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![[Post New]](/s/i/i.gif) 2011/06/16 06:44:07
Subject: GK terminator and dreadknight questions
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Apprehensive Inquisitorial Apprentice
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1. I am getting GK terminators and I want to know the best combination for them. Suggestions?
2. What is the point of giving a dreadknight a daemon hammer?
3. What is the best dreadknight combo?
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This message was edited 1 time. Last update was at 2011/06/16 07:04:34
Arthreus demanded" Send all our men"
"But we only have 3 tacticals"
"Send them. |
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![[Post New]](/s/i/i.gif) 2011/06/16 06:50:55
Subject: Re:GK terminator and dreadknight
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Fresh-Faced New User
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I'll answer number 2 cause its easy.
Doomfist don't give the dreadknight str 10 so by giving it a daemon hammer your getting that plus all the added bonuses
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![[Post New]](/s/i/i.gif) 2011/06/16 06:59:47
Subject: GK terminator and dreadknight
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Apprehensive Inquisitorial Apprentice
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How come? Do they give dreadnoughts strength ten?
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Arthreus demanded" Send all our men"
"But we only have 3 tacticals"
"Send them. |
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![[Post New]](/s/i/i.gif) 2011/06/16 07:07:45
Subject: Re:GK terminator and dreadknight questions
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Sacrifice to the Dark Gods
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ofc dreadsnoughts do just dreadknights only hits on strength 6 since hs not a walker
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![[Post New]](/s/i/i.gif) 2011/06/16 07:09:49
Subject: GK terminator and dreadknight questions
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Decrepit Dakkanaut
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See the latest FAQ, for starters.
It's actually a good RAW call in a FAQ full of ignoring RAW rules.
Personally i have hammer, incinerator, jump pack on my knights, along with a GKGM (mordrak) to give them scoring in objective games. Expensive, however scary as all feth once they get going, and the incinerator is the only decent weapon the DK can take in my opinion - its good for thinning hordes, which DK are bad against.
Terminators its generally MC Hammer Justicar, psycannon, everyone with halberds. I6 is too useful to pass up, falchions are garbage and generally id rather kill the enemy before they hit, so the sword is much less useful (poor defensive item compared to the gold that is I6)
Higher point games i run a banner as well, as autopassing FW activation is very useful.
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![[Post New]](/s/i/i.gif) 2011/06/16 10:31:24
Subject: GK terminator and dreadknight questions
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Impassive Inquisitorial Interrogator
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nosferatu1001 wrote:See the latest FAQ, for starters.
It's actually a good RAW call in a FAQ full of ignoring RAW rules.
Personally i have hammer, incinerator, jump pack on my knights, along with a GKGM (mordrak) to give them scoring in objective games. Expensive, however scary as all feth once they get going, and the incinerator is the only decent weapon the DK can take in my opinion - its good for thinning hordes, which DK are bad against.
Terminators its generally MC Hammer Justicar, psycannon, everyone with halberds. I6 is too useful to pass up, falchions are garbage and generally id rather kill the enemy before they hit, so the sword is much less useful (poor defensive item compared to the gold that is I6)
Higher point games i run a banner as well, as autopassing FW activation is very useful.
If you're going with them as a "deathstar"-ish group I'd say giving one termi the staff may be a good idea to allocate wounds from hidden powerfists and the like.
[Edit: also the banner gives everybody in the unit an additional attack... It's useful beside the fw activation.]
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This message was edited 1 time. Last update was at 2011/06/16 10:32:09
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![[Post New]](/s/i/i.gif) 2011/06/16 11:25:13
Subject: Re:GK terminator and dreadknight questions
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Willing Inquisitorial Excruciator
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I would say that terminators are good with 2x Halberds, 2x Swords, and 1x Hammer, Psycannon in there somewhere.
I think that the DK is best with Incinerator and Teleporter, otherwise it is too expensive. The other guns are all terrible.
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40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2011/06/16 11:49:27
Subject: GK terminator and dreadknight questions
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Decrepit Dakkanaut
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Gecko - except the banner removes the force weapon from the banner bearer, meaning in a unit of 5 you have exactly the same number of PW attacks as you did before. Its why at 1500 i only have one banner (mordraks unit) and at 1750 2 - too vulnerable.
The staff is just too expensive - and hidden powerfists arent an issue, as you shouldnt find it difficult to kill 10 marines before they eve think about hitting you with halberds and hammerhand.
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![[Post New]](/s/i/i.gif) 2011/06/16 16:58:10
Subject: Re:GK terminator and dreadknight questions
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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I would say the banner is only worth it on units of 7-10 terminators.
you get more attacks then are lost. and they only lose their Force Weapon status.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/06/16 17:05:37
Subject: GK terminator and dreadknight questions
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Impassive Inquisitorial Interrogator
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Yeah of course, that's what I mean by deathstar-ish... half a squad isn't that big of a punch. But your math isn't right... You lose 2(or 3 on charge) force weapon attacks and you gain 4+ more. At 5 men it may not be worth it (though you still retain 3 normal attacks), but with increasing numbers...
The staff may not be useful against space marines, but against guardmen blobs and ork mobs I think it'd help. Besides it's still a force weapon striking at initiave... Once again, may not be worth it on a 5 man squad but I'd try to spare the points for it if I was aiming for a full squad
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![[Post New]](/s/i/i.gif) 2011/06/16 17:07:39
Subject: Re:GK terminator and dreadknight questions
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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they are certaintly handy for nerfing those hidden PFs.
they rarely get more then one hit in any way and then you discount it on a 2+
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/06/16 17:08:19
Subject: Re:GK terminator and dreadknight questions
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Kid_Kyoto
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svendrex wrote:I would say that terminators are good with 2x Halberds, 2x Swords, and 1x Hammer, Psycannon in there somewhere.
I think that the DK is best with Incinerator and Teleporter, otherwise it is too expensive. The other guns are all terrible.
This is how I run my Terminators, except double it. I typically take 10 terminators in a single squad, and I do the following:
3x haliberds
3x swords
1x psycannon + sword
1x psycannon + haliberd
2x hammer
I then combat squad if it suits me, and if not, enjoy wound allocation with separate psycannon guys. I've not got my Dreadknights together yet, but I am planning on running them Incinerator and (maybe) Teleporter as well.
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![[Post New]](/s/i/i.gif) 2011/06/17 07:04:23
Subject: GK terminator and dreadknight questions
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Paramount Plague Censer Bearer
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5 man squad
4 with halbreds
-1 has a psycannon
1 with demonhammer
The only thing you won't beat are TH/SS termis but you should be shooting those to death anyway.
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![[Post New]](/s/i/i.gif) 2011/06/17 09:01:47
Subject: GK terminator and dreadknight questions
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Decrepit Dakkanaut
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I run a mix of that style squad, the mixture of sword and halberd, with ubiquitous hammer, and a thawn squad ive just built (one hammer, all halberds, psycannon) which while expensive essentialy gives me another scoring unit on a 4+ when thawn dies.
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