Akaiyou Posted January 1, 2012 Share Posted January 1, 2012 I bought 2 dreadknights, haven't built them up yet. I was interested in any tips on them specially interested in knowing which equipment to give them as they have a lot of options in the kit I already know that I should give them the personal teleporter (I also have a unit of converted Interceptors which should work well with all of them shunting together) So what's the advice on these things? Enlighten me Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/ Share on other sites More sharing options...
henrywalker Posted January 1, 2012 Share Posted January 1, 2012 the teleporter is great and it is convenient as you don't need to model him with it (the model actually automatically comes with it) so you can take it or not depending on the game. the various hand options are interchangeable easily as they just push into the wrists however one it does not quite come with enough to make ever weapon easily (there are not enough other half of hands). the guns can be changed by magnetizing the muzzles although you will be left with a flame thrower with an ammo pack or vica versa. I personally have three dreadknights and i occasionally run all three (which often makes people cry) you will find if you build hem both 'as is' then they will look a bit odd as the default pose is very unmoving and quite unnatural. it is alright on one but two would look quite odd together. I suggest building the first model as is to get an idea of how it goes together then reposing the second. IT is relatively easy to repose but if you need help i could make a little tutorial for you. one thing you ave to remember is to repose the pilot in the same manner otherwise it looks like he has lost control. when i run 2 together i spread them out at the begining (if not deepstriking) generally placing them at both sides. They are big and scary looking so a lot of people will concentrate their troops in the middle and move their heavys and dreadnaughts out to the sides to meet you. they can then both shunt to behind the troops in the middle, decimating them and leaving the heavies lumbering after nothing. with all three it is great fun to materialise in a circle around the enemy hq or something else valuable. these are some pics of two of my dreadknights, one is reposed. they need a bit of gap filling and are unpainted for the most part Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2955487 Share on other sites More sharing options...
number6 Posted January 1, 2012 Share Posted January 1, 2012 I tend to favor the heavy incinerator. My infantry is always preferring psycannons over incinerators, so having a nice 'n' nasty template weapon for roasting dudes bunkering in cover is nice. It's got range, too! None of the other ranged weapon options impress me much. I think you can make a case for the heavy psycannon, but I just don't see why anybody would ever choose the gatling psilencer. :jaw: I also like the teleporter -- especially on a DK with an incinerator -- but it is prohibitively expensive. I don't agree with the majority assessment that it is essentially a "must take" upgrade. I think a footslogging DK with a ranged weapon is fine as a midfield monster that also serves as scary assault booster. Makes an excellent escort for strikers and standard terminators! :jaw: I think there are good points to both the greatsword and hammer upgrades, but I tend to run my DKs without any close combat upgrades. 4 S6 attacks (S7 if fortunate enough to pull off hammerhand) on a MC is generally good enough ... I always seem to want those points spent elsewhere. (E.g., given the option of buying my brother-captain psychotroke grenades and rad grenades or my DK a greatsword, I choose the grenades....) Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2956115 Share on other sites More sharing options...
nurglez Posted January 1, 2012 Share Posted January 1, 2012 I use 1-2 DK's, primary configuration is great sword, heavy incinerator and personal teleporter. 260 points, but can threaten a lot of units, heavy incinerator vs light troops and vehicles, and sword vs everything else. Reroll to hit, wound and armor penetration is awesome, especially considering that even with 4-5 attacks, I normally miss with a few of them... My second dk has fists and a heavy incinerator as thats how I modeled him. Sometimes I equip him with a teleporter too, but not often. Heavy incinerators are just so lovely, and its the only weapon I have that ignores cover saves, which can be useful vs vehicles as well (4+ to glance a armour 10 vehicle, ignoring flat out save :jaw: ). I use mine alongside paladins, and it provides speed and also a juicier target, also providing cover to them. It's also currently the cheapest unit in my force, unless I play above 1500 points :jaw: Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2956123 Share on other sites More sharing options...
the jeske Posted January 1, 2012 Share Posted January 1, 2012 sword teleporter incinerator . if someone wants shoting then rifle man are better[more shots/cheaper etc] so two shoting weapons as upgrades are a bad option . Always run in pairs or less offten in a interceptor+NDK formation. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2956130 Share on other sites More sharing options...
