Why Nemesis Dreadknights are destroying 40k... and how to beat them! | 40k Datasheet Deep-Dive

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  • Опубликовано: 26 авг 2024

Комментарии • 91

  • @GK_Lucy
    @GK_Lucy 4 месяца назад +19

    Important for the Death from the Warp Stratagem. It says ranged weapons gain assault, but it grants the +1 to to all attacks this turn. Meaning a Dead with Advance and Charge gets the +1 in Melee as well.

  • @KukoDane
    @KukoDane 4 месяца назад +9

    The starting part of the title "Why Nemesis Dreadknights are destroying 40k" is clickbait to the extreme.
    But decent video.

  • @throst8515
    @throst8515 4 месяца назад +4

    In terms of rules, one big point many people forget : disembarking from a static transport is NOT a way to avoid the GK TP within 9" as when you do so you MUST make a normal move with the disembarking unit. Meaning the TP can trigger. It works ONLY f the transport moved before the disembarkation.

    • @TacticalTortoise
      @TacticalTortoise  4 месяца назад +1

      that's a bizarre idiosyncracy of the rules I honestly hadn't caught, and a great point ;)

    • @peytonlamb1901
      @peytonlamb1901 4 месяца назад

      I believe that got FAQ’d to where it still doesn’t trigger mists

    • @throst8515
      @throst8515 4 месяца назад

      @@peytonlamb1901 well, yes but no.
      The rulzbook FAQ update states triggers linked to "normal move" are not triggered by the disem-bark-ation. But, the rulebook states clearly that when you disembark from a static transport, you MUST make a normal move right after so you will need to stay more than 9" away from Mist.
      On the other hand, if your transport has moved, you can disembark within 9" without triggering. So you will be in range for the grenades stratagem but usually will not be allowed to charge.

    • @peytonlamb1901
      @peytonlamb1901 4 месяца назад

      @@throst8515 gotcha, so land raiders that move out of 9 or venoms/raiders + stratagem, disembark for a 6” charge doesn’t trigger but a static transport that disembarks within 9 does because of core rules.

    • @throst8515
      @throst8515 4 месяца назад

      @@peytonlamb1901 👌

  • @jamesmoriarty7796
    @jamesmoriarty7796 4 месяца назад +6

    Once my tau codex releases in 2026, you all will be in trouble for a week before eleventh drops.

    • @zlboyle90
      @zlboyle90 4 месяца назад

      Like the Imperial Guard as well.

  • @benscaglione2416
    @benscaglione2416 4 месяца назад +1

    So good, only thing u missed is their play with the tech marine, a 60pt char with great synergy

  • @KiPow91
    @KiPow91 4 месяца назад +2

    Went against the dreadknight spam yesterday at an RTT and pulled a good win. He was great player, but I was running monster mash Nids Invasion fleet. 3-0, but got 2nd.

    • @comanderchacha
      @comanderchacha 4 месяца назад

      Gamers Haven?

    • @KiPow91
      @KiPow91 4 месяца назад

      @@comanderchacha sure was

  • @ravenRedwake
    @ravenRedwake 4 месяца назад +1

    Is it because you can take 6 of them they have a lot of shooting and a lot of attacks are tough and have good saves?

  • @Wes-xk6hl
    @Wes-xk6hl 4 месяца назад +3

    I love the max knights list. If I played gk I'd def play
    3 grandmaster dreadknight
    3 regular dreadknight
    3 librarian
    2x5 terminators
    And something else to fill the 95pts missing (maybe razorback? Some enhancements?)

    • @nurglematthew893
      @nurglematthew893 4 месяца назад +1

      Automatically Approved

    • @GK_Lucy
      @GK_Lucy 4 месяца назад

      Sigil and Techmarine are 95

    • @bigyeticane
      @bigyeticane 4 месяца назад

      Meh, 1 character, and 3 knights is enough; that leaves 1200 points to do more with.
      6 is strong, but it's just spam for spam's sake at that point. Not very creative IMO.

    • @Wes-xk6hl
      @Wes-xk6hl 4 месяца назад +2

      ​@bigyeticane yea it's obviously not ideal. It's just cause I like the knights and librarians that much
      Vortex is pretty much the only psychic phase thing left in the game and that was mostly why I played 40k before. All my lists were psychic heavy

  • @patrickchilders9165
    @patrickchilders9165 4 месяца назад

    The Dreadknight with hammer is also a great use of the Tank Shock strategem. Almost a guaranteed 5 mortal wounds. Then if the dreadknight and unit it fought are still alive on your next turn, fall back 1 inch, charge, tank shock, fight.

