48339
Post by: sudojoe
Acidian wrote: sudojoe wrote:Ya, the first page is really in need of some fixing again. I think origionally it started as an update guide to people that's been playing GK for a while but now I think I'll redo the thing as a primer or sorts as that's what it's turning into.
Thank you a lot for the help! I think I will do as you sugest and just keep the terminators so I can test them in different ways and see how I like them. I only get 5 in a box, so I will probably go 4 halberds and one sword, as I think you theorycrafted that it was the best combination earlier. Then put the sword on the justicar if running with regular terminators rather than paladins. I only play against friends for the most part, as I work saturdays and can rarely make it to proper tournaments, so competitiveness is not that important. That said, the one I play against the most just got a necron army for testing in sixth, and reading on these forums it does not bode well for me. :3
Regarding the OP, I was not sure how current and up to date it was, as I wasn't sure if it was written with the released rulebook in hand, but when I was reading the thread I noticed you mention that you are still updating the OP.
I have a bunch of black templar troops I can use as proxies as well, then I can buy some more grey knights to replace them next month. I think I will build one strike squad and one purified squad and test stuff out and see what I like the best. Thank you for pointing out that I can get the autocannons from the quad gun in the ADL. Since I need 4 arms and a quad gun as well, I might take a look at the box that contains two bastions and 4 quads, or I might just get the forgeworld variant depending on how expensive it gets.
I will drop the staff, and as learning 6th edition is enough at the moment, I have steered away from psykers and librarians, something I will come back to when I am more comfortable with the rules. I had a 7 hour long game yesterday at the local store just learning the rules again, and we didn't even finish! However, I know a lot of the people there so a lot of time was spent just talking to people dropping by the table we were playing at, and taking some longer breaks as well, but it was still pretty long.
Another game related question, I have a ton of rhinos/razorbacks lying around (sicne my other army is a SoB army) and a landraider crusader from my BT days (I have pretty much given up BT), is there any point using them anymore? Crusader just seems to expensive, especially when we can't assault out of it anymore, and having rhino's in the army seems to just give the enemy a free first blood and people on the forums say first blood is a pretty big deal now. Since you mention that acolytes are good for spamming tanks, I assume you put them in a razorback or chimera? Acolytes seems like an easy way to get scoring units on the table in combination with colteaz, and increasing the number of bodies in the squad shouldn't be too hard if that is what's needed, but at some point it must be better to just get another strike squad?
I also have a techmarine, and I bought him just because I liked the model so much, but never gotten much use out of him. I see you recommend him a bit, but I am not sure how he would fit in the list, isn´t me better if you are using a lot of mech?
A question regarding modeling rather than playing, I really don't like the look of colteaz and am wondering if it would be 'legal' for me to use a similar model, add a hammer to it, but without the eagle? Some helpful GW employee at the store in town told me I could just chop of the eagle from the colteaz model, and I assume he wouldn't have said that if I couldn't use it in tournaments afterwards. I would like to go a step further and use a completely different model as I just don't like the official model very much.
Thank you again for the help, and sorry for all the stupid newbie questions.
Necrons does suck, and if you really get beat too much, let us know and we'll see what we can craft up for you. Incidentially, 2+ armor are kind of good vs necrons actually.
The 1st page is actually fairly up to date. The last update was like just before thanksgiving  v1.1 means it's up to date with the latest rule book FAQ essentially.
Black templar proxies are going to be pretty handy in my opinion. One combo I think will work well for GK would be space wolves with nice rune priest power buffs/psy defense and more long fangs for support. Lower on the air support side of things however but it's a good combo especially if your local meta hasn't got too many aircraft yet. Just be careful of baleflamers from chaos.
Alternative place to get AC arms are second hand market sites like puppetzwars. They have them in resin premade and is a bit cheaper than getting more aegis lines.
Rhinos (and even sisters are really fun as allies well in my opinion, I personally run a fun St. Celestine + Justicar Thawn list that I use for friendly games), are still useful and can still work but I'll just preface by saying they are much harder to use to optimum effect now though not that impossible. Just treat them like extra squad member and it'll make alot of sense. An alternative use would be if you say have alot of repressors/immolators to proxy them as razorbacks and use cheap henchmen rhino spam which from the last tourny JY2 went to, still did very well with target saturation. Might need a dreadknight to really shine I think. JY2's opponent used essentially all 3 body henchemen with razorbacks and heavy bolters with psybolts backed up by a DK and psyfle dreads. Having coteaz means you have a good chance to go first so with that much firepower, you should be able to torrent things for first blood quite often. Just remember the new searchlight rules.
The land raider crusader with AC + psybolt is quite useful and still a very fun choice. As others have pointed out, DCA are very good taking advantage of the grenade launchers on it. I personally like to launch those or purifiers out of them as a melee build. Terminators also work.
The techmarine is quite good still in my opinion as either a grenade caddy in an assault unit, and buffing some fire support hiding in ruins with bolster as it'll be a 3+ cover save for like your dreadnaughts to use as a shooting platform. Combine him with like an assault purifier loadout inside the crusader can wreck face pretty much everywhere.
Coteaz model choice is more up to you. I personally like the model but as long as you remember that it will be your army and what you find to be good looking will be the most important rule! Good luck =)
19370
Post by: daedalus
Godless-Mimicry wrote:Problem is DCAs are just as likely to get killed in combat if they don't wipe out the enemy also. They are destined to be a one trick pony that can't perform that one trick unless in open ground, which is why hardly anyone uses them anymore.
For the most part, yes, and I've certainly had my fair share of that happening. I've also wiped Grey Hunter squads down to 2 guys, and then saved the wounds with an attached crusader's storm shield.
I do agree that they're hard to use and prone to getting wiped one way or the other. I also think that, at least for me and my meta, 90 points is a fair price for a fragile unit amidst a sea of 2+ and 3+ save units. I can afford to have one squishy unit.
Of course, the insanity that we saw a year ago where people were building entire armies of nothing but DCA might have been going a little too far.
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Post by: Acidian
sudojoe wrote:
Necrons does suck, and if you really get beat too much, let us know and we'll see what we can craft up for you. Incidentially, 2+ armor are kind of good vs necrons actually.
The 1st page is actually fairly up to date. The last update was like just before thanksgiving  v1.1 means it's up to date with the latest rule book FAQ essentially.
Black templar proxies are going to be pretty handy in my opinion. One combo I think will work well for GK would be space wolves with nice rune priest power buffs/psy defense and more long fangs for support. Lower on the air support side of things however but it's a good combo especially if your local meta hasn't got too many aircraft yet. Just be careful of baleflamers from chaos.
Alternative place to get AC arms are second hand market sites like puppetzwars. They have them in resin premade and is a bit cheaper than getting more aegis lines.
Rhinos (and even sisters are really fun as allies well in my opinion, I personally run a fun St. Celestine + Justicar Thawn list that I use for friendly games), are still useful and can still work but I'll just preface by saying they are much harder to use to optimum effect now though not that impossible. Just treat them like extra squad member and it'll make alot of sense. An alternative use would be if you say have alot of repressors/immolators to proxy them as razorbacks and use cheap henchmen rhino spam which from the last tourny JY2 went to, still did very well with target saturation. Might need a dreadknight to really shine I think. JY2's opponent used essentially all 3 body henchemen with razorbacks and heavy bolters with psybolts backed up by a DK and psyfle dreads. Having coteaz means you have a good chance to go first so with that much firepower, you should be able to torrent things for first blood quite often. Just remember the new searchlight rules.
The land raider crusader with AC + psybolt is quite useful and still a very fun choice. As others have pointed out, DCA are very good taking advantage of the grenade launchers on it. I personally like to launch those or purifiers out of them as a melee build. Terminators also work.
The techmarine is quite good still in my opinion as either a grenade caddy in an assault unit, and buffing some fire support hiding in ruins with bolster as it'll be a 3+ cover save for like your dreadnaughts to use as a shooting platform. Combine him with like an assault purifier loadout inside the crusader can wreck face pretty much everywhere.
Coteaz model choice is more up to you. I personally like the model but as long as you remember that it will be your army and what you find to be good looking will be the most important rule! Good luck =)
I will have to check that puppetswars page and see what bits they have, but right now I think I am going to get a buddy inn on the box that contains the two bastions and 4 ADF, as I want to test and see how bastions works as well now.
This is what I ended up doing with colteaz: https://dl.dropbox.com/u/95293/IMAG0199.jpg
Don't want to stray too far off topic, but I just used a BT sword brethren with a paladin head (I always use helmets when I can, think gw heads look like crap) and a hammer from the regular squad box, then filed off the templar mark on the shoulderpad. This was my first time spraying white, and I must have messed something up because I have lost too much detail on the plastic pieces, and there are some strange black lines on them as well. Seems like I used too much paint, but I used about the same amount as I do on my black spray. Still thought it went pretty well as my first remodeling job.
Since I kept my terminators I am going to try and test them from my land raider crusader and am actually pretty psyched about doing it.
Now I just need to figure out if I want hurricane bolters on my raven or not, went with melta and las as my other options. I noticed you can put a dreadnaught in this thing, but don't know if that is a good idea or not, it is a fun idea though.
19370
Post by: daedalus
Don't attach your dread to the stormraven. GK Dreads should be shooting every moment they can. The problem here is that he cant shoot from the back of the raven, and sadly, pretty much any build of the Dread is outshined by the psyfleman. The only other build I would consider is asscannon+TLAC.
48339
Post by: sudojoe
I'm fixing on buying some space wolf allies lately now to make my lists more all comers and I'm debating on basically a GK shooting line with space wolf psyker defense with rune priests.
one of them probably will be my JAWS priest and the other a divination buffer for some long fang squad. Probably a cheap grey hunter squad in a drop pod along with priest (or just have priest hang out in midfield behind LOS) as well as lone wolf deep striking somewhere.
GK to bring storm raven, DK and psyfledread. coteaz, 1 squad of purifiers, and then shooty strikes with some shooty henchmen.
Sounds good on paper so far but really hard to fit in enough stuff at 1500 points. As I'm still shopping for models, think I'm better off with some missle fangs or like multi-meltas or las cannons better for the long fangs? And I'm still not sure what to do with the lone wolf. Never ran one before and now sure how to best equip him. It'd really change what model I shop for if I can pre-determine wargear.
Another delimia I'm having is my GK + necron army seems to be mostly necron assault (d.lord + wraiths, min war squad + doomscythe and night scythe). Thinking of trying something with necron shooting and GK assault. Anyone find that one works better or the other? (thinking like modrak assault + shunting DK along with crons immortal shooting via tesla or is heavy gauss better? arrg)
14674
Post by: serotol
Hi there guys, what do you think is better on a 2000pt list, a grand master, or an ordo xenos inquisitor and a dreadknight,
the list: http://www.dakkadakka.com/dakkaforum/posts/list/492408.page
the grand master would make the paladins scoring (which is huge), but they would lose precience and a dreadknight always comes handy. help!!
62714
Post by: Kohala
I haven't seen or hear about GK players deep striking their Strike Squads a lot. Is there a reason or major downside to this? It seems like a great way to get your strike squads into 24" gun range right away.
I was toying with a list @1850 of:
Grandmaster 2x servo skulls
4 Strike Squads
2 DKs with teleporters and heavy incinerators
1 Storm Raven
I could start with DKs and 1 strike squad on board, and deep strike 3 Strikes turn 2, along with shunting the DK's at the same time. Seemed like a solid idea to me, but everyone seems to favor rhinos or footslogging.
14674
Post by: serotol
does the grandmaster starts on board?
62714
Post by: Kohala
Unfortunately yes, as I would probably want to use psychic communion just to be safe. Would be better if he was deep striking though.
49693
Post by: Godless-Mimicry
Kohala wrote:I haven't seen or hear about GK players deep striking their Strike Squads a lot. Is there a reason or major downside to this? It seems like a great way to get your strike squads into 24" gun range right away.
I was toying with a list @1850 of:
Grandmaster 2x servo skulls
4 Strike Squads
2 DKs with teleporters and heavy incinerators
1 Storm Raven
I could start with DKs and 1 strike squad on board, and deep strike 3 Strikes turn 2, along with shunting the DK's at the same time. Seemed like a solid idea to me, but everyone seems to favor rhinos or footslogging.
I only Deep Strike my Strikes when there's a very good reason, such as facing Tau in Hammer and Anvil. Otherwise having all that firepower to bear from turn 1 is a much better course of action.
65608
Post by: FormlessDragon
sudojoe wrote:Another delimia I'm having is my GK + necron army seems to be mostly necron assault (d.lord + wraiths, min war squad + doomscythe and night scythe). Thinking of trying something with necron shooting and GK assault. Anyone find that one works better or the other? (thinking like modrak assault + shunting DK along with crons immortal shooting via tesla or is heavy gauss better? arrg) I like this shooty-cron-assaulty/shooty- gk build: HQ Necron Overlord (Warscythe, ResOrb) - 120 Inquisitor [Grey Knights] + 3x Servo Skulls - 34 Elite Necron Overlord's Royal Court (2x Harbingers of the Storm) - 50 Troops Warriors (20x) + Ghost Ark - 375 Immortals (10x) Tesla Carbines - 170 Warriors (5x) + Night Scythe - 165 Warriors (5x) + Night Scythe - 165 Strike Squad (10x) [Grey Knights] + 2x Psycannons - 220 Strike Squad (10x) [Grey Knights] + 2x Psycannons - 220 Heavy Support Annihilation Barge - 90 Annihilation Barge - 90 Nemesis Dreadknight [Grey Knights] + Heavy Incinerator + Personal Teleporter - 270 30x T4 Warriors (20x) with killer Reanimation+Ghost Ark+ResOrb 10x T4 Immortals with near MEQ saves PLUS Reanimation 20x T4 Marines with Psycannons and Power Weapons That's a pretty decent amount of survivable boots on the ground! (Overlord goes with Warrior blob. Harbys go in the Night Scythes as armor crackers. Deep Strike the Strike Squads and Dreadknight on a Servo Skull to reduce scatter. Necrons hold the backfield and march forward to midfield. Grey Knights take the midfield and march forward to opponent's deployment.) This build has about 31 points to spare, short of 2k. (Bumping up the Inquisitor to a Psyker with Divination powers is fun.) (You could also drop a couple Warriors from the blob to get a Harby of Destruction and a Solar Pulse to help on that first turn before Deep Strikers and Night Scythes arrive, and the Pulse Tek can sit in the Ghost Ark and fire at a different target than the blob.)
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Post by: Godless-Mimicry
I don't see the point of that list; the Necrons aren't adding anything the Grey Knight don't already have and vice versa. If you are going to ally Necrons and Grey Knights, you spam Scythes or Wraiths to add something new for the Grey Knights. Otherwise the list has no synergy, it's just some mid-range shooting units from one army along side some rid-range shooting units from another. The Grey Knights have so little presence you'd be better off just playing Necrons.
55033
Post by: LValx
I'd disagree with you on that Godless. That list is pretty good. My only gripe is that the inquisitor is pretty worthless, find the points for coteaz or find the points for a psycannon inquisitor with prescience. Necrons allow you to take cheap fliers and some cheap AV13. The DK works really nicely with a list like that due to it requiring the same sort of firepower that the AV13 requires to disable. I'd probably drop the Personal Teleporter on the DK for a better GK HQ. I am also not crazy about small amounts of fliers as I find that without strength in numbers they end up dying too easily. I'd probably take a 3rd Anni Barge and maybe a second Ghost Ark. That'll give 5 AV13 vehicles and a 2+ MC that are tough to take down. The infantry numbers are strong and at midfield you should be able to blow most folks off the table. For this reason I'd also consider a Pulse, just to ensure that you will make it to midfield with relatively few casualties. 1 Veiltek to put with the big blob would also be quite good as it gives you a way to throw the weight of that unit around during the end game.
I understand why someone would recommend Wraiths, but with shooting being so much better than assault in 6th, I'd rather have the cheap 'Cron firepower.
65608
Post by: FormlessDragon
LValx wrote:I'd disagree with you on that Godless. That list is pretty good. My only gripe is that the inquisitor is pretty worthless, find the points for coteaz or find the points for a psycannon inquisitor with prescience. Necrons allow you to take cheap fliers and some cheap AV13. The DK works really nicely with a list like that due to it requiring the same sort of firepower that the AV13 requires to disable. I'd probably drop the Personal Teleporter on the DK for a better GK HQ. I am also not crazy about small amounts of fliers as I find that without strength in numbers they end up dying too easily. I'd probably take a 3rd Anni Barge and maybe a second Ghost Ark. That'll give 5 AV13 vehicles and a 2+ MC that are tough to take down. The infantry numbers are strong and at midfield you should be able to blow most folks off the table. For this reason I'd also consider a Pulse, just to ensure that you will make it to midfield with relatively few casualties. 1 Veiltek to put with the big blob would also be quite good as it gives you a way to throw the weight of that unit around during the end game.
I understand why someone would recommend Wraiths, but with shooting being so much better than assault in 6th, I'd rather have the cheap 'Cron firepower.
So a little bit more like this:
HQ
Necron Overlord (Warscythe, ResOrb) - 120
Inquisitor [Grey Knights] + Termy Armor + Psyker + Psycannon + 3x Servo Skulls - 119
Elite
Necron Overlord's Royal Court (2x Harbingers of the Storm) - 50
Troops
Warriors (15x) + Ghost Ark - 310
Warriors (10x) + Ghost Ark - 245
Warriors (5x) + Night Scythe - 165
Warriors (5x) + Night Scythe - 165
Strike Squad (10x) [Grey Knights] + 2x Psycannons - 220
Strike Squad (10x) [Grey Knights] + 2x Psycannons - 220
Heavy Support
Annihilation Barge - 90
Annihilation Barge - 90
Annihilation Barge - 90
Nemesis Dreadknight [Grey Knights] + Heavy Incinerator - 160
Ok, so this comes in at 2,044 points (and its before I could add a Pulse Tek).
Lost 5 Warriors in the trade, but gained a 2nd Ghost Ark, a 3rd Annih Barge, and lost the PT on the Dreadknight. Oh yeah, and got the Termy Psycan Inquisitor with Divination.
You would need to cut just a bit more to get under 2k, and a bit more than that to add in the Pulse Tek.
49693
Post by: Godless-Mimicry
LValx wrote:I'd disagree with you on that Godless. That list is pretty good.
I never said it wasn't good, I just said I don't see why he isn't playing pure Necrons, as it would be stronger than that particular list. Generally when it comes to allies there's a simple rule; if it fills a gap and synergises it's stronger (e.g. Grey Knights with Scythe SPAM), if it fills the same roles with little synergy it is diluted and weaker (e.g. above).
If you drop the Ghost Arks for two more Scythes in the list above you start getting some of that, however the Grey Knights are still too weak a presence and don't fill any gaps. Terminators would work better than Strikes for that list because they give Crons something they don't have, whereas Strikes fulfil the same role as Warriors and Immortals. With Terminators you make target priority difficult for the enemy, as Terminators and Necrons both need dedicated offense to take them down, whereas MEQ don't so much. Thawn in particular works very well along side Necrons.
55033
Post by: LValx
The major weakness of a Necron army is troops that lack offensive punch. Sure they are basically marines in survivability but they lack any counterattack threat and don't even shoot particularly well outside of 12", Strikes give you some decent anti-meq counter attack and give you great 24" shooting. I think they fit perfectly and do provide an extra dimension. Automatically Appended Next Post: @ Formless. I like that list!
20243
Post by: Grey Templar
Tesla Immortals have superior offensive punch then Warriors.
Warriors are taken in large blobs as tarpits(when babysat by Ghost Arks)
48339
Post by: sudojoe
I personally hate fighting tesla immortals but there's always a nagging feeling that I want to take the heavy gauss guns instead. I currently have constructed some 10 tesla immortals, but wondering if I should make anymore with heavy gauss or just depend on the warriors for that?
Reason I'm trying to move away a bit from scythe spam is that more and more people seem to allow forgeworld stuff now a days and skyfire/interceptors are getting very nasty with like saber defense platforms. I already have 3 necron fliers atm and can always sub in a 3 day old croissant if I need more I suppose
Trying to come up with more anti-all comers atm. Given the effectiveness of baleflamers and vector stirking dragons, I'm getting the itch that there will soon come another meta change. Just trying to stay ahead of the curve atm  *hence the experiment with drop pods and space wolf craziness along with shifting my necron abilities*
20243
Post by: Grey Templar
The Heavy Gauss guns are only superior against vehicles. Tesla is far superior against everything else, even things your AP ignores the armor of.
49693
Post by: Godless-Mimicry
LValx wrote:The major weakness of a Necron army is troops that lack offensive punch. Sure they are basically marines in survivability but they lack any counterattack threat and don't even shoot particularly well outside of 12", Strikes give you some decent anti- meq counter attack and give you great 24" shooting. I think they fit perfectly and do provide an extra dimension.
Just because the Strikes do the role better than the Warriors (and they should considering the extra cost) that doesn't mean their role is different. They are both shooty units, but focusing on rate of fire, and both operate at mid-table. What happens when you put those units down together is the opponent blasts those Strikes away first because it's a very simple case of which is easier to kill. If that was a unit of Terminators on the other hand that distinction is no longer so clear. And if you are specifically looking for anti- MEQ then take one of the much better options in the Necron Codex for that role, because that is not what Strikes excel at.
Grey Knights and Necrons as an allied combo have placed at some tournaments AFAIK, but none of the lists looked like the one above. If allies are to be effective, they have to perfectly compliment each other, which these particular units don't do.
58317
Post by: tuiman
I agree with godless.
If you are going to ally you really really have to think about what you want. Especially because gk have no battle-brothers. You have to take something that you cant get in our book. Otherwise you will just be wasting points.
You take strike squads for spamming strength 5 shooting and psycannon, they are not combat units. No different to taking 10 immortals with tesla for less points. The list is alright but I kind of agree with everything said above, you could be just as good playing pure crons.
Just my 2c
61164
Post by: Goat
sudojoe wrote:I personally hate fighting tesla immortals but there's always a nagging feeling that I want to take the heavy gauss guns instead. I currently have constructed some 10 tesla immortals, but wondering if I should make anymore with heavy gauss or just depend on the warriors for that?
Reason I'm trying to move away a bit from scythe spam is that more and more people seem to allow forgeworld stuff now a days and skyfire/interceptors are getting very nasty with like saber defense platforms. I already have 3 necron fliers atm and can always sub in a 3 day old croissant if I need more I suppose
Trying to come up with more anti-all comers atm. Given the effectiveness of baleflamers and vector stirking dragons, I'm getting the itch that there will soon come another meta change. Just trying to stay ahead of the curve atm  *hence the experiment with drop pods and space wolf craziness along with shifting my necron abilities*
The last part about wolf craziness, OMG a buddy of mine plays wolves and another one just converted. Half of my meta is now combi-wolfguard drop pods and grey hunter drop pods backed by missle fun and a divination priest.
Turn 1 is so key that its make or break for the game. If I go first warp quake all over the place and I'm fine, I can protect things from the rain of plasma. I enjoy the tactic because I'm jelly that I don't get to use drop pods. I wish we had the 1d6 scatter like BA since GK fluff is surgical insertions, do the deed and get out of dodge.
14674
Post by: serotol
I already posted this ealier but got no answers so I'll ask again what do you think is better on a 2000pt list, a grand master, or an ordo xenos inquisitor and a dreadknight,
the list: http://www.dakkadakka.com/dakkaforum/posts/list/492408.page
the grand master would make the paladins scoring (which is huge), but they would lose precience and a dreadknight always comes handy.
61164
Post by: Goat
serotol wrote:I already posted this ealier but got no answers so I'll ask again what do you think is better on a 2000pt list, a grand master, or an ordo xenos inquisitor and a dreadknight,
the list: http://www.dakkadakka.com/dakkaforum/posts/list/492408.page
the grand master would make the paladins scoring (which is huge), but they would lose precience and a dreadknight always comes handy.
At 2k I'd take a GM, Coteaz and 2 heavy incinerator/teleporting DK's. The rest I'd fill in with troops and a stormraven.
65608
Post by: FormlessDragon
Godless-Mimicry wrote:LValx wrote:The major weakness of a Necron army is troops that lack offensive punch. Sure they are basically marines in survivability but they lack any counterattack threat and don't even shoot particularly well outside of 12", Strikes give you some decent anti- meq counter attack and give you great 24" shooting. I think they fit perfectly and do provide an extra dimension. Just because the Strikes do the role better than the Warriors (and they should considering the extra cost) that doesn't mean their role is different. They are both shooty units, but focusing on rate of fire, and both operate at mid-table. What happens when you put those units down together is the opponent blasts those Strikes away first because it's a very simple case of which is easier to kill. If that was a unit of Terminators on the other hand that distinction is no longer so clear. And if you are specifically looking for anti- MEQ then take one of the much better options in the Necron Codex for that role, because that is not what Strikes excel at. Grey Knights and Necrons as an allied combo have placed at some tournaments AFAIK, but none of the lists looked like the one above. If allies are to be effective, they have to perfectly compliment each other, which these particular units don't do. @godless I want to understand more. (I have very limited experience... collecting for about 2 or 3 months... have played a grand total of 1 game now.) Can you give me a comparative analysis between GK and Necron units so that I can understand the niches a particular unit excels at, and which race does it better (or does it effectively for cheaper points)? (Maybe you could start with what the niches are? I'm guessing things like Anti-Infantry (Anti- TEQ, Anti- MEQ, Anti- GEQ), Anti-Tank, Anti-Flyer. I'm also guessing that how they get the job done can factor in (close combat, range to 12", range to 24", long range, etc.)) A tactical understanding of what niche each GK unit excels at, and an understanding of how that niche can have synergy with other niches would be immensely tactically useful to a beginner like myself.
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Post by: jy2
serotol wrote:I already posted this ealier but got no answers so I'll ask again what do you think is better on a 2000pt list, a grand master, or an ordo xenos inquisitor and a dreadknight,
the list: http://www.dakkadakka.com/dakkaforum/posts/list/492408.page
the grand master would make the paladins scoring (which is huge), but they would lose precience and a dreadknight always comes handy.
If you're going to take a paladin army, then you need to really consider Draigo. He can make the paladins scoring as well as the dreadknights (or give your pallies re-roll's of 1's). More importantly, he will be your tanking character to keep your pallies alive, absorbing those lascannons, meltas, lances, powerfists and othe insta-killing attacks.
However, if you don't want to go the Draigo route, then I'd probably keep it as-is. They don't really need to be scoring. I'd play them more as a sacrificial unit going to contest the enemy. Keep your support units like the dreadknight. You can also improve on the list:
- Drop all those excessive wargear on the Inquisitor. Just make him a Lvl 1 psyker so that he can give your strikers Prescience.
- Your 2 rhinos are just going to be easy First Blood points. Consider swapping them out for an ADL with quad-guns. I like the ADL for a primarily foot-lists. It also helps against flyers which you aren't too strong with.
- If you want a little more scoring, add 1 or even 2 3x henchmen units. Hey, can't get any cheaper than a 12-pt scoring unit.
- Remember, don't put the MC-Daemon hammers on your striker justicars. They're just going to be challenge-bait.
Automatically Appended Next Post: FormlessDragon wrote:
HQ
Necron Overlord (Warscythe, ResOrb) - 120
Inquisitor [Grey Knights] + Termy Armor + Psyker + Psycannon + 3x Servo Skulls - 119
Elite
Necron Overlord's Royal Court (2x Harbingers of the Storm) - 50
Troops
Warriors (15x) + Ghost Ark - 310
Warriors (10x) + Ghost Ark - 245
Warriors (5x) + Night Scythe - 165
Warriors (5x) + Night Scythe - 165
Strike Squad (10x) [Grey Knights] + 2x Psycannons - 220
Strike Squad (10x) [Grey Knights] + 2x Psycannons - 220
Heavy Support
Annihilation Barge - 90
Annihilation Barge - 90
Annihilation Barge - 90
Nemesis Dreadknight [Grey Knights] + Heavy Incinerator - 160
Ok, so this comes in at 2,044 points (and its before I could add a Pulse Tek).
Lost 5 Warriors in the trade, but gained a 2nd Ghost Ark, a 3rd Annih Barge, and lost the PT on the Dreadknight. Oh yeah, and got the Termy Psycan Inquisitor with Divination.
You would need to cut just a bit more to get under 2k, and a bit more than that to add in the Pulse Tek.
The list is actually pretty good. Here are some suggestions though:
- You need Mindshackle Scarabs for your Overlord. MSS is a MUST.
- You need Psybolt Ammo on your strikers. Psybolt ammo on a 10-man striker squad is a MUST.
- I would downsize the warriors so that they + crypteks + any IC's can all fit within the ghost ark. By reducing the 15-man warrior unit, then you should have some points for the above upgrades.
- If you have enough points leftover, consider either 1) putting 1 hammer on the strike squads (not on the Justicar) or 2) upgrading those storm-teks to lance-teks (crypteks with eldritch lance).
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Post by: FormlessDragon
jy2 wrote: The list is actually pretty good. Here are some suggestions though: - You need Mindshackle Scarabs for your Overlord. MSS is a MUST. - You need Psybolt Ammo on your strikers. Psybolt ammo on a 10-man striker squad is a MUST. - I would downsize the warriors so that they + crypteks + any IC's can all fit within the ghost ark. By reducing the 15-man warrior unit, then you should have some points for the above upgrades. - If you have enough points leftover, consider either 1) putting 1 hammer on the strike squads (not on the Justicar) or 2) upgrading those storm-teks to lance-teks (crypteks with eldritch lance). Ok, let's retool a bit with jy2's advice: HQ Necron Overlord (Warscythe, ResOrb, MSS) - 145 Inquisitor [Grey Knights] + Termy Armor + Psyker + Psycannon + 3x Servo Skulls - 119 Elite Necron Overlord's Royal Court (2x Harbingers of Destruction) - 70 Troops Warriors (8x) + Ghost Ark - 219 Warriors (9x) + Ghost Ark - 232 Warriors (5x) + Night Scythe - 165 Warriors (5x) + Night Scythe - 165 Strike Squad (10x) [Grey Knights] + 2x Psycannons + Psybolt Ammo - 240 Strike Squad (10x) [Grey Knights] + 2x Psycannons + Psybolt Ammo - 240 Heavy Support Annihilation Barge - 90 Annihilation Barge - 90 Annihilation Barge - 90 Nemesis Dreadknight [Grey Knights] + Heavy Incinerator - 160 (Overlord and one Eldrich Lance plus 8 warriors in one of the Ghost Arks. The other Eldrich Lance plus 9 warriors in the other Ghost Ark.) Ok, this brings the list in at 2,015 points. We dropped 8 warriors between the two Ghost Ark squads. The crypteks were upgraded to Harbys of Destruction (Eldrich Lance). And the Strikes added Psybolt Ammo. Oh and the Overlord added MSS. (The ResOrb doesn't feel as useful in a squad of 8 warriors that are INSIDE the Ghost Ark. Maybe drop the ResOrb and pick up S.Weave to come in at 2,000 points even.) How does it look now?
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Post by: jy2
FormlessDragon wrote:(The ResOrb doesn't feel as useful in a squad of 8 warriors that are INSIDE the Ghost Ark. Maybe drop the ResOrb and pick up S.Weave to come in at 2,000 points even.)
How does it look now?
Good idea about dropping the ResOrb for 2+. The list looks good. Automatically Appended Next Post: @FormlessDragon
Also, I'd swap out the psycannon Inquisitor for Coteaz. Coteaz is a much better buy. He's a cheap force multiplier unit that provides 2 psychic powers each turn, gives you some protection against deepstriking armies like drop pods and daemons, and is decent in close-combat (at least more so than the inquisitor).
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Post by: Goat
OK, so I have a wakky double tournement coming up. 2500 per side. The points can swing anyway but each player much bring a minimum of 1HQ and 2 Troops. I have a core list built for this already but I am having a debat with myself to either bring a second teleporting flamer dreadknight or mordrak and ghost knights. The list is a total alpha striking list.
HQ:
Mordrak
5x Ghost Knights
Troops:
Strike squad x10 with 2 cannons
Strike squad x5 with a cannon
FA:
Interceptors x10 with 2 cannons and Psybolt ammo
Interceptors x10 with 2 cannons
HV:
Dreadknight with flamer and teleporter
Second player has
HQ:
Rune Priest joins 9 WG in a pod
Troops:
Grey hunters x10 with 2x plasma in a pod
GH x7
Elite:
WolfGuard x9 with 9x combi-plasma in a pod
Wolfguard x10 with 6x combi plasma and 4x combi melta in a pod
wolfguard x1 joins the 7 GHs just chillin.
this alpha strike list or cut the mordrak and ghost knights for another teleporting DK with a flamer. Mordrak would be switch with a no name grandmaster.
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Post by: LValx
Godless-Mimicry wrote:LValx wrote:The major weakness of a Necron army is troops that lack offensive punch. Sure they are basically marines in survivability but they lack any counterattack threat and don't even shoot particularly well outside of 12", Strikes give you some decent anti- meq counter attack and give you great 24" shooting. I think they fit perfectly and do provide an extra dimension.