Drachnon Posted January 2, 2012 Share Posted January 2, 2012 I always take teleporter but usually don't have the points for both the sword and incinerator so I usually only take one. Out of the two I like the incinerator better because of synergy with the teleporter. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2956608 Share on other sites More sharing options...
Gentlemanloser Posted January 2, 2012 Share Posted January 2, 2012 I prefer the Heavy Incinerator as the only upgrade for them. As for modelling, apart from the problem of only being able to build 2 out of the three ranged weapon options, the ranged weapon kits are really, really nice. Once assembled, you can snap them into place on the forearm (due to the looped cable) and they will stay there without any glue. So you can mix and match them as your choice suits. You can glue the left hand of the NDK into it's arm, as there's no reason to change it. For the right, some folk have a little luck with the fist/weapons staying in the arm socket without magnets. But my second NDK the join was a little too big for that. I'd recommend assembling the three different options for Melee Weapons (as long as the Hammer and Sword don't share the same finger part, can't remember. I'd never use the hammer anyway...) and see how they fit in the arm socket without glue. Or at least play around with them before you decide if you want to glue a Melee weapon in. Personally, my first has a Greatsword glued in, because it looks cool. ;) And the guys I play with don't care if it's really armed with a Sword or not, as long as I don't use wargear I've not paid for. ;) My Second NDK (recent Xmas present) has slightly diferent pose and uses a bar fist as standard as it looks like he's gunning you down with his right arm. ;) Ah my NDK. <3 them. The only (after Karamzov got nerfed) Imperial MC. :D Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2956801 Share on other sites More sharing options...
The Holy Heretic Posted January 3, 2012 Share Posted January 3, 2012 Sword and heavy incinerator for both of mine - and the gatling psilencer. The latter of course is rarely worth it, but it looks cool. I've yet to find the points for teleporters, but I'm looking forward to doing so :P Instead I like to deepstrike the buggers, when a squad of paladins w. GM and to dreadknights suddenly appear, most opponents just seem to wet themselves ;) Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2956874 Share on other sites More sharing options...
Aidoneus Posted January 3, 2012 Share Posted January 3, 2012 I consider the Heavy Incinerator mandatory and easily worth the points. It often kills whole squads for me, and really fills a niche that the rest of the army doesn't cover. Psycannons are much better as multi-shot weapons on infantry, so you get multiple rolls against armour. And Psilencers are just never worth taking, ever, period. I modeled mine with a sword because it's gorgeous, but I usually don't pay the points for the actual upgrade. Because of GW's FAQ, you get a bonus attack with 2 Doomfists that you lose when you take the sword. I generally find the extra attack is almost as good as the re-rolls (sometimes better). Certainly, the re-rolls aren't 25pts better, especially on an already-expensive model. The teleporter is insanely expensive. Take it only if you have a specific reason to do so, and it's necessary for your army. Remember, you can always deep-strike in, and his flamer has about 19" of range (plus the 6" move). And frankly, I use mine as much as a fire magnet as anything else, for which he doesn't need to be fast. Seriously, 75pts is a lot! As for the pose, I highly recommend re-posing. The model is beautiful, but the pose is one of the worst I've seen in recent GW models. On mine, I carefully cut apart literally every joint in it's right arm and right leg (and the termy's right knee) to get it how I want. Of course, I also had a spare half a rhino lying around, which I saw as a golden opportunity. :) http://s173.photobucket.com/albums/w44/Aid...pg&newest=1 http://s173.photobucket.com/albums/w44/Aid...pg&newest=1 http://s173.photobucket.com/albums/w44/Aid...pg&newest=1 http://s173.photobucket.com/albums/w44/Aid...pg&newest=1 Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2957444 Share on other sites More sharing options...
