: dreadknight sword and fist benefits
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Daemonic Dreadnought
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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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![[Post New]](/s/i/i.gif) 2011/03/19 14:54:04
Subject: dreadknight sword and fist benefits
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Stabbin' Skarboy
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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.
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![[Post New]](/s/i/i.gif) 2011/03/19 14:57:40
Subject: dreadknight sword and fist benefits
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Daemonic Dreadnought
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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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![[Post New]](/s/i/i.gif) 2011/03/19 15:19:08
Subject: dreadknight sword and fist benefits
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Lord of the Fleet
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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.
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This message was edited 2 times. Last update was at 2011/03/19 15:21:00
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![[Post New]](/s/i/i.gif) 2011/03/19 18:23:40
Subject: dreadknight sword and fist benefits
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Ferocious Black Templar Castellan
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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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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/03/19 19:32:59
Subject: dreadknight sword and fist benefits
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Lord of the Fleet
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Tue, making the sword even less desirable.
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![[Post New]](/s/i/i.gif) 2011/03/19 19:44:18
Subject: Re:dreadknight sword and fist benefits
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Plaguelord Titan Princeps of Nurgle
Alabama
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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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WH40K
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![[Post New]](/s/i/i.gif) 2011/03/19 19:50:34
Subject: Re:dreadknight sword and fist benefits
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Hellacious Havoc
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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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![[Post New]](/s/i/i.gif) 2011/03/19 19:57:19
Subject: Re:dreadknight sword and fist benefits
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Decrepit Dakkanaut
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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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![[Post New]](/s/i/i.gif) 2011/03/19 20:02:12
Subject: dreadknight sword and fist benefits
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Lord of the Fleet
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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.
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This message was edited 1 time. Last update was at 2011/03/19 20:02:21
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![[Post New]](/s/i/i.gif) 2011/03/19 21:02:04
Subject: Re:dreadknight sword and fist benefits
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Plaguelord Titan Princeps of Nurgle
Alabama
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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.
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This message was edited 2 times. Last update was at 2011/03/19 21:08:13
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
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![[Post New]](/s/i/i.gif) 2011/03/19 21:13:11
Subject: dreadknight sword and fist benefits
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Captain of the Forlorn Hope
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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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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.
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![[Post New]](/s/i/i.gif) 2011/03/19 21:24:01
Subject: dreadknight sword and fist benefits
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Plaguelord Titan Princeps of Nurgle
Alabama
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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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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
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![[Post New]](/s/i/i.gif) 2011/03/19 21:28:09
Subject: dreadknight sword and fist benefits
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Captain of the Forlorn Hope
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Right puma, but it is clear from a RAI standpoint that the DCCW's double the DK's strength.
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"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
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.
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![[Post New]](/s/i/i.gif) 2011/03/19 21:42:31
Subject: dreadknight sword and fist benefits
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Decrepit Dakkanaut
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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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