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![[Post New]](/s/i/i.gif) 2013/01/05 00:25:37
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Regular Dakkanaut
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I have been running Grey Knights since the 5th edition, and my favorite thing to inlude is Nemesis Dreadknights, sometimes up to 3. I feel like I used them successfully in 5th, and now in 6th ed., where I think they are even better. The strategies and wargear layout have been explored pretty thoroughly, leading me to taking certain layouts and playstyles.
Anyways, i'd be thankful to hear other players strategy and tips that help their dreadnights perform well in game. I'm sure to see some different and unique takes on how to use them.
Thanks to all who contribute.
My typical layout in 5th ed, points 1500 to 2000-
Dreadknight 1 and 2. Teleporter, Greatsword, Heavy Incinerator and Heavy Psycannon.
Dreadknight 3. Nemesis Daemonhammer ( sometimes a teleporter ).
I would either keep them in reserves and deepstrike them and fire on heavyweapons teams, then next turn take out as many vehicles as possible via shooting and the CC.
When not kept in reserves, I would hide them in cover, or behind, and use the 30'' teleport shunt to get that nice alpha strike.
In hand to hand they did not like other monstrous creatures, especially daemon princes. Thunderhammer and storm shield terminators were also another kryptonite.
My typical layout in 6th ed, points 2000-
Dreadknight 1 and 2. No teleporter on either. Greatsword, Heavy Incinerator and Gatling Psilncer.
No Dreadknight 3. replaced with Psyfleman ( great trade btw ).
Combine deep striking dreadknights with strategic placed servo skulls rock if not equipping with teleporters.
Stil avoiding the same things CC wise in 6th ed.
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![[Post New]](/s/i/i.gif) 2013/01/05 00:56:26
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Devestating Grey Knight Dreadknight
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Personally I've been running mine as the standard 2 fists + incinerator and teleporter. It's my most successful version as it achieves the alpha strike well. Targets generally are dismounted troops that other support units knocked out of their rides or someone manning a bastion or aegis. Also artillery crews are another favorite target when presented. That includes long fangs/ork kannons/lootas etc. Still very difficult to pin down stuff like hammerheads/DE stuff or faster speeders.
2nd runner up is the gunboat version which is still incinerator but with heavy psycannon and no teleporter. He will either deep strike in somewhere, walk up my backfield assuming things got close enough and or act as counter attack unit for my more squishy guys and generally make a mess when he reaches midfield by turn 2 ish. I sometimes run him in turn 1 to be a giant bullet magnet.
I no longer find the thunder hammer worth while and although the great sword looks cool as gak, I often forgo the points to get more other support units with lascannons/meltas. Don't get me wrong though, the sword is still very useful as you reroll all those misses to hit but I find with good target selection, I don't find myself in combat with stuff I dislike especially with a teleporter.
I can see a role for something like a Greatsword + incinerator back line camping DK too as just a counter assault unit but in general, more and more people are moving away from the assault unless it's like wraiths or spawns (essentially foot assaults are dead, jump-pack assault/beast/calvery/bike assault and maybe fleet assaults are needed for successful builds)
The way you have them is fine but kind of too pricy for my tastes though that is a personal preferance. I tend to want him to get stuck in personally so I don't mind missing as much and often tie up a big group of infantry and even use smash attacks that half my attacks which I don't actually need since I'm str 10 AP2 already to keep him locked so as to prevent getting shot at. Truely hard to assault things or other dedicated assault units are gunned down by other support units. Target selection is essentially key. That unfortunately just comes from experience and reading literally everyone's codexes.
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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) 2013/01/05 01:06:30
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Don't give them a Daemonhammer. Please don't. All you gain is concussive, thats not worth the point cost.
I always run mine with a Teliporter, Greatsword, and Incinerator. Sometimes I swap for a Heavy Psycannon.
The FAQ clarified that a Dreadknight with a Greatsword is Str10 with all the rerolls and +1A. DCCWs now give double strength to everyone and the Sword gives its rerolls too all melee attacks, not just ones made with the sword. And since neither is a Specialist weapon they give +1A.
