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Made in us
Spawn of Chaos




Southern California

Hello Dakkanauts!

I am playing in our league championship game and believe my opponent will field an army similar to this:

Inquisitor Coteaz

Vindicare Assassin

x3 henchmen w/ meltagun, plasmagun, flamer in Razorback w/ twin assault cannon
x3 henchmen w/ meltagun, plasmagun, flamer in Razorback w/ twin assault cannon
x3 henchmen w/ meltagun, plasmagun, flamer in Razorback w/ twin assault cannon
x3 henchmen w/ meltagun, plasmagun, flamer in Razorback w/ twin assault cannon
x3 henchmen w/ meltagun, plasmagun, flamer in Razorback w/ twin assault cannon
x3 henchmen w/ meltagun, plasmagun, flamer in Razorback w/ twin assault cannon

Stormraven w/ twin multi-melta, twin lascannon
Stormraven w/ twin multi-melta, twin lascannon

Dreadknight w/ 2 doomfists and personal teleporter
Dreadknight w/ 2 doomfists and personal teleporter
Dreadknight w/ 2 doomfists and personal teleporter

I am playing GK also, but have Castellan Crowe as my mandatory HQ.

I have any necessary GK models; what should I bring?
How do you guys handle triple DK with other armies?

This message was edited 2 times. Last update was at 2012/01/26 02:02:31


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Made in us
Pyromaniac Hellhound Pilot





killeen TX

You have to put alot of fire power on one at a time until you remove it from the game or it even being a threat. Don't worry about the other two. Target one at a time with every available bit of fire power you have. If you have a unit that is unable to fire on the primary target, then, secondary targets.

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265 point detachment

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Made in us
Stalwart Strike Squad Grey Knight





MN

I'm sorry I can't say more, but what I'm about to say I say from experience:

Dreadknights do not like massed Force Halberds. Purifiers do this very well. Dreadknights also don't like massed psycannons being aimed at them. Another thing Purifiers do well.


Purifiers are very well equipped to handle Dreadknights. The rest of your units can be used to deal with his army of Razors.


I'd also recommend taking out his Vindicare turn 1 if you can.


 
   
Made in us
Shepherd





Vindicare is hard to kill so why waste time with it? Just waste shots so it goes to ground.. otherwise worry bout the things pumpin out lots of shots. 1 shot from the assassin is hardly worth worrying about unless your army has some lynchpin like draigo's invuln. But Lewa is right. DK are hardly a concern unless coteaz is around to shut down psy powers.. If so just kiss your purifiers goodbye and continue shoting them.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in us
Stalwart Strike Squad Grey Knight





MN

Coteaz can't shut down powers. He lacks a psychic hood or any form of Aegis.


 
   
Made in us
Shepherd





Ah I forgot my mistake. well then hope you can hit to wound cause unless he has a hq he will need hammerhand just to increase his ability to wound let alone activate the fw.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in cn
Shunting Grey Knight Interceptor




Fuzhou, China

charge them first
dont forget to put some hammer on your purifuer squad

Don't worry, Draigo will protect you guys!

1850
(W32-D7-L8) 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

My DE have no problem shutting down Dreadknights (or any other MC's for that matter)- massed splinterfire FTW.


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
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Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Longtime Dakkanaut





Wait....you're playing GK.....you don't have the guns with the AP to do it...just hit them with your force weapons.

*Poof* no more dreadknight.

All you need to do is squeak a halbred wound in and he can't even hit you back.

Hell even the henchmen load-outs are pretty weak. Bust up the Razors with psycannons, psyflemen, and autocannon dreads.

That list doesn't strike me as very threatening.

This message was edited 3 times. Last update was at 2012/01/26 02:47:37


 
   
Made in gb
Pious Warrior Priest




UK

Yeah, that list will get brutalized by almost any DE army.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Dreadknights are more dangerous when they can scout. But this is not possible with this list. Force weapons and massive shooting can take them down. As said, take on one at a time.

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
Plastictrees






Salem, MA

I don' think your purifiers even need halberds, because if you charge the dread knight with purifiers, your psyk-out grenades reduce it to I1. If you put a character who can cast hammerhand in the unit (the purifiers need to save their one power for the force weapons) you're wounding on 5's. You only need one wound to get past its invulnerable save to get the instakill.

This message was edited 1 time. Last update was at 2012/01/26 14:05:28


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Kid_Kyoto






Probably work

His opponent has teleporters. Charging the dreadknight will be tricky. I would still plan on bringing at least a couple haliberd per squad.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
Made in us
Longtime Dakkanaut





daedalus wrote:His opponent has teleporters. Charging the dreadknight will be tricky. I would still plan on bringing at least a couple haliberd per squad.


True, but if the opponent is an idiot (sady a very common trait) and shunts to within 12". But yeah, that is definitely true, at least two halbreds in purifier squads is the norm, though, so you're not completely screwed if the opponent is good at gauging range.
   
