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Made in gb
Fresh-Faced New User




Hello guys,

So I am curious as to know what you guys arm your Dreadknights with, as I have just got a 2nd one but I want to know what to arm it with
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Given that you can actually just snap the guns on and off if you don't glue the little shoulder piston thingy, you can have all the options available.

Anyway, I almost always go Sword, Psycannon, and Incinerator. And teleporter too but that doesn't have a bit.

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!!! 
   
Made in us
Longtime Dakkanaut





Personal Teleporter, Psycannon, and Incinerator are almost "auto-include", PERHAPS swapping out the cannon for Psilencer if you're going to face a very specific range of MCs.

The melee weapons are up for debate. Its not like they're pricey, so rarely does it matter, but remember that the fists alone are already S10, so all you really get out of the sword is its being a force-weapon, and the master-crafted.


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3730 Total (210pts painted) 
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

 Grey Templar wrote:
Given that you can actually just snap the guns on and off if you don't glue the little shoulder piston thingy, you can have all the options available.
Anyway, I almost always go Sword, Psycannon, and Incinerator. And teleporter too but that doesn't have a bit.
Pretty much this.
Remove sword and incinerator in that order if you need to save some points.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Quick-fingered Warlord Moderatus





Teleporter Incinerator and/or Psycannon, and a weapon, usually sword, but hammer isnt bad now if you need points. Mainly one of the melee weapons so your NDK actually has a force weapon.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Just teleporter and heavy incinerator. Cheap and effective.
I generally run two or three of them.

This message was edited 2 times. Last update was at 2014/09/30 18:52:34


Former moderator 40kOnline

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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut




Alaska

As stated, without a melee weapon upgrade you don't actually have a force weapon. The sword gives you the potential to gain instant death and one reroll for 10 points... if over the course of a game it kills even one extra marine it paid for itself. Obviously it has much more potential than that, and am extra s10 ap2 instant death attack per turn is worth many more points than 10.
   
Made in us
Longtime Dakkanaut





My go-to with the old codex was PT and incinerator. Now it is PT, incinerator and psycannon.
   
Made in us
Member of the Malleus






I personally just go with incinerator, great sword and personal teleporter. it is 190 points. If you are able to swap out weapon models the no for the psycannon because its large blast is pretty brutal.

The Emperor Protects
Strike Force Voulge led by Lord Inquisitor Severus Vaul: 7000 points painted
 
   
Made in us
Longtime Dakkanaut





Agtthot wrote:
As stated, without a melee weapon upgrade you don't actually have a force weapon. The sword gives you the potential to gain instant death and one reroll for 10 points... if over the course of a game it kills even one extra marine it paid for itself. Obviously it has much more potential than that, and am extra s10 ap2 instant death attack per turn is worth many more points than 10.


Well, its a reroll... not an extra attack, exactly. I mean, the Knight comes stock with 2x Fists, so they're already giving themselves the extra attack from the pair of specialist weapons, right?


11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Longtime Dakkanaut





Yup, you're right. It's a reroll and a force weapon for 10 points. Everything else is the same as the power fists, same number of attacks, same strength, same initiative, same AP and so on.
   
Made in us
Longtime Dakkanaut





Well, its only ten points, but as I see it... most things you're charging with a Dreadknight are going to be dead regardless (vehicles and such), so the extra attack a reroll might be one more attack in a given game...

That said, depending on what you're facing, the option of Force might be a big deal.

Oh, and the melee weapons look boss... so i'm a hypocrite and modeled all my Knights with 'em anyway, just because giant Force-weapons look awesome painted up. :-p

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

That reroll to hit is invaluable. With 5 attacks, you're very likely to miss one.

Usually, you'll average about 3.33 hits. With the sword, you push the average up to 4.44. One extra hit per combat is a pretty big deal.

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!!! 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot





Teleporter and Psycannon. Their job is cracking transports and the Flamer is nice but not necessary.
   
Made in us
Regular Dakkanaut




Alaska

NewTruthNeomaxim wrote:
Agtthot wrote:
As stated, without a melee weapon upgrade you don't actually have a force weapon. The sword gives you the potential to gain instant death and one reroll for 10 points... if over the course of a game it kills even one extra marine it paid for itself. Obviously it has much more potential than that, and am extra s10 ap2 instant death attack per turn is worth many more points than 10.


Well, its a reroll... not an extra attack, exactly. I mean, the Knight comes stock with 2x Fists, so they're already giving themselves the extra attack from the pair of specialist weapons, right?



I suppose I should of said one extra potential "hit" rather than attack.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Just Personal Teleporter, Psilencer and Incinerator.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Mine get teleporter and heavy incinerator.
I keep it plain and simple spending more points on scoring bodies.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

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Made in us
Ship's Officer





Reading, UK

Teleporter, incinerator, sword. Heavy Psycannon if I have the points.

Force is extremely handy to have as an option and the re-roll will more than make up for it's meager 10 points.

Remember that certain things have a psychological effect that can help you control the flow of the game. Your opponent might hesitate to throw his T6 MC at your Dreadknight if it has a sword or hammer, but it's a no-brainer if it doesn't.

DoW

"War. War never changes." - Fallout

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Perfect Shot Black Templar Predator Pilot






Newport News, VA

I plan on running two of them with just teleporter and heavy psycannon. Under 200 points and its the best bang per point you can find for that amount in the codex. (Maybe the Lib is a bit better for the points.)

 
   
Made in us
Longtime Dakkanaut





At 215 points you get the heavy incinerator too. That to me is definitely worth it, considering how it's a magic flamer that can start many inches away from your dreadknight, pointed almost any direction to roast dudes in cover (or inside open topped vehicles!).

To me the heavy incinerator is a must, I'll always take that before the sword upgrade...

This message was edited 1 time. Last update was at 2014/10/06 13:40:14


 
   
Made in us
Flailing Flagellant




Texas

For the list i made i go PT and heavy psycannon, I dont take any weapon upgrades, since Im already hitting at S10, and have a extra attack, the rr on the sword is nice but not necessary to me, and I feel like concussive isnt enough to justify taking the hammer even if unwieldy is irrelavant, because your probably going to already smoosh whatever your hitting with your fists anyway.

I take just the heavy psycannon, I have a strong bias against ap- weapons even I have the ability to make them force wounds. I guess it's just some kind of gamer's block I just look at ap- as very very bad.

I would take the heavy incinerator as well but didn't have room. Also I feel like we can have GEQ killing powers in spades so felt less inclined to go for the heavy incinerator over the heavy psycannon as my one weapon choice I was limited to.
   
 
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