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6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 17:49:15


Post by: daedalus-templarius


Stoffer wrote:
 Godless-Mimicry wrote:
LValx wrote:
Ive faced them many times and rarely had much difficulty killing them. Their offensive power isn't that great either. After the initial charge they are only killing a few guys a turn making them susceptible to tarpitting.


With Swords they kill 4-5 on the charge and 3-4 in subsequent turns. The only thing tar-pitting that are hordes, and hordes are dealt with before combat with the Heavy Incinerator. As for the implication that they are easy to take out, not sure where you get that idea. It takes 216 Bolter shots from Marines on average to kill a Dreadknight. That's not easy. Even for much AT weaponry that isn't AP it is tricky; it takes 43.2 shots from Marines firing Missile Launchers to kill him. You really need massed AP2 to take him down.


That's the issue though; rapid fire plasma doesn't seem very rare in this edition. In 2 of 3 games I lost my DK to a single turn of shooting because people go "lol good luck with the 5+ invul" and then just plasma/melta/lascannon him down.


Why are you putting it in the LOS of so many Ap2/Ap1 weapons? Of course its going to get vaped.

But at least you diverted attention away from your other forces, I guess. The only time you should be vulnerable to an entire army of low AP weapons shooting at you is if you've made a mistake, or you've just destroyed some super-juicy target and are left wide open.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 17:49:50


Post by: Grey Templar


Thats why you use the Teliporter to make sure the Dreadknight is able to hide. You are playing with plenty of LoS blocking terrain right?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 18:38:25


Post by: Luide


 Grey Templar wrote:
Thats why you use the Teliporter to make sure the Dreadknight is able to hide. You are playing with plenty of LoS blocking terrain right?
In my experience, it is pretty hard to find places with plenty of terrain that block LOS to model as big as DK. You might have one or two pieces on board, if you're lucky.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 18:43:18


Post by: daedalus-templarius


Luide wrote:
In my experience, it is pretty hard to find places with plenty of terrain that block LOS to model as big as DK. You might have one or two pieces on board, if you're lucky.


Wow, this is totally different than my experience at my FLGS tournaments.

Some boards are terrain light(plains with forest, manufactorum plains), but others have an absolute ton (city, ruins)



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 19:08:38


Post by: Stoffer


 daedalus-templarius wrote:
Luide wrote:
In my experience, it is pretty hard to find places with plenty of terrain that block LOS to model as big as DK. You might have one or two pieces on board, if you're lucky.


Wow, this is totally different than my experience at my FLGS tournaments.

Some boards are terrain light(plains with forest, manufactorum plains), but others have an absolute ton (city, ruins)



Might be a local thing, but there is virtually no terrain where I play that completely covers the DK. I might be able to get a cover save, but there just isn't any pieces that completely covers the model.

The other part is that the jink means you're virtually guaranteed one turn of being shot at. In a shoot edition, that hurts a good deal (if you're playing against anyone vaguely competent; 5+ invuln isn't exactly a stellar save)


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 19:27:40


Post by: LValx


10 GH with 2 plasma and a plasma wolf guard. That can put him down quickly. And from what I saw at NOVA I think Plasma squads will be much more common now. Prescience is nice with Plasma as it stops you from killing yourself.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 19:57:19


Post by: daedalus-templarius


Stoffer wrote:
 daedalus-templarius wrote:
Luide wrote:
In my experience, it is pretty hard to find places with plenty of terrain that block LOS to model as big as DK. You might have one or two pieces on board, if you're lucky.


Wow, this is totally different than my experience at my FLGS tournaments.

Some boards are terrain light(plains with forest, manufactorum plains), but others have an absolute ton (city, ruins)



Might be a local thing, but there is virtually no terrain where I play that completely covers the DK. I might be able to get a cover save, but there just isn't any pieces that completely covers the model.

The other part is that the jink means you're virtually guaranteed one turn of being shot at. In a shoot edition, that hurts a good deal (if you're playing against anyone vaguely competent; 5+ invuln isn't exactly a stellar save)


That is certainly some light terrain then. I'm glad I play games with a lot, a shooting gallery of open terrain sounds very boring to me.

LValx wrote:10 GH with 2 plasma and a plasma wolf guard. That can put him down quickly. And from what I saw at NOVA I think Plasma squads will be much more common now. Prescience is nice with Plasma as it stops you from killing yourself.


Well, to be honest, that much plasma will put down any MC quick. Turns out plasma is really effective against really elite units with low model counts and MCs! And it just got buffed from rapid-fire!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/04 20:28:28


Post by: Godless-Mimicry


Luide wrote:
 Grey Templar wrote:
Thats why you use the Teliporter to make sure the Dreadknight is able to hide. You are playing with plenty of LoS blocking terrain right?
In my experience, it is pretty hard to find places with plenty of terrain that block LOS to model as big as DK. You might have one or two pieces on board, if you're lucky.


Not if you are playing with the sort of terrain the game is meant to be played with.

As for the whole topic of rapid firing plasma, you still need 7 BS4 Plasma Guns Rapid Firing to kill him on average. Only two armies can do that. For anything smaller, they need to be aware that the odds say they won't kill it and they are standing within 12" of it, meaning if they chance those odds and fail they are dead next turn. And having just played a tourney with two (with no Teleporters), I can say they never went down easily, usually taking most of the firepower from the entire enemy army to go down, and that's when they did.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/05 15:42:42


Post by: Godless-Mimicry


To anyone interested, I've begun my tournament report here. It will be up on my blog as well later.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/05 15:48:42


Post by: daedalus-templarius


 Godless-Mimicry wrote:
To anyone interested, I've begun my tournament report here. It will be up on my blog as well later.


Will read, how many points was your tourney?

Definitely doesn't look like 1500


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/05 16:04:16


Post by: daedalus-templarius




Certainly looks like a solid list for the tourney, looking forward to reading the other Batreps.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/05 23:45:20


Post by: Godless-Mimicry


I should do the second one tomorrow evening once I'm back from the gym.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/06 23:04:21


Post by: Stoffer


Stoffer wrote:
Grats LValx!

I played a tournament as well. I went 1-1-1, which I can't be too sad about considering I've played so few games with this list. I drew against a Tau player with a GK allied detachment first. This one was a bit of a heartbreaker because I had the upper hand the entire game. I had some really lucky shooting in turn one which meant he was on the back foot, with virtually no chance of winning. He got a draw which was really the best he could hope for. Second game I beat a guard list with four massive templates, two of them str10 ap1. This was the game I was most worried about, but I won it. Third game I got kited by horde orks, which left me with a mix of slight embarrassment over my own play and respect for my opponents ability to devise a scheme to win a game that's against him from the second we lined up. First turn his lootas shot my Chimera for first blood, from then on he managed to hide enough decimated squad behind terrain that I couldn't catch him. I basically had the choice of moving up slowly or throwing my interceptors/dreadknight forward unsupported, both of which are terrible choices. All in all, if I'd had more practice games, I'm fairly sure I could have gone 2 wins 1 draw. Anyway, I played this list:

HQ

Draigo

Coteaz

Troops

10x Paladins
4x Psycannons
2x Demon hammer
8x Halberds
Psybolt Ammo
Apothecary

5x Henchmen
5x Bolters
Chimera
Searchlights

Heavy Support

Deadnought
2x TL AC
Psybolts
Searchlights

Deadnought
2x TL AC
Psybolts
Searchlights

Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator

Fast Attack

5x Interceptors
1x Incinerator
1x Demon Hammer

Stuff that worked really well:

* Paladin squad. Didn't lose Draigo at any point, closest I came was against the guard player. This squad makes me so happy; I just point at a unit every turn and it goes away.
* Coteaz is awesome. Against IG I had rerolling hits and 4+ invul on the entire squad, against horde orks I had overwatch at full BS. Perfect? You bet.
* 2 Dreads worked well. Didn't really feel the need to ad a third. Grand strategy also meant that I could make them scoring when needed, which worked like a charm.
* Not using the banner. I cut the banner from the list because I figured that I'd realistically spend very little time in CC and that ended up being completely right. I think I had a single round of CC through all three games.

Stuff that didn't work terribly well:

* Dreadknight. I couldn't get the synergy right. I'd either jump him in too early, which meant that he'd get shot to death in no-time (5+ invuln is fairly awful) or hold him back too much. I either need to take him out of the list, or possibly add another, so he has some support. The rest of the list moves so slowly he gets isolated too easily.
* Chimera Henchmen. The only game I lost was due to the Chimera. My opponent shot it, got first blood and basically kited me for 5 turns. Pretty clever play, but in general the Chimera didn't really end up doing much.
* Interceptors. The incinerator is AWESOME, but the squad still suffers from being too small. I dropped it, fired the flamer and then got killed, which I suspect is an issue that doesn't really exist with a 10 man blob. I need to either take this squad out, or add 5 more dudes.

Feedback?


Thinking about doing this update:

HQs

Draigo

Coteaz

Elites

Vindicare Assassin

Troops

10x Paladins
4x Psycannons
2x Demon hammer
8x Halberds
Psybolt Ammo
Apothecary

Jokaero Weaponsmith
2x Henchmen
2x Bolters
Chimera

Heavy Support

Deadnought
2x TL AC
Psybolts

Deadnought
2x TL AC
Psybolts

Nemesis Dreadknight
Personal Teleporter
Heavy Incinerator


Biggest change is adding the Vindicare in place of the interceptors. The interceptors didn't work out, and not being able to deal with AV14 was my biggest problems was something I needed to look at (tanks shooting AP1 templates at my paladins, lascannon landraider shooting at my dreads).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/06 23:43:47


Post by: Godless-Mimicry


The problem with both lists is you have a whole lot of support for a whole little of nothing. You don't have enough mobile troop units to take on all-comers and even for the sort of army it is, it doesn't put out enough firepower to compete with a lot of armies in kill points.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 03:47:47


Post by: daedalus-templarius


Well I ran roughshod over my friend who plays Tyranids tonight... I almost felt bad.

Draigo
Coteaz
6 Paladins, 2 Psycannons
1 Paladin
5 Strikes, with Psycannon
2 Dreadknights with Incin and tele
Psyrifle Dread

vs

2 Tervigons
2 squads of initial gants
Hive tyrant with 2 tyrant guard
2 squads of 3 hive guard
1 squad of 4 warriors
uhh, think that's it

My DKs were basically blowing up his entire flank until I figured out boneswords ignore armor saves... wtf! My other DK that was over there finished everything up tho.

End of turn 5, he had 1 gant left on the table.

I lost a DK, my solodin, Strikes to derp placement, and 1 Pal from my Draigo squad.

Misfortune is AMAZING... and so is Prescience


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 05:29:38


Post by: Grey Templar


GKs pretty much are the hard counter for Tyranids.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 12:02:20


Post by: Godless-Mimicry


From what I've seen most things are a solid Nids counter these days. Speaking of Nids, I'll be putting up my report against them at the tournament in a bit.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 15:39:39


Post by: Grey Templar


I love it

Paladins arn't characters anymore (BRB FAQ)

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1490286a_40K_Rulebook_v1.pdf

And it looks like lines can't hit flyers. No more Doomscythe flyer crazyness.


Edit: and they made Bolster only effect Ruins again


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 16:07:21


Post by: daedalus-templarius


So, Paladin + Draigo squad survivability just went down. I guess you can still pass wounds, but you are going to have to shuffle everyone on your turns to make sure a fresh Paladin is next to Draigo.

Also no FNP for Draigo against s10 shots.

Weird they FAQ'd the Titansword explicitly in the GK FAQ, but it doesn't seem like they changed it at all.

Sword on DK seems mostly worth it now...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 16:10:42


Post by: Godless-Mimicry


So Dreadknights got better, Paladins got worse (Draigo's placement is even more important now), Tech Marines got worse, and Doomscythes got worse.

Incidentally, did they FAQ Nobs not to be characters also?

Kind of annoying that the Dreadknight still can't get Psychic power switches still, as Hammerhand is now useless for him.

BTW, got the second report up now. You can find it here.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 16:12:32


Post by: LValx


Paladins are fethed now.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 16:22:48


Post by: Godless-Mimicry


I'm afraid they are. Just looking at the FAQ now, deathstars in general took a huge hit, as when taking LOS in combat it has to be re-allocated to the model closest to the character. So not only do Paladins have to hope Draigo eats all of that S8 weaponry, they can't get into combat with anything that can kill them easily also.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 16:27:07


Post by: whoadirty


How do you determine closest model if two models are equidistant from Draigo and you want to use LOS? Would you get to pick each time?


Messing around with lists last night (prior to the Paladin nerf), what do you guys think of this 2k list with SW? Completely boned with Deathstar hits? Garbage to begin with?

Draigo
10 Paladins with 4 Psycannons
5 SS GK with Psycannon
Dreadknight with Heavy Incinerator
Dreadknight with Heavy Incinerator

Rune Priest
2 WG, two with TA and Combi-Plasma (with GH), one bare bones (with LF)
10 Grey Hunters with 2 Plasma
10 Grey Hunters with 2 Plasma
5 Long Fangs with 4 Missle

Leaves 36 points to play with.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 17:24:12


Post by: Godless-Mimicry


Why comment on it before the FAQ? Even then I can't see the point, but now with what have happened to Paladins, why not just play Space Wolves, as that's all that list becomes.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 17:37:38


Post by: daedalus-templarius


So... Paladins.

With the change to LOS, is it better to just take Terminators at this point?

More bodies, same amount of psycannons on a 5 man squad, more stormbolters to take advantage of Psybolts?

Makes me sad, because I really like Paladins! They just seem overcosted now for what they provide, you're effectively getting 1 more WS and Holocaust for 15 ppm more.

Also, Tau now get Shrouded from disruption pods, so they get a 2+ save if they are obscured by ruins... madness!



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 17:49:41


Post by: AlmightyWalrus


Paladins still get 2 Psycannons in 5-man squads.


The interesting part though is that Paladins no longer have ANY Character, whereas normal Terminator Squads do.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 17:51:23


Post by: daedalus-templarius


 AlmightyWalrus wrote:
Paladins still get 2 Psycannons in 5-man squads.


The interesting part though is that Paladins no longer have ANY Character, whereas normal Terminator Squads do.


That's true, but I'd rather get 2 Psycannons in a 10 man Terminator squad, and then 8 stormbolters shooting S5 bolts!

The point difference is slightly different... 5 Paladins with 2 Psycannons, 315; 10 Terminators with 2 Psycannons, 450.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:03:17


Post by: Fafnir


Honestly, it's not worth taking Paladins at all anymore. There are better ways to get more psycannons, and the raw power just isn't worth it without the survivability, since they need that to get anywhere. What's more, the loss of the ability to accept and throw out challenges is huge.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:14:17


Post by: Brometheus


Ahhhh, here's the place.

Fafnir is right, there are better ways to get psycannons.

I am unsure how the following worked exactly, but someone locally had a list that had a Libby with Pyromancy and a 2nd one with Codex powers. Apparently he popped Fire Shield and then another Libby popped the Shrouding psychic power? What I mean by "unsure" is that I don't know which disciplines besides Pyromancy that GKs can actually take.

In any case, that spell combo sure did make it hard to shoot the paladins with tons of melta... assuming that you can roll that spell combination via Pyromancy consistantly, it works well. With as many powers as a Libby can roll on, I suspect that you will see a good variety of spells most of the time.

I am under the impression that regular terminators just got a lot better because of the value of a 2+ save.. However, I will try to come up with some arguments for Pallies. I do not play GK myself, but I do fight against them a lot as Thousand Sons. Paladins still cause me serious problems.

Cheers gents


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:22:31


Post by: Fafnir


The problem with regular terminators is that tactical and assault terminators from the other codecies are just better.

The three main viable lists at the beginning of 6th edition (and end of fifth) were Purifier Spam, Inquisitional Spam, and Paladinstar. Purifier Spam and Inquisitional Spam were head and shoulders the best of the bunch, but at least Paladinstar stood its own ground fairly well.

Now, it's just Purifier and Inquisitional Spam. What's more, these two have their power accentuated without any more competition in the codex.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:22:34


Post by: Stoffer


Yep, Draigowing might just be dead now. I just bought and painted one. Oh well, guess I can make a terminator list now


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:27:37


Post by: Brometheus


I guess the FnP isn't a good gamebreaker now either, is it ; )

Hmmm.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:32:42


Post by: Godless-Mimicry


 Fafnir wrote:
The problem with regular terminators is that tactical and assault terminators from the other codecies are just better.

The three main viable lists at the beginning of 6th edition (and end of fifth) were Purifier Spam, Inquisitional Spam, and Paladinstar. Purifier Spam and Inquisitional Spam were head and shoulders the best of the bunch, but at least Paladinstar stood its own ground fairly well.

Now, it's just Purifier and Inquisitional Spam. What's more, these two have their power accentuated without any more competition in the codex.


Gotta agree with this now. However don't forget Strike SPAM.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:34:32


Post by: daedalus-templarius


Glad this change dropped right before a tournament tomorrow, lulz.

10 terminators with Coteaz and Draigo can still probably put a serious hurt on anything, 2 psycannons and 8 S5 Stormbolters; and you can combat squad them.

Guess I can switch out that arm on my Apo/Banner again...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:39:14


Post by: AlmightyWalrus


 Fafnir wrote:
The problem with regular terminators is that tactical and assault terminators from the other codecies are just better.


But, unless you're playing Deathwing, not scoring. And not wielding Psycannons or Force Weapons. GKTs are much better at chewing through MEQ units, while TH/SS Terminators chew through TEQ units. That's not really anything new.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:50:49


Post by: Godless-Mimicry


 daedalus-templarius wrote:
Glad this change dropped right before a tournament tomorrow, lulz.

10 terminators with Coteaz and Draigo can still probably put a serious hurt on anything, 2 psycannons and 8 S5 Stormbolters; and you can combat squad them.

Guess I can switch out that arm on my Apo/Banner again...


You'd be better off with Strikes. Strikes have twice as many wounds as Terminators, and fail twice as many saves, making them just as resilient as each other, the difference is Strikes get way more shots. The reason Paladins could compete with Strikes was the LOS, challenges, 2W, and MC weapons.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:59:09


Post by: whoadirty


Stoffer wrote:
Yep, Draigowing might just be dead now. I just bought and painted one. Oh well, guess I can make a terminator list now


Hah, I'll one up you. Spent $80 last night to mail a Paladin based army to a UK based painter that is charging me 500+ pounds to paint. Oops.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 18:59:11


Post by: Ferrum_Sanguinis


Wow, and I just finished building and priming my 30 Paladins and Draigo last night. Oh well, at least I can still use them as regular termies I guess. And since I used Draigo's helmet and not his face I can just remove his flag and use him as a generic chapter master. Still pisses me off lots though.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 19:03:05


Post by: Blood and Slaughter


Paladins would still have been okay if either they'd remained characters but the rewritten LOS! rule applied or if the old LOS! applied and they became just infantry.

But the combination of the two erratas has really made them very much weaker. As has been said, it's rather reduced the Grey Knight builds that will be seen in competitions. Oh well, life goes on . . .


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 19:05:50


Post by: daedalus-templarius


 Godless-Mimicry wrote:
 daedalus-templarius wrote:
Glad this change dropped right before a tournament tomorrow, lulz.

10 terminators with Coteaz and Draigo can still probably put a serious hurt on anything, 2 psycannons and 8 S5 Stormbolters; and you can combat squad them.

Guess I can switch out that arm on my Apo/Banner again...


You'd be better off with Strikes. Strikes have twice as many wounds as Terminators, and fail twice as many saves, making them just as resilient as each other, the difference is Strikes get way more shots. The reason Paladins could compete with Strikes was the LOS, challenges, 2W, and MC weapons.


Well I guess I'll see how the tourney goes tomorrow. Last minute list changes are my favorite.

This is what I'm going to take in light of the changes...

Draigo
Coteaz
10 Terms, 2 Psycannons, Psybolts (will combat squad depending on objective count)
5 Strikes w/ Rhino

2x DK with Incinerator and Sword
Psyrifle

Hey at least DKs got a buff! (sort of, since I was already using it, and only was told to use S6 with the sword in one game)

sadface for paladins.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 22:46:08


Post by: Stoffer


Ferrum_Sanguinis wrote:
Wow, and I just finished building and priming my 30 Paladins and Draigo last night. Oh well, at least I can still use them as regular termies I guess. And since I used Draigo's helmet and not his face I can just remove his flag and use him as a generic chapter master. Still pisses me off lots though.


Yeah I've spent the past month buying/painting a full 1850 draigowing

Guess it's time to switch to Chaos!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 23:14:42


Post by: sudojoe


I'm now even more working on GK allies, necrons are as strong as before even with the death ray nerf, overall still not much of a nerf.

On the flip side, I'm really interested in Tau now. Tau + GK shooty lines could be pretty good. (though not as good as Tau + Eldar which I fear will definately destroy my butt now as there's a very talented guy that runs that in my area. He's already threatening me with target finder thingy suits/broadsides (as far as I know, it makes them into Long fangs with split fire) and 2+ cover save behind his aegis vehicles. He's already super excited to abuse the heck out of LOS with his 3+ cover skimmers in the open to block LOS via flat outs to his squishy fire warriors. Those rhinos really looking frail now next to those devilfish with their super engine exhaust covers.

Gotta give me a day or two to rewrite the front page. I haven't figured out what to write or change just yet.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 23:40:08


Post by: DakotaBlue


So, tomorrow I've one of the biggest tournaments here, and the day before I get my face nerfhammered?

bs.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 23:44:34


Post by: Dunwich


 Fafnir wrote:
The problem with regular terminators is that tactical and assault terminators from the other codecies are just better.


GKs can take Daemon Hammers for free, which are as good as a power fist. They can take Psybolts and they are scoring.
How are Tactical Terminators better than GK Terminators? Maybe in some Codecies, but not in Codex:SM.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/07 23:52:55


Post by: daedalus-templarius


Thankfully Blackmoor has decreed there isn't much of a change, and it doesn't effect Paladins much at all.

 Blackmoor wrote:
 Fafnir wrote:
 CT GAMER wrote:

Ferrum_Sanguinis wrote:
Still bummed about Paladins no longer being characters


Boo hoo...


It's a valid complaint. Paladins may have had their way with unskilled players, but they were never the top dog of 40k, or even their own codex. The nerf they got was way too hard, and now they're absolute garbage.


The new rule has very little impact on Paladins, and my prediction is that you will see more of them in 6th, not less.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 00:41:55


Post by: Godless-Mimicry


Just because he says it doesn't make it so. They got nerfed; that's a fact. How that will mean they will be taken more, I will never understand.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 02:12:37


Post by: Kaldor


They were only borderline effective previously. Now their cost vastly outweighs their ability, and when compared to the Purifiers who cost a third of the points, it's a real no-brainer. Total nerf to a unit that wasn't even dangerous to begin with. At this point they might as well FAQ them to cost a billion points each, because they've already exceeded anything like a reasonable cost for their abilities.

What a joke.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 02:25:07


Post by: daedalus-templarius


Blackmoor makes some good points in the other thread, I'm not going to abandon my paladins quite yet. Just need to play smarter with their placement I guess.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 02:41:38


Post by: Grey Templar


But on the flipside your opponent can't challenge out your valuable armaments, nobody to accept, nobody can get made useless.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 02:42:31


Post by: Red Comet


 daedalus-templarius wrote:
Blackmoor makes some good points in the other thread, I'm not going to abandon my paladins quite yet. Just need to play smarter with their placement I guess.


What thread is this exactly?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 02:59:34


Post by: Kaldor


 Grey Templar wrote:
But on the flipside your opponent can't challenge out your valuable armaments, nobody to accept, nobody can get made useless.


Although on the flipside of the flipside, if you put a character in with the Paladins they are extremely vulnerable to challenges since they are the only person that can accept.

Blackmoor makes the proposition that Paladins are a shooting unit, and that not being able to shunt wounds around isn't a big deal because there'll still be two models with Psycannons regardless.

But 5 Paladins with 2 psycannons and no upgrades is 315 points. 5 Purifiers with 2 Psycannons is 140 points. 10 Purifiers with 4 psycannons are 325 points. Shooting is a Purifiers game, especially when each squad lets you take a 45 point Razorback as well. Purifiers are more vulnerable to shooting, that's true. But now so are Paladins.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 03:06:14


Post by: daedalus-templarius


So I asked this in the other thread... but do you really have to allocate all of you 'Look out Sirs' BEFORE you roll any saves?

Draigo is at the front, you have 5 unsaved wounds.

You now have to allocate all of your wounds to Draigo or your paladins using LOS before you can roll any saves...

is this correct? Way to bog down the game.

I was wrong, apparently it was to correct this: http://www.dakkadakka.com/dakkaforum/posts/list/0/472018.page


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 05:39:08


Post by: Kaldor


 daedalus-templarius wrote:
So I asked this in the other thread... but do you really have to allocate all of you 'Look out Sirs' BEFORE you roll any saves?

Draigo is at the front, you have 5 unsaved wounds.

You now have to allocate all of your wounds to Draigo or your paladins using LOS before you can roll any saves...

is this correct? Way to bog down the game.

