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Made in us
Longtime Dakkanaut






Los Angeles, CA

Alright here is the second game I played with my crowe list... here is a refresher on what it contained...

Castellan Crowe

10x purifiers 4x psycannons 5x halberds
razorback twin linked assault cannons psybolt ammo

10x purifiers 4x psycannons 5x halberds
razorback twin linked assault cannons psybolt ammo

5x purifiers
razorback with twin linked assault cannons psybolt ammo

dreadnought 2x autocannons psybolt ammo

dreadnought 2x autocannons psybolt ammo

dreadnought 2x autocannons psybolt ammo

This time I got a 4 objective seize ground against daemons. The deployment was pitched and this is what the daemon army looked like...

herald of khorne on juggernaut with blessing of the blood god and fury of khorne

4x blood crushers fury of khorne icon musician

6x fiends

5x fiends

10x bloodletters

10x bloodletters

10x horrors bolt of tzeentch icon changeling

soul grinder tongue

soul grinder tongue



The daemons won the roll and predictably handed me first turn.

Here was how I chose to deploy.



The 5 halberd armed grey knights on foot were actually proxies for a mini-dev squad. I need to pick up 4 more psycannons if I keep liking this list. You can just see where i put crowe out of LOS behind the building.

Top of one... I just moved out about 6 more inches. I wanted to keep a reasonable screen in front of my devs, and didn't want any possible deep strike locations to appear behind me. I popped smoke with the lead razorbacks and tried to hide behind them for cover on the dreadnoughts.

Bottom of one the daemon player attaches his herald to a bloodletter unit, then asks for 2 soul grinders and 2 fiends... and gets them. the fiends both try for a spot behind the big building nearby and both of t hem scatter forward, one of them 11" and one 7". Careless dice rolling if you ask me The soul grinders deployed on the other flank, I'm not if I got a picture of them. But one scattered 7" toawrds my long table edge, almost giving him a rear shot on my dreadnought, but circumventing razorback cover for sure. He got decent run rolls with his fiends and manged to be much less exposed than his terrible scatters would have had him. And he killed one dreadnought between the two tongues.

Top of 2...



So this is what I was looking at on top of two. Sorry for the blurry picture, the tyranid warrior models are stand-ins for a fiend unit (still waiting on those fiends GW!). And through that doorway, the other unit of fiends could be seen by a few units of mine. I started with the dev squad into the fiends and dealt 5 unsaved wounds. This was enough for him to pull those front two models and be out of LOS for the rest of the turn. I should mention that I was going to attempt to charge the fiends with castellan crowe, but I only rolled a 4 to break from behind the building, and it appeared to me that I wouldn't quite make the charge. And so I just stayed tucked away, which is one of many "too bad" moments. The rest of my shooting went towards the two soul grinders, killing one and weapon destroying the other (I took the mouth)

Bottom of 2...

Daemons only got one reserve, the bloodletter unit with the herald. and landed it a bit away from my force and ran towards me. The damn soul grinder managed to get a 5" run and was going to be in charge range of that far left dreadnought. Another really big "too bad" moment, because he didn't wreck it and was therefore un-shoot-at-able. The two fiend units, now 2 strong and 4 strong, broke cover. The 4 man unit played it safe and just charged a razorback. The 2 man unit stretched a dual charge between another dreadnought and a razorback. The razorback was shaken but unfortunately the dreadnought was immobilized. The unfortunate razorback that was charge by 4 fiends exploded, killing 3 purifiers and putting a wound on crowe, i was not amused.

Top of 3. I couldn't shoot at the soul grinder, which was bad. So I dumped as much firepower as possible into the 4 strong fiend unit and the bloodletters. i wiped out the 4 strong fiends without having to charge them, and managed to kill a mere 4 bloodletters. My mini-dev purifiers were the only unit in position to charge the two man fiend unit, and I went with hammerhand. When all was said and done, I had only done two unsaved wounds, and lost two purifiers for my trouble, the lone remaining fiend hit and ran towards my rearmost dreadnought. The soulgrinder exploded the dread he was fighting and consolidated 4" this is what i was facing at the end of my turn 3. Not so good for me....


