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Made in gb
Thinking of Joining a Davinite Loge





Somewhere in the dark...

The Gatling Psycannon, Gatling Psilencer and Heavy Incinerator are all 'Heavy'. I can't see anywhere anything about Dreadknigts or 'Dreadknight Armour' being/giving relentless. Does this mean that these weapons are move or fire? Seems a bit dumb that they would construct a Dreadknight and then give it weapons that it couldn't move and shoot with.

They did a similar thing with the Nemesis Greatsword - the smaller version, the nemesis force sword, grants +1 to an invul save but the Greatsword does not? I realise that it gets the re-rolls which is probably better but a 5+ invul save isn't amazing IMO.

Anyway, please tell me I am missing something and that the DK can move with these weapons then fire them. If not, I don't see it as anything more than a CC weapon.

Sorry if this has been answered before but I haven't really considered the Dreadknight up until now.



 
   
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Rogue Daemonhunter fueled by Chaos






Toledo, OH

Isn't it a monstrous creature? All MCs can move and fire heavy weapons.

The problem is that all three weapons are underpowered, but that's not really a rules issue.
   
Made in gb
Bush? No, Eldar Ranger





United Kingdom

The Nemesis Dreadknight is A Monstrous Creature and thus, does not require the relentless rule to move and fire all it's weapons.

MA.

++EDIT++

Ninja'd!

This message was edited 1 time. Last update was at 2011/05/03 18:47:28


 
   
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Somewhere in the dark...

ah, didn't even realise that it was a MC lol, thx.

Actually, I think that the psilencer is quite a decent looking option with 12 shots...



 
   
Made in gb
Decrepit Dakkanaut




Its four low quality S4 shots in an army with a surfeit of S4 shots of better quality.

Heavy incinerator. Kills hordes dead.
   
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Somewhere in the dark...

I've been using the incinerator on my interceptor squads and have had some really good results with it so far so I am thinking about the heavy incinerator here, too. But you can't argue with 12 shots from one weapon.

I'm thinking about perhaps using a DK as a firebase and giving it the psilencer and psycannon, though. Reading up on what people say, it seems that a more CC oriented DK is a better choice but it depends on the style of play you are going to use. Would a psilencer/psycannon really be bad? It would certainly force a lot of saves



 
   
Made in gb
Freaky Flayed One





As someone who's been on the wrong end of the heavy incinerator, it HURTS. And is surprisingly versatile.

 
   
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Decrepit Dakkanaut




The heavy incinerator is more accurate than the heavy yscannon, and so generally causes more wounds. For most models the difference between S6 and S7 is fairly low - youre wounding on 2s still.

By the time you add a teleporter (which you REALLY want...) adding any rangd weaponry is expensive...
   
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Thinking of Joining a Davinite Loge





Somewhere in the dark...

what about the greatsword? Would you just stick with the two CCW and an incinerator? I agree with the teleporter thing - my interceptor squads have been awesome so far and I wouldn't consider the DK without it.



 
   
Made in gb
Decrepit Dakkanaut




Cost, generally.....the sword is very expensive, on top of everything else. Plus you lose an attack.
   
Made in us
Lord Commander in a Plush Chair






The Greatsword is the best weapon available to the Dreaknight; re-roll pretty much everything(the best part is S6+2d6, re-roll if you fail to penetrate armor)

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
Made in gb
Thinking of Joining a Davinite Loge





Somewhere in the dark...

Hmm, I think that a DK with Heavy Incinerator and Greatsword with teleporter is probably the best set up then. It is expensive at 260 points but I could find room for that in a 1750 points list and up.

I hadn't really considered one before as I'm not a big fan of it's aesthetics but I can see it being really useful and very quick so I know I'll be able to get it to cause some damage before it gets killed (which I expect it to but it will take the heat off my other units for a few turns).

Thanks for the advice.



 
   
Made in us
Sinister Chaos Marine





The Greatsword allows you to re-roll hit, wound, and ArP rolls-- even on the doomfist attacks. The DK can also use hammerhand to give his sword attacks S7.

None of the ranged weaponry available to the DK is particularly striking, the Heavy Incinerator occasionally being the exception. The GK codex feels very rushed for reasons like that.
   
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Decrepit Dakkanaut




NOt on the doom fist it doesnt. You can only USE one weapon in CC, you cannot use botht eh GS and the Doomfist
   
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Member of the Malleus




SLC, UT

ColdSadHungry wrote:I'm thinking about perhaps using a DK as a firebase and giving it the psilencer and psycannon, though. Reading up on what people say, it seems that a more CC oriented DK is a better choice but it depends on the style of play you are going to use. Would a psilencer/psycannon really be bad? It would certainly force a lot of saves


I feel that this set up is really under rated. Statistically it's trash, but I've been having really good luck with it. It goes very well with a gunline GK army. I'm going to be trying out the heavy inc instead of the g psilencer soon just to see. It's nice, when in range, to lay down all that fire on a squad and then assault it. I wiped out a whole assault squad with that in one turn last weekend.