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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) 2013/01/05 01:20:06
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Blood Angel Terminator with Lightning Claws
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This is how run one, and as a backfield counter assault unit when allied with my IG. Sure beats a squad of ogryns as a hth choice.
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![[Post New]](/s/i/i.gif) 2013/01/05 08:35:46
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Dakka Veteran
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Grey Templar wrote:Don't give them a Daemonhammer. Please don't. All you gain is concussive, thats not worth the point cost.
This. You also lose 1 Attack with Thunderhammer.
I'm testing out list with two cheap DK's with only Incinerators and using Servo Skulls to help Deep Striking them near enemy lines.
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![[Post New]](/s/i/i.gif) 2013/01/05 15:20:54
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Judgemental Grey Knight Justicar
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I like to run teleporter/Incinerator combo, and jump right into the enemy's face first turn. They are so durble, and they are such bullet magnets that it scares people into focusing everything on the DK. In the mean time, I position the entirety of my army so I can lay out punishment the next turn. I have also had great success running them with only an Incinerator and deep striking them into the enemy lines. This way they are uber cheap and scare people just knowing they are sitting in reserve. I've also tried running them with a psycannon and Incinerator, but I didn't feel I got enough bang for my buck with the heavy psycannon. I agree with others on the sword, that while it's great, also not necessary. I think I've lost combat all of once with my DK, the re-roll tends to be unnecessary.
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![[Post New]](/s/i/i.gif) 2013/01/05 21:46:55
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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The sword is really nice for the points and can be a life saver. Its a hedge against one round of bad rolling.
Of course its not necessary so if you need the points elsewhere move them. I look at it as a cherry on top of my Chocolate Sundae.
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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) 2013/01/05 22:59:30
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Willing Inquisitorial Excruciator
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In 5th edition I only ever ran my knights one way: Teleporter and Incinerator. In 6th edition, I think that there are basically 3 really good upgrades for the Knight 1) Teleporter: Movement is a great thing to have. This is especially good with Grand Strategy for a fast, durable, scoring unit. (or scout if you feel you need it) 2) Incinerator; usually it is the best gun. It never scatters, ignores cover, deals good damage and decent range. 3) Sword: the best close combat weapon by far. The FAQ makes it a real beast as well. I think that running your knight with any 2 of those 3 options is always great. Any combination will work well, just in different ways. Once you start putting more than 2 upgrades on your knight, it will really depend on the rest of the list. What is your Threat Priority look like? How are you for Scoring units? Spending more than 250 points on any single model starts to get risky. It is not always bad, but it just concerns me a bit. ======= There are 2 upgrades I would not take no matter what. a) Gattling Psylencer Most of the time it is a S4 gun. If you want more S4 guns, then just take a strike squad. It is not really cheap enough to be cost effective, and Grey Knights list are usually full of S4 and S5 shooting. Against light infantry, ignoring cover with the incinerator makes it way more powerful. The Heavy Psycannon can hurt tanks and armored infantry with rending. The psylencer just does not compete. IF, you are tailoring a list for fighting Daemons, and they are running lots of Greater Daemons, then this is the gun to take. Otherwise, I would not. b) Hammer Been mentioned above, but the FAQ basically means that you pay some points to loose an attack. Not worth it. ====== Lastly, I want to talk about the Heavy Psycannon. I think that in most lists it is worse than the incinerator. Ignoring Cover and not scattering makes it a more consistent damage dealer. However, there are a few specific reason to take one over an Incinerator, or even with both. In fact, that is how I usually run my Dreadknights. 1) Servo Skulls If you are already running a number of other blast weapons (Usually Henchmen; Psykers, Servitors, but also Mind Strike Missiles) then you will probably want some servo skulls. Basically if you are in range of a servo skull, your heavy psycannon will not scatter. You can fire it close and not worry about friendly fire, just like the incinerator. Basically Servo Skulls make scattering less of a disadvantage when compared to the Incinerator. 2) More freedom to place the Blast Marker then the Flame Template When you fire a template weapon, you are required to cover as much of the target unit as you can. If there is an infantry unit next to a tank, it can be difficult to get your flame template to hit both. Blast Markers do not have as many restrictions on placement. You can place the blast marker so it hits some infantry and hits a nearby tank or two as well. With 6th edition blast markers being full STR everywhere, it makes is easy to hit multiple vehicles with a single weapon. This is a clear advantage when compared to the incinerator. 