Bottom of 3.... Daemons again only got one reserve. the 10 man bloodletter unit. The crushers and horrors were still waiting their arrival, but he wasn't going to need them. The soul grinder was able to charge a 5 man halberd squad, the herald was able to detach from his unit and chage the 3 remaining mini-devs. he laughed off cleansing flame and my force weapon wounds with his 2+ invulnerable save and threw my grey knight into a ditch. The soul grinder blew up my other unit, I failed morale and ran off table when he failed to sweep me.

Top of 4. The end was nigh. But there were a few things I wanted to see. I debarked before moving my middle razorback with a halberd squad and got in position to charge the bloodletters who had just arrived in table center. Crowe got into the razorback (I probably should have charged the herald with him and turtled up. he was the only guy I had with an invuln. i could have heroic sacrificed if he killed me. Live and learn...) the razorback, the mini devs and the dreadnought all fired at the soul grinder, and in a final "too bad" moment, I got 2 more weapon destroyeds and two shakens. (cue the slide trombone fail song). Just to learn some more, we completed that combat with the halberd purifiers against the bloodletters. i shot their storm bolters and the two remaining storm bolters from the other unit, killing 3 total I think. Then I charged in and busted a cleansing flame, which only killed 2 more. Then my halberds went, but only killed 2 bloodletters. I had to take 6 WS5 power weapon attacks to the face at initiative 1, and they killed 3 models... Ouch. I only won by one and that killed one more bloodletter. It was pretty clear that I would be able to win that combat next turn by popping hammerhand and swinging at I6. But it was mostly just mutual destruction there. not as much pwnage on my part as i was expecting.

I offered my concession after the table looked like this, with a bloodcrusher unit and a horror unit automatically coming down.



Ok, more thoughts....

Firstly, and this batrep should make it perfectly obvious. Daemons are FAR from "screwed" against grey knights. If you built a daemon-hate GK army, and just spread as many warp quakes as possible, and sprinkled banisher henchmen across your lines, then of course they would have problems. Daemonbane is yawn-inducing, and even purifiers with fire support had a VERY difficult time with bloodletters. Furthermore, if they take one or more units with blessing of the blood god, then actually YOU are the one screwed over. Other than shooting, i had no way of killing that herald.

I misused crowe, and missed a good charge that would have saved me a bunch of choppy purifiers. I also might have been able to hold up the herald for a few turns. He didn't do anything this game... but it was my own fault.

The mini devs were amazing this game. the Daemons were always close, and 16 strength 7 shots? Uhh, yes please.

The halberd half of the purifiers got to demonstrate the upper reaches of their CC ability. I'm pretty happy with what they can do. They can't completely destroy every conceivable unit in the game, but I am really happy with their initiative, their number of attacks, and the two psychic powers they have access to. It'll be a tough call when I am in that combat with thunderwolves if I go for hammerhand or the force weapon. It'll be purely based on if they already have some wounds spread on their models or not. Also, a good rule of thumb for fighting against units completely comprised of power weapons. if there are enough of them where cleansing flame looks better than hammerhand and I6. Then you are probably fighting too many. Just a few enemy power weapons surivive and swing back and you are bleeding valuable models. Soften them up more first.

Razorbacks were great. Fortitude certainly comes up at least as much as you'd think. Ultimately, people are going to deny you fortitude by focsuing on a vehicle unitl its dead, but that is just fine. In any other scenario, they would just shoot till shaken, then move on to another vehicle.

My dreads got charged before they could finish off their job. There were some good run rolls involved, and then an unlucky immobilize right before their target moved out of their LOS. But I am still really loving the strength 8 shooting on the armor 12 fortitude platform.

