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Dreadknight and Stormraven.


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Stormraven: Twin multi-melta on the nose, twin lascannon for the turret. They are free upgrades, and they bring badly needed anti-tank to the army.

 

Dreadknight: Greatsword and teleporter are must-haves. If you have points spare, a heavy incinerator or heavy psycannon can be fun. Don't sink points into his ranged upgrades though, if you need points elsewhere just take the sword+teleporter.

I just got Assault cannon, and MM on the Storm raven, it makes it good all around, it also keeps it cheap (as I usually uses it in a transport capacity, so I don't think having a bunch of expensive upgrades would be worth it.)

 

For the DK I would say definitely on the teleporter to ensure he gets where he is going, beyond that, if you have the points the Greatsword is probably the next thing I would take. It really depends on your list. For the Dread knight I would recomend magnets if you can manage them, as it is an expensive model and if you want to run it more often, making it adaptable to your point limits would be a plus.

I just got Assault cannon, and MM on the Storm raven, it makes it good all around, it also keeps it cheap (as I usually uses it in a transport capacity, so I don't think having a bunch of expensive upgrades would be worth it.)

 

For the DK I would say definitely on the teleporter to ensure he gets where he is going, beyond that, if you have the points the Greatsword is probably the next thing I would take. It really depends on your list. For the Dread knight I would recomend magnets if you can manage them, as it is an expensive model and if you want to run it more often, making it adaptable to your point limits would be a plus.

 

He's still starting his army so it's still pretty flexible. I never thought about the magnets. Sounds like a plan.

The best weapons layout? It strongly depends upon the tactical role, battle brother.

MM and LasCannon are nice anti-tank weapons. However in order to use the MM you have to close your distance, thus a Assault Cannon can be a valid choice. If you want to hunt down infatry TL plasma cannon is superb. Typhoon ML is an interesting asset, filling the role of anti- ligh armour and anti-infatry as well.

 

For Dreadknights: Do you want them to support your units with fire power, reducing enemy's rank or do you want them to fly with PT ahead of your main force? Do you want them to hunt down vehicles or duel with a greater daemon?

It's hard to argue against the TLMM in the nose of the stormraven. GKs have so little access to melta weapons, and the stormraven is ideally suited to getting close enough to make best use of that. Beyond that: if you can magnetize, do it. I do. :lol: When I want my stormraven cheap as chips, I stick with the TLAssCan in the turret because it meshes quite well with a TLMM for up close and personal work. I only upgrade to the TLLC turret when I also take hurricane bolter sponsons. That way the vehicle is still capable of shooting down infantry and isn't mono-tasked.

 

For the dreadknight, I would strongly recommend a CCW upgrade. Both have their good points, though it's very hard to argue against the greatsword on any front other than its points cost. It is a relatively pricey upgrade, though worth it if you have the points to spare. If you can't spare them -- and truly, the 15 pts difference between the sword and the hammer can actually be pretty huge in this army -- I really do think the hammer is a steal for its cost. There are no other MCs in the game that can be a constant S10, 4 of those attacks on the charge. (Plus, IMHO, the hammer looks way cooler than the greatsword. However, in the interest of full disclosure: I've started finding a way to afford the greatsword in my army lists.)

 

I personally think the heavy incinerator is far and away the best ranged weapon option on the DK, considering how it is likely to be used. You can, of course, buy two shooting weapons and really go to town! But if you're going to spend those kind of points, I'd actually forgoe the shooting and spend the points instead on the teleporter.

 

There's nothing particularly wrong with either the heavy psycannon or gatling psilencer, they just strike me as underwhelming for their cost. The GK army as a whole is already more than capable of shooting down infantry, the DK doesn't really need to be there to help out in that department. I take the incinerator because denying cover saves is something the army typically has very little access to (most infantry units take psycannons over incinerators), and forcing people out of cover is an incredibly handy tactical tool to have.

 

Speaking of the teleporter, most people think it is absolutely required. It isn't. The points cost is actually quite prohibitive, and the only reason you should take it is because you are specifically building a list built around supporting flying dreadknights. I almost never run my DK with a teleporter and don't miss it at all. But that's because my lists are built to occupy the midfield, they're not built to go flying in the opponent's face. And the DK excels in that role of midfield support. He discourages assaults and, because I usually take him with the incinerator, discourages people from getting out of their transports, too. And the fact that standing there being all threatening like he also attracts a significant amount of firepower is also A Good Thing. :)

 

Your mileage may vary. The DK is actually kind of an odd beast for the GK army, and is rarely a perfect fit. Outside of recommending a CCW upgrade, everything else is up to the tactical hole you need it to fill.

Magnets!!! Magnets!!! For the love of the Emperor, magnets!!!!

 

Don't glue a single weapon to that Dreadknight; instead use magnets so you can try different load-outs at your leisure. You can do this super-cleanly (and it's far easier than you'd think) with a dremel or quick and dirty with visible magnets. I recommend K&J Magnetics; the little 1/8" are the ones I use, if memory serves.

 

If magnets/dremels make you nervous, pin them. Pin vice and paperclips, you can stick the weapons on and pull them off.

 

If you INSIST on using glue...then DON'T use plastic glue, use super glue...and only use a single drop. Easy to pull them off that way (but expect wear-and-tear).

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