Just because the Strikes do the role better than the Warriors (and they should considering the extra cost) that doesn't mean their role is different. They are both shooty units, but focusing on rate of fire, and both operate at mid-table. What happens when you put those units down together is the opponent blasts those Strikes away first because it's a very simple case of which is easier to kill. If that was a unit of Terminators on the other hand that distinction is no longer so clear. And if you are specifically looking for anti- MEQ then take one of the much better options in the Necron Codex for that role, because that is not what Strikes excel at.
Grey Knights and Necrons as an allied combo have placed at some tournaments AFAIK, but none of the lists looked like the one above. If allies are to be effective, they have to perfectly compliment each other, which these particular units don't do.
I disagree with you. 20 Strikes, especially when 10 have a TEQ IC with 3 wounds attached are not particularly easy to blow off the table. You can also deploy in a defensive formation to keep the strikes from easily being targeted on turn 1. TEQ isn't a better buy because they have less rate of fire and are also killed by the same sort of firepower that kills marines, massed small arms. Obviously Strikes don't excel at anti- MEQ but they do provide a nice little counter-attack that makes it tougher to simply bull-rush the Necron lines. I've been running a list quite similar in composition that has been doing quite well so I contend with your statements that it doesn't synergise well. Warriors aren't very effective at mid-range shooting, they are effective at close-range firepower, the Strikes give true mid-range shooting because they can fire at full effect while staying out of 12". Automatically Appended Next Post: I also don't believe MSS are a MUST. I never take them and have only regretted taking them when I have.
Psybolts are good if you can find the points but I also disagree that they are a MUST. They put a bigger bulls-eye on the Strikes which makes it all the more likely that the opponent focuses on them first. Automatically Appended Next Post: I'd also rather have 4 Str. 5 Haywire shots than 1 Str 8 shot. Single lances aren't very impressive and I find them to be pretty points inefficient. 12" Haywire synergizes well because the Warriors themselves are best suited to blasting things at close-range.
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Post by: sudojoe
I think the discussion we're having is great! While certainly some folks have proven that some things work, I think it's terrible if we all end up netlisting something.
While I personally love MSS cause I use my necrons in more of an assault type unit like D.lords and such, I can see how like large groups of foot warriors would be difficult to charge and so it'd be kind of useless to have MSS in there as you're depending on other units to take care of the counter charge. It's definately a different view point. I'm confused however as to why I'd have a lord in there in the first place though as I don't see him doing much in that kind of warrior block. Is it to just add in something with 2+ save to tank shots and take advantage of ever living and ghost ark rezing models instead of just warriors?
My personal viewpoint of GK weakness so far anyway have always been that we're:
#1 weak to return fire as we have low numbers - supplementing with big fire magnets and number of bodies tends to help
#2 no active psy defense - just all passive but it's kind of hard to stop other units buffing like crazy outside of mindstrike missles
#3 low numbers of long range AP 1-2 weapons , plasma henchmen is about all we got/servitors and the storm raven unless you go land raider and I'd hardly call 1-2 units enough for saturation
#4 Low volume of AP3 weapons and low number of large blast/cover denying attacks
#5 lack of survivable transports so we tend to be quite slow now a days unless you deep strike most things.
#6 Assault capabilities are just really medium when you really play them on the field outside our paladins/purifiers as we lack fleet/number of attacks/and really vulnerable to shooting/overwatch due to low numbers again.
As far as most difficult to overcome weakness, I think #1 is the biggest problem and often ties into #6. Survivable bodies on the ground is rough. It's actually gotten somewhat worse as I've seen alot of damage thrown out by chaos lists now with like 2 baleflamers going to town on my gunlines. Unless I got a skyshield, I'm kind of hosed. We don't often have the points to spare for full on sacrifical units like guard/nids/crons/chaos.
Allies selection for me usually has to fill some of this stuff. And no, henchmen just don't cut it. The low leadership and T3 in this environment of lots of enfeeblemens and flamers is not survivable really. If we had some sort of ATSKNF or get back to the fight mechanic, then I'd be fine with Ld8. Otherwise, they behave more often like firewarriors at long range and I've lost many a groups to the table edge.
#2 really has a tough time for us as there really isn't an ally that won't shut down our own powers too. Space wolves might be helpful if you don't mind the 24' range but at least it's something
#3 not that big a deal frankly as I always believed in volume after our psybolt dreads showed up though a str 10 rail gun vs a chaos daemon prince is really really nice lol.
#4 This wasn't really on my radar at first but I've noticed a big shift to MEQ foot in the meta lately and the baleflamer really has made me wish we had more of this stuff. It's just greed for the most part but man is it powerful. Our incinerators work well enough for xenos armies but I really feel like I see too much 3+ armor lately.
#5 For some reason I've been loving drop pods lately. Modrak sorta counts as one too. Night scythes also come to mind due to invasion beam. Heck, even valkyries in numbers sort of works or just outflank things. We don't have nearly as much flexibility in this as we're kind of tied into deep striking. Servo skulls sort of helps but most people have wised up to them and just eleminate them with some fast attack choices. Personal teleporters are really expensive but does sort of work on the DK. I'd not really depend on my interceptors much though. Since I've been play Tau lately, I've also grown rather fond of 3+ cover tanks lol. Really really tough nut to crack.
#6 After trying out a few games with subbed in wraithwing, it's been pretty fun to have HOW/rerolling charge distance. Our paladins and purifiers really don't have much in this regard. And frankly the way we kit them out now a days, they are more like mobile gun boats with some good coutner attack capabilities. While assault really has taken a back seat this edition, I've still managed to find a place for it. Vs nids for example, a gunline will easily be rushed by lots of gaunts with a venomtrope providing cover across the board. One DK flamer template isn't enough to stop it in general. 2, maybe but still difficult in some ways. JY2's target saturation still works this edition it just doesn't involve the barge overlord as often but still is effective with the right balance.
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Post by: Dezstiny
So I spent the last 2hrs reading what eveyone had to say and you've all answered my major question( So how much money is GW forcing me to pull out to update to 6th ed standards? xD).
The answer: alot
It seems pretty clear that henchman unless running drago have become a must as, we need objective campers and more over we need people on the ground. and more over we need ranged fire.
my first tourney listl http://www.dakkadakka.com/dakkaforum/posts/list/492858.page l ever played was this one last week which before hand in 5th edition was outstanding was murdered.
I'd like to share my findings which do reinforce/ come into unison with yours and my solutions from your findings and mine.
GM
ehhh. lot a points to get a lascannon to the face and die with. happened but yea he's awight for grandstrategy for scoring I presume.
SR's
I Love em, they are supposed to fly around and drop gak off and blow gak up but haha, that's exactly what it doesn't do. Everyone seems to think the are survivable but that really isn't the case, at least in my findings. SR, unless your takin 2 don't take any. Nobody allows free roam of flyers as most list at the tourney had a ADL, or some kind of flyers (More flyers than us) or, some sort to combat them. The SR is too much for what it brings to the table if( it survives the next turn to do anything at that) 205pts for 2 weapons 240ish for a HB upgrade is just too many points spent if your going for an anti flyer apporach. Even if your not It's alot of points for a model that can easily be shot out by more stronger flyer armies. Necs, guard, (literally every list I played against had an ADL so people must be learning) I'm not saying don't take em. I'm just giving a heads up for anyone thinking one SR is going to be enough/ going to do them well, It's not.
conclusion: take two or take none.
Dk's
Unless your taking two don't taken em xD. Yea similiar situation here is that they are the first thing targeted and the first thing to go down. more people have dedicated units for taking them down whether it be snipers/ las/ or plasma but, all together T6 looks good on paper but, at the end of the day it doesn't do anything when it dies on shunt/ does nothinng when the DK is dead after wards.
conclusion: take two or take none.
Need for Ranged troops of some sort is a must
Lack of range is the bane of this army now. Like simply put, a dreadnought is good by all means for popping transports but, it doesn't seem like a fair trade off to shoot a rhino and lose your dreadnought from AV Fire. plus that's first Blood as so many of you have pointed out. Simply put any army like IG/Tau/ or SW will massacre us at range if we continue to result to dreads as our main still
conclusion: In agreeance for henchman all the way. 8 psychers with 5 acolyte for additional wounds in one unit and a 3man pc and a 5 man henchman unit works wonders on range. plenty of templates to carry out hordes/ plenty of AP to deal with marines. In unison with srevos for reduced scatter. I belileve these 2 units will probably become the new LR source of firepower in a pure GK army anyways.
GK SS's
man oh man do these guys need a transport to block line of site or something. Once these guys go down to half strength pretty much count these guys out unless your going against a similiar opponent with low body counts because, getting behind on the body count after already being behind is just an uphill battle that short of paladins, is just very/ too hard to win.
conclusion: get rhinos for your transports, there gonna blow up but I;m telling you now I'd rather lose a 40 point marine so to speak lilke previosuly stated than half my gk unit.
Purifiers
I'd say that unless your running a paladin squad with 4 psycannons and a quisi already/ this squad SHOULD go in everyone's llist. Why? quisi with 4 psycannons with ADL quad gun and str 5 bolters wand str 7 psycannons means( No flyers For U  ) Really, I'm not kidding this unit is just amazing. expensive but, amazing. They fill som many roles. They can most certainly tank out a horde unit have plenty of anti tank and I'd argue probably the best anti flyer unit in the game as long as prescience goes off unscaved. Straight up, while I don't have an ADL with quad gun yet, 4 psycannons have yet to fail killing off flyers for me. adding a quad gun with soem cover is just extra icing on the cake.
Conclusion: well obviously you don't have to have them, I just highly and very much recommend them xD
Coteaz
I don't leave home without out him anymore to say?
From all these findings and your findings as well I've constructed one last list that I plan n playing at the next tournament
Hq
Coteaz
Quisi
psycher, 3 servos
Elites
Purifiers x 10
4 psycannons
5 halberds
dh
psybolts
Troops
10 Gk
2 pscyannons
psybolts
dh
rhino
10 Gk
2 psycannons
psybolts
dh
rhino
2 crusaders
1 warrioracolyte
8 sanctioned psychers
5 warrior acolyte
3 PC servitors
5 warrior acolyte
Heavy Support
Dk
tele, hi
Dk
Hpsycannon
I went with with the crusader idea for holding the backyard objective idea will deffinitely free up my main force from having to split a unit of gk making them practically useless. So they can sit back there and go out to get it when time is called for and I have a rhino for them to sit in if it's in the open, 2 of them, although hopefully I can use those for my acutall gk
Took the sure anti flyer unit of coteaz with the purifiers on the quad gun( ain't nobody comin round here xD)
Got the long range henchmen either behind the ADL or in ruins provided there are some to give better line of site.
quisi to go with the servo squad in addition to the servos he provides for reducing scatter on the field.
I love Dk's over SR this editon. I can't see myself using them anymore knowing I'd have to take 500 points worth of my army in reserves with no sure sign of when they get on the field and at that( the one turn or turn they get on the field with just 24 str 5 bolter shots a las and melta. I got SS sqauds for that mess and Simply put I want more close combat punch as that is generally what would lack in my army should I not take them. I got one at home with a heavy pscannon a good distrcation from my main force as well as a good way to deal out damage/ then I got the one which can actually get up close and personal .
All in all I think I tackled it all for the most part.
anti flyer
anti vehcile
long range
med range
cc
templates
scoring units
mobility
model count
what do you guys think?
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Post by: LValx
Too many weak GEQ's. You need more bodies, trust me.
61164
Post by: Goat
As of lately all of my tournament lists start like this: Coteaz, Grand Master, 2x Strikesquadx10 with 2xcannons, 2 DKs with flamers(teleporters dependant on boardsize) after this core is in any other points left over are just to enhance or support this.
The only time I bring the heavy psycannon on a DK is for the lulz and even then it under performs. I used to love some corny henchman holding an objective but I think strike squads in cover just do it better.
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Post by: jy2
What do you guys think about this rather interesting list? I just played against it with my tyranids at 1750:
Coteaz (Inquisitor Lord)
x3 Daemonhosts
x3 Acolytes with Melta Bombs
x3 Acolytes with Bolters
x2 Crusaders, x1 Psyker
x1 Crusader, x2 Acolytes with Plasma Guns
x1 Crusader, x1 Psyker, x1 Acolyte with Bolter
x3x10 Purifiers: x4 Psycannons, x1 Thunderhammer, x5 Halberds
x3 Chimera with Dozerblade
x3 Razorback with Dozerblade and Psy-ammo
x1 Dreadknight with H-Incinerator and Personal Teleporter
1750
He would combat-squad the purifiers. Halberds+hammer would go in the psybacks. Psycannons will then hop onto the chimeras.
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Post by: Godless-Mimicry
I personally think it is awful (though I get the impression from your comment that you didn't write it). Only 18 scoring models most of which are T3. The combos in some of the warbands seems random (Crusader, single Psyker, Acolyte for instance). It has good shooting, but it is easily shut down. Even then, there are some armies you just can't table, so you should always be able to play the scenario.
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Post by: jy2
No, I didn't write it, although I did play against it:
1750 BAO Practice - Hive Fleet Pandora vs Grey Knights
My opponent tends to write "interesting" GK lists that tend to buck the trend of normal traditional GK lists. There are some synergy to his lists and I've played against them in the past. They have given me trouble before.
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Post by: sudojoe
I've done ok with my 1-2 psyker per squad tactic before. It's really useful vs hordes as it's just spammed large blast markers to force wounds though I don't think I'd have put a crusader in the same squad to save points.
The daemonhosts I keep seeing used but I just feel like theres something I don't know about them though in every game I've just shot them off the board so I couldn't really tell what they are good for. Maybe buff a inquisitor to T4 if it's just the 2 of them? If they had like true daemon rules, then they'd be boss, fearless to the group, heck ya but sadly they don't have anything like that so I am not sure what I'd really do with something like them.
certainly adds flavor.
I've done the whole chimera/razorback hot swap before and it sorta of works but I find myself at the mercy of str 7-8 weapons like most light transports do. Splitting up my razors and chimeras and forcing the chimeras to drive 24' up, makes my side armor very vulernable. Also since I play mech IG still, the AV 12 wall still works but when you start to dilute it with Av 11's and denying occupants shooting from some vehicles, I feel like it looses something in terms of target priority denial.
The gunboat chimera with jokaro's plasma servitors or psykers and 1 bolter acolyte or something is still fun for me to use. Lack of cammo netting also hurts alot for the GK chimeras.
I mean his list can work but I see the biggest problem is air power. He can maybe handle one or two flying things but that'd be pushing it. 3+ flying things would give that list alot of grief especially if it packed in AP2 weapons or templates.
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Post by: Valek
What about this for a GK list at 1500:
1 Coteaz
1 Kaldor Draigo
6 Palladins W/ Psybolt Ammo
2 Psycannon &Nemesis Deamonhammer
1 Stormbolter & Brotherhood Banner
3 Stormbolter & Sword
3 Henchmen w/ Razorback TL Plas&Las
3 Henchmen w/ Razorback TL Plas&Las
3 Henchmen w/ Razorback TL Plas&Las
3 Henchmen w/ Razorback TL Plas&Las
1 DreadKnight w/ Heavy Incinerator
1 DreadKnight w/ Heavy Incinerator
Draigo en Coteaz join the pally for a nice killy unit, the dread knights march up with the pallies, the Razorbacks give fire support
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Post by: Godless-Mimicry
Better if you get a 2 or 3 for Grand Strategy and if you aren't facing a list that will blast the Dreadknights and Paladins away easy such as Dark Eldar. You really rely on those 8 models for scoring as the 12 Henchmen are kind of pants at it.
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Post by: sudojoe
I had a strange game the other day vs a guy that essentially had draigo and 6 solo paladins all deep stiking. The other parts of the list consisted of 2 scoring Dk's with just incinerators and no teleports, and a storm raven. Vindicare and a techmarine hung around with a psyfle dread in reinforced ruins.
Was really small army but really fun to play against. (this was 1500 points). His entire strat was to abuse the hell out of LOS and kept pressure on me with some decent but kind of low volume shooting. Essentially at these points I only had one assault element to my list and he'd just shoot that down a bit and then hide everything. When my guys got into position to get around some annoying ruins LOS, it was already turn 4 and he still had 4 scoring paladins and a scoring dk. I didn't lose much but with a shooty army, having nothing much to shoot at really was annoying as hell lol.
I'm not sure it's a super viable list but just seems to buck the trend. I'm not sure I'd want to fight it with my ork horde list as he'd just tarpit the heck out of my 3 scoring units (that I stripped the power klaws out of) like forever.
Vs my necrons wraithwing, I think I'll have the advantage but with a slow foot slog list, it was kind of hard to actually shoot him off things as his whole aim is to hide and avoid me behind LOS which we actually have quite a bit of here for terrain. Lucky for him we were playing emperor's will where we ended up a draw with both sides contesting eachother's HQ's with his paladin getting a lucky deep strike roll and my henchmen squad finally making it over to get stuck in with a DK with 1 wound left vs some 3 DCA with axes... But people are comming up with all sorts of wierd lists. Creative though.
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Post by: Godless-Mimicry
How did he Deep Strike 7 units when he only deployed 5? That's illegal.
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Post by: jy2
Denial is definitely a viable strategy, especially when you think your army is overmatched or your opponent's firepower is just too great. It's not fun for your opponent to play against, but it definitely gives you a chance to win where normally that chance may be small. That's how I played my necrons against a shooty MSU army at the the Golden Throne. It was how my bugs were able to overcome a guard army with tremendous firepower and most recently, a hybrid purifier/henchmen army. Deny your opponent his greatest strength (i.e. shooting in most cases) and now you have the advantage. But in order to do it well, you will need to bring a balanced army with enough mobility to overcome the positional disadvantage you will most likely be putting yourself in when you try to deny your opponent his strengths. That's why my crons have wraiths and flyers and my bugs have 2 flyrants and the far-reaching biovores.
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Post by: Luide
In this case, it isn't. All 7 units only consisted of models which are always allowed to Deep Strike, ie. terminators. He could also DS those DK too if he wished, they have same special rule as terminator armour does.
63623
Post by: Tannhauser42
I've become a fan of using psykers with at least the Prescience power as my HQs. One big 10 man terminator squad (with Psybolts and 2 Psycannons) basically getting to reroll all misses has done wonders for me. When the odds say you'll kill at least 5 marines a turn with that, it's pretty good.
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Post by: Godless-Mimicry
Luide wrote: In this case, it isn't. All 7 units only consisted of models which are always allowed to Deep Strike, ie. terminators. He could also DS those DK too if he wished, they have same special rule as terminator armour does.
TDA does not override the rules for reserves, the always Deep Striking thing has always been part of their rules because some expansions have mission which don't allow Deep Strike as standard deployment. Even then, 'always being allowed to enter by Deep Strike' in no way includes a clause 'and doesn't count for total reserves'. I've seen people say this before and it is nothing more than people reading a rule how they want it to play. There is nothing in the rules to support it, and there is no precedent set for it; everything else that is exempt from the reserve rules explicitly say so. So yes, it is cheating.
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Post by: sudojoe
well I guess we may have misplayed it but it wouldn't have hardly mattered as he had one paladin hidden way the heck in the back behind some hills I could never have reached anyway so doubt it have changed the outcome of the game any way.
Still a very novel solution to the whole thing.
Personally I think it would have been better changes to that kind of list if he dropped the techmarine / vindicare/ psyfleman and took like a cheapo inquisitor to hide also way behind a hill somewhere as his warlord cause draigo by himself is good and all but really not that sturdy as he has nothing else for me to shoot at. Maybe get a 2nd storm raven just to be more annoying? I really have no idea. His "firebase" was definately a bullet magnet and even with a 2+ save, the vindicare still went down to enough shots his way.
I had an aegis too but it and the combined fire of the army having not much else to shoot at all game brought down his one storm raven after it killed a rhino and a henchman from coteaz's squad.
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Post by: Jancoran
A more general question: Have had a lot of fun playing Grey KNights but like all Marine armies, they really aren't my favorite force TO play, given so many options that I have. So I have been playing other armies since 6E came out.
But I wonder this: In tournies, now that 6th Edition Allies have really taken flight and patterns are starting to show up we can kind of count on a bit, are we finding that Grey Knights are nearly the force they were as a whole?
I have seen no Grey Knights at tournies recently which surprised me and prompts the question. I've had no really strong desire to reach for mine to test the theory. They are my best painted army but I am having too much fun right now with other armies.
So just thought I'd ask if their tourney performance has sort of even'd out. I am sure most would say its a very good codex still, but is it the "powerhouse" it was when it first emerged?
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Post by: Godless-Mimicry
Jancoran wrote:A more general question: Have had a lot of fun playing Grey KNights but like all Marine armies, they really aren't my favorite force TO play, given so many options that I have. So I have been playing other armies since 6E came out.
But I wonder this: In tournies, now that 6th Edition Allies have really taken flight and patterns are starting to show up we can kind of count on a bit, are we finding that Grey Knights are nearly the force they were as a whole?
I have seen no Grey Knights at tournies recently which surprised me and prompts the question. I've had no really strong desire to reach for mine to test the theory. They are my best painted army but I am having too much fun right now with other armies.
So just thought I'd ask if their tourney performance has sort of even'd out. I am sure most would say its a very good codex still, but is it the "powerhouse" it was when it first emerged?
I too have not seen many Grey Knights other than myself at tournaments since 6th struck Earth, however they are performing even better for me since, and I've managed to consistently place high with them, all but once in the top 5.
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Post by: sudojoe
Jancoran wrote:A more general question: Have had a lot of fun playing Grey KNights but like all Marine armies, they really aren't my favorite force TO play, given so many options that I have. So I have been playing other armies since 6E came out.
But I wonder this: In tournies, now that 6th Edition Allies have really taken flight and patterns are starting to show up we can kind of count on a bit, are we finding that Grey Knights are nearly the force they were as a whole?
I have seen no Grey Knights at tournies recently which surprised me and prompts the question. I've had no really strong desire to reach for mine to test the theory. They are my best painted army but I am having too much fun right now with other armies.
So just thought I'd ask if their tourney performance has sort of even'd out. I am sure most would say its a very good codex still, but is it the "powerhouse" it was when it first emerged?
It's morphed alot from what it used to be for sure and I think that turned alot of people away from the knights. They were great when it was mech MSU with easy to pull off dismount charges that were very dangerous i.e. purifiers and of course the hard to kill paladin blocks that probably got way more attention than actually performing that much better.
It's definately still a good codex meaning there are alot of choices and they do alot of different roles usually well but definately not as powerful as it used to be. It's like I said on the first page too, it's definately a top end of the midtier codex now. More shooty options such as necrons, tau even (believe it or not I'm actually undefeated after 9 games with the Tau so far lol just about against anything as long as you let me have my tetras and eldar allies, and maybe a baracuda) , IG, and Space wolves got probably my top votes for best armies of 6th edition so far.
Others in the same level as GK I feel are Nids (psychic spam flying ftw), and chaos. (yes I said chaos, baleflamers and spawn all the way. Great units in that dex but people are still stuck using alot of wierd combos for fun as far as I can tell)
A bit below would be SM, sisters, orks (fear the 120 shoota boyz hordes and loota spam, also dakka jets are amazing, also great with wierd boyz and random waaaag), older non-forge world tau's, eldar, dark eldar, still good but definately more gimic prone like eldrad+vect madness etc along with daemons who I think are still a bit gimmicy. I got the flying circus and have enough flamers and screamers already painted but I'm still either not doing it right or just have terrible luck to where I can't really place them much higher,
At the bottom levels I'd probably put black templars and still wondering where to put dark angels as I'm thinking it's gonna get updated like in a month so I can't tell where it'll end up.
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Post by: Godless-Mimicry
Upper mid-tier is not giving it enough credit I think. It is still solidly top tier, just not Necron tier.
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Post by: jy2
Godless-Mimicry wrote:Upper mid-tier is not giving it enough credit I think. It is still solidly top tier, just not Necron tier.
Agreed. They are still top-tier. They just aren't top dog anymore.
sudojoe wrote:
It's definately still a good codex meaning there are alot of choices and they do alot of different roles usually well but definately not as powerful as it used to be. It's like I said on the first page too, it's definately a top end of the midtier codex now. More shooty options such as necrons, tau even (believe it or not I'm actually undefeated after 9 games with the Tau so far lol just about against anything as long as you let me have my tetras and eldar allies, and maybe a baracuda) , IG, and Space wolves got probably my top votes for best armies of 6th edition so far.
Others in the same level as GK I feel are Nids (psychic spam flying ftw), and chaos. (yes I said chaos, baleflamers and spawn all the way. Great units in that dex but people are still stuck using alot of wierd combos for fun as far as I can tell)
A bit below would be SM, sisters, orks (fear the 120 shoota boyz hordes and loota spam, also dakka jets are amazing, also great with wierd boyz and random waaaag), older non-forge world tau's, eldar, dark eldar, still good but definately more gimic prone like eldrad+vect madness etc along with daemons who I think are still a bit gimmicy. I got the flying circus and have enough flamers and screamers already painted but I'm still either not doing it right or just have terrible luck to where I can't really place them much higher,
At the bottom levels I'd probably put black templars and still wondering where to put dark angels as I'm thinking it's gonna get updated like in a month so I can't tell where it'll end up.
Here are my opinions. This is assuming the general is competent and knows how to play his army.
TOP-TIER ARMIES:
Tyranids are solid and can compete with a lot of the top tier armies. I'd actually rank them as a lower-top-tier army.
Daemons are a newly-crowned top-tier army that can win tournaments, thanks to the recent White Dwarf updates.
Necrons are a top-tier army that can win tournaments. They are arguably top-dog right now.
IG is a top-tier army that can still win tournaments.
Space wolves are a top-tier army that can still win tournaments.
Dark Eldar are a lower-top tier army. They have unbelievable offense but their resiliency is questionable.
Orks are a top-tier army that can still win tournaments. A lot of armies will have problems playing against 180 orks backed by nob bikers or 3 dakkajets or 30 lootas.
Believe it or not, Black Templars are a top-tier army that can win tournaments. Dave Fay has been proving this consistently. This is probably one of the very few armies that can match space wolves and grey knights in firepower and out-shoot everything else. 70pts for land speeder typhoons?!? I'll take 9 please. 5-man MSU squads with lascannons? Dreads with S10 lascannnons and terminators with S9 typhoon missile launchers due to Tank hunters? Codex creep actually has practically 75% of the army under-costed in comparison with the newer marine armies.
MIDDLE-TIER ARMIES:
Tau are still good. They are more matchup prone, excelling against certain armies and weak against others. They are an upper-middle-tier army.
Space Marines
Blood Angels
Chaos Space Marines
Sisters of Battle - often under-estimated.
Deathwing - a horribly unbalanced army but also one that a lot of armies find very hard to deal with.
LOWER-TIER ARMIES:
Dark Angels (other than Deathwing) - really, I can't find anything in that codex that vanilla marines can't do and do better.
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Post by: Jancoran
Tyranids? No offense but I have a beat stick with a permanent dent in it the shape of a Tyranid.
Top tier? One thinks not! other than one dude who doesn't know how to read the rules for Psyker powers, I haven't seen ANYONE succeed with Tyranids.
Now I WAS talking at tournies BTW. in casual games I can see potential for fun with them, and their are combos I have been DYING to try in the absence of anyonegiving them a serious tourney go. But in tourney play itself not only are they rare right now but the are getting beat down by most reckonings Ive heard of.
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Post by: Grey Templar
Godless-Mimicry wrote:Luide wrote: In this case, it isn't. All 7 units only consisted of models which are always allowed to Deep Strike, ie. terminators. He could also DS those DK too if he wished, they have same special rule as terminator armour does.
TDA does not override the rules for reserves, the always Deep Striking thing has always been part of their rules because some expansions have mission which don't allow Deep Strike as standard deployment. Even then, 'always being allowed to enter by Deep Strike' in no way includes a clause 'and doesn't count for total reserves'. I've seen people say this before and it is nothing more than people reading a rule how they want it to play. There is nothing in the rules to support it, and there is no precedent set for it; everything else that is exempt from the reserve rules explicitly say so. So yes, it is cheating.
TDA actually does because it says "The wearers of Terminator armor may always deep strike"
They still count against the limit, but you can go over with them.
So if he had other units that we just in normal reserves he would have been illegal.
He couldn't have held a unit of Strike Marines in reserves as they would have been forced onto the table.
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Post by: jy2
Jancoran wrote:Tyranids? No offense but I have a beat stick with a permanent dent in it the shape of a Tyranid.
Top tier? One thinks not! other than one dude who doesn't know how to read the rules for Psyker powers, I haven't seen ANYONE succeed with Tyranids.
Now I WAS talking at tournies BTW. in casual games I can see potential for fun with them, and their are combos I have been DYING to try in the absence of anyonegiving them a serious tourney go. But in tourney play itself not only are they rare right now but the are getting beat down by most reckonings Ive heard of.
While it's true that they haven't won any tournaments lately (though I have heard of them doing well in some), I attribute that to the rarity of tyranids appearing in the larger tournaments. People really don't have confidence in them at this time and so are opting to bring other armies to tournaments instead, ones that they feel are more "tournament-ready". But ever since I've started playing tyranids again recently, I'm beginning to see how good they can potentially be. I know my experiences are anecdotal since it's only a few games and not in a tournament environment, but some armies you can try even for a few games and gauge whether they have what it takes to succeed.
For my tyranid experiences (which BTW I am documenting in battle reports), just check out my battle reports in my battle report link below.
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Post by: yorkskargrimironklaw
jy2 wrote: Jancoran wrote:Tyranids? No offense but I have a beat stick with a permanent dent in it the shape of a Tyranid.
Top tier? One thinks not! other than one dude who doesn't know how to read the rules for Psyker powers, I haven't seen ANYONE succeed with Tyranids.
Now I WAS talking at tournies BTW. in casual games I can see potential for fun with them, and their are combos I have been DYING to try in the absence of anyonegiving them a serious tourney go. But in tourney play itself not only are they rare right now but the are getting beat down by most reckonings Ive heard of.
While it's true that they haven't won any tournaments lately (though I have heard of them doing well in some), I attribute that to the rarity of tyranids appearing in the larger tournaments. People really don't have confidence in them at this time and so are opting to bring other armies to tournaments instead, ones that they feel are more "tournament-ready". But ever since I've started playing tyranids again recently, I'm beginning to see how good they can potentially be. I know my experiences are anecdotal since it's only a few games and not in a tournament environment, but some armies you can try even for a few games and gauge whether they have what it takes to succeed.
For my tyranid experiences (which BTW I am documenting in battle reports), just check out my battle reports in my battle report link below.
Unless your army is SM , BA, SW, DA, Plague Marine,Thousand Suns or super  covered GK your army is not
"tournament-ready" . all horde armys Tyranids, Orks, Deamons, Dark Eldar and Guardian heavy Eldar armys are useless in 6ed
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Post by: Godless-Mimicry
jy2 wrote:Believe it or not, Black Templars are a top-tier army that can win tournaments. Dave Fay has been proving this consistently. This is probably one of the very few armies that can match space wolves and grey knights in firepower and out-shoot everything else. 70pts for land speeder typhoons?!? I'll take 9 please. 5-man MSU squads with lascannons? Dreads with S10 lascannnons and terminators with S9 typhoon missile launchers due to Tank hunters? Codex creep actually has practically 75% of the army under-costed in comparison with the newer marine armies.
Tank Hunters doesn't do that anymore.
Grey Templar wrote:TDA actually does because it says "The wearers of Terminator armor may always deep strike"
They still count against the limit, but you can go over with them.
If people can't see the contradiction there then there's no point in discussing this. It's just silly.
yorkskargrimironklaw wrote:Unless your army is SM , BA, SW, DA, Plague Marine,Thousand Suns or super  covered GK your army is not
"tournament-ready" . all horde armys Tyranids, Orks, Deamons, Dark Eldar and Guardian heavy Eldar armys are useless in 6ed
No offence you really haven't even the faintest idea about what's competitive it seems. jy2 has proven himself at some of the biggest and baddest tournaments in the US, I'd take some advice from him if I were you, as there are no cheesy SM armies, Thousand Sons are not good, Orks and Daemons are both very good armies (the latter being one of the two big bads out there today) and horde armies do work very well in 6th. Moreover, Eldar, Dark Eldar, and Daemons are not horde armies and there good builds don't play as such.
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Post by: Luide
Godless-Mimicry wrote:Luide wrote: In this case, it isn't. All 7 units only consisted of models which are always allowed to Deep Strike, ie. terminators. He could also DS those DK too if he wished, they have same special rule as terminator armour does.
TDA does not override the rules for reserves,
Yes it does. You should the rules again.Here is the relevant part: They may always start the game in reserve and arrive using the Deep Strike rules . It explicitly goes on and tells you that models in Terminator armour may always start in reserves, so why you keep claiming it doesn't say that? Anyway, this is not right thread to argue it, we can move it to YMDC if you have any actual rules that support your viewpoint, while keeping in mind that specific > general / Codex > BRB.
