Diezel wrote:You have options, They are in your codex...
Deffrolla = D6 Str10 Hits.... i believe that means you wound on a 2+?
Zzap Guns= 2D6 Str potential for 2+ to wound here
Deffguns= D3 shots at Str7 3+ to wound.
Kanz= KMB Str 8 ap 2= ez answer
I dont play orks, only against them, I also Dont own the Ork Dex, but thats what i came up with while at work, off the top of my head...
just saying.
If it were me... Id Take all My wagons and ram the sh!t outta that DK with my Rolla... Worst case scenario is he has to deal with whats inside after.
The problem here is:
Dreadknights are Monstrous Creatures, unless i am mistaken only Vehicles and Slow/Purposeful cannot take Death or Glory! actions...and
DKs have massive damage and would own AV14 on 4+ (off the top of my head probably better than that) with 4 damn tries. Yes Deffrolla attacks are first, and i think the "additional
D6 S10 hits" for DoG actions hits first as well, but unless i roll 6 on both i doubt i'd kill it since Deffrollas have no
AP (one of the things people have been complaining about is even 6+ gets their save with deffrolla now).
Zzap guns arent AP2 and only fire once. I'd rather fire that at another vehicle or a boss dude without a 2+ (which is most of them).
Deffguns(lootas) are one of the better options since they have a high enough strength for a good chance to wound after hitting. Bout the same line as a tarpit of boyz since he still gets his 2+ but has to roll a ton of them.
I will never run Kanz in 6th. Too many things pop av12 so quickly, atleast what ive been going against, they'd get 1 round off and get sniped out. Only my BW have been surviving anything because of the AV14 face, my trukks only last past turn 2 if i hid them somewhere.
tuiman wrote:As a user of the dreadknight, the thing I hate the most is having it tar-pitted for games. It can only kill at most 5 models, 6 on the charge.
One game I played, it got charged by 20 assault marines, including sergeant with power fist, sanguinary priest. Through the use of challenges and some luck the knight killed to entire squad and only lost 2 wounds, however, that was 3.5 turns of the game.
What he is best at is killing the big stuff, like in one turn of combat I killed a squad of thunderwolves etc. Its heaps of the small things that lock him up that is the most annoying.
I played against this guy again and i didnt get to tarpit him cuz he saw it coming but i at least made him run around like a little b**** for most the game rather than slicing n dicing my wagons.
Though i think it is the most effective way to do it. This guy likes to take 2 of them, but the rest of his army is pretty meh because of it. My lootas alone dealt with them
lol. I dont feel confortable running only a single dakkawagon (lootas + meks +
KFF + 4BS + Zzap gun in wagon) because then he can focus fire it with no drawback, and in a 1500pt game i cant take more than 2 30man boyz
I almost beat the runt that time
lol. His second
DK managed to teleport far enough away from my boyz and rip out one of my wagons. Bad on me for not leaving the boyz near the wagons to begin with.