This message was edited 1 time. Last update was at 2011/05/04 06:28:15


"Huddle close to your Emperor if he makes you feel safe. He cannot save you, for only Chaos is eternal."

Cross: Noun. A thing you nail people to.

Iron Warriors 3k Yme-Loc 6k
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Made in us
Sinister Chaos Marine





nosferatu1001 wrote:NOt on the doom fist it doesnt. You can only USE one weapon in CC, you cannot use botht eh GS and the Doomfist


Right, but having the sword equipped allows you to re-roll Doomfist attacks.

Edit for clarification: Since the rule says "any model with the greatsword may reroll etc etc", rather than "any model using the greatsword..."

This message was edited 1 time. Last update was at 2011/05/04 08:00:58


 
   
Made in gb
Sneaky Kommando





London

Abaddon wrote:
nosferatu1001 wrote:NOt on the doom fist it doesnt. You can only USE one weapon in CC, you cannot use botht eh GS and the Doomfist


Right, but having the sword equipped allows you to re-roll Doomfist attacks.

Edit for clarification: Since the rule says "any model with the greatsword may reroll etc etc", rather than "any model using the greatsword..."


If you use the Doomfist you don't get the re-rolls as you are not using the Sword.

You have to choose what weapon you are using.
   
Made in us
Lord Commander in a Plush Chair






no he is right; it is "a model with a greatsword" that gets the benefits; said dreadknight has a Greatsword.

Whether you use the sword or the fist doesn't matter though, the fist has no beneficial rules to the Dreadknight at all.


No matter what weapon you use you will be making 3(4 on the charge) S6 reroll to everything while getting 2d6 to penetrate and ignoring armor saves; so the point is rather moot

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
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Dakka Veteran




Kommissar Kel wrote:no he is right; it is "a model with a greatsword" that gets the benefits; said dreadknight has a Greatsword.

Whether you use the sword or the fist doesn't matter though, the fist has no beneficial rules to the Dreadknight at all.


No matter what weapon you use you will be making 3(4 on the charge) S6 reroll to everything while getting 2d6 to penetrate and ignoring armor saves; so the point is rather moot


IF the fist had a benefit though, you would have to choose which weapon you were hitting with, and would only get the benefits of one weapon or the other. Right now people are debating weather or not the dreadknight gets strength10 for his doomfist. If he does, then he is equipped with 2 different weapons. If not, then it doesn't matter, like you said
   
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Member of the Malleus




SLC, UT

omerakk wrote:
Kommissar Kel wrote:no he is right; it is "a model with a greatsword" that gets the benefits; said dreadknight has a Greatsword.

Whether you use the sword or the fist doesn't matter though, the fist has no beneficial rules to the Dreadknight at all.


No matter what weapon you use you will be making 3(4 on the charge) S6 reroll to everything while getting 2d6 to penetrate and ignoring armor saves; so the point is rather moot


IF the fist had a benefit though, you would have to choose which weapon you were hitting with, and would only get the benefits of one weapon or the other. Right now people are debating weather or not the dreadknight gets strength10 for his doomfist. If he does, then he is equipped with 2 different weapons. If not, then it doesn't matter, like you said


Can't wait til they FAQ this. Also, it doesn't matter either way. the doom fist is still a special weapon even though it doesn't add anything special to the the DK more than what the greatsword adds. It is still a force weapon, and thus, a special weapon. A dreadknight with two doom fists has 4 attacks (5 on the charge). This, i believe, for the points is better. A graetsword costs a TON of points. Just IMHO though.

"Huddle close to your Emperor if he makes you feel safe. He cannot save you, for only Chaos is eternal."

Cross: Noun. A thing you nail people to.

Iron Warriors 3k Yme-Loc 6k
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Regular Dakkanaut





doom fist is a "dreadnaught close combat weapon" thus doubles his strength to 10 AND as its a nemesis weapon follows the rules for force weapons.

the great sword rules are when equiped, not used thus the dread knight attacks at S10 with re-rolls. but you do lose an attack for doing it.
   
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Lord Commander in a Plush Chair






lixulana wrote:doom fist is a "dreadnaught close combat weapon" thus doubles his strength to 10 AND as its a nemesis weapon follows the rules for force weapons.

the great sword rules are when equiped, not used thus the dread knight attacks at S10 with re-rolls. but you do lose an attack for doing it.


Excepting that the dreadnight is not a walker, and DCCWs double a walker's S to a max of 10.

As it stands no matter which weapon is used the effect is the exact same: re-roll to everything.

Paired doomfists do still add a bonus attack.

the weapons actually make some sense as they are:

Stock = +1 attacks

Daenmon Hammer = doubles strength + T-hammer benefits

Sword = re-roll to everything

I also agree with Sothas that stock is the better choice, although re-roll to everything is really really good, the points are not as justified.

Also, Should they FAQ in favor of the Doomfists doubling S(as if the dreadknight was a walker), then the greatsword would be well worth the cost(unless they FAQ that to change it to when the model is using the sword) as Str 10, re-roll everything is awesome as heck!

This message was edited 1 time. Last update was at 2011/05/04 20:05:36


This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
 
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