In fact, I realized this morning that I did have points for a venerable instead of that naked purifier/razorback combo. At 1500 points I'm more than happy with 20 purifier models, and one more long range unit that was really hard to silence (but not that hard to kill) would have been nice. the venerable rule interacts so well with fortitude that it could possibly be worth the really high price tag.

Thanks again for reading




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Feel free to PM me to talk about your list ideas....

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Made in us
Willing Inquisitorial Excruciator





Sarasota, FL

As I expected, my Tzeentch/Khorne lists will do well against them because bolts and hellblades don't care what color the armor is... :-) I wanted to see the forceweapons vs. the crushers combat, most likely mutual assured destruction with halberds but would be cool to see. Thanks for the reports, what other opponents are lined up for you to test on?

7K Points of Black Legion and Daemons
5K Points of Grey Knights and Red Hunters  
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Gonna do this list today against an unknown (but different) codex. I'll batrep it for sure...

grand master rad grenades master crafted weapon

5x paladins warding stave halberd psycannon daemonhammer brotherhood banner

10x strike squad 2x psycannon psybolt
rhino

10x strike squad 2x psycannon psybolt
rhino

dreadnought 2x autocannon psybolt

dreadnought 2x autocannon psybolt

dreadnought 2x autocannon psybolt

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Committed Chaos Cult Marine





Great battle report! It's always tough to post a loss, thanks.

And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
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The New Miss Macross!





Deep Frier of Mount Doom

Shep wrote: if there are enough of them where cleansing flame looks better than hammerhand and I6. Then you are probably fighting too many. Just a few enemy power weapons surivive and swing back and you are bleeding valuable models. Soften them up more first.



how does the timing on that psychic power work? is it a before combat thing or does it replace your normal attacks?
   
Made in ca
Noble Knight of the Realm





Canada

Shep wrote:
10x purifiers 4x psycannons 5x halberds
razorback twin linked assault cannons psybolt ammo

10x purifiers 4x psycannons 5x halberds
razorback twin linked assault cannons psybolt ammo


Razorbacks can only hold 6 models, so isn't this an illegal list?

   
Made in us
Longtime Dakkanaut






Los Angeles, CA

warboss wrote:how does the timing on that psychic power work? is it a before combat thing or does it replace your normal attacks?


After assault moves have been made, but before any swings, the power gets used, in both friendly and enemy assault phases. Then, if passed, at initiative 10, all enemy models in combat are wounded on a 4+. Then, both sides get to fight as normal.... pretty nasty right?

NWansbutter wrote:Razorbacks can only hold 6 models, so isn't this an illegal list?


No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

It was another really fun game, actually! It was nice to play daemons a bit - I didn't have to think nearly as much as I did in the DE game. I really need to get more time in with the evil elves.


Automatically Appended Next Post:
Razorbacks can only hold 6 models, so isn't this an illegal list?

No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.


and they combat squad now

This message was edited 5 times. Last update was at 2011/03/17 18:48:24


Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Revving Ravenwing Biker




It still confused me that people don't understand how dedicated transports work.

You do not need to start in your dedicated transport. You do not need to be able to embark on your transport at the beginning of the game.

There used to be language for razorback dedicated transports that said "If the unit numbers less then 6...", but when combat squads were introduced, they did away with that. Taking a 10 man squad with a razorback and combat squading the unit is a tactic consistently used by other marine codices. That is exactly what he is doing here.
He could also start all 10 members of the squad outside the Razorback and never embark.



 
   
Made in ca
Noble Knight of the Realm





Canada

Shep wrote:
No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.


Well, you learn something every day. Thanks, this gives me fresh and useful ideas for the all-Inquisitorial henchmen list I've been thinking about.

   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

I guess it does bear mentioning that even some new codices specifically state unit size in order to buy them (like, dark eldar, to get a venom the unit HAS to be 5 models or less and for a raider the unit HAS to be 10 or less).

Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Interesting first game.

I think most all comer's gh lists are going to end up with one strike squad with warp quake. The ability to project a 24" corridor of deep strike mishap is going to be too much to pass up. It royall screws over drop pod lists and daemons, not to mention doing some pain to nid's that are using pods (especially since they can't separate from it).

It's going to force drop pod's and daemons to want to go first even in objective missions.
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

interesting warmaster...

If Im taking crowe at 1500 points. I am going to want the mini dev squad and the mini choppy squad x2. That is going to be all i'll ever need in terms of troops as far as I'm concerned. Warp quake is a small price to pay for cleansing flame, I don't have too difficult of a time versus drop pod lists, and they aren't very popular out here. And I'm ok with daemons being a rough matchup.

However, I have been making the version of this list that uses strike squads instead of purifiers and a grand master instead of crowe, and it could certainly make daemons have to think quite a bit more. If combat squadded, it could create two quakes at leadership 9 and 2 quakes at leadership 8. Once the daemons start showing up, they could fall back like hell, and buy themselves a lot more board position. the only problem with that is that they have half the CC attacks of purifiers, more expensive halberds, and no cleansing flame. So you maybe have succeeded in really tampering with deployment strategy for the daemons, but you have less psycannons to shoot at them, and much less chance of successfully surviving an assault with them.

The strike squad list does have one unmentioned advantage against all comers in that it has D3 grand strategy units. That can make for some scouting units in rhinos and some scoring dreadnoughts. Definitely a solid alternative to purifiers/crowe. But I don't think its much more difficult to handle for daemons. Which are generally landing pretty far away with fiends and soul grinders anyway.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

Scouting warp quakes? That could just be rude...

Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Regular Dakkanaut




Shep,

At some point, please do a battle report with 3x proxied dreadknights that shunt! Would love to see how they perform. Scary to see how the dread are tearing it up.

Team USA ETC Dark Elves 2010, 2011
 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Leenus wrote:Shep,

At some point, please do a battle report with 3x proxied dreadknights that shunt! Would love to see how they perform. Scary to see how the dread are tearing it up.


heh, yeah definitely... I really want to have that list in my "fun" bag... How about something like this?

grand master rad grenades master crafter weapon

terminator squad master crafted daemonhammer psycannon

terminator squad master crafted daemonhammer psycannon

terminator squad master crafted daemonhammer psycannon

dreadknight personal teleporter

dreadknight personal teleporter

dreadknight personal teleporter



Scout shunt if I go first, hide the GM out of LOS and psychic communion DS if i go second? i'll try and play this one on friday or saturday

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Shep wrote:
However, I have been making the version of this list that uses strike squads instead of purifiers and a grand master instead of crowe, and it could certainly make daemons have to think quite a bit more. If combat squadded, it could create two quakes at leadership 9 and 2 quakes at leadership 8. Once the daemons start showing up, they could fall back like hell, and buy themselves a lot more board position. the only problem with that is that they have half the CC attacks of purifiers, more expensive halberds, and no cleansing flame. So you maybe have succeeded in really tampering with deployment strategy for the daemons, but you have less psycannons to shoot at them, and much less chance of successfully surviving an assault with them.

The strike squad list does have one unmentioned advantage against all comers in that it has D3 grand strategy units. That can make for some scouting units in rhinos and some scoring dreadnoughts. Definitely a solid alternative to purifiers/crowe. But I don't think its much more difficult to handle for daemons. Which are generally landing pretty far away with fiends and soul grinders anyway.


Why would you care about having less psy-cannons against Daemons? For the matchup the str5 storm bolter's would do much better. Also I think one of the best uses of grand strategy will be giving normal strike squads counter attack. Plant them in cover storm bolter the fiends and then dare them to assault you. This after you force them to drop way far back in the first place.

I haven't seen the fine print on warp quake but the wording I've heard says that if you deep strike within 12 inch's you suffer a mishap. So that means that for daemons to be relatively safe they are going to have to drop around 19 inch's back beacause if they deviate inside the zone they mishap. That put's horrors out of shooting range, and everything except cav out of assault range on a hit. It also puts mawlocs, trygons, spore pods far enough out that you can guarantee two turns of shooting on them before they can assault.