Gentlemanloser Posted January 3, 2012 Share Posted January 3, 2012 And Psilencers are just never worth taking, ever, period. Well, taking a Gattling Psilencer on an NDK can be worth it, and is the only time they ever are. ;) 1: They don't compete with Psycannons (the Heavy Psycannon is /meh). 2: They give the NDK the option to utilise it's fire two weapons MC rule alongside the Incinerator (But oh my, if only we could purchase 2 Incinerators!) 3: You gain in essence 6 AP- Storm Bolters (which wound Daemons on 2+) for 35 points. This isn't a bad cost. But they're still not as useful as the cheaper Heavy Incinerator. :lol: And frankly, I use mine as much as a fire magnet as anything else Oh this! :) My NDKs are very durable. Potentially one of the most durable non vehicle unit in the game. There's not much that comes close to a 4W T6 Terminator. Even Daemon Princes aren't as good. :huh: They suck up an immense amount of fire, and my opponents always seem to fixate on them. They've now decided that, hey, they gonna lose tot he Grey Knights, but if they at least kill any NDK I field, they've won a solid moral victory. :huh: Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2957488 Share on other sites More sharing options...
Dexo Posted January 3, 2012 Share Posted January 3, 2012 2: They give the NDK the option to utilise it's fire two weapons MC rule alongside the Incinerator (But oh my, if only we could purchase 2 Incinerators!) Why is this deferent then the Heavy Psycannon ? if your taget fits under a Incinerator template will a nother S7 template (Heavy Phycannon) not be a better choise then "6 AP - stombolters" for the second weapon ? Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2957919 Share on other sites More sharing options...
Gentlemanloser Posted January 4, 2012 Share Posted January 4, 2012 The Heavy Psycannon is expensive and sucks. ^_^ A normal Psycannon would have been better for the NDK. I suppose, if you're running a Servo Skull, Conversion Beamer themed list, they would fit. Offering more Blast Weapons. But you'd probably be better off with Plasma Cannon Dreads I suppose. For a unit that like to not only advance (to be in range of the Incinerator) but get stuck into CC as well, a Blast that can scatter into you (or can't be shot if you're too close) isn't really a great choice. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958196 Share on other sites More sharing options...
The Holy Heretic Posted January 4, 2012 Share Posted January 4, 2012 I agree on the fire magnet thing. The models size alone just messes with your opponents target priorities. And T6 and a 2+ Can soak enormous amounts of fire - in 10 games, I only ever lost it once :D Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958217 Share on other sites More sharing options...
Dexo Posted January 4, 2012 Share Posted January 4, 2012 The Heavy Psycannon is expensive and sucks. :) Thats constructive :D It is only 5 Point more then the Psilencer and yes there is a risk for hitting youerself by scatter but then again it only 1 hit that you have 2+ save against. Without being a math genius i think the change of hitting 12 model by a large blasttemplate is the same a hitting 12 model by 12 BS 4 shoots, and then there are hit S7 AP4 Rending is better then S4 AP - But this is all speculation becourse i have not yet fieldet a Dredknight :P Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958247 Share on other sites More sharing options...
Gentlemanloser Posted January 4, 2012 Share Posted January 4, 2012 Unless you rend when you roll to wound yourself on a 3+. ;) To be honest, I'm not confident on remembering this, but with Blasts isn't it that if the hole isn't over the vehicle it counts at 1/2 Str? So the Heavy Psycannon isn't as reliable for popping vehicles as it's smaller cousin. It's mainly the scatter, and the problems of using the Blast on a unit that likes to get close (and even the extra 5 points it costs) that for me make the Heavy Psycannon unattractive. While it is better versus infantry than the G Psilencer, it's not as reliable. Besides, I hardly take the Psilencer anyway, as the Incinerator is the better anti infantry weapon out of the three, and the NDK can rip open vehicles with its hands. I just wanted to add above this if you were ever thinking of using Psilencers, the Gattling Psilencer on an NDK would be the only option worth considering. ;) Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958263 Share on other sites More sharing options...
