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Made in us
Discriminating Deathmark Assassin






So I'm looking at converting a model for a friend, and have a good idea for a scene to pose him in. It works best, though, with an Incinerator and a Greatsword. Is that a decent loadout, playability-wise?
If it's just plain awful I could change it with a Gatling Psilencer, though it would be less than ideal.
Just want to make sure I'm not going to handicap him by making him feel obligated to field the thing as is since it was a gift.
   
Made in us
Blood Angel Terminator with Lightning Claws





Baal Fortress Monastery

I think the best loadout is an Incinerator and a Personal Teleporter. Most people tend to go for that loadout since its cheap, and incredibly effective. Essentially all Nemesis Force Weapon Upgrades are too costly to run.

This message was edited 1 time. Last update was at 2012/03/19 18:04:28


 
   
Made in us
PanOceaniac Hacking Specialist Sergeant




Great Falls MT

Red Comet wrote:I think the best loadout is double Incinerator and a Personal Teleporter. Most people tend to go for that loadout since its cheap, and incredibly effective. Essentially all Nemesis Force Weapon Upgrades are too costly to run.


Im pretty sure double anything, on a Dread Knight, is against the rules....

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Made in us
Shepherd





thakabalpuphorsefishguy wrote:
Red Comet wrote:I think the best loadout is double Incinerator and a Personal Teleporter. Most people tend to go for that loadout since its cheap, and incredibly effective. Essentially all Nemesis Force Weapon Upgrades are too costly to run.


Im pretty sure double anything, on a Dread Knight, is against the rules....


You are correct. Only one h. incinerator may be taken.

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


 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

the incinerator is by far the best gun for the knight.

The sword is expensive, but it is pretty good. I would go for it.

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Made in us
Discriminating Deathmark Assassin






Ah, excellent. Thank you for the help.
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

The sword looks excellent and gives rerolls to hit and wound so it's useful but generally I'm so strapped for points I just end up leaving him with 2 fists. Hammerhand gets up to str 7 anyway and I get one extra bonus attack for having 2 fists

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


 
   
Made in fi
Dakka Veteran




I ran some mathhammer and basically the sword is pretty much always worth the points if you you can get into CC. Depending on targets and do you get charge, it raises CC efficiency between 10-45%. Basically, higher toughness and WS target has, better sword becomes. And if you get charge, it's efficiency increases.

Previously I though hammer has no role (unless you count attacking Land Raiders/Moliths that didn't move last turn as a role), but they might work against Init 5+ Greater Daemons/Daemon Princes, against whom you're using Dark Excommunication, not HH. Forcing them to hit at I 1 might be difference between life and death for DK.
   
Made in us
Dakka Veteran



Upper East Side of the USA

Nightbringer's Chosen wrote:So I'm looking at converting a model for a friend, and have a good idea for a scene to pose him in. It works best, though, with an Incinerator and a Greatsword. Is that a decent loadout, playability-wise?
If it's just plain awful I could change it with a Gatling Psilencer, though it would be less than ideal.
Just want to make sure I'm not going to handicap him by making him feel obligated to field the thing as is since it was a gift.


Don't glue the hand with the sword in there. Then he can pull out the sword hand and stick the bare fist in there. It is a tight fit so you probably don't even need to magnetize anything.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Mine have incinerator and teleporter. Makes is a great infantry hunter. Outflanking is an option thanks to grand strategy.

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Blood Angel Terminator with Lightning Claws





Baal Fortress Monastery

Draigo wrote:
thakabalpuphorsefishguy wrote:
Red Comet wrote:I think the best loadout is double Incinerator and a Personal Teleporter. Most people tend to go for that loadout since its cheap, and incredibly effective. Essentially all Nemesis Force Weapon Upgrades are too costly to run.


Im pretty sure double anything, on a Dread Knight, is against the rules....


You are correct. Only one h. incinerator may be taken.

Whoops! Gonna edit that out now...
   
Made in us
Daemonic Dreadnought






4 best load outs are

Nakid
Incinerator
Nakid with a teleporter
Incinerator + teleporter

I would advise your friend to magnetize the incinerator.

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Made in us
Discriminating Deathmark Assassin






schadenfreude wrote:I would advise your friend to magnetize the incinerator.

That's not quite going to work due to how involved the scene is going to be, but I appreciate the suggestion.
For the sword, though, that may be an option.
   
Made in us
Dakka Veteran



Upper East Side of the USA

Nightbringer's Chosen wrote:
schadenfreude wrote:I would advise your friend to magnetize the incinerator.

