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The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/01/06 13:34:35


Post by: Lord Clinto


Huge points drop still doesn't make GK a viable army. =(


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/03/17 19:24:34


Post by: Elric Greywolf


I'm trying out a squad of Helverins as fire support to replace some NDKs since they're about the same points. 4d3 S7 -2 d3 shots is waaaay better than any shooting in our book, and they can sit on a back objective and still contribute to the killing, unlike GKSS or servitors


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/05/27 11:37:34


Post by: dreadblade




BS/WS 3+/4+


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/05/27 23:01:38


Post by: cuda1179


Anyone seeing any advantage to the Dreadfists at all?


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/05/28 04:40:09


Post by: Spartacus


 cuda1179 wrote:
Anyone seeing any advantage to the Dreadfists at all?


Nope, and not the hammer either

They've done their best to make the sword the only viable option it seems.


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/05/28 04:56:43


Post by: JNAProductions


Fists are presumably the cheap option.
Or, does double gun mean no melee weapon?

Hammer has better strength, AP, and damage.
The worse WS hurts, but against chunky targets you’ll want it. Especially anything T11-13.


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/05/28 05:11:14


Post by: dreadblade


You can still take a melee weapon with two ranged weapons.


The Aegis Protects! Grey Knights 9e Tactics and Discussion @ 2023/05/28 08:43:52


Post by: Spartacus


I ran a calculator to figure out how the Dreadknight weapon options compare vs bigger targets. This is with the Surge of Wrath re-roll to hit/wound, but I didn't factor in the reroll damage:


Vs T7, 3+ Save
Hammer: 13.67 wounds
Sword: 9.22 wounds

Vs T8, 3+ Save
Hammer: 12.5 wounds
Sword: 9.22 wounds

Vs T10, 3+ Save
Hammer: 12.5 wounds
Sword: 7.78 wounds


Vs T11-13, 3+ Save
Hammer: 12.5 Wounds
Sword: 5.76 wounds


Vs T14, 3+ Save
Hammer: 10.55 wounds
Sword: 5.76 wounds

So the Hammer is clearly ahead, and sits nicely around 12-13 wounds on average. Combined with the reroll to damage I'd say it will stand a good change of killing most tanks in one round, compared to 2 with the sword. Invulns tend to drag things back towards the lower AP sword, and a 2+ save further towards the hammer, as you'd expect. It seems there is a big enough difference between the two to warrant picking the hammer for tougher targets, and it combos well with his re-roll ability. The Hammer also gives him either 4 or 6 extra dice if you want to use the Tank shock stratagem too, which is worth considering. So I might actually be leaning towards the Hammer at this point. Just gotta keep him away from hordes with a Gatling psilencer and Flamer perhaps.