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Full Version: How many dreadknights at 1200, 1500?
WargamerAU Forums > Wargaming Down Under > Warhammer 40,000 > 40k General Discussion
damnitsham
Hey all!

I've been trying for ages to find mecha (gundam etc.) models that scale well as crisis suits for a theme force, but they all turn out to be too tall. Rather than try to scale the mans for the dex, I've had the idea of scaling the dex for the mans! In short- I wanna field gundam models using the dreadknight rules, as they seem to be the best fit size-wise.

The rest of the GK force can easily represent a neo-Tokyo military force as explained below; I can elaborate on the theme in full when we get to the modeling diary...


So I ask you fellow WAUers: How many dreadknights can you field at 1200 or 1500 points before you make people sad and not want to play games with you any more?


To give you an idea- I'd like to cram heaps of dreadknights (mecha) and ven dreads (twin-gun style, to represent crab-mechs ala Ghost In The Shell) alongside Coteaz and warrior squads-as-soldiers, with perhaps a stormraven (hover-copter) transport in there somewhere. Add GK units as combat armor troops where possible wink.gif
Lonestar
The quick answer is 3.
The Nothas
Three with teleporters is prohibitively expensive. At mechanicon I ran with two, without jumpers. One hammer, One Sword and Psycannon.

People weren't crying.
tintaman
Dreadknights aren't amazing, but you'd think 3 at 1200pts would be a tad much. 2 would be fine imo. Maybe max 4 in total of dreads/dreadknights at 1500, 3 at 1200? Would have to see the list to make a more accurate judgement.
damnitsham
Cheers for the advice guys!

I'll go write up something resembling a list now, and throw it in the army lists subforum.

(just realized the timestamp between my two posts on here are <8 hours apart. Couldn't sleep, too excited about robots blink.gif )
Tinwing
I faced 2 at 1500 points and they did little damage to me before I wiped them out (killed a thunder fire cannon and immobilised my dread) so for their points costs they were quite ineffective. Mind you I had enough ap2 weapons to deal with them.

I think 2 at 1200 people will make some people whinge but most should be able to deal with them if they've written a good list
lijosahn
QUOTE(damnitsham @ Nov 6 2011, 01:10 AM) *

So I ask you fellow WAUers: How many dreadknights can you field at 1200 or 1500 points before you make people sad and not want to play games with you any more?

They are so expensive for what they can do that I'd be happy if you wanted to play 3 of them.
Venerable Psyflemen on the other hand do a pretty good job for their cost. Even better if you can make them troops.
But both of these guys, and you also mentioned storm ravens, are all pretty expensive points wise. You will be struggling to fit many of them into a 1200 or 1500 pt list.
Gorechilds Protege
QUOTE(lijosahn @ Nov 6 2011, 12:55 PM) *

They are so expensive for what they can do that I'd be happy if you wanted to play 3 of them.


BS they are expensive. they have a better save then a Carnifex and are cheaper to boot and faster. Carnifexes and Tyranid Players Cry when they see cheap Monstrous Creatures.

Take 3, 1-2 should die on the walk in, it's only 130pts a model, so 390pts in all, quite fun and useful.
neil
QUOTE(Gorechilds Protege @ Nov 6 2011, 09:06 PM) *

BS they are expensive. they have a better save then a Carnifex and are cheaper to boot and faster. Carnifexes and Tyranid Players Cry when they see cheap Monstrous Creatures.


Not a good comparison, carnifexes are well known to be overpriced. It's like saying swooping hawks are costed fine compared to vespid....
lijosahn
QUOTE(Gorechilds Protege @ Nov 6 2011, 09:36 PM) *

BS they are expensive. they have a better save then a Carnifex and are cheaper to boot and faster. Carnifexes and Tyranid Players Cry when they see cheap Monstrous Creatures.

There's a reason almost every nids player converted their Carnifexes to Tervigons.
It's because Carnifexes are way overpriced for what they can do.
Trygons are a much better buy for the points, +50% attks/wnds/init etc, for +25%pts over a Carnifex. And that's without mentioning the free ranged weapon, free deep strike, and most importantly fleet.

Perhaps a better comparison would be between a Trygon and a Dreadknight with teleporter.
Same S, T, I.
Trygon has 2 more attacks with rerolls, has 2 more wounds, fleet, safe deep strike.
Dreadknight has force weapon, 2+/5++ vs 3+, 12" move, shunt move.

The damage output of the Trygon is higher (unless there are multi wound targets around for the Dreadknights force weapon).
The Trygon is more survivable (unless there's no AP2 guns around to hurt the Dreadknight).
The Trygon is better at taking vehicles down (unless they're too fast for fleet, but still get caught by 12" move).

Anyway, all of that aside, because you can't bring in critters from other codexes, it really comes down to how expensive the Dreadknight is in comparison to the other options in the codex.
The main drawback I've found with them is their offensive power. It's just not enough. Only 4 attacks without rerolls often ends up killing 1 model. I guess I'm used to Trygons with their higher number of attacks and rerolls, but the dreadknights struggle to take out a unit on their own, in a timely fashion.

Especially when you look at what the rest of the codex has with force weapons and hammerhand everywhere, there's just so many units that can acheive the same ends. And lastly the Dreadknights use up the same slot as Dreadnoughts.
Auty
Teleporting DK's are the hidden gem of the GK codex. Everyone seems happy that you didn't take Psyflemans, but then you scout move-first turn smash them with DK's and all of a sudden their big guns can't shoot your precious GK's. I love them. They don't do all that much damage, but they stay alive for ages with their 2+/5++.

I get away with 2, but then again I always take a big comp hit for running Draigowing anyway.
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