I was wrong, apparently it was to correct this: http://www.dakkadakka.com/dakkaforum/posts/list/0/472018.page


No, I'm pretty sure you're right. Any squad containing a character, or mixed armour saves, must now allocate and resolve each wound one at a time. No idea why, though.

Although this gives me an idea for Paladins, taking a Techmarine to stand in the front row while the rest of the Paladins line up an equal distance behind him. On a 2+, we can allocate his wounds away, either randomising between the equidistant Paladins, or choosing which ones take the wound. Could also work with an Inquisitor, but that eats a HQ slot.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 05:47:27


Post by: daedalus-templarius


I've been asking around and everyone is just saying to do it the same way as before since we have the same armor save.

Obviously against AP2, you'd be doing it differently; as in allocating before taking the save, since they have different saves for invulns.

Also, wtf they took away S10 vs Daemons and Psykers from Draigo. Are they going to fething change his 275 point cost after all these changes or what?

Thanks GW, really.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 06:11:39


Post by: Kaldor


 daedalus-templarius wrote:
I've been asking around and everyone is just saying to do it the same way as before since we have the same armor save.

Obviously against AP2, you'd be doing it differently; as in allocating before taking the save, since they have different saves for invulns.

Also, wtf they took away S10 vs Daemons and Psykers from Draigo. Are they going to fething change his 275 point cost after all these changes or what?

Thanks GW, really.


Yeah, but take another read of the FAQ. They've changed the 'mixed saves' section to include any unit with characters:

6th Edition FAQ wrote:Page 15 – Shooting Phase, Mixed Saves: Change subheader to “Mixed Saves and Characters”. Change the first sentence to read “If the target unit contains
several different saving throws, or at least one character…”


So the process you would have gone through with mixed armour saves, is the same process you now use for any unit containing a Character. I can't figure out why on earth they'd change that.

Also, nerf Draigo, nerf Paladins... I gotta say I'm a little bitter about it. I never played Draigowing, but usually included a unit of 5 Paladins as a bodyguard for my Librarian in most lists. It was already hard to justify their cost, but their survivability and ability to function at full or near-full capacity while absorbing wounds made it worth-while. Take that ability away and all I've got now is some extremely over-priced Terminators.

What a joke.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 06:22:54


Post by: daedalus-templarius


Apparently they just really want to slow the game down when you have a character in a group.

I'll just keep doing it the old way until there is more traction on it I guess, seems like a silly change.

Paladin nerf is pretty lame, but I can understand them clearing up mechanics a bit.

Draigo nerf is just a huge wtf, straight up nerf. 275 point character, they nerf his sword, nerf his troops, still costs 275 points.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 06:31:38


Post by: Kaldor


 daedalus-templarius wrote:
Apparently they just really want to slow the game down when you have a character in a group.

I'll just keep doing it the old way until there is more traction on it I guess, seems like a silly change.


And it doesn't even specify Independent Character. Just any Character, like squad leaders. Meaning this will apply to almost every unit being shot at, as almost every unit comes with a squad leader of some sort. And I still don't understand why. If all the saves are the same, it's the same net result. There was no way to abuse the system before, except possibly the way in which wounds were distributed from the Look Out Sir roll, and they fixed that anyway!

Gah, I'm just bitter that my beautifully painted Paladin models, will be sitting on the shelf and getting replaced by Purifiers.

I have to admit, I'm also pissed that the rulebook I bought at $125 (Aus retail) needs to be updated so soon, and in such a hamfisted way.

Ah well, GW giveth, and GW taketh away...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 09:17:43


Post by: berglin


Why is Draigo nerfed? It says to replace the first sentence of the Titan Sword entry with the new entry, which essentially just clarifies that it is a =sword= and that is =master crafted=.

The way I see it the second sentence that gives him S10 against daemons and psykers is unaffected.

Or am I being dense?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 10:20:03


Post by: Fafnir


berglin wrote:
Why is Draigo nerfed? It says to replace the first sentence of the Titan Sword entry with the new entry, which essentially just clarifies that it is a =sword= and that is =master crafted=.

The way I see it the second sentence that gives him S10 against daemons and psykers is unaffected.

Or am I being dense?


No, you're right about that. Everyone was very quick to rush to conclusions on that one.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 11:56:17


Post by: Godless-Mimicry


 Kaldor wrote:
 Grey Templar wrote:
But on the flipside your opponent can't challenge out your valuable armaments, nobody to accept, nobody can get made useless.


Although on the flipside of the flipside, if you put a character in with the Paladins they are extremely vulnerable to challenges since they are the only person that can accept.

Blackmoor makes the proposition that Paladins are a shooting unit, and that not being able to shunt wounds around isn't a big deal because there'll still be two models with Psycannons regardless.

But 5 Paladins with 2 psycannons and no upgrades is 315 points. 5 Purifiers with 2 Psycannons is 140 points. 10 Purifiers with 4 psycannons are 325 points. Shooting is a Purifiers game, especially when each squad lets you take a 45 point Razorback as well. Purifiers are more vulnerable to shooting, that's true. But now so are Paladins.


While I disagree with your previous assertion that Paladins weren't great to begin with, you have hit the nail on the head with the present state of things. The reasons they stood out as a viable choice before was because of the 2W combined with the LOS shenanigans. With that gone they are just regular 2W Terminators with a cost too high to justify them. It kills me because of the work I out into painting them, but it is what it is.

As for LOS in general with characters, yes it seems stupid since sergeants etc. are characters. But it's the way it should have been; characters taking LOS after saves was kind of stupid.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 12:51:01


Post by: AlmightyWalrus


 Godless-Mimicry wrote:
Just because he says it doesn't make it so. They got nerfed; that's a fact. How that will mean they will be taken more, I will never understand.


Oh, the irony...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 14:02:18


Post by: Lansirill


So, with the nerf (which I like, the LOS shenanigans were, well, shenanigans) do GKTs now make sense? They certainly look similar to or stronger than basic tactical terminators except for the lack of an option to take a CML. I'm curious because I was just about to pull the trigger on buying a Draigo-wing army when I found out about the new FAQs. Now I'm not so sure it makes sense, especially since I have a solid chunk of a decent Deathwing army ready to go once the new DA codex drops. (Unless they make Deathwing suck. That could certainly happen.)


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 14:09:45


Post by: daedalus-templarius


I guess Draigo's sword didn't get nerfed actually, it does say replace the FIRST sentence.

Welp, off to my tourney with Paladins. Will let you guys know how it goes!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 14:24:25


Post by: Godless-Mimicry


 AlmightyWalrus wrote:
 Godless-Mimicry wrote:
Just because he says it doesn't make it so. They got nerfed; that's a fact. How that will mean they will be taken more, I will never understand.


Oh, the irony...


The difference here is what I'm saying isn't just something I randomly stated; the FAQ took away abilities from the Paladins and gave them none. That's a nerf. I'm not saying that's fact because I say so, I'm saying it's fact because it is there plain as day in writing by GW themselves.

 daedalus-templarius wrote:
I guess Draigo's sword didn't get nerfed actually, it does say replace the FIRST sentence.

Welp, off to my tourney with Paladins. Will let you guys know how it goes!


Good luck mate. Hopefully there won't be too much AP2 fire lying about.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 15:08:10


Post by: Stoffer


 daedalus-templarius wrote:
I guess Draigo's sword didn't get nerfed actually, it does say replace the FIRST sentence.

Welp, off to my tourney with Paladins. Will let you guys know how it goes!


Good luck, eagerly waiting for an update


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 16:46:57


Post by: Fafnir


Lansirill wrote:
So, with the nerf (which I like, the LOS shenanigans were, well, shenanigans) do GKTs now make sense? They certainly look similar to or stronger than basic tactical terminators except for the lack of an option to take a CML. I'm curious because I was just about to pull the trigger on buying a Draigo-wing army when I found out about the new FAQs. Now I'm not so sure it makes sense, especially since I have a solid chunk of a decent Deathwing army ready to go once the new DA codex drops. (Unless they make Deathwing suck. That could certainly happen.)


No. Granted, GKT aren't terrible, but Purifier Spam and Inquisispam are so much better that GKT are barely even worth mentioning.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 17:57:13


Post by: Godless-Mimicry


To be honest I never found regular GKT to be all that great a choice.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 18:00:05


Post by: jy2


This reminds me of when the new Sisters of Battle codex came out in White Dwarf. People were proclaiming that sisters nerfed hugely and that they were dead. Well, fast forwards about 1 year later. We have Battle Sisters placing 4th at the Golden Throne GT. 2 sisters players also placed in the Top16 at Nova, including 3rd place. In short, it wasn't so bad for Sister armies as players were able to find builds that not only made up for their army's shortcomings, but that also made them competitive as well.

This is exactly the type of panic that I am seeing with the GK paladins. Honestly, the world isn't falling. Paladins are still a decent selection. As a matter of fact, I still think that they are better than regular GKT terminators. The trick is to surround them with good units the complement them and their shortcomings.

--- mini-rant coming ---

Honestly, the pre-FAQ wound allocation with LOS and every model being a character was just broken. I didn't think that was GW's intent on how they should be played and I am glad GW did something to reign them back inline with how I think they were supposed to play. Wound allocation was just breaking the game and turning it into an arms race to see who had the best combos (and this is coming from a competitive player like me). It was also driving out a lot of players who got discourages at these combos and what they perceived to be "broken". IMO, this became a necessary nerf to make the game more balanced. They were trying to get away from wound allocation shenanigans in 6th, but their pre-FAQ 6E rules only made it more abusive.

--- end of mini-rant ---

Anyways, you need to compensate for the nerf to LOS and wound allocation by playing a more tactical game. Now, placement of models within the unit matters. You just have to use your brains more when running Draigowing rather than to run it like the brainless monster it once was. And the lack of characters in the unit itself just makes it a more level playing field with all the other armies in the game. Get used to it.



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 18:02:37


Post by: Stoffer


 jy2 wrote:
This reminds me of when the new Sisters of Battle codex came out in White Dwarf. People were proclaiming that sisters nerfed hugely and that they were dead. Well, fast forwards about 1 year later. We have Battle Sisters placing 4th at the Golden Throne GT. 2 sisters players also placed in the Top16 at Nova, including 3rd place. In short, it wasn't so bad for Sister armies as players were able to find builds that not only made up for their army's shortcomings, but that also made them competitive as well.

This is exactly the type of panic that I am seeing with the GK paladins. Honestly, the world isn't falling. Paladins are still a decent selection. As a matter of fact, I still think that they are better than regular GKT terminators. The trick is to surround them with good units the complement them and their shortcomings.

--- mini-rant coming ---

Honestly, the pre-FAQ wound allocation with LOS and every model being a character was just broken. I didn't think that was GW's intent on how they should be played and I am glad GW did something to reign them back inline with how I think they were supposed to play. Wound allocation was just breaking the game and turning it into an arms race to see who had the best combos (and this is coming from a competitive player like me). It was also driving out a lot of players who got discourages at these combos and what they perceived to be "broken". IMO, this became a necessary nerf to make the game more balanced. They were trying to get away from wound allocation shenanigans in 6th, but their pre-FAQ 6E rules only made it more abusive.

--- end of mini-rant ---

Anyways, you need to compensate for the nerf to LOS and wound allocation by playing a more tactical game. Now, placement of models within the unit matters. You just have to use your brains more when running Draigowing rather than to run it like the brainless monster it once was. And the lack of characters in the unit itself just makes it a more level playing field with all the other armies in the game. Get used to it.



We have a GT coming up next month and I'll probably still bring my Paladins, just to see. They did take a hit, but I'm not entirely sure just how big it is before I've playtested them, so yeah, panic probably a bit premature And as you said, it was probably a fair change.

About the sisters: The reason we're seeing sisters do so well is 6th. They were still relatively unremarkable in 5th


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 18:28:11


Post by: Fafnir


 jy2 wrote:

--- mini-rant coming ---

Honestly, the pre-FAQ wound allocation with LOS and every model being a character was just broken. I didn't think that was GW's intent on how they should be played and I am glad GW did something to reign them back inline with how I think they were supposed to play. Wound allocation was just breaking the game and turning it into an arms race to see who had the best combos (and this is coming from a competitive player like me). It was also driving out a lot of players who got discourages at these combos and what they perceived to be "broken". IMO, this became a necessary nerf to make the game more balanced. They were trying to get away from wound allocation shenanigans in 6th, but their pre-FAQ 6E rules only made it more abusive.

--- end of mini-rant ---


Wound allocation certainly had problems, but multi-wound character units needed something. Now they're just overcosted.

Furthermore, what people think is overpowered isn't always the case. Just because it's hard for newbies to get around doesn't make it immediately overpowered.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 18:48:22


Post by: Godless-Mimicry


And similarly just because people overreact at times doesn't mean it is always an overreaction. Paladins aren't a bad buy, but without the rules they had going for them, too many other options become better choices rather than just alternative choices.

And yes, Paladins are most definitely still better than regular GKT, but the thing is most things in the Codex are and always were better than GKT.

As for Sisters, I always thought they were a great army, but we are seeing results now only because of 6th.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 19:56:26


Post by: Blood and Slaughter


 Godless-Mimicry wrote:
And similarly just because people overreact at times doesn't mean it is always an overreaction. Paladins aren't a bad buy, but without the rules they had going for them, too many other options become better choices rather than just alternative choices.

And yes, Paladins are most definitely still better than regular GKT, but the thing is most things in the Codex are and always were better than GKT..


I'd tend to agree.

Paladins played rather differently in pre FAQ 6th to 5th, but they provided an interesting alternative to Purifiers and Weakling based armies. Now even if you always regarded paladins as shooters rather than assaulters -- which I never really did -- Purifiers are now better value by almost any measure. Simply changing LOS! to the closest model would have been enough to 'nerf' 6th edition paladins in my view. But making them non-characters has put them well below the viability of Purifier or Weakling spam and probably Strike spam also; which is a bit of a shame as I'm not certain that Paladins were so overpowered in 6th anyway.

Not, you understand, that I'm moaning. I'll just change up my list. But paladins have in my view definitely been pegged back further than was really needed, and not in an especially 'fluffy' way either. Nobz and Wolf Guard too.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 20:04:42


Post by: Razerous


GKT are troops and as such are a fantastic cheap Ally purchase when paired with any load out of inquisitor.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 21:24:38


Post by: sudojoe


Ok I've updated quite a bit of stuff on the first page now. Should be more in line with v 1.1 changes. I just realized that the biggest nerf for me on the paladin changes is the loss of precision shots. That REALLY hurts me as I can't now just melt down the melta gun guys

I'm going to try and test play some tau allies with my GK lists. Think purifiers would work better with them or cheapo henchmen units? I honestly can't quite decide. Thinking purifiers would be good for counter attacks but having a hard time winning with them lately due to how much anti-MEQ firepower I seem to be encountering in my local meta. (thanks alot to necrons/eldar/IG/other SW builds ) Also really not doing well with crowe survival. I really hate giving up victory points due to him. Got killed by freaking 5 man ratling squad the other day rolling 2 6s' and me failing both 4++ iron halos in the 2nd turn of the game. Can't even GtG due to fearless in ruins arrrg.... I think that was the most humilating death so far for old crowe.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 21:38:26


Post by: DakotaBlue


The character change to infantry have been an overkill, not just paladins, nobs and else too.

As someone said, the LOS change was enough, paladins may be still good, but not as good as before, making them worst than henchmen lists, and more at 2000 games points, where you can get a good load of lasscannons, plasma cannons, and else.



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 21:53:48


Post by: whoadirty


Does the Apothecary become more valuable with the LOS changes?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 22:07:04


Post by: DakotaBlue


whoadirty wrote:
Does the Apothecary become more valuable with the LOS changes?


Yes, before you could swap wounds better, now, you need to soak wounds on models, more than pass them.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 22:09:33


Post by: Godless-Mimicry


Yes the Apothecary now becomes a must-have if you are taking Paladins in my opinion now, though as you can see, this means that you are now paying more for a unit that is still less effective than it was a few days ago.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 22:33:39


Post by: jy2


Even with the "new" paladins, I'd rather not take the Apothecary. I'd rather use the points to bulk up the "support" units.



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/08 22:57:28


Post by: l0k1


Honestly, the change to LOS has hurt Paladins quite a bit, but less look at them again with fresh eyes.

Pros
2 wounds
2 heavy weapons per 5 man squad
Can get FNP
5 WS
Holocaust psychic power

Cons
Expensive

This is a pretty quick run down, I'm sure I've forgotten things. Anyway for an expensive price tag you still have a very rock solid unit that doesn't like to die. If someone does assault you they better have AP 2 CCW or they're in trouble. Now give the a Librarian with either codex powers or Divination powers and you still have a very mean unit. Heck, you could even do specialized squads for specific roles. 5 man anti infantry unit with Incinerators/Psycannons and Halberds, a 5 man anti armor unit with Psycannons and Hammers all around. Granted point would be the problem but that hasn't changed at all, also as others have stated playing paladins now becomes a tactical thing, but that goes for most death star units as well.

I also think we should stop thinking of Paladins as "let's make these troops and spam" and more like "this is a nice hard hitting/shooting elite unit that we take 1 or two until of".


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 00:11:48


Post by: valace2


Now I know that this is the gk thread, but why not use draigo an the paladins as an allied detachment? This would only be possible in a 2k game but it might not be a bad idea, knights are expensive you could do a lot with a thousand points, from say the ig codex.

I'm thinking a couple melta vet squads with vendettas an leman Russ tanks.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 00:20:37


Post by: daedalus-templarius


Tourney is over, and I did pretty poorly this time; but it didn't have anything to do with the changes in the FAQ.

I took...
Draigo
Coteaz
6 Paladins, 2 Psycannons
1 Solodin
5 Strike w/ Razor
2 DKs, Incinerator and Sword
1 Psyrifle

First game, I issued a challenge to the daemons player... not the best idea. Fateweaver turned Draigo into a pile of goo in his first attack, then the Paladin squad was charged by a S9 Bloodthirster who proceeded to run roughshod over them, insta-killing 5 with his first round of attacks. The rest of the game was over pretty quick with me being tabled by the rest of the flying circus.

Second game was against another GK player, he had a bastion and a vindicare who I proceeded to melt in a building explosion. It was then onto prescienced psycannons vs prescienced psycannons, and I managed to basically kill all of his paladins/troops while (his)Draigo was busy screwing around with my Dreadknights. Won that game handily.

Third game played against... another... GK player. This one with henchmen, a big squad of purifiers, 2 psyrifle dreads and a regular dread. It was an awful combo, hammer and anvil kill points, so basically most of the game was me footslogging towards him and him shooting me.

The hammerblows of the game were really the Mind-Strike missiles from his Stormraven... which apparently you resolve each model covered as a perils? f me... so my whole paladin squad basically got annihilated by perils, and so did Coteaz. Then I had a chance to destroy his stormraven before the end of the game when it was hovering... my hammernator missed all 3 of his attacks. Dreadknights were gunned down by psycannons, one only needed a 4 to get into CC, managed to roll 1, 1, 2 again while in terrain... feth

If I had of managed to destroy his stormraven, or one more unit, it would have been a draw. But I didn't, so I lost

So yea, went pretty badly! but really, I didn't notice much of a change considering the new LOS faq stuff. I was missing the teleport packs on my DKs and definitely my apo (I might have actually saved some of those perils). Bleh 1500 points.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 00:28:29


Post by: valace2


I don't wanna play anything under 2k anymore.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 00:57:01


Post by: Stoffer


What? Why? 2000+ is an awful format for anything other than having a bit of fun.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 01:18:34


Post by: daedalus-templarius


valace2 wrote:
I don't wanna play anything under 2k anymore.


2 force orgs? No thanks


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 01:30:30


Post by: valace2


Sorry 1999+1 my local scene isn't in to the double force org


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 04:04:14


Post by: Coyote81


Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 04:09:24


Post by: jy2


Coyote81 wrote:
Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.

This is correct. When hit by mindstrike missiles, only 1 model in a BoP unit suffers Perils (either the justicar or 1 random member), not everyone under the template.



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 04:40:43


Post by: Kaldor


whoadirty wrote:
Does the Apothecary become more valuable with the LOS changes?


Well, yes and no. He doesn't gain any value, and is still an expensive upgrade that can't shoot, but he allows the Paladins to function more like they should which is to say, he let's them soak up wounds.

So no. He isn't any more valuable. Instead, he makes an already too expensive unit even MORE expensive, without making them as effective as they were before the FAQ. If we give the efficacy of Paladins an arbitrary number:

Let's call it 315. That's the points value of 5 Paladins with 2 Psycannons and no upgrades. So we'll give them an efficiency score of 315.

After the FAQ, they kinda dropped to about 275. Adding an Apothecary will bump them back up to about 300, but now their actual points cost has gone up to 390.

 jy2 wrote:
--- mini-rant coming ---

Honestly, the pre-FAQ wound allocation with LOS and every model being a character was just broken. I didn't think that was GW's intent on how they should be played and I am glad GW did something to reign them back inline with how I think they were supposed to play. Wound allocation was just breaking the game and turning it into an arms race to see who had the best combos (and this is coming from a competitive player like me). It was also driving out a lot of players who got discourages at these combos and what they perceived to be "broken". IMO, this became a necessary nerf to make the game more balanced. They were trying to get away from wound allocation shenanigans in 6th, but their pre-FAQ 6E rules only made it more abusive.

--- end of mini-rant ---


I disagree. The ability to move wounds around on multi-wound units was necessary to justify their cost, and I welcomed the 4+ LoS! rule in 6th Ed with open arms as a streamlined way to do that.

 l0k1 wrote:
give the a Librarian with either codex powers or Divination powers and you still have a very mean unit.


Well, it'd want to be a mean unit. You're looking at 700 points there, or half your entire army, in a single unit of 6 models.

 l0k1 wrote:
I also think we should stop thinking of Paladins as "let's make these troops and spam" and more like "this is a nice hard hitting/shooting elite unit that we take 1 or two until of".


The problem is that taking one or two units of them is several orders of magnitude more expensive than taking their counterparts. Purifiers shoot better, cost half as much (or less) can take Razorbacks, and are just as effective (if not more-so) in combat. All of which was already true before the FAQ dropped but Paladins, while hard to justify, were still a solid choice. After the FAQ, with their ability to soak up wounds and make use of precision shots gone, they've simply lost too much to justify their exorbitant cost


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 05:20:14


Post by: daedalus-templarius


Coyote81 wrote:Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.


jy2 wrote:
Coyote81 wrote:
Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.

This is correct. When hit by mindstrike missiles, only 1 model in a BoP unit suffers Perils (either the justicar or 1 random member), not everyone under the template.



This is what I said, however it was ruled that each unit that is underneath the template receives a perils. Therefore I took about 6 perils off the first set of 2 mindstrikes.

If there is some larger tourney that has this in their faq I could show, that would be cool.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 08:12:33


Post by: AlmightyWalrus


 daedalus-templarius wrote:
Coyote81 wrote:Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.


jy2 wrote:
Coyote81 wrote:
Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.

This is correct. When hit by mindstrike missiles, only 1 model in a BoP unit suffers Perils (either the justicar or 1 random member), not everyone under the template.



This is what I said, however it was ruled that each unit that is underneath the template receives a perils. Therefore I took about 6 perils off the first set of 2 mindstrikes.

If there is some larger tourney that has this in their faq I could show, that would be cool.


Wow, that sucks. What's the point in having BoP if you're not allowed to use it? I'd be mad as gak.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 09:19:01


Post by: Luide


 daedalus-templarius wrote:

jy2 wrote:
Coyote81 wrote:
Don't the paladins have the brotherhood of psykers rule and therefore when hit by the template only suffer one perils roll. I seem to rememeber that is how it's suppose to work.

This is correct. When hit by mindstrike missiles, only 1 model in a BoP unit suffers Perils (either the justicar or 1 random member), not everyone under the template.

This is what I said, however it was ruled that each unit that is underneath the template receives a perils. Therefore I took about 6 perils off the first set of 2 mindstrikes.
If there is some larger tourney that has this in their faq I could show, that would be cool.

You were screwed by TO. Nothing you can do about it, Brotherhood of Psykers is very clear about how any attack that specifically targets psykers is resolved against only single member of the squad.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 12:10:52


Post by: Godless-Mimicry


Hard luck at the tournament mate. Maybe next time.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 12:47:48


Post by: Andaah


Here's a quick question:

Building my list around a shooting base of Henchies in an Aegis. What's worth taking alongside the 10 Psykers I already own?

Was thinking of one big mixed bag of Psykers/Jokaero and then Plasma Henchies/Servitors/Jokaero with 5 Strikes hanging around to deter DS.

Oh and I have 5 GKT. Worth taking them up to 10 or not bothering. If so how should they be used? DS?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 13:18:44


Post by: Godless-Mimicry


If you want Psykers to work you need multiple units, as they aren't particularly reliable having to pass Ld8 and then roll 2D6-3 scatter.

As for the mixed Psyker/Jok unit; why?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 13:38:58


Post by: Andaah


Sorry I forgot to mention that I can make a few more Psykers. I was thinking either 2x8 or 2x6 would be best.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 20:50:20


Post by: DakotaBlue


I've tried psykers and they don't do very much, because as Godless said, they have a lot of things to make good to get results.