  • @anniedarkheart5224
    @anniedarkheart5224 4 месяца назад +4

    Is Dreadknight really ruining the game? I get it gives GK actual decent shooting with teleport shenanigans. In a game where Hypercrypt Legion exists... an entire detachment of teleporting units with good shooting.

    • @scleless1342
      @scleless1342 3 месяца назад

      No lol. People are just mad for some reason that grey knights are actually GOOD for once in a decade or so lol. Seems like GW hates us for some reason.

  • @andropea
    @andropea 4 месяца назад +1

    yeah. what people often times seem to forget is how squishy they are against anything range. also very very susceptible to horde units that can bridge 3/4 of the table in one go. They just eat the dreadknights. Also, as a gk only player, i automatically think less of you if you roll up with 6 ndks 2 redeemers and a canix rex. it needs to be adressed. at least lower the ws on the normal dreads. price increase is in order obvsly, but id wish they give the terminators/paladins something to make them more worthwhile in comparison to strengthen the army identity. advance and charge strategem that can only target infantry. make it a battle tactic and cost 2cp.

    • @mikoajkosowski1750
      @mikoajkosowski1750 4 месяца назад +1

      Main reason why NDKs are spammed right now is that nothing else in the faction is actually capable of killing vehicles. Lack of ability to handle armor was the main reason why GK were struggling pre dataslate.

    • @markus1351
      @markus1351 4 месяца назад

      the problem is GKs have no Anti-tank
      the ven dread is stuipidly bad,... the purgation squad has no anti-tank option, we have neither meltas nro pwoer fists or any equivalent,...

    • @emmanuelhernandez3200
      @emmanuelhernandez3200 9 дней назад

      Funny you mention. Me and a few friends recently got into 40k. Ima be playing my buddy he’s running 3 normal DK and 3 Grandmaster one, 2 tech marines and a Canic Rex. He’s currently undefeated. I’m Hoping to de throne him.

  • @franz8399
    @franz8399 4 месяца назад +2

    10:35 Haloed in Soulfire is no longer a battle tactic since the september update, so you cannot use it for 1 CP on the GMNDK

    • @TacticalTortoise
      @TacticalTortoise  4 месяца назад

      Yes

    • @Billuhhanks
      @Billuhhanks 4 месяца назад

      On the 40K app it says you can use a stratagem on him for 1 CP, it doesn’t say if it has to be a certain stratagem or not. Am I missing something?

    • @franz8399
      @franz8399 4 месяца назад +3

      @@Billuhhanks The September Rules Commentary states that you can only change the CP cost of Battletactic Stratagems. The only current 2CP Battletactic Stratagem is the Radiant Strike to give the GMNDK Dev Wounds on Melee Attacks.

    • @Billuhhanks
      @Billuhhanks 4 месяца назад +1

      @@franz8399 gotcha, thx

  • @enarramore77
    @enarramore77 4 месяца назад +1

    So exocrines and Malaceptors are pretty good into them esp if you can get the Pyro in to strip the cover.

  • @AlainPilon
    @AlainPilon 4 месяца назад

    As an assimilation swarm player, I would love to play against GK. The psychophage would finally be worth its point! Unfortunately, in all the games I have ever played, never met one :-(

  • @brianhutton2370
    @brianhutton2370 4 месяца назад +1

    can someone help me understand how to get that computer program that's showing the game played from an eagles eye view?
    looks cool and a way to play w buddies when we're traveling.

  • @amfekuber
    @amfekuber 4 месяца назад

    Great video recap of skills! Thanks,

  • @TheTheloraxster
    @TheTheloraxster 4 месяца назад +1

    Shocking that the "omni weapon" profile of middle volume, middle-high strength, and ap 2-3 with flat damage 3 is the best counter for them. Like it is against... all the GK index and like 80% of the game. This weapon profile is dumb (and as you pointed out, the NDKs have it themselves on the heavy psycannon).

