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Made in us
Regular Dakkanaut




From a competitive standpoint, which do you prefer? I imagine each has situational advantages over the other. I'd like to get a grip on the how's and why's without buying both and learning for myself.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd prefer Psyfleman Dreads. With their S8 twin-linked autocannons they can particularly take down light- and medium-armored tanks.
Moreover, they are much cheaper than tooled-up DK's.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Sinewy Scourge





Lodi CA

Psyfleman Dreds. They make MSU transport heavy armies cry. Especially if you can squeeze in 6 in your list.










 
   
Made in us
Slaanesh Veteran Marine with Tentacles





Mpls, MN

Psyfleman FTW

REPENT for tommorrow you DIE!!!!

Chaos


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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Hückleberry wrote:Psyfleman Dreds. They make MSU transport heavy armies cry. Especially if you can squeeze in 6 in your list.

Well, I think that 6 would be overkill, 3 of them in the HS section would suffice.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Ship's Officer






If I had to choose, I'd definitely recommend Psyriflemen. Much more cost-effective than DKs.

I enjoy using DKs (from a tactical standpoint... I think the unit is goofy as hell), but Psyriflemen just bring so much more to the table. It's almost no contest.

Ask Not, Fear Not - (Gallery), ,

 H.B.M.C. wrote:

Yeah! Who needs balanced rules when everyone can take giant stompy robots! Balanced rules are just for TFG WAAC players, and everyone hates them.

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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

they go in different lists.


the Dreadknight is for shunt punch/assaulty type lists.


the Psyfleman dreds are for shooty mech lists.

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!!! 
   
Made in us
Longtime Dakkanaut




No you need to take both. Go with an almost 2-1 ratio of Dreads vs. Dreadknights. The Dread will open the transports and engage the enemy at range immediately while the DK will take on the tough stuff that comes out of the transports or gets into your lines.

You pop the Stormraven that just moved flatout into your deployment zone, but the dreads have a tough time vs. the Furioso which was in the back. The DK will step up and take it out.

Against the mirror matchup, deep strike the DK into 3-4 psyrifleman dreads and watch the carnage insue and the dreads have no answer for the DK.

3 squads of Long Fangs have a better shot at taking the dreads than the reverse happening. Drop of DK near the Long Fangs and all those missile shots bounce off as it rampages through the SW gunline.

Shooting in 40K is like airpower in the 21st century. It's loud, powerful and makes for big explosions, but if you want to get rid of an entrenched scoring unit you need to send in the ground pounders and that's the Dreadknight.
   
Made in us
Rough Rider with Boomstick




USA

Dreadknights are a joke...
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Fluff, maybe.

on the table, hell no. Dreadknights are dead ard.

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!!! 
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

NDK finds a place in terminator and Draigo wing armys. They are awfully expensive though, because they are best tooled out with heavy incinerator and personal teleporter.

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Made in us
Devestating Grey Knight Dreadknight





Overland Park, KS

My Dreadknights haven't been that great outside of the Heavy Incinerator roasting giant squads, his CC seems to go unnoticed... hell I lost a couple combats in a row to Fire Dragons a few games ago.

I wish he had more attacks, 3 just isn't enough when you don't have a charge. Ranged low AP weapons put holes in him as well.

   
Made in gb
Thinking of Joining a Davinite Loge





Somewhere in the dark...

Dreadnoughts have reinforced Aegis which is really, really useful and another reason why I think that they are, overall, better.

But, since it is the psyrifle dreads that are the kings of the GK dreadnought types, a DK with decent CC and anti horde is worth trying to fit in if you can. Plus the DK is much faster.

They do different things but if you don't have lots of points to spare, I would say that a psyrifle dread is more useful than a DK.



 
   
Made in us
Stalwart Space Marine




Psyfleman
   
Made in gb
Dakka Veteran





Venerable Dreadnought is best. then Dreadnought. Then Dreadknighht. For most lists.

