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The Best Dreadknight


henrywalker

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so what is the best possible dreadknight load out?

 

go by math, just what your gut tells you, instinct, looks whatever. but what do we think is the very best way to kit out a dreadknight

 

obviously keep points in mind, ie don't take something if you don't think its worth it.

 

i personally think that incinerator, psycannon, greatsword with teleport is worth the 300 points

 

what do you guys think?

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I don't think the psycannon or psilencer are particularly good, but I'd be willing to try out the incinerator. For close combat upgrades, it depends on whether or not GW rules that the Doomfists give double strength or +1 attack. If they do, leave 'em be; if not, upgrade one to either a daemonhammer or greatsword. Although, at 185 I start to worry about it being too pricey.

 

The personal teleporter would only be worth the price if you specifically plan to exploit the rapid deployment/advancement options in your whole army. For instance, if you mount up in Storm Ravens and take Interceptors along with a couple Dreadknights, it might be worthwhile to take the upgrade. In that case, definitely leave the gun off.

 

As for looks, I'm definitely magnetizing the guns and giving it the sword. It would be a crime not to include such a gorgeous weapon.

I have been running 3 dreadknights. The loadout that I have found to be best is Greatsword, Heavy Incinerator, Personal Teleporter.

 

I Run a Driagowing army and the dreadknights work synergystically with my footsloggin paladins as I am able divert High strength low AP firepower from the advancing paladins with psycanons in favor of the dreadknights. They usually die horribly quickly, usually by turn 3, but can deal some damage before they go.

 

The rerolls on the Greatsword make it superior to all other loadouts against everything but a stationary AV14 target(Assuming Fists are indeed S10 with additional attacks, though it is close).

 

The heavy incinerator is a truly awesome weapon.

 

The teleporter makes the dreadkngiht a unit the enemy MUST deal with or suffer heavy losses.

There's no such thing as one "best" loadout. If you asked me what the best loadout was for smearing hordes, or for cleaving heavy infantry, or for taking on vehicles, or for mobility, I'd have an answer for all of those things. But they will all clearly lack something in at least one other department.

I don't stick with one loadout, I plan on getting more than one :) I can't stand foot slogging, so every or nearly every DK I get will have the PT. Mobility is the king of warfare.

 

For my horde-killing DK, it would have the Heavy Incinerator and Psilencer.

 

And then I'd have a couple that were multipurpose- Psycannon only; Greatsword and Psycannon.

 

The case can also be made for a naked DK, so I'd likely make one with nothing, or with just the PT.

i think a pretty good base for a list is 3 X incinerator, psycannon, greatsword with teleport. this gives you 900 points that can pretty much take care of most comers. if you happen to know your facing a horde army maybe swap out psycannons for psilencers. then you've got 600 points left to spend.

 

Oh btw, i've been assuming that the teleporter is represented by those little sticks coming up out of its ankles. is that right?

"Pretty good", yes. Hellishly expensive, also yes. That 900 points is only buying you 12 wounds and a handful of shooting attacks. If you face horde IG, they can throw over 100 bodies at you with 15+ weapons that will ignore the DK's 2+ save for those points. Even the Grey Knights can throw 40 bodies with upgrades at them :) Grey Knights, in particular the DK, needs a balancing act between potential power and points cost.

 

The PT is the twin sticks out of the backs of the infantry, I don't know how its modeled on the DK.

900pts for dreadknights? That is ridiculous. Even 260 each for my set up on two, and the third is just PT HI for 235 is extremely steep. And trust me, they are going to die. They are no where near invincible. In one game I lost a DK to a single squad of DE warriors. I failed 4 armor saves. Granted I won the game, but as per usual I rarely have a Dreadknight survive past turn 3.

 

In practice the Greatsword and HI are worth their points. My army build necessitates the PT.

 

Anyway, combining the HI and the HP isn't a good combination. It works if the enemy is in the open, but if not your enemy can utilize wound allocation to grant 4+ saves to their important models assuming their armor was a 4+ or worse.

I am confident that Doomfists are meant to double the model's strength. As mentioned elsewhere, this is an issue that has cropped up in the past with Eldar Wraithlords. And I've also given the conundrum to 6 people I game with -- including two different B&C moderators -- and without any prompting from me they have universally said that Doomfists make the Dreadknight Str 10. I do get the confusion on the issue (even brought it up myself here in posts), but I believe the intent is clear enough and feel like the matter is essentially settled.

 

Also, the more I thought about it, the daemonhammer for 10 pts actually makes sense. The DK is meant to go up against other MCs, and it is not likely to kill one off on the first go. Especially ones with invul saves like Greater Daemons and Daemon Princes, which are clearly the intended targets (both in fluff and rules). Having the ability to keep your Str 10 (because of the hammer) but reduce the initiative of the beast you're fighting down to 1 on subsequent rounds ... that actually doesn't strike me as an unfair price for the weapon.

