Dreadknight (Sanctuary)

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Dreadknight (Sanctuary)

Post by Akoni on Wed Aug 27, 2014 11:19 am

Last night I used (2) Dreadknights in my list, both equipped with a personal teleporter, heavy incinerator, gatling psilencer, and daemon hammer. At a total cost of 430-points I thought I was given one hell of deal, right? Then midway through the game I realized that they had Sanctuary as one of their personal psychic powers!!!

I'm so in love with my Dreadknights!


Last edited by Nineteen73 on Wed Aug 27, 2014 1:01 pm; edited 1 time in total

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Re: Dreadknight (Sanctuary)

Post by Souba on Wed Aug 27, 2014 12:28 pm

jup they got buffed pretty nicely.

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Re: Dreadknight (Sanctuary)

Post by azactaylor on Wed Aug 27, 2014 2:47 pm

The only complaint on Dreadknights would be the Great Sword taking a hit. Besides that... hands down the best unit in the codex!

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Re: Dreadknight (Sanctuary)

Post by Akoni on Wed Aug 27, 2014 4:01 pm

azactaylor wrote:The only complaint on Dreadknights would be the Great Sword taking a hit. Besides that... hands down the best unit in the codex!

And losing an attack.

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Re: Dreadknight (Sanctuary)

Post by Souba on Wed Aug 27, 2014 4:34 pm

Nineteen73 wrote:
azactaylor wrote:The only complaint on Dreadknights would be the Great Sword taking a hit. Besides that... hands down the best unit in the codex!

And losing an attack.

nope he got the same amount of attacks. prior he was 3 attacks with 2 close combat weapons = 4 attacks/5 on the charge
now he got 3 attacks and 2 specialist weapons (power fists) which is the same = 4 attacks/5 on the charge.

the nemesis daemonhammer and longsword are both specialist weapons aswell so you do not lose a attack.

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Re: Dreadknight (Sanctuary)

Post by Akoni on Wed Aug 27, 2014 5:16 pm

Oh! Hah! My mistake. I was playing them all wrong last night then, lol.

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Re: Dreadknight (Sanctuary)

Post by DOMIN4TRIX on Fri Aug 29, 2014 1:16 pm

Just for laughs I substituted my bro's Dr Who Dalek models for Dreadknights and ran an army of 8!

All were armed identically:

PT / GP / HP / DH

He played all of the Phoenix lords as well as Eldrad with a bodyguard of 4 Warlocks!

By T4 I was up 18 - 4 on maelstrom VP's and had 5 unwounded Dreadknights left to chase down Maugan Ra - the last one left standing!

Definitely the best unit in the codex - 10 at 2000 pts unbound would be a serious threat even without ObSec

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Re: Dreadknight (Sanctuary)

Post by bigbri on Fri Aug 29, 2014 3:34 pm

DOMIN4TRIX wrote:Just for laughs I substituted my bro's Dr Who Dalek models for Dreadknights and ran an army of 8!

All were armed identically:

PT / GP / HP / DH

He played all of the Phoenix lords as well as Eldrad with a bodyguard of 4 Warlocks!

By T4 I was up 18 - 4 on maelstrom VP's and had 5 unwounded Dreadknights left to chase down Maugan Ra - the last one left standing!

Definitely the best unit in the codex - 10 at 2000 pts unbound would be a serious threat even without ObSec
ObSec only matters if your opponent has anything left to contest you with Twisted Evil

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Re: Dreadknight (Sanctuary)

Post by Akoni on Fri Aug 29, 2014 6:15 pm

I've been seriously thinking of running an unbound list and simply hope to wipe the board clean of my opponents models. I think it's a possibility.

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Re: Dreadknight (Sanctuary)

Post by Constantine on Fri Aug 29, 2014 7:03 pm

I like that DK force. That would be seriously fun to play.

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Re: Dreadknight (Sanctuary)

Post by bigbri on Fri Aug 29, 2014 9:42 pm

Constantine wrote:I like that DK force. That would be seriously fun to play.
I actually think an all NDK force could be surprisingly effective as well as fun. At 2k points you could take 8 of them with teleporters/heavy psycannon/heavy incinerator/greatsword. Most enemies would probably struggle with 8 T6 4W MCs with 2+/5++ (improvable with Santuary) since they shrug off small arms fire. The teleporters keep them fast enough to not get tarpitted, Incinerators roast hoards. Psycannons hurt everything, melee deals with vehicles.

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Re: Dreadknight (Sanctuary)

Post by DOMIN4TRIX on Sat Aug 30, 2014 6:27 am

18 dice shooting per Dreadknight with psilencer and psycannon, with another 5 on the charge in assault. Everything is either instant death through force or potentially AP2 with rending / combat!

Apart from master crafted I don't see the benefit of sword over hammer. 5 points for force and concussive seems a bargain - 5 more to swap concussive for master crafted doesn't. Am I missing something? Does unwieldy matter for MC's? Do we lose an attack?

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Re: Dreadknight (Sanctuary)

Post by Constantine on Sat Aug 30, 2014 7:06 am

Wouldn't a little diversity in the builds be needed?
The modelling possibilities for this force are endless and really exciting!!!! It has motivated me to work on mine again!

I Just need to get my GKT Librarian to use his powers to create some spare time for me to do this! Razz

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Re: Dreadknight (Sanctuary)

Post by DOMIN4TRIX on Sat Aug 30, 2014 7:34 am

My build was specifically for Phoenix Lord killing - against a balanced opponent I might swap some psilencers for incineraters but thats it. No swords unless someone can make a case for them here...