Dexo Posted January 4, 2012 Share Posted January 4, 2012 To be honest, I'm not confident on remembering this, but with Blasts isn't it that if the hole isn't over the vehicle it counts at 1/2 Str? So the Heavy Psycannon isn't as reliable for popping vehicles as it's smaller cousin. Youer right about the poping vehicle part but becourse your original statedment was that the Psilencer "unlocked" the option for using the MC rule of fireing to gun's and the Incinerator is'nt a anti vehicle anyway i did't think this of a problem. Unless you rend when you roll to wound yourself on a 3+. ;) Yes but he has a 5+ Inv and can't be instentkilled ;) Besides, I hardly take the Psilencer anyway, as the Incinerator is the better anti infantry weapon out of the three, and the NDK can rip open vehicles with its hands. I just wanted to add above this if you were ever thinking of using Psilencers, the Gattling Psilencer on an NDK would be the only option worth considering. same here, for me the only option i see using on the Dreedknight is the Heavy Psycannon, Heavy Incinerator and the hammer, with or without the personal teleporter. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958293 Share on other sites More sharing options...
Gentlemanloser Posted January 4, 2012 Share Posted January 4, 2012 It was an added bonus to the Gatlting Psilencer. That's all. ;) You *could* take the Heavy Psycannon alongside the Heavy Incinerator to use the MC fire twice ability. But I wouldn't advise it, and I'm not sure anyone really has. :P But YMMV! ;) Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958316 Share on other sites More sharing options...
The Holy Heretic Posted January 4, 2012 Share Posted January 4, 2012 ... for me the only option i see using on the Dreedknight is the Heavy Psycannon, Heavy Incinerator and the hammer, with or without the personal teleporter. Help me here. I really have a hard time justifying the hammer. With MCs rolling 2d6 for armour penetration + S6/7, it feels redundant for swatting vehicles, whereas the the sword will allow you to re-roll misses, so even when you hit on 6's, you have a decent chance - and the sword is mainly for its model coolness value, as the extra attack from 2 fists will usually have the same effect. Then there of course is the chance of ID (which is nice), but vs. most characters you'll be wounding on 2+ anyway, and you'll be able to ID by activating the force weapon. Not to mention that the hammer looks sorta 'dinky' ;) So what am I missing? ;) Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958457 Share on other sites More sharing options...
Dexo Posted January 4, 2012 Share Posted January 4, 2012 The Hammer, has a fearfactor especialy then combinet with the personal teleporter. Ther reason for this is that it garanties penetration roll on vehicle with armour 11 and below in the rear, your still need to hit the vehicle but 4+ with 4 attacks on the charge, this is posibel. I agre the reroll to hit and wond is nice but it cost 15 point more and know you need min 6 on the 2D6 roll to penetrate rear armour of 11 and you still need the 4+ to hit it in the fist place (all with rerolls ofcourse) Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958470 Share on other sites More sharing options...
the jeske Posted January 4, 2012 Share Posted January 4, 2012 Without being a math genius i think the change of hitting 12 model by a large blasttemplate is the same a hitting 12 model by 12 BS 4 shoots, and then there are hit S7 AP4 Rending is better then S4 AP - only if A someone actualy does have 12 models in a unit [they would either have 20 or 10 or less then 10] , B there is no cover[and if there is more then 10 models then it is a horde build , so cover should be there] C someone has his dudes base to base [again it doesnt happen with MSU , doesnt happen with 10 man squads , may happen with parts of a 20 man squad but then there is cover to deal with] . Both options the hvy psycannon and the gattling psi lancer suck . I mean you get more str 4 shots with higher ap buying an SS . and normal psycannons or rifle man with a lower points cost do better anti tank. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958482 Share on other sites More sharing options...
nurglez Posted January 4, 2012 Share Posted January 4, 2012 a heavy psycannon vs a vehicle has a worse chance of doing damage. And vs a single target the same. If they would have made it longer range and more shots, or even kept it as normal, I would probably use it. I have glued on the heavy incinerators, those aren't leaving my DK's ever! Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958484 Share on other sites More sharing options...