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Post by: Goat
Luide wrote: Godless-Mimicry wrote:Luide wrote: In this case, it isn't. All 7 units only consisted of models which are always allowed to Deep Strike, ie. terminators. He could also DS those DK too if he wished, they have same special rule as terminator armour does.
TDA does not override the rules for reserves,
Yes it does. You should the rules again.Here is the relevant part: They may always start the game in reserve and arrive using the Deep Strike rules . It explicitly goes on and tells you that models in Terminator armour may always start in reserves, so why you keep claiming it doesn't say that? Anyway, this is not right thread to argue it, we can move it to YMDC if you have any actual rules that support your viewpoint, while keeping in mind that specific > general / Codex > BRB.
They may always start the game in reserves. The word MAY is what makes them count tward the 50% total... Pay close attention how the word MAY doesn't look at all like the word MUST. Flyers and droppods have this word in thier rules.
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Post by: Grey Templar
Yes, you can go over the 50% rule with Terminators. However they do still count toward the limit. So you couldn't put any other units in reserves that don't have this explicit allowence.
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Post by: Godless-Mimicry
Luide wrote: Godless-Mimicry wrote:Luide wrote: In this case, it isn't. All 7 units only consisted of models which are always allowed to Deep Strike, ie. terminators. He could also DS those DK too if he wished, they have same special rule as terminator armour does.
TDA does not override the rules for reserves,
Yes it does. You should the rules again.Here is the relevant part: They may always start the game in reserve and arrive using the Deep Strike rules . It explicitly goes on and tells you that models in Terminator armour may always start in reserves, so why you keep claiming it doesn't say that? Anyway, this is not right thread to argue it, we can move it to YMDC if you have any actual rules that support your viewpoint, while keeping in mind that specific > general / Codex > BRB.
Except that Codex only trumps BRB when there's a contradiction, which there isn't; 'may' does not equal 'must'. It is a choice that follows a set of criteria, not a obligation that stamps on the criteria.
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Post by: Luide
Godless-Mimicry wrote:Luide wrote: Yes it does. You should the rules again.Here is the relevant part: They may always start the game in reserve and arrive using the Deep Strike rules . It explicitly goes on and tells you that models in Terminator armour may always start in reserves, so why you keep claiming it doesn't say that? Anyway, this is not right thread to argue it, we can move it to YMDC if you have any actual rules that support your viewpoint, while keeping in mind that specific > general / Codex > BRB.
Except that Codex only trumps BRB when there's a contradiction, which there isn't; 'may' does not equal 'must'. It is a choice that follows a set of criteria, not a obligation that stamps on the criteria.
First: Do read rules for reserves again, because if the Terminator armour read 'must' instead of 'may', there would be no contradiction with BRB rules at all: page 124 states that Units that must start the game in reserve are ignored for the purposes of working out how many other units may do so.
So while 'may' does not equal 'must', it is irrelevant as far your argument is concerned, especially as the rule says 'may always', not merely 'may' which you keep claiming.
Second: 'may' and 'may always' are two, completely different things. If the rules read only 'may', you'd have point, but because they don't, neither do you. 'May always' is blanket permission.
Third: The contradiction should be obvious:
1) BRB has rule which states only 50% of units are allowed to be placed in reserves. (Certain exceptions and counting rules apply).
2) Codex has a rule which states that terminators are always allowed to be placed in reserves.
So any BRB rule that says I'm not allowed to place 100% of my terminators in reserve breaks the 'may always be placed in reserve' clause of the Codex and vice versa. As normal, Codex takes precedence, which means I can place 100% of my terminators in reserve.
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Post by: Godless-Mimicry
'May always' still isn't 'must'. 'May always' means you always have a choice (not every mission available for the game allows Reserves and/or Deep Strike). There's no argument needed after that; they simply are not the same thing, and that's a fact. And as you've so kindly pointed out above, only units that 'must' start in reserves don't count for the 50%.
While all that is in the air, I have a problem with the impression of hostility from your post. While well laid out, your whole post is overshadowed by your need to try and tell me my opinion doesn't count and that I mustn't be reading the rules because my interpretation doesn't agree with yours. Not everyone agrees oneverything mate, and not every situation is clear cut because you say so.
Given that this is a course of action only sought usually when people have no better argument to make, and given that you actually have made a good and valid argument, it's fair to conclude that you really didn't need to add all that to your post and as such I feel it is not worth discussing this with you anymore, as I feel it is in bad taste.
So good luck with your Terminators.
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Post by: sudojoe
while I appreciate the bump in post counts, let's move the terminators may vs must argument over to YMDC.
I'll go start a poll and while highly unscientific at least that way it'll give a general idea of popular opinion and is in no ways binding.
Go vote it out here: http://www.dakkadakka.com/dakkaforum/posts/list/495403.page
Hopefully we can settle this before the world ends on Friday according to the Mayans. If not, I'll consider option C as the correct ruling but then necrons would rule the world or nids have eaten us all or gangum style would have somehow erased all computers in some sort of y2k apocalypse. See ya all on friday folks!
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Post by: sudojoe
We've finally got enough folks lately around here to do a small tournament at 1000 points and I want to go GK but unsure of what to bring since I've almost got too many options and really don't play at this points level much. What do you guys think would work well? You name it and I probably have the options to make it wisiwig so go nuts. I'll let you guys decide what I bring. Good/ bad/ op/ or broken, I'll take w/e you all want. (don't really care all that much if I win or lose since I'm giving the prizes and really don't care to win my own stuff back lol. Probably will just give it to runner up even if I do win.)
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Post by: Goat
sudojoe wrote:We've finally got enough folks lately around here to do a small tournament at 1000 points and I want to go GK but unsure of what to bring since I've almost got too many options and really don't play at this points level much. What do you guys think would work well? You name it and I probably have the options to make it wisiwig so go nuts. I'll let you guys decide what I bring. Good/ bad/ op/ or broken, I'll take w/e you all want. (don't really care all that much if I win or lose since I'm giving the prizes and really don't care to win my own stuff back lol. Probably will just give it to runner up even if I do win.)
I think at 1k grey knights are almost pigeon-holed into HQ + how much power armor with psycannons can I bring?
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Post by: sudojoe
I'm thinking that a helldrake will make life pretty miserable for all PA GK's but that's just me....
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Post by: daedalus
sudojoe wrote:I'm thinking that a helldrake will make life pretty miserable for all PA GK's but that's just me....
Well, it has 'throw' to it, much like the hellhound or the heavy incinerator, but it still has to follow the same rules right? So no hitting across multiple squads unless you're getting every model in the targeted squad, and so on. As much as I hate them, maybe that makes a compelling argument for combat squadding.
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Post by: Goat
Quad gun and focus psycannon fire will take care of a single heldrake. Yeah you're going to lose some guys its the nature of the beast. Use donut formation for your squads and make sure psycannons are not going to take the flame wounds to the face.
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Post by: sudojoe
Also thinking in the shower last night if I place a TDA inquisitor or a 2+ armor techmarine in front, can't he tank the whole breath on himself since you roll closest model first eventhough none of the other guys would get a save you could potentially save it all on the 2+ guy?
It's kind of what I used to do with crusaders but I tend not to use them that much lately, maybe I should reconsider it again.
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Post by: tuiman
Just played against the new chaos today @1500 and tabled him on turn 5, was kill points mission.
He had one hell drake with bale flamer but did not come in to turn 4, killed about 15 points of henchman (all my strikes were in combat finishing of the enemy) before getting blown up by the raven.
Once again my dreadnought shined, killing his lord on bike, 7 bikers, 20 cultists and 4 havocs while only losing 2 wounds. I keep saying I will get another one soon ha.
Maybe take 2 for your 1000 point list sudojoe?
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Post by: sudojoe
tuiman wrote:Just played against the new chaos today @1500 and tabled him on turn 5, was kill points mission.
He had one hell drake with bale flamer but did not come in to turn 4, killed about 15 points of henchman (all my strikes were in combat finishing of the enemy) before getting blown up by the raven.
Once again my dreadnought shined, killing his lord on bike, 7 bikers, 20 cultists and 4 havocs while only losing 2 wounds. I keep saying I will get another one soon ha.
Maybe take 2 for your 1000 point list sudojoe?
You mean Dread Knight or like a psyfleman dreadnought?
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Post by: tuiman
Ahhhh, sorry, I meant dreadknight
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Post by: sudojoe
Hrm... 2 DK's at 1000 points??? I'll be unstoppable wmahahaha or so I hope lol. Might be a bit shy in bodies but seems like fun.
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Post by: tuiman
Maybe fill out with Coteaz and henchman to help with lack of bodies?
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Post by: sudojoe
well based on what has been suggested so far... I got myself something that may look like this?
Coteaz with 3 servators and plasma cannons + multi-melta
5 man Strike squad with psycannon
DK + incinerator and H. psycannon ( I suppose I can just drop the H. pyscannons and get teleporters?)
DK + incinerator and H.psycannon
That leaves me with some 340 points left over. I can afford some 68 bolter acolytes
or I can get an aegis and get 48 bolter acolytes.
If I toss in some plasma, that'll leave me with 42 bolter acolytes and 3 plasma guns.
Only down side is I feel like I don't have any mobility but one heck of a shooting gallery. No assaults either unless the DK come to help out.
Alternative could be:
Coteaz with 2 plasma cannon servators and 1 multi-melta servator
strike squad with psycannon
Aegis with quad gun
DK with incinerator and teleporter
DK with incinerator and teleporter
3 plasma henchmen
3 plasma henchmen
And then 22 bolter henchmen to toss around for bodies. No real transports but I got some speed I suppose if I need it. Lack of Melta and lack of long range shooting has me somewhat concerned however....
Alternative #3
Coteaz
servators
strike squad
aegis with quad
DK with incinerator and teleporter
storm raven and DCA with some smattering of plasma henchmen and possible psyker inquisitor thrown in there.
Alternative #4
Coteaz
aegis?
DK with incinerator and teleporter
All mech psybolt razorbacks / chimeras with henchmen
Alternative #5
Coteaz
DK with incinerator and teleporter
Necron destroyer lord + wraiths and a nightscythe 5 man warrior squad
Then fill out list with bolter acolytes/plasma
(1 squad of 3 plasma guns and 27 bodies for henchmen)
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Post by: sudojoe
Tourney went well enough but I ended up going with tau/eldar as they already had GK players and I wanted to bring some variety
Anyways, I'm doing a rewrite of some more stuff on henchmen and DK later on as I think there are some more optimized loadouts lately given shifts in my local meta.
Also allowing forge world has changed up alot of my allies matrices so I'm gonna have to go shove out more cash to read up on imperial armor stuff lol.
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Post by: tuiman
Any advise on tackling av13/14, have a lot or raiders/russ in my gaming group and Im finding it hard to crack them open. I normally have my mm raven, and then rely on psfleman glancing to death. I tried a vindicare but he either fluffed his 4d6 penetration, or rolled a 1-3 to on the chart :/ Any ideas, maybe allies?
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Post by: sudojoe
tuiman wrote:Any advise on tackling av13/14, have a lot or raiders/russ in my gaming group and Im finding it hard to crack them open. I normally have my mm raven, and then rely on psfleman glancing to death. I tried a vindicare but he either fluffed his 4d6 penetration, or rolled a 1-3 to on the chart :/ Any ideas, maybe allies?
The MM raven is pretty much our best bet. Psyker henchmen with str 10 is another alternative if you don't have to worry about runes of warding. Suicide melta acolytes just don't work as well as I really hope so lately as their ride just isn't that strong and most of the raiders / russes are going to be pretty far back.
Vindicare is really a good bet honestly but he tends to get out gunned as he's only 36'. Usually need 2 sources to keep something in range or go 2nd to be able get good shots on them. The vindicare rolling 3's is annoying as it bumps to a 5 which just immobilizes. a 2 could at least make things shaken so at least it'll stop the ordinance from shooting back. The LR also will have difficulty hitting but does have those twin linked at least. One game won't show you what it can do honestly. I'd give him another try.
Allies with drop pods and melta guns is a good alternative (like grey hunters or rune priest hunter drop pod). Railgun tau broadsides is another decent choice. (2-3 broadsides inside a bastion with some fire warriors and a commander on the quad gun or lascannon on the roof is kind of a nice hard to budge block. The fire warriors are still decent now a days as carapace armor is pretty good and can hide alot. No significant psychic power buffs or defense unfortunately, also no good air protection even with forge world)
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Post by: Homeskillet
I know purgation squads get a bad rap for being overpriced, but rending psycannons are a glorious thing. Maybe stick a TDA psycannon inquisitor with prescience in a purgation squad and park them midfield? 5 twin-linked psycannons. Don't bother using Astral Aim, just use a cheap rhino for cover, using a flat-out move each turn to screen the squad after you shoot. I've done this before, tore the crap out of Necrons and their Quantum Shielding.
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Post by: tuiman
Thanks Sudojoe, my raven normally does a good job but it leaves me relying a lot on 1 shot that might not arrive until turn 4. I always feel I could do with an extra 2-3 options to take out av13/14.
I will try the assassin again and see how it goes, I guess another option is just ti charge with the dreadknight
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Post by: Enigwolf
So, after a long hiatus, I'm planning to make a return with a revamped more-to-TAC GK list. I previously played a henchmen pseudo-gunline spam that has completely dominated my local FLGS meta and made players not want to play against my GK list anymore, and I want to move up and build a more competitive list rather than just catering to the local meta. There's a small local tourney coming up, and I used the guidelines on the first post to build this to hopefully be more TAC.
Coteaz w/ Divination Powers
Librarian w/ Warding Stave, Sanctuary, Shrouding, Warp Rift (Depending on the match-up, I can swap to Divination powers)
Techmarine w/ Power Axe, Storm Bolter, Psychotroke & Rad Grenades, 3 Servoskulls
1x 5-man Paladin squad w/ 2 master-crafted Psycannons, 3 Halberds, 2 Hammers
1x 5-man GKSS w/ Psycannon, Psybolt ammo
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 2 Plascannon Servitors, 2 Jokaero, 5 Bolter Acolytes
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 8 Psykers, 4 Bolter Acolytes
Chimera w/ Multilaser & HB
2x Psyflemen Dreads
1x Stormraven w/ TLMM, TLLC
1x Stormraven w/ TLMM, TLAC, Hurricane Bolters, Psybolt Ammo
There are 2 ways I could deploy with this list, with the Paladins either one Stormraven with either the Librarian or Techmarine (with the other in the 2nd Stormraven, could be with GKSS if need be too) or everything on the board (the Paladins could then ride the Chimera if they need to move during the game). This will theoretically allow me to push several threats up midfield simultaneously - 2 Stormravens with dangerous cargo, 3 armored pillboxes (I can load them up with the Psykers and/or GKSS), and 2 shooty dreads. From what I've seen, people like to focus fire on my Stormravens once they learn a Paladin squad is inside, but even a rolling 36" Str. 10 AP 1 with 4 more bolters shooting out is enough to give some players pause.
I chose the Librarian over a GM for more utility and versatility - he can either stick with his codex powers or take Divination powers as need be. With 2++ potentially-rerollable invul in CC, he should do a good job tanking in CC or providing support whichever way. Since my only reserves will be the 2 Stormravens either way, hopefully I'll roll the Divination power that gives me 3d6-pick-one for my reserves rolls rather than relying on Psychic Communion.
My only fear is that I won't have enough boots on the ground (story of GK life...) but I'll be able to hold home objectives with Coteaz & co., potentially contest the rest. I wish I had the points to run 10 Paladins or 10 Terminators w/ Justicar Thawn, though, that would be perfect. :( Thoughts on this list?
23113
Post by: jy2
Enigwolf wrote:
Coteaz w/ Divination Powers
Librarian w/ Warding Stave, Sanctuary, Shrouding, Warp Rift (Depending on the match-up, I can swap to Divination powers)
Techmarine w/ Power Axe, Storm Bolter, Psychotroke & Rad Grenades, 3 Servoskulls
1x 5-man Paladin squad w/ 2 master-crafted Psycannons, 3 Halberds, 2 Hammers
1x 5-man GKSS w/ Psycannon, Psybolt ammo
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 2 Plascannon Servitors, 2 Jokaero, 5 Bolter Acolytes
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 8 Psykers, 4 Bolter Acolytes
Chimera w/ Multilaser & HB
2x Psyflemen Dreads
1x Stormraven w/ TLMM, TLLC
1x Stormraven w/ TLMM, TLAC, Hurricane Bolters, Psybolt Ammo
Your list is ok, but I don't see it as being all that great. The main problem is that you just don't have enough scoring units and your firepower is somewhat lacking. You will have problems against flyer-spam, horde armies, wraithwing necrons, Tzeentch daemons and many of the other competitive tournament builds.
Your deathstar with techmarine and perhaps librarian has some staying power but it doesn't really have a whole lot of hitting power. They will kill MEQ units and can possibly tie up enemy deathstars for a while, but don't expect them to be able to wade through cheap enemy tarpits like gants, orks and zombie cultists.
My suggestion? De-emphasize your assault unit and focus more on your shooting. Drop the techmarine or librarian (or even both!) and get more troops and shooting into that list. If anything, consider getting a GKGM. He can still take grenades, but he can also make your paladins and dreadnoughts scoring. This list may do well on the local level, but I just don't see it doing all that well in a more competitive setting like a GT.
48339
Post by: sudojoe
Enigwolf wrote:So, after a long hiatus, I'm planning to make a return with a revamped more-to- TAC GK list. I previously played a henchmen pseudo-gunline spam that has completely dominated my local FLGS meta and made players not want to play against my GK list anymore, and I want to move up and build a more competitive list rather than just catering to the local meta. There's a small local tourney coming up, and I used the guidelines on the first post to build this to hopefully be more TAC.
Coteaz w/ Divination Powers
Librarian w/ Warding Stave, Sanctuary, Shrouding, Warp Rift (Depending on the match-up, I can swap to Divination powers)
Techmarine w/ Power Axe, Storm Bolter, Psychotroke & Rad Grenades, 3 Servoskulls
1x 5-man Paladin squad w/ 2 master-crafted Psycannons, 3 Halberds, 2 Hammers
1x 5-man GKSS w/ Psycannon, Psybolt ammo
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 2 Plascannon Servitors, 2 Jokaero, 5 Bolter Acolytes
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 8 Psykers, 4 Bolter Acolytes
Chimera w/ Multilaser & HB
2x Psyflemen Dreads
1x Stormraven w/ TLMM, TLLC
1x Stormraven w/ TLMM, TLAC, Hurricane Bolters, Psybolt Ammo
There are 2 ways I could deploy with this list, with the Paladins either one Stormraven with either the Librarian or Techmarine (with the other in the 2nd Stormraven, could be with GKSS if need be too) or everything on the board (the Paladins could then ride the Chimera if they need to move during the game). This will theoretically allow me to push several threats up midfield simultaneously - 2 Stormravens with dangerous cargo, 3 armored pillboxes (I can load them up with the Psykers and/or GKSS), and 2 shooty dreads. From what I've seen, people like to focus fire on my Stormravens once they learn a Paladin squad is inside, but even a rolling 36" Str. 10 AP 1 with 4 more bolters shooting out is enough to give some players pause.
I chose the Librarian over a GM for more utility and versatility - he can either stick with his codex powers or take Divination powers as need be. With 2++ potentially-rerollable invul in CC, he should do a good job tanking in CC or providing support whichever way. Since my only reserves will be the 2 Stormravens either way, hopefully I'll roll the Divination power that gives me 3d6-pick-one for my reserves rolls rather than relying on Psychic Communion.
My only fear is that I won't have enough boots on the ground (story of GK life...) but I'll be able to hold home objectives with Coteaz & co., potentially contest the rest. I wish I had the points to run 10 Paladins or 10 Terminators w/ Justicar Thawn, though, that would be perfect. :( Thoughts on this list?
My personal preferance in this case would be to pretty much agree with JY2. The tarpit of choice lately while doing ok with a librarian with a staff and hopefully the right divination powers, is still somewhat offset by his slow mobility and getting lucky on the rolls for powers. A DK is just plain more versatile. While I always will have a soft spot for paladins, it's too much of a points sink for this kind of list. 8 relentless psycannons are kind of cool but it's a bit "fat" for a fire base and not enough bodies. Also they aren't scoring.
For a 5 man GK SS squad, I'd skip the psybolt. Save it for a 10 man squad and you can always combat squad them around.
Right now, your storm ravens will be alot of fun but they are like 450 points for the pair. If poor reserve rolls or if the other guy has an astropath, the whole thing could be tough for you to survive otherwise as you're already short on bodies.
While this sounds kind of funky considering we're telling you to trim the points, I feel like your psyker chimera will probably do better with storm bolter acolytes. The thing is still gonna be kind of slow to cross the field as they can only move 6' or you're snap firing just about everything. You're not gonna get to rapid fire range very easily. Going out with the chimera will also often mean death from the sides as the AV 10 back/sides are easily brought down. My chimeras tend to just be pill boxes lately.
I still go flat out with rhinos occassionally though but have changed alot of my tactics to minimize problems with vehicle survival while trying to stay mobile. Skimmer transports are the way to go in 6th. Tank transports unfortunately kind of suck cept as mobile bunkers/ LOS blocking VP's for the enemy unless there is good amount of terrain on the map. Something not always granted by the game.
One fun trick I've done with my rhinos and the such for when I play Tau allies is to use a devifish to "tank" for my more squishy rhinos as it's flat out save makes it 2+ cover in the open and can obscure most of a rhino so you can claim a 3+ cover for the rhino piggybacking along. Problem with this is thelack of any good air support options from the Tau nor with anti-psyker, nor CC's. Good vehicles however. You'll also have some fun times with 3 railguns in a bastion. It's kind of fun lol.
60939
Post by: Enigwolf
Thanks for all that feedback! I took it them into consideration when reiterating the list. I absolutely love having two Stormravens around, but alas, you guys are right in that unbalances my list a little. :( I initially removed the techmarine, but then added him back when I found that I still had some points I could squeeze him in with, since in my local meta terrain pieces are huge, and I love the 3+ cover that he turns them into. Of course, this is highly situational and is never going to apply if I were to go to a GT. I wanted to replace the Librarian with a GKGM, but the GKGM turned out to start being a little expensive, and I wasn't relishing losing the Librarian's utility too much.
Coteaz w/ Divination Powers
Librarian w/ Halberd, Sanctuary, Shrouding, Warp Rift
Techmarine w/ Power Axe, Storm Bolter, Psychotroke & Rad Grenades, 3 Servoskulls
1x 5-man Terminator squad w/ 1 Psycannon, 3 Halberds, 2 Hammers
1x 10-man GKSS w/ 2 Psycannons, Psybolt ammo
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 2 Plascannon Servitors, 2 Jokaero, 5 Bolter Acolytes
Razorback w/ TLHB, Psybolt ammo
1x Henchmen Squad w/ 8 Psykers, 4 Stormbolter Acolytes
Chimera w/ Multilaser & HB
2x Psyflemen Dreads
1x Dreadknight w/ Heavy Psycannon, Greatsword, Personal Teleporter
1x Stormraven w/ TLMM, TLLC
Compared to the previous list, this puts a little more emphasis on the dakka - same number of psycannons but with the GKSS expanded to 10 instead and the addition of a Dreadknight, as well as one more scoring unit (two if the GKSS combat squads) and one more denial unit. If I could get Thawn in, I could potentially have yet another scoring unit if he dies and gets back up. I decided to stick with the Chimera despite its side armor vulnerability due to the fact that if my opponent isn't running blast weapons, I use strategic movement and placement of the Rhinos to obscure side armor shots.
If I were to make any changes to this, an alternative would be me replacing both the Librarian and Techmarine with a GKGM with psycannon or replacing one Psyfleman and the Techmarine with that second Stormraven I love, or both changes. I've also been looking at Tau allies - Shas'o in a Crisis suit, Fire Warriors and Devilfish for blocking shenanigans, and 3 Broadsides to replace either one or both Psyflemen (and hey, look, unlike Psyflemen they'll benefit from the 3+ bolstered terrain my techmarine gives!  ). But that will have to wait for now because I don't own any Tau...
48339
Post by: sudojoe
The comming of the DA codex is amongst us!
As you guys have probably already seen pictures of and or seen other posts of these guys on, I'm expecting a bit of a hit to our GK's with the release of DA.
Several things make me afraid of our survivability in that DA's seem to have alot of plasma including terminator mounted Plasma cannons that can split fire, bike mounted twin linked plasma, Flying things with lots of guns and shared stealth and possibly plasma lol and of course the new land speeder vengeance which will for sure have plasma on it as it's already pictured. The plasma storm whatever that is does not sound good for us! Not sure what plasma talons are yet but sounds like more plasma at any rate. I have a feeling we're gonna lose our big terminator advantage here as they got all sorts of fancy hammer of wrath things apparently too with atr 10 AP2.
Seems like more and more, we'll be depending on our henchmen and power armored goons and GW just seems hell bent on getting rid of our paladins for CC anyway and 2+ just won't be the same afterwards. Heck, even the lowly rhino or our HB razorbacks will not be able to handle that much plasma including split fire plasma no less.
Well, at least that's just my initial read of the white dwarf. What do you all think?
PS. despite us having psycannons that are str 7, AP 4, the plasma AP2 makes a notable difference on the vehicle damage table now as well as our saves at least.
PPS. Either get some DA allies in or necrons as the assault counter as my initial reaction but I could be jumping the gun. Good thing we're kind of friendly with everyone on the allies table lol.
PPPS. Time to bust out my Ulumeathi Plasma syphon ordo xenos inquisitor wmahahaha (too bad there seems alot of long range plasma but at least it'll be effective vs the rapid fire bikes)
60939
Post by: Enigwolf
I have a suspicion that the GK ability to spam Str 7 AP 4 is going to be far overshadowed by the DA ability to spam Str 7 AP 2 in addition to having larger units... Hm.
58317
Post by: tuiman
The first thing I thought was that gk dont have much access to plasma, (outside of henchman reallyt) so the new dark angels would make a great allied addition to them.
Was almost going to get some crons, but will now wait. You can pick up dark vengeance pretty cheap, maybe a tac squad and libby for the hq and troops, then a bike squad with plasma talons (18inch plasma guns), maybe a deathwing squad or a new flyer. Lots to think about.
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Post by: sudojoe
I can see some good synergy with GK too like you said. I'd probably get in some sort of RW bikes to go well and replace the rhinos. GK can be the fire base for some sort of hammer and anvil type of strat
Either that or maybe swarm the enemy with our terminators along with DA terminators?
I'm more of the opinion though due to costs of units most likely that I'd get the DA stealth flier or w/e the thing that kills other air planes to assist with air superiority along with a storm raven. Then the ground pounders can slog away without problems at range with plasma cannons and psycannons.
Gosh I wish rending gave AP2. wonder if they'll ever FAQ it to say that.
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Post by: Valek
Rending does give AP2 as far as i read the rules...
61164
Post by: Goat
My LGS has tournements every month and I don't see much of a terminator pressence anymore. Unless its of the T6 W4 variety. The month I won power armor bros were a true workhorse. Having twice the shots for the same price as a terminator squad pays dividends over the course of a game. Sure you need to rely a lot more on cover depending what you are facing but thats the norm. I do truly miss my terminators/paladins though. Oh, LoS why can't you still be cheesy. :(
60939
Post by: Enigwolf
I miss our terminators/paladins too. :( Maybe I'll field DW terminators and use my GK ones as "counts as"
Any thoughts on synergies between the DA codex and ours?
Also, potential "cheese" lists that might come up against us? I know in my local meta some guys ran Ravenwing squads with a Darkshroud 'speeder with teleport homers. Turn 1 scout move + rapidfire plasma weapons, turn 2 deepstrike DW terminators. & DW Knights. Some other armies I've seen lost pretty badly because of this, but I think we're fine since we've Warp Quake...
55940
Post by: DakotaBlue
Enigwolf wrote:I miss our terminators/paladins too. :( Maybe I'll field DW terminators and use my GK ones as "counts as"
Any thoughts on synergies between the DA codex and ours?
Also, potential "cheese" lists that might come up against us? I know in my local meta some guys ran Ravenwing squads with a Darkshroud 'speeder with teleport homers. Turn 1 scout move + rapidfire plasma weapons, turn 2 deepstrike DW terminators. & DW Knights. Some other armies I've seen lost pretty badly because of this, but I think we're fine since we've Warp Quake...
Was I sleeping a week? The codex isn't out till saturday, right?
60939
Post by: Enigwolf
DakotaBlue wrote: Enigwolf wrote:I miss our terminators/paladins too. :( Maybe I'll field DW terminators and use my GK ones as "counts as"
Any thoughts on synergies between the DA codex and ours?
Also, potential "cheese" lists that might come up against us? I know in my local meta some guys ran Ravenwing squads with a Darkshroud 'speeder with teleport homers. Turn 1 scout move + rapidfire plasma weapons, turn 2 deepstrike DW terminators. & DW Knights. Some other armies I've seen lost pretty badly because of this, but I think we're fine since we've Warp Quake...
Was I sleeping a week? The codex isn't out till saturday, right?
Some guy who just came back from overseas already has a 'dex. Whether it's genuine or not is a different story.
48339
Post by: sudojoe
The white dwarf has been out now and you can glean a lot from the battle report even though they didn't follow the foc. Still don't know points though you can see some of the potential rules though not exact wording
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Post by: Goat
I can't wait to see a buddies DA dex. I'm sure Belial and friends are not going to be the cheap "If you want termies take us" allies they are right now. Who knows they might even become our new terminators if they have good plasma options at a reasonable price. Halberds pwn everything they face except 2+ saves and lose most of the time in a termi vs termi matchup. Conscripting some plasma and storm shield termies into chapter 666 might be good.
60939
Post by: Enigwolf
Goat wrote:I can't wait to see a buddies DA dex. I'm sure Belial and friends are not going to be the cheap "If you want termies take us" allies they are right now. Who knows they might even become our new terminators if they have good plasma options at a reasonable price. Halberds pwn everything they face except 2+ saves and lose most of the time in a termi vs termi matchup. Conscripting some plasma and storm shield termies into chapter 666 might be good.
DW Terminators can take plasma cannons. What's there not to like about that? Hell, I wish our termies could take plasma cannons and stormshields. :( Also, check the stuff on Faeit212. It's pretty accurate.
Siderant: Why can't other GK be as smart as Draigo and hold a stormshield in one hand, CCW and bolter in the other...?
61164
Post by: Goat
Enigwolf wrote: Goat wrote:I can't wait to see a buddies DA dex. I'm sure Belial and friends are not going to be the cheap "If you want termies take us" allies they are right now. Who knows they might even become our new terminators if they have good plasma options at a reasonable price. Halberds pwn everything they face except 2+ saves and lose most of the time in a termi vs termi matchup. Conscripting some plasma and storm shield termies into chapter 666 might be good.
DW Terminators can take plasma cannons. What's there not to like about that? Hell, I wish our termies could take plasma cannons and stormshields. :( Also, check the stuff on Faeit212. It's pretty accurate.
Siderant: Why can't other GK be as smart as Draigo and hold a stormshield in one hand, CCW and bolter in the other...?
Draigo defies the logic of other codex terminators. They have no free hands for grenades. Draigo is so over the top he can hold sword and shield and still pitch grenades. The rest of the GK terminators have the stormbolter hand free to throw grenades and stay at Initiative 4 when going throw terrain. Conculsion Draigo has 3 arms.
60939
Post by: Enigwolf
Goat wrote: Enigwolf wrote: Goat wrote:I can't wait to see a buddies DA dex. I'm sure Belial and friends are not going to be the cheap "If you want termies take us" allies they are right now. Who knows they might even become our new terminators if they have good plasma options at a reasonable price. Halberds pwn everything they face except 2+ saves and lose most of the time in a termi vs termi matchup. Conscripting some plasma and storm shield termies into chapter 666 might be good.
DW Terminators can take plasma cannons. What's there not to like about that? Hell, I wish our termies could take plasma cannons and stormshields. :( Also, check the stuff on Faeit212. It's pretty accurate.
Siderant: Why can't other GK be as smart as Draigo and hold a stormshield in one hand, CCW and bolter in the other...?
Draigo defies the logic of other codex terminators. They have no free hands for grenades. Draigo is so over the top he can hold sword and shield and still pitch grenades. The rest of the GK terminators have the stormbolter hand free to throw grenades and stay at Initiative 4 when going throw terrain. Conculsion Draigo has 3 arms.
Maybe his shield or his stormbolter has a hidden grenade launcher.
3314
Post by: Jancoran
Ditto.
48339
Post by: sudojoe
Neat stuff comming out of the DA codex stuff. Apparently their fliers are just kind of meh so I'm not sure of their counter air abilities as for 25 points more you can get a storm raven but their flakk missles on tactical squads can be useful.