I think 1 10 man squad with 2 psy-cannons, psi-bolt's, gives a large area of deep strike denial and it gives you more shots to toss down range. I definitly don't see taking more than one unit, especially in a crowe list.

This is mainly me thinking what are my daemons going to do against grey knights .
   
Made in us
Death-Dealing Dark Angels Devastator



Talladega, AL

BladeWalker wrote:As I expected, my Tzeentch/Khorne lists will do well against them because bolts and hellblades don't care what color the armor is... :-) I wanted to see the forceweapons vs. the crushers combat, most likely mutual assured destruction with halberds but would be cool to see. Thanks for the reports, what other opponents are lined up for you to test on?


....wouldn't they do nothing other then count as power weapons. I believe ALL demons are immune to instant death due to everyone having eternal warrior.

I ONLY NEED A 2 TO SAVE! .... ....
WDL
Space Marine Bike Army - 15/1/6
:tyranid: 3500 pts
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Made in us
Longtime Dakkanaut






Los Angeles, CA

Yeah, grey knight nemesis weapons can't instant death daemons.

But they have this extra rule called daemonbane. Its far less exciting than force weapon, but each unsaved wound on a daemon or psyker triggers a leadership test, if that test is failed, then scoop up the model.

It might factor in every so often.

And for warmaster... yeah ok, counter-attack is nice, and maybe reason enough to plump for the uber-expensive 5 point halberd on strike squads. I'm playing a game with strike squads and a grand master in about an hour, so I'll let you know how it goes. Not sure if my opponent will be deep striking. But if he isn't, and the strike squads are still decent, then we will know they are ok

And you are correct on the warp quake wording. Icons don't work, and landing within 12" after scatter is mishap city.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Fixture of Dakka





San Jose, CA

I think the that staple of every Grey Knight list must include at least 2 strike squads, even if they are min-sized 5-man squads with 1 psycannon in a rhino. Anti-DS defense is just as important as Psychic defense in a balanced Grey Knight army, especially in this day and age of daemons, drop pod armies, DoA angels, all-reserve nids and a whole bunch of other armies.

Shep wrote:
The strike squad list does have one unmentioned advantage against all comers in that it has D3 grand strategy units. That can make for some scouting units in rhinos and some scoring dreadnoughts.


That is a one-trick pony tactic. I'd much rather make my vendreads (or regular dreads for those who think vendreads are too expensive) scoring, sitting in cover firing their 4 BS5 S8 twin-linked autocannons (of course, assuming we are playing objective missions). Otherwise, counter-attack is far more useful.

Also, do dedicated transports also get the scout rule?

Warmaster wrote:
Why would you care about having less psy-cannons against Daemons? For the matchup the str5 storm bolter's would do much better.


Because this is a balanced, all-comer's list. It's got to deal with mech-heavy armies as well as non-meched armies. For an all-comer's list, you not only want psycannons, but you need them.

Warmaster wrote:
I haven't seen the fine print on warp quake but the wording I've heard says that if you deep strike within 12 inch's you suffer a mishap. So that means that for daemons to be relatively safe they are going to have to drop around 19 inch's back beacause if they deviate inside the zone they mishap. That put's horrors out of shooting range, and everything except cav out of assault range on a hit. It also puts mawlocs, trygons, spore pods far enough out that you can guarantee two turns of shooting on them before they can assault.


That's good for the knights. One of their strengths is mid-range shooting. If they can force you out to the 18"-24" area, then they have a better chance at beating you with their shooting.

Warmaster wrote:
I think 1 10 man squad with 2 psy-cannons, psi-bolt's, gives a large area of deep strike denial and it gives you more shots to toss down range. I definitly don't see taking more than one unit, especially in a crowe list.

This is mainly me thinking what are my daemons going to do against grey knights .


