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Made in us
Blood Angel Terminator with Lightning Claws






Yesterday I purchased my first Dreadknight and I'm wondering what is the best way to equip it. Should I take the Heavy Psycannon or the Heavy Incinerator? I've heard some people say that the Flamer is the better weapon, but I'm also reminded or the other GK mantra which states "you can never have enough Psycannons." Or should I take both and leave keep the standard doomfists? I like the idea of an extra attack, but given that my dreadknight will be either vehicle/walker hunting or fighting enemies with an equal or higher WS, I'm wondering if the Sword (re-rolling to hit and to wound) is a better option...

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Willing Inquisitorial Excruciator






MD. Baltimore Area

Psycannons are a great weapon as against tanks or MC's you get multiple S7 rending shots.


The heavy psycannon is far worse against tanks and the like as you will only ever get a single S7 rending hit.

The dreadknight does ot really have a good anti-tank shooting option, so which gun is the best against infantry


The heavy incinerator wounds most infantry on a 2+, ignores cover saves, and it does not scatter. The heavy psycannon is very expensive and not really the best gun either.



The melee weapons are all good enough but not really mandatory. I run mine with a teleporter so I do not have a sword to save on cost.

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Made in us
Been Around the Block





From using them all the time what I have found out is a heavy incinerator and personal teleporter are the way to go. Without the TP the DK is just to slow to ever get into assault. The flamer is better IMO because its cheaper and I can place it where I want it. if you are going to assault with it keep the doom fists as you get the +1 A for two of the same weapon. The sword is not really worth it at its cost and the hammer is only slightly better really.

Hope this helps
   
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Smokin' Skorcha Driver




Canada

Burning things is always a great option.
Is the heavy psylencer any good? Or do the grey knights already have enough S4?

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The incinerator is a good gun, and the psyilencer is good if you got the points, but in general if you want' anti-infantry the flamer and heavy psycannon do it better.

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Only the heavy incinerator is any good, but it is very very good! Personal Teleporter is good also, and so is the Nemesis Greatsword.

Investing the points in one or more Dreadknights, you'd do well to have a Grand Master available who can make them troops. They are very hard to kill, and they are fast.
   
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The Conquerer






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Heavy Incinerator, Teliporter, and either a DH or Greatsword(preference)

Keeps him cheap.


Psylincers are just blah. The Heavy Psylincer is the same. Its as if you took a Rice Cake and soaked it in Oatmeal. Thats what a Heavy Psylincer is.

The Heavy Psycannon is the same kinda thing. GKs don't need anti-infantry, they need anti-tank. The Psycannon is supposed to be anti-tank. Maybe if it was Heavy 3 small blast it could be useful.

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Made in us
Calculating Commissar






Grey Templar wrote:Heavy Incinerator, Teliporter, and either a DH or Greatsword(preference)

Keeps him cheap.


Psylincers are just blah. The Heavy Psylincer is the same. Its as if you took a Rice Cake and soaked it in Oatmeal. Thats what a Heavy Psylincer is.

The Heavy Psycannon is the same kinda thing. GKs don't need anti-infantry, they need anti-tank. The Psycannon is supposed to be anti-tank. Maybe if it was Heavy 3 small blast it could be useful.


Congrats, you some how ruined both Rice Cakes and Oatmeal for me.

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Hamburg

Well, mine have teleporter plus heavy incinerator. Very fast and deadly.

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Heavy Incinerator is obviously best weapon choice. Others are very much meh and not worth their points.
Especially when you consider that Heavy Psycannon is only around 1/4 as good as normal Psycannon against vehicles and it's pretty hard to actually get 5+ hits on the template.
If it had twin-linked psycannon instead of heavy, things would be different.

Teleporter is really good, but expensive. I guess properly priced is the correct term

Greatsword is better than Hammer in pretty much every case. Main exceptions are 1) killing immobile vehicles and 2) killing greater daemons or daemon princes.
I guess Hammer would also be good for killing multi-wound T4/5 models that have psychic defences.

But against normal troops, fists (+1 A) and sword are both better than hammer.
   
Made in de
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In fact, the fists give +1 attack and are quite decent when compared with the costly hammer or greatsword.

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Made in us
Blood Angel Terminator with Lightning Claws






Thanks for the tips everyone. After consideration, I decided I'll equip my Dreadknight with a Heavy Incinerator. Still undecided on whether to use two fists or greatsword. Could someone post some mathhammer stats on which is better vs enemies with lower WS and enemies with equal or higher WS than the Dreadknight (its WS 5)?

This message was edited 1 time. Last update was at 2012/05/19 06:07:17


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Dakka Veteran




Ferrum_Sanguinis wrote:Thanks for the tips everyone. After consideration, I decided I'll equip my Dreadknight with a Heavy Incinerator. Still undecided on whether to use two fists or greatsword. Could someone post some mathhammer stats on which is better vs enemies with lower WS and enemies with equal or higher WS than the Dreadknight (its WS 5)?