I suddenly see more fun times with modrak bomb along with a DA deathwing assault with Belial as he won't scatter. They are also twin linked the turn they come in so can lay down some hurt. Massive amounts of shots from the modrak ghost knights on troops while the belial bunch can nuke down a vehicle or something from the rear armor. Also can get some interceptors or DK to shunt forwards (with possibly psycannons to the rear armor). It'll be a totally in your face army by turn 2 almost no matter what.
Technically turn 1 but assault by turn 2 almost no matter where you hide. Just have problems doing it against other GK I suppose lol.
I haven't checked on drop pods yet but I see yet more fun times dropping things on your enemy.
It's almost like I'm playing chaos daemons with all the deep striking lol
Some interesting wargear choices like Auspex can reduce enemy cover saves by 1 if you don't shoot with the model holding the Auspex.
Rad shells ( -1 toughness to unit when hit by this thing, 18' blast) will be something that synergizes well with our rad grenade inquisitors/techmarine. However, it's also extremely dangerous vs our henchmen and inquisitor HQ's as even a str 4 bolter will be able to instant death our multi-wound HQ's if hit by one of these things.
Not quite sure how to feel about all the crazy banner rules. I'll have to go read more on that a bit later on.
65468
Post by: Messy0
Goat wrote:My LGS has tournements every month and I don't see much of a terminator pressence anymore. Unless its of the T6 W4 variety. The month I won power armor bros were a true workhorse. Having twice the shots for the same price as a terminator squad pays dividends over the course of a game. Sure you need to rely a lot more on cover depending what you are facing but thats the norm. I do truly miss my terminators/paladins though. Oh, LoS why can't you still be cheesy. :(
I still embrace the Paladin Love. My 2k is pretty much Draigo, 15 paladins, 2 DK's and a Storm Raven for my 2+ themed army. Still very viable. And with the Meta changing to see a lot more anti MeQ infantry Weapons on the table i think Paladins/Termies are some of the best choices. Although melta can really ruin my day.
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Post by: Goat
Joe, have you ever just attatched Mordrak to a 10 man strike squad and just save the points on the ghost knights? I've tried it out and liked it a lot. Having mordrak upfront to take some hits and let him spawn ghost knights into the squad.
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Post by: sudojoe
Goat wrote:Joe, have you ever just attatched Mordrak to a 10 man strike squad and just save the points on the ghost knights? I've tried it out and liked it a lot. Having mordrak upfront to take some hits and let him spawn ghost knights into the squad.
I'm not sure that's a legal combination but could be fun if it worked. Modrak does not have the Indepedent character rule. He can't joint any units other than the ghost knights that are bought for him. When all the ghosts are dead, he reverts to a single model unit but never gains the IC rule.
61164
Post by: Goat
sudojoe wrote: Goat wrote:Joe, have you ever just attatched Mordrak to a 10 man strike squad and just save the points on the ghost knights? I've tried it out and liked it a lot. Having mordrak upfront to take some hits and let him spawn ghost knights into the squad.
I'm not sure that's a legal combination but could be fun if it worked. Modrak does not have the Indepedent character rule. He can't joint any units other than the ghost knights that are bought for him. When all the ghosts are dead, he reverts to a single model unit but never gains the IC rule.
Oh, crap... well that changes things for this weekends tourney. I didn't even notice. I just seen it in his special rules. "Mordrak and any unit he's attached to... blah blah blah" and figured.
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Post by: Red Comet
I got a look at the DA codex today. I feel that Deathwing became really overcosted. The Flyers are very expensive for what they do, but the Ravenwing bikes are amazing if the typo for the command squad turns out to be how I think it is.
The bikers can all have Salvo 2/4 for their Boltguns. This means that DA can put out more shots than we can per squad at 24 inches. Add in that they can take dual Plasmaguns in those squads and its a pretty vicious combo. I'm thinking that Guard Blobs won't be such a great ally, but again this is only if the typo for the command squad is fixed soon.
Anyways its possible to take a Tactical Squad as an objective holder or scouts and then take a large Ravenwing squad as allies for us. It could really help increase the damage potential that GK can put out.
58317
Post by: tuiman
Taking a heavy for 5 man tac squads is cool to, I normally play aegis line with strike squads, so adding a small 5 man tac squad with flakk missile laucher to put behind the line might be a great cheap way to use the troops allies tax.
Libbys are cheap to, dirt cheap, and then just fill out a nice size ravenwing squad, lots of ideas
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Post by: felixcat
So with Nova and 1750 lists now upcoming what are people planning to play? I've been testing with friends and we have a few unexpected lists ...
== Doing the Monster Mash ==
HQ: 1 Malleus Inquisitor (TDA. Psycannon, Prescience) 110 (GK)
HQ: 1 Avatar of Khaine 155 (EL)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 (GK)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 (GK)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 (GK)
Troop: 15 Storm Guardians (2 Flamers, Spiritseer, Conceal, Singing Spear) 173 (EL)
Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 (GK)
Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 (GK)
Heavy Support: 1 Dreadnought (Dual TL Autocannons, Psybolt Ammunition) 135 (GK)
Heavy Support: 1 Wraithlord (Missile Launcher, Scatterlaser 135 (EL)
- so this is the list that you have sen many pages back toned down for 1750. I had to drop Draigo - I miss him. At 1750 the list works okay but Draigo was rather important - nice to have scoring DKs.
== NecKnights ==
HQ: GK Grandmaster (Nemesis Force Halberd) 180 (GK)
HQ: Destroyer Lord, Sempiternal weave, MSS 160
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 (GK)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 (GK)
Troops: 5 Warriors [Nec], 165
1 Night Scythe [Nec] (TL Tesla Destructor)
Troops: 5 Warriors [Nec], 165
1 Night Scythe [Nec] (TL Tesla Destructor)
Fast Attack: 5 Wraiths (1 Whip Coil) 185 (Nec) Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 (GK)
Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 (GK)
Heavy Support: 1 Anihilation Barge (Nec) 90
- this list plays better in the current meta methinks. It just has more answers all round. I have cc capabiliteies, AA and decent dakka with the grandmaster adding some scoring troops to the mix.
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Post by: sudojoe
felixcat wrote:
So with Nova and 1750 lists now upcoming what are people planning to play? I've been testing with friends and we have a few unexpected lists ...
== Doing the Monster Mash ==
HQ: 1 Malleus Inquisitor ( TDA. Psycannon, Prescience) 110 ( GK)
HQ: 1 Avatar of Khaine 155 ( EL)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 ( GK)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 ( GK)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 ( GK)
Troop: 15 Storm Guardians (2 Flamers, Spiritseer, Conceal, Singing Spear) 173 ( EL)
Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 ( GK)
Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 ( GK)
Heavy Support: 1 Dreadnought (Dual TL Autocannons, Psybolt Ammunition) 135 ( GK)
Heavy Support: 1 Wraithlord (Missile Launcher, Scatterlaser 135 ( EL)
- so this is the list that you have sen many pages back toned down for 1750. I had to drop Draigo - I miss him. At 1750 the list works okay but Draigo was rather important - nice to have scoring DKs.
== NecKnights ==
HQ: GK Grandmaster (Nemesis Force Halberd) 180 ( GK)
HQ: Destroyer Lord, Sempiternal weave, MSS 160
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 ( GK)
Troop: 10 GKSS (2 Psycannon, Psybolt) 240 ( GK)
Troops: 5 Warriors [Nec], 165
1 Night Scythe [Nec] ( TL Tesla Destructor)
Troops: 5 Warriors [Nec], 165
1 Night Scythe [Nec] ( TL Tesla Destructor)
Fast Attack: 5 Wraiths (1 Whip Coil) 185 (Nec) Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 ( GK)
Heavy Support: 1 Nemesis Dreadknight (Heavy Incinerator, Doomfists) 160 ( GK)
Heavy Support: 1 Anihilation Barge (Nec) 90
- this list plays better in the current meta methinks. It just has more answers all round. I have cc capabiliteies, AA and decent dakka with the grandmaster adding some scoring troops to the mix.
Not that much of a fan of the first one as I typically find that eldar bring the best anti-psyker and are good at buffs but some of their guns aren't as good as they used to be. Also, that wraithlord doesn't have an eldar psyker guiding it does it? Won't it just seize up like a servator every once in a while? Lack of air support or anti-air will kind of hurt as well as lack of mobility since everything is just footslogging. More of a fun list that I can see more than anything else.
The necron list you have is pretty close to what I'm doing with GK + necrons lately cept I use coteaz to sit on the back and use a doomscythe instead of the annhiliation barge. I do miss the scoring dreadknight in that scenario but I do manage to slap a teleporter on him usually to get in people's faces the same time as the wraithstar hits and or support the arrival of the air forces. It's got pretty good balance of things and really just suffer a bit from mostly just medium range weapons. Fast dark eldar things are annoying to fight with this due to night shields but overall the fliers will be able to get in there and negate that advantage.
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Post by: felixcat
There is a spiritseer in the list. I've not had the problem yet ... the list does lack psychic defense though. Overall it is not terrible but there are some holes.
We tried the Coteaz/henchman variant of list two. It works but plays differently for sure. And henchmen need transports that just fail at times leaving fragile troops exposed. Why the doomscythe? It isn't really that good. It is quite expensive and more of a fear factor. It has very weak armour and does things that the night scythe does as well and the A. Barge does cheaper. On paper it looks better but you can only hit other flyers in hover mode and Gk and Necs already have all the tools needed for tanks and infantry. Saving 85 points and taking an A. Barge makes more sense to me.
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Post by: sudojoe
The doom scythe is there for me to tackle hard to penetrate things that are depending on stealth/shrouding at 12' - ya looking at you Tau Hammerheads.
Also vs bastions which are being fielded fairly frequently as are land raiders which locally is making a come back. As much as I like psycannons and my str 7 spam, 10 warriors are not enough gauss to glance heavy hitters to death nor is AP4 psycannons any good even with a rend. As of current edition wording, only wounds get the AP2, armor pens are not wounds thus people have not been kind enough to allow the AP2 to apply to armor pen by strict RAW reading. I'm still personally waiting for a FAQ to change this but I've tried the argument myself over at YMDC and that's the current popular opinion. While I save points on the A.barge, it's still restricted to roughly the same range as other things so I mostly depend on the doom scythe to get those tough to kill, high armor things that may require me to get pretty close.
DE ravagers or venoms can be brutally annoying to get to by foot as you'll really be hammered from 36' out while you need to close to 18' to shoot back from night shields. A.barges just don't work as well vs alot of lances. Rather hide and come in later on to hopefully bring things down.
Coteaz is mostly just there to give me some cheap 12 point scoring troops. The main body of the GK's SS's can stay the same. The grand master could have only made the DK scoring as far as I can tell. Can't affect necrons with his power as far as I'm aware but it's kind of a rules grey area.
I'm not familar with the spiritseer so I can't really comment on that combination.
While the warscythe lord + wraiths are good vs some of the targets I listed above, I find that he can't be everywhere at once and can sometimes get tied down keeping fast movers off my lines like spawns and or potentially be going after different targets. Also one game they got wiped out by a suicide melta grey hunter 5 man squad + rune priest in a pod with JAWS lol
(was an objective game so I didn't go first and he got the "drop" on me before warp quake could go up.)
Edit:
ok Looked up what a spirit seer does so I guess it does work. May perhaps consider using some crazy contemptor mortis if you guys are allowing forge world as it can get skyfire and interceptor with twin linked auto cannons along with psybolt and missles at good range. Also it's BS5 but it's like 200+ points at that range.
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Post by: tuiman
http://www.dakkadakka.com/dakkaforum/posts/list/0/499195.page
Big talking point here in relation to us (mostly) about feel no pain vs force weapons, I guess it will be up to the TO otherwise house rule/roll of.
I say no to feel no pain as if the psychic test is passed, the wounds immediately become instant death, thus ignoring feel no pain.
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Post by: Enigwolf
tuiman wrote:http://www.dakkadakka.com/dakkaforum/posts/list/0/499195.page
Big talking point here in relation to us (mostly) about feel no pain vs force weapons, I guess it will be up to the TO otherwise house rule/roll of.
I say no to feel no pain as if the psychic test is passed, the wounds immediately become instant death, thus ignoring feel no pain.
No one I've ever played with in my FLGS has ever called me out on ID'ing through FNP. =/ Let's face it, it doesn't make sense.
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Post by: tuiman
Oh I agree entirely, my main opponent is blood angels and hes fine with it, its how I have always played,
Expect to be questioned about it more though I guess. Just a loop hole people like to find and rave about until an official faq is ever put out.
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Post by: sudojoe
Got some more looks at the DA codex and it's got some nice features that definately can give our gunlines big headaches.
Their stealth generating land speeder is pretty boss and can be as hard to kill as Tau since it's essentially got a 2+ cover in the open with a flat out. We only really have perfect timing to help offset this at range. The DK incinerator can possibly reach it as well but would be kind of tough to bring down for standard gunline set up. That thing set up with some ruins and a banner of devestation to give bolters salvo 2/4 can be pretty tough to breach especially if a techmarine bolsterd it. Pretty much everything with a 2+ cover and would be very tough to budge. 24' bolter death wall.
Throw some cheap devestators in there too and they can get range and better damage against alot of our henchmen shooting. Good thing auspex only works at 12' or we'd be royally hosed. Someone else pointed out on a different thread that IG with cammocapes/cover netting w/e they are called, + aegis + stealth field would have like a battery of artillery with 2+ cover pounding our lines. I don't have much that can counter this yet lol.
The land speeder going with ravingwing bikes can get into our faces also really fast with nice cover saves via flat out saves and stealth along with T5 melee possibly with some sort of FNP banner. Henchmen really some sort of counter assault in place as far as I'm concerned. Strike squads is a possibility vs keeping some purifiers or DCA around.
Our stike squads can help at least with warp quake vs belial's massive terminators in our face. Also their knights will be T5 and possibly with some FnP deep striking in our face. Being that tough with 3++, I'm not even sure coteaz's I've been expecting you will be quite enough to stop them all. More to come as I'll try to proxy some stuff against myself since no one here actually plays DA.
Their super cheap librarians come in at just 65 points so got me jealous quite a bit even with our inquisitiors.
Lastly, I see quite a bit of fun with the vindicare as we can snipe their banner guys nicely at least.
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Post by: Red Comet
Its going to be a really tough nut to crack, but once hits go through the darkshroud will die quickly. It'll die to weight of fire which GK have loads of. I don't think it'll be a huge issue for us to handle. What does bother me is the grenade launcher that fires Rad Grenades. It makes it easier to take down MEQ's now and just about anything.
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Post by: Enigwolf
I'm in agreement with the Rad Grenades, T3 marines are not fun to have. =/ Anyhoo, regarding the Darkshroud, most lists I'm seeing now for GK field DKs with Heavy Incinerators, or Teleport Packs. Even with a Heavy Psycannon, remember that if you're within (I believe?) 6" of them of the same ruin, they can't claim the terrain's cover save.
I've yet to try a proper game against them, since I've been theoryhammering most of it with my FLGS' local cheese player. Can someone remind me what Auspex does?
Also, with the size of basilisks and other IG tanks, I'd be very hesitant to give them a cover save from the ADL (also depending on the angle of firing), since it does state that you need to be concealed by it to gain the cover save - it doesn't work by simply standing behind it. That being said, my Elysian Tauros Venators are low enough that they can claim that save...
My real worry is only Belial's terminators, and I'm determined that Warp Quake will be more important than ever now.
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Post by: sudojoe
T3 marines yes but the T2 inquisitors getting one shot by bolters is what scares me.
Auspex is at 12', and reduces enemy cover save by 1
Do you have a reference on where it says you don't get a cover if within 6' of the same place? I don't see any mention of that in the book under shooting or cover or ruins. On the flip side, I just realized that ruins are area terrain and that you get a +2 to cover save when going to ground in there. I never knew that and somewhat surprised it took this long for it to have come up. I get a 2+ cover naturally in regular ruins by going to ground with my strike squads now. Woots. Thanks for making me looks stuff up as I've realized I've been playing it wrong for a while now.
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Post by: Enigwolf
sudojoe wrote:T3 marines yes but the T2 inquisitors getting one shot by bolters is what scares me.
Auspex is at 12', and reduces enemy cover save by 1
Do you have a reference on where it says you don't get a cover if within 6' of the same place? I don't see any mention of that in the book under shooting or cover or ruins. On the flip side, I just realized that ruins are area terrain and that you get a +2 to cover save when going to ground in there. I never knew that and somewhat surprised it took this long for it to have come up. I get a 2+ cover naturally in regular ruins by going to ground with my strike squads now. Woots. Thanks for making me looks stuff up as I've realized I've been playing it wrong for a while now.
Hm, now that I'm looking it up too, I can't seem to find it either. I remember that it was described that they don't get a cover save simply because you're firing point blank at them. Does anyone have a recollection of this, or was this something from 5th ed that I carried over without checking...?
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Post by: Griddlelol
Enigwolf wrote:
Hm, now that I'm looking it up too, I can't seem to find it either. I remember that it was described that they don't get a cover save simply because you're firing point blank at them. Does anyone have a recollection of this, or was this something from 5th ed that I carried over without checking...?
That's a 5th relic. People at my FLGS (including me) were playing like that for a few months after 6th until someone decided to look it up.
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Post by: Enigwolf
Griddlelol wrote: Enigwolf wrote:
Hm, now that I'm looking it up too, I can't seem to find it either. I remember that it was described that they don't get a cover save simply because you're firing point blank at them. Does anyone have a recollection of this, or was this something from 5th ed that I carried over without checking...?
That's a 5th relic. People at my FLGS (including me) were playing like that for a few months after 6th until someone decided to look it up.
 You know what's even more? I just found this on Pg. 62 of the BRB - Defensive Grenades.
"A unit equipped with defensive grenades has the Stealth special rule against all shooting attacks targeting them, so long as:
They are within 8" of the unit firing at them.
They have not gone to ground."
Plague marines just got harder to kill for me. =X
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Post by: sudojoe
I don't think I'm generally going to be getting within 8' of plague marines anytime soon
In any case, a frield of mine plays CSM and he's been looking at the new DA dex and he's planning to definately go 2 helldrakes for the most part along with possibly getting some noise marines back into the mix to get past all that crazy cover saves especially as I play tau. After much griping about overpriced blastmasters it certainly sounds good.
Alot of the sonic weapons that no one seems to have used lately are incidentially pretty dangerous to any dismounted henchmen we got sitting around. Blastmaster str 8 shots can get through alot of our cover protections too. Seems interesting anyway. His lists have never been that competitive honestly so I'm not worried all that much for my GK's but he is getting a bit better. Wonder what other meta changes we might see from the DA codex that may also spill over to our lists.
At least from the CSM standpoint, ignore cover is going to be pretty useful to get as are AP3 templates anyway. Definately going to be threating to some of my current builds anyway.
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Post by: Enigwolf
sudojoe wrote:I don't think I'm generally going to be getting within 8' of plague marines anytime soon
In any case, a frield of mine plays CSM and he's been looking at the new DA dex and he's planning to definately go 2 helldrakes for the most part along with possibly getting some noise marines back into the mix to get past all that crazy cover saves especially as I play tau. After much griping about overpriced blastmasters it certainly sounds good.
Alot of the sonic weapons that no one seems to have used lately are incidentially pretty dangerous to any dismounted henchmen we got sitting around. Blastmaster str 8 shots can get through alot of our cover protections too. Seems interesting anyway. His lists have never been that competitive honestly so I'm not worried all that much for my GK's but he is getting a bit better. Wonder what other meta changes we might see from the DA codex that may also spill over to our lists.
At least from the CSM standpoint, ignore cover is going to be pretty useful to get as are AP3 templates anyway. Definately going to be threating to some of my current builds anyway.
I'm thinking that in Chaos lists, you're either going to need to field more Noise Marines OR Heldrakes. The importance of Ignores Cover in this edition with more terrain and footslogging infantry cannot be stated enough. Especially now with Ravenwing in the mix, you're looking at consistent 2+ and 3+ jink saves running towards you with plasma weaponry (and potentially a teleport homer for turn 2 Deathwing assault...) I'd reckon that even Heldrakes' Baleflamers will have a little difficulty (what with S4 Baleflamer against T5 bikes), but even a single squad of Noise Marines may prove to be a lot more valuable now.
As a result (since this isn't the CSM tactica thread, lol) we're probably going to see a lot more Heldrakes and Noise Marines. Which doesn't bold well for our Henchmen, since they're pretty reliant on non-armour saves (i.e. cover) Therefore, I'm thinking that the traditional loadout of mid-field weaponry (i.e. stormbolters, plasma weapons) may start becoming outmoded in favor of more vanilla GKSS, and we might see a use for one or two Crusaders once more to provide that just-in-case 3++ shielding.
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Post by: jy2
Red Comet wrote: Its going to be a really tough nut to crack, but once hits go through the darkshroud will die quickly. It'll die to weight of fire which GK have loads of. I don't think it'll be a huge issue for us to handle. What does bother me is the grenade launcher that fires Rad Grenades. It makes it easier to take down MEQ's now and just about anything.
One thing to keep in mind is that rad shells affect models, not units. Thus, it has to get the majority of units down to T3, otherwise the unit will still be T4 against shooting.
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Post by: sudojoe
The baleflamer is actually str 6
The rad grenade launcher apparently affects the unit and not just models at least that's what the iOS version guy tells me
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Post by: jy2
sudojoe wrote:The baleflamer is actually str 6
The rad grenade launcher apparently affects the unit and not just models at least that's what the iOS version guy tells me
I have the codex. It affects models, not the unit.
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Post by: tuiman
So I really doubt DA players would take it over plasma tbh
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Post by: Coyote81
jy2 wrote: sudojoe wrote:The baleflamer is actually str 6
The rad grenade launcher apparently affects the unit and not just models at least that's what the iOS version guy tells me
I have the codex. It affects models, not the unit.
Please reread your codex, if any models in the unit are hit, the whole unit gets -1T. It's worded weirdly, but it is worded right,
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Post by: Spartan089
Enigwolf wrote:I'm in agreement with the Rad Grenades, T3 marines are not fun to have. =/ Anyhoo, regarding the Darkshroud, most lists I'm seeing now for GK field DKs with Heavy Incinerators, or Teleport Packs. Even with a Heavy Psycannon, remember that if you're within (I believe?) 6" of them of the same ruin, they can't claim the terrain's cover save.
I've yet to try a proper game against them, since I've been theoryhammering most of it with my FLGS' local cheese player. Can someone remind me what Auspex does?
Also, with the size of basilisks and other IG tanks, I'd be very hesitant to give them a cover save from the ADL (also depending on the angle of firing), since it does state that you need to be concealed by it to gain the cover save - it doesn't work by simply standing behind it. That being said, my Elysian Tauros Venators are low enough that they can claim that save...
My real worry is only Belial's terminators, and I'm determined that Warp Quake will be more important than ever now.
Vehicles now only need 25% cover which the ADL certainly gives. IG Russ gunlines with cammo netting and stealth will be pretty boss.
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Post by: Jancoran
The ADL only gives 25% at a certain range. Why? it is still literal line if sight and if my gun can see the bottom of your base, that ADL isn't going to do anything for you. Just because theres a wall on the field doesn't mean you're obscured by it.
Exorcists generally ignore ADL's for example. intervening models are more likely to matter against some weapons.
Food for thought.
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Post by: Enigwolf
sudojoe wrote:The baleflamer is actually str 6
My bad, confusing it with the Burning Brand of Skalathrax. lol.
Jancoran wrote:The ADL only gives 25% at a certain range. Why? it is still literal line if sight and if my gun can see the bottom of your base, that ADL isn't going to do anything for you. Just because theres a wall on the field doesn't mean you're obscured by it.
Exorcists generally ignore ADL's for example. intervening models are more likely to matter against some weapons.
Food for thought.
Typically, bigger vehicles such as Basilisks (what with the gun shield and all) are less than 25% obscured. From what I've seen, pretty much not even LRBTs get much in the way of a cover save if I'm on the 2nd floor of a building, ditto goes with the quadguns that people like to stick behind them.
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Post by: sudojoe
Coyote81 wrote: jy2 wrote: sudojoe wrote:The baleflamer is actually str 6
The rad grenade launcher apparently affects the unit and not just models at least that's what the iOS version guy tells me
I have the codex. It affects models, not the unit.
Please reread your codex, if any models in the unit are hit, the whole unit gets -1T. It's worded weirdly, but it is worded right,
Having re-re-re-re read the DA codex line and compaired it to the IOS version (there is no difference). I'm reading it more now as the models hit who may be inside of a unit get the -1 to T.
Also updated first page some more on the recent force weapon FAQ changes - FnP debate/hallucinations, vindicare buff.
I'm not sure I entirely understand how to apply the new weapons ranges and wound pool rules at this point however so I'm not sure how to address it yet.
I'm glad they also clarified that my SW+ GK list is legal as someone fought me over can I take 2 rune priests or not as an allied detatchment.
Also surprised that they didn't give the SM Telion the same dead eye ruling. Maybe that's tomorrow cause it's still 1.1v
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Post by: valace2
They un nerfed the Vindicare Assassin, according to the new FAQ Look Our Sir no longer applies with regard to the wounds he causes.
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Post by: magicafiend
New vindicare tactic. Put him on an Icarus and instagib warlords with no LOS and target selection. You heard it here first XD
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Post by: Neorealist
Or put him in a fortress of redemption and insta gib lots of models simultaniously; typically denying them armor and cover as well as being a large blast and fireable without actual LOS to boot. (not as good vs ICs in TDA of course).
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Post by: tuiman
The whole force weapon thing just made my day, also the vinicare ruling, picked one up the other day for $3 not thinking I would use it all the time, not any more
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Post by: Enigwolf
Finally, I can go back to slaying Plague Marines with impunity and actually using my Vindicare once more. I was pretty sick of his wounds being LOS'd. Although the idea of sticking him in an Icarus is pretty awesome.  I don't see how putting him in a Fortress of Redemption will deny coversaves to the enemy, though?
The new weapon ranges rules is basically similar to the line-of-sight rule, although it just made shooting a lot more finnicky. From what it seems like to me, weapons can only wound models it is in range with. Ergo, no shooting exactly 24" away at a single model and then causing wounds all the way to the back models that are in reality out of range. It's just going to make shooting at long ranges in larger squads messy... you'll be rolling individual models' weapons to-hits and to-wounds, and then saves, rather than one blob of dice.
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Post by: tuiman
So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
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Post by: daedalus
valace2 wrote:They un nerfed the Vindicare Assassin, according to the new FAQ Look Our Sir no longer applies with regard to the wounds he causes.
Thanks for pointing that out. I totally read that the wrong way last night. Vindicare is now awesome sauce.
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Post by: sudojoe
tuiman wrote:So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
I wouldn't take 2 of them for 1k, it's too much.
If you were successful, it'd just mean total plasma spam in the next tier up and also horribly unbalanced anyway. Just use one. Also, any restrictions on your local tournie? like you have to keep the same units in the next tier or anything like that?
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Post by: Goat
tuiman wrote:So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
Are you playing on a 4x4 game board at those points? If so, I'd totally rock out 2x DKs with incinerators. Shelve the teleporters bring two squads of strikes and a grand master. Call it a day and tell all your opponents to concede to your power.
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Post by: MadmanMSU
Vindicare's are overpriced for what they do. Even assuming they hit every single shot, they still only kill an average of 3.5 terminator models in a 6 turn game. Other than the occasional librarian, pretty much every HQ I come up against has 3+ wounds with an invulnerable save.
Maybe if the Vindicare had more than 2 wounds....but he's so expensive for a single model that dies so quickly. In 3+ cover, a single Tactical squad has pretty good odds of killing him in rapid-fire range. 2 Rifledreads at 48" have good odds to take him out as well.
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Post by: sudojoe
145 points is not terribly hard to make up though and yes, he usually dies in my games too but it's all about target selection.
Alot of lists depend on that special character or wargear to keep it functional like the DA's and their banner of devestation, or azeral's super 4++ helmet, or that cyclone missle launcher, or plasma cannon in the wrong place, or that multi-melta that just gotta die or that big tank or bastion with a quad gun on it.... There's a fairly good target in just about any and every list that can get some good sniper action. Well cept stuff like daemons wierdly enough lol since we can't break their weargear and have eternal warrior and often multiple wounds and almost no one uses banners or other upgrdes much anymore lol. Or nids actually, I'm not sure how much stuff needs sniping as there's so much multi-wound madness in there and lack of invul saves to begin with and no vehicles lol.
I think that's why people above are rooting for the krackstorm launcher and the icarus lascannon alternatives.
As the icarus is not twin linked, the high BS really helps and the krackstorm is just amazing lol (though I'm not sure any tourny will really allow it since the fortress is so big and more often than not, terrain is already pre-placed. Instead of outright banning them, I've also seen a smart TO just say that basically if you can't actually find any place to put it down, you don't get to use it and forfit the cost of your fortification's points. Pretty effectively made it so no one risked brining a skypad or fortress  Though it wasn't specifically banned at all.
(I'm almost 70% through with the page 1 rewrite! woots)
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Post by: daedalus
MadmanMSU wrote:Vindicare's are overpriced for what they do. Even assuming they hit every single shot, they still only kill an average of 3.5 terminator models in a 6 turn game. Other than the occasional librarian, pretty much every HQ I come up against has 3+ wounds with an invulnerable save.
Maybe if the Vindicare had more than 2 wounds....but he's so expensive for a single model that dies so quickly. In 3+ cover, a single Tactical squad has pretty good odds of killing him in rapid-fire range. 2 Rifledreads at 48" have good odds to take him out as well.
Vindicares aren't a hammer for smashing your opponent's warlord; they're a scalpel. Precise and subtle cuts. They're there to deal with that one thing you can't bear to have on the table. Meltagun getting too close? Gone. Nobz in boyz squads? Gone. Land Raider you can't take care of? Gone. The only reason why they die so quickly is because they're so damn terrifying, which can be another asset depending upon the game you're playing.
If you've gotten your Vindi in 12" range of Marines, I would expect him to be gone. He's not a beatstick. You need to protect him a little.
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Post by: jy2
The vindicare post- FAQ is the same as the vindicare pre-6th. He hasn't really gotten better. He's just being his old self once again.
With that said, the same weaknesses still exist. Namely, he is still quite fragile and an easy First Blood target. To me, nothing has really changed about him. I stopped using him back in 5th when he was actually quite accurate. I may use him again in casual games, but in competitive ones, I'd probably stick with the psyfleman or dreadknight (the psyfleman for its Reinforced Aegis).
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Post by: Goat
jy2 wrote:The vindicare post- FAQ is the same as the vindicare pre-6th. He hasn't really gotten better. He's just being his old self once again.
With that said, the same weaknesses still exist. Namely, he is still quite fragile and an easy First Blood target. To me, nothing has really changed about him. I stopped using him back in 5th when he was actually quite accurate. I may use him again in casual games, but in competitive ones, I'd probably stick with the psyfleman or dreadknight (the psyfleman for its Reinforced Aegis).
Speaking of... I've really missed reinforced Aegis. I wish " AV" wasn't such a bad stat now.  -4 on leadership is super troll than a 5+ deny.
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Post by: MadmanMSU
jy2 wrote: I may use him again in casual games, but in competitive ones, I'd probably stick with the psyfleman or dreadknight (the psyfleman for its Reinforced Aegis).
^^^ This. I get where everyone is coming from. The vindi can be an awesome scalpel, but my point is that he's so hit or miss depending on what type of army you're facing, what the terrain is set up like, what the mission parameters are....just too many "ifs". That coupled with his low survivability....you can place him all the way in the rear, and a single drop-pod of tac marines will take him out. I don't usually play against other GK players, but the last time I did and one brought a Vindi, I just scooted two Anni Barges up and took him out on the first turn...easy 145 points. It's that kind of vulnerability that needs to be weighed when you put him in your army.
Still, with that said, I have a narrative campaign coming up at my LGS, and he might see some use again because we will have foreknowledge of the opponent's army. Might even use my Mordrak/Lysander list to beef him up to a 2+ cover save again
35241
Post by: HawaiiMatt
sudojoe wrote:
I think that's why people above are rooting for the krackstorm launcher and the icarus lascannon alternatives.
As the icarus is not twin linked, the high BS really helps and the krackstorm is just amazing lol (though I'm not sure any tourny will really allow it since the fortress is so big and more often than not, terrain is already pre-placed. Instead of outright banning them, I've also seen a smart TO just say that basically if you can't actually find any place to put it down, you don't get to use it and forfit the cost of your fortification's points. Pretty effectively made it so no one risked brining a skypad or fortress  Though it wasn't specifically banned at all.
(I'm almost 70% through with the page 1 rewrite! woots)
Try and draw line of sight from those missiles to anything. Krack Storm pretty much always fires indirect, so the assassins BS doesn't come into play.
-Matt
801
Post by: buddha
So with the FAQ does this mean the coateaz can roll for 3 powers on a chart since he can now replace hammerhand?
55940
Post by: DakotaBlue
buddha wrote:So with the FAQ does this mean the coateaz can roll for 3 powers on a chart since he can now replace hammerhand?
The same FAQ says Coteaz can take 2 powers.
