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		<title><![CDATA[Latest posts for the thread "Way to kit out Dreadknights"]]></title>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ I recently purchased two dreadknights to get some heavy support in my army, and I was wondering how to kit them out. Everyone says heavy incinerator but a strength 6 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 4 template isn't all that impressive for a 35 point upgrade. 12 inch range or not. I already am planning on bringing greatswords and personal teleporters on both, but as for their ranged weapons im not so sure.<br /> Thanks]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 13:58:51]]> GMT</pubDate>
				<author><![CDATA[ prophet102]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ First time you fight Tau you will be LOVING that incinerator.  I don't play <span class="glossaryitem" onmouseover='gp(305);'>GK</span> but my friend runs dreadknights all the time.  The incinerator even works great on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, just for the simple fact of piling on wounds.  Personally, a fully decked out <span class="glossaryitem" onmouseover='gp(514);'>DK</span> with teleporter, great sword, and incinerator seems to be by far the best.]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 14:13:20]]> GMT</pubDate>
				<author><![CDATA[ herpguy]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/543891/5909965.page"><b>herpguy wrote:</b></a><br/>First time you fight Tau you will be LOVING that incinerator.  I don't play <span class="glossaryitem" onmouseover='gp(305);'>GK</span> but my friend runs dreadknights all the time.  The incinerator even works great on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, just for the simple fact of piling on wounds.  Personally, a fully decked out <span class="glossaryitem" onmouseover='gp(514);'>DK</span> with teleporter, great sword, and incinerator seems to be by far the best.</div></blockquote><br /> <br /> +1<br /> <br /> It's pricey but so very useful either to take out pathfinders on turn 1, or shunt and run last turn to contest an objective from 33"+<span class="glossaryitem" onmouseover='gp(24);'>d6</span>". ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 14:46:11]]> GMT</pubDate>
				<author><![CDATA[ hyv3mynd]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ The heavy incinerator is really the best option to take on the Dreadknight if you're taking a personal teleporter (even without the teleporter I wouldn't take anything else). The speed and range allow you to take advantage of any time your opponent bunches up units. In an army that is otherwise lacking in viable blast and template weapons (excluding plasma cannon Servitors), the presence of a single Dreadknight can force your opponent to deploy differently (i.e., spreading out) in order to avoid getting roasted. This is an advantage that's hard to put a price tag on.]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 15:24:12]]> GMT</pubDate>
				<author><![CDATA[ Danny Internets]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/607bc9ebe4abfcd65181bfbef6252830.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543891/5910103.page"><b>Danny Internets wrote:</b></a><br/>The heavy incinerator is really the best option to take on the Dreadknight if you're taking a personal teleporter (even without the teleporter I wouldn't take anything else). The speed and range allow you to take advantage of any time your opponent bunches up units. In an army that is otherwise lacking in viable blast and template weapons (excluding plasma cannon Servitors), the presence of a single Dreadknight can force your opponent to deploy differently (i.e., spreading out) in order to avoid getting roasted. This is an advantage that's hard to put a price tag on.</div></blockquote><br /> <br /> Can you shunt multiple times with the personal teleporter? I know with interceptors you cant, but wasnt too sure with the Dreadknight's]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 15:26:09]]> GMT</pubDate>
				<author><![CDATA[ prophet102]]></author>
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				<title>Re:Way to kit out Dreadknights</title>
				<description><![CDATA[ My outfit is Sword/Flamer/Teleporter, and as I've said in other threads, I think all three are borderline mandatory upgrades on him, unless you're really tight on points and are running like three of them. Then the sword can go. The H. Incinerator stays.<br /> <br /> The Heavy Incinerator gives you an out against cover-huggers and all kinds of infantry. The torrent part is what's amazing, you can get that flamer template into position so that you always get a bunch of hits on the enemy. Even against 3+ or 2+ saves, you put enough wounds on a unit via S6 that you'll make some of them fail saves. It also gives you some Overwatch help, not that a Dreadknight really needs it. Denying cover is the main thing though. Eldar of most kinds, Fire Warriors, Guard Blobs, Necron Warrior blobs, Cultist objective holders, Plaguebearers in Ruins, Lootas, anything that wants to use cover to stay alive will get roasted by the H. Incinerator, because the Dreadknight has the range to do it, and the mobility to get there.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 15:45:27]]> GMT</pubDate>
				<author><![CDATA[ Thariinye]]></author>
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				<title>Re:Way to kit out Dreadknights</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/65f629400eb7c932f1d725da6a42e110.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543891/5910147.page"><b>Thariinye wrote:</b></a><br/>My outfit is Sword/Flamer/Teleporter, and as I've said in other threads, I think all three are borderline mandatory upgrades on him, unless you're really tight on points and are running like three of them. Then the sword can go. The H. Incinerator stays.<br /> <br /> The Heavy Incinerator gives you an out against cover-huggers and all kinds of infantry. The torrent part is what's amazing, you can get that flamer template into position so that you always get a bunch of hits on the enemy. Even against 3+ or 2+ saves, you put enough wounds on a unit via S6 that you'll make some of them fail saves. It also gives you some Overwatch help, not that a Dreadknight really needs it. Denying cover is the main thing though. Eldar of most kinds, Fire Warriors, Guard Blobs, Necron Warrior blobs, Cultist objective holders, Plaguebearers in Ruins, Lootas, anything that wants to use cover to stay alive will get roasted by the H. Incinerator, because the Dreadknight has the range to do it, and the mobility to get there.