Made in us
Fixture of Dakka





How would you fight 12 Terminators? Try the same.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Longtime Dakkanaut





DarknessEternal wrote:How would you fight 12 Terminators? Try the same.


Pour as much fire as I can into one unit at a time until it's dead then move on to the next one?
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, the above army looks quite good. There is no need to separate the DK's from the rest of the army. Most of the army is shooty and the DK's could stay back for counter-charge if necessary.

Frankly, three DK's can be a pain. In a recent RTT I faced a Purifier army with teleporting 2 DK's. Man, these guys were scary as they were able to scout and so were able to charge my Serpents in turn 1.

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
Boosting Space Marine Biker





Do you have your own Storm Ravens? Unload the missiles on them.

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

 
   
Made in us
Plastictrees






Salem, MA

wuestenfux wrote: Man, these guys were scary as they were able to scout and so were able to charge my Serpents in turn 1.


I hope they weren't shunting as their scout move, which the latest GW FAQ doesn't allow:

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1830601a_Grey_Knights_v1_0.pdf

Thanks for the reminder, though. Going to be playing my Eldar in a few weeks, so I gotta remember to set up my grav tanks more than 30" from any dreadknights if the GK player is going first.



On the question of the purifiers getting the charge on the dreadknights, purifiers assaulting from a land raider or storm raven would outrange a teleporting DK.

This message was edited 1 time. Last update was at 2012/01/26 19:09:20


"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz 
   
Made in us
Shepherd





Purifier army wuth scouting dk? If he didnt have a grandmaster thatd be illegal.

The enemy of my enemy is a bastard so lets kill him too.


 
   
Made in ca
Lethal Lhamean





somewhere in the webway

2 words: splinter cannons.



nuff said

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Made in us
Member of the Malleus





Hutto, TX

consider running out a bunch of alcolytes and tying them up in combat with mini hordes. once they chew through the gooey stuff you'll be free in that one tuwn to make 2 shots (that shooting phase and the next)

as for killing them, well, its just a MC at the end of the day. treat it like all MC's. shoot the hell out of it.

stop thinking its a dreadknight and focus more on the fact that its a Monsterous creature.

looking at his list (even though approximate) I don't recommend using vehicles. seems he's going in armed to take out heavy items. bulk up on troops, shoot the hell out of him, and keep your heavies to a minimum.

I would likely field lots of elites, purg squads and drop troops and mow the melta's down in hand to hand. (or pie plate them)

don't forget about the ulticheese and just run a Lance Strike on the table. at a minimum you can corral his movement just form being afraid of being near that damn thing when it goes off.





[url]www.newaydesigns.com
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Made in us
Member of a Lodge? I Can't Say





Los Angeles, CA

That list would be a lot scarier if the dreadknights had guns. As-is, you should be able to put a sacrificial unit or just a large unit in front of them and take some hits and then FW him down with the Daemon hammer. Focus your shooting on his vehicles. If you play a somewhat standard purifier/psydread list, then you should be fine. Just keep those Dreadknights away from your dreads.


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Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

ideally, the teleporting dreadknight is best served I think by at least the incinerator. Huge change in how effective it gets. maybe by 6th edition I'll re-evaluate the psycannon since it won't scatter so badly.

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Member of a Lodge? I Can't Say





Los Angeles, CA

I'm a huge fan of jumping dreadknights with the heavy incinerator. I find that opponents have a tough time predicting how I will move with them, which will generally give me a positional advantage.


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Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

I think of some ideas (not from experience, I play GK myself and do not fight a lot of mirror matchups) :

- Stormravens with AC (not very reliable)
- A squad of inquisitor + DCA inside the stormraven (assault vehicule + psykout nades + power weapons), can threaten loads of things, can mount back in stormraven to unleash more bang (was about to say chaos instead of bang, but that would not be very codex).
- Bring your own teleporting DK ?

Quick thread hijack : monstruous creatures are immune to instant death? If not, NFW.

   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

MC's are not immune to ID, but are tough enough that only force weapons and similar can ID them (no double toughness kills, generally.

I think there may be a couple of T5 MC's out there, but not many.


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Stalwart Space Marine




@seb the BRB entry for MC does not have immune to instant death right in the rules and as far as I can tell only Eternal Warrior confers the Insta-death immunity. Although I can't think of many MCs without that rule.



Automatically Appended Next Post:
@seb the BRB entry for MC does not have immune to instant death right in the rules and as far as I can tell only Eternal Warrior confers the Insta-death immunity. Although I can't think of many MCs without that rule.

This message was edited 1 time. Last update was at 2012/01/27 01:30:29


 
   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

Then I'd say : regular interceptors. All have NFW and can ID the poor DK.

   
Made in us
Longtime Dakkanaut





DarthSpader wrote:2 words: splinter cannons.nuff said


Against a lot of MCs out there I'd agree.....but on average it takes 72 splinter shots to kill a dreadknight. That means you need 6 Venoms w/ two splinter cannons on average or better to kill one dreadknight.

Forget splinter rounds, just lance them to death.
   
 
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