A big problem with dreadknights is their size: cover is hard to find and also unless shunting the sheer width of the base can make a properly terrained table quite hard to manoeuver. I really think it's either dreadnoughts or dreadknights because a single dreadknight does attract a hell of a lot of low AP high S fire and it's less able to shrug that off than a cheaper venerable dreadnought.

Choose an army you can love, even when it loses - Phil Barker
 
   
Made in us
Longtime Dakkanaut




In general, Psylfemen will work in any list.

Dreadknights pretty much have to have a whole list designed around them. And half the time you take them you still want Ved dreads so you still have those autocannon shots.

It's too bad they are not fast attack or elites or something, since then people might actually use them more...as it is the psyflemen are so good they make the other choices look a little silly, much like long fangs for space wolves.
   
Made in gb
Araqiel





Ards - N.Ireland

I'm working on the 3 psy dreads, 1 venedread, keeps my other 2 elite spots open for purifier squad and vindicare assassin for removing high av vehicles
   
Made in gb
Dakka Veteran





It takes 10.8 space fairy dark lance shots to bring down a dreadknight.

Those 10.8 shots against a venerable dreadnought will produce 7.2 hits. Given glances may be pretty much discounted due to venerable status, that’s 2.4 penetrations to worry about. That’s not nearly enough for a mathematical destruction (but it would probably do for a normal dreadnought)

So the venerable dreadnought is tougher (also being immune to small arms, which the dreadknight is not) and whilst less mobile, has greater range.

A straight comparison of firepower is hard because they don’t get the same choices. But given the dreadnought will be 2 x TL autocannon and psybolts, whilst the dreadknight will have hammer, heavy incinerator and teleporter, although they do different sorts of things, we might call them roughly equal (the dreadknight’s mobility makes up for its lesser range). But that dreadknight is 50 pts more expensive than the venerable dreadnought.

If we could imagine a dreadknight allowed to take 2 TL autocannon and psybolts, it would be less effective in a static role than a venerable dreadnought, but minus its teleporter, and with the hypothetical 2 x TL autocannon, it’d be perhaps roughly comparable with a normal dreadnought in terms of survivability and would be exactly equal in firepower whilst costing more.

I’m no longer quite sure where I’m going with this, except that if a dreadknight is taken, it really needs to have a teleporter and needs to be able to make excellent use of its heavy incinerator and melee potential both. Otherwise you’d be much better using a venerable dreadnought. Perhaps aiming it at a high AV vehicle to use its hammer?

Choose an army you can love, even when it loses - Phil Barker
 
   
Made in us
Boosting Space Marine Biker





Consider these two points:

Any vehicle can be blown up by a single lucky shot, but the MC will take a minimum of 4 shots to kill.

The DK is a bargain if you take it naked or with just a hammer. Sure, the opponent will ignore it/them for a turn or two but run them every turn and enjoy the undercosted carnage once they get there.

There is a place beneath those ancient ruins in the moor…

 
   
Made in gb
Dakka Veteran





Assuming BS 4 then to destroy a dreadnought with a single AP2 S8 shot is a 5.6% chance. To destroy a venerable dreadnought is a 1.2% chance. With AP2 S9 it’s an 8.3% chance, against a venerable it’s a 2.8% chance. With melta AP1 S8 it’s nearer a 9% chance for ordinary (double that at half range), and 3.8% for a venerable (about 10% at half range

A dreadknight w/hammer is 140 pts, about the same as an ordinary dreadnought (135).
With hammer and teleporter, it’s 215 pts, slightly more than the venerable (195).

I think in the first case (straight dreadnoughts) you have a point. A dreadknight is a better fire magnet as it is less susceptible to chance (but of course the reverse is also true, a dreadnought might absorb much more fire than expected). In the second case (venerables), I don’t think the chances are high enough to impact on a long term strategy (ie taking results over many games).