Gentlemanloser Posted January 4, 2012 Share Posted January 4, 2012 The Hammer, has a fearfactor especialy then combinet with the personal teleporter. Ther reason for this is that it garanties penetration roll on vehicle with armour 11 and below in the rear, your still need to hit the vehicle but 4+ with 4 attacks on the charge, this is posibel. I agre the reroll to hit and wond is nice but it cost 15 point more and know you need min 6 on the 2D6 roll to penetrate rear armour of 11 and you still need the 4+ to hit it in the fist place (all with rerolls ofcourse) Or just use the Fists. :) For 5 attacks on the charge, instead of 4. With S7 (as it gives reason to use Hamerhand, unlike the Hammer option which gains no benefit for it), without costing anything. :) 10 points for an extra 3 Strength and the loss of an attack. Now if the fists weren't also Force Weapons, I could see why the Hammer would be attractive. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958512 Share on other sites More sharing options...
number6 Posted January 4, 2012 Share Posted January 4, 2012 I don't think the hammer is useless. It's just barely worth 10 pts ... but it is worth it. Hammerhand is no guarantee, and S10 does have legitimate Instant Death "fear factor" against most characters (which are usually very killy) and other elite units that can bring a lot of pain but are T 4-5 (e.g., Thunderwolf Cavalry) without also requiring you to save your psychic test for casting "force weapon" instead of hammerhand. Being able to wound MCs on 2s instead of 3s is also quite beneficial. And though of admittedly limited value, another minor benefit is that you have a much greater chance of damaging land raiders and monoliths than if you just used the DK's "bare hands". All in all, it's a legitimate option worth considering. I wager that if it cost only 5 pts, we'd all be taking it as a "must". So 10 pts is probably about right. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958620 Share on other sites More sharing options...
Gentlemanloser Posted January 4, 2012 Share Posted January 4, 2012 All very good points. I feel that if the FAQ went the other way, and as two Force Weapons we could actually gain the +1A for using a Fist and Hammer, we'd consider the Hammer mandatory for the 10 points. ^_^ I feel it's the -1A that makes the 10 point cost feel a little too much. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958633 Share on other sites More sharing options...
Reclusiarch Darius Posted January 5, 2012 Share Posted January 5, 2012 Teleporter is a must-have. If he walks, he's going to be shot off the board (he often is, even with shunt+jump infantry movement). If you can't afford the teleporter, don't take a Dreadknight. Greatsword is another pretty mandatory option. He's a tank and monster hunter, and seeing as you re-roll everything (to hit, to wound, to penetrate armour), for the cost of a powerfist its a must-have. +1A isn't that important, you're almost always getting the charge anyway (remember, teleporter). Out of the gun options, incinerator is the only one I'd bother with. I've run the heavy psycannon and found it underwhelming at best, and pathetically inaccurate at worst. The incinerator isn't mandatory, if you need points elsewhere, drop it. The Dreadknight will win most combats without it anyway. Deepstriking is a recipe for disaster. He has four wounds, they deplete very quickly when he gets AP2 aimed at him. Outflanking is a pretty good option if you have 'TGS' handy, as it lets you bring in Purifiers to support him as well. By taking the teleporter, it means that even if you roll the wrong side for Outflank, he can reposition and attack something anyway. Link to comment https://bolterandchainsword.com/topic/244472-dreadknight-help/#findComment-2958947 Share on other sites More sharing options...
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