Yes, you can be lucky, get a big strike on a SS and hammers termi unit, and kill almost all of them, but then again, you must be lucky.

Instead, try this:

3x Henchmen with plasma
2x Jokaero
3x Servitors with plasma cannon

and the optional thing are:

4x henchmen with bolter (they can get 90 cm of shooting with jokaeros)

4x crusaders (for their weak armor)

Or a mix of them

Also, you can try 3 HB instead of the 3 plasma cannon, they can get really good for anti infantry too, with the jokaeros on his side.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 20:51:56


Post by: Godless-Mimicry


Problem in the case of all Servitor units though is not being able to move and shoot, and needing an Inquisitor to babysit them.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 20:58:04


Post by: DakotaBlue


Well, it's a shooty unit, where you want prescience anyways.

And the move and shoot thing, well, I usually take 2 of the unit I've said, and sit in an objective from my side.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/09 23:42:00


Post by: felixcat


I don't see psykers as viable squads. I'm with Godless here. And if I take an Inquisitor - which I generally like to do - I know a lot of better squads for prescience - which really is a help against many different types of targets.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 09:09:20


Post by: sudojoe


Sad part is that there are too many eldar in my local area so I've had to shelve my psykers but man I really did like them but too easily shut down in practice but looks great on paper. I kind of like IG psykers better due to morale changes though


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 12:36:02


Post by: Goat


Is anyone else salty that Abby went back to AP2 while Draigo is still stuck at AP3 status? I'd be happy if he has to strike at Init. 1 just to have our freaking chapter master be able to merc anything he fights...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 14:33:52


Post by: daedalus-templarius


 Goat wrote:
Is anyone else salty that Abby went back to AP2 while Draigo is still stuck at AP3 status? I'd be happy if he has to strike at Init. 1 just to have our freaking chapter master be able to merc anything he fights...


Maybe they will eventually put out a FAQ that does a weapon profile for the Titansword like they did with the NDH in the latest FAQ.

Its basically a daemon weapon... should be AP2!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 14:39:27


Post by: Marthike


Very very pissed off about this, I will have to talk to friends in high places and hold a sign outside of their main HQ with the following:

"Heretical Staffs of GW, I demand the Titansword to be AP2 or there will be many of you with my name engraved on your hearts, and I don't think the dark gods favours you as much as the demon primarch."


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 17:15:14


Post by: Godless-Mimicry


The Titansword is still a reforged Nemesis Force Sword whateveway you look at it, so makes sense that it is AP3. Abaddon is different as Daemon Weapons are AP2 in general. We really can't complain anyway; by right of fluff we shouldn't even be able to use Draigo.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 17:59:14


Post by: Blood and Slaughter


by right of fluff we shouldn't even be able to use Draigo.


Or perhaps he should not be an Independent Character and should be compelled to enter via Deep Strike to simulate him appearing alone from the Warp in times of need. Personally I 've no issue at all with his sword being AP3.

Actually doing that and the new change to LOS! whilst keeping paladins as characters would have kept paladins as a reasonably competitive option rather than reducing them to a 4th or 5th choice option as a basis for a Grey Knight force (behind Purifiers, Weaklings, Strikes and -- probably -- Terminators). I know there's a body of opinion that says the 'new' paladins are still very viable as a shooting platform but I rather struggle to see them as even approaching as good value as any of the other options because of their now massively reduced staying power. Ho hum.

I do find it strange that Paladins got distinctly weakened (though new LOS! seems fair enough to me, it's the loss of character status that I find a bit odd -- and I'd say that applies to Wolf Guard and probably Nobz too) whereas the two stronger Grey Knight builds have suffered no degradation.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 18:01:42


Post by: daedalus-templarius


I didn't find the new LOS rules to change much at all in the last tournament.

I lost based on completely different things. LOS wouldn't have done anything vs a rampaging bloodthirster, nor the misinterpretation by my opponent of how Mindstrike missiles affect squads of GK(Paladins).

Only in my 2nd game did they end up taking a lot of fire, and then LOS seemed to work fine as long as I shuffed them around in the movement phase.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 18:35:54


Post by: Godless-Mimicry


That was based solely on your draws though. Start facing a lot of AP2 weaponry though and it makes a huge difference. Even mroe still, face Guard or DE and see your Paladins melt to AP2 ID weapons, which they before had a 50% chance to pass on to Draigo.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 18:48:09


Post by: DakotaBlue


Paladin competitive game is gone. Of course, it can still win somehow, but with the other options is better/easier/whatever.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 22:40:09


Post by: Dunwich


Doesn't Abaddon's sword attack himself? Can't really complain about another character having AP2 when he hits himself with it. Draigo is still a monster.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 22:49:40


Post by: Grey Templar


I think if the Titansword is to remain AP3, they should at least say its a real Nemisis Force Sword and allow Draigo a 2+ invuln in melee.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/10 23:16:36


Post by: daedalus-templarius


 Godless-Mimicry wrote:
That was based solely on your draws though. Start facing a lot of AP2 weaponry though and it makes a huge difference. Even mroe still, face Guard or DE and see your Paladins melt to AP2 ID weapons, which they before had a 50% chance to pass on to Draigo.


Well if that is what you're facing, you'd better have Draigo positioned well; also the 4+ pass to Draigo literally failed every time for me, heh.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 00:54:13


Post by: schadenfreude


 Godless-Mimicry wrote:
That was based solely on your draws though. Start facing a lot of AP2 weaponry though and it makes a huge difference. Even mroe still, face Guard or DE and see your Paladins melt to AP2 ID weapons, which they before had a 50% chance to pass on to Draigo.


Against guard Draigo can take point and los non id wounds to unwounded paladins.

Deep striking solodins with a hammer are a menace to msu armies, and a scoring unit. With a 2+ armor save they can safely ds into terrain. Also being a 55 point unit they can afford to go to ground when shot at by a lance/lascannon. 3 s10 hammer attacks on the charge is enough to break many units.


Automatically Appended Next Post:

Also many draigowing builds already include a librarian or xenos inquisitor for a plasma siphon, rad, and psych grenades. That's a 2nd ic that can los on a 2+.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 02:33:17


Post by: Godless-Mimicry


schadenfreude wrote:Against guard Draigo can take point and los non id wounds to unwounded paladins.


It's not that simple anymore. He can only be at the front to one facing, so it is very easy for the enemy to move to make sure the Paladins are the closest models, and that's where the LOS is sorely missed. Both the armies suggested (DE and IG) can do this ridiculously easily, and they are just the more extreme examples.

schadenfreude wrote:Deep striking solodins with a hammer are a menace to msu armies, and a scoring unit. With a 2+ armor save they can safely ds into terrain. Also being a 55 point unit they can afford to go to ground when shot at by a lance/lascannon. 3 s10 hammer attacks on the charge is enough to break many units.


A menace? Really? With overwatch and more than likely a vast outnumbering if a unit can't beat a single Paladin on the charge then it's not worth taking. You also are claiming that he alone can break most units but you are ignoring that most units in this game have ATSKNF, making it meaningless.

schadenfreude wrote:Also many draigowing builds already include a librarian or xenos inquisitor for a plasma siphon, rad, and psych grenades. That's a 2nd ic that can los on a 2+.


Not the competitive ones. Not that full on Draigowing was doing very good at any tournaments in 6th anyway, but the ones that had a chance didn't spend so much points on unnecessary items hat were essentially just overkill. As for buying them now, maybe they will help, but once again its someone saying, 'well if you spend this many more points they are just as good as before', which in itself says they aren't as good as they used to be at all.

As for the second LOS thing, it makes no difference to the AP2 ID problem, because that's just even more points for that one Dark Lance to take with ease.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 03:55:51


Post by: Amon


 Goat wrote:
Is anyone else salty that Abby went back to AP2 while Draigo is still stuck at AP3 status? I'd be happy if he has to strike at Init. 1 just to have our freaking chapter master be able to merc anything he fights...


This is a problem for a lot of HQ's with power weapons. I personally can't get over the fact that the Draigo, the best guy out of a whole chapter of the best space marines, which are the best, with his legendary titan sword... is ap3 in cc


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 04:07:09


Post by: LValx


Paladins aren't quite dead.

At NOVA I only lost more than half the Paladins in one game. Most games they didnt even lose half their wound pool. With two IC's at the front and through meticulous positioning you can still place those ID wounds on wounded models. The two units that will be most dangerous are probably the Doom Scythe and Vendetta because they have the speed to target you from vulnerable angles.

DE crap on Paladins, this has always been true and will continue to stay that way. But honestly, DE suck now. Plain and simple. I wouldnt worry about them. Guard are the biggest Paladin threat. If you can plan accordingly, you should be able to run the Paladins with some success.

Also keep in mind that as the meta shifts to less Str 8 spam, you will find there are less things that really threaten the Paladins. I'd rather be shot at by Plasma than Str. 8+.

This isn't a pure GK list but this is what I am now playtesting:
Rune Priest Runic Armor, Combi-Melta 130

9 Grey Hunters Melta, Standard, Pod 185
10 Grey Hunters 2 Plasma, Standard, Pod 205
10 Grey Hunters 2 Plasma, Standard, Pod 205
5 Grey Hunters Flamer, Pod 110
5 Grey Hunters Flamer, Pod 110
5 Long Fangs 4 Missiles 115
5 Long Fangs 4 Missiles 115

Coteaz 100

10 Purifiers 4 Psycannon, 1 Hammer 285
10 Strikes 2 Psycannon 220
10 Strikes 2 Psycannon 220
2000

Very boring but incredibly resilient and puts out a ton of fire power. There are over 50 bolters in that list.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 04:08:10


Post by: Dunwich


RE: Draigo and his Titansword.
I think it is appropriate. He is the anvil, not the hammer. Besides, it's not like he needs AP2 for fighting Daemons, which fluff dictates are his usual enemies.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 07:53:43


Post by: schadenfreude


 Godless-Mimicry wrote:
schadenfreude wrote:Against guard Draigo can take point and los non id wounds to unwounded paladins.


It's not that simple anymore. He can only be at the front to one facing, so it is very easy for the enemy to move to make sure the Paladins are the closest models, and that's where the LOS is sorely missed. Both the armies suggested (DE and IG) can do this ridiculously easily, and they are just the more extreme examples.

schadenfreude wrote:Deep striking solodins with a hammer are a menace to msu armies, and a scoring unit. With a 2+ armor save they can safely ds into terrain. Also being a 55 point unit they can afford to go to ground when shot at by a lance/lascannon. 3 s10 hammer attacks on the charge is enough to break many units.


A menace? Really? With overwatch and more than likely a vast outnumbering if a unit can't beat a single Paladin on the charge then it's not worth taking. You also are claiming that he alone can break most units but you are ignoring that most units in this game have ATSKNF, making it meaningless.

schadenfreude wrote:Also many draigowing builds already include a librarian or xenos inquisitor for a plasma siphon, rad, and psych grenades. That's a 2nd ic that can los on a 2+.


Not the competitive ones. Not that full on Draigowing was doing very good at any tournaments in 6th anyway, but the ones that had a chance didn't spend so much points on unnecessary items hat were essentially just overkill. As for buying them now, maybe they will help, but once again its someone saying, 'well if you spend this many more points they are just as good as before', which in itself says they aren't as good as they used to be at all.

As for the second LOS thing, it makes no difference to the AP2 ID problem, because that's just even more points for that one Dark Lance to take with ease.


DE lance spam really struggles against a lot of the new 6e armies, so while it is a hard counter I wouldn't worry too much about it.

Forgot about the 2nd LOS faq. With the 2nd LOS faq the inability to drop wounds whenever a 2 wound model wants within 3" means 2 wound shinanigans is pretty much over. Guess what...the unit still has 2 wounds per model. That's a very effective defense against volume of attacks (just ask TH/SS players how effective that is) and an effective defense against plasma (it takes 3 plasma wounds to drop 1 paladin with a 5+ invo). Paladins are still an effective unit with solid melee and shooting ability what is it 8 psycannons on the move with 2 rerolls to hit per 325 points?

Is a single paladin a menace to most units? Well let's define most.

If it has an AV value but doesn't have a DCCW then yes. That's pretty much everything except a standard dreadnought including the BA Cuisinart.
Is it a troops choice? If the answer is yes then most troops can't handle a single paladin, especially now that sergeants with a power fist have gone out of style. Some troops have melta, but even the dreaded melta vets only have a 15/54 (27.7%) chance of killing the paladin with 3 snap fired melta guns. 1/6 to hit* 5/6 to wound *2/3 to fail armor save = 10/108=5/54 then*3shots=15/54= 27.7%. It's less than 10% per melta gun. Sure 3 melta guns can melt 1 paladin out in the open, but they are should be focused on the main squad of paladins.

Is it a non AV heavy support choice? Long fangs, lootas, dev squads, TFC all dead.

For 55 points a single paladin is a mean unit to deepstrike into an opponent's backfield.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 09:25:12


Post by: AlmightyWalrus


 Grey Templar wrote:
I think if the Titansword is to remain AP3, they should at least say its a real Nemisis Force Sword and allow Draigo a 2+ invuln in melee.







"My name is Draigo Tarpit, King of Kings! Look upon my save, ye mighty, and despair!"


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 09:29:49


Post by: Kaldor


 schadenfreude wrote:
Guess what...the unit still has 2 wounds per model. That's a very effective defense against volume of attacks (just ask TH/SS players how effective that is) and an effective defense against plasma (it takes 3 plasma wounds to drop 1 paladin with a 5+ invo). Paladins are still an effective unit with solid melee and shooting ability what is it 8 psycannons on the move with 2 rerolls to hit per 325 points?


Well, yeah. But you pay for those extra wounds. Through the nose. I can get just as many wounds, twice as many stormbolter shots, and twice as many psycannon shots, for 10 points more if I take Purifiers. And I can then take a Razorback for another 45 points.

Paladins were a competitive choice pre FAQ. They were never a no-brainer and their cost fairly accurately matched their ability. Now they are simply too expensive. Yeah, they're good. But other units are just as good or better, for less points.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 09:52:25


Post by: DakotaBlue


 Dunwich wrote:
RE: Draigo and his Titansword.
I think it is appropriate. He is the anvil, not the hammer. Besides, it's not like he needs AP2 for fighting Daemons, which fluff dictates are his usual enemies.


Ok, then let it be a Nemesis Sword, not a psychic sword. Khorne gets 2++ against it, isn't it? Where is the fluff god now?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 11:10:55


Post by: Stoffer


I don't think there is any doubt that they took a nerf, but you have to move them differently. You'd basically have to have draigo in front, in base to base contact with three "redshirts" behind him. Everytime one of them dies, you move another one up to keep a 6 point wound pool of Paladins that aren't essential behind him. The formation might be a bit more wonky and slender, but I'm going to give it a go at our GT here.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 12:20:46


Post by: Kaldor


 Stoffer wrote:
I don't think there is any doubt that they took a nerf, but you have to move them differently. You'd basically have to have draigo in front, in base to base contact with three "redshirts" behind him. Everytime one of them dies, you move another one up to keep a 6 point wound pool of Paladins that aren't essential behind him. The formation might be a bit more wonky and slender, but I'm going to give it a go at our GT here.


Have fun eating blast templates with that formation.

Ah hell, that was a bit snappy. I'm sorry. I'm just pissed off about the whole affair.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 12:27:43


Post by: felixcat


I'm thankful my list was barely scratched - other than Draigo's titansword. I actually got in a match against Daemons with it ...

-Do the Monster Mash-
HQ: 1 Lord Kaldor Draigo, 275 (GK)
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
Heavy Support: 1 Wraithlord (2 Flamer, Wraithsword, Shuricannon) 110 (EL)
-1998-

Unfortunately, I ended up going second (you cannot cast warp quake first turn) and had a few problems with Fateweaver ... I got him down to his last wound ... and lost 10-6. Even with the boosts we get against daemons 20 screamers and twenty flamers, Fateweaver and a LoC are very tough. The match could have gone either way ... it ended a turn earlier than I wanted to secure a win. My opponent also got his prefered wave and pretty much alpha struck two of my GKSS squads ... that hurt a lot as they are my only flyer defense other than the dreadnought. He was pretty canny and knew what to do.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 12:42:36


Post by: Lanlaorn


schadenfreude wrote:
Is a single paladin a menace to most units? Well let's define most.

If it has an AV value but doesn't have a DCCW then yes. That's pretty much everything except a standard dreadnought including the BA Cuisinart.
Is it a troops choice? If the answer is yes then most troops can't handle a single paladin, especially now that sergeants with a power fist have gone out of style. Some troops have melta, but even the dreaded melta vets only have a 15/54 (27.7%) chance of killing the paladin with 3 snap fired melta guns. 1/6 to hit* 5/6 to wound *2/3 to fail armor save = 10/108=5/54 then*3shots=15/54= 27.7%. It's less than 10% per melta gun. Sure 3 melta guns can melt 1 paladin out in the open, but they are should be focused on the main squad of paladins.

Is it a non AV heavy support choice? Long fangs, lootas, dev squads, TFC all dead.

For 55 points a single paladin is a mean unit to deepstrike into an opponent's backfield.


You realize the Paladin can't charge from deep strike right? Disregarding the fact that all these units can just move away from the Paladin while shooting him to death and he'd need some unlikely charge length or a really lucky deep strike scatter to do anything about that, he most likely just won't survive the turn he drops in. Like the three meltaguns you describe... why on earth are you calculating them as overwatch snapshots. They get those too if he ever manages to charge, but first the Paladin drops in and they get a proper round of shooting at him before he attempts to trounce them in combat.

The only way I see this having merit at all is if the Paladin's Holocaust would do serious damage to some horde unit, otherwise you're just throwing 55 points away to make an opponent waste a turn or two of shooting and maybe move a little.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 15:54:01


Post by: Stoffer


 Kaldor wrote:
 Stoffer wrote:
I don't think there is any doubt that they took a nerf, but you have to move them differently. You'd basically have to have draigo in front, in base to base contact with three "redshirts" behind him. Everytime one of them dies, you move another one up to keep a 6 point wound pool of Paladins that aren't essential behind him. The formation might be a bit more wonky and slender, but I'm going to give it a go at our GT here.


Have fun eating blast templates with that formation.

Ah hell, that was a bit snappy. I'm sorry. I'm just pissed off about the whole affair.


Yeah, templates and units quick enough to flank them with low ap weaponry would be the issue. It's not all template weapons though, a lot of our guard players use Russes for example and they'd still be firing heads on. To be fair though, that was a weakness before too, as moving ALL the wounds around on 4+s should really only be reliable half of the time. But yeah, definitely a weakness, no argument there.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 16:00:13


Post by: Blood and Slaughter


Single paladins worked okay as an adjunct to Draigo plus a big unit: they were decent objective-lurkers in ones' own deployment zone and could be deep struck or outflanked (via grand-strategy) to harass the enemy when their main attention was focussed on the enormous mob of characters chewing their way up the board. If they were assaulted or got an assault in (which I found reasonably common later in the game if they were near an objective) then they could tie up an enemy unit via challenge, or at least remove the likeliest greatest threat to them (the squad leader). Holocaust was sometimes pretty good too against the likes of melta-veterans. But if you're running Strike Squads or Purifiers as the backbone, I can't really see any special merit in them.

They could still be okay now situationally, but the main reason for them was that at 55 points they were a relatively cheap way of adding troops. If you're not running paladins as


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 16:00:36


Post by: daedalus-templarius


Going to try this next game

Draigo
Coteaz
5 Paladins, Banner + Apo
1 Paladin (for deepstriking goodness)
Dreadknight w/ Tele, Incin, Sword
Dreadknight w/ Tele, Incin, Sword
Psyrifle Dread

madness, I know. But after seeing how little my Strike squad and their Razorback accomplished in the tournament, I think I'll chance it

I love Dreadknights, but I can't stand them without the teleporter pack. Especially with hammer and anvil deployment when your opponent hugs the back of their table edge


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 16:08:32


Post by: Blood and Slaughter


moving ALL the wounds around on 4+s should really only be reliable half of the time.


But you could keep the models far enough apart only one or two would be clipped by any one small blast and then still have a 50% chance of shunting the wound to any other model.

Now with the 'three man touching Draigo' system rather than one or two for Draigo to take or to get LOS!'d, there'll be 4. So it's twice as bad.

And if they got shot from an angle where Draigo wasn't closest, he could still LOS! ID hits on 4+ for his squad. No more. Now it's a 5+ invun rather than half the time being a 3+ and 5+ FNP. Much worse.

Not that I'm really moaning (though I do thing removing character status has hurt paladins a lot and enough to make them at best semi-competitive), the 40K rules regularly degrade certain choices and people always complain -- I think here though it's the startling shift between the pre FAQ rules making paladins a sound choice to post FAQ making them a questionable one, and that very very soon after the change from 5th to 6th that had itself required a little mental adjustment (though not in a bad way by any means). Unexpected negative change is never pleasant.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 16:13:27


Post by: Godless-Mimicry


I think a lot of the issues with the Paladin fans here is many of you are assuming that everyone is saying Paladin's suck. Nobody is saying they suck, only that they are no longer an equal opportunity competitive choice as their cost now outweighs their value, making choices like Purifiers and Strikes much better considering the amount of extra firepower and wounds they put down. All these arguments that they will be fine with two IC's on them are detrimental to your argument; if a unit needs two IC's joined to them to be effective then they aren't all that great. Saying things like don't worry about such and such a bad match-up because it is bad against other things also isn't much of an argument; nobody said anything about Dark Eldar lance SPAM, as they can get enough S8 AP2 without negating the effectiveness of the rest of the army, and they such a list doesn't have too many RPS match-ups. Similar with Guard; they are good against everything. Are you going to say don't worry about them as well?

 felixcat wrote:
I'm thankful my list was barely scratched - other than Draigo's titansword. I actually got in a match against Daemons with it ...

-Do the Monster Mash-
HQ: 1 Lord Kaldor Draigo, 275 (GK)
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
Heavy Support: 1 Wraithlord (2 Flamer, Wraithsword, Shuricannon) 110 (EL)
-1998-


My feelings about allies for GK aside, I really like that list.

 daedalus-templarius wrote:
Going to try this next game

Draigo
Coteaz
5 Paladins, Banner + Apo
1 Paladin (for deepstriking goodness)
Dreadknight w/ Tele, Incin, Sword
Dreadknight w/ Tele, Incin, Sword
Psyrifle Dread

madness, I know. But after seeing how little my Strike squad and their Razorback accomplished in the tournament, I think I'll chance it

I love Dreadknights, but I can't stand them without the teleporter pack. Especially with hammer and anvil deployment when your opponent hugs the back of their table edge


If you don't get perfect match-ups I can't see this doing good at all. There are too few models, making it easy for the enemy to mitigate any threats, and you will struggle with objectives quite often I reckon.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 16:43:48


Post by: Stoffer


 Blood and Slaughter wrote:
moving ALL the wounds around on 4+s should really only be reliable half of the time.


But you could keep the models far enough apart only one or two would be clipped by any one small blast and then still have a 50% chance of shunting the wound to any other model.

Now with the 'three man touching Draigo' system rather than one or two for Draigo to take or to get LOS!'d, there'll be 4. So it's twice as bad.

And if they got shot from an angle where Draigo wasn't closest, he could still LOS! ID hits on 4+ for his squad. No more. Now it's a 5+ invun rather than half the time being a 3+ and 5+ FNP. Much worse.

Not that I'm really moaning (though I do thing removing character status has hurt paladins a lot and enough to make them at best semi-competitive), the 40K rules regularly degrade certain choices and people always complain -- I think here though it's the startling shift between the pre FAQ rules making paladins a sound choice to post FAQ making them a questionable one, and that very very soon after the change from 5th to 6th that had itself required a little mental adjustment (though not in a bad way by any means). Unexpected negative change is never pleasant.


Sure, it's a nerf but most of the issues, like getting flanked, templates etc didn't suddenly appear, they were already the weakpoint of Paldins. It just got increased a bit and while it makes it less efficient, I'm not entirely sure the sky is falling. I'm also not at all worried about small templates, I can move around those fine, my big issue was always a high number of wounds from large blasts.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 17:42:49


Post by: daedalus-templarius


 Godless-Mimicry wrote:


If you don't get perfect match-ups I can't see this doing good at all. There are too few models, making it easy for the enemy to mitigate any threats, and you will struggle with objectives quite often I reckon.


Probably; I have a few other lists with more bodies to try out as well.

Dropping one DK gives me 2 razorbacks with 5 Strikes and a Psycannon in both; so I'll try that as well and see how it goes.

The objectives game was really sad in this tourney, totally blah. First game actually had objectives; but I ended up getting wiped by the flying circus so objectives didn't mean squat. 2nd game was Emperor's Will (ugh, least favorite), 3rd was Purge on a horrible long table deployment (double ugh). Don't get me wrong, I love playing with objectives, but you're right, that list can't contest many!

Also have another Draigo picture underway showing off his new Hellblade, uh, I mean reforged Titansword.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 18:24:22


Post by: Godless-Mimicry


 Stoffer wrote:
 Blood and Slaughter wrote:
moving ALL the wounds around on 4+s should really only be reliable half of the time.