 

I also think the Greatsword is a good bargain. Rerolling all hits and wounds, whether you're Str 6/7 or 10, is A Great Thing. (I am still not entirely certain what Str the DK should be at when equipped with a greatsword, though lean more strongly in the Str 6 camp -- 7 if Hammerhand is successfully cast -- at the moment.)

 

While I'm not a fan of either the gatling psilencer or heavy psycannon -- both of which are huge disappointments -- the heavy incinerator is pretty sweet.

 

The teleporter is also a tempting option, but at more than 1/2 the cost of the base model itself I find it prohibitively expensive. Unless you're using 2-3 jump DKs for your heavies as part of a speed assault-themed list. Outside of that use, I would never take it.

 

Personally, however, I think the DK holds the best bargain for the points cost at plain vanilla, no upgrades. 4 Str 10 attacks on a T6, 2+/5++ monstrous creature for 130 pts is a bargain no matter how you slice it. I intend to use mine in this way. Points are precious in the GK army. I think I'll have better uses for those points more often than not on units NOT the DK. ;)

Totally agreed about keeping the NDK bare. The PT is great in theory, but too expensive, even wiht the once per game 30" shunt.

 

The DK is meant to go up against other MCs, and it is not likely to kill one off on the first go.

 

Maybe the points for the NDH are still slightly too high, as the NDK could potentially ID the other MC with thier Doomfists first round. You're not going to want to use HH with the Fists/Hammer so you will either use Dark Ex (if you face an EW Daemon MC) or your Force Weapon (for non Dameon MCs).

Totally agreed about keeping the NDK bare. The PT is great in theory, but too expensive, even wiht the once per game 30" shunt.

 

The DK is meant to go up against other MCs, and it is not likely to kill one off on the first go.

 

Maybe the points for the NDH are still slightly too high, as the NDK could potentially ID the other MC with thier Doomfists first round. You're not going to want to use HH with the Fists/Hammer so you will either use Dark Ex (if you face an EW Daemon MC) or your Force Weapon (for non Dameon MCs).

Most MCs are T6 in my experience. And of those that aren't T6 -- particularly the Daemonic kind -- the majority are immune to Instant Death. Only a bare few -- like Tyranid Harpies -- are both less than T6 and susceptible to Instant Death.

 

10 pts might be a bit on the high side, but it doesn't strike me as an unreasonable price to pay.

I think that GL means that since the fists are of the nemesis variety then you can ID a "normal" MC pretty easily.

 

However, I agree with 6 (and others), the basic loadout does seem to be the most optimal assuming S10 DCCW. The hammer is good against EW types but losing the extra attack offsets the advantage (for me, at least). The sword looks awesome and has great rules but the price is just a little too dire considering what you lose.

 

As to the ranged weapons... they are all pretty bad for their points cost. The DK's value seems to be in a relatively cheap distraction unit as by most accounts it will get dead by turn 3.

I am confident that Doomfists are meant to double the model's strength. As mentioned elsewhere, this is an issue that has cropped up in the past with Eldar Wraithlords. And I've also given the conundrum to 6 people I game with -- including two different B&C moderators -- and without any prompting from me they have universally said that Doomfists make the Dreadknight Str 10. I do get the confusion on the issue (even brought it up myself here in posts), but I believe the intent is clear enough and feel like the matter is essentially settled.

 

Also, the more I thought about it, the daemonhammer for 10 pts actually makes sense. The DK is meant to go up against other MCs, and it is not likely to kill one off on the first go. Especially ones with invul saves like Greater Daemons and Daemon Princes, which are clearly the intended targets (both in fluff and rules). Having the ability to keep your Str 10 (because of the hammer) but reduce the initiative of the beast you're fighting down to 1 on subsequent rounds ... that actually doesn't strike me as an unfair price for the weapon.

 

I also think the Greatsword is a good bargain. Rerolling all hits and wounds, whether you're Str 6/7 or 10, is A Great Thing. (I am still not entirely certain what Str the DK should be at when equipped with a greatsword, though lean more strongly in the Str 6 camp -- 7 if Hammerhand is successfully cast -- at the moment.)

 

While I'm not a fan of either the gatling psilencer or heavy psycannon -- both of which are huge disappointments -- the heavy incinerator is pretty sweet.

 

The teleporter is also a tempting option, but at more than 1/2 the cost of the base model itself I find it prohibitively expensive. Unless you're using 2-3 jump DKs for your heavies as part of a speed assault-themed list. Outside of that use, I would never take it.

 

Personally, however, I think the DK holds the best bargain for the points cost at plain vanilla, no upgrades. 4 Str 10 attacks on a T6, 2+/5++ monstrous creature for 130 pts is a bargain no matter how you slice it. I intend to use mine in this way. Points are precious in the GK army. I think I'll have better uses for those points more often than not on units NOT the DK. :D

 

 

they have 3 attacks but i agree with everything else

they have 3 attacks but i agree with everything else

If you don't take either CC weapon option, your DK should have 4 attacks for having two of the same special weapon. If you take either the sword or the hammer, then yes, it would have three attacks instead.