Sword is always better than dual fists. Only exception to this is when fighting T4 or less daemons, then dual fists are 14% better.

How much better sword is depends on:
1) Do you get charge or not. Sword gains efficiency when charging.
2) WS of opponent. Sword gains efficiency when fighting targets with WS5 or more
3) Toughness of opponent. Sword gains efficiency when fighting targets with T5+

Worst case scenario: No charge, Opponent is WS4- and T4-. Sword is 17% better. With charge it goes to 24%.
Best case scenario (realistic): Charge, Opponent WS5+ and T6. Sword is 80% better.
Theoretical best case scenario: Charge, Opponent WS5+ and T8. Sword is 120% better.

But you do pay points for it. Personally, I think sword is worth the points in Incinerator+Teleporter DK.





   
Made in us
Mutilatin' Mad Dok





Pretty much agreeing with the majority, but a couple points I want to add.

The Heavy Incinerator is fantastic in part because you decide exactly where the template goes. One of my favorite things to do with it is to get behind a vehicle with a nearby infantry squad and shoot at the vehicle. Glancing on a 4 is not awful, and you can often position the template in such a way as to inflict several wounds on the infantry. If you didn't kill the vehicle (which you probably didn't), you can still charge it despite inflicting most of your shooting damage on the infantry.

The teleporter is non-negotiable in my opinion. After messing with both dreadknights and flyrants, it is my opinion that jumping monstrous creatures are utterly awesome. Nothing much to add, just wanna say that it is totally worth the points.

As for melee, the greatsword is awesome. That said, I don't run one. Maybe it's just paranoia, but I feel like I already have a basket overflowing with eggs, and I don't need to chuck a few more in there. I think the sword ups it from a major threat to KILL IT NOW KILL IT NOW AAAAAHHH territory, so I feel like it might do more damage with just the fists. Also, the extra attack for dual fist is a nice consolation prize.
   
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Blood Angel Terminator with Lightning Claws






Luide wrote:
Ferrum_Sanguinis wrote:Thanks for the tips everyone. After consideration, I decided I'll equip my Dreadknight with a Heavy Incinerator. Still undecided on whether to use two fists or greatsword. Could someone post some mathhammer stats on which is better vs enemies with lower WS and enemies with equal or higher WS than the Dreadknight (its WS 5)?

Sword is always better than dual fists. Only exception to this is when fighting T4 or less daemons, then dual fists are 14% better.

How much better sword is depends on:
1) Do you get charge or not. Sword gains efficiency when charging.
2) WS of opponent. Sword gains efficiency when fighting targets with WS5 or more
3) Toughness of opponent. Sword gains efficiency when fighting targets with T5+

Worst case scenario: No charge, Opponent is WS4- and T4-. Sword is 17% better. With charge it goes to 24%.
Best case scenario (realistic): Charge, Opponent WS5+ and T6. Sword is 80% better.
Theoretical best case scenario: Charge, Opponent WS5+ and T8. Sword is 120% better.

But you do pay points for it. Personally, I think sword is worth the points in Incinerator+Teleporter DK.







Thanks for the stats. I was wondering, do your percentage points factor in whether or not I used the Hammerhand (+1 Strength) psychic power at the start of the assault phase?

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Ship's Officer





Reading, UK

Luide wrote:But you do pay points for it. Personally, I think sword is worth the points in Incinerator+Teleporter DK.
Agreed.

Can't tell you the number of times I rolled poorly enough with dual fists to end up tarpitting myself against a mediocre unit for several turns. With the sword I'm almost guaranteed to kill a model with each attack (especially with ID).

It's good to see the tabletop results vindicated with mathhammer.

Recommend Incinerator + Teleporter + Sword. It's the same cost as a Land Raider (I believe) and it will draw pretty much every gun in your opponents army but it's a lot of fun and can be very effective. Run two and it becomes quite scary (even if it is a BIG chunk of your points).

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Dakka Veteran




Ferrum_Sanguinis wrote:
Thanks for the stats. I was wondering, do your percentage points factor in whether or not I used the Hammerhand (+1 Strength) psychic power at the start of the assault phase?

They don't. Using HH means you just need to add 1 to the T numbers in there.
I'll add another data-point though: Charge, Opponent WS5+ and T5 (T6 if DK using HH). Sword is 60% better.

Think it like this: When fighting plain MEQ or worse, you kill on average 20% more enemies if you take sword.
On un-kitted DK you pay 20% extra points for it, so I wouldn't take it unless I had extra points to spare. But if you have teleporter and incinerator, the point increase is only 10%.
   
 
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