What I see is 2 5-man units w/psycannon and rhinos each. Put the GKSS's on the outsides and if you get first turn, move up 12". Against deep striking armies, that is especially cruel.

This message was edited 1 time. Last update was at 2011/03/17 20:44:55



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NWansbutter wrote:
Shep wrote:
No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.


Well, you learn something every day. Thanks, this gives me fresh and useful ideas for the all-Inquisitorial henchmen list I've been thinking about.


Perhaps the most illogical and stupid loophole in the game imho. It reeks of TFG.

Is it legal? Yes.

Would I ever do it and retain any self-resepct? No.

I can't expect you not to do it (as it IS legal) Shep, but it really leaves a bad taste in my mouth like nothing else in the game at present...

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Agile Revenant Titan




Florida

Why. It's been fine for awhile now. Buy 10 Marines and combat squad them. 5 go with the Razorback and 5 are elsewhere; it's a very viable option when dealing with Tactical Marines.

It appears your thinking stems back from older editions of 40K. I can appreciate that, especially when I look at the current Chaos Codex: it just seems to violate the tenets of 40K.

OT: thanks for the report. I'm really on the fence about a GK army. On the plus, the models look fantastic. On the downside, I really need to unload other Marine projects if I decide to jump into a GK army. Another bandwagon moment.


No earth shattering, thought provoking quote. I'm just someone who was introduced to 40K in the late 80's and it's become a lifelong hobby. 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

CT GAMER wrote:
NWansbutter wrote:
Shep wrote:
No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.


Well, you learn something every day. Thanks, this gives me fresh and useful ideas for the all-Inquisitorial henchmen list I've been thinking about.


Perhaps the most illogical and stupid loophole in the game imho. It reeks of TFG.

Is it legal? Yes.

Would I ever do it and retain any self-resepct? No.

I can't expect you not to do it (as it IS legal) Shep, but it really leaves a bad taste in my mouth like nothing else in the game at present...


i think you're overreacting and frankly most people would probably see YOU as TFG if you actually raised a stink about something that is clearly legal and completely unambiguous. it's simply a change in the codex that has been consistent for a few years worth of releases and not some sort of trick or a one-off rule that needs to be erratta'd. GW has the right to change their rules as long as they do so in a clear fashion (which they did).
   
Made in us
Battlefortress Driver with Krusha Wheel






Shep wrote:
warboss wrote:how does the timing on that psychic power work? is it a before combat thing or does it replace your normal attacks?


After assault moves have been made, but before any swings, the power gets used, in both friendly and enemy assault phases. Then, if passed, at initiative 10, all enemy models in combat are wounded on a 4+. Then, both sides get to fight as normal.... pretty nasty right?

No, its pretty broken. I cant wait to lose 15 orks out of 30 with my 6+ save to I10 combat flamethrower cheese. Fortunatley at the lfgs I can just refuse to play a GK player. Tourneys are gonna be total bs though. Guy came with his new GK list wednesday, asked everyone if they wanted to play a game, everyone is like "nope, nah, no thanks, actually I gotta go after this game" the only game he could get was vs spacewolves. Although it was delicious to see his 2 teleporting dreadknights with their 2+ saves totally neuter the long fang spam.

warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!

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Made in us
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warboss wrote:
CT GAMER wrote:
NWansbutter wrote:
Shep wrote:
No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.


Well, you learn something every day. Thanks, this gives me fresh and useful ideas for the all-Inquisitorial henchmen list I've been thinking about.


Perhaps the most illogical and stupid loophole in the game imho. It reeks of TFG.

Is it legal? Yes.

Would I ever do it and retain any self-resepct? No.

I can't expect you not to do it (as it IS legal) Shep, but it really leaves a bad taste in my mouth like nothing else in the game at present...


i think you're overreacting and frankly most people would probably see YOU as TFG if you actually raised a stink about something that is clearly legal and completely unambiguous. it's simply a change in the codex that has been consistent for a few years worth of releases and not some sort of trick or a one-off rule that needs to be erratta'd. GW has the right to change their rules as long as they do so in a clear fashion (which they did).