Also, without a teleporter I don’t see a dreadknight being fast enough to take out many vehicles with its hammer.

Choose an army you can love, even when it loses - Phil Barker
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Venerable Dreadnought is best. then Dreadnought. Then Dreadknighht. For most lists.

The venerable upgrade is rather expensive.
I'd take three normal Psyfleman Dreads.
They are targets enough for the enemy so that
I wouldn't care if one goes down.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

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Dakka Veteran





The venerable 'upgrade' is cheap at the price and increases survivability dramatically.

As an aside I think i may have actually assumes BS 3 rather than BS 4 in my workings above (ie 50% chance to hit, not 2/3). Obviously that doesn't impact on the relative performances. You'll note the venerable dreadnought is about 2-3 times harder to kill than the standard with any given weapon.

I'll set it out here ignoring 'to hit'

A single AP 2 S9 shot will penetrate 1/2 the time. Of those penetrations 1/3 will kill. So 1/6 is the total chance to be killed . The venerable will re-roll on kills and so is killed 1/18 of the time.

A single AP1 S8 shot will penetrate 1/3 of the time. Of those penetrations, 1/2 will kill. So 1/6. For venerables: 1/3 x 1/2 x 1/2 so 1/12. Also in this case a glance may kill on a 6. So we'd have to add 1/6 x 1/2 = 1/12 for dreadnoughts, 1/6 x 1/2 x 1/2 = 1/24 for venerables.

AP 2 S8 penetrates 1/3 of the time and 1/3 kill. 1/9 for normal dreadnoughts, and obviously 1/27 for venerables.

Given that venerables are also more accurate shooters 1/36 miss rather than 1/9, 60 pts to 'upgrade' is a steal in any list that doesn't need all its elite slots for other purposes.

Basically 2 venerable dreadnoughts outperform 3 normal dreadnoughts for what is essentially the same points (390 pts vs 405 pts).

If 3 dreadnoughts put out 12 shots per turn, that is 10.67 hits
2 venerable dreadnoughts put out 8 shots with 7.78 hits

That makes the standards 37% more efficient in terms of hits scored.

But unless the dreadnoughts are mysteriously ignored, the enemy heavy weapons will reduce the 3 dreadnoughts much faster than they do the two venerables. Venerable dreadnoughts aren't 37% more durable, they're at least twice as durable.

Take the space fairies (widely touted as being the nemesis of GK, and with some reason). If they deploy 30 Dark Lances and concentrate their shooting on the dreadnoughts, then they will statistically destroy 2 dreadnoughts in a turn's firing (with 3 shots left over). Shooting at 2 venerables then they need just over 40 shots to kill one. ie 3 turns to kill both with ten shots left over.

So turn 1 the dreadnoughts scored 10.67 hits. Turn 2 the survivor scores 3.56 = 14.23 in all.
Turn 1 the venerables scored 7.78 hits. Turn 2 they score the same = 15.56 (actually, to be fair they will probably have suffered a weapon loss so maybe we should say 7.78 + 5.83 = 13.61.

But then before turn 3 the remaining dreadnought is obliterated and over half the dark lances may fire elsewhere.
But only one of the venerables is down and the other can fire again, surpassing the regular dreadnought shooting even if only one weapon is fit to fire (by 19.44 to 14.23 or by about 37%) and tying up most of the dark lances for another turn.

Granted the distribution of damaged weapons from rerolls could impact this slightly more than I allowed for but I dodn't factor in damaged weapons for the regular dreadnoughts either.

And the venerables have given away 2 kill points, the ordinary ones 3.

I should add that if 3 dreadknights are brought instead (no upgrades costing roughly the same -- a bit more in fact) than the dreadnought options, two will be obliterated turn 1 and the survivor struggling along with a single wound. Ouch.

This message was edited 5 times. Last update was at 2011/06/23 16:57:55


Choose an army you can love, even when it loses - Phil Barker
 
   
 
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