  • @simeonbradstock4214
    @simeonbradstock4214 4 месяца назад +1

    The problem is grey knights only really have nem knights to win as theyre so cost effective, their terms while good are just not viable in comparison with these which is sad. there should be a cap of knights and slight rebalance instead of complete nerfs. Tbh grey knights just need a codex. thanks for the great content

    • @markus1351
      @markus1351 4 месяца назад

      more like the GKs have no other solid anti tank option,... not even on their terminators

  • @stephenlee7809
    @stephenlee7809 4 месяца назад +1

    I AM Dreadknight!!

  • @markus1351
    @markus1351 4 месяца назад

    no comment on the techmarine interactions?

  • @jamesmatthews5903
    @jamesmatthews5903 4 месяца назад

    I played into 4 dreadknights a month or so ago as admech. Admech obviously in a tough spot right now but damn that was one of the worst matchup Ive faced. 2+, 4++ is an awful profile to face with admech and 4 big vehicles that are very difficult to screen made my life extremely unpleasant for a few hours lol

  • @user-tm6wd8yi4q
    @user-tm6wd8yi4q 4 месяца назад +1

    Note that teleport assault detachement rule gives automatically 6" on advance, AND the ability to fly. This allow the Dreadknights to hide behind ruins, and jump over it in the next turn in order to shoot and charge. Be careful: GMNDK seems to be slow at first glance, but when they advance, they move 14 ". You might think that s not really a threat since they cant charge, but if they finish in less than 3" of an enemy unit, and the GK player charge the same unit with something else, according to the rules, in the fight phase, you will have to pile in on the closest ennemy unit, and thus might be forced to engage the grand master. If you want to kill them quickly, DW and MW are probably the fastest way to deal with them.

    • @TacticalTortoise
      @TacticalTortoise  4 месяца назад +1

      Watch out here - Flying doesn't let you effortlessly pass thru walls; you still need to pay vertical movement.
      Piling in is also optional, so if it would engage an enemy you don't want to you can simply choose not to.

    • @igorpinchaud1410
      @igorpinchaud1410 4 месяца назад

      True, but if he choose to pile in, does'nt he have to do it with every models in the unit ?

    • @sumsarprat
      @sumsarprat 4 месяца назад

      no

    • @igorpinchaud1410
      @igorpinchaud1410 4 месяца назад

      @@sumsarprat i am not a referee, so i might be wrong; but like specified in core rules, once you decide to pile in, you can move EACH model of the unit ( and not ANY model). And further, it s written that each model that pile in, and can be put in base to base contact MUST do so.
      So in my opinion, it s all or nothing. For example, lets say that a unit of intercessors has been charged by a unit of grey knight infantry, and a GMNDK finished an advance move one inch away from the intercessors, if the space marines player decide to pile in, those models that are closer to the GMNDK than the GK infantry unit will have to enter in base to base contact with the GMNDK.

    • @TacticalTortoise
      @TacticalTortoise  4 месяца назад

      @@igorpinchaud1410 *Each model* in the unit *can* make a pile in move - the decision is made individually for each model in the piling unit.
      The rules blurb at the end even specifies that the restrictions only apply to 'each model that moves'; indicating that the moves are are not required for *every* model in the unit.

  • @nurglematthew893
    @nurglematthew893 4 месяца назад +1

    My man!!!

  • @johnnyohm4579
    @johnnyohm4579 4 месяца назад +1

    They shouldn’t have a 4+ invuln. And they advance and charge so they aren’t slow with auto advance 6 and fly

  • @thelegendsmith3063
    @thelegendsmith3063 4 месяца назад +2

    Las cannons are ap 3 strength 12 with access to re rolls everyone
    Us s 10 ap 2 ignore cover flat 3 dmg no re rolls at all

    • @user-tm6wd8yi4q
      @user-tm6wd8yi4q 4 месяца назад +1

      Las cannons doesnt have 6 attacks...

    • @thelegendsmith3063
      @thelegendsmith3063 4 месяца назад

      ​@@user-tm6wd8yi4q you serious? Average of 4 with re rolls average of 3 hits each las wounding on 3s instead of 5s try again.

    • @user-tm6wd8yi4q
      @user-tm6wd8yi4q 4 месяца назад

      @@thelegendsmith3063 let s make some stats: Grey knight land raider godhammer las canons vs Nemesis heavy psycanon. God hammer lasc. : against a rhino: 5hp average, questoris: 4HP, land raider: 2HP, terminators: 1 model slained. Heavy psycanon: Rhino: 6HP, Questoris: 3 HP, Land raider: 3 HP, terminators: 2 models slained. All targets are considered in cover.

