Switch Theme:

Arming a Dread Knight - has the FAQ changed it?  [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 gb
Thinking of Joining a Davinite Loge





Somewhere in the dark...

Thanks to the nerf doom fists have taken, do you think that a Nemesis Dread Knight is any good with just the Hammer and teleporter?

It would be 215 points.

I know that the incinerator is it's best ranged weapon but you'd need to add on another 30 points for that and 245 points is too much imo. I'd rather take a GM or libby for all the goodies they can provide if we're talking such high costs. 215 is still a lot but that DK could move swiftly and pop open tanks easily.

My only concern there is that it's job is obvious and as such will be a huge target. 280 points would get me 2 x man interceptor squads with a hammer each - better target saturation, warp quake and can attack more than 1 target at once.

Anyway, I just don't see the doom fists as being good enough to kit it out with and a DK with only an incinerator on top is pretty weak really.



 
   
Made in us
Sinewy Scourge






Thanks to the nerf doom fists have taken, do you think that a Nemesis Dread Knight is any good with just the Hammer and teleporter?

It would be 215 points.

I know that the incinerator is it's best ranged weapon but you'd need to add on another 30 points for that and 245 points is too much imo. I'd rather take a GM or libby for all the goodies they can provide if we're talking such high costs. 215 is still a lot but that DK could move swiftly and pop open tanks easily.

My only concern there is that it's job is obvious and as such will be a huge target. 280 points would get me 2 x man interceptor squads with a hammer each - better target saturation, warp quake and can attack more than 1 target at once.

Anyway, I just don't see the doom fists as being good enough to kit it out with and a DK with only an incinerator on top is pretty weak really.


I don't think they are good. I never thought they were very good before and knowing the Doomfists are only st 6 takes away a major redeeming factor for me.

If someone was set on running them I would heavily suggest Psyfleman. If someone was deadset on running them I would say to take the Hammer and Incinerator for 170 points. Use at least 2 of them in conjunction with servo skulls and DS in for disruption purposes.

2nd Place 2015 ATC--Team 48
6th Place 2014 ATC--team Ziggy Wardust and the Hammers from Mars
3rd Place 2013 ATC--team Quality Control
7-1 at 2013 Nova Open (winner of bracket 4)
 
   
Made in us
Longtime Dakkanaut






I like fists and the flamer with the teleport option. S6 doesn't bother me much as you get 1 more attack and 2d6 for vees. You still can force weapon for instadeath. Its not a great unit but in some match ups they don't suck. They do a real number on demon forces with dark excommunication too.
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

I like the dreadknight, he's a multi-wound model with a 2+ armor save, that can't be ID'd and can be kitted for anti-infantry or anti-vehicle, or both. He's a monster in CC and with the personal teleporter, he's insanely mobile. Yeah, I wish they hadn't kiboshed scout-shunting for the sake of the DreadKnight, but look at that statline. It's impressive, to have that thing swinging a hammer, ID'ing 200+ point HQs, and cracking open land raiders while it shrugs off AC fire and torches entire squads.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

All the new FAQ changes is that a naked NDK is a little less desirable to take. Pretty much everyone was talking about taking the Great Sword for the re-roll over having an extra attack, so nothing was lost in that regard. S6 Doomfists means the Daemonhammer is more attactive. All the range weapons retain their place, as did the Personal Transporter option (Shunt Punch was somewhat useless for a DK, as you actually do want it to assault on the first turn rather than get seized and shot to death).

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in us
Longtime Dakkanaut




Meh, the way I look at it is like this:

Fists = Better at killing infantry
Hammer = Better at killing MCs, vehicles

The reason I looked at it this way is simple: Against MEQ, thanks to Str 6(7 with Hammerhand), the Doomfists do just as well at wounding MEQ as the Daemonhammer but also have the advantage of having an extra attack.

Meanwhile, a Str 10 Daemonhammer means that a NDK equipped as such would be better at chasing down MCs and vehicles.

So, I think the question you'd have to ask yourself is, what role do you see the NDK performing in your army?

I'll freely admit I haven't mathhammered out the comparision with the Greatsword yet.
   
 
Forum Index » 40K General Discussion
Go to: