Dreadknight loadout

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Grandmaster marc
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Dreadknight loadout

Postby Grandmaster marc » Thu Jun 16, 2011 8:09 pm

I am trying to make the most balanced dreadkinght possible. My current idea is: Heavy psycannon and Gatling psylencer and have two dread fists for the +1 atk. ( so 4 attacks at str 10!)

what are your ideas?

oh and obviously a personal teleporter :lol:
"To take a town, send a legionary. To take a city, send a squad. To take a world, send a company. To take a culture, send a Chapter."

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oninosweeney
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Re: Dreadknight loadout

Postby oninosweeney » Thu Jun 16, 2011 10:01 pm

new faq says only str 6.

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Re: Dreadknight loadout

Postby Grandmaster marc » Thu Jun 16, 2011 10:06 pm

odd the rule book says dreadnaught ccw's are double the str of its bearor
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Re: Dreadknight loadout

Postby Xelloss » Thu Jun 16, 2011 10:08 pm

For WALKERS. The knight is a monstrous creature. There's a reason the hammer is an option for it.
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Re: Dreadknight loadout

Postby Grandmaster marc » Thu Jun 16, 2011 10:41 pm

screw that im taking a swod and a psy cannon then
"To take a town, send a legionary. To take a city, send a squad. To take a world, send a company. To take a culture, send a Chapter."

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Re: Dreadknight loadout

Postby thade » Fri Jun 17, 2011 2:02 pm

Marc!!! Everybody!!! STOP THIS MADNESS AT ONCE!!!

Use magnets. Sheesh. Take ALL the load outs. Try them all. Magnets are far too easy for you to just glue them together and perma-lock yourself into a particular kind of monster.

Don't like magnets? Pick up a pin-vice and use pins. (But I def recommend magnets...if not a combination of magnets and pins to both stick them on and keep them steady.)

I'm thinking of just the Greatsword at most, as a teleporter pack seems to be more or less required if you want the thing to get into an assault before it's torn to shreds by anti-tank fire. Also the shunt is a great way to contest something later on (if he's still kickin).

But, of course...magnets. ;)
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Re: Dreadknight loadout

Postby orkwarboss » Fri Jun 17, 2011 2:08 pm


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Re: Dreadknight loadout

Postby Grandmaster marc » Fri Jun 17, 2011 5:29 pm

thought you might say that, i may have to recut and do that and steve just a greatsword? is it good in ccw with 3 atks. I thought to use it for fire support.
"To take a town, send a legionary. To take a city, send a squad. To take a world, send a company. To take a culture, send a Chapter."

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