But you could keep the models far enough apart only one or two would be clipped by any one small blast and then still have a 50% chance of shunting the wound to any other model.

Now with the 'three man touching Draigo' system rather than one or two for Draigo to take or to get LOS!'d, there'll be 4. So it's twice as bad.

And if they got shot from an angle where Draigo wasn't closest, he could still LOS! ID hits on 4+ for his squad. No more. Now it's a 5+ invun rather than half the time being a 3+ and 5+ FNP. Much worse.

Not that I'm really moaning (though I do thing removing character status has hurt paladins a lot and enough to make them at best semi-competitive), the 40K rules regularly degrade certain choices and people always complain -- I think here though it's the startling shift between the pre FAQ rules making paladins a sound choice to post FAQ making them a questionable one, and that very very soon after the change from 5th to 6th that had itself required a little mental adjustment (though not in a bad way by any means). Unexpected negative change is never pleasant.


Sure, it's a nerf but most of the issues, like getting flanked, templates etc didn't suddenly appear, they were already the weakpoint of Paldins. It just got increased a bit and while it makes it less efficient, I'm not entirely sure the sky is falling. I'm also not at all worried about small templates, I can move around those fine, my big issue was always a high number of wounds from large blasts.


Perfect example of what I outlined above; who ever said it was? Saying Paladins are now no longer as good a choice as Purifiers or Strikes isn't saying anything of the sort, as the army still has all the tools to deal with anything.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 18:44:34


Post by: schadenfreude


Lanlaorn wrote:
schadenfreude wrote:
Is a single paladin a menace to most units? Well let's define most.

If it has an AV value but doesn't have a DCCW then yes. That's pretty much everything except a standard dreadnought including the BA Cuisinart.
Is it a troops choice? If the answer is yes then most troops can't handle a single paladin, especially now that sergeants with a power fist have gone out of style. Some troops have melta, but even the dreaded melta vets only have a 15/54 (27.7%) chance of killing the paladin with 3 snap fired melta guns. 1/6 to hit* 5/6 to wound *2/3 to fail armor save = 10/108=5/54 then*3shots=15/54= 27.7%. It's less than 10% per melta gun. Sure 3 melta guns can melt 1 paladin out in the open, but they are should be focused on the main squad of paladins.

Is it a non AV heavy support choice? Long fangs, lootas, dev squads, TFC all dead.

For 55 points a single paladin is a mean unit to deepstrike into an opponent's backfield.


You realize the Paladin can't charge from deep strike right? Disregarding the fact that all these units can just move away from the Paladin while shooting him to death and he'd need some unlikely charge length or a really lucky deep strike scatter to do anything about that, he most likely just won't survive the turn he drops in. Like the three meltaguns you describe... why on earth are you calculating them as overwatch snapshots. They get those too if he ever manages to charge, but first the Paladin drops in and they get a proper round of shooting at him before he attempts to trounce them in combat.

The only way I see this having merit at all is if the Paladin's Holocaust would do serious damage to some horde unit, otherwise you're just throwing 55 points away to make an opponent waste a turn or two of shooting and maybe move a little.


It's an adaptive tactic. If a manticore or backfield hs or troops choice is unguarded go for it. If melta vets are closing in around the paladin death star keep a solodin on the flank not guarded by draigo. If they shoot the solodon max damage from 3 melta is 1 paladin. If the solodin is in any type of area terrain he has a 50/50 of surviving melta vets after going to ground. If the melta vets ignore the solodin they risk a charge.

I guess it's all about perspective. Most of my armies have a squishy backfield, and I'm better prepared to deal with a single 200 point deep striking menace than say 3 solodins.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 18:55:00


Post by: Stoffer


 Godless-Mimicry wrote:
 Stoffer wrote:
 Blood and Slaughter wrote:
moving ALL the wounds around on 4+s should really only be reliable half of the time.


But you could keep the models far enough apart only one or two would be clipped by any one small blast and then still have a 50% chance of shunting the wound to any other model.

Now with the 'three man touching Draigo' system rather than one or two for Draigo to take or to get LOS!'d, there'll be 4. So it's twice as bad.

And if they got shot from an angle where Draigo wasn't closest, he could still LOS! ID hits on 4+ for his squad. No more. Now it's a 5+ invun rather than half the time being a 3+ and 5+ FNP. Much worse.

Not that I'm really moaning (though I do thing removing character status has hurt paladins a lot and enough to make them at best semi-competitive), the 40K rules regularly degrade certain choices and people always complain -- I think here though it's the startling shift between the pre FAQ rules making paladins a sound choice to post FAQ making them a questionable one, and that very very soon after the change from 5th to 6th that had itself required a little mental adjustment (though not in a bad way by any means). Unexpected negative change is never pleasant.


Sure, it's a nerf but most of the issues, like getting flanked, templates etc didn't suddenly appear, they were already the weakpoint of Paldins. It just got increased a bit and while it makes it less efficient, I'm not entirely sure the sky is falling. I'm also not at all worried about small templates, I can move around those fine, my big issue was always a high number of wounds from large blasts.


Perfect example of what I outlined above; who ever said it was? Saying Paladins are now no longer as good a choice as Purifiers or Strikes isn't saying anything of the sort, as the army still has all the tools to deal with anything.


I don't think I said that?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 19:19:29


Post by: schadenfreude


One thing gk players are quick to forget is paladins, purifiers, and strikes are better than tac squads, ba assault marines, grey hunters, and the 5 csm troops choices.

Post nerf paladins are still ws5 w2 2+ armor that can dish out 8 psycannon shots with 2 rerolls on the move with a 5 man squad. Sure purifiers have a lot more dakka when they are not moving, and excels at killing hordes, but they die in droves to ap3 and fold like origami if they get into cc with any teq.


Automatically Appended Next Post:
And ps maybe gk was intended to be a well balanced 6th ed book, which is what it seems like now.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 19:26:08


Post by: Grey Templar


Well, I would hope my 26 point Purifier is better then a 16 point tactical marine.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/11 22:09:34


Post by: Godless-Mimicry


Overall all I'm seeing are cases of 'well if the opponent makes this mistake' or 'if I spend way too much points on several IC's' or 'they are still better then other Codex Terminators', none of which is compelling in the slightest. Anyone around this thread in the last few weeks should know how much I love Paladins, so this isn't a biased approach, but I am willing to accept the fact that they took quite a tumble. There were two types of GK lists before; the PA kind that was all about maximum shooting damage, and the TDA kind where it was about the slow and steady approach while surviving an onslaught; the latter of these two is now no longer that viable as Paladins can no longer reliably survive anything that is thrown at them. They are still ridiculously survivable against a lot of stuff in the game, but they have fallen fully into the RPS match-up trap now to be an optimal tournament build; it is the same reason you don't see mech SPAM anymore, because in a TAC environment you don't take lists with auto-lose pairings. In a list that is otherwise heavy on bodies, then taking a unit of 5 with a standard set-up is still ok I reckon, as it is still a threat that has to be taken seriously, but is not so important to the army that you'll cry about it when DE or IG melt them into goo.

 schadenfreude wrote:
Lanlaorn wrote:
schadenfreude wrote:
Is a single paladin a menace to most units? Well let's define most.

If it has an AV value but doesn't have a DCCW then yes. That's pretty much everything except a standard dreadnought including the BA Cuisinart.
Is it a troops choice? If the answer is yes then most troops can't handle a single paladin, especially now that sergeants with a power fist have gone out of style. Some troops have melta, but even the dreaded melta vets only have a 15/54 (27.7%) chance of killing the paladin with 3 snap fired melta guns. 1/6 to hit* 5/6 to wound *2/3 to fail armor save = 10/108=5/54 then*3shots=15/54= 27.7%. It's less than 10% per melta gun. Sure 3 melta guns can melt 1 paladin out in the open, but they are should be focused on the main squad of paladins.

Is it a non AV heavy support choice? Long fangs, lootas, dev squads, TFC all dead.

For 55 points a single paladin is a mean unit to deepstrike into an opponent's backfield.


You realize the Paladin can't charge from deep strike right? Disregarding the fact that all these units can just move away from the Paladin while shooting him to death and he'd need some unlikely charge length or a really lucky deep strike scatter to do anything about that, he most likely just won't survive the turn he drops in. Like the three meltaguns you describe... why on earth are you calculating them as overwatch snapshots. They get those too if he ever manages to charge, but first the Paladin drops in and they get a proper round of shooting at him before he attempts to trounce them in combat.

The only way I see this having merit at all is if the Paladin's Holocaust would do serious damage to some horde unit, otherwise you're just throwing 55 points away to make an opponent waste a turn or two of shooting and maybe move a little.


It's an adaptive tactic. If a manticore or backfield hs or troops choice is unguarded go for it. If melta vets are closing in around the paladin death star keep a solodin on the flank not guarded by draigo. If they shoot the solodon max damage from 3 melta is 1 paladin. If the solodin is in any type of area terrain he has a 50/50 of surviving melta vets after going to ground. If the melta vets ignore the solodin they risk a charge.

I guess it's all about perspective. Most of my armies have a squishy backfield, and I'm better prepared to deal with a single 200 point deep striking menace than say 3 solodins.


It is about perspective, which is why I don't get your arguments. These arguments are all under the assumption that the opponent will do something stupid. With knowledge that a Paladin in waiting in DS no half-decent opponent will leave his Manticore unguarded. No half-decent opponent is going to put Melta Vets anywhere near Paladins.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 00:51:29


Post by: felixcat


[
quote]My feelings about allies for GK aside, I really like that list.

I cannot take credit for "Doing the Monster Mash'. It is a Stelek idea that I tweaked to my liking ( added a dreadnought and prescience inquisitor and heavy incinerators at the expensive of some GKSS an another DK). I like it too.

I used to play a list with soladins. I used two - one was for my OSR Karamazov strike, lol. That said even with OSR strikes on occasion. I found them not to be very efficient. Then again i play rather unusual lists. I do believe in threat saturation but there are other ways to achieve it. I would rather play a Callidus (yes i know she is twice the cost). Or better induct guard and take Marbo. He can do damge almost every game. But if it is working for you go for it. GK is not using all the elite slots ususally. You don't have to make him a troop.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 03:40:12


Post by: schadenfreude


 Godless-Mimicry wrote:
Overall all I'm seeing are cases of 'well if the opponent makes this mistake' or 'if I spend way too much points on several IC's' or 'they are still better then other Codex Terminators', none of which is compelling in the slightest. Anyone around this thread in the last few weeks should know how much I love Paladins, so this isn't a biased approach, but I am willing to accept the fact that they took quite a tumble. There were two types of GK lists before; the PA kind that was all about maximum shooting damage, and the TDA kind where it was about the slow and steady approach while surviving an onslaught; the latter of these two is now no longer that viable as Paladins can no longer reliably survive anything that is thrown at them. They are still ridiculously survivable against a lot of stuff in the game, but they have fallen fully into the RPS match-up trap now to be an optimal tournament build; it is the same reason you don't see mech SPAM anymore, because in a TAC environment you don't take lists with auto-lose pairings. In a list that is otherwise heavy on bodies, then taking a unit of 5 with a standard set-up is still ok I reckon, as it is still a threat that has to be taken seriously, but is not so important to the army that you'll cry about it when DE or IG melt them into goo.

 schadenfreude wrote:
Lanlaorn wrote:
schadenfreude wrote:
Is a single paladin a menace to most units? Well let's define most.

If it has an AV value but doesn't have a DCCW then yes. That's pretty much everything except a standard dreadnought including the BA Cuisinart.
Is it a troops choice? If the answer is yes then most troops can't handle a single paladin, especially now that sergeants with a power fist have gone out of style. Some troops have melta, but even the dreaded melta vets only have a 15/54 (27.7%) chance of killing the paladin with 3 snap fired melta guns. 1/6 to hit* 5/6 to wound *2/3 to fail armor save = 10/108=5/54 then*3shots=15/54= 27.7%. It's less than 10% per melta gun. Sure 3 melta guns can melt 1 paladin out in the open, but they are should be focused on the main squad of paladins.

Is it a non AV heavy support choice? Long fangs, lootas, dev squads, TFC all dead.

For 55 points a single paladin is a mean unit to deepstrike into an opponent's backfield.


You realize the Paladin can't charge from deep strike right? Disregarding the fact that all these units can just move away from the Paladin while shooting him to death and he'd need some unlikely charge length or a really lucky deep strike scatter to do anything about that, he most likely just won't survive the turn he drops in. Like the three meltaguns you describe... why on earth are you calculating them as overwatch snapshots. They get those too if he ever manages to charge, but first the Paladin drops in and they get a proper round of shooting at him before he attempts to trounce them in combat.

The only way I see this having merit at all is if the Paladin's Holocaust would do serious damage to some horde unit, otherwise you're just throwing 55 points away to make an opponent waste a turn or two of shooting and maybe move a little.


It's an adaptive tactic. If a manticore or backfield hs or troops choice is unguarded go for it. If melta vets are closing in around the paladin death star keep a solodin on the flank not guarded by draigo. If they shoot the solodon max damage from 3 melta is 1 paladin. If the solodin is in any type of area terrain he has a 50/50 of surviving melta vets after going to ground. If the melta vets ignore the solodin they risk a charge.

I guess it's all about perspective. Most of my armies have a squishy backfield, and I'm better prepared to deal with a single 200 point deep striking menace than say 3 solodins.


It is about perspective, which is why I don't get your arguments. These arguments are all under the assumption that the opponent will do something stupid. With knowledge that a Paladin in waiting in DS no half-decent opponent will leave his Manticore unguarded. No half-decent opponent is going to put Melta Vets anywhere near Paladins.


If 155 points of melta vets sits back to guard a manticore on one flank and instead of melting face the solodin worked, redeploy elsewhere. I've had great results from marbo melta bombing vehicles after his demo charge hits or whiffs. A solodin is much less expensive than a decked out lone wolf. I'll be the 1st to admit it's not an easy user friendly unit, but it also goes against the current meta so opponents won't have much experience dealing with them.


Automatically Appended Next Post:
One last word on the solodin that i think is the elephant in the room. They are a deep striking cheap troops choice in a game where the objective v kp ratio went from 2-1 to 5-1. 6th ed is objective based, and there are no other gk troops solutions in the solodin's price range that offers a 2+ save for target saturation.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 11:28:37


Post by: Godless-Mimicry


Again you are throwing in unlikely details to try fuel your argument. Who said Melta Vets would sit at the back guarding a Manticore? You have more than just the Paladins and Draigo in your army, so they have other targets, and the IG player likewise has more things in his army to protect the mech.

As for the assertion that the current meta means people don't have to stuff to deal with Soladins, where on earth did you get that idea? If in the current meta most armies can deal with full units, including Terminators, then they can easily deal with a single 2W Terminator on his own.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 11:55:12


Post by: Stoffer


 schadenfreude wrote:
 Godless-Mimicry wrote:
Overall all I'm seeing are cases of 'well if the opponent makes this mistake' or 'if I spend way too much points on several IC's' or 'they are still better then other Codex Terminators', none of which is compelling in the slightest. Anyone around this thread in the last few weeks should know how much I love Paladins, so this isn't a biased approach, but I am willing to accept the fact that they took quite a tumble. There were two types of GK lists before; the PA kind that was all about maximum shooting damage, and the TDA kind where it was about the slow and steady approach while surviving an onslaught; the latter of these two is now no longer that viable as Paladins can no longer reliably survive anything that is thrown at them. They are still ridiculously survivable against a lot of stuff in the game, but they have fallen fully into the RPS match-up trap now to be an optimal tournament build; it is the same reason you don't see mech SPAM anymore, because in a TAC environment you don't take lists with auto-lose pairings. In a list that is otherwise heavy on bodies, then taking a unit of 5 with a standard set-up is still ok I reckon, as it is still a threat that has to be taken seriously, but is not so important to the army that you'll cry about it when DE or IG melt them into goo.

 schadenfreude wrote:
Lanlaorn wrote:
schadenfreude wrote:
Is a single paladin a menace to most units? Well let's define most.

If it has an AV value but doesn't have a DCCW then yes. That's pretty much everything except a standard dreadnought including the BA Cuisinart.
Is it a troops choice? If the answer is yes then most troops can't handle a single paladin, especially now that sergeants with a power fist have gone out of style. Some troops have melta, but even the dreaded melta vets only have a 15/54 (27.7%) chance of killing the paladin with 3 snap fired melta guns. 1/6 to hit* 5/6 to wound *2/3 to fail armor save = 10/108=5/54 then*3shots=15/54= 27.7%. It's less than 10% per melta gun. Sure 3 melta guns can melt 1 paladin out in the open, but they are should be focused on the main squad of paladins.

Is it a non AV heavy support choice? Long fangs, lootas, dev squads, TFC all dead.

For 55 points a single paladin is a mean unit to deepstrike into an opponent's backfield.


You realize the Paladin can't charge from deep strike right? Disregarding the fact that all these units can just move away from the Paladin while shooting him to death and he'd need some unlikely charge length or a really lucky deep strike scatter to do anything about that, he most likely just won't survive the turn he drops in. Like the three meltaguns you describe... why on earth are you calculating them as overwatch snapshots. They get those too if he ever manages to charge, but first the Paladin drops in and they get a proper round of shooting at him before he attempts to trounce them in combat.

The only way I see this having merit at all is if the Paladin's Holocaust would do serious damage to some horde unit, otherwise you're just throwing 55 points away to make an opponent waste a turn or two of shooting and maybe move a little.


It's an adaptive tactic. If a manticore or backfield hs or troops choice is unguarded go for it. If melta vets are closing in around the paladin death star keep a solodin on the flank not guarded by draigo. If they shoot the solodon max damage from 3 melta is 1 paladin. If the solodin is in any type of area terrain he has a 50/50 of surviving melta vets after going to ground. If the melta vets ignore the solodin they risk a charge.

I guess it's all about perspective. Most of my armies have a squishy backfield, and I'm better prepared to deal with a single 200 point deep striking menace than say 3 solodins.


It is about perspective, which is why I don't get your arguments. These arguments are all under the assumption that the opponent will do something stupid. With knowledge that a Paladin in waiting in DS no half-decent opponent will leave his Manticore unguarded. No half-decent opponent is going to put Melta Vets anywhere near Paladins.


If 155 points of melta vets sits back to guard a manticore on one flank and instead of melting face the solodin worked, redeploy elsewhere. I've had great results from marbo melta bombing vehicles after his demo charge hits or whiffs. A solodin is much less expensive than a decked out lone wolf. I'll be the 1st to admit it's not an easy user friendly unit, but it also goes against the current meta so opponents won't have much experience dealing with them.


Automatically Appended Next Post:
One last word on the solodin that i think is the elephant in the room. They are a deep striking cheap troops choice in a game where the objective v kp ratio went from 2-1 to 5-1. 6th ed is objective based, and there are no other gk troops solutions in the solodin's price range that offers a 2+ save for target saturation.


While I like the solodin, i've shifted to 3 henchmen with bolters in a Chimera. It has a surprising amount of durability and can potentially fire 3 bolters, a multilaser and a heavy bolter.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 12:15:23


Post by: felixcat


One last word on the solodin that i think is the elephant in the room. They are a deep striking cheap troops choice in a game where the objective v kp ratio went from 2-1 to 5-1. 6th ed is objective based, and there are no other gk troops solutions in the solodin's price range that offers a 2+ save for target saturation.


In the three games I used a Soladin in 6ed, he was only once in contention to score and only because my opponent was frankly not thinking the game through properly. Again, if it's working for you ... I know that it would not pose a threat to me. Now I was never high on paladins anyway in 6ed even when they had the 'los' shenanigans although because I own 15 of them I will use a small squad of five now and again. I still use Draigo, though and will continue to even though AP3 sword hurts a bit. He is a cc monster when joining an assault and is great backing up my MCs who can kill anything he cannot.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 13:39:52


Post by: DakotaBlue


Yesterday I killed 3 units in one turn of shooting with 3plasma cannon of the same unit.

Of course, they were 5 - 2 -1 power armour marines, but they were separated, and in cover, it was very lucky from my side, but makes me think that it can happens to someone else, and obliterate my solodins like that.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 15:36:39


Post by: valace2


If I were to Run Draigo an his Paladins I would do something like this.

Belial w/ TH/SS 130pts

5x Upgraded Deathwing w/ 4x TH/SS, Cyclone, and Apothecary 265pts
5x Deathwing w/ 4x TH/SS and Cyclone 235pts

Draigo 275pts

10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750

Dreadknight w/ Teleporter, Incinerator, an Greatsword 260pts

4 extremely hard scoring units, for a 1999 game I have around 85pts left over I dunno what I would do with them. I might even drop the Dreadknight add Coteaz to buff the Paladins and Draigo an add some weaklings.









6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 16:08:03


Post by: Goat


valace2 wrote:
If I were to Run Draigo an his Paladins I would do something like this.

Belial w/ TH/SS 130pts

5x Upgraded Deathwing w/ 4x TH/SS, Cyclone, and Apothecary 265pts
5x Deathwing w/ 4x TH/SS and Cyclone 235pts

Draigo 275pts

10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750

Dreadknight w/ Teleporter, Incinerator, an Greatsword 260pts

4 extremely hard scoring units, for a 1999 game I have around 85pts left over I dunno what I would do with them. I might even drop the Dreadknight add Coteaz to buff the Paladins and Draigo an add some weaklings.









I've become a huge fan of running warrior acolytes as just some goobers to camp a home objective and keep going to ground behind some cover if my Opponenet so chooses to waste shots on those goons. This leaves my infinitly more valuable fighting force free to pwn


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 16:17:41


Post by: valace2


 Goat wrote:
valace2 wrote:
If I were to Run Draigo an his Paladins I would do something like this.

Belial w/ TH/SS 130pts

5x Upgraded Deathwing w/ 4x TH/SS, Cyclone, and Apothecary 265pts
5x Deathwing w/ 4x TH/SS and Cyclone 235pts

Draigo 275pts

10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750

Dreadknight w/ Teleporter, Incinerator, an Greatsword 260pts

4 extremely hard scoring units, for a 1999 game I have around 85pts left over I dunno what I would do with them. I might even drop the Dreadknight add Coteaz to buff the Paladins and Draigo an add some weaklings.


I've become a huge fan of running warrior acolytes as just some goobers to camp a home objective and keep going to ground behind some cover if my Opponenet so chooses to waste shots on those goons. This leaves my infinitly more valuable fighting force free to pwn


I know that its leaving the spirit of the Draigowing to add allies an weaklings and the DK fits the theme, but if I drop the DK I can add Coteaz an something like 40 weaklings with 12 melta guns to boot. Leave some home to babysit and move the rest behind the terminators, though not to close. Any shots pulled away from the terminators is a win. Plus adding Coteaz to Draigo's squad basically gives you great anti air.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 17:48:08


Post by: daedalus-templarius


valace2 wrote:
If I were to Run Draigo an his Paladins I would do something like this.

Belial w/ TH/SS 130pts

5x Upgraded Deathwing w/ 4x TH/SS, Cyclone, and Apothecary 265pts
5x Deathwing w/ 4x TH/SS and Cyclone 235pts

Draigo 275pts

10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750

Dreadknight w/ Teleporter, Incinerator, an Greatsword 260pts

4 extremely hard scoring units, for a 1999 game I have around 85pts left over I dunno what I would do with them. I might even drop the Dreadknight add Coteaz to buff the Paladins and Draigo an add some weaklings.


This sounds fun; isn't there some online codex for DA somewhere?

Or is it just the original codex, but heavily FAQd?

Hard to fit into 1500pts, heh.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 18:14:22


Post by: felixcat


You could run
plasma cannon servitor w/4 acolytes and Coteaz - 140
plasma cannon servitor w/4 acolyte and xenos inq. w/ conversion beamer 110
2 techamerines w/ conversion beamers 220
skyshield 75

Pretty good rock hard fire base and around 550 points. Should do a bit of damage. And no allies needed. Then a few squads of GKSS and some DKs to finish your list. All at 1500 points.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 18:16:45


Post by: valace2


 daedalus-templarius wrote:
valace2 wrote:
If I were to Run Draigo an his Paladins I would do something like this.

Belial w/ TH/SS 130pts

5x Upgraded Deathwing w/ 4x TH/SS, Cyclone, and Apothecary 265pts
5x Deathwing w/ 4x TH/SS and Cyclone 235pts

Draigo 275pts

10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750

Dreadknight w/ Teleporter, Incinerator, an Greatsword 260pts

4 extremely hard scoring units, for a 1999 game I have around 85pts left over I dunno what I would do with them. I might even drop the Dreadknight add Coteaz to buff the Paladins and Draigo an add some weaklings.


This sounds fun; isn't there some online codex for DA somewhere?

Or is it just the original codex, but heavily FAQd?

Hard to fit into 1500pts, heh.


I would never consider running Draigo or Paladins at 1500pts, you just don't get enough bodies and armies like Guard can put a lot of long range fire on the table at 1500pts. . This is a 2k (1999 we don't use double FOC) list, I dislike playing anything under 1850 an prefer 2k.