That's not quite going to work due to how involved the scene is going to be, but I appreciate the suggestion.
For the sword, though, that may be an option.


You don't need to magnetize it, the fist going into the arm hole is a tight fit. You can probably get away with priming the sword hand separately from the body and it will fit snuggly. Then all yuo need to do is prime and paint the extra bare fist, which would also fit snuggly.
   
Made in us
Member of the Malleus



Boston, MA

The dreadknight is mostly "internally well-balanced" (meaning it forces you to make tough choices) except for the guns.

Teleporter or Not? Well, the teleporter is pretty freaking awesome..but it's also hella expensive. I think for the role most people pick the DK for (either fast disruption or fast scoring w/GM, often both) the teleporter is a must have-- but keep in mind the thing can Deep Strike just fine and if you have a plan for that (servo-skulls) you can likely save yourself 75 pts.

The CC weapons are all quite good, but suitably costed. Str 10 is obviously awesome, but also no different than Str 6-7 against a lot of things. But it's also only 10 pts, a small price. A sword is really quite nice, if on standard you're Hitting 2/3 of the time and wounding 5/6, now that becomes 8/9 and 35/36 -- basically guaranteed. It's similarly power against vehicles. However, it costs 3x as much as the hammer.

But, y'know, keep in mind the doomfists are free AND they give you +1 attack (because there are two). That's usually the choice I go with.


Guns, though, it's a lot more clear cut. Basically, the heavy incinerator is awesome, and the other two suck. I really wanted to make the heavy incinerator work, because the DK can fire two weapons a turn, but it just doesn't.



SO I think that leaves to an answer most people will agree with. Always get the incinerator, never any other guns, usually get the teleporter, and the CC weapons are a wash, get 'em if you feel like it, but the fists work just fine.

This message was edited 1 time. Last update was at 2012/03/20 03:37:53


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Made in us
Discriminating Deathmark Assassin






Excellently stated, Sir.

I feel much better now about how I intend to outfit him.
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

I actually plan to do a template army with my dreadknights and psycannons, techmarine and conversion beamers, and psyker battle squads/servitors and plasma cannons with about 20 servo skulls spread out in layered lines as a fun list =P Non-scattering templates of doom!

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


 
   
Made in us
Regular Dakkanaut




Dont you get the extra attack with a dk regardless of how you equip him? A sword or hammer and the free doomfist would count as 2 close combat weapons, thus giving him the extra attack right?
   
Made in us
Shepherd





Not to my knowledge since the sword and hammer are treated as 2 handed weapons. They have different attack profiles then the fist and you must choose either or when attacking just like any character who has more then one weapon.

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


 
   
Made in us
Regular Dakkanaut




Oh I thought it was like having something close to a pistol and cc weapon, exchanging 1 fist making no difference in the applied bonus. Hmm... If that is true ive been doin it wrong.
   
Made in us
Discriminating Deathmark Assassin






The problem is that the Doomfist is a special CCW, rather than a generic CCW or another of the same CCW. You only get an extra attack for one of those options.
   
Made in us
Focused Fire Warrior




Boone, NC

Yes, Power fists, Lightning Claws, and Thunder hammers are the only weapons that require a pair to get an extra attack.

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Made in us
Discriminating Deathmark Assassin






yamgrenade wrote:Yes, Power fists, Lightning Claws, and Thunder hammers are the only weapons that require a pair to get an extra attack.

But if you have two special weapons you don't count one as an additional weapons; you use one or the other. Only if they are both the same, or one is just a plain CCW (or pistol) do you get an extra attack.

Power Weapon + normal CCW = +1 attack
Power Weapon + Power Weapon = +1 attack
Power Weapon + Venom Blade = no +attack; normal # of attacks using either the PW or Venom Blade rules
   
Made in us
Member of the Malleus



Boston, MA

about the extra attack, I'm seeing a few different things, and some of you are wrong, others may be right but you're phrasing it oddly so I can't tell.

All the DK weapons are "special". You only can get an extra attack with any combination that involves a special weapon if it is two of the exact, same weapon. The only weapon you can get two of is the fists, so you have 4 with them, 3 with anything else.

(please note they had to do special little semi-errata for seismic hammers and chain fists for ironclads, since it was obviously their intention to give the +1 A for an extra CCW-- essentially they' ruled that both of them are a type of DCCW. But that doesn't apply to DK, isn't meant to, and is fairly off topic except that I know it will confuse a lot of you.)

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