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![[Post New]](/s/i/i.gif) 2012/11/16 02:10:19
Subject: Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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I'm working on a FLUFFY GK Inquisitor and Henchman list to ally in with my BA or IG. Anyway since I am being fluffy and decided NOT to use GK termies or any of the normal stuff I did decide to get one Dreadknight since I love the model. I am totaly unfamiliar with them, other than beating one down with a tac squad in 5th. So I need some pointers on general use and how to equip him. I noticed he can get expensive fast. I like the idea of leaving him in LOS blocking terrain and then teleporting him forward to engage units that are about to hit my guard gunline. So what should he have ? If he keeps his stock fists does he get an extra attack ? What is the strength and AP of the Nemesis greatsword, because I actually cant find it listed in the GK codex? is the only advantage of the demon hammer over a fist the concussive rule ? Should he have one or two wepaons ? if he does get 1 or 2 shooty weapons does that effect his fist usage ?
Like I said I am really just using him for fun, but I still want to know what I should and should do or expect with him?
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![[Post New]](/s/i/i.gif) 2012/11/16 02:19:08
Subject: Re:Dreadknights - need tips
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Nurgle Veteran Marine with the Flu
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Even though the jump pack is expensive, I think it is worth it. Stay behind cover, get into some area where the opponent realizes that if he doesn't take him into account, an important part of his army is going to get rolled.
I find that, much like a Daemon Prince, this guy can make the opponent do some really dumb things out of fear. Utilize that as long as you can and keep him alive to do so. I have played many a game in which my opponent used either Dreadknights or Princes stupidly and I just shredded them with plasma fire.
Stay out of LOS as best you can and then get into combat with stuff you will generally beat. Tactical Squads, Guard Squads, pretty much anything but dedicated assault units like TH/SS terminators, berzerkers, witches and the like.
As far as load out goes, everything has its use besides maybe the heavy psycannon. Why does that gun suck so much? Eitherway, I've had a buddy use a jumppack/heavy incinerator combo to great effect, kind of like an annoying/scary/fast/hellhound-with-legs-that-can-punch-your-face-off type of thing. Give him a try and avoid the plasma!
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Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2012/11/16 02:26:55
Subject: Re:Dreadknights - need tips
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Bane Lord Tartar Sauce
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Read the FAQ, Page 3 dictates that all Nemesis Weapons, including the Greatsword, are unusual weapons unless otherwise noted, and interestingly enough, according to Page 5, second entry, right column, "Q: Does a Nemesis Dreadknight armed with a Nemesis greatsword have 4 Attacks at Strength 10 that, because of the Nemesis greatsword, can re-roll To Hit, To Wound and Armour Penetration rolls?(p54) A: Yes"
So there is no penalty for taking weapons on a Dreadknight.
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![[Post New]](/s/i/i.gif) 2012/11/16 04:17:10
Subject: Re:Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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But is the sword then AP3 ? because if it is, what is the benefit of taking it over the AP2 of the stock fists ? (Other than the re rolls)
Is there really any benefit at all to taking the hammer ?
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This message was edited 2 times. Last update was at 2012/11/16 04:28:39
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![[Post New]](/s/i/i.gif) 2012/11/16 04:35:00
Subject: Dreadknights - need tips
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Daemonic Dreadnought
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The sword is ap3, but the dk has smash and is always ap2. The dk can smash with the sword in the same way a deamon prince can smash with a mace.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/11/16 04:37:15
Subject: Re:Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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I suppose if you take the sword you can still opt to use the fist, but then would be unable to use the rerolls?
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![[Post New]](/s/i/i.gif) 2012/11/16 10:46:37
Subject: Re:Dreadknights - need tips
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Devestating Grey Knight Dreadknight
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The FAQ says you get the rerolls with the sword equipped, not needed to attack with the sword.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/11/16 12:22:38
Subject: Re:Dreadknights - need tips
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Nurgle Veteran Marine with the Flu
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As far as CC goes, the sword is the bees-knees in 6th. The reroll is the old Warptime from pre FAQ 5th from the Chaos Codex without the stupid psy test. It is plainly awesome, also considering all of the DKs CC attacks are auto AP2 due to smash.
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Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2012/11/16 13:50:43
Subject: Re:Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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Awesome, so with a sword and an incinerator I am probably set for most encounters.
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![[Post New]](/s/i/i.gif) 2012/11/16 15:14:13
Subject: Re:Dreadknights - need tips
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Nurgle Veteran Marine with the Flu
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I would recommend one or the other. Perhaps make them interchangeable? If not, try them out and pick the one you like the most.
Use the incinerator one to bounce around, be sneaky, flame stuff and assault vulnerable units.
Use the sword one to bounce up and advance in cover, then butcher anything in close combat.
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Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2012/11/16 15:57:07
Subject: Re:Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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But you can have both and no loose an attack right? So other than points cost, why would I not take both?
