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		<title><![CDATA[Latest posts for the thread "Nemesis Dreadknight Equip"]]></title>
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				<title>Nemesis Dreadknight Equip</title>
				<description><![CDATA[ Running 2 NDKs. <br /> <br /> Thinking Psycannon/Incinerator or Psycannon/<span class="glossaryitem" onmouseover='gp(575);'>NGS</span>.<br /> <br /> Pros and cons? Suggestions?]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 05:00:31]]> GMT</pubDate>
				<author><![CDATA[ Pilgrim of the dark]]></author>
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				<title>Nemesis Dreadknight Equip</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(305);'>GK</span> shooting. I also like the greatsword for master crafted and force.]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 09:32:55]]> GMT</pubDate>
				<author><![CDATA[ Vankraken]]></author>
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				<title>Nemesis Dreadknight Equip</title>
				<description><![CDATA[ magnetise? then you can use the gatling psilencer every time you play against <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 09:36:06]]> GMT</pubDate>
				<author><![CDATA[ carldooley]]></author>
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				<title>Nemesis Dreadknight Equip</title>
				<description><![CDATA[ +1 for teleporter, heavy psycannon, heavy incinerator and greatsword. ]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 14:06:29]]> GMT</pubDate>
				<author><![CDATA[ D4V1D0]]></author>
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				<title>Re:Nemesis Dreadknight Equip</title>
				<description><![CDATA[ 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(19);'>CC</span> 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.<br /> <br /> Slightly different opinion than the norm, but something to consider.]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 14:22:47]]> GMT</pubDate>
				<author><![CDATA[ greyknight12]]></author>
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				<title>Nemesis Dreadknight Equip</title>
				<description><![CDATA[ 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-<span class="glossaryitem" onmouseover='gp(93);'>MC</span>) 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.<br /> <br /> 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.<br /> <br /> SJ]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 16:56:20]]> GMT</pubDate>
				<author><![CDATA[ jeffersonian000]]></author>
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				<title>Re:Nemesis Dreadknight Equip</title>
				<description><![CDATA[ It's also worth noting that the psilencer has received something of a nerf in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> 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.]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 20:08:01]]> GMT</pubDate>
				<author><![CDATA[ Tannhauser42]]></author>
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				<title>Re:Nemesis Dreadknight Equip</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/408d45c6e197c297668a80b169455e66.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/692293/8684459.page"><b>Tannhauser42 wrote:</b></a><br/>It's also worth noting that the psilencer has received something of a nerf in the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> <span class="glossaryitem" onmouseover='gp(50);'>GW</span> 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.</div></blockquote><br /> <br /> You can live with a 5++, though. It's still T6 2+ armor 4W. Tougher than anything I get to play with. ]]></description>
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				<pubDate><![CDATA[Sun, 29 May 2016 22:45:19]]> GMT</pubDate>
				<author><![CDATA[ Martel732]]></author>
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