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Thread: Shooty or Melee

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    Senior Member AtlantianWarrior's Avatar
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    Shooty or Melee

    What are the opinions for a shooty and a melee DreadKnight? I am going to magnetize the thing. I am wondering what you all think.

    Why use science and education when ignorance and superstition will work just as well.



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    I have not yet used mine as I have only just built it but I am planning on using mine as a sort of fire support platform. It's currently kitted out with a heavy psycannon and a heavy incinerator however I expect it to hold it's own in combat as by my understanding it keeps it's nemesis doomfists. Hope that helps.

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    Without a doubt, shooty.
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    Agreed, giving it a sword will not magically make it able to stand toe to toe with other army's close combat specialists. Let it decimate squads from afar.
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    so far ive had mixed success with all the combos.

    so far though i am most liking:
    heavy incinerator w/teleport
    heavy incinerator and psycannon
    psycannon and sword
    naked

    the naked is definetly the most bang for your buck IMO, but there have been a few games where i was wishing it had a incinerator or sword, but then again the guns are so expensive.

    i hate to admit it, but the best heavy support so far has been psy rifle dreads..
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    Senior Member Stradius's Avatar
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    Psyfle dreads are indeed the best, but a Dreadknight with Hammer and Heavy Incinerator can threaten anything and is only 35 points more than the Psyfleman Dread. (Also assuming the Doomfists end up not granting it S10, otherwise you have 10 extra points to play with). Just don't let him charge anything alone unless it's a vehicle that he's going to punch to death.
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    Victorus aut Mortis Shad0w_Reaper's Avatar
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    Quote Originally Posted by Stradius View Post
    (Also assuming the Doomfists end up not granting it S10, otherwise you have 10 extra points to play with.
    Why wouldn't they make it S10?
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    Senior Member Stradius's Avatar
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    So there's a point to the hammer. Trading an attack for auto-stunning vehicles? Not really worth it (At least, once you take the extra cost into account). Also, so Hammerhand has a use if you don't buy a sword. (Although giving a useless psychic power so you can jack up the price would be rather sneaky).
    "The sergeant major asked me what my job is. I told him it's to do what I am told. He gave me a medal. I like the Imperial Guard."
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    I have run six games with two naked dreadknights (infact greater daemon hosts, in my radical army). In all games they have performed well, locking enemy units in CC while, the rest of the army manuevered and possitioned itself. As they have done thier job every time, I wont be spending more point on them. They could make some ranged kills with those guns, but then you give up on running, allowing the enemy to out-manuever them.
    Guess it depends on how they will support the rest of the army.

    Im also thinking of using them with Mordrak - upgrading the dreadsknights with teleporters. That should put some early preasureon the opponent, IF you have something to pop a few transports in first turn (vindicar and stormraven?)

    I know that power fists, thunderhammers and lightning claws, only get an extra attack if you take two of those weapons, and of cource that would also apply to any weapon that works like these three (like a daemonhammer). However, I do think that you can take the sword, and still get an extra attack from the doomfist. I also think it works the other way around, but I would have to check if the DCCW count as a power fist, or not.

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    In my games where i run two of them with a psyfledread, i think running them with a gun or with naked fists and a PT is the way to go. I run them naked with a PT and they actually can get thier points back fast because of moving as jump infrantry. It all depends on what you need the Dreadknight to do.
    My Dice keep me in check

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