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kiting out optimus i mean the dk


soots

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I feel like the gatling psilencer isn't worth it's points. The other ranged weapons I feel have more uses for that many point in an already strapped army.

 

I personally will be doing things like:

 

Teleporter, Greatsword, H Incinerator = too many points

 

Teleporter, Greatsword, Psycannon = also too many points

 

 

but really I do like the dread knight so I will test a bit and then see what I like.

heavy psycannon, heavy psilencer. 12 shots plus large blast? yes please!

 

Two comments on that; first, the model only comes with 1 gun body and 2 barrels, and the heavy incinerator. So if you want to model WYSIWYG, you'll have to combine two kits.

Secondly, it's not always a good idea to mix AP- with armour penetrating shots, as people will then use wound allocation to save important models that would have otherwise not have been able to have an armour save, or even would have been instant death.

Sadly, most of the options for this guy are really not very good. I'm not quite sure what the reasoning was for making "heavy" versions for the the basic special weapons. The price on all of them are equally confusing as they are really expensive. The NDK is perfectly suited to take on Vehicles but all of his shooting seems to be geared to taking out Hordes, not MEQ, but infantry with high armor saves. I almost wish that you could take two Psycannons or Incinerators instead of any of the goofy options.

 

On that note the Heavy Incinerator works well for taking out infantry in cover and I think it is the best ranged option availible. After that, if you have the points, I really suggest you take the Personal Teleporter. You have to see it in action to believe it and it can really can't be understated how useful the shunt move can be. Outside of these options I really don't suggest you take anything else. There is no reason to take another weapon and with the Daemon Hammer upgrade you lose out on an extra attack.

im leaning towards the greatsword + heavy incinerator and maybe a teleporter, depending on points.

just some clarification:

the dk has 2 dccw, with will give him a base of 4 attacks at strength 10?, so he hitting vehicles, he strikes at str 10 + 2d6 for armour penetration

heavy psycannon, heavy psilencer. 12 shots plus large blast? yes please!

 

Two comments on that; first, the model only comes with 1 gun body and 2 barrels, and the heavy incinerator. So if you want to model WYSIWYG, you'll have to combine two kits.

Secondly, it's not always a good idea to mix AP- with armour penetrating shots, as people will then use wound allocation to save important models that would have otherwise not have been able to have an armour save, or even would have been instant death.

 

Actually it comes with 2 gun bodies and 3 weapon fits.

 

I made mine with heavy incinerator and heavy potato peeler (sorry Sword) and used magnets on the other weapon body with the heavy psilencer and Deamonhammer

 

http://i304.photobucket.com/albums/nn190/stephenfletcher69/IMGP0006.jpg

I plan on going the full monty and equipping him with the heavy psycannon, gatling psilencer, teleporter, and nemesis greatsword. The gatling psilencer is weaker against single targets, but the sheer volume of fire usually ends up with one or two wounds. The heavy psycannon has the pie plate, and both weapons help thin a larger target which you can shoot with both weapons then charge with the greatsword by virtue of being a monstrous creature. The teleporter is extra movement, deep striking, and all kinds of fun.

 

Spendy? Yes. But the ability to deploy most anywhere to take advantage of exposed enemy units from deployment mistakes or game misques is valuable. It also lets you get excellent lines of fire with your weaponry.

 

I might change my mind later, but I plan on utilizing mobility and deep striking a lot.

Actually it comes with 2 gun bodies and 3 weapon fits.

 

Aye, I meant it comes with a Heavy Incinerator, and one gun body for either ther Gatling Psilencer or the Heavy Psycannon. So you can't make a Dreadknight with both a Heavy Psycannon and a Gatling Psilencer from 1 kit, correct?

That's my intuition... Having 2 naked DKs is 55pts more than a DK with teleporter. Sure, you don't get the shunt, but you either cover more area (two 24" bubbles instead of a 36" bubble) or you massively cover an area (deploy 2 objectives 12" apart near your deployment zone and camp the two possibly scoring DKs near).

 

Phil

Yeah they get super expensive super fast.

 

My personal belief is that the GK codex is similar-ish to the BA codex in the sense that you have to becareful with how much you spend on toys. While many toys prove useful, the problem with taking too many is you end up with too few models on the table carrying too many toys.

I'm really unsure on how to kit my Dread knight out when it arrives. I've read through the whats new today article on the GW site and it does look good mostly as a close combat beast. Does anyone have some gaming experience using one (or Two)? How do you rate it's performance?

 

Battle - Captain

I've read through the whats new today article on the GW site and it does look good mostly as a close combat beast

GW has a long and marvelous history of saying that things are something they aren't, usually in an attempt to sell more models.

 

I've not used the Dreadknight, but from my experience of playing with and against "almost similar-ish things", don't expect it to be phenominally killy or tough. It will take more than a few bolter rounds to kill it for sure, but very much like a Land Raider, once you've played a little with things like this you'll realize that they are usually easier to kill than they seem on paper. And as for killyness, if you don't take guns, the limited high-strength (and force weapon) attacks means you pretty much have to direct it at something worthy of killing (vehicles, other monstrous creatures) or it won't do much. In addition, given the proliferation of Force Weapons in the GK army, the need for high-S force weapon attacks against monstrous creatures are not as demanding (except for say, Wraithlords and the like) since against most T4/5/6/7 targets just rolling enough dice would allow you to kill the target anyway with your normal GK attacks.