    • @thelegendsmith3063
      @thelegendsmith3063 4 месяца назад

      @user-tm6wd8yi4q your maths are off. In your scenario rhino both are wounding on 3s average dmg for is 4 with both weapons averaging 3 hits and 2.8 wounds rhino lives against a nemesis dread psycannon on average a rhino does not.
      Big knight 3 hits still the average nemesis 1 to 2 wounds wounding on 5s. Las on 2s 2 to 3 wounds with a 1 dmg higher average and and into their 6+ no pain nemesis 2 dmg las cannon 5dmg
      Terminators math is about right both are wounding on 2s into their target and the flat 3 versus d6+1 helps out and if you roll average both equate to a unalived Terminator

  • @MrJDMBenji
    @MrJDMBenji 2 месяца назад

    Guard tanks 👌

  • @Leo___________
    @Leo___________ 4 месяца назад

    EZ, just nail all your 9 inch charges

  • @TheSniped117
    @TheSniped117 3 месяца назад

    Slow? Slow? Slow? They move 8" and auto advance 6" and they can do everything when they advance.

  • @XHobbiesPrime
    @XHobbiesPrime 4 месяца назад

    They seem pretty overtuned to me. Good at ranged or melee, invuln save, lots of tricks and shenanigans and cheaper than Redemptor dreads. These things are very undercosted.

  • @prestonpowell9222
    @prestonpowell9222 4 месяца назад

    Show me on the datasheet where the Psycannon touched you 🤣

  • @drduckymd4576
    @drduckymd4576 4 месяца назад +2

    Why you gotta expose the GK players like this 😢

    • @markus1351
      @markus1351 4 месяца назад

      GKs have no other option for anything with higher strenght than 6,.. so what would be your choise otherwise?

  • @markus1351
    @markus1351 4 месяца назад

    in any other army they would be totally overpowered,... for GKs,... it's their only working anti-tank

  • @markus1351
    @markus1351 4 месяца назад

    why the NDK destroys everything is because we have no other weapons with more than Strength 6

  • @Garthantula
    @Garthantula 4 месяца назад +21

    Wait, I thought it was female Custodes that were ruining 40k. Man, it’s getting hard to keep up with all these developments.

    • @leeksveeks4572
      @leeksveeks4572 4 месяца назад +4

      Female custodes in a dreadknight EVSISERATING 40K

    • @georgehutley
      @georgehutley 4 месяца назад +1

      Jesus, wouldn't want to fight one of those on the blob 😮

    • @James-tu8on
      @James-tu8on 4 месяца назад

      Coming soon to Wokehammer, cuck chairs so you can watch your best friend paint your models

    • @nationalsocialism3504
      @nationalsocialism3504 4 месяца назад +3

      Amazon is forcing GW to ruin the Lore... Dreadknights are similar to Imperial/Chaos Knights in that either your list can deal with them or your kist can't. If you have enough Anti-Armor then you win & if you don't then you lose.

    • @James-tu8on
      @James-tu8on 4 месяца назад

      Coming soon to Wokehammer, cuck chairs! so you can watch your best friend paint your models

  • @Mat_O.
    @Mat_O. 4 месяца назад

    I do not understand this community. Why nerf everything that is cool and strong, and not just give a counter that will work against it.

    • @AlainPilon
      @AlainPilon 4 месяца назад

      Let say the game includes 3 OP units and 20 average ones and 5 bad ones. If you fix the OP units by nerfing them, you only have impacted 3 units and the relative balance of the game stays the same. If you buff the bad ones, you may shift the power of everything else too much and you end up with an even worst problem afterward. While players dont like nerfs, logically speaking, it is the easiest/best way to go.

  • @suleimansufianov5702
    @suleimansufianov5702 4 месяца назад +2

    No vehicle should have an invuln higher than 5

    • @markus1351
      @markus1351 4 месяца назад

      every faction should have some way of anti-tank

  • @1onebegger
    @1onebegger 4 месяца назад

    Is this a joke? Dreadknights taking 40k by storm. I am a Grey Knight main and in a meta with lot of high strength multi damage weapons that can target Dreadknights even in melee because they are vehicles, they die way to easy. A squad of 3 eradicators will one shot a dreadknight. They are ok at best.

  • @oliverludwig6148
    @oliverludwig6148 4 месяца назад

    baby carrier

  • @Damnedlegion40k
    @Damnedlegion40k 4 месяца назад

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