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The Armies of 40k => The Inquisition => Topic started by: Ludo on October 4, 2014, 12:45:16 AM

Title: Using nemesis dread knights
Post by: Ludo on October 4, 2014, 12:45:16 AM
I am curious how these are usually run. I don't know anyone who currently uses them but they seem beastly in the codex. I am building a 500 point allied detachment of grey knights (exorcists, I will have pictures up soon in the painting challenge) to use alongside guard.  I have a squad of five terminators with a librarian and a knight.  I am thinking teleporter, great sword, and the heavy incenerator.  I will be using the detachment that let's me deep strike turn 1.

Would a different CCW be superior? Is the Gatling psilencer worth the points? He is already getting pricey.
Title: Re: Using nemesis dread knights
Post by: Dread on October 7, 2014, 03:20:48 AM
Well, I myself have 4 of them, each loaded out differently. Because the are MC, they don't suffer firing restrictions so with that , the flamer is great for shunting and the other 2 are great for range and with the psy having different fire modes now should work great. The silencer also has a good use now. The sword makes him better for CC. Now that they have made it worth it, never leave home with out the teleporter. I guess I haven't really helped much at this point so I will tell you what I have on with psy/silencer and another with sword and flamer that I run side by side to initiate CC with both of them same phase. The other 2, one has psy/flamer/sword and the other is going to have probably the same load out. They work pretty good now and always run at least 2 plus I'm gonna try out the use of one as my warlord soon.
Title: Re: Using nemesis dread knights
Post by: Colonel Twisting Shadow on June 21, 2015, 08:35:06 PM
Teleporter/Psycannon
He's quick, smashy, and shooty.  This is my go to.

Depending on points invest in CCW.  The hammer is ok (if he gets to swing at his initiative), and the sword is better (remember the PF in the off hand, should you still need it).

The flamer is gravy points, as far as I'm concerned.  When it had a range to it, it was the knight's saving grace; hence the nerf these days.  If you can keep him under 200 it's a great points vs kill deal.   ALWAYS grab that teleporter though.  It'll save you a few times.  once for a shunt reposition, and twice more when you surprise someone a huge jump/charge range.
Title: Re: Using nemesis dread knights
Post by: Ludo on June 22, 2015, 01:49:47 AM
This is an old post to be commenting on...

I actually have two dreadknights now both armed with swords, psycannons, and incinerators.  They really are work horses. I have yet to take them without the teleporters.  I wish I could take 3 in a nemesis strike force.

What's a situation where you would use a powerfist instead of the sword or hammer?
Title: Re: Using nemesis dread knights
Post by: Mr.Peanut (Turtleproof) on July 7, 2015, 05:11:25 PM
I don't have personal experience with it but the player feedback I've gotten is to take the Torrent weapon, the sword, and the teleporter upgrade.  Know how the Heldrake is absurdly powerful?  The Dreadknight can kinda-sorta do that, and in an edition of this game where assault is kinda bunk, the Dreadknight can both survive crossing the battlefield, do it fast, and swat the daylights outta plenty of units.