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Made in us
Krazed Killa Kan






South NJ/Philly

After working with a friend on coming up with the best "pure" GK army that one could come up with from the new dex, we settled on two different lists, one with Dread Knights and one without.

The list without dread knights took 3 Psybolt Dreads, GK's in Rhinos, an obligatory GK Termy Squad, and a Libby HQ. The idea was lots of armor, psycannons, and long range dreads. Seems good, but would struggle if the Rhino's would get incapacitated, since they were the real threat of the army.

Conversely, the other army we came up with had one less GK squad in a Rhino, and traded one of the Dreads up to a Venerable, and then added two Dread Knights w/ Teleporter and Heavy Psycannon; we also swapped the Libby for a GK GM to provide scoring status to the other elements in the army. The idea here being that these two could get up in the enemies face and force them to deal with an immediate threat that is rather hard to put down when played right. This provides the target saturation necessary to give the GK Rhinos the ability to advance forward, provides variety and a bit more aggression to the army, and in general can creates more problems for an opponent than just more GK's in Rhino's/Razorbacks.

Thoughts?

Am I way off base here?
   
Made in us
Regular Dakkanaut





In my opinion, the personal teleporter is waaay too expensive. I own a Dreadknight, but it hasn't seen the field yet. I modeled mine with the Heavy Incerator. I would have preferred the Heavy Psycannon was an Assault 6 weapon or somesuch.
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





rainbow dashing to your side

I can tell you from vast experiance both fighting and playing dreadknights, all you need is a teleporter and a great sword. One of my mates runs 3 in his army an its brutal

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Made in us
Longtime Dakkanaut




I take 1 dreadknight with incinerator, sword and teleporter and I find him mandatory. He is golden against 2 specific builds. Heavy Long Fang spam and psyrifleman dread spam. He can shunt into the face of long fangs and destroy them. There is nothing the SW can do unless they send the T-Wolf Lord back to help and that takes hime out of the game. Against Psyrifleman dreads, which usually run in packs of 3 or more), the Dreadknight can shunt to an area within striking distance and pounce on the psyrifleman dreads. It is the best way to take them out.

I've played games where the Dreadknight dies early and doesn't do much such as against Deathwing, but I will take him for those two matchups where he can turn the tide in my favor.
   
Made in us
Longtime Dakkanaut






Question... against GK with their dreads, couldnt they just send 1 GKSS with a hammer over? 3 attacks on the charge, you expect 1 wound to get through, then forceweapon and death.
   
Made in us
Sure Space Wolves Land Raider Pilot





@ darthdiggler
dreadknights are very meh as they arent great agnist longfangs because
1 if armed with LC's as my lonfangs are armed 1 sqaud leader 2 lcs 3 missile launchers then i should staticscally wound your dread twice with 2.5 times with 2 longfang sqauds and 4 times with 3 lf sqauds.
2 also talk about minmaxing so 2 matchups making up very little of the gaming communtiy so you trade versatiality and an allcomers list for a few easy wins also the beaty of longfangs i how cheap they are 140 points saying SW has no capability aganist dreadknights is absurd as bubblewrap will kepp you away from longfangs

to OP no without will be better as psyrifleman are worth more as an allcomer varainint instead of two armies with very specfic varaints








Your end has come. The sight of us will be your last. We are Wrath. We are Vengeance. We are the Rainbow Warrioirs."

*Silence*

-Snigger-

fatelf 
   
Made in us
Longtime Dakkanaut




It's not that easy. Usually the dreads have moved away from any strike squad memebers, at least in such a way that the 12" movement of the DK can get to a spot where he can't get charged on the following turn. Then he has 2 turns to kill the dread before he can jump 12" to get to the next one.

Even if he gets caught by a strike squad hammer, it's not the easiest thing in the world to hit on 4's, wound on 2's and get past a 5+ invulnerable save, then roll a 9 for the force weapon and NOT get it blocked by a Hood.

Even so, if I can kill 2 of those dreads before a hammer gets me I might call that a fair trade. It should severely cripple the enemy GK's downfield firepower while at the same time perserving mine. My dreads can concentrate on enemy transports because the DK will get the dreads.


Automatically Appended Next Post:
rovian wrote:
@ darthdiggler
dreadknights are very meh as they arent great agnist longfangs because
1 if armed with LC's as my lonfangs are armed 1 sqaud leader 2 lcs 3 missile launchers then i should staticscally wound your dread twice with 2.5 times with 2 longfang sqauds and 4 times with 3 lf sqauds.
2 also talk about minmaxing so 2 matchups making up very little of the gaming communtiy so you trade versatiality and an allcomers list for a few easy wins also the beaty of longfangs i how cheap they are 140 points saying SW has no capability aganist dreadknights is absurd as bubblewrap will kepp you away from longfangs



Congradulations. You are the one guy who takes lascannons in their long fangs squad. I don't think I've seen you at any tournament because all I ever see are 4-5 missiles in every long fang squad ever. I like my odds of seeing missiles. How many guys does it take to bubble wrap 3 long fang squads? You know you can't take Kroot in the space waolf list right. You're telling me you use grey hunters to bubble wrap long fangs just so my one model has to assault the grey hunter unit instead? Remember I fly 12" a turn and your bubble wrap will need to cover all the way around the long fangs. I don't think you have enough grey hunters. I'll take that. I think it would help me to have grey hunters bubble wrapping long fangs.

Space Wolves are a HUGE part of the Chicago gaming community. I can't go to a tournament and wave a stick without hitting a space wolf player. We regularly have about 30% space wolf players around here. The DK isn't useless against other lists. A flying MC with 2+/5++ is nothing to ignore. He is plenty powerful enough to take on all sorts of stuff and the best part is he turns the tide against SW and GK lists.

This message was edited 1 time. Last update was at 2011/07/31 02:00:16


 
   
Made in ca
Fresh-Faced Inquisitorial Acolyte



Canada

I've seen dreadknights put to good use in an all comers list exactly once: by a player running 2 of them. Tyranid MCs work because you can put out so many of them or else cover them with a horde. CSM deamon princes work because those players have no other choice when it comes to a good HQ. DKs are expensive models that are quite good on their own but really don't mesh well with the rest of the army. They are too expensive for the "big distraction" role most players give them. They are too big for cover saves, and not tough enough to survive being focus fired or assaulted by powerful units.

2 of them working together gets over that weakness. Arm them the same way and you have 2 equal threats charging directly at you. They become the focus of your army and can excel when you plan around that. 2 shunting monsters with long range incinerators is nothing to laugh at. One of them alone usually is
   
 
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