The DA codex isn't bad but I am not gonna pick it up considering that there could be a new one out within a year an army builder gives me what I need for allies.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 18:54:59


Post by: daedalus-templarius


Well, local tourneys have been 1500, and I don't really enjoy strikes much.

I will admit, 2 DKs at 1500 points is a bit much.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 19:01:00


Post by: valace2


Ah I see now my bad.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 21:23:50


Post by: daedalus-templarius


Well I guess I might try:

Draigo
Coteaz
3 crusaders
5 Paladins, 2 Psycannons

Belial
5 Deathwing 3 Hammers, 1 LC, 1 Cyclone

Dreadknight Tele, Incinerator, Sword
Psyrifle Dread

If nothing else, it will be something fun and different. MOAR TERMINATOR TROOPS!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/12 22:32:30


Post by: DakotaBlue


My list for 1500 is:

Coteaz
Malleus w/ inferno rifle, mastery 1, power armour

Henchmen:
4x Bolter, 3x Plasma rifle, 2 jokaero, 3 servitors with plasma cannon

Henchmen:
4x Bolter, 3x Plasma rifle, 2 jokaero, 3 servitors with plasma cannon

Henchmen:
5x Bolter, 3x Plasma rifle, 4 crusaders, 1 basic chimera

10xGKSS, psi ammo, 2 psicannon

10xGKSS, psi ammo, 2 psicannon

Stormraven w/ melta, AC, hurricane, psi ammo

That's less than 1500, you've 20 or 30 spare points.


Untill now, I haven't lost with that list, the quantity of fire I shoot is obliterating, the GKSS by deepstrike are outstanding. No termi armours, yeah, but I don't need them at this point level.

You can change the plasma cannons of the servitors for HB, if you don't fight a lot of termi armours, and the ammount of fire will be better, and will have 60 more points to waste in whatever you want, another chimaera, for example.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/13 02:28:27


Post by: Godless-Mimicry


In a TAC environment a good opponent will be able to exploit the fact that they know exactly where your two characters are going, and the fact they will have very little at most to protect them. The Servitors are the only weak link I see above however (though the Crusaders are probably unnecessary also.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/13 20:16:22


Post by: Red Viper


I have some GK that I tried selling to my friends, but no one bought them. So naturally, I want to punish them for their poor judgement.

I mainly have the old models with the Halberds, so I was wondering what would be the best way to make a Crowe list work.

Would large units of 10 purifiers with 4 psycannons on foot work? Would it be worth combat squadding them, and maybe putting the assaulty half (halberds and a hammer) in a razorback, while having the 4 psycannon half sit in cover around midfield?

I have enough for about three full units of 10, with 4 psycannons each. The rest of my force is 2 psyriflemen dreads, 10 termies, 1 libarian, and 3 rhinos/razorbacks.

Any suggestions are welcome.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/13 23:09:07


Post by: Grey Templar


it works although i have found that its actually best to give Purifier squads 2 psycannons instead of 4. It gives you more melee punch. Not to mention 4 psycannons is often overkill.


I usually run 2-3 units of 10 Purifiers. Each with one hammer, 7 halberds, 2 psycannons, and psybolts. Sometimes they have Rhinos, sometimes they don't.

The unit costs 299 points and puts out 4-8 Psycannon shots and 16 Str5 bolter shots out. In melee they have Cleansing Flame, 14 I6 AP3 attacks, 4 I4 AP- attacks. and 2 Str8 AP2 I1 attacks. Its pretty good value for the points. Not to mention its scoring and can combat squad.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/13 23:59:34


Post by: sudojoe


with 4 psycannons, you can always combat squad them out and leave them in ruins as a serious fire platform though casualties are gonna be rough. The other 5 with their assault weapons will then forge ahead.

I just wish I had some better saves for the 4 psycannons. Fearless really hurts me as I really like to GtG with ATSKNF in my vanilla lists. 2+ cover save devesator teams have really started to change my lists


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 05:17:07


Post by: schadenfreude


The advantage of 4 is for ack ack. If there are a lot of fliers don't combat squad and cast prescience on the unit. Best part is they can move and continue to snap fire in heavy 4 mode against fliers. 16 shots with rerolls to hit is more likely than not to knock most fliers out of the sky.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 11:59:14


Post by: Goat


 sudojoe wrote:
with 4 psycannons, you can always combat squad them out and leave them in ruins as a serious fire platform though casualties are gonna be rough. The other 5 with their assault weapons will then forge ahead.

I just wish I had some better saves for the 4 psycannons. Fearless really hurts me as I really like to GtG with ATSKNF in my vanilla lists. 2+ cover save devesator teams have really started to change my lists


I'm not familiar, is there an interaction between GtG and ATSKNF?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 12:20:36


Post by: sudojoe


Hiding behind an Aegis gives your marines (i.e. devestators) a 2+ cover save

Fearless however, prevents you from doing this to save your purifiers. However, you can still GtG with purgation squads and strikes and get shots off at fliers like normal so it's something at least.


Edited due to poorly written information first time though.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 13:02:14


Post by: MadmanMSU


 sudojoe wrote:
when you rally with ATSKNF, you get your 3' rally move as well as your normal move and shoot as normal. You do not get the penalty for recovering from GtG which is snap fire only. Fearless unfortunately prevents you from GtG'ing.

Hiding behind an Aegis gives your marines (i.e. long fangs or other devestators) a 2+ cover save with essentially no backdraws on your turn as they auto rally as well.

You can do similarly with purgation squad but I find I still depend alot from Dreads for my long range fire power or they compete with DK's which I tend to like alot more now vs my vanilla list which is no longer using the land raider or pedator and has just a whirlwind for the barrage template (which if dies, I usually don't care but boy it can mess up some guys). The techmarine with the big guns (thunderfire) can also GtG similarly.


You need to explain this to me because I'm just not getting it.

1) It says in the BRB that GtG gives +1 to cover save....meaning marines would get a 3++, not 2++, behind an Aegis.

2) I can't find anywhere in the book that says you can recover from GtG automatically with ATSKNF. Nowhere does it say that you rally to recover from GtG. There's no leadership test or morale check...you just lose the ability to move and shoot normally, so how does ATSKNF protect you from that?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 13:32:08


Post by: sudojoe


MadmanMSU wrote:
 sudojoe wrote:
when you rally with ATSKNF, you get your 3' rally move as well as your normal move and shoot as normal. You do not get the penalty for recovering from GtG which is snap fire only. Fearless unfortunately prevents you from GtG'ing.

Hiding behind an Aegis gives your marines (i.e. long fangs or other devestators) a 2+ cover save with essentially no backdraws on your turn as they auto rally as well.

You can do similarly with purgation squad but I find I still depend alot from Dreads for my long range fire power or they compete with DK's which I tend to like alot more now vs my vanilla list which is no longer using the land raider or pedator and has just a whirlwind for the barrage template (which if dies, I usually don't care but boy it can mess up some guys). The techmarine with the big guns (thunderfire) can also GtG similarly.


You need to explain this to me because I'm just not getting it.

1) It says in the BRB that GtG gives +1 to cover save....meaning marines would get a 3++, not 2++, behind an Aegis.

2) I can't find anywhere in the book that says you can recover from GtG automatically with ATSKNF. Nowhere does it say that you rally to recover from GtG. There's no leadership test or morale check...you just lose the ability to move and shoot normally, so how does ATSKNF protect you from that?


P104, the defense lines and reference to barricades. You get 4+, then get +2 for GtG behind the defense line.

as to #2, I think I have gotten things mixed up in my head with combat tactics from vanilla marines. (above text have been edited), I chose to GtG, then chose to fail my moral test due to combat tactics (due to usually 25% casualties) which gets me back up normally by falling back, then rally automatically the next turn. I totally forgot not every marine has this >.<


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 13:40:02


Post by: Red Viper


Thanks for the tips guys, I'm glad to know that foot purifiers aren't terrible.

Part of the reason my friends didn't buy the army is because they didn't want to weapon swap all the halberds to swords (I have the bits).

They wouldn't pay me with their money, so now they will pay with their blood.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 14:06:41


Post by: MadmanMSU


 sudojoe wrote:
MadmanMSU wrote:
 sudojoe wrote:
when you rally with ATSKNF, you get your 3' rally move as well as your normal move and shoot as normal. You do not get the penalty for recovering from GtG which is snap fire only. Fearless unfortunately prevents you from GtG'ing.

Hiding behind an Aegis gives your marines (i.e. long fangs or other devestators) a 2+ cover save with essentially no backdraws on your turn as they auto rally as well.

You can do similarly with purgation squad but I find I still depend alot from Dreads for my long range fire power or they compete with DK's which I tend to like alot more now vs my vanilla list which is no longer using the land raider or pedator and has just a whirlwind for the barrage template (which if dies, I usually don't care but boy it can mess up some guys). The techmarine with the big guns (thunderfire) can also GtG similarly.


You need to explain this to me because I'm just not getting it.

1) It says in the BRB that GtG gives +1 to cover save....meaning marines would get a 3++, not 2++, behind an Aegis.

2) I can't find anywhere in the book that says you can recover from GtG automatically with ATSKNF. Nowhere does it say that you rally to recover from GtG. There's no leadership test or morale check...you just lose the ability to move and shoot normally, so how does ATSKNF protect you from that?


P104, the defense lines and reference to barricades. You get 4+, then get +2 for GtG behind the defense line.

as to #2, I think I have gotten things mixed up in my head with combat tactics from vanilla marines. (above text have been edited), I chose to GtG, then chose to fail my moral test due to combat tactics (due to usually 25% casualties) which gets me back up normally by falling back, then rally automatically the next turn. I totally forgot not every marine has this >.<


1) You're right, I forgot about that. Good point.

2) You might want to double check this. There is no morale check to either GtG or get back up from GtG...so I'm not sure you can auto-pass or auto-fail it, which means you can't regroup.


Automatically Appended Next Post:
I would add to #2 that if a unit had GtG, they still take morale checks normally....so if something made you take a morale check after you had GtG (like losing 25% of your guys to the shooting), then you could auto-fail it and regroup on your turn, but you can't Fallback from a GtG alone, there is no morale check to make.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 14:12:23


Post by: sudojoe


#2 really only works for vanilla marines and combat tactics. Even with good cover, I find myself rolling lots of 1's (go me!)
so I often still have to take a morale check.

As vanilla marines, I can chose to auto-fail them once I am forced to test which then makes me normal again per the bottom paragraphs of GtG. I'll fall back of course but then I get to rally automattically next turn and shoot normally which I wouldn't be able to do with being stuck GtG.

If you tend to roll high for morale anyway, this may still help you out.

Ya, I realized this too after it was pointed out and have since corrected my posts above.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/14 14:23:46


Post by: MadmanMSU


Yeah, I see now. I thought you knew of some crazy marine ATSKNF rule that I didn't. Got me really excited there for a minute!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/15 12:33:49


Post by: felixcat


So I decided to try a pure GK list at 1500 as allied lists at 1500 were fun but lacked the shooty punch I want. I was going to use a skyshield but in the end just went without and relied on cover and hoped for good jokaero rolls

My observations

1) We have some anti-flyer but it is not reliable
2) dreadknights have outperformed my dreasdnoughts
3) some plasma is nice
4) prescience is awesome in a Gk list

So I ran a few henchmen squads with what I had ... plasma, heavy bolters jokers and stormbolter acolytes. I ran Coteaz and an inquisitor with psyocculum. Then a few GKSS squads and two DKs.

I did DS one GKSS squad in a game and it worked well so I plan on doing it more. I started both DKs on the table. I might DS them in certain match ups to see if it helps but I doubt it. Going first is absolutely a bonus. Against daemons I would have lost without turn one warp quake to slow them down (my other match which was very close was against IG/SW). You want to get first blood and linebreaker ... DKs are good at that with a DS squad of GKSS.

Prescience helps shoot down fliers. No way I could without it unless the dice rolls defy the statistical norm. With two sources I can cast where needed.

DKs continue to impress. They cost an arm and a leg but they are so good on the table. You just have to be wary of getting tar pitted.

Henchmen are weak sauce. Great weapons no doubt. Cheap for what you get ( a plasma blast, 3 lascannon shots, 6 heavy bolter shots and sometimes 10 stormbolter shots with whatever bonuses Jokers provide). That is a lot of dakka. But they are fragile. You really have to try and get them cover and you might have to GtG at times. I am tempted to add crusaders but then the squad really does start to become overpriced and lose some over watch shots and extra dakka when shooting.

Psyocculum was useless in my first match (I played against daemons). But against the IG/SW it was fantastic. That henchmen squad wreaked havoc shooting with BS10. What can I say. I will definitely keep it.

The game against IG/SW was my best game although it was close. It was the Emperor mission. Not that favorable for me. He also used a very large blob of IG with power axes and flyers and rune priests. Nasty list but at 1500 he could not fiit in all the goodies and he had only one LF squad and one flyer. That worked to my advantage. Now my list is probably not optimized fully and the IG/SW one was not either. The Daemon list was a pretty standard Fateweaver/LoC/Screamer/Flamer list. His plaguebearers were nigh useless ... if they scatter at all they do nothing all game and cannot even reach an objective. I was not impressed with them. So overall it was a half decent test.

The Warlord traits did not help that much - I took strategic on Corteazboth games - and telekinis never got me what I wanted ( would have liked Gate or Objuration and never got either). What are others taking?




--edited for spelling/grammar twice, doh--


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/15 13:27:10


Post by: sudojoe


 felixcat wrote:
So I decided to try a pure GK list at 1500 as allied lists at 1500 were fun but lacked the shooty punch I want. I was going to use a skyshield but in the end just went without and relied on cover and hoped for good jokaero rolls

My observations

1) We have some anti-flyer but it is not reliable
2) dreadknights have outperformed my dreasdnoughts
3) some plasma is nice
4) prescience is awesome in a Gk list

So I ran a few henchmen squads with what I had ... plasma, heavy bolters jokers and stormbolter acolytes. I ran Coteaz and an inquisitor with psyocculum. Then a few GKSS squads and two DKs.

I did DS one GKSS squad in a game and it worked well so I plan on doing it more. I started both DKs on the table. I might DS them in certain match ups to see if it helps but I doubt it. Going first is absolutely a bonus. Against daemons I would have lost without turn one warp quake to slow them down (my other match which was very close was against IG/SW). You want to get first blood and linebreaker ... DKs are good at that with a DS squad of GKSS.

Prescience helps shoot down fliers. No way I could without it unless the dice rolls defy the statistical norm. With two sources I can cast where needed.

DKs continue to impress. They cost an arm and a leg but they are so good on the table. You just have to be wary of getting tar pitted.

Henchmen are weak sauce. Great weapons no doubt. Cheap for what you get ( a plasma blast, 3 lascannon shots, 6 heavy bolter shots and sometimes 10 stormbolter shots with whatever bonuses Jokers provide). That is a lot of dakka. But they are fragile. You really have to try and get them cover and you might have to GtG at times. I am tempted to add crusaders but then the squad really does start to become overpriced and lose some over watch shots and extra dakka when shooting.

Psyocculum was useless in my first match (I played against daemons). But against the IG/SW it was fantastic. That henchmen squad wreaked havoc shooting with BS10. What can I say. I will definitely keep it.

The game against IG/SW was my best game although it was close. It was the Emperor mission. Not that favorable for me. He also used a very large blob of IG with power axes and flyers and rune priests. Nasty list but at 1500 he could not fiit in all the goodies and he had only one LF squad and one flyer. That worked to my advantage. Now my list is probably not optimized fully and the IG/SW one was not either. The Daemon list was a pretty standard Fateweaver/LoC/Screamer/Flamer list. His plaguebearers were nigh useless ... if they scatter at all they do nothing all game and cannot even reach an objective. I was not impressed with them. So overall it was a half decent test.

The Warlord traits did not help that much - I took strategic on Corteazboth games - and telekinis never got me what I wanted ( would have liked Gate or Objuration and never got either). What are others taking?




--edited for spelling/grammar twice, doh--


I'm usually taking double divination and hoping for misfortune. In the event of getting rerollable saves, I like to use coteaz to tank for the other goons in the pile. I've also noticed that my DK's have been doing really well but so torn on replacing the dreadnaughts. The dreads do help with heavy aegis support but I'm finding that more people are focusing on buffs rather than attacks. I really do miss my 4 str 8 shots though for anti-tank though. Also from the math breakdowns, the TL AC's are unfortunately still one of our best bets at ground based anti-air. Storm ravens however are still our best bet for counter flier fire. AC + MM +/- hurricane bolters and psybolts based on my points allotments have been what I've been depending on. If I lack other anti-tank options, I may use MM + LC instead.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/16 15:32:11


Post by: jy2


Hey guys, check out my battle against Draigowing and my comments on them.

2K Double Feature! - 2 Ork Battles - vs Draigowing & vs Fateweaver Daemons!




6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/16 18:37:39


Post by: Godless-Mimicry


Will read it now. Going to be putting up my Ork report from the tournament later; had no internet the last 4 days.

 schadenfreude wrote:
The advantage of 4 is for ack ack. If there are a lot of fliers don't combat squad and cast prescience on the unit. Best part is they can move and continue to snap fire in heavy 4 mode against fliers. 16 shots with rerolls to hit is more likely than not to knock most fliers out of the sky.


They do 1.6HP to AV12 and 2.4HP to AV11. Any penetrating hits only have a 16% chance to destroy. So 'more likely than not' is not very accurate.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/16 19:49:23


Post by: daedalus-templarius


 jy2 wrote:
Hey guys, check out my battle against Draigowing and my comments on them.

2K Double Feature! - 2 Ork Battles - vs Draigowing & vs Fateweaver Daemons!




Nice batrep, definitely would have done a few things differently in a 2k list of my own.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/16 20:30:51


Post by: Godless-Mimicry


 daedalus-templarius wrote:
 jy2 wrote:
Hey guys, check out my battle against Draigowing and my comments on them.

2K Double Feature! - 2 Ork Battles - vs Draigowing & vs Fateweaver Daemons!




Nice batrep, definitely would have done a few things differently in a 2k list of my own.


More Paladins and less better stuff?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/16 22:39:39


Post by: daedalus-templarius


 Godless-Mimicry wrote:
 daedalus-templarius wrote:
 jy2 wrote:
Hey guys, check out my battle against Draigowing and my comments on them.

2K Double Feature! - 2 Ork Battles - vs Draigowing & vs Fateweaver Daemons!




Nice batrep, definitely would have done a few things differently in a 2k list of my own.


More Paladins and less better stuff?


More Psyrifle Dread, more Dreadknight, probably less paladins. Maybe not the same amount of strikes, I haven't had a lot of luck with them myself. Coteaz instead of Lib probably.

I see what you're implying, sir!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 02:28:46


Post by: sudojoe


I'm thinking a storm raven would have worked wonders in that match up. I almost always take one now a days just for anti-other fliers use. I hardly ever use it as bus anymore so it's mostly just an expensive but fairly durable gunboat. Could have taken out that dakkajet and then possibly shot and killed some lootas with bolter / AC cannon fire.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 02:42:44


Post by: whoadirty


I am curious: are people using Interceptor squads with any luck? If so, are they large or small squads? With Paladin heavy lists lacking mobility, I was curious if they help.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 03:05:01


Post by: sudojoe


I generally like my interceptors and have had some good games with them but it's been somewhat hit and miss.

Some games I shunt into the back of a gun line to rear armor some tanks and then wiff every single hit. The parked tanks move and then the squad evaporates.

Some games they blow up valuable targets and help with last turn contest. Won me a game by blowing up an eldar tank from the rear then pinning the farseer squad inside then subsequently wiped them in a 2nd round of shooting. Another time they 12' moved across the map escorting my scoring unit to the enemy HQ while my own HQ was overrun. They then shunt back 36' for a last turn contest to win the game since I controlled the enemy HQ objective.

As they are not a vehicle, they can certainly contest easily. I've generally been kind of short on points lately due to trying to fit in a storm raven to always take them though.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 13:29:33


Post by: Goat


For Purifier spam, on turn 1 do you move 12" per rhino and snap shoot heavy4 x2 psycannons or move 6" full BS 4 shots? Math hammer me plox.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 13:51:24


Post by: sudojoe


 Goat wrote:
For Purifier spam, on turn 1 do you move 12" per rhino and snap shoot heavy4 x2 psycannons or move 6" full BS 4 shots? Math hammer me plox.


Kind of completely depends on what you are shooting at and what the board looks like. With the way assault rules now, if you are moving 12' you can't disembark so you cannot assault till turn 3 at the earliest as you must dismount by turn 2.

If you don't care if you get charged then maybe just go run in.

If you are talking number of hits, that's pretty easy to answer as 4 shots at BS 4 (2.64 hits) is still going to be more hits than 8 hits at BS1 (1.336).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 14:07:04


Post by: Goat


 sudojoe wrote:
 Goat wrote:
For Purifier spam, on turn 1 do you move 12" per rhino and snap shoot heavy4 x2 psycannons or move 6" full BS 4 shots? Math hammer me plox.


Kind of completely depends on what you are shooting at and what the board looks like. With the way assault rules now, if you are moving 12' you can't disembark so you cannot assault till turn 3 at the earliest as you must dismount by turn 2.

If you don't care if you get charged then maybe just go run in.

If you are talking number of hits, that's pretty easy to answer as 4 shots at BS 4 (2.64 hits) is still going to be more hits than 8 hits at BS1 (1.336).


Thank you. I was playing agianst IG and as they do, hide in a corner, I was wondering if I was helping or hurting myself trying to get to the corner ASAP and the shots I had to sacrifice getting there.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/17 23:50:08


Post by: daedalus-templarius


Oh hey, Draigo pictures for this page!

“And so his sword was reforged with the molten remains of Kar’Voth’s great daemonic axe, purged of daemonic taint… or was it?”


http://galefire.com/2012/09/trials-of-draigo-the-reforged-titansword/


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 03:56:31


Post by: felixcat



Has anyone been using purgation squads lately. I am thinking of adding this to my list ...

Librarian, TDA, Nemesis Force Sword, 2*Divination 150
8 Purgation Squad, 4 Psycannons 240

I figure with prescience this squad handles AA, AT and Hordes reasonably well. Well AA is always a problem but two or three hull points can be removed each turn at least. Prescience certainly boosts the squad. I went with eight for a few ablative wounds and the odd 'look out sir'. The downside is that they replace Dreads which function well as AA but with night fighting now they look good. I now cover saves have been reduced to 5+ but if I have 'LoS' I won't use astral aim if I feel safe enough. I'm more concerned with hiding my guys from damage. I generally use two DKs with Heavy Incinerators in my lists anyway. Is this a bad idea?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 04:27:18


Post by: schadenfreude


 felixcat wrote:

Has anyone been using purgation squads lately. I am thinking of adding this to my list ...

Librarian, TDA, Nemesis Force Sword, 2*Divination 150
8 Purgation Squad, 4 Psycannons 240

I figure with prescience this squad handles AA, AT and Hordes reasonably well. Well AA is always a problem but two or three hull points can be removed each turn at least. Prescience certainly boosts the squad. I went with eight for a few ablative wounds and the odd 'look out sir'. The downside is that they replace Dreads which function well as AA but with night fighting now they look good. I now cover saves have been reduced to 5+ but if I have 'LoS' I won't use astral aim if I feel safe enough. I'm more concerned with hiding my guys from damage. I generally use two DKs with Heavy Incinerators in my lists anyway. Is this a bad idea?


Purifiers can fill that exact roll for 8 points less. The strengths of purgation are access to free heavy incinerators and teleport homers. They should go great with cheap bare bones deep striking ndk.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 08:21:28


Post by: sudojoe


 daedalus-templarius wrote:
Oh hey, Draigo pictures for this page!

“And so his sword was reforged with the molten remains of Kar’Voth’s great daemonic axe, purged of daemonic taint… or was it?”


http://galefire.com/2012/09/trials-of-draigo-the-reforged-titansword/



ooo very nice. That sword reminds me of something out of world of warcraft. Draigo looks pretty mean there.

btw, do you plan on doing anything with crowe and the purifiers or coteaz? I'm still a big purifier fan but developing a soft spot for henchmen lists since 6th.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 12:28:31


Post by: felixcat


Purifiers can fill that exact roll for 8 points less.

Not if you want four psycannons. They come to forty points more.

The strengths of purgation are access to free heavy incinerators and teleport homers.

One of their uses. My DK have teleportation packs anyway. They do not need a teleport homer. My GKSS could use one though when I DS a squad. I have anti-infantry as my list stands. I could drop one psycannon for an incinerator for sure but I lose four prescience psycannon shots. Not sure that is a good tradeoff. Psycabnons have good use in 6ed - Ive pummeled meq and hurt teq with them. Even 24" range is better than incinerator range. If I'm sitting on an objective I also like psycannons.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 12:57:58


Post by: whoadirty


 felixcat wrote:

Has anyone been using purgation squads lately. I am thinking of adding this to my list ...