3) Invulnerable Saves, Cover, Objectives and Rending (somehow they are all related) Usually ignoring cover is better. It lets you really put on damage to Horde units in cover, or stealthy units like Eldar Rangers or Scouts. I run a Henchmen army with a large number of invulnerable save (Daemonhosts, Crusaders, DCA, ect.). Basically, my list is not hurt much by having objectives not in cover, 5++ cover or 5++ INV is the same to me. However, most list I will face will be hurt by having objectives out in the open. I try to place as many objectives out in the open as possible to gain an advantage. In this situation, it makes rending more powerful than ignoring cover. Any units in cover probably are not holding an objective. Any units on an objective will take a lot of damage from rending fire as they do not have cover. I usually try to place servo skulls covering the objectives so I can fire rending blasts onto them with limited scatter if the enemy tries to hold them. 4) Range The Psycannon has about 6" more range then the Incinerator. Because of the above reasons, in 6th edition I have been running a Heavy Psycannon instead of an Incinerator. Also, I usually do not take any other upgrades. With a henchmen list, I can put small points values to good use. Also, I find that the knights are still good in combat against most units without the sword. With the new FAQ, I can see that the sword is very powerful, but I do not think it is always needed..
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This message was edited 3 times. Last update was at 2013/01/05 23:02:49
40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2013/01/05 23:04:03
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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I sometimes take the Psycannon too. Its certaintly not bad anymore. And it is more threatening to tanks now that there are no partials.
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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) 2013/01/05 23:31:45
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Ship's Officer
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Grey Templar wrote:The sword is really nice for the points and can be a life saver. Its a hedge against one round of bad rolling.
Of course its not necessary so if you need the points elsewhere move them. I look at it as a cherry on top of my Chocolate Sundae.
Most people agree that the teleporter is almost essential but I would go further and say the sword is a bargain for a really effective melee DK. Before the FAQ/6th it was a tough decision to buy the sword (lose +1A, not S10), but now there's no downside since you keep everything AND add the re-rolls.
I'd lose the incinerator before I'd lose the sword, but that's just me.
DoW
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"War. War never changes." - Fallout
4000pts
3000pts
1000pts
2500pts |
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![[Post New]](/s/i/i.gif) 2013/01/06 01:57:20
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Devestating Grey Knight Dreadknight
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Blast Markers do not have as many restrictions on placement. You can place the blast marker so it hits some infantry and hits a nearby tank or two as well. With 6th edition blast markers being full STR everywhere, it makes is easy to hit multiple vehicles with a single weapon. This is a clear advantage when compared to the incinerator.
This, alot lol. Vs parking lots and such, it's quite effective especially if you can get side shots on several weak vehicles like rhinos/chimeras. This forces people to spread out and thus makes it easier for your other long range shooting to priortize their fire.
Incidentially, I take some IG allies sometimes just for a LR or two for the same reason.
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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) 2013/01/06 09:43:07
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Judgemental Grey Knight Justicar
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I love the incinerator, the other day against eldar, some pathfinders in ruins with their 2+ cover were annoying me untill a single gout of flame killed them all.
Agree the heavy psycannon could be worthwhile now, and sword is almost a must, maybe take 2 even 3 dreadknights so you can kt them out for different rolls and keep them cheaper.
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![[Post New]](/s/i/i.gif) 2013/01/06 10:19:31
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Ladies Love the Vibro-Cannon Operator
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Well, I run mine as in the 5th ed: teleporter and heavy incinerator, and spend the points (for greatsword) elsewhere.
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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 |
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![[Post New]](/s/i/i.gif) 2013/01/06 11:50:18
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Willing Inquisitorial Excruciator
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I have found that the sword is inconsistent. It is not that the sword itself is, but rather the need for it is inconsistent. A lot of people have the mentality that 6th edition killed assault, long live shooting. As such some lists have minimal close combat ability. Against weak close combat units your knight with fists will do just fine. There are some opponents where you really want the extra combat power of the sword. It really depends on what you see and how often.