 

That said, the main issue I have with the well-costed-but-very-slow naked Dreadknight I suggest earlier is how you would ever get it into combat with what you want it to fight. However, taking the teleporter pack simply means its suddenly pretty expensive. Worth the upgrade cost? Yeah, probably, but its a lot of points in an army that desperately needs more bodies. Especially if you take two, those upgrades suddenly look a little pricier. I'm not the biggest fan of the Dreadknight (especially because the model looks kinda weird to me) but theres no harm in thinking about how to use it beforehand :cuss

Laughable thought I just had :

 

What if the Personal Teleporter made the NDK count as jump infantry? That would send people SCREAMING to run away.

 

/cackle

/wipes tears away

 

I need more coffee.

 

It can move 12" like jump infantry as do a once per game 30" shunt if it takes the personal teleporter, if that's what you mean.

Laughable thought I just had :

 

What if the Personal Teleporter made the NDK count as jump infantry? That would send people SCREAMING to run away.

 

/cackle

/wipes tears away

 

I need more coffee.

 

It can move 12" like jump infantry as do a once per game 30" shunt if it takes the personal teleporter, if that's what you mean.

 

 

 

This, the personal teleporter is exactly as silly (albeit hilariously expensive) as you think it is...yay for giving the dreadknight wings and a once per game "screw you I'm HERE" move for 75

Haven't seen the Codex yet, but we're talking 200+ points for a fully kitted out Dreadknight, right? When looking at a model that expensive, it's usually best to try and compare it to other things that cost a similar amount of points.

 

For about that many points, you can get a Space Marine Tactical Squad with a heavy weapon, special weapon, and usually some kind of special close combat weapon on the sergeant. Sometimes, even a Rhino and/or Deepstrike capability. How does the Dreadknight compare to 7-14 Bolter shots, a Bolt Pistol shot, a Meltagun shot, Frag/Krack missile for shooting? How about the assault? Assuming they charge, that's 21 close combat attacks at WS 4 Str 4 with a possible 3 special weapon attacks? The Space Marines are only Toughness 4 and a 3+ armor save, but the whole squad has 10 wounds. As the squad takes casualties, they lose effectiveness.

 

A Land Raider costs about 250 points. Does the Dreadknight rival it in terms of mobility, firepower, and assault?

 

Venerable Dreadnoughts can easily hit the 200+ point mark. How does the Dreadknight compare?

 

How about a fully kitted out HQ? Some of them get into the 200+ range, and how do they relate in terms of mobility, firepower, and assault? In some cases, what about special rules and how it benefits the rest of your army?

 

The last unit to compare the Dreadknight to is the small, elite units. Terminators, Sternguard, Vanguard, etc.

 

When making a list, you have to make these kind of comparisons. Consider how you want your army to play on the table. Is it well rounded? Is it an assault monster? Is it super maneuverable to race to objectives? Does it stand still and dakka dakka stuff to death? Before including something like the Dreadknight in your army, a single, expensive model with lots of options, consider either capitalizing on the strengths of your army or filling a gap in your army.

 

The temptation to make a highly specialized army and fill it with small units of high point cost models is definitely an issue with the Grey Knight codex. The real question will be can they pull it off?

Laughable thought I just had :

 

What if the Personal Teleporter made the NDK count as jump infantry? That would send people SCREAMING to run away.

 

/cackle

/wipes tears away

 

I need more coffee.

 

It can move 12" like jump infantry as do a once per game 30" shunt if it takes the personal teleporter, if that's what you mean.

 

 

 

This, the personal teleporter is exactly as silly (albeit hilariously expensive) as you think it is...yay for giving the dreadknight wings and a once per game "screw you I'm HERE" move for 75

 

 

I must have skipped over that part in my readings.

 

Why do you think I said I needed more coffee?

This statement will be a little cliche, but you can't really compare units of different roles, or of different armies with one another, but I do agree with you that you have to see if it contributes to your overall army goal.

 

I'd say the Dreadknight is basically a monstrous creature, and its role is exactly that. You don't want it in combat with a horde, you want it in combat with somethign tough enough to make it worthy to kill but not so tough till your Dreadknight dies before it strikes. It would also, then, by extension, be a great bullet magnet because everyone will be scared of it, sometimes for no real apparent reason.

 

Problem is the Space Marines have always lacked something like that, short of say, Mephiston, so its hard to draw a direct comparison. And unlike a Dreadnought, it isn't going to die to a stray lascannon shot or random single penetrating hit.

 

EDIT: Vindicatus - Yeah, you do :)

Its awesomely mobile with the pack but its also a whole lot of points.

The hammer counts as a thunderhammer correct? Does it still strike at initiative? If so wouldn't that be a decent choice considering that the NKD is only Int 4 and going up against other MC's and beasties that normally go at Int 5 could see the NDK dead by the second round of combat, where the hammer would allow it to go before said monstrosity in the second round of combat.

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