Or DreadKnights were a solid unit in 5th, although overshadowed by the TL Autocannon Dreads, but have recived a substaintial buff in 6th.
So how do we make best use of them?
Keeping them bare, there are a CC orientated unit, whose primary purpose is to run at the enemy, then smash things with S10 Doomfists. But we have some nice upgrades for them.
The Heavy Incinerator has always been a reliable weapon in thier arsenal, and is still a solid choice. Even with Cover saves being reduced in 6th, there now seems to be easier access to Cover saves, and more access to cover saves out in the open. The Heavy Psycannon has seen a small buff, with the ability to hit at full Strength on vehicles over the whole 'blast' template. The Gattling Psilencer is still as /meh as it ever was, but has the option to be used with Overwatch, unlike the Heavy Psycannon.
As for CC upgrades, the Hammer really doesn't seem worthwhile now, and the Greatsword opens a can of worms as to whether or not you gain it's benefits while using other CC weapon options.
Last but not least on the wargear front is the Personal Teleporter. While it doesn't make the NDK a 'flying' MC, it does have the unique 'shunt' ability.
Apart from Force Weapon activation, we can all but ignore the NDKs Psychic Powers, which is a massive shame. Hammerhand is only an option if you use the GreatSword, and we'll have to wait for the new Chaos 'dex to see if Dark Excommunication is useful for anything other than a Choas Daemon army, which is already at a significant disadvantage facing the Grey Knights anyway.
So, how can we put this all together to leverage the most out of our DreadKnights?
1: Leave them bare
You get a durable (no other MC in the game has a 2+ Armour Save) CC unit that runs towards the enemy, soaking up fire doing so
2: Gun Platform
Give them just the Heavy Psycannon, and you have a mobile, mid range 4 Hull Point 'Dreadnought' to drop a blast.
3: Interceptor
Give them a PT and use them to pressure the enemy backfield.
With the resurgence of Plasma Weaponry in 6th, and it's ability to ruin our DreadKnights, I feel that getting them close to our opponents as quickly as possible, and getting them stuck into CC (which they are better designed for), is the best use of our Knights. For pressure, output and survivaiblity.
In CC with have Initative hitting S10, AP2 Force Weapon attacks coupled with Fear and Hammer of the Righteous. Enough to ruin Everytihng in the game. Our 2+ Save makes us more durable to Power/Force Weapons than any other MC, and we can't be IDed by the slower AP2 weapons anyway.
While, as a character we have both Precision Shots and Precision Strikes, we can also issue Challenges. Another feather to our CC prowess.
And if we really want to get into CC, then the PT is the way to go.
So, Just take a PT and call it a day? Is that the best option?
Would it be worth spending a little more on some Ranged upgrades? The Heavy Incinerator? If we're getting close to our enemies, we might as well make the most of our range and lay some Template death on them, right? The Heavy Psycannon seems a little out of place here, with the potential to scatter back into us. How about the Gattling Psilencer? Not really a great weapon, but it gives you the option to torrent some extra damage, plus it can be used alongside the Heavy Incinerator in Overwatch, unlike the Pyscannon.
If your group rules that you gain the benefits of the Greatsword when using a Doomfist, that's really a no brainer.
But now, our DreadKnights are starting to look quite bloated, point wise. 295 points for the full monty, compared to 205 for just the bare essentials.
Shunting gives us some extra tactical advantages that shouldn't be overlooked. Facing a pure flyer army with limited units on the board? Shunt to expose them and have a round or two to wipe them off the board. Shunting can be saved for last minute objective grabbing/contesting, but it can also be devestating effective when used offensively.
If you have the first turn, Shunt toward your enemy, bypass any vehicle blocks they might have and put pressure on the home DZ/backfield right away. As you can't assault after the shunt, this is only really effective if you have at least the Incinerator (and preferably a second gun, I'd suggest the Psilencer here) to thin the ranks right away. If you go seocnd, you can deploy to hid your NDKs as best as possible and use the shunt to get back into position.
I'm quite enamoured by the idea of first turn shunting with 'shooty' NDKs. Imagine facing an enemy who teleports first turn past your defenses with 3 durable MCs that all lay a S6 Template / 12 SB shots into you. And leave you to deal with three MCs up close and personal, that will start eating your units in CC the next turn.
You *have* to deal with these as a priority.
How best to support NDKs in this sort of situation? Mordrak? Interceptors? Both? Drop Mordrak in support (with or without his Ghosts). Take 30 Interceptors and Shunt them alongside the NDKs?
Loading up on Interceptors would really necessitate using Coteaz and Henchmen for your Troop allocaitons, Although 'The Grand Strategy' is nice to use to make either scoring. Especially with the new Mission that allow either Fast or Heavy slots to score (I'm unsure if the NDKs would be scoring int he mission that lets Heavy Slots score though, can't remember the mission rules!).
Then there's always using Allies to include even more MCs in your list. Like bringing Eldar along for the Avatar and a Wraithlord. Not as fast as PT DreadKnights, so this option might work best with 'cheaper' NDKs. A wall of 5 MCs running towards your enemy should be daunting as well.
Overall, I feel our DreadKnights deserve a little more attention and time in the spotlight in 6th, and that the TL Autocannon Dreads aren't the default option they used to be.
What are your thoughts on our Imperial MCs? How have they changed in 6th? How's best to use them, and how would *you* use them?
Persoanlly, I'm keen to get them *bamphing* into my opponents face turn 1 and laying the smack down!
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