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This message was edited 1 time. Last update was at 2013/01/06 11:50:37
40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2013/01/06 12:13:48
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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Ladies Love the Vibro-Cannon Operator
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svendrex wrote:I have found that the sword is inconsistent.
It is not that the sword itself is, but rather the need for it is inconsistent.
A lot of people have the mentality that 6th edition killed assault, long live shooting. As such some lists have minimal close combat ability. Against weak close combat units your knight with fists will do just fine.
There are some opponents where you really want the extra combat power of the sword. It really depends on what you see and how often.
This is exactly my thought why I won't give them the sword. Against harder cc units like Termies w/ TH/ SS a DK will die anyway.
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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 |
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![[Post New]](/s/i/i.gif) 2013/01/06 12:54:54
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Deranged Necron Destroyer
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Tbh, all you need is Teleporter-Incinerator, it is such a bullet magnet that the rest i wasted.
I run them in pairs and its quite simple, jump them up, fry some troops and watch his reaction, if he doesnt kill them they will kill his army... if he mangles them you have free reign to use the rest of your army as you please.
To me they are the ultimate terror tool and a quite resellient one... they have no weaknesses.
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This message was edited 2 times. Last update was at 2013/01/06 12:55:24
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
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![[Post New]](/s/i/i.gif) 2013/01/06 17:16:00
Subject: Re:Experienced Nemesis Dreadknight player looking for ideas
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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wuestenfux wrote: svendrex wrote:I have found that the sword is inconsistent.
It is not that the sword itself is, but rather the need for it is inconsistent.
A lot of people have the mentality that 6th edition killed assault, long live shooting. As such some lists have minimal close combat ability. Against weak close combat units your knight with fists will do just fine.
There are some opponents where you really want the extra combat power of the sword. It really depends on what you see and how often.
This is exactly my thought why I won't give them the sword. Against harder cc units like Termies w/ TH/ SS a DK will die anyway.
Well a DK should never EVER get caught by TH/ SS termies so the point is moot. With the Teliporter you should be picking your combats.
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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) 2013/01/07 15:22:32
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Deranged Necron Destroyer
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Go monster hunting or squad killing with it and you cant go wrong, throw a challenge here and ther to kill those chars.
If you get caught by TH&SS termies or so you where planning very badly...
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This message was edited 1 time. Last update was at 2013/01/07 15:23:27
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
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![[Post New]](/s/i/i.gif) 2013/01/07 15:58:15
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Grim Rune Priest in the Eye of the Storm
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I normally run with the two Nemesis Power Fist, Heavy Incinerator, Gatling Psilencer and Personal Teleporter. It has been a beast; in my best game in 6th it accumulated 9PV! All By itself!
On the point of the Gatling Psilencer; So It’s S4 AP-, is 12 Shots, when mixed with the Heavy Incinerator it will vaporize huge portions of Genestealers, Orks, or even Guard quickly. Heck you have the potential to kill of a Tactical Squad in one volley. By starting out with the Heavy Incinerator you can take out the Sergeant, Special Weapon and the Heavy Weapons Team and then Blast the rest of the Squad with the Gatling. Then assault what’s left. Vs. Genestealers you can usually wound the Brood-Lord or at the very least take all of his buddies between you and the Brood Lord and then blast the rest with the Gatling making him fail his “Hero Shield” 4+ Save.
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![[Post New]](/s/i/i.gif) 2013/01/07 23:53:39
Subject: Experienced Nemesis Dreadknight player looking for ideas
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Regular Dakkanaut
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Thanks to all who are contributing. It's giving me a lot to think about.
The damage output with the heavy incinerator and gat. pslincer works pretty good for me, but I like the sound of teleporters and hvy incinerators.
This edition, I have dropped the teleporters for more hencheman. So far it seems to be okay, because deepstrike has been an option that has paid off quite nicely.
Well, it's gonna take more games to figure it out once and for all. With that I think I will pick up a couple more dreadknight models.
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