58317
Post by: tuiman
sudojoe wrote: tuiman wrote:So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
I wouldn't take 2 of them for 1k, it's too much.
If you were successful, it'd just mean total plasma spam in the next tier up and also horribly unbalanced anyway. Just use one. Also, any restrictions on your local tournie? like you have to keep the same units in the next tier or anything like that?
No restrictions, so the lists can be completely different from one another, as long as the same codex is used lol ie gk. and only one allie choice but you dont have to have them in every list. So i can play pure gk at 1k, then take guard at 1500 then pure gk at 2k or whatever
1k will be played on 6x4 board
54575
Post by: Capamaru
I acquired my first land raider crusader/redeemer for my GK army, till now it was 3 x psydreads.
I will magnetize the sponsors and doors so I can use either variant but I would like to know which one you find more effective for Grey knights. I know that Crusader would be nice with Psybolt ammo but the Redeemers flamers look nice on paper too  although you have to get really close to make use of it.
I am gonna use some termies and the grand master or draigo with paladins regarding what it will transport.
Thanks in advance  .
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Post by: sudojoe
tuiman wrote: sudojoe wrote: tuiman wrote:So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
I wouldn't take 2 of them for 1k, it's too much.
If you were successful, it'd just mean total plasma spam in the next tier up and also horribly unbalanced anyway. Just use one. Also, any restrictions on your local tournie? like you have to keep the same units in the next tier or anything like that?
No restrictions, so the lists can be completely different from one another, as long as the same codex is used lol ie gk. and only one allie choice but you dont have to have them in every list. So i can play pure gk at 1k, then take guard at 1500 then pure gk at 2k or whatever
1k will be played on 6x4 board
I'd say go nuts with the 2 DK if you want but I still feel it's kind of unbalanced even at 1k points but would be very fast games lol. Change it up to hordes at 1500 since people would take plasma to kill your DK's, and then alot of power armor once they get in lots of AP4 weapons wmahahahaha.
Capamaru wrote:I acquired my first land raider crusader/redeemer for my GK army, till now it was 3 x psydreads.
I will magnetize the sponsors and doors so I can use either variant but I would like to know which one you find more effective for Grey knights. I know that Crusader would be nice with Psybolt ammo but the Redeemers flamers look nice on paper too  although you have to get really close to make use of it.
I am gonna use some termies and the grand master or draigo with paladins regarding what it will transport.
Thanks in advance  .
I personally really like the crusader for it's versitility. The flamer is more fun but can be effective. With alot of lances and meltas, I just don't see my land raiders survive all that well to get close enough to flame. The crusader with psybolts can also double at shooting at AV 10/11 fliersifyou want, the redeemer is better vs a bunch of marines in cover.
The problem with the redeemer is that your passengers are really good vs marines in cover too so it can deny them targets. You have lower volume of fire vs hordes that you can't sweeping advance and fliers so crusaders despite being more points wise expensive is probably the better option.
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Post by: tuiman
So for 1000 points:
Draigo
solodin
solodin
vindicare
dreadknight, teleporter, incinerator
dreadknight, teleporter, incinerator
1000 exactly.
So solodins in reserve to take objectives, dreadknights shunt first turn and do whatever they do, draigo deepstrikes I guess, vindicare pops any nasty things you might find like raider etc.
Could be fun and crazy, maybe to crazy, thoughts?
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Post by: sudojoe
pretty crazy as far as I can tell lololol.
At least your movement phase is gonna be super fast lol
On the flip side, remember the guy I was talking to about his changes to CSM noise marines a few posts back? Well he tells me and I've read the codex FAQ's myself now and it seems entirely possibly you may see a ton more blastmasters with a noise marine spam build!
Str 8, AP3 blast templates ignoring cover is gonna hurt alot for strike squad builds. Heck foot builds in general. I'm gonna have to reconsider alot of my tank survivability as well as a skyshield pad along with crusaders for my foot henchmen I'm thinking.
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Post by: tuiman
I realsise I have no flyer defence though, the dreadknights cant hurt them unless they hover, only have the vindicare to hit on 6's. Maybe swap out draigo and the two solodins for raven, cteaz and henchman. Like this:
Coteaz
raven - multi-melta, lascannon
vindicare
dreadknight, teleporter, incinerator
dreadknight, teleporter, incinerator
leaves 80 points for some henchman squads, put corteaz and a squad in the raven and have one squad walk on from reserve.
Actually I think this is better, as I have called a grudge match first round against a guy taking 3 plasma vet squads in vendettas. He will only start with the command squad, a medusa and aegis on the board, so my plan was to shunt first turn kill them all and auto-win before his flyers come on.
It might sound mean, but I told him my list, and he said It did not scare him, having the raven helps incase I cant kill the medusa, and next turn a vendetta or all three come on
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Post by: Grey Templar
Hmmm. I don't think the list is great. Not enough troop bodies for 80 pts.
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Post by: tuiman
Well, with a list like that I have to go for table the opponent rather than objectives. And at the tournament it will be unique missions, not ones from the brb, so might not even need that many scoring units. I see your point though.
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Post by: sudojoe
I've just come up with a list vs myself (based on what the CSM guy got me thinking) that I think would beat down alot of our lists and I'm kind of interested in what you guys think can counter this without gimping us vs alot of other stuff.
Chaos lord of slanesh
5 noise marines with blastmaster
5 noise marines with blastmaster
5 noise marines with blastmaster
5 noise marines with blastmaster
baleflamer heldrake
baleflamer heldrake
Ork with KFF
30 shoota boyz
30 shoota boyz
6 lootas
bastion with lascannon. This is at 1500
Major flaw is how to deal with av14 but it'll hold up nicely vs a lot of our henchmen and msu as well as strike spam builds. An all termy build could stand up to this too I guess but those are not the best all around lists anymore
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Post by: Cougar
Guys here is a question...
The dark excommunication is very weird to me... i keep palying with a friend of mine CSM but i can't find any ways to use it! I mean, how do i know which models or units are affected by dark excommunication? Do you have any idea among the chaos codex, which units can be dark excommunicated? I tried to dark excommunicate obliterators (cause they are deamons) but he told me that i can't for a reason...
Automatically Appended Next Post:
For the story i played a game with him with the following list:
HQ - Ordo Malleus Inq (with power armor-psyker 1)
Troops - 2x GK Strike Squad with 2 psycannons and psybolt ammu
Elite - Vindicare assasin
Heavy - Dreadknight with greatsword - insinerator - psilenser - teleport
I wanted to try a combo of a heavy psilenser with rerolls from divination inquisitor.
Well, in my movement phase i casted reroll to hit on dreadknight and then i teleported near a unit of noise marines. I killed 4 models in the shooting + 1 blastmaster from vindicare. I took one wound from them in their shooting attack and i killed 2 more with overwatch when they tried to assault me, the others died in their assault phase. In my next turn, i am unengaged and i move 6", i shoot and then charge with hammer of wrath the next noise marines unit that is near. I won eventually but the point is that it was a fun list!
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Post by: Zelar
Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
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Post by: tuiman
Its not that purgation squads are bad, its that they compete with dreadknights and psyfleman dreads which are imho much better options.
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Post by: Cougar
Zelar, try the same combo with purifiers instead purgation squad (you dont really need the astral aim)....
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Post by: Grey Templar
Also, last time I checked, a squad of Purifiers with 4 psycannons is the same cost as a Purgation squad with 4 psycannons. Same shooting power with more combat ability.
They really should have given Purgation squads some additional weapon options to make them a decent choice.
I think they suffer from the drawbacks of all Devestator type squads, just a little more since they don't even have the advantage of more weapons in the unit that Devs do compared to a regular squad.
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Post by: sudojoe
Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much.
The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix
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Post by: Enigwolf
sudojoe wrote:Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much.
The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix
I checked this one a long time back - the teleport homer only works for Interceptors and Dreadknights with Personal Teleporters. No one else uses a "teleport" move besides them.
58317
Post by: tuiman
Hey guys, I got a couple of 1k lists Im looking at, including a triple dreadknight one, if anyone would like to add some c&c
http://www.dakkadakka.com/dakkaforum/posts/list/0/501832.page#5196966
42687
Post by: Coyote81
Enigwolf wrote: sudojoe wrote:Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much.
The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix
I checked this one a long time back - the teleport homer only works for Interceptors and Dreadknights with Personal Teleporters. No one else uses a "teleport" move besides them.
Gk terminators and Strikesquads both DS using teleporting. (Strikesquads count only because the teleport homers specifically calls them out on it)
23113
Post by: jy2
Just played against a very tough, triple dreadknight list at a 1750 tournament recently:
1750 Tournament - Double-Trouble Chaos Dynamic Duo
Coteaz
Grandmaster Mordrak
4x Ghost Knights - 1x Brotherhood Banner
3x Henchmen - 3x Plasmas, Chimera (Coteaz here)
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Psyback ( TL-Heavy Bolters w/Psybolt Ammo)
3x Henchmen - Psyback
3x Henchmen - Psyback
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Battle report will be out probably tomorrow. Check it out and let me know what you think about his list and how I did.
64091
Post by: Cougar
Are there any models from chaos marine codex affected by Dark Excommunication?
23113
Post by: jy2
No, they don't have Daemonic Gifts. Only units in the Chaos Daemons codex do.
48339
Post by: sudojoe
jy2 wrote:Just played against a very tough, triple dreadknight list at a 1750 tournament recently:
1750 Tournament - Double-Trouble Chaos Dynamic Duo
Coteaz
Grandmaster Mordrak
4x Ghost Knights - 1x Brotherhood Banner
3x Henchmen - 3x Plasmas, Chimera (Coteaz here)
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Psyback ( TL-Heavy Bolters w/Psybolt Ammo)
3x Henchmen - Psyback
3x Henchmen - Psyback
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Battle report will be out probably tomorrow. Check it out and let me know what you think about his list and how I did.
Hrm.. very nice, not much anti-air but I guess he'd just avoid them possibly or just depend on twin linked assault cannons? I've done similarly with 2 DK and a strom raven actually. It plays very well in general but does require some LOS terrain on the board. Also I didn't have the swords or the brotherhood banner and a grot squad of 5 strikes instead just for warp quake on my squishy tank lines. I'm still doing similar lists but trying to move towards a bit more longer range shooting as well as some AV14 bastion or land raiders I am expecting a ton of ignore cover save armies (al la the CSM noise marine spam with heldrakes + Ork idea up on top. 6 scoring units in 1500 and high powered igore cover shooting with horde coverage and 2 fliers with now 360 templates and vector strikes that ignore cover (no jink for me!)... gonna be a mess lol) in the near future so going to have to find some places to throw in a crusader into alot of the mix.
I'm looking forwards to the report!
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Post by: Zelar
Cougar wrote:Zelar, try the same combo with purifiers instead purgation squad (you dont really need the astral aim)....
Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing.
19370
Post by: daedalus
Zelar wrote:
Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing.
Why wouldn't you get that in a Purifier squad?
31249
Post by: Zelar
Coyote81 wrote: Enigwolf wrote: sudojoe wrote:Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it Try it, it's silly good. The tactical advantage is amazing, You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much. The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix I checked this one a long time back - the teleport homer only works for Interceptors and Dreadknights with Personal Teleporters. No one else uses a "teleport" move besides them. Gk terminators and Strikesquads both DS using teleporting. (Strikesquads count only because the teleport homers specifically calls them out on it) Well i dont DS them from reserves, i use the stormravens abillity Shadow skies: Grey knights codex p37. Teleport homer makes units using shadow skies not to scatter! It wasent usefull before because the stormraven wasent fast enough, now it is Automatically Appended Next Post: daedalus wrote:Zelar wrote: Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing. Why wouldn't you get that in a Purifier squad? Purifier dont get the homer, so shadows skies becomes less effective..
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Post by: daedalus
Zelar wrote:
daedalus wrote:Zelar wrote:
Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing.
Why wouldn't you get that in a Purifier squad?
Purifier dont get the homer, so shadows skies becomes less effective..
Wait, you're saying you use the teleport homer on the Purgation squad to drop the same purgation squad out of the stormraven?
Are you 100% sure it works that way? Like, literally, 100% sure?
I didn't think teleport homers worked for Shadow Skies, but I'm not 100% sure on that.
I am 100% sure that teleport homers don't do anything for the squad you bought them for. Either that, or I REALLY need to read stuff more closely.
31249
Post by: Zelar
doh, im so sorry.. ive missread it :( Its personal teleporters, not teleport homers that makes you not to scatter when using shadow skies. Should have known, if something looks to good to be true.........
19370
Post by: daedalus
I hate it when that happens.
For what it's worth, you had me really excited there for a moment.
48339
Post by: sudojoe
you can still do it with a single interceptor squad and an incinerator perhaps XD
I've done that before and just dropped them next to tanks with a psycannon though incinerator can work too I guess.
jy2 wrote:
Just played against a very tough, triple dreadknight list at a 1750 tournament recently:
1750 Tournament - Double-Trouble Chaos Dynamic Duo
Coteaz
Grandmaster Mordrak
4x Ghost Knights - 1x Brotherhood Banner
3x Henchmen - 3x Plasmas, Chimera (Coteaz here)
3x Henchmen - Razorback w/TL-Assault Cannon
3x Henchmen - Razorback w/TL-Assault Cannon
3x Henchmen - Psyback (TL-Heavy Bolters w/Psybolt Ammo)
3x Henchmen - Psyback
3x Henchmen - Psyback
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Battle report will be out probably tomorrow. Check it out and let me know what you think about his list and how I did.
Looked at the report JY2, nicely done! However, I kept scratching my head at the way that gk guy played it and really agree with the bottom comment here that was on your thread too.
It is killing me how poorly your opponent opted to play his Dreadknights in this one. There was no reason at all with a Torrent weapon to get in those ruins - get behind them.
Also, Shunt all 3 Dreadknights at once - that will burn out a huge chunk of the zombie unit which protects the Dreadknights from a charge with the Abaddon blob - and provides a huge counter assault threat to finish them off. Finally, Mordrak does not scatter, he should have been behind the Shunted Dreadknights turn 1 and then piled into a brutal combat Turn 2...
I've seen zombie lists with Typhys/oblits and hellturkies before too and the biggest threats are really the oblits and knowing the chaos powers. Generally these lists are really slow with just 1-2 fast movers to get around like spawn and flyer and generally best faught with focused firing top priority units like the oblits. After those are done, then can work on the spawn unless they get close and helldrakes when it shows up and other targets are dealt with.
While oblits are tough, especially nurge ones, they still only really have a 5+ cover most of the time and no invul. While it will take quite a bit of shooting, plasma cannons still do well vs them or weight of fire to get past the 2+ and wounds. IG arty like medusa seige guns are brutal vs them but in a fight like the one this game had, charging them with a DK would be the best option.
While it certainly looks like he tried a refused flank, he was not really refusing as much as calypso or I probably would have either. He's not screening his guys properly and not using your army to block for his units. Zombie list mobility issues should have been better used. Stay out of 12' double tap plasma and chaos wind range FFS is what I kept thinking to myself.
I'm gonna have to go put it up again in big bold letters that coteaz can't use his IBEY inside a ride. That's been that way since they changed mind in the macine back in 5th. I'm surprised people are still doing it the old way.
Definately a fun game. I think you just out played him Jy2. Good job! Come back to GK after the BAO, I'm interested to see what you end up with for purifiers or if it's gonna be kind of like what I'm doing with them now. I've always had a soft spot for them but really just using as elites for the most part now.
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Post by: tuiman
Highlight or a game today, my 5 man strike squad getting charged by a chaos lord on jugger with all the bells and whistles, lucky for me I gave my justicar a halberd and accepted the challenge. Needing 5's to hit and 5s to wound, I manage to roll 2 6's. Now he had his 4+ invun which he promptly failed allowing me to roll a double 1 for force weapons, killing his might lord but also killing the unfortunate justicar, was quite funny to see.
64091
Post by: Cougar
Here is a campaign list i 'm playing right now and overall is working well with various opponents... I tried to make an all around list cause in the campaign i have many different factions to compete against... So far it works well and the only major problem is against lists with 2-3 helldrakes (with flamer) but the only solution i guess to that is putting a Stormraven in place of the land raider.
HQ
Brotherhood Champion (empyrean brain mines)
Troops
Grey Knight Strike Squad (Justicar with Halberd - 2x Psycannons - Psy Ammu)
Grey Knight Strike Squad (Justicar with Halberd - 2x Psycannons - Psy Ammu)
Elites
Purifiers (6x Halberds - 4x Incinerators)
Vindicare Assassin
Heavy
Land Raider Redeemer (Multimelta - searchlight)
Dreadnought (2x TL Autocannon - psy ammu - searchlight)
Dreadknight (Heavy Incinerator - Greatsword - Teleporter)
Buildings
Aegis Defense Line (quad gun)
Notes
Land Raider has the Purifiers and Brotherhood Champion.
Dreadknight usually kills a whole unit of troops in 2 turns leaving it free to assault again in its next turn (assaulting always with hammer of wrath).
Vindicare assassin is the best all around solution for (almost) everything.
In games with many objectives GKSS can be divided in combat squads.
Dreadnought behind aegis is sweet with its S8 weapons (4+ to save the glancing and penetration wounds).
Anyway, any suggestion i am happy to hear!
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Post by: scollom
Why do you want a brotherhood champion?
He has only 1 wound, limited physic ability as he doesn't have access to divination. His main advantage is his dueling ability but even that has it's limits due to his 1 wound.
For the same points i'd recommend Coteaz who is an amazing psyker when you take 2 divination powers, he helps seize the initiative. For instance, you can put him in a GKSS and make everyone's guns twin-linked plus another divination power.
Or for 110 points I'd also recommend an Ordo maleus Inquistor with Terminator armor, psycannon, psyker level 1 (divination) and a force sword.
They don't have 4 toughness and Strength but otherwise they are both great force multipliers with divination and have good ranged attacks.
Just my opinion, but i thought it might give you some ideas.
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Post by: tuiman
Agree, for 100 points Coteaz seems a much better option, the psychic buffs are so much better than what the champion can do.
You could also save points by swapping the quad gun for the lascannon, put both Coteaz and the vindicare in base with it, so you can either shoot it with BS8 and pick your target with no los, or coteaz can shoot it twice at reserves coming within 12 inch.
I used a land raider crusader the other day with my paladins playing draigowing for the first time, I actually won as my opponent could ne crack the raider before Draigo and company charged out and mopped up everything in cc, however in your list, I think a second dreadknight would be better.
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Post by: Cougar
Coteaz is another good solution i admit. I play him a lot and the 2 divination spells are awesome.
Brotherhood Champion is a cc specialist. His squad reroll to hit on their assault and he always rerolls his to wound without psychics and stuff... He is an awesome character killer with his rapier strike and he can be invulnerable also to deadly foes since he has 2+rerollable to save and 3+rerollable invu in cc if you just want to live when others charge you!! He can lock a CC squad always forever! And i love the chance of 3+ to remove as casualty any IC you have in base contact when nad if you die.
@tuiman can you explain me how you believe coteaz could use the quad gun a second time with his ability i've been expecting you? One time you shoot with the interceptor rule of quad gun. Are you sure you can shoot again in the same phase with i've been expecting you rule?
23113
Post by: jy2
sudojoe wrote:
Looked at the report JY2, nicely done! However, I kept scratching my head at the way that gk guy played it and really agree with the bottom comment here that was on your thread too.
It is killing me how poorly your opponent opted to play his Dreadknights in this one. There was no reason at all with a Torrent weapon to get in those ruins - get behind them.
Also, Shunt all 3 Dreadknights at once - that will burn out a huge chunk of the zombie unit which protects the Dreadknights from a charge with the Abaddon blob - and provides a huge counter assault threat to finish them off. Finally, Mordrak does not scatter, he should have been behind the Shunted Dreadknights turn 1 and then piled into a brutal combat Turn 2...
I've seen zombie lists with Typhys/oblits and hellturkies before too and the biggest threats are really the oblits and knowing the chaos powers. Generally these lists are really slow with just 1-2 fast movers to get around like spawn and flyer and generally best faught with focused firing top priority units like the oblits. After those are done, then can work on the spawn unless they get close and helldrakes when it shows up and other targets are dealt with.
While oblits are tough, especially nurge ones, they still only really have a 5+ cover most of the time and no invul. While it will take quite a bit of shooting, plasma cannons still do well vs them or weight of fire to get past the 2+ and wounds. IG arty like medusa seige guns are brutal vs them but in a fight like the one this game had, charging them with a DK would be the best option.
While it certainly looks like he tried a refused flank, he was not really refusing as much as calypso or I probably would have either. He's not screening his guys properly and not using your army to block for his units. Zombie list mobility issues should have been better used. Stay out of 12' double tap plasma and chaos wind range FFS is what I kept thinking to myself.
I'm gonna have to go put it up again in big bold letters that coteaz can't use his IBEY inside a ride. That's been that way since they changed mind in the macine back in 5th. I'm surprised people are still doing it the old way.
Definately a fun game. I think you just out played him Jy2. Good job! Come back to GK after the BAO, I'm interested to see what you end up with for purifiers or if it's gonna be kind of like what I'm doing with them now. I've always had a soft spot for them but really just using as elites for the most part now.
I think the main thing is that I am more sneaky than he is.
Actually, I was prepared for if he had overloaded 1 side, because that would probably be what I would do as well. No matter what he did, I would have tied him up with zombies to buy time for my characters (or just Abaddon) to get into the action. Then my oblits would have just shot up his vechicles to demech his troops and also for First Blood. In any case, no matter what he did (besides to stay back and shoot), I was ready for him if he were to play aggressively.
Yeah, after the BAO, I am definitely giving my purifiers a second look.
49909
Post by: Luide
Cougar wrote:@tuiman can you explain me how you believe coteaz could use the quad gun a second time with his ability i've been expecting you? One time you shoot with the interceptor rule of quad gun. Are you sure you can shoot again in the same phase with i've been expecting you rule?
Actually, it's the other way around. First, you shoot with IBEY. And you can do it as many times as units come from reserves within 12" of him. Then, at the end of the (opponents) movement phase, you may use Interceptor to shoot at any unit that has arrived from reserves. Funnily enough, if Coteaz' unit is charged, he may even use that Quad gun for overwatch, even if he used the Interceptor special rule.
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Post by: tuiman
Luide wrote: Cougar wrote:@tuiman can you explain me how you believe coteaz could use the quad gun a second time with his ability i've been expecting you? One time you shoot with the interceptor rule of quad gun. Are you sure you can shoot again in the same phase with i've been expecting you rule?
Actually, it's the other way around. First, you shoot with IBEY. And you can do it as many times as units come from reserves within 12" of him. Then, at the end of the (opponents) movement phase, you may use Interceptor to shoot at any unit that has arrived from reserves. Funnily enough, if Coteaz' unit is charged, he may even use that Quad gun for overwatch, even if he used the Interceptor special rule.
Pretty much this, Coteaz and a well kitted out henchman group is deadly with a quadgun.
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Post by: sudojoe
Cougar: your list overall should play pretty well but just be careful with your troops as they are somewhat fragile with just power armor and you only got 20 bodies. Either coteaz would be a fine 100 points to replace the brother champ or just keep the brother champ with the purifiers in the land raider as a "death star unit" It's still possible to run them fairly effectively.
I'm not entirely sold on the incinerators as I feel your list will need more psycannons but if using as assault, maybe go 2x incinerators and 2 psycannons just for points? In some sort of assault unit like that, I'd have at least 1 hammer just cause you will run into all sorts of stuff that may need smashing.
While the redeemer is kind of fun, I think the crusader with possible psybolts will be a better deal as you don't really need to flame things the assault unit is going to charge anyway. Hordes are handled by the purifiers. The marines are handled by the AP3 halberds. You don't fare well vs terminators with purifiers but some rapid fire bolters with weight of fire will trim down a few terminators before you have to tangle with them. Also a crusader can potentially down fliers fairly well as long as it's not the AV 12 variety and in the current config, you don't have a ton of anti-air so a crusader may help with that a little bit.
To get the points for all of this, I'd consider swapping out the great sword on the DK and perhaps go with lascannon instead of the quad gun? I'd almost use some sort of combat squad with a bastion with some shooty squad of strikes on top firing psycannons and lascannon and the other half just camping an objective.
----------------------------------
On the flip side of things, In an effort to deal with noise marines and helldrakes spam that I'm anticipating in the very near future, I'm thinking of brining back good old Draigo.
Yep, you heard me, bringing back the paladins in this crazy str 8 ignoring covering lots of plasma and fliers world of ours.
My thinking is a bit different than before and using Draigo completely differently and I've done in the past. Essentially he's just there to be a giant bullet sink kind of like Abbadon does in some other lists (cough Jy2) and also to get me 55 point scoring units. solo paladins who's job is to simply camp behind LOS as much as possible.
The tripple henchmen have traditionally been what I've used and going from something like 12 points to 55 points may seem like alot but I'm also moving into something like a hybrid mech list again. People are very used to using cheap to counter cheap and flamers/noise marines/or just MSU bolters are making a mockery of my small squads.
A paladin essentially ignores alot of this and with some decent LOS terrain, you can hide 1 man units pretty well at least locally here anyway. Or just use a bastion if needed. It takes alot more than 5 guys with bolters to take out a paladin. Even 3 man plasma guns won't necessarily take out a paladin unless you get into rapid fire range. Paladins will also ignore the AP3 noise marines as well as helldrakes along with longer range autocannon fires. Will be a big rougher vs plasma cannons but few of those are mobile enough to trap my one man squad from moving elsewhere to hopefully get out of range. Eldar lances will still be a pain but I'm hopeful the mech/long range firepower of my MSU units will take them down. while a solo paladin won't really hold up vs say a necron destroyer lord + wraiths in your face by turn 2 and in those cases, 2-3 henchmen are much better throw away units, I often find I can deal with the death star well enough by focus firing on them. I end up losing the objectives game later on cause the damn night scythes show up and instant gib by 3 man squads trying to get out of LOS but often have no way to truely hide from fliers. With all the tesla shots, they die pretty fast. Now doomscythe and the death ray will still fry a paladin, I can still try to make a 4+ cover usually while my henchmen usuaully gets hit with 2 str 10 and then 4 more str 7 tesla shots that they don't really survive well even going to ground. Heck, the paladin can go to ground too so it's 3+ cover all around but 2+ armor vs 3+ cover from the teslas make a big difference.
What do you guys think? Essentially a coteaz list but with draigo replacing a DK and some 1-3 solo paladins to hold down objectives. Backbone as a shooty army with chimeras/razorbacks along with DK+auto dread (which can now be scoring as well) + storm raven for other heavy hitters. Draigo is not quite the same as a DK of course but he is still a nice threat vs most things other than other terminators which I plan to handle with plasma servitors and plasma henchmen along with some psycannon spam with purifiers in a chimera.
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Post by: pizzaguardian
Excuse me for not reading the whole 57 pages so it might be there, but can techmarine's deep strike? The first post talks about deepstriking him with mordrak but to my knowledge techmarines cant deepstrike.
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Post by: tuiman
Kind of agree about draigo, in my local group we have a chaos player who has finally picked up his first hell drake, and is probably going to get two (who can blame him). So I have switched to a draigo list with 5 paladins, 2 solodins, coteaz, vindicare, and then strikes/henchman support, raven and dreadknight.
It works much better as all the AP# he has just bounces of the paladin armour, he even ran two fiends with triple plasma, but with appropriate spacing i manged to only take a few wounds on draigo before killing them both.
If the meta does shift to more chaos players and triple hell turkys, then I think a switch back to draigo and co might not be such a bad move, otherwise just go back to full henchman spam with so many redundant bodies you dont mind losing a few.
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Post by: sudojoe
pizzaguardian wrote:Excuse me for not reading the whole 57 pages so it might be there, but can techmarine's deep strike? The first post talks about deepstriking him with mordrak but to my knowledge techmarines cant deepstrike.
you are correct! I typoed techmarine when I was thinking librarian XD The error has been corrected.
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Post by: Kaldor
tuiman wrote:The whole force weapon thing just made my day, also the vinicare ruling, picked one up the other day for $3 not thinking I would use it all the time, not any more 
Were there changes to force weapons? What were they? I flipped through the FAQs (well, not really flipped, given that it's a PDF, but you're picking up what I'm putting down) but I didn't see any FW changes.
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Post by: tuiman
You cant take feel no pain against them, there was a huge discussion about it here. People were saying you could as the original wound was not an instant death wound until the weapon has been activated.
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Post by: sudojoe
I came up with an "interesting solution to noise marines" but unfortunately doesn't cover up for the helldrake but anyways, it's essentially 2 squads of DCA + crusaders using a land raider crusader as an assault bus. This was also with a grand master that gave both things scout move.
Turn one, the first squad in the land raider moves up and pop smoke/snap fires things or otherwise seek cover and potential charge targets (driving towards them)
the 2nd squad runs right behind the land raider and due to mass of the damn thing, will usually be out of LOS with a decent run move.
Turn 2, the 1st DCA squad assaults out of the land raider, and then the 2nd squad gets onboard from the back/side doors.
Turn 3, the 2nd DCA squad assaults out of the land raider again hopefully surviving meltas/lascannons while the 1st squad's remains (it was vs MSU so they usually just straight up won combat and got shot up a bit). Tried to get back onboard again.
Probably not gonna be all that effective vs faster armies but it was a nice change of pace from my regular gun lines play.
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Post by: Cougar
In three days i will play a match of 2000pts with a Dark Angel player. Any recommendations?
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Post by: tuiman
Cougar wrote:In three days i will play a match of 2000pts with a Dark Angel player. Any recommendations?
Coteaz and strike squads, good chance or going first and create a warp quake bubble to prevent the deathwing. It really depends on what he brings, the old psyfleman could be great if he takes lots of speeders, flyers etc.
Stormraven could be very usefull as his flyers are not as good, and the melta would be very helpfull if he takes raiders.
Do you know what sort of stuff he would bring? The DA codex has so much variety its hard to make a list for it.
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Post by: Cougar
Not really... because i know personally him, he will bring the most cheezy stuff... i expect deathwing first round via deep strike and ravenwing maybe....
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Post by: tuiman
I would assume deathwing as its the most common, so you need to bring lots of ap2 guns, which unfortunately, gk dont have a lot of.
A good option would be an inquisitor with the upgrade to give him powers, and give him prescience from divination. Put him in a squad with 3 plasma cannon servitors, 3 plasma gun acolytes, and then 5 standard bolter acolytes for meatsheild. This whole unit is only 177 points including the inquisitor, bit puts out 3 plasma shots, 3 plasma blasts, and 4 bolter shots a turn,and all twin-linked!!!
Even better put coteaz in the unit and you can shoot the terminators as soon as they come in from reserve. Coupled with a few 10 man strike squads with warp quake would make a good defense base against the deathwing.
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Post by: Cougar
what about 3xDreadknights ?
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Post by: scollom
Could i get your opinions on my 1500 and 1750 list? Thanks
Squad 1
110 1 inquistor w terminator armor, psycannon, hammer and 1 divination
225 5 Terminators with psy cannon
Squad 2
100 1 Coteaz with 2 Divination
240 10 man GKSS with 2 psycannons and psybolt
Squad 3
80 8 bolter acolytes and 4 psykers
Fast Attack
205 Stormraven w TL LC and TL MM
150 Interceptor Squad with incenarator
Back Line
270 2 Psyriflemen
20 5 warrior acoltyes maning quad
100 Aegis with quadgun
Total
1500
For 1750 points i'll add
50pts 10 bolter acoyltes
200pts Dreadknight with Incinerator and Heavy Psycannon
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Post by: Mrstealthrttt
Heres what ive been thinking after i got Stomped by this list with my nids
HQ
Cotez
Libarian
-Shrouding
-Santuary
-Quick silver
-flamer templete 1Cotez
Troops
5
Razorbacks
Heavybolter
Pysbolt
3 warrior accoyleres
8
Strike squad
1 pyscannon
10 Purifers
4 psycannons
2 hammers rest halberds
Stormraven
Heavybolter
hurricane bolters
assault cannon
Pysbolt
2
Autocannon
Dreadnoughts
Vindicare assassin
Defense line Quad Gun
This is what i use for my 1850 list
Park Everything Behind the line and give everything a 3 Plus cover sav e thats to the shrouding.
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Post by: McNinja
I'm wondering if I could get any input on my list:
HQ:
Coteaz
Crowe
---250
Troops:
10 Purifiers
+9 Halberds
+KotF - MC Halberd, Digital Weapons
+Psybolt
---290
10 Purifiers
+9 Halberds
+KotF - MC Halberd, Digital Weapons
+Psybolt
---290
Henchman
+4 Crusaders
+7 Death Cult Assassins
---165
Henchman
+7 Psykers
_Chimera w/ Multi-laser, HB
---125
Fast Attack:
Stormraven
+Psybolt
+TL MM
---225
LRC
+Psybolt
---260
LRR
+Psybolt
---250
Crowe wanders, Purifiers are in LRR and Stormraven, C+DCA henchman unit are in the LRC with Coteaz, and the Psykers roll around blasting things, assuming they don't kill themselves. Is there a better way to spend those 125 points? I could do Draigowing with Dreadknights and make the DKs scoring, since they have 4 S10 AP2 attacks with the sword (which I like). I also like the Purifiers, though.