<br /> <br /> </div></blockquote><br /> <br /> Been True since 5th Ed.  I've never run anything else, PT, <span class="glossaryitem" onmouseover='gp(604);'>HI</span>, <span class="glossaryitem" onmouseover='gp(47);'>GS</span>.  6th with the move to poor Armor Save units benefitting from ridiculous cover its even better.<br /> <br /> T1 Shunt, Incinerate<br /> T2 Move, Incinerate, Charge<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 18:39:18]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ I've kitted both of mine with incinerator, greatsword and teleporter. Expensive but brilliant, especially since I play against a lot of tau <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 20:31:41]]> GMT</pubDate>
				<author><![CDATA[ psychosheep22]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ Do any of you use the psycannon or gatling psylencer?  ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 20:42:09]]> GMT</pubDate>
				<author><![CDATA[ troa]]></author>
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				<title>Re:Way to kit out Dreadknights</title>
				<description><![CDATA[ I have on occasion used the heavy psycannon for a little more blast-y goodness, but those who indicate that the optimal configuration is <i>'incincerator' </i><i>'nemesis great-sword' </i>and <i>'personal teleporter' </i>have the right of it. the psycannon is very expensive for what it adds to an already pricy model. <br /> <br /> The gatling psilencer is a waste of time and points in my opinion. If you are close enough to a given army that the <i>(admittedly impressive)</i> amount of <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- shots will do anything to, you are probably close enough to charge whatever it is and annihilate it anyway. ]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 20:57:26]]> GMT</pubDate>
				<author><![CDATA[ Neorealist]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ That makes sense.  It'd probably only really be useful for forcing grounding tests for <span class="glossaryitem" onmouseover='gp(630);'>FMC</span> then(if you don't roll a 6 on at least ONE of those, your luck is terrible).]]></description>
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				<pubDate><![CDATA[Sat, 3 Aug 2013 21:23:50]]> GMT</pubDate>
				<author><![CDATA[ troa]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ The best armies out there right now are xenos, particularly tau and eldar. Having a S6 Ap4 torrent template is brutal against those sorts of T3 troops, ok its not so great against marines, but will still do a good job. ]]></description>
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				<pubDate><![CDATA[Sun, 4 Aug 2013 09:19:48]]> GMT</pubDate>
				<author><![CDATA[ tuiman]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e0b8fc071d60e76f22bee1e97d2c8c41.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543891/5910031.page"><b>hyv3mynd wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/543891/5909965.page"><b>herpguy wrote:</b></a><br/>First time you fight Tau you will be LOVING that incinerator.  I don't play <span class="glossaryitem" onmouseover='gp(305);'>GK</span> but my friend runs dreadknights all the time.  The incinerator even works great on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, just for the simple fact of piling on wounds.  Personally, a fully decked out <span class="glossaryitem" onmouseover='gp(514);'>DK</span> with teleporter, great sword, and incinerator seems to be by far the best.</div></blockquote><br /> <br /> +1<br /> <br /> It's pricey but so very useful either to take out pathfinders on turn 1, or shunt and run last turn to contest an objective from 33"+<span class="glossaryitem" onmouseover='gp(24);'>d6</span>". </div></blockquote><br /> <br /> How can you contest an objective with a non-scoring unit?]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 21:20:41]]> GMT</pubDate>
				<author><![CDATA[ prophet102]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/328527cd17707fcf394cba1c7c7dab14.jpeg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543891/5916564.page"><b>prophet102 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e0b8fc071d60e76f22bee1e97d2c8c41.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/543891/5910031.page"><b>hyv3mynd wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/543891/5909965.page"><b>herpguy wrote:</b></a><br/>First time you fight Tau you will be LOVING that incinerator.  I don't play <span class="glossaryitem" onmouseover='gp(305);'>GK</span> but my friend runs dreadknights all the time.  The incinerator even works great on <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, just for the simple fact of piling on wounds.  Personally, a fully decked out <span class="glossaryitem" onmouseover='gp(514);'>DK</span> with teleporter, great sword, and incinerator seems to be by far the best.</div></blockquote><br /> <br /> +1<br /> <br /> It's pricey but so very useful either to take out pathfinders on turn 1, or shunt and run last turn to contest an objective from 33"+<span class="glossaryitem" onmouseover='gp(24);'>d6</span>". </div></blockquote><br /> <br /> How can you contest an objective with a non-scoring unit?</div></blockquote><br /> <br /> Its not a vehicle, therefore it is a denial unit.<br /> <br /> But I just use The Grand Strategy to make 1-3 of them scoring anyway.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 21:24:23]]> GMT</pubDate>
				<author><![CDATA[ Zagman]]></author>
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				<title>Way to kit out Dreadknights</title>
				<description><![CDATA[ Fighting 3 decked out <span class="glossaryitem" onmouseover='gp(514);'>DKs</span> is not fun...  I'm surprised I don't see it in big tournies, that last would completely smash any Tau army.]]></description>
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				<pubDate><![CDATA[Mon, 5 Aug 2013 21:41:03]]> GMT</pubDate>
				<author><![CDATA[ herpguy]]></author>
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