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![[Post New]](/s/i/i.gif) 2016/05/29 05:00:31
Subject: Nemesis Dreadknight Equip
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Been Around the Block
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Running 2 NDKs.
Thinking Psycannon/Incinerator or Psycannon/NGS.
Pros and cons? Suggestions?
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![[Post New]](/s/i/i.gif) 2016/05/29 09:32:55
Subject: Nemesis Dreadknight Equip
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Krazed Killa Kan
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Teleporter, Psycannon, and Incinerator are always takes for me. Having the ability to shunt up to torrent BBQ plus dakka down some high priority targets has always been a worthwhile thing and the backbone of GK shooting. I also like the greatsword for master crafted and force.
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"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/05/29 09:36:06
Subject: Nemesis Dreadknight Equip
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Trustworthy Shas'vre
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magnetise? then you can use the gatling psilencer every time you play against MCs
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'No plan survives contact with the enemy. Who are we?'
'THE ENEMY!!!'
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![[Post New]](/s/i/i.gif) 2016/05/29 14:06:29
Subject: Nemesis Dreadknight Equip
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Irked Necron Immortal
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+1 for teleporter, heavy psycannon, heavy incinerator and greatsword.
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![[Post New]](/s/i/i.gif) 2016/05/29 14:22:47
Subject: Re:Nemesis Dreadknight Equip
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Devestating Grey Knight Dreadknight
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Greatsword, or hammer if you need the extra 5 pts elsewhere (you need one of those two for Force), and always the teleporter. Then either the incinerator, psycannon, or both in smaller points games (in larger games you can just take more dreadknights). The psilencer is usually not very good, though I did kill a riptide with it once.
I personally have been favoring incinerator over psycannon of late since serpent spam has died off; the ability to shunt/deepstrike and kill 2 squads of pathfinders turn 1 helps with Tau a lot. If you are shooting it with a heavy psycannon, usually it's a decent target for you to assault anyway. Your dreadknights should be in CC turn 2 at the latest; the only shooting they will be doing is turn 1 and on subsequent turns right before they assault a unit so loading up on ranged firepower isn't a necessity. Spend the 25-35 points on hammers/psycannons for your terminators.
Slightly different opinion than the norm, but something to consider.
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This message was edited 1 time. Last update was at 2016/05/29 14:33:57
Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2016/05/29 16:56:20
Subject: Nemesis Dreadknight Equip
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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I advise to always take the Teleporter and the Psycannon (anti-everything) on every NDK, everytime. That said, the Incinerator (anti-horde) is the best 2nd range weapon, while the Psilencer (anti-MC) is a good 2nd weapon on your 2nd NDK. The decision to Incinerate or Psilence depends more on your local meta than anything else, hence taking at least one of each if you aren't sure.
On melee weapons, the Sword has Mastercrafted and Force to the Hammer's Concussion and Force, while Doomfists are free. All three are S10 AP2. With the recent ruling that makes it so that NDKs can cast Force or Sanctuary each turn, not both, the Force weapons are more useful for the Mastercraft, Concussion, or being free. My only advise is to take a Force weapon if you take a Psilencer, my preference is the Hammer so you can Concuss what you don't insta-kill. Take the Sword on your other NDKs if you have the points, go with Fists if not.
SJ
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This message was edited 1 time. Last update was at 2016/05/29 16:58:11
“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2016/05/29 20:08:01
Subject: Re:Nemesis Dreadknight Equip
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Did Fulgrim Just Behead Ferrus?
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It's also worth noting that the psilencer has received something of a nerf in the FAQ GW is working on. As you cannot cast more psychic powers than your mastery level, the Dreadknight now has to choose between casting Force or Sanctuary. Personally, I prefer the 4++ I get from Sanctuary.
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"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me." - Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks |
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![[Post New]](/s/i/i.gif) 2016/05/29 22:45:19
Subject: Re:Nemesis Dreadknight Equip
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Locked in the Tower of Amareo
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Tannhauser42 wrote:It's also worth noting that the psilencer has received something of a nerf in the FAQ GW is working on. As you cannot cast more psychic powers than your mastery level, the Dreadknight now has to choose between casting Force or Sanctuary. Personally, I prefer the 4++ I get from Sanctuary.
You can live with a 5++, though. It's still T6 2+ armor 4W. Tougher than anything I get to play with.
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