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Post by: tuiman
Drop the psybolt on the raven, I prefer to keep it cheap, melta and lascannon.
I dont really like purifier lists in 6th tbh Crowe give up warlord kill to easy, and you probably need transports to make them work, but now you cant score, can charge after getting out, and are easier to kill.
Also where are the psycannons?!!
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Post by: McNinja
tuiman wrote:Drop the psybolt on the raven, I prefer to keep it cheap, melta and lascannon.
I dont really like purifier lists in 6th tbh Crowe give up warlord kill to easy, and you probably need transports to make them work, but now you cant score, can charge after getting out, and are easier to kill.
Also where are the psycannons?!!
The Psycannons are the Assault Cannons with Psybolt. On the SR I hope it helps with dealing with enemy fliers, and the two on the LR's will help eat away at any ground forces. Also, I think crowe will definitely survive any challenge he enters, but against whole units, (or plasma weapons), nicht so gut.
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Post by: tuiman
Problem with crowe is where are you going to put him, just hanging around leave him open to being shot to death, he would have to footslog without his own ride, and a good opponent can just ignore him, or shoot him. I cant think of many games that he manages to survive.
Just my 2 cents.
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Post by: sudojoe
tuiman wrote:Problem with crowe is where are you going to put him, just hanging around leave him open to being shot to death, he would have to footslog without his own ride, and a good opponent can just ignore him, or shoot him. I cant think of many games that he manages to survive.
Just my 2 cents.
I've had a game where I forgot to deploy him from reserves as he was cleverly hidden behind a Diet Coke Can. (he was supposed to be comming in with the storm raven as a passenger and while I played the storm raven as my typical gun boat, I forgot he was supposed to be inside the thing until I got thirsty around turn 6 and picked up the drink.) Does that count as surviving?
While I like the LRR I just don't see it as effective as it should be. Crusaders are much better for 10 more points unfortunately now that you get so snap fire so much stuff. Str 5 twin linked hurricane bolters are still pretty good and can glance fliers occassionally even. I'd probably find the points by dropping digital weapons or master crafted halberds for my purifiers. A DK would be a pretty good asset if you find another way of moving your other assault squad of purifiers around. Maybe just have them foot slog it behind the Land raider for LOS blocking? They can always embark the turn the current unit disembarks to assault something and then charge out of it next turn gaining some movement through pivoting of the land raider (if it survives).
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Post by: McNinja
Ok, so I have devised a new list with Draigo and a DK. Check it out:
Coteaz
Draigo
---375
Vindicare Assassin
---145
6 Paladins
+ 1 MC NDH
+ 3 Halberd
+ 2 Sword
+ 2 Psycannons
---375
Henchman
+ 4 Crusaders
+ 8 DCAs
---180
Henchman
+ 4 Crusaders
+ 8 DCAs
---180
Stormraven
+Psybolt
+TL MM
---225
LRC
+Psybolt
---260
Dreadknight
+Personal teleporter
+Sword
+Heavy Incinerator
---260
I'd then use GS to make the DK scoring, since it's the only one that can be targeted.
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Post by: sudojoe
I'd maybe make one of the paladins into a solo one man unit to give you some more tacitcal flexibility when you need to cap some objectives (especially as your DCA/crusaders will likely be pretty depleted after killing other units and getting shot at alot since they are still somewhat fragile and are your scoring units.
With this kind of list you invariably have to try to roll up a flank. It'd work decent vs stuff like hordes of orks and needs some decent terrain cover. If exposed to fast hard hitters that have long range like Tau or lance spam eldar/dark eldar, this kind of list would suffer a bit. VS IG parking lots it'd be how well you can stay out of LOS for the most part. Not sure the vindicare will be doing much as he's almost going to be the biggest target most of the enemy long range shooting or other threats for the first turn or 2.
23113
Post by: jy2
You guys are in for a treat of a battle report. Just got a game in against Blackmoor. Blackmoor is a very, very good GK player and successful tournament player as well. He got 3rd place at the Bay Area Open GT in both 2012 and 2011. He also got 2nd in Comikaze last year and 5th in Nova (out of 204!).
I brough my tyranids. He brought the evolution of his Draigowing GK's, only now he's running Coteaz instead. His 1750 List:
Coteaz
Grandmaster - Psycannon
10x Paladins - 4x Psycannons, Banner, Stave, Hammers & Halberds
10x Strikers - 2x Psycannons, Psybolt
10x Strikers - 2x Psycannons, Psybolt
Psyfleman Dread
Psyfleman Dread
Check out my report in the Batreps forum coming soon!
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Post by: tuiman
Cant be draigowing, no draigo :p
Interesting list, and if anyone knows how to play gk its blackmoor, cant wait to see
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Post by: daedalus
Huh. I like it other than Coteaz. I guess he can camp out with the psycannons and shoot at things trying to be sneaky, but I feel like he was just kind of tacked on. I look forward to your battle report.
23113
Post by: jy2
tuiman wrote:Cant be draigowing, no draigo :p
Interesting list, and if anyone knows how to play gk its blackmoor, cant wait to see 
Yeah, I guess a better name would be his "Draigo-less Draigowing".
But really, I'm just going to call it his GK Paladinstar.
daedalus wrote:Huh. I like it other than Coteaz. I guess he can camp out with the psycannons and shoot at things trying to be sneaky, but I feel like he was just kind of tacked on. I look forward to your battle report.
Coteaz is still a very good buy no matter what GK build you take. He mainly took it to help combat the new competitive daemons, but Prescience on a unit with 5 psycannons (including GKGM) is just devastatingly nasty. Then imagine if he also gets Misfortune or the power that ignores cover saves.
The GKGM can always make the paladinstar scoring as well.
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Post by: Jancoran
scollom wrote:Could i get your opinions on my 1500 and 1750 list? Thanks
Squad 1
110 1 inquistor w terminator armor, psycannon, hammer and 1 divination
225 5 Terminators with psy cannon
Squad 2
100 1 Coteaz with 2 Divination
240 10 man GKSS with 2 psycannons and psybolt
Squad 3
80 8 bolter acolytes and 4 psykers
Fast Attack
205 Stormraven w TL LC and TL MM
150 Interceptor Squad with incenarator
Back Line
270 2 Psyriflemen
20 5 warrior acoltyes maning quad
100 Aegis with quadgun
Total
1500
For 1750 points i'll add
50pts 10 bolter acoyltes
200pts Dreadknight with Incinerator and Heavy Psycannon
Drop Psybolt on the Terminators, put a single assassin in the Acolytes. Those are two small changes I would make.
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Post by: scollom
After my list getting smashed because i was facing abaddon with no good close combat characters I've decided to go for a GK GM and i've retooled my 1500 point list. This list is being used in a escalation torney. I started the torney with 5 termies and Coteaz with Divination for 445 points. Let's just say DE didn't like it when i had rerolls to hit and ignores cover. Please give feedback on my list. Here is my 1500 point list: Squad 1 195 GK GM + incenerator + psykotrope 225 5 Terminators with psycannon, 3 Halberds Squad 2 100 1 Coteaz with 2 Divination 245 10 man GKSS with 2 psycannons and psybolt + halberd Squad 3 50 5 psykers Str7 ap 2 blast 56 Chimera with Searchlight Fast Attack 206 Stormraven w TL LC, TL MM and a Searchlight 150 Interceptor Squad with incenarator Back Line 272 2 Psyriflemen w searchlights Total 1499
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Post by: tuiman
If you look at the Abbaddon thread, pretty much no charecter can beat him in combat in the game, except maybe a swarmlord, or tooled wolf lord. You either need to dakka him to death, or tar-pit him.
Whatever you take, dont try taking him on in combat, except maybe a max squad of death-cults with a tech-marine with grenades.
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Post by: scollom
This GKGM should be able to deal with most threats 1v1 except Abaddon
53776
Post by: TheLionOfTheForest
When you see Abbaddon you do what the rest of us do, run!
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Post by: tuiman
Depends, if he gets stuck with something in termie armour, say a lone wolf. Any thing with 2+ save and a Ap2 weapon what do you do?
Take a sword for a 4+ invun, strike first and hope he fails a 2+ save.
Take a hammer, strike at the same time leaving you relying on a 5+ to avoid instant death.
He should generally be fine but watch out for this sort of thing
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Post by: scollom
tuiman wrote:Depends, if he gets stuck with something in termie armour, say a lone wolf. Any thing with 2+ save and a Ap2 weapon what do you do?
Take a sword for a 4+ invun, strike first and hope he fails a 2+ save.
Take a hammer, strike at the same time leaving you relying on a 5+ to avoid instant death.
He should generally be fine but watch out for this sort of thing 
A sword gives a GKGM a 3++ in close combat thanks to the iron halo. Also doesn't Abaddon strike at AP2 at initiative if he wants?
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Post by: tuiman
I dont think grandmasters have the iron halo, could be wrong though.
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Post by: daedalus
They do.
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Post by: tuiman
Just checked my codex and yep, so taking a sword basically gives you 3++ in cc, however, the problem remains at cracking 2+ saves.
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Post by: scollom
i can't decide between the sword with ap3 and 3++ OR the hammer for the ap2
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Post by: tuiman
I would probably take the sword, either way you want to be avoiding th&ss terminators in combat.
I find in my group a lot of marine sergeants take powerfists, striking before them with an ap3 sword is much better than striking at the same time, leaving myself open to being killed.
Exception is something like mephiston, as he only has his ap3 sword, but a 2+ save, so the hammer is better.
Do you know what you would be facing more or is this a general tac list?
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Post by: scollom
tuiman wrote:I would probably take the sword, either way you want to be avoiding th& ss terminators in combat.
I find in my group a lot of marine sergeants take powerfists, striking before them with an ap3 sword is much better than striking at the same time, leaving myself open to being killed.
Exception is something like mephiston, as he only has his ap3 sword, but a 2+ save, so the hammer is better.
Do you know what you would be facing more or is this a general tac list?
im facing 2 DE armies, 1 chaos ridiculous gunline army (forces so many saves from range), 1 SM army and one nid army. I'll be adding the interceptors for the 500 point match verus necrons, Chaos and SMs.
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Post by: McNinja
Horus Heresy. Legion Praetor. Paragon Blade. Digital Lasers. Jetbike.
Or Angron.
65919
Post by: reaper with no name
So, how are GK foot lists doing these days?
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Post by: jy2
jy2 wrote:You guys are in for a treat of a battle report. Just got a game in against Blackmoor. Blackmoor is a very, very good GK player and successful tournament player as well. He got 3rd place at the Bay Area Open GT in both 2012 and 2011. He also got 2nd in Comikaze last year and 5th in Nova (out of 204!).
I brough my tyranids. He brought the evolution of his Draigowing GK's, only now he's running Coteaz instead. His 1750 List:
Coteaz
Grandmaster - Psycannon
10x Paladins - 4x Psycannons, Banner, Stave, Hammers & Halberds
10x Strikers - 2x Psycannons, Psybolt
10x Strikers - 2x Psycannons, Psybolt
Psyfleman Dread
Psyfleman Dread
Check out my report in the Batreps forum coming soon!
Ok, battle report completed.
1750 Superbowl Match - Hive Fleet Pandora vs Blackmoor's Paladinstar Grey Knights
I think that they are viable. I run about 40-50 strikers in my 1750 list and they usually shoot the heck out of most opponents. However, they do have some weaknesses though. Flyer-heavy lists or land raider-spam may give them some trouble, as will a double/triple-heldrake chaos list.
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Post by: reaper with no name
Huh. I always figured that transport-heavy lists were the most vulnerable to flyers.
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Post by: tuiman
Thats true, but remember the helldrake has an ap3 template weapon, its fine against me cause i play draigowing, but for strike spam it will ruin your day.
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Post by: sudojoe
we've picked up a few new players and boy, we're stock up full on necrons lately. Like 6 people playing necrons now a days lol.
I'm trying to play something differently now a days just to bring some variety but boy do I hate fighting D.lord + wraiths and night scythes/doomscythes.
I think I've got the majority of counters already figured out but I am not the most imaginative person so would love some additional input on tackling this particular death star.
Edit: (woot! 53k views now, we're catching up to the sisters wmahahaha)
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Post by: Jancoran
tuiman wrote:Thats true, but remember the helldrake has an ap3 template weapon, its fine against me cause i play draigowing, but for strike spam it will ruin your day.
Doesnt that damn thing have Soul Blaze too? It really is a silly crazy awesome unit.
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Post by: Spartan089
I've never played GK before, but I just recently went through their codex. I was amazed that Warrior Acolytes can take plasma guns in 3's and take a chimera transport all for 97 points? Im surprised that not a rampant thing?
HQ
100
Coteaz
Troops
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
Total: 682
Seems a bit broken for under 700 points considering how good plasma is this edition. Though since Im not a GK player maybe there is something Im missing here.
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Post by: TheLionOfTheForest
Spartan089 wrote:I've never played GK before, but I just recently went through their codex. I was amazed that Warrior Acolytes can take plasma guns in 3's and take a chimera transport all for 97 points? Im surprised that not a rampant thing?
HQ
100
Coteaz
Troops
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
97
x3 Warrior Acolytes w/ x3 plasma gun
Chimera - Hull Heavy Flamer
Total: 682
Seems a bit broken for under 700 points considering how good plasma is this edition. Though since Im not a GK player maybe there is something Im missing here.
Might as well tack on a monkey or two to each of those squads.
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Post by: tuiman
Jancoran wrote: tuiman wrote:Thats true, but remember the helldrake has an ap3 template weapon, its fine against me cause i play draigowing, but for strike spam it will ruin your day.
Doesnt that damn thing have Soul Blaze too? It really is a silly crazy awesome unit.
It sure does, and torrent. Its the main reason, and noise marines, that im swapping back to 2+ saves. Unless you really do spam and put 40-50 bodies on the board.
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Post by: Dezstiny
Don't know why I made this there are plenty of thes. I guess I was just bored and wanted to give some more tactica and ideas
In Depth Grey Knight Tactica
First Things First... Know your army
Grey Knights Pros and Cons
Pros[/b]
- The strongest 24" shooting army in the game except to necron flyers. A good general can surely beat out a necron gunline of warriors/ immortals
- The strongest 24" tank poppers. Psycannons are up there in being the strongest 24" gun in the game
- Grey Knights are outstanding at taking down units with more numbers via tactical precison. Grey Knights are like Eldar but a bit better. Each grey Knight Unit should be able to fill 2-3 roles on the
field. And while this may seem like alot there resiliency/equipment and precision strikes complementing one another make the jobs much easier to accomplish.
- As each unit is capable of filling 2-3 roles this obviously leads them to be strong at MSU
-They have cheap objective holders. Henchmen are really cheap and while I personally dont run them, they can seriously become an annoyance if your opponenent cant seem to shoot them off an
objective allowing your forces to to freely move about the board.
- They have a deathstar Paladins although I'd rank them as tied for second as Wraithwing being 1st and being tied with Abaddon's cultist/ termi deathstar, they also havea death star assassin which can be quite strong as well
-They are the greatest anti-horde army in the game. Purifers cleansing flame is the bane of orks, nids, and IG.
- They are all psychers. FW for everybody means they can go toe to toe with MC's and slay them in one hit in addition Coteaz is the cheapest psycher granting some of the greatest benefits in the
game
-Finally they are the army of Deepstrike. Most people believe DeathWing to be the really only strong army when it comes to DS because they can come in on turn 1 but, Grey Knights have a strong
one as well especially if coordinated in one all out strike on a Flank of the Board.
Cons
- They are marines, which means they die like marines and they cost more points than marines(although I do believe the points are justified +1 DS +1 FW+1 Psycher+1 WarpQuake +1Aegis, that
seems like 20 points to me and I am spoiled and couldn't image my marines without them anymore.)
- They have no range. Psyfleman dreads are awight in all honesty but if you don't get first turn to an army with better range then don't expect them to be around to long.
- There anti Flyer is mediocre at best. Taking a SR for anti-flyer purposes is a mistake as any army like Necs or IG will easily beat you in the fight over air, and thiers are cheaper. Psycannons can
take them down and with psybolts you can glance them but you can't be waisting time shooting at them.
- AP2 fire will put your army down quickly if you don't have cover for your guys and even with rhino's they'll be walking around quite often because it's not like rhinos are gonna last too long.
-They assault like normal marines. On the charge against PA opponents they are strong; against horde armies and those with higher I and more attacks unless purifiers/paladins they will be chewn up.
- As they are psychers they are very suceptible to DTW, Hoods, rune preist warding runes of eldar, and shadows of the warp from Nids. There psychic powers are their strength and when battling
just to use them they tend to have trouble.
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Grey Knight Grandmaster Tactics.
Grand Strategy for Paladins/ Interceptors/NOT DREADKNIGHTS
really there is no other reason to take this guy except for Paladins to become scoring and Interceptors to shunt to objectives. You do not make Knights scoring. There purpose is to draw fire, tie up,
and Die -DTD This is a simplified role purpose I'll go into their tactica later but for now that's it. Back to the GM he is way to many points to spend not to put Grand Strategy in serious usage.
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Grey Knight Brother Captain
Dont take this guy for anything other than fluff or fun he's an expenseive psycher inquisitor with termi armor missing the psycannon and servo skulls.
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Librarian
Sparky
1. put him at the head of pallistar give him a ward stave, make him a lv 3 psycher and roll on the divination tree for a 50/50 chance to have 2+ re-rollable 2++ Invul re-rollable in combat. This unit
will be pretty much nigh on invincible. you can practice rolling dye with huge hand fulls and see that you just wont take any wounds. Then in combat you laugh at your opponent when all their
attacks literally spark off and your guys massacre them. If you take this loadout I'd suggest GM sword, radnades- Libby ward stave, lv 3 psycher, 4 psycannons 4 hammers sword, banner. you get 2 guys to LoS attacks you don't like onto your guys ie LC with a 4++. You get 12 re-rolling hammer strikes with prescience 16 -re rolling psycannon shots rediciously high numer of re-rollable 2+ saves. This unit shy of a vindicator blast Will Not Die and I guarantee will win relic everytime. Only draw back obviously the number of points to field this unit.
Cleansing Flame (no better way to say it)
2. Libby lv 3 psycher ward stave in a unit of 10 purifiers. loadout will be 4 psycannons 6 swords
Ideally you want to get prescience re-rollable saves and 4+ invul so your army can go up against pretty much anything and you 3+ invuls on you enitre purifier unit in close combat 4+ invuls outside
and pretty much you walk them into the middle of the battle field against nids or orks and burn them all to pieces with multi assault. Another thing you can do to make them even more destructive is give them an SR and drop them off on you opponents side amongst a gunline and multi assault then entire horde of them the next turn( IG)
Bomber Man
3. I've never done this and I don't plan to but you can use Him and I don't necessarily recommend it. inquizitor Kamarazov and him have a field day as you deepstrike him alone amongst your oppnents
horde of guardsman center that pie plate on him and he becomes a walking nuclear bomb as you set 2-3 large blast around him and blow up all his guys./ youdrop next to a parking lot rhino and blow
up all of them. Since he has re-rollable saves he has a quite strong chance of surviving the str 10 blast and will survive all the str6 blast.
Death From the Shadows
4. lv 3 Libby wardstave and rad nades with a sqaud of henchmen consisting of deathcult assassins and crusaders ideally 2-3 crusaders and 9 - 10 assassins. This unit with 4 attacks each on the
charge gives 40 re-rollable attacks re-rollable attacks -re-rollable saves on the libby 3+ invuls to LoS hitting on 3s wounding on 3s man this unit is just straight up death. and they attack first over
pretty much everything. Best part is that you can fickle with the size of the squad and give them either a LR/ SR/ or Chimera and have a transport to run them up the field and you can believe this
unit will scare your opponet to no end.
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Brotherhood Champion
This guy actually has usage. If you stick him in a unit say a unit with a libby like above and get him to challenge a commander and knowing he will die he can take out a Swarmlord or Abaddon you
like? xD
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Grey Knight Terminators
They are like any other terminators just with hammerhand. and FW's. They play eactly the same and there tactics are the same. Really no need to go into depth on these guys.
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Grey Knight Strike Squads
These guys at least for me are always the core of my army. I love em they deepstrike have plenty of shooting power and handle the following roles perfectly Anti Heavy Armor/ DS/ Shooting/ Obj
capturer.
How to play them.
1. LF's just absolute neusances. Well that's why these guys have deepstrike. Take some servo skulls put them in the middle of the board/ corners near objectives drop down and shoot the crap out
of them. on average you get around 3 wounds after saves if your lucky maybe 4-5 and if your real lucky take out the whole squad. Now all the Heavy Support is gone and your army is in 24" range
to shoot your opponent next turn and they arent in double tap range so they only get one shot each. the game has drastcially changed in your favor.
2. Daemons Warpquake by combat squad and give your opponent a square or give em non at all how much of a **** you want to be is up to you  . If I play against screamers and flamers, I stand by the saying " The only way to win is not to play" xD other than that you can seriously warpquake much of the field as at 1500 you can average around 2-4 ss which is 4 of 6 squaers and 1750 3-5 which is 5 of 6 squares and focus fire everything that happens to come in on that one square and if you have coteaz nearby you just shoot the crap at whatever is coming down in the last square. Cheesy yes. but at the end of the day Cheesy vs Cheesy our cheesy wins.
3. Ig really depends on the number of flyers he has. and the number of guns. If they have for 3 vendettas thats 9 lascannons per turn but given granted he cant shoot at you everyturn especially if
your in combat. I'd suggest that if you don't have transports to deepstrike them on a flanks behind his vehicles or heavy guns ie LC and take a side. this is the easiest way you can minimize the
number of guys shooting at you as well as take out a nice portion of his army and then begin to assault them and while this is all going on your opponents flyers have to try and circle around to get
back to your guys by which time its already to late as your'e in assault with them.
4. DE combat squad your men and pop all the vehicles is pretty much what I do and then I leave the rest to something with higher fire power to take out the stragglers.
5. Harliestar shoot them/ deepstrike and flank them on sides to take out warwalkers if they have any/ make your opponent have to choose which way to go with his army and while that's going on you
can take objectives with you other squads and use you main force to shoot them from the front.
6. PM/ Epidermus Probably the toughest opponent other than Necron Flyer force for obvious reasons. They get 3+ with 5++ and their T5 negates our psybolts so on average well take out 2 guys per
turn and the same for them, so really a battle attrition and game of dice. Ideally you want to get into assault and the best case scenario is that you have a wardstave to surive the pw/ pf attacks
and then you with your ap3 attacks and str 5 from hammerhand you give them a 5++ FNP but you get a 2+ so you win. As for epidermus these guys arent the guys to bring him down you need a
more specialize unit in our codex to take him out.
7. MSU grey knights keep them in full squads and shoot the transports and then shoot the guys inside. you have more numbers he has more trasnports wupi doo your guns glance/ pen their
transports its not that hard just tactics is all.
8. Palli star. focus on the support units your guns are a waste on his armor. After you take out his support then focus on the star
9. Wraith Wing Tarpit the crap out of them after shooting down some of the numbers in their squads your FW should do the rest. It's all you can do. but you have a failry good chance when you do
tarpit.
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Intercpetors
The bread and butter of our armthere quick assault and shunt allowing them to reach other points is what makes them strong.
1. GM scoring on them combat squad now you have 2 shunting units for last turn objectives. Ideally though this hardly works and is not the best usage for them but if you do want to do this I'd
suggest 2 units of interceptors full so they can survive.
2. Give them a wardstave and 2 psycannons in a 10 man squad and combat squad them into one unit with psycannons and one unit with a wardstave. shunt them over and have the wardstave unit
tie up a unit of oblits/ or my favorite abaddon deathstar (because he must accept a challenge xD) and tie up 500 points and any other unit that comes to help becomes tied up in the same combat.
Imagine that tieing up 1000points with one dood because you double assaulted. The rage I can't Imagine. meanwhile you entire army moves about shooting the rest of their army. And the other 5
man squad pops vehicles. making back even more points. This is what I do.
3. 2 incinerators on a squad shunt over and burn stuff is the last thing with a wardstave for the same type of playstyle as above just with incinverators this time
-Daemons shunt over to their side and warpquake.
- PM/ Epidermus These are the guys for dealing with Epidermus get that wardstave in there with your guys and try and do as much as you can to shoot them to deah with your 5 man psycannon
squad while keeping out of range of their army then go in for the kill.
- DE Combat squad and pop vehicles
-Harliestar jump over and pop some walkers
- IG gunline shunt over and pop vehciles tie up a unit afterwards the next turn so you can allow your troops some relieved shooting.
- LF shunt over turn 2 when you guys are all deepstriking and wipe you opponents LF's in one harsh and unforgiving strike.
- MSU Knights pop transports with your 2 5 man squads
-Palistar shunt over and pop those psyfleman dreads in the back while your strikes give support shooting his strikes and then focus down his palis.
-wraithwing get one wardstave in combat with a wraith unit, get the other unit of 5 to shunt and pick off warrior squads trying to cap objectives.
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Purgation Squad
Obviously great for taking out people behind buildings you cant see. But I really dont recommend these guys psycannnons on these guys are so expensive and then you really want to get a psycher
with prescience to give them greatest benefit. then again you also need a 10 man squad because with 5 those guys are gonna go fast and you need to have expendables. once against why I don't
really recommend these guys they are really only best stationary with full number of shots and re-rollable hits. Better just have a normal strike squad or something.
______________________________________________________________________________________________________
Paladins
Really not much to say here How to use them is pretty simple.
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Purifiers
Once again everyone knows how they are used in MSU with razorbacks and 2x psycannons. other than that my example above with the libby making them a nice ANTI- FLYER unit with plenty of shots
re-rolling from 4 psycannons and anti horde is what makes them great.
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Techmarines
Conversion Beamer, bolster defenses where a vindicare assassin is, repair a LR not too much more to talk about with him.
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Rhino
If you don't know how to use a rhino I don't think your'e playing the right army xD
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Razorback
MSU with purifiers is the best way to use them.
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DreadKnights
The argument on whether to take a PT of not is totally up to you. Personally I don't use them just because I find it to be to many points. I can make due out of them just by deepstriking them and
getting the same benefit Ideally you always want a heavy incinerator the HPsycannon is crap don't get it. I deally these guys should be a support unit to your army when they deepstrike. Your
opponent must choose between strikes and Knights at the end one will get through. They become great at coordinated strikes with interceptors. The interceptors pop vehicles and the knights burn
the people inside. Generally these guys are the bane of DE, Tau, IG , NIDS anything with a 4+ pretty much. Just make sure that when you do use them coordinate your strikes with a strike squad or
interceptors. something like pop and burn or somehting hold and assault. always run in doubles they die to fast other ys
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Psyefleman Dreads
pretty self explanatory. get First Blood should be their Primary Objective.
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Land Raiders
How you normally would use a LR
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Storm Raven
Self Explanatory Always run in doubles they die way to fast other ys
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Draigo
Obvious Usage. hes a combat monster
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Captain Stern
Ehh if someone has something to add on him post and I'll put it in
otherwise I haven't used him.
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Castellan Crowe
Put him on a quad gun of run him along behind or in a rhio to otherside or something otherwise he's probably not gonna do anything.
______________________________________________________________________________________________________
Thawn
put him in a 5man squad drop on an objective and stay there. Profit.
or you can drop him on your opponents side and use him like bomberman with the libby except if this guy dies it doesnt matter as he'll get up after dieing. and proceed to continue to be a nuc
______________________________________________________________________________________________________
Inquisitors/ Coteaz/ Valeria
termi armor psycher servo skulls psycannons nothing more said. Put Coteaz in a squad of purifiers or something any give them some 2+ re-rollables some re-rolls to hit or some 4+ invuls and then you get a deepstrike counter with IBEY. He works with Palis as well but Libby has T4 5 invul possiblle standard and can take a wardstave so at the end the choose is yours. Valeria is very much the same as
a brotherhoodchampion put her in a strong unit like the deathcult assassins and an inquisitor or libby and dare the swarmlord/abby into combat.
______________________________________________________________________________________________________
Acro Flagellant
I'd like to get some input from others I don't tuse them too much.
______________________________________________________________________________________________________
Banisher
put them in the squad with your assassins so now even daemons fear them. Daemons fear ironic.
______________________________________________________________________________________________________
Monkey
put them in a sqaud that you plan on being primarliy for shooting such servos or sanctioned psychers and profit. or you can put one in your assassin unit and have a tank popper as well.
______________________________________________________________________________________________________
Warrior Acolyte
I'd like to get some input from others I don't use them too much.
______________________________________________________________________________________________________
Vindicare Assassin
Primary Objective first turn is get First Blood. second turn take away an invul save from someone would otherwise be a big problem. Then start picking off champs
______________________________________________________________________________________________________
Calidus Assassin
drop on a Heavy weapon team and pretty much assassinate the unit then he normally dies well normally he does.
______________________________________________________________________________________________________
Culexus and Eversor
aren't really useful right now sadly because they can't join units and have to walk across the field.
______________________________________________________________________________________________________
Help with List building
Tactics
Now That we Have all these traits listed now we need to assemble our list. Some poeple build their list by what they want
We don't have any luxury for that we must think to counter.
Anti-flyer -psycannons, dreads, quad gun, SR
Anti-Tank-psycannons, SR, hammers/ NDK/monkeys
Anti-Horde- purifiers/ incinerators/ Firepower Bomberman
Anti-DeathStar-Sparky, Assassins star, wardstavecounter
Anti-Psycher Psycocollumns, assault with psychers
Anti-Deepstrike GK SS/ Coteaz
Anti-Long Range Deep Strike/ Vindi/ shunts
Anti-Cover Incinerators Firepower
Anti- MC FW's /psycannons/ MC
After that simply try and get as many things as you can. Anyone who has played Guild Wars knows that you can't be great at everything
you can only spec into a portion and make sure you have some strengths so you are strong against something. Keep that in Mind
I'm not saying you can't be good at everything its just hard to be able to do so at least with great effeciency.
Hope this helps
______________________________________________________________________________________________________
Sample List
well the list I use personally and examples of how I use my army in coordination against some commonly found list and armies
HQ
Inquisitor 64 Support for DS and Shooting.
3 servo skulls
psycher
Elites
10 Purifiers 280 Anti- Horde/ Anti- Flyer/ Anti Heavy Infantry/ Anti-Vehicle/ Anti MC /Firepower
4 psycannons
Troops
10 Grey Knights 240 Anti - DS /Firepower/ Anti-Vehicle
2 psycannons, psybolts
10 Grey Knights 240 DS/ Anti - DS /Firepower/ Anti-Vehicle
2 psycannons, psybolts
Fast Attack
10 Interceptors 325 Anti- DeathStar/ Anti-Tank
2 psycannons, warding stave
Heavy Support
DreadKnight 160 Anti- MC/ Anti- Cover
HI
DreadKnight 160 Anti- MC/ Anti- Cover
HIf
Aegis Defense Line 50 Anti- LR
pts:1499
As you can see I don't have a deathstar but an anti-death star. I don't have Anti psycher so I will have to use tactics to get into assault with them.
however I've covered over many of the roles many times for certain areas such as 2 anti cover, 4 anti tank A possible 6 Anti DS, plenty of firepower.
I will be weak against Flyers with only one anti and it will take tactics to take out LR but it can most certainly be done with coordination and distraction.
For say dropping in 2 strike squads and 2 knights and shunting over 2 interceptors on turn 2 for an all out quick assault and take out an enemy flank/ or vehciels/ or LR infantry
I will be weak against other psychers but if I can assault them then I will have greater chance of dealing with them.
______________________________________________________________________________________________________
DE
setup: ADL combat squad interceptors/ combat squad purifiers/ dependant on first or second hold Knights in reserves so they arent shot up.
I then engage in popping all vehicles
I then drop my knights on my field with accuracy from servo skulls and burn down the stragglers intercpetors hit up vehicles from behind
rinse and repeat
Harliestar
setup: ADL combat squad interceptors and purifiers. hold strikes and knights in reserves. and drop them all over the field and make him have to go after stuff. Interceptors pop the walkers in behind with shunts and the strikes help out after deeostrike the knights come from the front to help out the purifers. Now he has to make a whole lot of decisions and generally he has to seperate alot of stuff to take on my armiescapping power.
LF
Deepstriking everyone except for the purifiers and interceptors. My guys do behind the ADL and go to ground first turn next turn I strike with everything. game should be about over unless they have TWC.
IGI will set down the ADL with the purifiers combat squaded, same thing with interceptors, then I will drop everything on his side, pop the the vehicles burn the guardsman assault next turn. Then the vendettas he has coming in get one turn to shoot at e befoer they have nothing left to shoot because everyone is in combat
Daemons
Warpquake FTW
Wraithwing
set down everyhing on the field behind the ADL dont combat squad anything but the interceptors. Tarpit the crap out of the wraiths and leave his flyers no targets. while this is going on the combat squaded intercpetors take out his objective cappers.
