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How best to use Nemesis DreadKnights...?


Gentlemanloser

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For me, that's where 2x NDK's w/ Heavy Incinerator and PT come in to play - 2x Heavy Incinerator combined with the mobility of PT's = a metric crap ton of wounds inflicted on a 30x mob of boyz or 50x of IG. That should pare those squads down to manageable CC quickly, and charging both NDK's in means only 1 can challenged, leaving the other free to wreck the squad.

 

Alternatively, use the PT's to stay away from the Tarpit, and use our bevy of 24" anti-infantry weaponry to mow them down, while the NDK's rampage elsewhere.

Anyone considered just using them as fire magnets?

 

At 135 pts. the naked DK can weather a lot of fire with its 2+ save and Toughness 6. Since it has no ability to shoot, it can just run across the board. Providing quite a lot of cover for everything marching behind it. Three of those at 405 pts.. and they still crack a few skulls in CC?

 

Or just having them arrive by deep strike?

For me, a naked DK is one with just a heavy incinerator. Heavy Incinerators are just awesome vs almost everything (less effective vs 2+ saves, but often enough wounds to threaten 3+ save squads). Grey knight's have so few cover ignoring weapons, and being able to place it 12 inches forward is just the icing on the cake :)

Yeah the heavy incinerator is very deadly and really scares some armies like guard and dark eldar. I think it'd be a lot of fun to run a pair of NDK... I'd kit them both with personal teleporters and incinerators. I might have to give a try soon. :)

 

G :rolleyes:

I do have 2 at 1850 (and I also took 2 in my 1750 draigowing list, alongside Draigo and 15 paladins). They are awesome at taking out troops. Units with stealth or shroud in cover? Dead! especially if you use grand strategy to give them rerolling to wound rolls of 1.

 

I have never, and never intend to use any other DK weapon, they are that awesome :rolleyes:

Now Nurglez, my question to you is what is the best grand strategy option for the dreadknights?

I've found that making them scoring helps make them even more of a fire magnet,

 

Turn 5, end of game

Player 1- "Ok, so we both have 1 objective, with no one controlling the third, so it's a draw"

Player 2- "Oh yea, you see that huge grey knight over there, yea, he's claiming that third objective, I win"

I'll be honest, I usually count on my DK's dying when I play with them, I put them in harm's way. being better at killing suits me better then them scoring, as they are a big enough threat as it is. They are the best thing I have for taking out a home objective camper, and I would rather take out an enemy scoring unit then play the DK safe to ensurer he can score in the last turn.

 

Also, that situation is unlikely to happen as you roll grand strategy before the game, and your opponent should witness it. If they forget that you made your DK scoring then fair game.

We can, but we don't have the option to purchase two Heavy Incinerators.

 

(The impication here is that the other two options suck! ^_^)

 

Now Nurglez, my question to you is what is the best grand strategy option for the dreadknights?

I've found that making them scoring helps make them even more of a fire magnet

 

Well, Scouting has been gutted.

 

I would have Scouted a PT NDK instantly (if I didn't need Scoring), for a First turn Assault.

 

Imagine running three, and lucking out with your TGS roll and having all three 12" away from your enemy first turn.

 

/sigh

 

Those days are gone. ;)

 

I'd agree that Scoring isn't as important as it used to be, purely becuase in one scenario your Heavy slots score anyway, and you only really need a mass of scoring troops for a single mission. (Unloess the Capture Relic one can only be picked up by a scoring unit? Can't remember).

 

With Scout (and outflank) ruined, and Counterattack /meh on an NDK, reroll ones would seem to be the 'go to' choice.

Ummm... I would argue that you need a lot of scoring(well depending on point value but 3-6 scoring units in many cases) in 4 out of 6 missions.

 

1.) Crusade is seize ground of old so you need scoring for this mission.

2.) Scouring -unless you are running lots of fast attack, you need scoring units as there are 6 objectives.

3.) Big Guns - with the DK being heavy support you are ok on this one, but it still requires scoring.

4.) The Relic- yes only scoring units can take the relic, and if you only have a few it is very easy to eliminate their ability to claim the relic.

 

Arguably scoring shunting Dreadknights would be very good in Emperor's will to claim your opponents objective.

 

The way I look at it GS is much more situational now, you can make use of scout(remember you could still use it to outflank which if you have say scriers gaze, and a foot DK could be very good.), or counterattack(not as often but remember you may not always want to give it to the DK), or re-roll ones or scoring, as opponent/terrain/mission dictates.

My favourite NDK was with Heavy Incinerator and Hammer. Now, if I need the points I can drop the hammer.

 

Personal teleporter seems too much expensive for me. I prefer deep strike it with the help of some mystic or servo-skull. You can't assault the turn you arrive, but the heavy incinerator can make its work

I find the personal teleporter can be worth it, depending on your list. It all depends on what you want/expect from your dk's.

 

For draigowing I use my dks as flamer tanks, and personal teleporters add speed to my slow footslogging list. Sure I could take a Psyrifle dread instead of 2 teleporters (at 1750+) however a threat range of 42 inches for a str 6 ap4 flamer is awesome. These guys can take out scoring units, threaten scary tanks (mainly ones that have weapons that will inflict heavy damage on my paladins) or contest objectives late game (assuming they survive that long).

Just played a game this past weekend with 2x NDK armed w/ Fists, Heavy Incinerator and Personal Teleporter.

 

To sum it up, lets just say that my opponents don't like being on the opposite side from the NDK's. Removing an entire squad of IG Melta Vets off the board w/ one template, from 12" away, after having moved 12" - very nice. Easily ripping a Leman Russ Demolisher to pieces, so it can't threaten my Paladins? Done.

 

I'm really liking my 2x NDK's combo, and my opponents seem to like them less than my Psyflemen lists, if that says anything.

Worloch, did you get to use it's Fear ability at all? If so, how did it play out?

I did not :(

 

I used them in the beginning of the game to draw some fire away from my Paladins, and then moved in to take out some vehicles that were threatening my Paladins (like that Leman Russ Demolisher). Removed the Vet squad entirely with the Heavy Incinerator, so no charge there either.

 

Once the other NDK hit the Infantry Platoon lines, and removed 7/10 of a squad in one shot with the Heavy Incinerator, my opponent conceded before the assault phase.

 

My only issue really was that my NDK's did such a good job clearing that flank for me, that my Paladins ended up just kind of hanging out taking pot shots at stuff most of the game B)

 

I guess I should also give credit where it is due, and mention that my Paladins did manage to explode a Leman Russ Battle Tank in the first turn with a Rending Psycannon shot, and my Vindicare exploded the other one in the squadron, which really put a dent in that flank right off.

 

 

I wouldn't really count on Fear though, mostly considering it a minor bonus when it does come in to play. So much of the meta in my area is immune to it (Fearless or ATSKNF), I normally forget they even have it.

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