I am confident that Doomfists are meant to double the model's strength. As mentioned elsewhere, this is an issue that has cropped up in the past with Eldar Wraithlords. And I've also given the conundrum to 6 people I game with -- including two different B&C moderators -- and without any prompting from me they have universally said that Doomfists make the Dreadknight Str 10. I do get the confusion on the issue (even brought it up myself here in posts), but I believe the intent is clear enough and feel like the matter is essentially settled.

 

Also, the more I thought about it, the daemonhammer for 10 pts actually makes sense. The DK is meant to go up against other MCs, and it is not likely to kill one off on the first go. Especially ones with invul saves like Greater Daemons and Daemon Princes, which are clearly the intended targets (both in fluff and rules). Having the ability to keep your Str 10 (because of the hammer) but reduce the initiative of the beast you're fighting down to 1 on subsequent rounds ... that actually doesn't strike me as an unfair price for the weapon.

 

I also think the Greatsword is a good bargain. Rerolling all hits and wounds, whether you're Str 6/7 or 10, is A Great Thing. (I am still not entirely certain what Str the DK should be at when equipped with a greatsword, though lean more strongly in the Str 6 camp -- 7 if Hammerhand is successfully cast -- at the moment.)

 

While I'm not a fan of either the gatling psilencer or heavy psycannon -- both of which are huge disappointments -- the heavy incinerator is pretty sweet.

 

The teleporter is also a tempting option, but at more than 1/2 the cost of the base model itself I find it prohibitively expensive. Unless you're using 2-3 jump DKs for your heavies as part of a speed assault-themed list. Outside of that use, I would never take it.

 

Personally, however, I think the DK holds the best bargain for the points cost at plain vanilla, no upgrades. 4 Str 10 attacks on a T6, 2+/5++ monstrous creature for 130 pts is a bargain no matter how you slice it. I intend to use mine in this way. Points are precious in the GK army. I think I'll have better uses for those points more often than not on units NOT the DK. :D

 

 

they have 3 attacks but i agree with everything else

 

 

yes i am a dumb arse but please understand that it is very early. 2 fists = 4 attacks of course

i've been running mine with a greatsword and a heavy psycannon or incinerator.

 

the psycannon let me down really. the incinerator is really great. the great sword with re-rolls is really good. but DK's atract fire like hell. mine hasent really goth past turn 3. but hey... if they are shooting at my DK they are leaving my terminators alone :whoops:. if you roll really good with your DK saves he can take some heavy fire.

 

The teleporter. to expensive.... what about this combo wich i'm using in my games and find really sweet!

libby in stormraven with summoning power. let them fly out and let the DK take cover a few turns. then summon his ass right in front of the enemy with his heavy incinerator ;) that should piss your opponent off ^_^

I think that GL means that since the fists are of the nemesis variety then you can ID a "normal" MC pretty easily.

 

Yeah. ;)

 

The NDK gets 1 Psychi Power per turn. If you don't run the Greatsword, one of them is useless. That frees you up to always be able to either Force Weaon a non EW MC, or use Dark Ex on a Daemon MC.

 

With losing an attack for really only reducing a MC you don't ID to I1 next round, the NDH could probably do with having its cost cut in half, or dropped totay to become a free upgrade choice.

 

Unless the Doomfists don't give S10, in which case it's cost is fine (and probably too cheap!) for the only option to give you S10 (Seeing as it negates one of the NDKs powers...).

I think I said this before in another thread but with the grand strategy to make them scouts using the personal teleporter to jump just outside 12" and charge on first turn with a D3 dreadknights with greatswords. Yes its expensive but most likely you're taking out 1 or 2 critical enemy units that would stop the advancing of the rest of your army (however small it may be).
I think I said this before in another thread but with the grand strategy to make them scouts using the personal teleporter to jump just outside 12" and charge on first turn with a D3 dreadknights with greatswords. Yes its expensive but most likely you're taking out 1 or 2 critical enemy units that would stop the advancing of the rest of your army (however small it may be).

 

A variant of the V.V vets classic which the Blood Angels pull on a regular basis. Mesha likes.

I'm planning on running a 1500 draigo wing list (draigo, 15 pallies dreadknight), and am including a dreadknight, with sword, incinerator and personal teleporter. while 260 points its still the cheapest unit in my army, and I'll be expecting to use it to scout forward and be a nice big threat to help my pallies survive, as there is no gun in the army with a better range then 24 inches, I think it will be quite challenging.

 

My only wonder about this list, is if I should replace it with 2 naked dreadknights. better target saturation, but then they are less of a threat.. I feel that in a terminator/paladin heavy list they need to have the personal teleporter, in a regular list its not as needed.

 

Looking at the weapons, I think the incinerator is the way to go. Gatling Psylancer just doesn't seem all that great 12 str 4 shots (unless its shooting at daemons), its the same as 6 storm bolters. The heavy psycannon also seems a bit meh to me. This is all theory of course, as I haven't gotten around to either buying the units, or having used stand ins.

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