Pali Star
set up ADL combat squad nothing but interceptors. walk the knights down field with everything. The strikes focus on his support units and my interceptors shunt over and knockout some psyfelman dreads. the purifiers and 2 NDK go to war with the pali star and after my strikes and interceptors have taken care of everything they join.
Nids
setup ADL purifiers combat squad, intercpetors combat squad, walk knights down the field and burn crap strikes should be focusing on clearing the hordes while you knights try to get into combat with the tervions/ MC's. The purifiers focus on flyrants if they have any and you always have deepstrike for Doom. Interceptors can take out Hive guard or Biovores
Chaos
ADL:Interceptors combat squad: deepstrike a flank with everyone else. Shoot down the flyer if they have one with purifiers interceptors get into combat with the Obllits and hold them while the other 5 pop vehicles and shoot into units making back points and some knights can come over to free that unit in assault
Really at the end of the day I have covered my weaknessess and still have one essential quality that is firepower. 4 squads 2 shots each is alot of fire power from 24" range. But every unit complements each other and has specified roles. Also you see I play out every situation relatively the same so I have consistency while playing and I'm never doing anything totally bizzare.
Well I hope you take something or some new ideas that you didn't know of and make good use of them
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Post by: tuiman
Any chance you could change the formatting, subtitles etc, kind of hard to read with all the single lines and single line spacing
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Post by: Messy0
Does anyone know if the rumors and GW site are true and that Storm Ravens have been moved to Heavy Support or am i just panicking over nothing? My heavy support options are already full with DK's and Dreads, this could cause quite a problem if we have to also fit Storm Ravens in there too...that would be one tight fit Automatically Appended Next Post: Messy0 wrote:Does anyone know if the rumors and GW site are true and that Storm Ravens have been moved to Heavy Support or am i just panicking over nothing? My heavy support options are already full with DK's and Dreads, this could cause quite a problem if we have to also fit Storm Ravens in there too...that would be one tight fit
Sorry ignore me, the FAQ for death from the skies clearly answers that they are still fast attack. My bad
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Post by: sudojoe
Interesting upcomming challenges I forsee us facing soon. Some guy locally is already planning the SM air forces now as he has the storm ravens and plans to borrow my storm ravens to try it out. That's alot of flying things and with PoTMS he'll be able to engage quite a lot of things with them. Toss in some drop pods and you really can't be sure that you'll have any AA ground forces left by the time the flying blue circus shows up.
He's not fully flushed out the list yet but I'm kind of already wondering what I can even try to do vs that many things (already bad enough vs necrons but now SM's doing it too lol)
Also interestingly enough, there's all these neat new daemon rules speculations that are comming up. Losing eternal warrior and getting able to walk / deploy on? Princes becomming HQ's instead of Heavy? All sorts of wacky I'm anticipating.
Been playing against alot of DA lately and I'm learning to respect the amount of fasting moving troops and how tough terminator amor is to crack when all you depend on are psycannons. Also the land raiders banner of devestation and power/shield generator combo has even my psycannon spam list feeling very out gunned. T5 bikes with tele homers scouting also very annoying to kill with death wing dropping right on top of them.
I've been doing alot of fun games lately with my GK + sisters's fluff list so I haven't tried to really counter them but been teaching new people the game. Wondering what other people's experiences have been. (incidentially I had lost my DK to a bunch of autogun cultists through shooting/close combat on the last game along with the guy making 10+ invul saves on his heldrake and the one time I did pen, I only got a crew stunned which he ignored and then regenerated his hullpoint next turn lol. That one unit won him the game by killing a squad of GK, 1/2 squad of sisters, a psyfle dread, coteaz, and a henchman squad in a kill points game by it self over 5 turns *we went to turn 7 and despite needing to roll a 4+ because of my warlord trait, it was destroying by turn 2 lol*
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Post by: Goat
sudojoe wrote:Interesting upcomming challenges I forsee us facing soon. Some guy locally is already planning the SM air forces now as he has the storm ravens and plans to borrow my storm ravens to try it out. That's alot of flying things and with PoTMS he'll be able to engage quite a lot of things with them. Toss in some drop pods and you really can't be sure that you'll have any AA ground forces left by the time the flying blue circus shows up.
He's not fully flushed out the list yet but I'm kind of already wondering what I can even try to do vs that many things (already bad enough vs necrons but now SM's doing it too lol)
Also interestingly enough, there's all these neat new daemon rules speculations that are comming up. Losing eternal warrior and getting able to walk / deploy on? Princes becomming HQ's instead of Heavy? All sorts of wacky I'm anticipating.
Been playing against alot of DA lately and I'm learning to respect the amount of fasting moving troops and how tough terminator amor is to crack when all you depend on are psycannons. Also the land raiders banner of devestation and power/shield generator combo has even my psycannon spam list feeling very out gunned. T5 bikes with tele homers scouting also very annoying to kill with death wing dropping right on top of them.
I've been doing alot of fun games lately with my GK + sisters's fluff list so I haven't tried to really counter them but been teaching new people the game. Wondering what other people's experiences have been. (incidentially I had lost my DK to a bunch of autogun cultists through shooting/close combat on the last game along with the guy making 10+ invul saves on his heldrake and the one time I did pen, I only got a crew stunned which he ignored and then regenerated his hullpoint next turn lol. That one unit won him the game by killing a squad of GK, 1/2 squad of sisters, a psyfle dread, coteaz, and a henchman squad in a kill points game by it self over 5 turns *we went to turn 7 and despite needing to roll a 4+ because of my warlord trait, it was destroying by turn 2 lol*
Heldrakes really are a bane. I don't moan and groan when I see one fielded against me though. I field them myself lol I just hope my purifier squad with 4 twin linked psycannons can get it done. I just played a tournament over the weekend, 1350, and I went up against a chaos list toting one. I was very unlucky I had to take 2 full turns of all my psycannons shooting it to score a wreck. If he had 2 heldrakes I would have lost the game simple as that. They just bring so much to the table. Vendetta's get a lot of flak for thier points but I think the Heldrake edges it out by a large margain when a lot of MEQ codex have moved away from rhinos and put all of thier boots in drop pods or on the field.
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Post by: sudojoe
It was just a crazy lucky game to be honest. I generally bring decent amount of anti-air including a storm raven, icarus lascannon, divination monkey team with lascannons, and twin linked psyfleman dread (all of which hit but I couldn't roll a 3+ to pen more times than I can count and I even misfortuned the dragon and it still passed almost all its invul saves despite that (sometimes people get lucky and roll 12 5-6's in a roll)
but of course the new FAQ lets the dragon just flame whatever it wants and vector strike ignores cover saves so basically nothing is safe and the times I needed to not roll a 1, I roll a 1 and coteaz just instant deaths lol. Bad luck but still a very strong unit to fight against overall.
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Post by: Goat
sudojoe wrote:It was just a crazy lucky game to be honest. I generally bring decent amount of anti-air including a storm raven, icarus lascannon, divination monkey team with lascannons, and twin linked psyfleman dread (all of which hit but I couldn't roll a 3+ to pen more times than I can count and I even misfortuned the dragon and it still passed almost all its invul saves despite that (sometimes people get lucky and roll 12 5-6's in a roll)
but of course the new FAQ lets the dragon just flame whatever it wants and vector strike ignores cover saves so basically nothing is safe and the times I needed to not roll a 1, I roll a 1 and coteaz just instant deaths lol. Bad luck but still a very strong unit to fight against overall.
I hear ya', in the tourny I had my GM and coteaz eating as many baleflamer wounds as I could to save my psycannons for as long as possible. Sometimes you just have to risk that coteaz instadeath lol
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Post by: tuiman
So after taking draigowing to a tournament I have these points:
1: The deathstar does not die, Only one game did I lose the entire 10 pallys + draigo + coteaz, and thats because I lost Draigo and 4 pallys turn 1 to jaws. Other than that there is not much that can take on this that unit.
2: Coteaz is kind of important, with re-rolls to hit, and then either 4++ save or ignores cover, this unit will kill anything it even looks at.
3. Not enough range, my list also inlcuded a sqaud of interceptors and vendetta with meltavets, however all my opponents had gunline armies, and moved kept moving out of the 30" bubble of the paladins and knocking them of one by one.
4.One flyer is not enough, with all the AA now in new codexs and forgeworld, and tricks like fuegen on quad or BS5+ models on lascannons. My vendetta woould never survive very long, take 2 flyers or dont really bother imo.
So...
I think 10 pallys is to much in all honesty, yes the unit will not die, but its a lot of points tied up in one unit that can only touch 30" and when a waste when you can only hold one objective with them. I think allies is the way to go, even maybe as the allies, that way you sont have to take a second troops choice, although you lose coteaz. Necrons, tau, dark angels or guard are all going to be good. Just waiting for the new tau codex before deciding as thinking 3 broadside on a bastion for long range At. However for the moment, I just have pure gk to play with.
I have a 2k tournie next month and am thinking this:
Draigo
Coteaz
5 paladins, 2 psycannon, bro banner. 2 hammer, 3 sword.
Solodin
Solodin
Stormraven, melta, lascannon
Stormraven, melta, lascannon
10 Interceptors, incinerator, psycannon, halberd
Dreadknight, teleporter, incinerator
Dreadknight, teleporter, incinerator
Both solodins go in raven. First turn draigo casts psychic communion for the ravens coming in T2. Interceptors and knights shunt. Priority is any AA interceptor my oppponent has.
Draigostar moves up and lays down supporting fire, woth 2 Mc's in my opponents face his squad should survive a bit.
Anyway its a rough list open to improvements, but being only 1 of about 3 gk players at NZ's biggest tounie. I'm determined to make them work and start placing highly.
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Post by: jy2
I played against 3 Grey Knight armies in a row at the Bay Area Open, including against Blackmoor's Draigowing list. I brought my tyranids.
First GK opponent was Ben Cromwell's (Dr. Insanotron from Sinister Wargaming) striker=spam GK's with dual stormravens. After that, I played against Blackmoor's Draigowing with paladinstar and 20 interceptors. And then my last game of the day was against another Draigowing player, Bobby (aka Grey Therion). He brought a smaller paladinstar with soladins, 1 stormraven and 3 dreadknights.
For more info on how the games went and the GK lists, you can find them in my BAO battle report thread (Games #5,6 & 7):
1750 - Jy2's Road to the Bay Area Open GT - Hive Fleet Pandora
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Post by: Capamaru
I am going against Dark Eldar this week at 1850 points. Any thoughts on units and tactics (I believe paladins aren't a wise choise  ). Haven't played against them a long time now.
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Post by: jy2
Capamaru wrote:I am going against Dark Eldar this week at 1850 points. Any thoughts on units and tactics (I believe paladins aren't a wise choise  ). Haven't played against them a long time now.
You need to bring a shooty All-Comer's list. Paladins can work, though don't make them the focus of your offense (in other words, don't make them too big). Rather, I would go for a more Coteaz-based list with psyfleman dreadnought support and psyback henchmen units. Something like this (assuming you are ok with henchmen armies):
Draigo
Coteaz
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Hammer, Rhino w/Search - 190
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Hammer, Rhino w/Search - 190
5x Paladins - 2x Psycannons, hammers & halberds - 315
3x Henchmen - Razorback w/Psybolt Ammo - 62
3x Henchmen - Razorback w/Psybolt Ammo - 62
3x Henchmen - Razorback w/Psybolt Ammo - 62
3x Henchmen - Razorback w/Psybolt Ammo - 62
1x Paladin - Hammer - 55 (in Stormraven)
Stormraven - TL- MM, TL-Lascannon - 205
Psyfleman Dread - Searchlight - 136
Psyfleman Dread - Searchlight - 136
1850
The mini-paladinstar will be more for counter-assault purposes (beastpacks, Vect, incubi, wyches) as well as for relentless shooting. Draigo will be in front to tank those insta-killing darklance shots. If you put Coteaz with them, they will also be your anti-deepstriking defense unit. Purifiers are your everyman unit which you can sacrifice. They have good shooting, decent assault and are a threat to hordes with Cleansing Flame. You've got a flyer to deal with mech or other flyers. Finally, you've got a respectable amount of firepower to take on mech as well as other flyers, most of which are twin-linked. Finally, you've got a healthy amount of scoring and can get even more with Grand Strategy.
I believe this army should do ok against most dark eldar builds. It'll even do ok against most of the other armies. After all, it's supposed to be a Take-All-Comer's list.
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Post by: sudojoe
Psybacks are still very good vs dark eldar so henchmen spam is still viable. Dk's don't last too long vs poison and lances though but psyflemen are great. DE aircraft are actually pretty sweet so you may end up facing all sorts of high damage things. Just be careful of ranges and pre-measuring with night shields. That always messes me up.
I'm gonna work on some more topics for the first page too but so busy experimenting with daemon builds lately lol
I'm not sure I entirely have an answer to FMC + helldrakes + noise marines and fast daemons just yet but I'm still working on the daemon side so I've yet to really push the test games. Will update again soon after a few test games.
Great reads on the BAO games JY2! So are you going to be comming back to revisit the GK purifiers again now?
The Draigo + coteaz purifiers build with some solodins actually plays extremely well in my experiences too. I'm thinking it will be very close to the higher end of TAC for GK as long as you got your air defenses figured out.
Also looking forward to see what the new Tau super suit will be doing along with their new fliers. I'm itching for some new opponents to further refine the GK's.
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Post by: jy2
Thanks.
I was planning to revisit my knights....and then the new daemons came out! Lol. Sorry, the GK's are going to have to wait a little longer. I'm trying out the new daemons as well. I may have a practice game between them and my grey knights.
Sigh. After daemons, I just may have to try out the new Tau. I've always been interested in Tau (another Xenos army!) and my friend just happens to have a large collection of them. So the GK's may have to wait until summer.
But I will keep reporting on how my "armies" fare against grey knight opponents to give you (the readers) an idea of where the knights currently stand against the plethora of new armies.
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Post by: easysauce
I am actually finding good succes with a GK "horde" army,
3X maxxed interceptor squads with pysbolts,
coteaz+ xenos inquisitor providing 2 preciences
maxed out troops with bolter henchmen, and a mini death star of death cult assasins/crusaders
2 psyfyle men and a, DK (may be 3 psyfle, but the DK absorbs a LOT of shooting for 130 pts, and distracts the enemy)
so I have 6 scoring units, on has a 3++
and 3 more scoring units in either special mission,
first turn the enemy takes 40 rerollable st5 bs 4 shots + 20 bs4 st 5 normal shots, almost guarantees 1st blood with that and the psyflymen
I assault 2nd turn,
anything left over is creamed by the DCA/crusader squad and or DK/psyflmen
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Post by: Goat
easysauce wrote:I am actually finding good succes with a GK "horde" army,
3X maxxed interceptor squads with pysbolts,
coteaz+ xenos inquisitor providing 2 preciences
maxed out troops with bolter henchmen, and a mini death star of death cult assasins/crusaders
2 psyfyle men and a, DK (may be 3 psyfle, but the DK absorbs a LOT of shooting for 130 pts, and distracts the enemy)
so I have 6 scoring units, on has a 3++
and 3 more scoring units in either special mission,
first turn the enemy takes 40 rerollable st5 bs 4 shots + 20 bs4 st 5 normal shots, almost guarantees 1st blood with that and the psyflymen
I assault 2nd turn,
anything left over is creamed by the DCA/crusader squad and or DK/psyflmen
100x this. I've won sooo many games via the DKs intimidating presence alone. I usually field 2 and put them in positions to challenge my opponents shooting. Any game where these bros take 2 whole turns of my opponents guns away from my strikes is a good day.
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Post by: Capamaru
jy2 wrote: Capamaru wrote:I am going against Dark Eldar this week at 1850 points. Any thoughts on units and tactics (I believe paladins aren't a wise choise  ). Haven't played against them a long time now.
You need to bring a shooty All-Comer's list. Paladins can work, though don't make them the focus of your offense (in other words, don't make them too big). Rather, I would go for a more Coteaz-based list with psyfleman dreadnought support and psyback henchmen units. Something like this (assuming you are ok with henchmen armies):
Draigo
Coteaz
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Hammer, Rhino w/Search - 190
5x Purifiers - 2x Psycannons, 2x Halberds, 1x Hammer, Rhino w/Search - 190
5x Paladins - 2x Psycannons, hammers & halberds - 315
3x Henchmen - Razorback w/Psybolt Ammo - 62
3x Henchmen - Razorback w/Psybolt Ammo - 62
3x Henchmen - Razorback w/Psybolt Ammo - 62
3x Henchmen - Razorback w/Psybolt Ammo - 62
1x Paladin - Hammer - 55 (in Stormraven)
Stormraven - TL- MM, TL-Lascannon - 205
Psyfleman Dread - Searchlight - 136
Psyfleman Dread - Searchlight - 136
1850
The mini-paladinstar will be more for counter-assault purposes (beastpacks, Vect, incubi, wyches) as well as for relentless shooting. Draigo will be in front to tank those insta-killing darklance shots. If you put Coteaz with them, they will also be your anti-deepstriking defense unit. Purifiers are your everyman unit which you can sacrifice. They have good shooting, decent assault and are a threat to hordes with Cleansing Flame. You've got a flyer to deal with mech or other flyers. Finally, you've got a respectable amount of firepower to take on mech as well as other flyers, most of which are twin-linked. Finally, you've got a healthy amount of scoring and can get even more with Grand Strategy.
I believe this army should do ok against most dark eldar builds. It'll even do ok against most of the other armies. After all, it's supposed to be a Take-All-Comer's list.
I don't have access to inquisitorial henchmen or stormravens but he hasn't got any fliers too so I don't have to worry about anti air. I like the purifiers two units idea cause they make good use of the rhinos fire points and they can shoot their psycannons.
sudojoe wrote:Psybacks are still very good vs dark eldar so henchmen spam is still viable. Dk's don't last too long vs poison and lances though but psyflemen are great. DE aircraft are actually pretty sweet so you may end up facing all sorts of high damage things. Just be careful of ranges and pre-measuring with night shields. That always messes me up.
I'm gonna work on some more topics for the first page too but so busy experimenting with daemon builds lately lol
I'm not sure I entirely have an answer to FMC + helldrakes + noise marines and fast daemons just yet but I'm still working on the daemon side so I've yet to really push the test games. Will update again soon after a few test games.
Great reads on the BAO games JY2! So are you going to be comming back to revisit the GK purifiers again now?
The Draigo + coteaz purifiers build with some solodins actually plays extremely well in my experiences too. I'm thinking it will be very close to the higher end of TAC for GK as long as you got your air defenses figured out.
Also looking forward to see what the new Tau super suit will be doing along with their new fliers. I'm itching for some new opponents to further refine the GK's.
Psybacks are gonna be nice against DE as long as they stay alive. I am gonna use them as a mobile cover for 6 men GKSS with a psycannon deployed outside of them. I have access to land raiders (crusader / redeemer) and 3x psyflemen dreads but my dreadknights aren't build yet (big conversion plans :( ). Should I go 2x dread and 1 x raider or the raider will be a waste of points against DE. I must say that this is a friendly game and the DE player is not super competitive in his builds, mostly he takes units he likes regardless of effectiveness.
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Post by: Capamaru
Well game went well. I took a GM with 6 paladins 2 GKSS a unit of purifiers a LRC and two psyflemen. The later did a ton of damage since they where put way back on the table and he didn't manage to get enough weapons into effective range in order to take them out. Paladins embraced cover in the mid of the table claiming an objective on the same time. LRC wasn't even scratched cause he chose to ignore it  but in return he created considerable firepower. I tried to focus on his transports because my eldar experience tells me that if you take their mobility away they are easy to fight against and win. By far his most annoying unit was the jetbikes that refused to die. Anyway till next time
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Post by: sudojoe
hehe, GK's generally have done decently well vs DE stll. It's the CSM and necrons and nids now that I seem to have the most trouble.
In terms of new power stuff, I've been twiddling with some daemons + CSM lists that have been doing pretty good vs GK's mostly in terms of overruning the air power side of things.
It's basically noise marines + helldrakes + oblits as big shooty lists. It's essentially all spam but it's been tough to beat down. Blastmasters mess up my Power armor guys/henchmen/light vehicles and have taken out my psyflemen pretty handidly. Oblits see off my DK's and terminators and helldrakes are of course annoying as well.
and
Lord of Change/Bloodthirster
plaguebearers
plaguebearers
plaguebearers
Prince
Prince
Prince
(suffice it to say, everything has wings and just going from LOS to LOS blocking cover till I can get to assault. being able to fly and / walk at will helps alot to stay on the enemy blind side, you end up charging just about whatever but can wreck anything you do get a hold of.)
and I tend to throw in some seekers if there's room
These new builds have given my standard lists a pretty rough time and I'm not finding enough stuff to really do well vs them since they play very differently from eachother and I bet will be around soon at tourny level.
Necron airforce can fight these guys alright with MSS helping alot and wraiths/air power but I'm having a tough time getting enough anti-air power by pure GK's themselves now a days. Maybe ally in some guard saber platforms or go half necrons in the origional side builds on the bottom of page 1.
The GK+SW idea is still somewhat viable vs the above but it's quite a bit harder to deal with so many FMC or just sheer redundency out of a 3 type unit army to really benefit as much.
Gonna wait till the new Tau dex drops (which I'll be buying the giant robot and I bet some fliers) so I'll see what that will do vs the humble GK's. The more I'm seening new codexes, the more out gunned I'm feeling lately especially if rumors are true that they are giving railguns a beam type effect.
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Post by: Capamaru
Have you tried the Modrak - Belial first turn strike idea? The more I think about it the more it is growing on me  .
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Post by: sudojoe
It can be fun to just muck about on the enemy's half of the board I suppose with some shunting DK's and termicide them to death but so few models on the board scares me lol
Lack of sweeping advances also make me fear MSU builds but I can do some test games to see how it'd go down.
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Post by: Capamaru
The problem I see with this is that you will probably going to have to reside on inquisitorial troops in order to have points left for shunting DK and deathwing termies. On the other hand deepstriking and shunting everything on your enemies face on turn one is priceless  .
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Post by: Goat
I've played against a FMC list. Boy, let me tell you what a joy it is! It's just not possible to down them all from the air before 2-4 (luck depending) crash into your ranks and really fart up the place. Nurgles insta death balesword or whatever it's called, instadeathing DKs is so fun. Tzeentch beams all over da' place. If it wasn't for challenges to slow down the pain it would be much worse IMO haha
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Post by: sudojoe
Goat wrote:
I've played against a FMC list. Boy, let me tell you what a joy it is! It's just not possible to down them all from the air before 2-4 (luck depending) crash into your ranks and really fart up the place. Nurgles insta death balesword or whatever it's called, instadeathing DKs is so fun. Tzeentch beams all over da' place. If it wasn't for challenges to slow down the pain it would be much worse IMO haha
I can certainly build a list just to handle FMC but it starts to go ally heavy really fast and start to get alot less all comers using alot of fliers with either necrons or IG or SM mains (storm talons with drop pods) with GK allies thrown in for the counter assault/support shooting roles. That build is unfortunately kind of what I'm probably gonna gravitate towards to in the future I think except of course whatever Tau comes up with of course in a month or so. When I do those, I start to get a bit messed up vs big hordes and psy nids get pretty uppidy in my face. I might have to build more warding staffs into my builds for the future.
Really starting to feel the rock paper scissors spock lately lol.
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Post by: jy2
Capamaru wrote:Have you tried the Modrak - Belial first turn strike idea? The more I think about it the more it is growing on me  .
The Mordrak Shunt-punch list is somewhat of a one-trick pony list (only with Belial and friends instead of Interceptors and dreadknights). It relies on an alpha-strike which may overwhelm opponents not prepared for it, but against a more balanced TAC list, it will have some trouble. Any list that relies on a particular unit (i.e. deathstar) or tactic is not a very balanced list. Now that is not necessarily a bad thing because they do have the tools to win - and usually even dominate - their opponents. But with such a list, you are more prone to matchup problems, especially in a tournament environment where you won't know what type of army you will be facing.
Automatically Appended Next Post:
Goat wrote:
I've played against a FMC list. Boy, let me tell you what a joy it is! It's just not possible to down them all from the air before 2-4 (luck depending) crash into your ranks and really fart up the place. Nurgles insta death balesword or whatever it's called, instadeathing DKs is so fun. Tzeentch beams all over da' place. If it wasn't for challenges to slow down the pain it would be much worse IMO haha
Draigowing combined with cheap inquisitorial henchmen of IG allies and some psyfleman shooting may give this type of list some problems. Against flying daemons, the more units you have, the better your chance is of grounding them. Combat squad those 10-man striker units. You need a lot of shooting to combat flying daemons. Luckily for us, shooting is one of the strengths of the GK's.
The GUO is so slow that he is no threat until the later turns. If he deepstrikes them, your DK should be able to kill him. Grey knights have a few advantages:
- Prefered Enemy vs daemons.
- Psyk-out Grenades. When you charge a daemon with your knights, he is striking at I1.
- Psykers coming in from reserves (i.e. deepstriking) can't cast Iron Arm on the turn that they do. Thus, the deepstriking GUO should be vulnerable to a charging dreadknight. You charge him, he strikes at I1, you strike at S10 and then you force weapon him to death. Not the case, however, he if starts on the board and footslogs.
- Psyfleman dreads and Reinforced Aegis. That is -4 on Daemon psychic tests with any powers that target the knights, after which, you get a 5+ or even a 4+ Deny the Witch save. Psyfleman dreads are going to make a comeback thanks to daemons. Reinforced Aegis, their ability to shoot down flyers and their ability to insta-kill multi-wound daemon fast units will make them popular once again.
While it won't be an easy fight, the knights do have the tools to take on daemons.
Automatically Appended Next Post:
sudojoe wrote: Goat wrote:
I've played against a FMC list. Boy, let me tell you what a joy it is! It's just not possible to down them all from the air before 2-4 (luck depending) crash into your ranks and really fart up the place. Nurgles insta death balesword or whatever it's called, instadeathing DKs is so fun. Tzeentch beams all over da' place. If it wasn't for challenges to slow down the pain it would be much worse IMO haha
I can certainly build a list just to handle FMC but it starts to go ally heavy really fast and start to get alot less all comers using alot of fliers with either necrons or IG or SM mains (storm talons with drop pods) with GK allies thrown in for the counter assault/support shooting roles. That build is unfortunately kind of what I'm probably gonna gravitate towards to in the future I think except of course whatever Tau comes up with of course in a month or so. When I do those, I start to get a bit messed up vs big hordes and psy nids get pretty uppidy in my face. I might have to build more warding staffs into my builds for the future.
Really starting to feel the rock paper scissors spock lately lol.
Flyer-heavy armies isn't the way to go against daemons IMO. I am of the opinion that you need more boots on the table, though I do see GK's bringing in allies - namely IG allies - to help them get the job done. I also see the comeback of the psyfleman dread (see above).
Also, interested in seeing what the new Tau comes up with.
And 6th Ed. has and will always be a rock-paper-scissors edition. There's just too many combinations in this edition. Likewise, because of all the combinations, it is also easier to build counters in particular builds.
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Post by: sudojoe
Finally updated the first page with some stuff. Interestingly enough the new death from the skies allows GK storm ravens to take the locator beacon. With the changes to FAQ 1.3, we now have skies of fury with the following rules:
Page 37/93 – Stormraven Gunships, Shadow Skies.
Replace this rule with the following:
Skies of Fury: If the Stormraven has moved more than 6",
passengers can still disembark, but they must do so as follows:
Nominate any point over which the Stormraven moved that
turn and deploy the squad as if it were deep striking onto that
point. If the unit scatters, every disembarking model must
immediately take a Dangerous Terrain test. If any of the
models cannot be deployed, the entire unit is destroyed, as per
a Terrible Accident result on the Deep Strike Mishap table.
Models that disembark using the Skies of Fury special rule
cannot charge in the turn that they do so.
This could potentially allow stuff like purifiers or henchmen drop out of the raven without scattering. Not completely sure if legal yet but it's a fun idea to fiddle with anyway.
Flyer-heavy armies isn't the way to go against daemons IMO. I am of the opinion that you need more boots on the table, though I do see GK's bringing in allies - namely IG allies - to help them get the job done. I also see the comeback of the psyfleman dread (see above).
Also, interested in seeing what the new Tau comes up with.
And 6th Ed. has and will always be a rock-paper-scissors edition. There's just too many combinations in this edition. Likewise, because of all the combinations, it is also easier to build counters in particular builds.
While MSU will have an edge in getting down FMC I just feel like vs other flier spam like AV 10 storm talon spam for example or necron spam, it's not as nearly as effective unless you can get enough high str weapons in there. IG forgeworld with their saber defence platforms are an excellent choice in this if you want to go ground forces. I do like the coteaz + draigo builds lately and some solo-dins have been fairly good with a relatively immobile fire bases of henchmen/dreads.
I'm just debating on getting saber platforms or not right now as I have a feeling the IG dex will be out later this year and I'm still going to be buying a bunch of Tau soon. Doubt I'll get enough time to paint/build it all. Does frontline gaming do orders from overseas?
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Post by: Capamaru
Last knight I went against demons on 2000 on a single OC. All I can say is that a flying circus kind of army can give a lot of troubles but besides that they aren't a big threat. He deployed first and I stole the initiative so he suffered heavily from shooting and he was tabled on turn 4. GK's are a really hard match up (preferred enemy is really annoying) for them and dreadnoughts with reinforced aegis are pretty handy. They have a lot of nasty template psychic powers but flamers aren't anywhere near that great anymore and bloodletters need herald in order to be effective. Also on each of his shooting face he was rolling on a table with 2d6 (storm in the warp or something like that) but most of the effects were working against him  .
I will try to play again against him since I didn't manage to see a lot of his army potential and give back some feedback  .
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Post by: sudojoe
phew, flurry of activity lately organizing tau and before I get that thread updated I just wanted to share some thoughts I had when test playing against tau with my typical GK henchmen gunlines.
These guys are really good counter to most of what my Gk army brings. My traditional survival tools have been cover saves and with proper markerlight spam (i.e on everything lol) I really just started to see squads melt away. The new commander is also a big pain to take down. With a horde of BS5 drones, he was single handedly sweeping my henchmen squads one by one.
The DK still does well vs them but only really a threat if I use a teleporter and go up the sides. Running through midfield as a distraction unit is ok but be prepared to eat alot of missle pods and broadside AP1 guns.
Twin linked stuff like plasma and such are really annoying to survive for my terminators and my DK didn't fare better either.
Lacking drop pods, I have a tough time closing with alot of our assault assets unless I go necron allies or the such. Usually I can't get much love out of a land raider but a squad of DCA +crusaders + techmarine is so fun to roll up on them. Just gotta go for a corner or far edge assault to deny alot of the linked overwatch. (it was vs a tau foot lists with alot of broadsides testing missle spam and almost no vehicles)
I don't pack enough of a punch with my 1 storm raven to survive the amount of sky fire I typically seem to encounter in a tau list now so I really gotta play conservatively and hope the tau deploy in a bigger line for me to abuse range. For all the talk of mobile firepower, I've seen mostly static formations and gunlines from the way pathfinders tie up the units and slow movements of the hammerheads or immobile (essentially immobile if you want to shoot) broadsides. Castle formations seem popular with Tau clustered in a corner which is really making me want to try IG allies to ignore cover pie plates.
My traditional fire base of coteaz with a bunch of monkies and acolytes and plasma servator on top of a bastion is not nearly as good as it used to be due to markerlights and ignore cover smart missles. It's making me want to try a DA alliance and throw a techmarine with power generator inside (also to buff some other ruins to force the tau to waste some more marker lights at least hopefully) with some cheap devestators and a liby leading some suicide assault elements to soak shots. *not like they will get to assault but at least Tau fire priority is easy to pick out*
Psycannons vs suits is not my cup of tea now a days. Too many drones and shots (and ignore cover) generally wittle alot of my firepower and them things have 2 wounds making it annoying to actually kill off crisis suits in my back corner. I really need to get some more str 8 ap3 stuff from somewhere. maybe more lascannon monkies or something.
I kept thinking to myself I'd really love a vindicare in this list somewhere to take out all the tau buffing things like etherals and commanders with drone controllers however I keep going back to "How do I keep him alive??" and the only solutions vs tau and markerlights seem to be the DA power generator. I'd love some other opinions on this. Other than that, I'd have to really use like 1-2 rhinos a turn to block LOS with flat out moves to keep him going and usually he's in an elevated position.
Anyways, just my initial thoughts on the state of things. I'm interested to see how to work tau into my GK lists or more likely vice versa actually as Tau really could benefit from some deep strike protection like drop pod meltacide and Tau still struggle a bit vs MC's unless they use some rip tides. Honestly no one got one built yet to try around here but from the paper specs I think it'd be much better fight with ion guns on the thing.
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Post by: Capamaru
Haven't read the codex and haven't played against them yet, but how difficult is to get rid of staff carrying ML?