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![[Post New]](/s/i/i.gif) 2012/11/16 15:59:05
Subject: Dreadknights - need tips
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Dakka Veteran
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In my opinion, you should always take the Incinerator. It gives so much more versatility for the DK. I don't think other weapon options are worth the points.
As for the sword, it's good piece of wargear and I'd probably take it for teleporting DK.
But personally I'm currently using DK's with only Incinerator and Deep Striking them close to enemy lines with help of servo-skulls.
As for Hammer, never take it. You pay 10 points for the privilege of losing an attack and gaining Concussive USR. Hammer wouldn't be worth taking even if it was free.
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![[Post New]](/s/i/i.gif) 2012/11/16 17:46:33
Subject: Dreadknights - need tips
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Bounding Dark Angels Assault Marine
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I would run he DK with teleporter, dual fists and if I wanted guns incenerator and psylencer. The Psycannon sucks because it scatters. Normally I run with just the one incenerator to keep the points down.
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![[Post New]](/s/i/i.gif) 2012/11/16 17:56:22
Subject: Re:Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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Maybe it's just because I play guard, but I am not sure why you guys think the heavy psycannon sucks because of the scatter? It is a little expensive but it's a str 7 large blast with rending. Could cause a lot of damage to vehicals, terminators, hordes. I think the incinerator is an auto include, who doesn't like strong template weapons. The Gatling cannon I am kind of meh about, 12 shots is nice at str 4, but with no AP value it doesn't really wow me.
Like I said before I want to use the guy as an enforcer for my guard gun line. He will teleport forward and engage units trying to get into H2H with my line, I feel most strongly that the sword and incinerator will get me the most use out of most situations. Like I said he gets expensive fast and every 100 points spent on him is 100 less points spent on my guard.
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![[Post New]](/s/i/i.gif) 2012/11/16 21:47:38
Subject: Dreadknights - need tips
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Devestating Grey Knight Dreadknight
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Scorpiodragon wrote:I would run he DK with teleporter, dual fists and if I wanted guns incenerator and psylencer. The Psycannon sucks because it scatters. Normally I run with just the one incenerator to keep the points down.
And the Psilencer sucks because, well, it sucks. Psycannon isn't great, but it's better than the Psilencer. And this is why people just run the Incinerator.
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![[Post New]](/s/i/i.gif) 2012/11/16 21:50:04
Subject: Re:Dreadknights - need tips
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Nurgle Veteran Marine with the Flu
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TheLionOfTheForest wrote:But you can have both and no loose an attack right? So other than points cost, why would I not take both?
Exactly, the points.
And, the heavy psycannon isn't bad because of the scatter. It is bad because:
Points cost
Single shot
Scatters
Hoping to roll a 6 for rending on vehicles
not ordanance
doesn't instant dead MEQs
worse than a regular psycannon
I feel like there is more. Eitherway, that about covers it. If you want to be fighty, take the sword. It makes him super fighty. He's pretty fighty already though, just not fighty enough to kill super assualt units. He is with a sword though.
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Fly Molo of Dark Future Gaming!
http://darkfuturegaming.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2012/11/16 21:56:14
Subject: Re:Dreadknights - need tips
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Spash is a special rule that makes your melee attacks AP2 all the time(unless a weapon would make it AP1) and gives you the option to make a Smash attack.
Since a DK is Str10 already, no point in smashing. So a DK with a Sword will have 4 Str10 attacks at AP2 that reroll to hit, wound, and armor penetrate.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/11/16 23:01:44
Subject: Re:Dreadknights - need tips
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Blood Angel Terminator with Lightning Claws
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Grey Templar wrote:Spash is a special rule that makes your melee attacks AP2 all the time(unless a weapon would make it AP1) and gives you the option to make a Smash attack.
Since a DK is Str10 already, no point in smashing. So a DK with a Sword will have 4 Str10 attacks at AP2 that reroll to hit, wound, and armor penetrate.
I like this plus the incinerator and the teleporter.
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![[Post New]](/s/i/i.gif) 2012/11/16 23:20:26
Subject: Re:Dreadknights - need tips
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Grisly Ghost Ark Driver
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I tend to take them with the Personal Teleporter, Heavy Incinerator, and Greatsword by default, with the option for one of the other ranged weapons if i have the points.
Makes them expensive, but it also makes them into something the opposing army simply cannot ignore. The flamer has enough range and strength (and ignores cover saves nicely) to take a serious bite out of just about anything short of a full tactical marine squad, but is really just so you have something to do at range before smashing it into just about anything and ripping whatever it is to shreds in close combat.
Essentially your foe has a difficult choice: Focus fire everything at it and ignore the rest of your army, or watch as it jumps over and annihiliates more or less anything it can get it's oversized mitts on.
It's only 'weaknesses' are that it costs as much as some deathstars but is only one model, and goes down to a large volume of fire, especially AP-2 fire.
Mine also do not have much of a fondness for necrons' mindshackle scarabs as if it's hitting itself, you lose all of it's combat effectiveness 'and' it's very likely to wound itself.
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This message was edited 1 time. Last update was at 2012/11/16 23:21:29
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