Librarian, TDA, Nemesis Force Sword, 2*Divination 150
8 Purgation Squad, 4 Psycannons 240

I figure with prescience this squad handles AA, AT and Hordes reasonably well. Well AA is always a problem but two or three hull points can be removed each turn at least. Prescience certainly boosts the squad. I went with eight for a few ablative wounds and the odd 'look out sir'. The downside is that they replace Dreads which function well as AA but with night fighting now they look good. I now cover saves have been reduced to 5+ but if I have 'LoS' I won't use astral aim if I feel safe enough. I'm more concerned with hiding my guys from damage. I generally use two DKs with Heavy Incinerators in my lists anyway. Is this a bad idea?


Are you using the Librarian out front to absorb fire? If not, using Coteaz is probably a better use of the points to get Prescience.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 12:59:11


Post by: Stoffer


I'd never use a T3 model to absorb fire. In fact, if I saw someone put Coteaz in the front of a unit, that would be the first thing I shot at.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 13:07:36


Post by: felixcat


Coteaz goes with my henchmen squad to keep my servitors firing. I like the Libbie. Apart from his psychic boost he can always detach and join the strikes or even go off on his own to finish off a squad.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 14:40:44


Post by: daedalus-templarius


 sudojoe wrote:


ooo very nice. That sword reminds me of something out of world of warcraft. Draigo looks pretty mean there.

btw, do you plan on doing anything with crowe and the purifiers or coteaz? I'm still a big purifier fan but developing a soft spot for henchmen lists since 6th.


Thanks

That might be something to do after I finish this series with Draigo, still have like 3 pieces to go. Next is Nurgle's garden burnination.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 14:44:21


Post by: Grey Templar


 felixcat wrote:
Purifiers can fill that exact roll for 8 points less.

Not if you want four psycannons. They come to forty points more.


10 Purifiers with 4 psycannons. 280 pts

10 Purgators with 4 psycannons. 280 pts

But the Purifiers have cleansing flame, fearless, and 2 attacks each. And for 15 more points the squad will have 5 halberds and a Daemonhammer to increase their killing power.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 15:15:53


Post by: Godless-Mimicry


 Stoffer wrote:
I'd never use a T3 model to absorb fire. In fact, if I saw someone put Coteaz in the front of a unit, that would be the first thing I shot at.


His T3 only comes into play for instant death purposes, as your use the majority toughness when rolling to wound, so either he is taking a 2+ AS against anything S5 or less, or he takes a 2+ LOS against anything S6 or more; either way it is more tactically beneficial to have him out front.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 15:51:05


Post by: felixcat


10 Purifiers with 4 psycannons. 280 pts

10 Purgators with 4 psycannons. 280 pts


I was not comparing ten to ten. It is a shooty squad out of LoS so I use seven or eight maximum in purgation squads. I'm looking for dakka not cc but I do see your point.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 16:24:28


Post by: Stoffer


 Godless-Mimicry wrote:
 Stoffer wrote:
I'd never use a T3 model to absorb fire. In fact, if I saw someone put Coteaz in the front of a unit, that would be the first thing I shot at.


His T3 only comes into play for instant death purposes, as your use the majority toughness when rolling to wound, so either he is taking a 2+ AS against anything S5 or less, or he takes a 2+ LOS against anything S6 or more; either way it is more tactically beneficial to have him out front.


No, having him infront is an awful tactical choice. Coteaz is a great utility character but an awful tank. If you have him infront you're playing him terribly and don't necessarily understand his value; you're basically playing him like he was Draigo.

If you fail a LOS against something fairly frequent like autocannons, plasma etc, you're throwing one of your most valuable pieces away. If you're just doing LOS on wounds anyway, why not have him in the back for the same effect? The most beneficial way to play Coteaz is to use his utility (making as much reroll hits every turn) and then hit with the hammer from the back. He's not a frontline model.





6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 17:27:16


Post by: Godless-Mimicry


 Stoffer wrote:
 Godless-Mimicry wrote:
 Stoffer wrote:
I'd never use a T3 model to absorb fire. In fact, if I saw someone put Coteaz in the front of a unit, that would be the first thing I shot at.


His T3 only comes into play for instant death purposes, as your use the majority toughness when rolling to wound, so either he is taking a 2+ AS against anything S5 or less, or he takes a 2+ LOS against anything S6 or more; either way it is more tactically beneficial to have him out front.


No, having him infront is an awful tactical choice. Coteaz is a great utility character but an awful tank. If you have him infront you're playing him terribly and don't necessarily understand his value; you're basically playing him like he was Draigo.

If you fail a LOS against something fairly frequent like autocannons, plasma etc, you're throwing one of your most valuable pieces away. If you're just doing LOS on wounds anyway, why not have him in the back for the same effect? The most beneficial way to play Coteaz is to use his utility (making as much reroll hits every turn) and then hit with the hammer from the back. He's not a frontline model.



Guess I'm just playing him terribly and don't understand his value then; maybe I'm just an awful player...and yet I've only ever lost him twice, and so far have placed high in a tourney with only 4 out of 5 games while playing him that way. Pretty good for someone who plays him terribly and doesn't understand his value...

As for the question that should have an obvious answer; if you are just doing LOS anyway, why not have him at the back? The answer is obvious, and is also in my last post; to tank any shots of S5 or less. You can say what you want about it, but statistically the unit lasts longer playing him this way, so claiming otherwise on a basis that people that disagree with you are just playing him terribly is fallacy at best.

G'day.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 18:31:49


Post by: whoadirty


 Stoffer wrote:
I'd never use a T3 model to absorb fire. In fact, if I saw someone put Coteaz in the front of a unit, that would be the first thing I shot at.


I was strictly referring to his use as a Prescience buff being cheaper than that of a regular Librarian. I personally wouldn't use him to tank.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 19:20:07


Post by: Stoffer


whoadirty wrote:
 Stoffer wrote:
I'd never use a T3 model to absorb fire. In fact, if I saw someone put Coteaz in the front of a unit, that would be the first thing I shot at.


I was strictly referring to his use as a Prescience buff being cheaper than that of a regular Librarian. I personally wouldn't use him to tank.


Yep, that's basically what he does best.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 21:41:57


Post by: Red Comet


The only thing that blows about putting Coteaz in the front is that you are forced to Look Out Sir! the wounds away before actually rolling for your armor save.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 22:03:40


Post by: Godless-Mimicry


 Red Comet wrote:
The only thing that blows about putting Coteaz in the front is that you are forced to Look Out Sir! the wounds away before actually rolling for your armor save.


You always have to do that now since the FAQ; all units with characters use the mixed saves rule, and note that's characters, not just independent characters, so it goes for sergeants too and the like. Makes sense from a fluff point of view, but slows the game down unnecessarily I think.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 22:10:48


Post by: Red Comet


 Godless-Mimicry wrote:
 Red Comet wrote:
The only thing that blows about putting Coteaz in the front is that you are forced to Look Out Sir! the wounds away before actually rolling for your armor save.


You always have to do that now since the FAQ; all units with characters use the mixed saves rule, and note that's characters, not just independent characters, so it goes for sergeants too and the like. Makes sense from a fluff point of view, but slows the game down unnecessarily I think.


I agree. It slows down the game too much. Look Out Sir! was fine as is when doing batch rolls. I don't see why the game needs to be slowed down now...It was easier to just roll all of your 3+ saves then Look Out Sir! away what you failed...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 23:34:54


Post by: tuiman


So just come back from my first tournament, was a doubles so was more for fun than competitive but learn heaps of stuff about my army all the same

I took coteaz and spammed 3 man warrior acolytes with psybacks, one squad of purifiers, 2 psyrifleman and dreadknight.

Will first say that I really dont know what to put in the heavy slot anymore, my two dreads were awsome every game, taking out things like necron barges, dark eldar ravagers, all the killy stuff first turn however I loved using my dreadknight to. He only survived one game, but soaked up a huge amount of firepower, and with jump pack and heavy incinerator made a high number of kills to, I would love to take a second one but then that would mean switching a dread to elites. Hmm, not sure yet.

Taking henchman gave me lots of good firepower in the form of 4 psybacks, however squishy henchman are not good for holding objectives, will increase squad size a lot or maybe add a unit or two of terminators for some more solid scoring units.

Purifiers were awesome, with prescience just sit in a rhino and shoot psycannon death everywhere, I wish I took two squads of them.

With that in mind I was thinking of taking crowe with coteaz, that way can have scoring purifiers and free up the elite slot for techmarine, ven dread etc.

Problem with that is that I would love to take a libby for more psychic powers (divination is just heavenly) and not to keen on the old crowe tax. Thoughts?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/18 23:57:48


Post by: Godless-Mimicry


Finally got the Ork report up here; it's good to have internet again.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/19 09:31:32


Post by: sudojoe


 Godless-Mimicry wrote:
Finally got the Ork report up here; it's good to have internet again.


ouch, I thought that the paladins would have been better in CC. Just how many boys were in that combat? And think apothecary would have helped with FnP?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/19 10:22:05


Post by: Godless-Mimicry


 sudojoe wrote:
 Godless-Mimicry wrote:
Finally got the Ork report up here; it's good to have internet again.


ouch, I thought that the paladins would have been better in CC. Just how many boys were in that combat? And think apothecary would have helped with FnP?


There were 58 Boyz, 2 Nobz, a Big Mek, and a Warboss. It was the second round that really did it, when all the extra Boyz got to pile around for more attacks. Once the Claws got in it was all over. I mean in that second round there was 6 Claw attacks from Nobz, 3 I think from the Big Mek, and 4 or 5 from the Warboss, and they couldn't all be on Draigo. For this reason an Apothecary wouldn't have mattered as it was Instant Death wounds that killed them.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/19 14:50:25


Post by: daedalus-templarius


 Godless-Mimicry wrote:
Finally got the Ork report up here; it's good to have internet again.


So many Boyz

reading report now


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/20 13:37:45


Post by: sudojoe


tuiman wrote:
So just come back from my first tournament, was a doubles so was more for fun than competitive but learn heaps of stuff about my army all the same

I took coteaz and spammed 3 man warrior acolytes with psybacks, one squad of purifiers, 2 psyrifleman and dreadknight.

Will first say that I really dont know what to put in the heavy slot anymore, my two dreads were awsome every game, taking out things like necron barges, dark eldar ravagers, all the killy stuff first turn however I loved using my dreadknight to. He only survived one game, but soaked up a huge amount of firepower, and with jump pack and heavy incinerator made a high number of kills to, I would love to take a second one but then that would mean switching a dread to elites. Hmm, not sure yet.

Taking henchman gave me lots of good firepower in the form of 4 psybacks, however squishy henchman are not good for holding objectives, will increase squad size a lot or maybe add a unit or two of terminators for some more solid scoring units.

Purifiers were awesome, with prescience just sit in a rhino and shoot psycannon death everywhere, I wish I took two squads of them.

With that in mind I was thinking of taking crowe with coteaz, that way can have scoring purifiers and free up the elite slot for techmarine, ven dread etc.

Problem with that is that I would love to take a libby for more psychic powers (divination is just heavenly) and not to keen on the old crowe tax. Thoughts?


It's kind of funny but I sorta arrived at this from the other side. I started with a crowe purifier list and then ended up adding coteaz for the buffs and dropping the interceptors. Then I started to replace some of the CC equipment and getting rhinos some henchemen for shooting and put in a storm raven just because I really have problems with fliers, especially the necron ones. I quite like the list and with coteaz being actually somewhat survivable in a big enough squad, I tend to use crowe like I used to, i.e. as tarpit/chrage in unit. I've lost quite a few games with the purifiers just cause crowe gave up warlord a bit too easily for my liking. Of course I play at 1500 and units are very very tight. I'd love to get some dreadknight in there too but so far the AC dreads are hard to replace for this mostly gunline army.

As to the liby, I don't miss hood at all. What I found most useful with the liby when I do use him now, is of course for buffs, but actually to try and be a tank with a staff and brain mines. I can try a build with liby + coteaz + henchmen and maybe just a squad or so of strike squads to see how it does. I do unfortunately have a good nid and choppy BA and choppy DE / Eldar in the local meta so I never completely ignore CC.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/20 14:44:58


Post by: daedalus-templarius


So turns out you shouldn't jump your Dreadknight dangerously close to Harlequins with fusion pistols on the first turn; then not shoot them because you don't even realize they have fusion pistols, and are capable of getting into range.



Also Draigo let me down with saves against Fire Prisms; but Crusaders are great!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/20 22:08:10


Post by: sudojoe


I'm still finding crusaders too expensive at 1500 to be worth it but maybe it's just me. I really like to MSU the heck out of my units still.

Latest experiment has been to replace most of my list and go with a GK + Tau build just to see what would happen. SR brings much needed anti-air by the Tau, and coteaz + strike squad brings much needed anti-outflank and deep strike protection for the gunline. So far my builds have tried just pure guns with very little counter attacking. I figure on using sacrifical squads to keep shooting. Hope it works out.

I think it'd be kind of weak vs pure horde lists or if I don't get to go first vs like flying daemons/deep striking in my backfield early but we shall see. Not much anti-psyker support nor points for markerlights unfortunately :/ (might just have to go back to eldrad but I so do love the storm raven, maybe I'll replace a dread with a DK..., DK + broadsides + hammerhead? I'm hopeful the rail gun submunitions and the heavy incinerator will be enough for hordes but we shall see.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/21 09:28:41


Post by: tuiman


 sudojoe wrote:
tuiman wrote:
So just come back from my first tournament, was a doubles so was more for fun than competitive but learn heaps of stuff about my army all the same

I took coteaz and spammed 3 man warrior acolytes with psybacks, one squad of purifiers, 2 psyrifleman and dreadknight.

Will first say that I really dont know what to put in the heavy slot anymore, my two dreads were awsome every game, taking out things like necron barges, dark eldar ravagers, all the killy stuff first turn however I loved using my dreadknight to. He only survived one game, but soaked up a huge amount of firepower, and with jump pack and heavy incinerator made a high number of kills to, I would love to take a second one but then that would mean switching a dread to elites. Hmm, not sure yet.

Taking henchman gave me lots of good firepower in the form of 4 psybacks, however squishy henchman are not good for holding objectives, will increase squad size a lot or maybe add a unit or two of terminators for some more solid scoring units.

Purifiers were awesome, with prescience just sit in a rhino and shoot psycannon death everywhere, I wish I took two squads of them.

With that in mind I was thinking of taking crowe with coteaz, that way can have scoring purifiers and free up the elite slot for techmarine, ven dread etc.



Problem with that is that I would love to take a libby for more psychic powers (divination is just heavenly) and not to keen on the old crowe tax. Thoughts?


It's kind of funny but I sorta arrived at this from the other side. I started with a crowe purifier list and then ended up adding coteaz for the buffs and dropping the interceptors. Then I started to replace some of the CC equipment and getting rhinos some henchemen for shooting and put in a storm raven just because I really have problems with fliers, especially the necron ones. I quite like the list and with coteaz being actually somewhat survivable in a big enough squad, I tend to use crowe like I used to, i.e. as tarpit/chrage in unit. I've lost quite a few games with the purifiers just cause crowe gave up warlord a bit too easily for my liking. Of course I play at 1500 and units are very very tight. I'd love to get some dreadknight in there too but so far the AC dreads are hard to replace for this mostly gunline army.

As to the liby, I don't miss hood at all. What I found most useful with the liby when I do use him now, is of course for buffs, but actually to try and be a tank with a staff and brain mines. I can try a build with liby + coteaz + henchmen and maybe just a squad or so of strike squads to see how it does. I do unfortunately have a good nid and choppy BA and choppy DE / Eldar in the local meta so I never completely ignore CC.


Ive decided to go down the crowe/coteaz route, as once again today, coteaz buffing pufifiers was so good the entire game, will also think of a defence line and combing my henchman into a bigger squad with plasma to sit behind for cover. I guess crowe can man the quad gun


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/21 10:22:46


Post by: Coyote81


I've got a dilemma with a 2k list I've been working on. It's coteaz with IG allies. and between the two armies I can't decide if bringing 2 GK psyflmen is better then saving the points and bringing 10 autocannons and having the poitns to upgrade my platoons to have plasma guns as well. The biggest loss is the S8 shots, I can TL my autcannons well enough, and having 10 vice 4 is a huge difference in pure amount of shots, and the unit weilding them are troops instead of heavies. And after seeing the recently release missions list for FOB, i think i'm going to need lot of troops.
I know it's hard to decide without a list to work with, so here's what I got, short and simple.

HQ

-Coteaz
-IG Command Squad Astropath, 2x grenade launchers 1x autcannon.

Troops
-3x Acolyte w/ plasmaguns in psyback w/SL
-3x Acolyte w/ plasmaguns in psyback w/SL
-3x Acolyte w/ meltaguns in psyback w/SL
-10x GKSS 2x Psycannon Srg w/ hammer psyboltammo in psyback w/SL
-IG Platoon: Platoon cmd 3x metlaguns 1x flamer
-platoon plasmagun autocannon commissar krak grenades
-platoon plasmagun autocannon krak grenades
-platoon plasmagun autocannon krak grenades
-Hvy Wep Sqd 3x Autcannons
-Hvy Wep Sqd 3x Autcannons

Fast
-GK Stromraven TL MM, TL LC, SL
-IG Vendetta w/ 2x Heavy Bolters

Heavy
-IG Manticore w/ bolter

Forts
-Aegis Defense Line with Quadgun.

~2kpts

So do i keep the 2x Hvy Wep Sqds and the autocannons in the platoons, or do I grab myself Psyflemen. I ask myself, what I'm going to do against necro AV 13 spam, and I wonder how many I can glance do death. Not so worried about landraiders, I can handle that, but 6ish AV 13 vehicles in nightifhgting might be an issue.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/21 11:14:50


Post by: Godless-Mimicry


I think 10 Autocannons and a bunch of Plasma Guns sounds like a better all-round option.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/21 14:33:00


Post by: Coyote81


I also had one other concern, I recently cut my DCA/Crusader+techmarine squad for a unit of GKSS w/psyback. Do you think it was smart to get rid of my only close-combat unit? I realized that not being able to assault on turn two when coming in from a stormraven, makes them fairly bad at counter assaulting.

I feel that close-combat has taken a big backseat to shooting in this edition, especially my old tried and true DCA/Crusader unit. Although I'm sure if I just position them differently, they can survive the overwatch and still destroy almost anything they run into with they're power weapon options.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/21 21:56:44


Post by: tuiman


Very close to my list, bit could not decide between the manticore or something like a russ demolisher or executioner, mainly cause gk have plenty of Ap4 in psycannons, autocannons etc, and I really feel the need for something that by passes marine armour but I guess YMMV


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/21 22:54:21


Post by: whoadirty


Coyote81 wrote:
I've got a dilemma with a 2k list I've been working on. It's coteaz with IG allies. and between the two armies I can't decide if bringing 2 GK psyflmen is better then saving the points and bringing 10 autocannons and having the poitns to upgrade my platoons to have plasma guns as well. The biggest loss is the S8 shots, I can TL my autcannons well enough, and having 10 vice 4 is a huge difference in pure amount of shots, and the unit weilding them are troops instead of heavies. And after seeing the recently release missions list for FOB, i think i'm going to need lot of troops.
I know it's hard to decide without a list to work with, so here's what I got, short and simple.

HQ

-Coteaz
-IG Command Squad Astropath, 2x grenade launchers 1x autcannon.

Troops
-3x Acolyte w/ plasmaguns in psyback w/SL
-3x Acolyte w/ plasmaguns in psyback w/SL
-3x Acolyte w/ meltaguns in psyback w/SL
-10x GKSS 2x Psycannon Srg w/ hammer psyboltammo in psyback w/SL
-IG Platoon: Platoon cmd 3x metlaguns 1x flamer
-platoon plasmagun autocannon commissar krak grenades
-platoon plasmagun autocannon krak grenades
-platoon plasmagun autocannon krak grenades
-Hvy Wep Sqd 3x Autcannons
-Hvy Wep Sqd 3x Autcannons

Fast
-GK Stromraven TL MM, TL LC, SL
-IG Vendetta w/ 2x Heavy Bolters

Heavy
-IG Manticore w/ bolter

Forts
-Aegis Defense Line with Quadgun.

~2kpts

So do i keep the 2x Hvy Wep Sqds and the autocannons in the platoons, or do I grab myself Psyflemen. I ask myself, what I'm going to do against necro AV 13 spam, and I wonder how many I can glance do death. Not so worried about landraiders, I can handle that, but 6ish AV 13 vehicles in nightifhgting might be an issue.


You have tons of shots and two flyers to deal with your opponent's flyers, do you really need the Quad Gun?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 01:47:48


Post by: Godless-Mimicry


Not seeing the reason for the 3 man Henchment squads either. They can't hold objectives, and need to pray their ride gets them to the place in the game where they do the utmost damage (which is only 2.5 Marines on average).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 02:01:59


Post by: tuiman


 Godless-Mimicry wrote:
Not seeing the reason for the 3 man Henchment squads either. They can't hold objectives, and need to pray their ride gets them to the place in the game where they do the utmost damage (which is only 2.5 Marines on average).


Agree with this, 3 man henchman squads are horrible, either make them bigger or make sure you have something more solid like terminators to hold.

Another trick I never realized until now, for purifiers, I use to put hammer on justicar and run two halberd two psycannon. Now I put the halberd on the justicar and run a hammer on a normal purifier. This way I can issue challenges and kill of all the nasty powerfists power klaw nobs, sergeants etc, before they can swing back, also leaves the hammer to attack the regular guys. Just a subtle thing that's been working wonders for me.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 02:34:27


Post by: schadenfreude


tuiman wrote:
 Godless-Mimicry wrote:
Not seeing the reason for the 3 man Henchment squads either. They can't hold objectives, and need to pray their ride gets them to the place in the game where they do the utmost damage (which is only 2.5 Marines on average).


Agree with this, 3 man henchman squads are horrible, either make them bigger or make sure you have something more solid like terminators to hold.

Another trick I never realized until now, for purifiers, I use to put hammer on justicar and run two halberd two psycannon. Now I put the halberd on the justicar and run a hammer on a normal purifier. This way I can issue challenges and kill of all the nasty powerfists power klaw nobs, sergeants etc, before they can swing back, also leaves the hammer to attack the regular guys. Just a subtle thing that's been working wonders for me.


The intent is as a disembarking suicide unit, at least that's my best guess given that they are no fire point razorbacks.

If they were in a chimera the gun would be downgraded from an average of 2.5 hits per turn at ap4 to av average of 1.5 hits per turn at ap-, gain a hb or hf, and gain 5 fire points, enough for say 2 storm bolters and 3 plasma guns. Psybacks for henchmen are dead, they just haven't gone away yet because they were real popular in 5th when they could score from inside the transport.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 02:40:32


Post by: Ferrum_Sanguinis


I must say with the new DK buff/cheese, the damn baby carrier really earns his points now. In my last 2k game against elder, one DK with a sword and flamer managed to single handily wipe out a wraitlord, a unit of dire avengers, a unit of guardians, a unit or rangers, and a unit of fire dragons before finally being brought down. To be fair, it was mostly my opponent's fault for bunching up his troops so close...


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 05:59:32


Post by: schadenfreude


Ferrum_Sanguinis wrote:
I must say with the new DK buff/cheese, the damn baby carrier really earns his points now. In my last 2k game against elder, one DK with a sword and flamer managed to single handily wipe out a wraitlord, a unit of dire avengers, a unit of guardians, a unit or rangers, and a unit of fire dragons before finally being brought down. To be fair, it was mostly my opponent's fault for bunching up his troops so close...


I don't think they need a teleporter and find the prospect of 3 deepstriking dks without jump packs more intimidating than 2 dks with jump packs. Riflemen are nice, but the roll of long ranged dakka can be easily filled by allies.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 06:33:40


Post by: Coyote81


tuiman wrote:
 Godless-Mimicry wrote:
Not seeing the reason for the 3 man Henchment squads either. They can't hold objectives, and need to pray their ride gets them to the place in the game where they do the utmost damage (which is only 2.5 Marines on average).


Agree with this, 3 man henchman squads are horrible, either make them bigger or make sure you have something more solid like terminators to hold.

Another trick I never realized until now, for purifiers, I use to put hammer on justicar and run two halberd two psycannon. Now I put the halberd on the justicar and run a hammer on a normal purifier. This way I can issue challenges and kill of all the nasty powerfists power klaw nobs, sergeants etc, before they can swing back, also leaves the hammer to attack the regular guys. Just a subtle thing that's been working wonders for me.


I could very easily make them into 6 man squads with bolter acolytes by dropping the quadgun like the above poster mentioned. Or do you think that wouldn't be any better. Is the psyback henchmen squad really dead? Are the only way to run them now is in chimeras or on foot? Is it more viable to leave the psyback at home and use the points to outfit my plasma squads with stormbolter acolytes and my metla squad with bolter acolytes? Without my psybacks, I no longer have mobile cover fot my units either. So in the end, what people are telling me is I should take either chimeras, and bigger squads, or take bigger squads on foot and leave the chimeras at home. I currently have some 12 storm botler acolytes and 12 bolter acolytes I'm not using, I could use them to fill in. If I take a monkeysmith in each squad (I don't know if I have the poitns for that, or if it's worth it) then i could make the units actually threat worth with a decent roll. So if I drop those psybacks, I'll drop the one from the GKSS too. Quick math in my head says -4x psybacks -quadgun (keepign the defense line) +12 bolter acolytes +12 storm bolter acolytes +3 jokero = 26pts to work with. I could upgrade the CCS to camocloaks or meltas.

