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Made in ie
Stealthy Grot Snipa




After the FAQ nerfed the dreadknight shunt list is fielding one (purely for the love of the model) feasible for semi-competitive lists?
i already have two ven psyrifle dreads and two basic psyrifles so he's not keeping anything out but how should he be kitted out if its feasible?
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Lord of the Fleet





Texas

Heavy Incinerator, Teleporter, and Greatsword isnt too bad but points heavy. Its like a MC hellhound.

 
   
Made in ca
Fresh-Faced Inquisitorial Acolyte



Canada

Even though you can't shunt 30" before the game starts, he's almost as fast.

The thing is that scout only allows you to get within 12" of the enemy regardless of how fast you go.

Deploy 12" forward from your board edge
Scout 12" toward the enemy (probably as close as you could have gotten anyways)
Move 12" and assault 6" on turn 1

That's a 42" assault from your board edge on turn 1, without ever shunting. In pitched battle on a standard 6'x4' board you are just 6" short of the enemy's board edge. I don't know about you, but I don't know a lot of players that line their entire army up on the edge of the board without deploying at least a few units farther forward than that.

Next time you play, see how close you opponent deploys towards your board edge, it will probably be within that 42" mark, for at least a few units. Which means that the dreadknight can still make his turn 1 assault, shunt or no shunt.
   
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Member of a Lodge? I Can't Say





Los Angeles, CA

I've tried them several ways and I've found nothing really beats the teleporter/heavy incinerator. Having a hammer is nice, having a greatsword is nice... but neither is really required. They add points to an already expensive unit.


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Trollkin Champion





SoCal

I agree with dok. They are adequate when geared that way. They provide an effective screen early in the game for everything else and will provide mayhem if not taken down quickly.

stay hip  
   
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Dakka Veteran




I'd say go ahead and give him the Hammer on top of that.

After spending 235 points on a single model, I really don't mind an extra 10 to make him strength 10
   
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Member of a Lodge? I Can't Say





Los Angeles, CA

I really don't like losing the 4th attack just for S10 when you're a monstrous creature. Plus, I generally field two, so it's at least 20 points I have to find room for. Just my two cents.


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It really just depends what you think you'll be facing. Even an MC can fail to pen a land raider once in awhile when they are only strength 6. Being able to insta-kill toughness 5 or reduce a units I to 1 the second round of combat just branches out the options a bit.

They might become even more useful in the future; depending on how the new necrons turn out
   
Made in us
Member of a Lodge? I Can't Say





Los Angeles, CA

DKs come with Hammerhand, so you can get s7. Then you just need a 7 or more on 2d6 to punch. But necrons are definitely a worry if they leave monoliths in anyway the same then hammers might be necessary.
But to be honest, i wouldn't send a dreadknight after a land raider unless I knew I was gonna punch it in shooting. Then you are wasting your incinerator shot. And land raiders are what turbo penetrator ammo is for


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Stalwart Tribune





They come stock with 2 dreadnaught CC weapons. So if you are looking for str 10 you don’t need a hammer

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Dakka Veteran





Yes you do. The Dreadnought close combat weapons do not double a Dreadknight's strength. It's in the FAQ

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





omerakk wrote:It really just depends what you think you'll be facing. Even an MC can fail to pen a land raider once in awhile when they are only strength 6. Being able to insta-kill toughness 5 or reduce a units I to 1 the second round of combat just branches out the options a bit.


Thunderhammers reduce models to Initiative 1. It will only benefit you against multi-wound models that you can't instant kill, and won't affect whole units.

Also, you could save the points and use the Force Weapon power instead for ID.
   
Made in us
Stalwart Tribune





I am corrected, its in there. Then I shal retract myself from the conversation. And read up on the FAQ for a bit.

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Made in us
Longtime Dakkanaut





New York / Los Angeles

Airtight. What's left to be said is at what point level does the dreadknight become competitive? At 235 points, equipped for alpha strike, it's a little tough to shoehorn him into low point games where he'll thrive; and still be costly during high point games where he's a 1 turn distraction.

I prefer dreadknights over dreadnoughts, I think they're the bees knees. Three 4 wound MCs flying around like jump infantry will require all of the heavy weapons fire an opponent can muster, and at 700ish, it makes for a steep heavy support cost in a 2000 point game, but really impressive. And in a 2500 point draigo wing, dropping 15 paladins and 3 dreadknights on the table with 2 stormravens and a librarian... sure it's a tiny model count; but WHAT amazing models they are.


Sure salamanders in drop pods, Mech Guard, and lance-dar are all going to pose serious threats, but the biggest problem is other Grey knights. With all the crowe/purifier spam out there, all those force weapons and psycannons. GK MSU beats GK Elite every time, and that means that Psyflenoughts beat dreadknights, even if they dont.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
Dakka Veteran




somerandomdude wrote:
omerakk wrote:It really just depends what you think you'll be facing. Even an MC can fail to pen a land raider once in awhile when they are only strength 6. Being able to insta-kill toughness 5 or reduce a units I to 1 the second round of combat just branches out the options a bit.


Thunderhammers reduce models to Initiative 1. It will only benefit you against multi-wound models that you can't instant kill, and won't affect whole units.

Also, you could save the points and use the Force Weapon power instead for ID.


Ya, I typed that wrong, I meant only the models you hit that somehow manage to stay alive. My bad.

And if you're using the force weapon, you only get to insta kill 1 model, nor do you get to use hammerhand or dark exc if you do that. The hammer would still be more useful against multiwound t5 models than the force ability. The only time the force power would be better is if you are fighting something stronger than that... which you should probably be trying to avoid most of the time since such assault powered models tend to dominate the dreadknight in combat anyway
   
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Los Angeles, CA

With the INAT faq for GK out, the greatsword is now the best by far imo. 4 attacks standing, 5 on the charge with a re-roll to everything. The only thing you can't take down easily is a monolith.
I'm not sure what to do versus monoliths tbh.


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Lone Wolf Sentinel Pilot





San Diego, California

Dok wrote:I'm not sure what to do versus monoliths tbh.
Taking down a Monolith as GK, as far as I see, is taking a Hammerhanded Daemon Hammer to it and slapping it silly with your S10 hits.

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Made in us
Shunting Grey Knight Interceptor




I am trying out a new set-up for my knights in an upcoming game of 1500 points and for the first time and going for dreadknights as opposed to psyflenoughts.

my main idea for this was to get as many units within striking distance of the enemy on turn 1 as possible, I have a 5 man interceptor squad with 1 psy cannon, 2 dread knghts, 2 squads of 5 terminators deep striking, mordrak deep striking on turn 1 with 5 ghost guard... (also note that I plan on giving the scout special rule to as many units as possible with mordrak)

In short, I am not worrying about capturing objectives, I want to board the bastards XD

I will let ya know of my opinion on dreadknights after this initial screening of their powers. wish me luck!

1500 pt grey knight termie army W: 1 L: 1 T: 1


2000 pt DraigoStrike Pally army W: 3 L: 1 T: 1
750 point Black Templar smashmouth army

 
   
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Member of a Lodge? I Can't Say





Los Angeles, CA

@Drezmartell: I wrote a little bit about Dreadknights and their versatility against the various armies here http://www.3forint.com/2011/07/drunken-master-grey-knights-at-bay-area.html

My list is a bit different than yours but the strategies for dreadknights will still be pretty similar.


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