And if you learn to read you will see that while I don't like it (for a number of reasons on a number of levels) I clearly stated that it is RAW legal and thus I can't tell Shep (or anyone else) not to do it.

No fuss raised. But I will certainly state my dislike of it when the issue is raised. Discussion forum after all...


back OT: I really would have liked tyo see Crowe make that charge.


This message was edited 3 times. Last update was at 2011/03/17 23:33:42


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CT GAMER wrote:And if you learn to read you will see that while I don't like it (for a number of reasons on a number of levels) I clearly stated that it is RAW legal and thus I can't tell Shep (or anyone else) not to do it.

No fuss raised. But I will certainly state my dislike of it when the issue is raised. Discussion forum after all...


rule #1 buddy; i won't rudely question your literacy but would ask you to reread that rule. questioning someone's literacy as well as namecalling (which is what bringing up TFG is ultimately) just comments on your own character.
   
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warboss wrote:
CT GAMER wrote:And if you learn to read you will see that while I don't like it (for a number of reasons on a number of levels) I clearly stated that it is RAW legal and thus I can't tell Shep (or anyone else) not to do it.

No fuss raised. But I will certainly state my dislike of it when the issue is raised. Discussion forum after all...


rule #1 buddy; i won't rudely question your literacy but would ask you to reread that rule. questioning someone's literacy as well as namecalling (which is what bringing up TFG is ultimately) just comments on your own character.


Seriously, take a deep breathe.

Shep can fight his own battles if he feels attacked.

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Syracuse, NY

jy2 wrote:

Also, do dedicated transports also get the scout rule?


A unit with scout confers the rule to its dedicated transport if embarked. This is what enables Chosen to outflank or to use the more traditional 'scout' move.

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CT GAMER wrote:
warboss wrote:
CT GAMER wrote:
NWansbutter wrote:
Shep wrote:
No, its legal. Units larger than 6 may buy transports with a capacity of only 6, they just can't get into them.


Well, you learn something every day. Thanks, this gives me fresh and useful ideas for the all-Inquisitorial henchmen list I've been thinking about.


Perhaps the most illogical and stupid loophole in the game imho. It reeks of TFG.

Is it legal? Yes.

Would I ever do it and retain any self-resepct? No.

I can't expect you not to do it (as it IS legal) Shep, but it really leaves a bad taste in my mouth like nothing else in the game at present...


i think you're overreacting and frankly most people would probably see YOU as TFG if you actually raised a stink about something that is clearly legal and completely unambiguous. it's simply a change in the codex that has been consistent for a few years worth of releases and not some sort of trick or a one-off rule that needs to be erratta'd. GW has the right to change their rules as long as they do so in a clear fashion (which they did).


And if you learn to read you will see that while I don't like it (for a number of reasons on a number of levels) I clearly stated that it is RAW legal and thus I can't tell Shep (or anyone else) not to do it.

No fuss raised. But I will certainly state my dislike of it when the issue is raised. Discussion forum after all...


back OT: I really would have liked tyo see Crowe make that charge.




Hey CT Gamer, I'm quite interested in why you feel strongly about this. Aren't most units that can do this combat-squaddable? Surely in that case it makes perfect sense. I agree that for units without that ability, it does sort of stink of gamesmanship. Also shows how good vehicles, especially cheap armed transports, are in 40k atm, otherwise no-one would ever exercise this ability!

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Shep wrote:
The strike squad list does have one unmentioned advantage against all comers in that it has D3 grand strategy units. That can make for some scouting units in rhinos and some scoring dreadnoughts.


I was under the impression vehicles can not hold objectives. (i.e. see BA Death Company Dreads), do GK have something that ignores this rule from the BRB? Or where you referring to the fact that they would just count as scoring but not actually hold an objective?

This message was edited 1 time. Last update was at 2011/03/19 19:35:39


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