PS: Even in 5th ed, you never put your hammer on the Knight of Flame in the purifier unit, he's the first to die to perils and gains no advantage over anyone else by having it. but yes Halberd on him one hammer halberd and to cannons was my standard build. Double it for 10man(sometimes I left the 2nd hammer at home).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 11:43:45


Post by: Godless-Mimicry


 schadenfreude wrote:
Ferrum_Sanguinis wrote:
I must say with the new DK buff/cheese, the damn baby carrier really earns his points now. In my last 2k game against elder, one DK with a sword and flamer managed to single handily wipe out a wraitlord, a unit of dire avengers, a unit of guardians, a unit or rangers, and a unit of fire dragons before finally being brought down. To be fair, it was mostly my opponent's fault for bunching up his troops so close...


I don't think they need a teleporter and find the prospect of 3 deepstriking dks without jump packs more intimidating than 2 dks with jump packs. Riflemen are nice, but the roll of long ranged dakka can be easily filled by allies.


Yes to no Teleporter, no to Deep Striking. Deep Striknig is unpredictable, random, and extremely dangerous. Better to deploy and walk. Works for me every time, and means the DK starts drawing enemy fire right from turn 1 so the rest of your army stays unmolested. Hell sometimes he can even flame stuff on turn 1 if you go second and the enemy has to move forward; see the CSM/IG game of my latest tournament report.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/22 19:06:38


Post by: schadenfreude


 Godless-Mimicry wrote:
 schadenfreude wrote:
Ferrum_Sanguinis wrote:
I must say with the new DK buff/cheese, the damn baby carrier really earns his points now. In my last 2k game against elder, one DK with a sword and flamer managed to single handily wipe out a wraitlord, a unit of dire avengers, a unit of guardians, a unit or rangers, and a unit of fire dragons before finally being brought down. To be fair, it was mostly my opponent's fault for bunching up his troops so close...


I don't think they need a teleporter and find the prospect of 3 deepstriking dks without jump packs more intimidating than 2 dks with jump packs. Riflemen are nice, but the roll of long ranged dakka can be easily filled by allies.


Yes to no Teleporter, no to Deep Striking. Deep Striknig is unpredictable, random, and extremely dangerous. Better to deploy and walk. Works for me every time, and means the DK starts drawing enemy fire right from turn 1 so the rest of your army stays unmolested. Hell sometimes he can even flame stuff on turn 1 if you go second and the enemy has to move forward; see the CSM/IG game of my latest tournament report.


Depends on the list. Servo skulls, mystics, and quad flamer purgation squads with a teleport homer can all make deep striking safe. I guess it really depends on what the rest of the list is like. With the versatility of the GK codex DS is a valid option. That being said walking is also a valid option, especially if a TEQ unit is also hoofing it.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 02:11:36


Post by: Red Comet


 schadenfreude wrote:
 Godless-Mimicry wrote:
 schadenfreude wrote:
Ferrum_Sanguinis wrote:
I must say with the new DK buff/cheese, the damn baby carrier really earns his points now. In my last 2k game against elder, one DK with a sword and flamer managed to single handily wipe out a wraitlord, a unit of dire avengers, a unit of guardians, a unit or rangers, and a unit of fire dragons before finally being brought down. To be fair, it was mostly my opponent's fault for bunching up his troops so close...


I don't think they need a teleporter and find the prospect of 3 deepstriking dks without jump packs more intimidating than 2 dks with jump packs. Riflemen are nice, but the roll of long ranged dakka can be easily filled by allies.


Yes to no Teleporter, no to Deep Striking. Deep Striknig is unpredictable, random, and extremely dangerous. Better to deploy and walk. Works for me every time, and means the DK starts drawing enemy fire right from turn 1 so the rest of your army stays unmolested. Hell sometimes he can even flame stuff on turn 1 if you go second and the enemy has to move forward; see the CSM/IG game of my latest tournament report.


Depends on the list. Servo skulls, mystics, and quad flamer purgation squads with a teleport homer can all make deep striking safe. I guess it really depends on what the rest of the list is like. With the versatility of the GK codex DS is a valid option. That being said walking is also a valid option, especially if a TEQ unit is also hoofing it.


Foot Slogging GK is very valid. Just look at Hulksmash's GK. He does great with them and I think he only lost twice at Nova with that list. Its a great list and it has enough S5 shots to take most flyers out of the skies unless its a Stormraven. Personally I feel putting GK in a transport now is kind of meh when shooting is so important.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 03:09:45


Post by: tuiman


I'm quite keen to try a foot list but one of my friends runs three vindicators in his blood angels list, even two rifleman dreads will struggle to crack all that av 13. Thats my main weakness so far, cracking open av13+ tanks, russes are a real pain. My stormraven with multi melta is good but sometimes does not turn up untill turn 4. Might just take a vindacare assassin.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 04:51:05


Post by: Red Comet


Sounds like you have been having a lot of bad luck. The good thing if you run foot GK is that you can keep your Strike Squads in reserves and then deep strike them using the Servo Skulls from an Inquisitor to reduce the scatter.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 05:02:16


Post by: tuiman


 Red Comet wrote:
Sounds like you have been having a lot of bad luck. The good thing if you run foot GK is that you can keep your Strike Squads in reserves and then deep strike them using the Servo Skulls from an Inquisitor to reduce the scatter.


Yeah I have had a lot of bad luck with my reserve rolls, yet to come in turn 2 with the raven, even when I had the strategic trait to re roll reserves lol, might add a cheap Inquisitor to pair with coteaz, for servo skulls and even psychic communion.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 05:14:25


Post by: Coyote81


Add a Gm imo, he works out better in a foot army giving you options like turning your dreads into scoring units. Outflanking with purifiers. Rerolls to wound on GKSS.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 12:02:01


Post by: Godless-Mimicry


 schadenfreude wrote:
 Godless-Mimicry wrote:
 schadenfreude wrote:
Ferrum_Sanguinis wrote:
I must say with the new DK buff/cheese, the damn baby carrier really earns his points now. In my last 2k game against elder, one DK with a sword and flamer managed to single handily wipe out a wraitlord, a unit of dire avengers, a unit of guardians, a unit or rangers, and a unit of fire dragons before finally being brought down. To be fair, it was mostly my opponent's fault for bunching up his troops so close...


I don't think they need a teleporter and find the prospect of 3 deepstriking dks without jump packs more intimidating than 2 dks with jump packs. Riflemen are nice, but the roll of long ranged dakka can be easily filled by allies.


Yes to no Teleporter, no to Deep Striking. Deep Striknig is unpredictable, random, and extremely dangerous. Better to deploy and walk. Works for me every time, and means the DK starts drawing enemy fire right from turn 1 so the rest of your army stays unmolested. Hell sometimes he can even flame stuff on turn 1 if you go second and the enemy has to move forward; see the CSM/IG game of my latest tournament report.


Depends on the list. Servo skulls, mystics, and quad flamer purgation squads with a teleport homer can all make deep striking safe. I guess it really depends on what the rest of the list is like. With the versatility of the GK codex DS is a valid option. That being said walking is also a valid option, especially if a TEQ unit is also hoofing it.


The latter two suggestions are never seen in competitive lists though, so not really a valid option. And in the case of the former, D6 less is still D6. I'd rather control completely where I want to be as well as not losing 1-3 turns.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 22:46:15


Post by: felixcat



I just finished playing my last pure GK army at 2000 as I've sold off a lot of the models now. I'm going to be focusing on daemons as the new codex is coming out and I'm excited to play my chaos again. I lost in the finals after beating up on BA and a strange Nec/Ig list. I lost to daemons because I'm an idiot and totally misplayed the grinder mission (kill points). He had loaded up on deamonettes as troops and I activated warp quake just putting them back in reserve so they were safe - doh, while is screamers and flamers owned me at times. He ghad Fatey, LoC and DP too and my list is predicated on ignoring too many flyers - it can handle one or two but ... even with prescience psycannons are just iffy.

My list ...

=Inquisition=
for every one of us that falls in battle one hundred enemies will die

Inquisitor Torquemada Coteaz, 2*Divination 100
Librarian, TDA, Nemesis Force Sword, 2*Divination 150 - warlord trait, personal
3 Heavy Bolter Servitors, 2 Jokaero Weaponsmiths, 5 Warrior Acolytes, Stormbolters, 1 Warrior Acolyte Boltgun, Mystic 150
6 Crusaders, Power Axes, Mystic 100
10 Terminators, 2 Psycannons, 7 Deamonhammers, Justicar, Halberd, Psybolt 470
10 GKSS, 2 Psycannon 220
10 GKSS, 2 Psycannon 220
10 GKSS, 2 Psycannon 220
Dreadknight, Heavy Incinerator, Nemesis Greatsword, Doomfist 185
Dreadknight, Heavy Incinerator, Nemesis Greatsword, Doomfist 185

=2000=

Well the Coteaz squad was pretty solid and was a focus for some serious firepower in my Nec and BA game. Getting off some free shots on reserves arriving (when in range) is very nice with that squad. The big surprise was my teminator sqiuad with libbie and my cruaders. They were roclks in all the games taking and giving punishment (well screamers owned them and that was my downfall in the final game). The DKs were as good as can be expected. I DSed one and one squad of GKSS in all the games ... hence the mystics ... and it worked pretty well.

I had already accepted an offer on most of my list so I knew it was a last hurrah. Maybe I was playing soft on the daemon list knowing I was building my own, lol. But man, if flamers nd screamers get the drop on you it is just nasty. Warp quake can help but not enough. He had eighteen screamers and flamers. I thought I could pull ahead on KPs at one point but in the end fell a little short. I would play smarter next time. I wasted too much dakka trying to take down fateweaver. The LoC is almost as nasty and I could not take both him and the screamers out fast enough. Not that it matters ... I'm not going to playing the list again ( I will play my Eldar/GK list t1500 -1750 (I have just enough models for that left with a few tweaks).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 22:47:05


Post by: daedalus-templarius


I have to admit I love the teleporter on the DK, but it is very expensive.

I was thinking about trying to deepstrike one w/o a teleporter next time, and have the other one with a teleporter. Mostly just to try and save some points. I'd rather always put teleporters onto them, just for that 12" move every time; they seem so slow moving only 6".


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 23:15:12


Post by: Grey Templar


Yeah, thats my problem with not giving them the Teliporter.

They arn't that hard to kill so they need the speed to get them in to position so they can start doing damage.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 23:51:16


Post by: felixcat



In three games against decent opponents I lost one DK and used no teleporters. At nova the most successful two GK lists used DKs without teleporters (the one with three slightly outperformed the one with two). Not that Nova is the be all end all for measuring effectiveness but it is a good starting point. I have my teleporters magnetized. I won't be using them in my MC Eldar/GK list.

Funny we are talking about the GKs and not the experiment I ran - a block of terminators and crud=saders with a libbie with prescience.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/23 23:52:43


Post by: Grey Templar


Wait, do they actually have Teliporter bits in the DK kit?

I've assembled 2 so far and I've never seen anything suggesting it was a Teliporter.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/24 10:18:30


Post by: sudojoe


Funny, I've never seen anything that looks like the teleporter in the DK kits either. Was it like a special add on you had for it?

Also, remember that the eldar runes of warding will totally screw over your own GK's as they are just allies of convenience so they are actually enemies. Though I guess if you are doing an avatar + wraithlords and DK build, it's probably going to be a non-issue.

I soooo wanted to do a daemons + GK build but I totally understand the fluff behind it. Ahh such is life. Incidentially, as forgeworld is more and more accepted it seems, I'm going to have to go look up the rules for like inquisitor Rex and the like to see how they fit in with everything.

Also mostly I guess since I'm going Tau for fun in my next army, it makes me a bit biased <_<


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/24 11:45:37


Post by: Goat


So sometime in mid October I have a 1250 singles tourny at my local store. The game boards will be 4'x4' and most likely with 1 major terrain piece per 2'x'2' with some minor pieces in each quadron as well. I want to ask my fellow brothers here about some list help. I've been running a Purifier list and it's been performing well in most games its just gotten SO stale. Crowe, 3x MSU of prurifiers in Rhinos, 3x Pysrifle dreads, and a small strike squad. Max psycannons of course. I'm looking for something fresh.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/24 12:01:46


Post by: Godless-Mimicry


I'd go Crowe, 3 MSU Purifiers in Rhinos, 1 MSU Strikes in Rhino, 2 Dreads, Storm Raven.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/24 12:17:22


Post by: Goat


 Godless-Mimicry wrote:
I'd go Crowe, 3 MSU Purifiers in Rhinos, 1 MSU Strikes in Rhino, 2 Dreads, Storm Raven.


Thanks Godless, but the points come out to around 1400 and thats mostly bare bones, just psycannons.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/24 14:38:11


Post by: Godless-Mimicry


Ah so it does. Drop the Strikes and the list should be around the 1180pts mark; double Psycannon and Hammer on the Purifiers. Use the points left to beef up the Purifiers or get a Divination Inquisitor.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/25 00:13:24


Post by: Coyote81


So I tried out thehorde foot GK w/IG allies against necrons. Won faily handly, but feel I need a bit more mobility. This is the list I used.

Coteaz

10x GKSS 2x pc srg w/ dh psyammo

Henchmen: 3xplasmagun 8xstormbolters 1xjokaero

Henchmen: 3xplasmagun 8xstormbolters 1xjokaero

Henchmen: 3xmeltaun 8xbolters

Stormraven MM, LC, SL

IG CCS AC, 2xplasmagun astropath camocloaks

Platoon: PCS 3xmelta 1xflamer srg w/plasmapistol

3xplatoon squads all with ac, plasmagun and 1 w/commisar

8man pysker battle squad

Vendetta w/dh heavybolters

Manticore


For mobility I have the PCS in the vendetta, bolter hencmen in GK, and GKSS Deepstriking.

With this slowing enemies down, I think I can walk my IG and henchmen to midfield objectives.

Any ideas?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/25 06:39:13


Post by: berglin


Guard IS:s doesnt allow for more than one special weapon/squad, or do you mean that there are three IS:s, each with an AC and a PG?

I was just about to ask about the longevity/mobility of the CCS and PCS but it seems you've already considered that.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/25 10:24:13


Post by: Coyote81


Your correct, 3x platoon squads each with ac and pg. Yea mobility of foot armies scares me.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/25 22:40:10


Post by: Godless-Mimicry


I don't get your weapon choices for the Henchmen; Bolters and Plasma Guns are at their best when you are static, and Meltaguns and Stormbolters are for on the move, yet you've paired the Plasma Guns with the Stormbolters and the Meltaguns with the Bolters.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/26 01:02:33


Post by: Coyote81


But you really have to take in the range importance for henchmen, they really need to be as far from combat units as possible, so I pair the ranges together, and put the meltas in with the bolters because they are the ones that go into the stormraven and are the mostly ones to get in close for melta and rapid purposes.

Why are bolters and plasma best when their statics? They shoot the same if they moved or sat still. 1 shot at 24" and 2 at 12".


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/26 12:05:38


Post by: sudojoe


It's actually a pretty good list cyote. The foot lists are really becomming quite popular which is one of the reasons we are seeing the shift from AC dreads over to DK's with incinerators which I think is going to be one of the bigger weaknesses of your list.

Units that deny cover saves are really comming back into the playing field which is a great change from before so stuff like hellhounds/ LR eradicator/colossus/hellfury missles are really going to start to take a liking to eating up lots of guardsmen and other units so dependent on cover.

Despite what initial thoughts were to the reduction to cover from 4+ to 5+, I'm seening even more and more armies really getting a ton of saves out of the still plentiful ruins/sides of hills/tank traps and the oh so popular aegis line now a days at more competitive levels simply because glancing has been so devestating to light armor that foot is now in, and foot always hugs cover. With guard, you can enjoy alot out of cover what with GBItF being so useful now.

Overall, I'd rate your list pretty good. If you look at my first page list of things to bring for 6th TAC lists, you fulfilled most of the spots nicely. You got some barrage plates for gimping positioning IC abuse lists. You got good flier builds that can take down other fliers, you got alot of high powered and low AP shooting to cover terminators and most armor. All those AC is pretty devestating too so you got your MEQ killing down. I do worry a bit about horde killing potential for the list however. I've recently made a 1500 ork list that has about 45 lootas + like 90 boys/grots and a barebones KFF that I'd think your list would struggle a bit against. Maybe consider a bit more anti-horde by switching a few things around?

I can see some potential changes to knock off a few points such as the plasma pistol for the platoon sarge. Swap a few AC over to missle launchers to give a few more blasts? The astropath would only affect your one vendetta as it doesn't work on allies of convience so it's probably not that useful. I actually have found from personal testing that I often don't find the HB's on the vendetta that useful as in general I'm generally shooting at armor or unless I find a pure horde list though I can see the benefit in forcing glances on AV10 and 11 fliers. Also very cheap so it may be worth it. Just personally didn't have too much luck with them though your milage may vary. I also tend to take a fairly minimilistic approach to my units so it's more a style thing. Otherwise it's a very minor point.

As to your mobility issues, I've had similar problems with things but with foot guard, I've had some good experiences to really use the heck out of "Move Move Move" to get pretty far each turn with a small-ish platoon (possibly making them cheaper by taking away some upgrades) going for linebreaker if I had them up at standard deployment and start huffing it by turn 3 the latest.

Only downsides like I've already said is 1) reliance on cover and bodies so large blasts or long range templates will be your downfall though these are thankfully still not as readily seen thanks to MEQ still being so popular. 2) mobility can be countered a bit by what you did with your deep strikes and maybe consider alot of move move move orders. The key is to not over extend your deep strike units. As the rest of your firebase is kind of static, may want to deep strike a bit closer to get some fire support. A dedicated CC unit will likely chew through your offense if unsupported. The manticore is not that great of a support weapon as you may easily wipe out your own men with too many blast templates. Otherwise good list. A few tweaks here and there should see you doing well. Positioning(and to some extent how lucky you get with terrain and objective positioning /target priority/and know your weaknesses will be key to playing this list well.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/26 13:01:31


Post by: Godless-Mimicry


Final report from the tournament here. See the final game, some pictures, and the conclusion.

Coyote81 wrote:
But you really have to take in the range importance for henchmen, they really need to be as far from combat units as possible, so I pair the ranges together, and put the meltas in with the bolters because they are the ones that go into the stormraven and are the mostly ones to get in close for melta and rapid purposes.

Why are bolters and plasma best when their statics? They shoot the same if they moved or sat still. 1 shot at 24" and 2 at 12".


Sorry I'm still thinking of 5th edition. Still, it is better to keep it all Rapid Fire or all Assault, that way in all situations the unit works to its best potential. Of course easier option if you have no intention of assaulting is to give them all Bolters instead of Storm Bolters.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/26 13:26:40


Post by: sudojoe


Final report from the tournament here. See the final game, some pictures, and the conclusion.


Nicely done! The storm ravens have always been one of my favorite units so I'm very happy to see them playing such a strong role in a game. I'm surprised those long fangs took down the 2 DK's so fast. Just how many 1's did you end up rolling in a row ???? @_@ ????

I'm kind of curious now how you plan to use those purifiers in the future. Keep us posted. was an excellent read especially with all the nice animation tools. What is that program you use for that thing to show your unit movements? I wanna steal it.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/26 14:24:07


Post by: Godless-Mimicry


 sudojoe wrote:
Final report from the tournament here. See the final game, some pictures, and the conclusion.


Nicely done! The storm ravens have always been one of my favorite units so I'm very happy to see them playing such a strong role in a game. I'm surprised those long fangs took down the 2 DK's so fast. Just how many 1's did you end up rolling in a row ???? @_@ ????

I'm kind of curious now how you plan to use those purifiers in the future. Keep us posted. was an excellent read especially with all the nice animation tools. What is that program you use for that thing to show your unit movements? I wanna steal it.


Well there was 2 Lascannons in one squad and 2 Plasma Cannons in the other. They each did a wound turn one, so in turn two those weapons took 2 more, and I only had to roll a single 1 to lose the last.

I'm running the Purifiers 10 man strong in a Rhino with 4 Psycannons, Hammer, and 5 Halberds with Psybolts. Note the next tornament is 1850pts too, so I'm downsizing to that points value.

As for the program, its called Battle Chroniclar and is free. Easy to find on Google.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 08:28:03


Post by: sudojoe


holy crap, we've past 30k views @_@. Didn't think we'd get this far with this thread.

Well there was 2 Lascannons in one squad and 2 Plasma Cannons in the other. They each did a wound turn one, so in turn two those weapons took 2 more, and I only had to roll a single 1 to lose the last.


interesting. I'm so used to pure missle spam I honestly had a brain spasm and forgot they can take las/plasma cannons. Locally I tend to face about 18 missle whenever I come across missles. Probably a better loadlout for 6th with need for AP2 powers.

Let me know how your purifier testing goes. I'm using them almost exclusively as elites now just cause I find crowe so broken by this edition. (still ok with like coteaz as the warlord however and when gk are the allies, it's all good ) I've not run a pure purifier list in like 3 months now.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 08:35:16


Post by: tuiman


 sudojoe wrote:
holy crap, we've past 30k views @_@. Didn't think we'd get this far with this thread.

Well there was 2 Lascannons in one squad and 2 Plasma Cannons in the other. They each did a wound turn one, so in turn two those weapons took 2 more, and I only had to roll a single 1 to lose the last.


interesting. I'm so used to pure missle spam I honestly had a brain spasm and forgot they can take las/plasma cannons. Locally I tend to face about 18 missle whenever I come across missles. Probably a better loadlout for 6th with need for AP2 powers.

Let me know how your purifier testing goes. I'm using them almost exclusively as elites now just cause I find crowe so broken by this edition. (still ok with like coteaz as the warlord however and when gk are the allies, it's all good ) I've not run a pure purifier list in like 3 months now.


Im running the same, two squads of purifiers as elites, crowe really is a waste of 150 points that I would rather spend on other things, the only problem is that only leaves one spot open for techmarines, assassin, paladins etc, was even going to switch a psyfleman to elite to open up room for another dreadknight.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 08:54:16


Post by: Coyote81


 sudojoe wrote:
It's actually a pretty good list cyote. The foot lists are really becomming quite popular which is one of the reasons we are seeing the shift from AC dreads over to DK's with incinerators which I think is going to be one of the bigger weaknesses of your list.

Units that deny cover saves are really comming back into the playing field which is a great change from before so stuff like hellhounds/ LR eradicator/colossus/hellfury missles are really going to start to take a liking to eating up lots of guardsmen and other units so dependent on cover.

Despite what initial thoughts were to the reduction to cover from 4+ to 5+, I'm seening even more and more armies really getting a ton of saves out of the still plentiful ruins/sides of hills/tank traps and the oh so popular aegis line now a days at more competitive levels simply because glancing has been so devestating to light armor that foot is now in, and foot always hugs cover. With guard, you can enjoy alot out of cover what with GBItF being so useful now.

Overall, I'd rate your list pretty good. If you look at my first page list of things to bring for 6th TAC lists, you fulfilled most of the spots nicely. You got some barrage plates for gimping positioning IC abuse lists. You got good flier builds that can take down other fliers, you got alot of high powered and low AP shooting to cover terminators and most armor. All those AC is pretty devestating too so you got your MEQ killing down. I do worry a bit about horde killing potential for the list however. I've recently made a 1500 ork list that has about 45 lootas + like 90 boys/grots and a barebones KFF that I'd think your list would struggle a bit against. Maybe consider a bit more anti-horde by switching a few things around?

I can see some potential changes to knock off a few points such as the plasma pistol for the platoon sarge. Swap a few AC over to missle launchers to give a few more blasts? The astropath would only affect your one vendetta as it doesn't work on allies of convience so it's probably not that useful. I actually have found from personal testing that I often don't find the HB's on the vendetta that useful as in general I'm generally shooting at armor or unless I find a pure horde list though I can see the benefit in forcing glances on AV10 and 11 fliers. Also very cheap so it may be worth it. Just personally didn't have too much luck with them though your milage may vary. I also tend to take a fairly minimilistic approach to my units so it's more a style thing. Otherwise it's a very minor point.

As to your mobility issues, I've had similar problems with things but with foot guard, I've had some good experiences to really use the heck out of "Move Move Move" to get pretty far each turn with a small-ish platoon (possibly making them cheaper by taking away some upgrades) going for linebreaker if I had them up at standard deployment and start huffing it by turn 3 the latest.

Only downsides like I've already said is 1) reliance on cover and bodies so large blasts or long range templates will be your downfall though these are thankfully still not as readily seen thanks to MEQ still being so popular. 2) mobility can be countered a bit by what you did with your deep strikes and maybe consider alot of move move move orders. The key is to not over extend your deep strike units. As the rest of your firebase is kind of static, may want to deep strike a bit closer to get some fire support. A dedicated CC unit will likely chew through your offense if unsupported. The manticore is not that great of a support weapon as you may easily wipe out your own men with too many blast templates. Otherwise good list. A few tweaks here and there should see you doing well. Positioning(and to some extent how lucky you get with terrain and objective positioning /target priority/and know your weaknesses will be key to playing this list well.