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Post by: Goat
I haven't read the Tau dex yet but I have a jist of what is going to go down in a game. I think two porting DKs is almost manditory. My first tactic is to ruin as many things shooting markerlights as possible. This new book is really looking to be a force once synergized with itself(through player experience). The battle report with the kroot meatshielding almost all the other units and allowing a mass almost army wide overwatch, some at BS2. Yikes! LoL I want to sit down with the book and try to make lists that would ruin my GKs and see how I could stop it.
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Post by: sudojoe
Capamaru wrote:Haven't read the codex and haven't played against them yet, but how difficult is to get rid of staff carrying ML?
The markerlight carrying stuff is usually pathfinder teams. More often than not anyway. I have a personal feeling I'll be running some tetra squadrons instead actually and really just using one squad of pathfinders for ion rifles and some markerlights. Last FA slot probably going to some suicide piranha with fusion blasters (meltas) to go after AV 14/13's. The tau fliers so far feel underwhelming (proxied in just 2 games so don't take my word on it just yet, time will tell - btw, I do plan to update the Tau thread as well but I want to post solid info that's been battle tested like the GK thread instead of just wild guessings which is why it's still back on the 5th page or what not)
Goat wrote:I haven't read the Tau dex yet but I have a jist of what is going to go down in a game. I think two porting DKs is almost manditory. My first tactic is to ruin as many things shooting markerlights as possible. This new book is really looking to be a force once synergized with itself(through player experience). The battle report with the kroot meatshielding almost all the other units and allowing a mass almost army wide overwatch, some at BS2. Yikes! LoL I want to sit down with the book and try to make lists that would ruin my GKs and see how I could stop it.
2 DK's with incinerators and teleporters will definately make most conventional (i.e. non-forge world tetra users) cry since so much is dependent on marker lights. The marker drones and pathfinder teams are really susceptable to incomming fire and AP4, ignore cover templates will kill alot of them. Most of the truely good things about tau are tied up with markerlights. With good Tau lists, I'd imagine it'd be more spread out like some in the elite slots, some in the troops, and alot in the fast attack but they are what allows most of the interesting tau tactics to work properly.
The old trick to just kill enough tau to force leadership is a bit non-functional now though as the etheral is a great ld10 bubble that will keep most of their depleted foot troops on the board even in the back but with good positioning, twin DK's have a good shot at taking them down anyway.
I'm thinking my all comers GK lists will start to look like psyfleman dread (If I'm running any strike squads/purifiers) + 2DK's with tele and incinerators for my heavy slots or...
a LR crusader + psybolt + DCA's/crusaders and techmarine grenade caddy + 2 DK's if I'm running more shooty henchmen back line and maybe a psybolt vendread if I really want the reinforced aegis vs nid spam.
AV14 is surprisingly not that bad if played right I've found out. *i.e. don't go down the center but roll up a flank on just about anything using cover saves to good advantage setting up a charge on turn 3 or so* Also just alot more fun in my opinion but it'd be totally different synergy for the list.
Or better yet, ally in just enough DA to get a 4+ invul save land raider, really annoying to do anything about lol.
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Post by: Red Comet
Has anyone come up with some good ideas to use Tau with GK? I feel like Tau can bring a lot of long range firepower which GK have always lacked.
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Post by: sudojoe
Red Comet wrote:Has anyone come up with some good ideas to use Tau with GK? I feel like Tau can bring a lot of long range firepower which GK have always lacked.
Oh definately, there's quite alot of possible synergy between the two shooty armies.
Essentially it comes ina few flavors I've been finding out:
GK+Tau gunline with a few broadsides or a hammerhead+longshot. Needs at least one squad of fire warriors to camp (or kroot with sniper rifles work pretty darn good actually.
Pathfinders team x1 or a tetra squad is almost obligitory to make them all work. HQ's wise I'd take either crisis commander for plasma/melta to replace some squishier henchmen (but is more expensive). Or I'd just keep it cheap and use etheral kroot to camp objectives with sniper rifles.
Alternativelys, you can use a Tau gunline and support it with outflank protection with coteaz and strike squads to guard against deep strike.
From a few proxy games (as I've not yet finished building a riptide), I'd almost always want a riptide to provide for bullet magnet or long range AP2 fire power. He is just such a good distraction. I'd build him with long range fire support or just go pure durability with FnP or both if I got the points to spare. Tau Heavy and Elite slots provide us with decent sky fire.
Incidentially the more synergy you want from tau, the more tau you must take. On average, the more successful Tau addons I've had to my GK's amounted to some at least 600-800 points as they need other tau units to really perform well.
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Post by: tuiman
For tactics against tau, Im thinking something quick would be brutal.
Mordrak + ghost knights
2 10 man interceptor squads with 2 incinerators
3 dreadknights with incinerators and teleporters.
Strike squads
Most tau look to not be taking mech, or much mech. Pathfinders are so important with markerlights, but to use them they have to be on foot.
Turn 1 you are putting down 7 S7 Ap4 templates, thats going to kill a lot of kroot, parthfinders, firewarriors.
Yes you will get shot up by tau next turn, but...tau are still so bad in combat, getting just mordrak and a few knights into combat Turn 2 should be bye bye tau. Strikes combat squad and start in reserve, come down and take objectives, mordrak makes interceptors scoring.
Will try it on a local tau player next week.
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Post by: Red Comet
I feel like Tau really need Markerlights to work well, or at least everything they fire needs to be twin-linked with that in mind I made this 1850 list, but I'm not sure what I want to do with Coteaz and its about 100 points short.
Grey Knights with Tau 1850
HQ:
Coteaz 100
Troops:
10 Strikes with 2 Psycannons, 1 Hammer, Psybolt and a Rhino 290
10 Strikes with 2 Psycannons, 1 Hammer, Psybolt and a Rhino 290
10 Strikes with 2 Psycannons, 1 Hammer, Psybolt and a Rhino 290
Allies:
HQ:
Commander with Iridium Armor, and Multi-spectrum Sensor Suite 130 points
Elites:
Riptide with Ion Accelerator, Plasma Rifle, Interceptor, and 2 Shield Drones 240 points
Troops:
6 Fire Warriors: 54 points
Heavy Support:
3 Broadsides with Skyfire 255 points
Aegis with Quad Gun 100
Total: 1749
I feel like the list's biggest issue is AV14 and that Coteaz is alone. One of my friends suggested adding a 5 man squad for Coteaz to hang with, but I feel like 5 marines sitting in the back won't really contribute much to the board. Would Psykers or Jokaeros be a better option? I was considering dropping the Shield Drones from the Riptide if push came to shove with points.
Also the strategy with the list is to have the Commander sit in front of the Broadsides with no weapons that way the Broadsides completely deny cover to flyers or any vehicles on the ground. The Commander will tank wounds for them as well since he's not T5 and 2+. Fire Warriors remain in reserve to hold an objective. Rhinos with Strikes move up the board with fire support from behind. What do you guys think?
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Post by: tuiman
Why not give a unit of 3 plasma cannon servitors, and then acolyte cannon fodder/jokearo?
I feel you really are paying a tax with the compulsory HQ and troops just to get all the toys in, 6 fire warriors is first blood giveaway, they are so squishy, and I dont get why you would take a commander just to block the broadsides when surely good deployment and aegis can do that anyway?
Why not maybe 2 full man firewarriors squads with an ethereal behind, give them the 1 extra shot ability so will be firing 3 shots each at 15, 2 at 30. Thats some better firepower.
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Post by: Toasty
I have to disagree with you that Terminators aren't worth it, IMO they really are the only core choice worth it, a +2 armour save and a 5+ invulnerable save?? Specially with the new power weapon rules they've gotten even better, plus being able to move and shoot as normal?! Including being able to say, have a psycannon and have a nemesis force weapon with its benefits on the same model, as opposed to having both hands used on that psycannon on a single model in Strike squad or Purifiers. Including being able to deep strike (Teleport), I'm sorry but I really think with a little less models on the board you get a lot more with 5-man terminators kitted out then you do with a 10-man kitted out strike squad or a 10 Purifiers. I mean Matt Ward even says in the codex that Terminators are the heart of any GK army list, and I think so too I know he hasn't got the best reputation but taking a little bit of advice from the guy who actually wrote the codex I think can go along way. The only thing I really see Strike Squads being good for is deep striking onto a target and holding it for the rest of the game, really that's it, I don't at all see how you can base your entire force around a unit like that. The whole Idea of Grey Knights is a small Elite army, no other unit personifies that more than Terminators.
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Post by: Super Newb
But power armor GK can shoot better. If you spam them that's a heck of a lot more shooting than the same points of terminators.
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Post by: daedalus
I've gone back and forth on Terminators. I've come to the conclusion that one squad of 5 for every 10-20 strikes gives you a resilient wall to countercharge with and at the same time, doesn't hamper your small arms fire as much as an all-terminator army would.
The other nice thing about Terminators is that they get full psycannon firing while moving, so they stay just as effective mobile as they are standing still.
Finally, and obviously, terminators got significantly better in melee when power weapons got AP.
That being said, I still don't think I'm going back to my all Terminator army anytime soon.
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Post by: Super Newb
daedalus wrote:The other nice thing about Terminators is that they get full psycannon firing while moving, so they stay just as effective mobile as they are standing still.
10 Terminators, 2 psycannons, 16 storm bolter shots, 8 psycannon shots.
20 Power armor GK, 4 psycannons, 32 storm bolter shots, 8 psycannon shots if moving, 16 if standing still.
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Post by: Thariinye
Strike Squads do have better shooting per point you're spending on them. The problem is that they're power armored dudes in a world where heldrake does as heldrake pleases. Yes you lose a lot of firepower when you take terminators, but you gain survivability and close combat prowess. I think 5 man Terminator squads with Hammers/Halberds and a Psycannon/Incinerator are perfectly viable troops.
If people stop taking heldrakes because of Tau Skyfire (they probably won't, heldrakes are one of the most survivable flyers in the game), then I'd heartily recommend GKSS over Terminators, but right now, paying 20+points for a guy with no save against a heldrake means that it's a tradeoff between the two. One you get more shooting and one hard counter, the other more survivability and CC.
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Post by: Red Comet
tuiman wrote:Why not give a unit of 3 plasma cannon servitors, and then acolyte cannon fodder/jokearo?
I feel you really are paying a tax with the compulsory HQ and troops just to get all the toys in, 6 fire warriors is first blood giveaway, they are so squishy, and I dont get why you would take a commander just to block the broadsides when surely good deployment and aegis can do that anyway?
Why not maybe 2 full man firewarriors squads with an ethereal behind, give them the 1 extra shot ability so will be firing 3 shots each at 15, 2 at 30. Thats some better firepower.
Plasma Cannon Servitors isn't a bad idea. Jokaero's wouldn't work out too well if I only took one or two of them. I'll have to work with the points.
Just because I deploy properly doesn't mean my opponent can't overcome this issue quickly. The commander is very hardy. He can tank all of the wounds that would insta kill the Broadsides. I feel he's very much needed for them to be effective. I agree that Fire Warriors are garbage, but adding in more and an Ethereal is asking for my opponent to get more VPs out of them since the Ethereal will give a VP just for dieing. Also I'm going to keep my Fire Warriors in reserve. Also for 54 points they are an ok Objective Camper.
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Post by: Super Newb
Thariinye wrote:Strike Squads do have better shooting per point you're spending on them. The problem is that they're power armored dudes in a world where heldrake does as heldrake pleases.
If everyone you know is taking these heldrake things you speak of, then perhaps you should put your units in Rhinos? Duh? Amirite?
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Post by: sudojoe
Super Newb wrote: Thariinye wrote:Strike Squads do have better shooting per point you're spending on them. The problem is that they're power armored dudes in a world where heldrake does as heldrake pleases.
If everyone you know is taking these heldrake things you speak of, then perhaps you should put your units in Rhinos? Duh? Amirite?
rhinos aren't really worth it still as you can get vector striked to death easily enough and then the occupants have to jump out usually in a nice pile for the template so not really your answer there either.
Terminators aren't really the TAC answer necessarily though as like I said on the first page, there are plenty of plasma cannons/plasma/meltas/rail guns/ ion cannon templates that will make terminator's lives miserable. Even in a heldrake list, I'd dobut you'll be obliterator free or some plasma gun CSM free or heck even abbadon free from a CSM list if that's your biggest worry. Lack of sweeping advances also hurt your chance to truely take down swarms of things.
Most all termy based lists are just sorely lacking in bodies which is bad in objective games which are pretty common now-a-days. All theorycrafting aside, try a few games with them. There's a place for some terminators but an all terminator force without some extra benefits like ravenwing deep strike beacons or guaranteed arrival times, or shield walls are very vulnerable to plasma cannon, ion cannon plates, or rapid fire plasmas.
There's quite a bit you can still protect yourself from AP3 ignore cover weapons however, some of the better ones being attaching guys to the squad or having crusaders up front or a 2+ armor techmarine/inquisitor "tanking" for the squad against these things. Just don't let those things keep shooting at you the following turns lol. Use boards wtih some LOS blocking is also key and really should be the point of any well balanced game. In a map with no terrain or all open terrain, there's gonna be huge imbalances to the game.
We actually had a thread on this a while back. While terminators are certainly more durable, you are more at risk of a few bad rolls while bigger forces let you get more average dice rolls and have more predictable results over many games. That's the statistics of the things unfortunately
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Post by: Toasty
Super Newb wrote: daedalus wrote:The other nice thing about Terminators is that they get full psycannon firing while moving, so they stay just as effective mobile as they are standing still.
10 Terminators, 2 psycannons, 16 storm bolter shots, 8 psycannon shots.
20 Power armor GK, 4 psycannons, 32 storm bolter shots, 8 psycannon shots if moving, 16 if standing still.
I still disagree with you, as someone previously stated the survivability of a terminator is far great than a regular power armoured marine, +2 armour save and +5 invulnerable save vs shooting and melee is nothing to be snuffed at, your terminators are going to be alive longer to shoot the enemy. As you've just shown terminators get to move and shoot normally. Your not going to get the allocated shots regular power armoured GKs because they don't get to move and shoot normally, unless your SS is sitting on a objective (like I said they should be used for before) they're not going to get that many shots. Surely you want units that can move around the battlefield and put out the max firepower to react to enemy movements and any situation? Most likely your units are going to be moving and will need to be moving, even if you use the move and shoot tactic (Where one units covers the other as it moves) your still taking away the ideology of picking a unit to get the most shots as possible. As I sated before I only see the SS being used for Holding objectives, as you've stated the power armoured GKs only have the advantage of shots when standing still, at the heart of the force for moving and responding to the enemy with a small Elite army you need units with survivability and can fight at their best when on the move Terminators provide that. Spamming units isn't the way Matt Ward designed this codex, he built it around the ideology of a small Elite army. Plus as stated before you get a heavy weapon plus that nemesis force weapon meaning it doesn't hamper your CC abilities. As for stuff like Heldrakes etc, you should have your superior firepower aimed at them to cover your infantry units.
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Post by: LValx
Uhh... mass GK MEQ is far more frightening than mass GK TEQ. The marines shoot far, far better and the durability is very similar.
Shore up your Heldrake weakness by allying in a Vendetta and taking a Stormraven. Between that and spreading out you should be able to deal with Drakes just fine.
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Post by: sudojoe
I still disagree with you, as someone previously stated the survivability of a terminator is far great than a regular power armoured marine, +2 armour save and +5 invulnerable save vs shooting and melee is nothing to be snuffed at, your terminators are going to be alive longer to shoot the enemy. As you've just shown terminators get to move and shoot normally. Your not going to get the allocated shots regular power armoured GKs because they don't get to move and shoot normally, unless your SS is sitting on a objective (like I said they should be used for before) they're not going to get that many shots. Surely you want units that can move around the battlefield and put out the max firepower to react to enemy movements and any situation? Most likely your units are going to be moving and will need to be moving, even if you use the move and shoot tactic (Where one units covers the other as it moves) your still taking away the ideology of picking a unit to get the most shots as possible. As I sated before I only see the SS being used for Holding objectives, as you've stated the power armoured GKs only have the advantage of shots when standing still, at the heart of the force for moving and responding to the enemy with a small Elite army you need units with survivability and can fight at their best when on the move Terminators provide that. Spamming units isn't the way Matt Ward designed this codex, he built it around the ideology of a small Elite army. Plus as stated before you get a heavy weapon plus that nemesis force weapon meaning it doesn't hamper your CC abilities. As for stuff like Heldrakes etc, you should have your superior firepower aimed at them to cover your infantry units.
despite Matt Ward's design philosophies, the 6th edition updates are (and frankly it was pretty much the same back in 5th as well) not really doing well for terminators. Relentless psycannons are great and all but really not the be all end all of GK. Massed storm bolter fire mathmatically kills off more of the enemy each turn in terms of raw infantry killing potential. Face it, there's a crap ton of power armor now a days and most things got a 4-5 cover save if you really are marching into the teeth of the enemy who if they have any competitive nature in mind, would have parked their gunlines in terrain (mostly thanks to the aegis defense lines, are almost every time). Vechicle killing can be good psycannon role but ideally you'd then be wasting most if not all your storm bolters on the tank too. I'd rather use more dedicated tank hunters like the psyfleman dread or melta acolytes or melta storm raven or jokaero sniping to take care of them and have my forward storm bolter elements engage infantry.
All foot slogging terminators have not done well competitively in most any venu. Draigo lists were decent back in 5th but really fell out in 6th (though to be honest, there is still a place for draigo's paladin army but it'd be a mostly mid tier choice). If all you are saying is that they can be effective, I'd actually agree with you. I've had good games with an unkillable justicar Thawrn that was both really fun and tactically satisfying. Would I depend on such a list to carry me through a grand tourney? Probably not by itself. I'd definately need more supportive elements especially with assault vehicles as footslog termy or even deep strike termy is not a reliable tactic though it has worked on games, it relies a bit too much on chance and your opponents to lack good amount of plasma/melta/ or other AP2 weapons/ignore armor weapons or in case of orks, just sheer stupid amount of volume of fire. Competitive scene would really not have your opponents making that mistake too often.
Granted the above being said, terminators / deepstriking ones can definately be used to really good effect if you were to use GK's as some sort of big distraction hammer. Like if were playing as the new Tau, or IG or some other sort of squishy gunline, having some terminator squads (cause you can take 2 troops as allies and some paladins in elites) can really bog down the enemy's firepower as they'd have to deal with those guys and not shoot at your vulnerable gunlines. Just don't expect the terminators to survive however as they are just there to die for the cause. You can do similarly with GK squishy gunlines too with suicidal terminators but again, don't expect many or any of them to survive and you really still need other forces to cap and hold objectives/tank hunt/anti-air/kill off models.
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Post by: MrEconomics
Apologies if these numbers have been put forth before in the thread. There was no way I was going to read the whole thing.
To shine some light on the debate on Strike Squads vs. GK Terminator squads, here are some hard numbers.
I assume the following:
Strike Squads take one psycannon and one hammer per 5 men. 24 points per model.
Terminators take one psycannon and one hammer per 5 men. 45 points per model.
No ICs are attached to either squad.
In the shooting numbers which follow, the Strike Squad is assumed to move, so the Psycannon gets 2 shots.
In the CC numbers which follow, both squads are assumed to get the charge and successfully cast Hammerhand.
Resiliency: (Shots needed to kill 100 points worth of models)
Strikes:
37.5 Bolter shots
75 Lasgun shots
7.5 Plasma shots
30 BS3 Autocannon shots
Terminators:
40 Bolter shots
80 Lasgun shots
6 Plasma shots
32 BS3 Autocannon shots
Shooting Offense: (Points value of models killed in 1 turn's shooting)
Strikes:
19.4 pts GEQ (5 ppm)
18.8 pts MEQ (16 ppm)
24.7 pts TEQ (40 ppm)
Terminators:
12.8 pts GEQ
13.7 pts MEQ
18.4 pts TEQ
CC Offense: (1 round of combat, no challenges)
Strikes:
21.6 pts GEQ
40.7 pts MEQ
33.3 pts TEQ
Terminators:
18.5 pts GEQ
37.3 pts MEQ
26.7 pts TEQ
The numbers suggest that, in a vacuum, the Strike Squad is more cost-efficient. They also get Warp Quake, which is a plus. Helldrakes appear to be their major drawback.
To Toasty, re: Strike Squads needing to stay put: It's pretty foolish to stay put with a Strike Squad for the extra shots on the Psycannon. At most, it's 4 extra shots. The rest of the models in the squad have Assault weapons. I don't play GK, but as long as the target isn't a vehicle, I would assume good GK players should be willing to move their Strike squads without agonizing over the lost firepower too much.
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Post by: whoadirty
Do you think Broadsides with High Yield Missle Pods bring anything to GK that they don't already have? I have some Tau models sitting around gathering dust (and some GW credit) and I was thinking of buddying them up with my all footsoldier GKs. I was thinking:
Cadre Fireblade with a big unit of FW + a Riptide + Broadside with HYMP and Interceptor/Skyfire
or
Shadowsun joining either a unit of Drones or Crisis Suits plus above Broadsides and small unit of FW. Riptide if no Crisis suits.
Thoughts?
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Post by: Red Comet
Broadsides are stuck either taking Skyfire or Interceptor not both. In my opinion I feel Broadsides with Skyfire is a lot better than Broadsides with Interceptor since you need Markerlights to make the Interceptor on Flyers worthwhile. Interceptor on the Riptide can be pretty awesome, because it will utterly destroy anything deep striking on your side of the board.
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Post by: whoadirty
Red Comet wrote:Broadsides are stuck either taking Skyfire or Interceptor not both. In my opinion I feel Broadsides with Skyfire is a lot better than Broadsides with Interceptor since you need Markerlights to make the Interceptor on Flyers worthwhile. Interceptor on the Riptide can be pretty awesome, because it will utterly destroy anything deep striking on your side of the board.
Yeah sorry, the Interceptor/Skyfire was meant as Interceptor or Skyfire.
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Post by: sudojoe
Missle broadsides + missle drones are just amazing for the amount of str 7 they can throw out. It's like a super psycannon squad cept you don't get the rending but it comes with twin linked most of the time. Keeping them alive is the hard part but they are pretty awesome units. It actually synergizes ok with GK needs (i.e. skyfire power)
It's expensive but a full battery of skyfiring broadsides+ drones is 300 something points and they can die pretty easily from some bad morale saves though this can be buffed with like an attached IC/etheral nearby. Might be overkill but they have successfully glanced /penned just about everything I've pointed them at. 36' range is a bit short but they can mow down just about any vehicle in one round of firing that's AV 12, and possibly needing 2 rounds for AV 13. (which means I get at least one dead flier a turn) It's vast overkill for one hell turkey a turn but it's pretty much a guarantee unless they can roll 5-7 5+invul saves in a single round. Haven't tried vs a full vendetta squadron but I'd imagine it to be similar results (also depends how many drones I lose to their lascannons before shooting back of course)
Interceptor is pretty much a non-issue for GK tau mostly because we have some excellent counters already to outflank/deepstrike with coteaz's IBEY and warpquake. For other builds like IG (unless you are already doing saber defense platforms) you may have a good debate but it's pretty much skyfire for GK allied tau all the way in my opinion anyway with the right choices for support out of the GK dex.
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Post by: Toasty
sudojoe wrote:I still disagree with you, as someone previously stated the survivability of a terminator is far great than a regular power armoured marine, +2 armour save and +5 invulnerable save vs shooting and melee is nothing to be snuffed at, your terminators are going to be alive longer to shoot the enemy. As you've just shown terminators get to move and shoot normally. Your not going to get the allocated shots regular power armoured GKs because they don't get to move and shoot normally, unless your SS is sitting on a objective (like I said they should be used for before) they're not going to get that many shots. Surely you want units that can move around the battlefield and put out the max firepower to react to enemy movements and any situation? Most likely your units are going to be moving and will need to be moving, even if you use the move and shoot tactic (Where one units covers the other as it moves) your still taking away the ideology of picking a unit to get the most shots as possible. As I sated before I only see the SS being used for Holding objectives, as you've stated the power armoured GKs only have the advantage of shots when standing still, at the heart of the force for moving and responding to the enemy with a small Elite army you need units with survivability and can fight at their best when on the move Terminators provide that. Spamming units isn't the way Matt Ward designed this codex, he built it around the ideology of a small Elite army. Plus as stated before you get a heavy weapon plus that nemesis force weapon meaning it doesn't hamper your CC abilities. As for stuff like Heldrakes etc, you should have your superior firepower aimed at them to cover your infantry units.
despite Matt Ward's design philosophies, the 6th edition updates are (and frankly it was pretty much the same back in 5th as well) not really doing well for terminators. Relentless psycannons are great and all but really not the be all end all of GK. Massed storm bolter fire mathmatically kills off more of the enemy each turn in terms of raw infantry killing potential. Face it, there's a crap ton of power armor now a days and most things got a 4-5 cover save if you really are marching into the teeth of the enemy who if they have any competitive nature in mind, would have parked their gunlines in terrain (mostly thanks to the aegis defense lines, are almost every time). Vechicle killing can be good psycannon role but ideally you'd then be wasting most if not all your storm bolters on the tank too. I'd rather use more dedicated tank hunters like the psyfleman dread or melta acolytes or melta storm raven or jokaero sniping to take care of them and have my forward storm bolter elements engage infantry.
All foot slogging terminators have not done well competitively in most any venu. Draigo lists were decent back in 5th but really fell out in 6th (though to be honest, there is still a place for draigo's paladin army but it'd be a mostly mid tier choice). If all you are saying is that they can be effective, I'd actually agree with you. I've had good games with an unkillable justicar Thawrn that was both really fun and tactically satisfying. Would I depend on such a list to carry me through a grand tourney? Probably not by itself. I'd definately need more supportive elements especially with assault vehicles as footslog termy or even deep strike termy is not a reliable tactic though it has worked on games, it relies a bit too much on chance and your opponents to lack good amount of plasma/melta/ or other AP2 weapons/ignore armor weapons or in case of orks, just sheer stupid amount of volume of fire. Competitive scene would really not have your opponents making that mistake too often.
Granted the above being said, terminators / deepstriking ones can definately be used to really good effect if you were to use GK's as some sort of big distraction hammer. Like if were playing as the new Tau, or IG or some other sort of squishy gunline, having some terminator squads (cause you can take 2 troops as allies and some paladins in elites) can really bog down the enemy's firepower as they'd have to deal with those guys and not shoot at your vulnerable gunlines. Just don't expect the terminators to survive however as they are just there to die for the cause. You can do similarly with GK squishy gunlines too with suicidal terminators but again, don't expect many or any of them to survive and you really still need other forces to cap and hold objectives/tank hunt/anti-air/kill off models.
Sorry, reading back at my original post it was confusing what I was getting at, what I meant by Terminators being heart or the core of the army was primarily troop choices, of course you need supporting elements like storm raven, vehicles etc. I was saying regardless of how many troop choices you take IMO I'd prefer them to be terminators, then have your support elements, along with extra men on the table from your Elites, Fast attack, heavy support etc.
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Post by: daedalus
Something that just occurred to me yesterday was that you can now (as of 6th edition) move and snap fire the heavy profile on psycannons.
This means you always get your full number of shots against flyers, even if you're moving around.
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Post by: Red Comet
daedalus wrote:Something that just occurred to me yesterday was that you can now (as of 6th edition) move and snap fire the heavy profile on psycannons.
This means you always get your full number of shots against flyers, even if you're moving around.
I think a lot of people forget this when trying to take down a Flyer.
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Post by: Capamaru
Red Comet wrote: daedalus wrote:Something that just occurred to me yesterday was that you can now (as of 6th edition) move and snap fire the heavy profile on psycannons.
This means you always get your full number of shots against flyers, even if you're moving around.
I think a lot of people forget this when trying to take down a Flyer.
Count me in with those people  ! I actually haven't thought of that!
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Post by: Jancoran
I did a Tau battle Report on the 40KUnorthodoxy blog if you wanna read it.
Markerlights are going to o three things in 6E:
1. Guide in Riptide Battlsuit shooing to enormous effect.
2. Allow Torrenting units, of which Tau have many, to explode in efficacy.
3. Make Overwatch a ridiculous expereince for the charging enemy.
I truly think that Markerlights will be priorities, but I think that will be a mistake on the enemy's part. yes they suck, butthe thins doing the shooting are really what you gotta' focus on. you'll lose a LOT of firepower against the tough FOUR drones as compared to killing their Tough 3 beneficiaries. A Markerlight uniut, in the end, still only dooms one unit and thats only if theres something to shoot at them.
It's going to take a lot of self control not to do it but I think if I were playing my GK's, I'd have to try and kill with shooting the things that will do the damage first.
Just my two cents, as a hardcore Tau player myself. Tau were my first and truest love. I will field them to victory! My Grey KNights will tremble.
Oh one other thing: Advanced Targetting on Burst cannon wielding suits is going to make taking out the Psycannons in a unit kinda awesome.
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Post by: Super Newb
Markerlights work during overwatch?
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Post by: jy2
They're hitting on 6's but they allow hits from other overwatching units to benefit from them.
Yeah, I agree with Jancoran. In my 2 games against the new Tau, I went after their troops - the fire warriors and kroots. Everything else - the suits, vehicles and riptides - was 2nd priority.
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Post by: Cougar
I am playing in two days with a CSM army. In the past we had some discussion about Dark Excommunication... Is there anything on the CSM that is affected from the Dark Excommunication?
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Post by: tuiman
How do people use there grand stratagy when they have it? I used to make stuff scoring all the time, but I find that my dreadnoughts, dreadknights die anyway so there was not much point.
Now I am using scout to give to my paladin deathstar, getting 6" closer is so good for them as they want to get up close as soon as possible, Getting in a T2 assault is becoming a very good tactic of mine.
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Post by: Jancoran
I use Grand Strategy to Outflank.
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Post by: TheLionOfTheForest
I have a 750 point tourny coming up and I am thinking about using an Inquisitorial Henchmen list.
Here are 3 lists that i threw together. I know that one player is bringing two flying demon princes, other than that I can expect a variety of opponents.
LIST 1
List 2
List 3
Let me know which list you guys think stands a chance at these points levels, or if i am going about it totaly wrong.
FYI I do not own any standard GK units ie termies, paladins, I do own however 2 assasins, vindicare and eversor.
Any tips appreciated.
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Post by: Goat
Cougar wrote:I am playing in two days with a CSM army. In the past we had some discussion about Dark Excommunication... Is there anything on the CSM that is affected from the Dark Excommunication?
Dark Ex doesn't do anything against chaos space marines at all. But against chaos daemons, as per thier digital codex, this is listed under thier daemonic gifts and they lose the effects of:
Ranged Weapons
Melee Weapons
Daemonic Attributes
Icons and Instruments
Hellforged Artifacts
Daemonic Rewards
Daemonic Psychic Powers
It essentially neuters a demon model to just its statline.
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Post by: sudojoe
TheLionOfTheForest wrote:I have a 750 point tourny coming up and I am thinking about using an Inquisitorial Henchmen list.
Here are 3 lists that i threw together. I know that one player is bringing two flying demon princes, other than that I can expect a variety of opponents.
LIST 1
List 2
List 3
Let me know which list you guys think stands a chance at these points levels, or if i am going about it totaly wrong.
FYI I do not own any standard GK units ie termies, paladins, I do own however 2 assasins, vindicare and eversor.
Any tips appreciated.
Personally I like list #2 but that's just me. As you already have alot of bolters, can you find a way to conver the servitors to PC's and drop the flamer to something else. Possibly working in a jokaero may also be handy. Automatically Appended Next Post: jy2 wrote:
They're hitting on 6's but they allow hits from other overwatching units to benefit from them.
Yeah, I agree with Jancoran. In my 2 games against the new Tau, I went after their troops - the fire warriors and kroots. Everything else - the suits, vehicles and riptides - was 2nd priority.
I've been playing around as Tau more than vs tau lately and I really need to work on some anti-tau tactics in depth. Last time I just got sick of losing all my cover saves for my acolyte army so I went after the markerlights instead especially as I had some DK flamers and only 2 squads of pathfinders to deal with while there was about 5 squads of fire warriors to go after.
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Post by: jy2
sudojoe wrote:
I've been playing around as Tau more than vs tau lately and I really need to work on some anti-tau tactics in depth. Last time I just got sick of losing all my cover saves for my acolyte army so I went after the markerlights instead especially as I had some DK flamers and only 2 squads of pathfinders to deal with while there was about 5 squads of fire warriors to go after.
That's why I think a good Tau army should spread out its markerlights. Don't just have them in 1 or 2 units....they can be wiped out too easily. For the Tau list that I am thinking of, I put my Commander and his 2 marker drones with a unit of marker drones (all for some BS5 goodness!). I also use a unit of pathfinders and put marker drones in my 2 units of suits. That's 4 (potentially 5 units of markerlights if my commander splits off and joins another unit). I'm even considering giving my broadsides markerlight instead of shield drones. This creates what Yakface describes as a Markerlight Rippling effect. It also adds redudancy to your markerlight sources.
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