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Re: Dreadknight (Sanctuary)

Post by Constantine on Sat Aug 30, 2014 7:54 am

DOMIN4TRIX wrote: Apart from master crafted I don't see the benefit of sword over hammer. 5 points for force and concussive seems a bargain - 5 more to swap concussive for master crafted doesn't. Am I missing something? Does unwieldy matter for MC's? Do we lose an attack?

Let me preface by saying that I am not a rules guy AT ALL. But, Aren't hammers slower than Swords? What initiative do the strike at? This is the only thing that I can think of that would discourage all hammers.

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Re: Dreadknight (Sanctuary)

Post by Aubec le noir on Sat Aug 30, 2014 9:28 am

I'm a diversity Guy too !
All DK with hammer would'nt be fun at all imho
By the way brother C i love your new avatar ! Wink
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Re: Dreadknight (Sanctuary)

Post by bigbri on Sat Aug 30, 2014 10:02 am

Constantine wrote:
DOMIN4TRIX wrote: Apart from master crafted I don't see the benefit of sword over hammer. 5 points for force and concussive seems a bargain - 5 more to swap concussive for master crafted doesn't. Am I missing something? Does unwieldy matter for MC's? Do we lose an attack?

Let me preface by saying that I am not a rules guy AT ALL. But, Aren't hammers slower than Swords? What initiative do the strike at? This is the only thing that I can think of that would discourage all hammers.

Unwieldy This weapon is very large, and more than a little clumsy, making swift blows all but impossible to achieve. A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.
Nope we're all good, hammers are better than swords(which sucks because I don't actually have hammers for my NDKs lol)

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Re: Dreadknight (Sanctuary)

Post by Souba on Sat Aug 30, 2014 11:32 am

the sword is basically just a mastercrafted upgrade. you do lose concussive but gain mastercrafted for 5 points instead of the normal 10 points.

a NDK attacking a target at WS 1-4 hits on 3+. on the charge he got 5 attacks of which on average do 3.3 hits. when hitting WS 5-10 you only hit 2.5 times.

the reroll thanks to the sword makes the 5 attacks on the charge against WS 1-4 a average of 4 hits, whilst enemys with WS 5-10 suffer 3 hits on average.
while this does not sound much it can have a huge impact. especially when you strike against enemys with a invulnerable save. greater daemons to get that force weapon wound. or when attacking enemy HQ models for instance. striking against a 4++ or even a 3++ makes every hit/wound you do count.

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Re: Dreadknight (Sanctuary)

Post by Constantine on Sat Aug 30, 2014 7:41 pm

Sounds like the load out depends your oponent as usual. I would include swords in my NDK force if only for the modelling oportunities Wink..... AfterAll Draigo can't be in a NDK with a hammer! Lol Razz

Thanks for noticing Brother Aubec.

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Re: Dreadknight (Sanctuary)

Post by Pyriel on Sun Sep 14, 2014 3:19 pm

The only drawback is psychic level 1, you can only use 4++ OR force and not both.
So the one and only way for the GK to handle overpowered crap like wraithknights is a bit harder as you need that sanctuary save to handle shooting the turn you shunt but afterwards also need the force weapon to kill them.

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Re: Dreadknight (Sanctuary)

Post by DOMIN4TRIX on Sun Sep 14, 2014 3:49 pm

Pyriel wrote:The only drawback is psychic level 1, you can only use 4++ OR force and not both.
So the one and only way for the GK to handle overpowered crap like wraithknights is a bit harder as you need that sanctuary save to handle shooting the turn you shunt but afterwards also need the force weapon to kill them.

You can cast both as long as you have enough warp charge in total. Psy level only indicates how many powers you get and how many dice you generate - you can use those dice on any psykers you wish.

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Re: Dreadknight (Sanctuary)

Post by Thraxdown on Sun Sep 14, 2014 4:19 pm

Although I find it difficult to cast both on my dread knights and having the warp charges left for anything else.

Btw, has anyone used the heavy psilencer again flying monstrous creatures? I wonder if there's any success using that. I lost a game last night because I could not get that final wound on a dakka fly rant despite shooting it up with 20 psycannon shots three turns in a row.

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Re: Dreadknight (Sanctuary)

Post by Souba on Mon Sep 15, 2014 2:01 am

Thraxdown wrote:Although I find it difficult to cast both on my dread knights and having the warp charges left for anything else.

Btw, has anyone used the heavy psilencer again flying monstrous creatures?  I wonder if there's any success using that. I lost a game last night because I could not get that final wound on a dakka fly rant despite shooting it up with 20 psycannon shots three turns in a row.

considering out of those 12 shots the average chance to hit the flying monstrouc creature is 2 hits. now combine that with the S4 against toughness of 6 (or even higher in some cases) and you only wound on 6's... after that there still is a 3+ armoursave against those wounds. only if you actually manage to make him suffer a unsaved wound he has to do the grounding test.

i wouldnt really rely on the gatling psylencer. at all.

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Re: Dreadknight (Sanctuary)

Post by Asahiro on Mon Sep 15, 2014 2:10 am

Try to fit to your list one vanilla stormraven - at 200 pts you get very nice anti-air unit - 4 rockets with STR8 AP2 at the turn it arrives can ruin the day of any FMC:-D..

BTW - cleasing flame spell canīt affect the flying monster creature, no???

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Re: Dreadknight (Sanctuary)

Post by DOMIN4TRIX on Mon Sep 15, 2014 4:39 am

Great point about Cleansing Flame and FMC's - anyone know how this works?

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Re: Dreadknight (Sanctuary)

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