Thanks for the well worded and very useful perspective. I'll take some of those ideas into perspective and thanks for clearing up the mobility issues I was perceiving. I didn't know if I should count on "Move Move Move" for mobility purposes.

 Godless-Mimicry wrote:
Final report from the tournament here. See the final game, some pictures, and the conclusion.

Coyote81 wrote:
But you really have to take in the range importance for henchmen, they really need to be as far from combat units as possible, so I pair the ranges together, and put the meltas in with the bolters because they are the ones that go into the stormraven and are the mostly ones to get in close for melta and rapid purposes.

Why are bolters and plasma best when their statics? They shoot the same if they moved or sat still. 1 shot at 24" and 2 at 12".


Sorry I'm still thinking of 5th edition. Still, it is better to keep it all Rapid Fire or all Assault, that way in all situations the unit works to its best potential. Of course easier option if you have no intention of assaulting is to give them all Bolters instead of Storm Bolters.


Even with no intention of asasulting, stormbolters are so much more effective, always gettign 2 shots at 24" for 3pts a model, especially when buffed by coteaz or jokaero. The only reason the other squad gets bolters is because they'll be in close range primarly, so i can save points. Bolters are really only better on squads that want to be in close range, like marines and such, otherwise, if you can take a storm bolter, it's still better then a bolter. I believe your reasoning is completely backwards of what it should be. Bolters are the assult option, stormbolters are the ranged option.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 11:27:44


Post by: Godless-Mimicry


Bolters are the assault option? You can't assault if you fire them, so how the hell does that make sense? And sure a Storm Bolter is more expensive, but then you pay 3 times to cost for it, still won't kill much more with the sqaud, and make the squad more expensive than it needs to be, which defeats the purpose of Henchmen.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 19:30:30


Post by: daedalus-templarius


Excellent final game GM.

Might have to look into that battle chronicler for my next tournament results

Do you just do it off of memory? or do you take photos of the table?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 19:57:50


Post by: Goat


 Godless-Mimicry wrote:
Bolters are the assault option? You can't assault if you fire them, so how the hell does that make sense? And sure a Storm Bolter is more expensive, but then you pay 3 times to cost for it, still won't kill much more with the sqaud, and make the squad more expensive than it needs to be, which defeats the purpose of Henchmen.


I have to agree here. Just put bolters on them and be done with it. I've been diggin' using acolytes to hang back and hold home objectives and shoot a quad gun while the infinitely more combat worthy strike squads and such can push forward and smash face. It used to erk my something fierce when 6-10 strikes are durdleing around in the backfield. Coteaz allowing troop goober acolytes is a nice way to play. If they get wiped out I just laugh at my opponent at how many resources they just wasted on less than 50 points.

P.S. Most of my opponents are close friends, I don't condone openly making a mokery of your opponent.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 23:23:34


Post by: Godless-Mimicry


 daedalus-templarius wrote:
Excellent final game GM.

Might have to look into that battle chronicler for my next tournament results

Do you just do it off of memory? or do you take photos of the table?


If I took photos I wouldn't need maps would I?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/27 23:49:32


Post by: daedalus-templarius


 Godless-Mimicry wrote:
 daedalus-templarius wrote:
Excellent final game GM.

Might have to look into that battle chronicler for my next tournament results

Do you just do it off of memory? or do you take photos of the table?


If I took photos I wouldn't need maps would I?


Well, a lot of photos don't really do justice to what you can show with your maps either


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/28 00:40:58


Post by: Godless-Mimicry


 daedalus-templarius wrote:
 Godless-Mimicry wrote:
 daedalus-templarius wrote:
Excellent final game GM.

Might have to look into that battle chronicler for my next tournament results

Do you just do it off of memory? or do you take photos of the table?


If I took photos I wouldn't need maps would I?


Well, a lot of photos don't really do justice to what you can show with your maps either


You'd be surprised; just look at the BatReps of jy2 or ArbitorIan.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/28 06:07:15


Post by: Coyote81


 Godless-Mimicry wrote:
Bolters are the assault option? You can't assault if you fire them, so how the hell does that make sense? And sure a Storm Bolter is more expensive, but then you pay 3 times to cost for it, still won't kill much more with the sqaud, and make the squad more expensive than it needs to be, which defeats the purpose of Henchmen.


Why take a 50pts unit of henchmen to hold oblectives if they can't even properly defend themselves. paying 20pts more makes them a much more versatile unit. You can still laugh, because it's only 70ps, but they can actually kill stuff with 20 S4 shots at 24".

So you honestly think the special weapons are a weaste of time, and 10man botler squads are a better option? if I do that wht am I going to do with 149pts I have to spare? (assuming 2x 10 stormbolters and 1x 10 botler, these are the models I would have options for)

150pts doesn't get you alot in GK, especially stuff to deal with terminators, since I just dropped a lot of my plasmaguns. I need some ideas to change my gameplan, I almost see your point, but I don't see a viable alternative.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/28 13:26:20


Post by: Godless-Mimicry


Coyote81 wrote:Why take a 50pts unit of henchmen to hold oblectives if they can't even properly defend themselves. paying 20pts more makes them a much more versatile unit. You can still laugh, because it's only 70ps, but they can actually kill stuff with 20 S4 shots at 24".

So you honestly think the special weapons are a weaste of time, and 10man botler squads are a better option? if I do that wht am I going to do with 149pts I have to spare? (assuming 2x 10 stormbolters and 1x 10 botler, these are the models I would have options for)


Firstly, if they can't defend themselves, how do you attest that Storm Bolters allow them to do this? If they are sitting on an objective the Storm Bolters make little to no difference as if the enemy is coming at them they will easily get Bolters in range. And if you are going at the enemy then your Bolters are going to be in range quick also. The only situation otherwise is when they sit on an objective and the enemy comes nowhere near them, but at this point since their firepower is negligible at best and the enemy is ignoring them, it doesn't matter. Might as well save those points.

And where did I say special weapons were a waste of time? You are putting words in my mouth mate, which I don't appreciate. Storm Bolters are a waste of time, because you are investing extra points for a negligible effect. That's points inefficiency defined.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 09:17:51


Post by: tuiman


Have been screwed over a few times because of night fighting, particularly my psyrifleman, not being able to hit the far back targets, and the things I can hit getting there nice cover saves. Then they would be targetted and blown of the board in the opponents turn

Was thinking of adding necron allies, cryptek with a solar pulse, just to help get through that first turn so I can use the long range or the dreads to great effect.

I know this is completely un-fluffy, but it is for more the tournament rather than at home environment, thoughts?

Also would the stormlord lightning hit my own grey knights as they count as "enemy models"?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 11:06:51


Post by: Dunwich


It's only unfluffy if you don't think up a reason for the temporary alliance. Personally I think a Ordo Xenos Inquisitor plus any alien allies to be very fluffy, as much as any other cross-species alliance.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 11:35:33


Post by: sudojoe


tuiman wrote:
Have been screwed over a few times because of night fighting, particularly my psyrifleman, not being able to hit the far back targets, and the things I can hit getting there nice cover saves. Then they would be targetted and blown of the board in the opponents turn

Was thinking of adding necron allies, cryptek with a solar pulse, just to help get through that first turn so I can use the long range or the dreads to great effect.

I know this is completely un-fluffy, but it is for more the tournament rather than at home environment, thoughts?

Also would the stormlord lightning hit my own grey knights as they count as "enemy models"?


Unfortunately immotek will end up shooting your knights too so don't bother with him. You seem to have arrived at where I was a few weeks back in that it's finally hit home that our lovely AC dread has its limits.

In terms of addressing your other questions, give the DK with incinerator a try. with a teleporter, and the heavy incinerator that can hit targets with fancy cover saves like pesky elves or infantry behind aegis like they aren't there and gets decent range too.

A cryptek is definately an option and can be fairly good way to get what you need as long as the rest of what you get from the allies complements your list. Use the knights for counter attack, shooty base, and necrons for assault as well as fliers works well for me. I'd recommend considering some necron assault options for the list as well as you can then buy some time for your AC dread to possibly stay alive. D.lord + wraiths and a cryptec with solar pulse in a grot squad to camp an objective. Take a doomscythe and a nightscythe for the warrior squad who you don't have to ride in with the scythe. Very nice air power and will add some more fliers to your list for very competitive environments. Having these other heavy well known threats, you'll get to hopefully keep your dread around long enough to make a difference. I still recommend some flamers anyway for you though as the competitve meta in my local scene has really started to go alot more hordy with good cover saves for alot of units. Stealth/shrouding/going to ground AEGIS. Incinerators are really a must take just to get around those damn things.

this reminds me, I need to go re-write my necron allies section on the front page as I need to update a bunch of stuff. Either that or just get a bunch of rhinos and searchlights... IG mech has alot of built in searchlights as well and can help your cause if you feel more fluffy.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 11:43:13


Post by: Dunwich


The biggest question for me when thinking about Necron allies is which HQ to take. It's between an Overlord in a barge to unlock crypteks (as mentioned, solar pulse would be handy) or a Destroyer Lord leading a squad of Wraiths. It's a tough choice.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 11:57:28


Post by: Godless-Mimicry


If you are having trouble with Night Fighting, take more searchlights. I've never found an issue with Night Fighting (especially since most units will have a better save on their own anyway).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 14:42:40


Post by: Grey Templar


Given that most Marine vehicles have Searchlights standard(including Rhinos and Dreadnoughts) I would say you already have the searchlights.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 23:06:03


Post by: Godless-Mimicry


 Grey Templar wrote:
Given that most Marine vehicles have Searchlights standard(including Rhinos and Dreadnoughts) I would say you already have the searchlights.


Except Grey Knights don't have them as standard.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 23:07:43


Post by: Grey Templar


 Godless-Mimicry wrote:
 Grey Templar wrote:
Given that most Marine vehicles have Searchlights standard(including Rhinos and Dreadnoughts) I would say you already have the searchlights.


Except Grey Knights don't have them as standard.


Ooops, I appear to have been confused with Smoke Launchers


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 23:09:28


Post by: sudojoe


 Grey Templar wrote:
Given that most Marine vehicles have Searchlights standard(including Rhinos and Dreadnoughts) I would say you already have the searchlights.


you do have to pay 1 point for them on GK vehicles and dreads and even chimeras. IG get them for free. While not seeing the guy's list, I've personally had the problem of not being able to get a searchlight lit on things way in the back as I may not have a rhino in the right place or I fail to spot. Sounded like he was trying to take shots at things at max 48' range which can be kind of tough to spot even for a rhino moving up. I know of several people that now no longer run any transports too so that could also be problematic


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/09/30 23:40:36


Post by: Godless-Mimicry


sudojoe wrote:you do have to pay 1 point for them on GK vehicles and dreads and even chimeras. IG get them for free. While not seeing the guy's list, I've personally had the problem of not being able to get a searchlight lit on things way in the back as I may not have a rhino in the right place or I fail to spot.


That's 5th edition rules, that's not how Searchlights work anymore.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/01 00:45:54


Post by: sudojoe


lol just re-read it and it seems that I've been doing it wrong.The way it's written now, it feels like there would be no difference in spotting length. It doesn't matter anymore if you hit it seems. Just that you shoot your storm bolter, even if it's an auto miss, you can still chose to illuminate the thing. I know they got rid of the 3d6 spotting range but I had always thought for some reason that your light only worked if your weapon could have hit the guy. Guess they took that part out too.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/01 01:01:08


Post by: tuiman


My list is along the lines of coteaz, 2 purifier squads in rhinos, 3x10 man henchan (warrior acolytes with boltguns, 2 squads have 3 plasma, 1 has 3 melta), 2 psyrifleman.

Then I have been toying with a stormraven, dredknight, terminator squad.

The main problem with nighfighting has been with the long deployment (short edged) which has basically shut my dreads down.

Cheers


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/01 02:52:27


Post by: Godless-Mimicry


So give them Searchlights and deploy them on the mark. No avoiding them then.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/02 18:40:52


Post by: Goat


So now that the CSM codex has a complete online leak, and this weekend people might be playing it. What are the stand out "F-YOU"s we have against them? My area doesn't have many chaos daemons or chaos space marines players. Though I hear a lot of them had CSM from awhile back and might make a comeback to the tables. I haven't had much experience against them and forget our subtle rules against daemon classifications. Like for instance a buddys demon prince and my dreadknight got into a slugfest but every wound I caused on him I forgot to make him take a Ld test or be removed from daemon bane.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/02 18:57:58


Post by: Grey Templar


Chaos has range on us. Every vehicle can buy a Havoc launcher for real cheap.


It appears that there will be quite alot of variety in the chaos list much like ours. Potentially 7 different troops in the codex. Cultists and CSM as base, Cult Units become troops with a Lord of matching Mark, and Abbaddon makes Chosen troops.

So it really depends on the army the Chaos player fields.

Plain old MoT on a unit is worse(6++ or +1 to inv)

Marks are cheaper overall and costed appropriatly.

Chaos can get Flakk missiles on some squads(losing their normal missile load) so we will need to be mindfull of our Stormravens.

DPs with Wings are FMCs so Chaos has 2 different flyers. helldrake and winged princes.



6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/02 19:26:40


Post by: Godless-Mimicry


Chaos will be good, but we'll still be better, and we have the edge on them. We have Prefered Enemy against a lot more of their units than we did before, and at mid range we still outgun them. I can't see the combat options being very competitive so we have them there as well.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/02 20:37:23


Post by: jeremyj1234


So, I've seen the codex. And Daemon Princes (our supposedly best and scariest HQ besides named characters) now sucks ass. They can't take Marks or Icons, and can only get the "Deamons of ______ (god)" which are mostly gakky rules. Leaving our non-Eternal Warrior "Nurgle DP" to die when a single Demolisher Round hits them and we only get a 5+ invuln. And for you Tzeentchians, you can't take Mark of Tzeentch, SO THERE IS NO WAY TO GIVE HIM BETTER THAN A 5+ INVULN!!! They are now the absolute worst HQ in the new codex and, quite frankly, this angers me, A LOT! I'm sorry for raging, but I think that is literal BS. Other than that, the codex is very good. Just DP suck, thank you that is all!


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/02 21:55:32


Post by: Godless-Mimicry


And what has DPs being crap got to do with Grey Knights?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/02 23:33:04


Post by: sudojoe


 Godless-Mimicry wrote:
And what has DPs being crap got to do with Grey Knights?


My thinking is that we won't see many daemon prince lead CSM units and probably more Lord based HQ's which will go somewhat to ignoring our perferred enemy rule as we'll likely see more henchmen/csm troops and havocks in their all comers lists than daemons. We'll definately be out ranged by all the havock blast markers so I see some of this as a slight buff to our purifier lists (but somewhat as an overall meh / nerf -time will tell)as we'll definately need some bodies that are good at choppy to threaten their gun lines while ours gets into position. I already use a 10 strong rhino purifier unit so it's not toooo much of a difference to me but I will now potentially have to move up my gun line safely hugging cover as I still use quite a few unarmored foot henchmen squads. Teleporter on the DK will be more useful as well and like has been mentioned above, the flying dragons will be a threat to our infantry so it's gonna be a game of cat and mouse with our storm ravens as our best anti-air unit available vs their dragons and flakk missles.

More to come as I try to see the most efficient way to deal with this (but again, I'd have to actually see the full fury of CSM in action. One of the locals just got the dark vengence set and will be trying it out in a few weeks with proxies as soon as the codex is out fully.)


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 04:26:55


Post by: Godless-Mimicry


Have people not read any of the Chaos info.? Half of the Codex has the Daemon USR.

And regardless, jeremy's post made no mention of Grey Knights at all, it was plainly just a rant about how bad DPs were, which has no place in our thread.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 08:45:28


Post by: sudojoe


I honestly haven't read it yet. Stuff takes forever to get here in Japan. From what I've seen of the different theoritical chaos builds, it seems heavy in havoc launchers with either rhino spam or something with noise marines and some theoritical flying dragon madness, either that, or you'd just be seeing the countless hordes henchmen/cultist builds.

While they lack good special weapons, it'll probably play much like green tide with a much weaker nob though it's quite cheap. 4 power weapon attacks on the charge will still likely hurt something. 110 points if the one sheet I saw was correct for mob of 30 bodies with a power weapon for the "sarge" 91 attacks on a charge could be fun lol.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 09:25:37


Post by: DakotaBlue


Well, my LGS started a league this week, same army, can change list. At 1500 points.

Yesterday I had and won my first game, but it was quite easy.

I ran coteaz, inq, henchmen with jokaeros and plasma cannon, 2gkss with psi ammo and psycannon, vindicare, techmarine with rads, stormraven with melta and hurricanes w/ psiammo.

He ran 6 paladins with Draigo, and 7 paladins with a librarian outflanking.

The mission was the reliq one, and, if he had run with all those paladins to it, trying to hold it, maybe, just maybe, could have won, but the plasma cannons, with 9 servoskulls around the reliq, coteaz with bad luck and cover ignore, the other inquisitor with prescience... he just went shot to death.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 09:47:00


Post by: tuiman


Local gaming group running a combat patrol style event

500 points
min 1 hq 1 troop
no allies
no flyers
no fortifications
no forgeworld
no vehicle armor total greater than 33 (count side once, quantam shielding does count so no necron vehicles)

Would do you guys think would be a nasty gk list, was thinking of continuing with coteaz and just spam as many henchman as possible, or maybe could take a dreadknight, thoughts?


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 10:12:06


Post by: Dunwich


You just know a Dreadknight would be fun at 500 points.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 10:22:13


Post by: DakotaBlue


tuiman wrote:
Local gaming group running a combat patrol style event

500 points
min 1 hq 1 troop
no allies
no flyers
no fortifications
no forgeworld
no vehicle armor total greater than 33 (count side once, quantam shielding does count so no necron vehicles)

Would do you guys think would be a nasty gk list, was thinking of continuing with coteaz and just spam as many henchman as possible, or maybe could take a dreadknight, thoughts?


AFAIK, Patrol doesn't allow 2+ saves neither. Did you forgot it or it's just what you pasted?

If so, Coteaz with henchmen is the way to go.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 10:24:17


Post by: tuiman


2 + saves are all good, as are mc's. Just the rules I posted above will be used


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 11:17:01


Post by: DakotaBlue


tuiman wrote:
2 + saves are all good, as are mc's. Just the rules I posted above will be used


Then, try this:

Coteaz
Malleus with mastery 1, 1 servoskull

Henchmen with coteaz:
7 acolites with bolter
3 servitors with plasma cannon
2 jokaero

Henchmen with malleus:
5 death cult with sword and axe
3 crusaders with axe
Chimera with 2 HB

Now you have a good shooting unit with prescience that can turn into dust any unit, and a very strong CC unit that can be or into your enemy face or hidden behind an structure near Coteaz to make sure you don't leave them alone in CC combat.

Everyone with prescience, with some luck you'll get Bad Luck on Coteaz, or the ignore cover one, and that unit it's golden.

At 500 points, few things can be more versatile than henchmen.

And the skull, it's because you've 5 points left, but place it at range of the enemy main cover (a big building for example) to get one dice less on the plasma cannons, if the enemy is shooty (longfangs, for example), or if the enemy is CC, place it near your coteaz unit (not aside, but near).


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 11:47:34


Post by: tuiman


DakotaBlue wrote:
tuiman wrote:
2 + saves are all good, as are mc's. Just the rules I posted above will be used


Then, try this:

Coteaz
Malleus with mastery 1, 1 servoskull

Henchmen with coteaz:
7 acolites with bolter
3 servitors with plasma cannon
2 jokaero

Henchmen with malleus:
5 death cult with sword and axe
3 crusaders with axe
Chimera with 2 HB

Now you have a good shooting unit with prescience that can turn into dust any unit, and a very strong CC unit that can be or into your enemy face or hidden behind an structure near Coteaz to make sure you don't leave them alone in CC combat.

Everyone with prescience, with some luck you'll get Bad Luck on Coteaz, or the ignore cover one, and that unit it's golden.

At 500 points, few things can be more versatile than henchmen.

And the skull, it's because you've 5 points left, but place it at range of the enemy main cover (a big building for example) to get one dice less on the plasma cannons, if the enemy is shooty (longfangs, for example), or if the enemy is CC, place it near your coteaz unit (not aside, but near).


Sweet, thanks.

Have started a new topic here to keep this one on track

http://www.dakkadakka.com/dakkaforum/posts/list/0/480087.page#4832514

Others feel free to chime in


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 12:02:20


Post by: Godless-Mimicry


DakotaBlue wrote:Now you have a good shooting unit with prescience that can turn into dust any unit but loses its potency if it moves, and a very strong CC unit that can be or into your enemy face or hidden behind an structure near Coteaz to make sure you don't leave them alone in CC combat but will be fighting on turn 3 at the earliest and gets butchered if it assaults through terrain.


Fixed that for you.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 14:36:16


Post by: DakotaBlue


 Godless-Mimicry wrote:
DakotaBlue wrote:Now you have a good shooting unit with prescience that can turn into dust any unit but loses its potency if it moves, and a very strong CC unit that can be or into your enemy face or hidden behind an structure near Coteaz to make sure you don't leave them alone in CC combat but will be fighting on turn 3 at the earliest and gets butchered if it assaults through terrain.


Fixed that for you.


What's the problem with getting in CC at turn 3?

And the inquisitor have frag grenades. So no, not butchering for 'em.

And also, why would you move that squad? I just don't get it.

Think that's a patrol game, not a 2000p. game.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/03 16:50:38


Post by: Godless-Mimicry


DakotaBlue wrote:What's the problem with getting in CC at turn 3?


Turn 3 at best, there's a difference. It is incredibly limiting tactically, especially if you need that assault turn 2.

DakotaBlue wrote:And the inquisitor have frag grenades. So no, not butchering for 'em.


Read the grenade rules. Assault Grenades work on a model per model basis in 6th edition, so the DCAs don't benefit only the Inquisitor carrying them does.

DakotaBlue wrote:And also, why would you move that squad? I just don't get it.


Incomnig enemy, out of range, all the usual suspects. Standard 40k.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 09:32:03


Post by: sudojoe


Interesting discussions going on at the new various CSM threads and it's gotten me thinking of better zombie defences for GK's. Obvious choices would be something like DK's and incinerators and purifiers but I'm having some difficulty trying to figure out how to model in the values as I don't have the codex. Also unclear of the new thresholds for their FnP saves for zombies should work as I'm wondering if Typhus would somehow buff their Toughness value.

Despite looking like purifiers charging in should be working, I'm wondering just how long would a squad be bogged down by large enough zombies squads and could they then be succeptable to dragon spam or mauler counter charges. Also, does zombification of cultisits count as turning them into daemons for our perferred enemies? Need to calculate the break even point for cleansing flame/ hammer hand / force activation and or effects of rad grenades

(mostly cause I have a really powerful squad of 10 purifiers + techmarine / xenos inquisitor that's not too expensive and can pretty much whipe the floor of most units it counter attacks


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 11:00:27


Post by: Godless-Mimicry


Plague Zombies are T3 with 6+AS and FNP. Heavy Incinerators destroy them utterly.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 13:51:05


Post by: Red Comet


Not to mention Plague Zombies cannot shoot at all. I don't think we'll have any issues utterly destroying Plague Zombies since they can take no options and can't even take a Mark of Nurgle. I feel like anything in the book we can handle pretty well as is.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 17:21:25


Post by: Grey Templar


But don't they have autopistols standard?

Or do their specifically forbid them from shooting.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 17:42:42


Post by: AlmightyWalrus


 Grey Templar wrote:
But don't they have autopistols standard?

Or do their specifically forbid them from shooting.


AFAIK they lose them when they upgrade to Zombies.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 17:46:35


Post by: Grey Templar


hmmm, I thought it was just that the unit couldn't take any upgrades of any kind in exchange for FnP, Fearless, and SnP. AFAIK they don't lose anything.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 19:37:49


Post by: Godless-Mimicry


They get downgraded to having a single CCW.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/04 21:55:37


Post by: Red Comet


The Autopistol is used to hit people. Zombie Cultists are only equipped with 1 CCW IIRC.


6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.4 and some Eldar) @ 2012/10/07 21:26:26


Post by: Godless-Mimicry


Just back from a 5 game weekend tournament; got there on time this time

Managed 5th place, a point short of 4th, and 3 short of podium. Got big wins over Blood Angels, Grey Knights and Daemons as well as a slightly smaller win over Necrons. This left me leading the pack 10pts ahead of all opposition for game 5, and then my dice decided to abandon me in favour of my opponent (who was also using my dice) and I lost big time to a Grey Knight/Necron alliance.

1st place went to that Grey Knight/Necron list, 2nd to the Daemons I beat (all Tzeentch BTW, 18 Flamers and 18 Screamers), 3rd to Necrons, and 4th to Imperial Guard.

I don't think I'll have time for reports on this one, but if anyone wants to ask me any questions about any of the match-ups they can ask away.