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Made in ro
Regular Dakkanaut





Here you go, Gate and Shunts are legal


[Thumb - del.png]



 
   
Made in dk
Sneaky Sniper Drone




That's good news at least!
   
Made in ua
Storming Storm Guardian




According to (of all the fething things) a facebook post, GoI and related abilities are a-ok.

   
Made in gb
Regular Dakkanaut





Excellent news, don't know why they told me to email GW when I asked the same question, but good news all the same
   
Made in dk
Sneaky Sniper Drone




So what's the plan now, fill a land raider crusader with strike squads and GOI it up the board turn 1?
   
Made in ro
Regular Dakkanaut





Well apparently people are calling to question the way the question was phrased because it's just asking if it's usable or not on turn 1 (which always was just on your deployment zone).

That said I feel like the intent is that we can and hopefully an errata will come.


 
   
Made in us
Terrifying Wraith






Thenord wrote:
So what's the plan now, fill a land raider crusader with strike squads and GOI it up the board turn 1?


Problem with this is you still can't get out until turn 2. If the hope is to gate a crusader I think purifiers would better because of the D6 smite.

I personally think Ravens are still the best option because of the hard to hit rule makes those guard lascannons much less effective hitting on 5s. Shoot up the board get in cover if possible yet close enough.

Drop Purifiers with a doomglaive and deep strike in your GMDKs. Stromhawk interceptor to help kill some other light infantry and you should be good.

 
   
Made in ro
Regular Dakkanaut





Personally I am gonna do 3x full Interceptor Squads and GoI a GMDK or Draigo with them (probably GMDK)


 
   
Made in gb
Been Around the Block





 GuardStrider wrote:
Here you go, Gate and Shunts are legal




The FB GW team have a history of tongue in cheek sarcastic responses. They are literally saying yes you can use those powers turn 1. They are not saying whether those power bypass the new restriction. Frontline Gaming have come out saying it does not bypass the new restriction and since they already have a hotline to the GW design team it becomes difficult to argue RAW and intent.
   
Made in us
Stoic Grail Knight




As noted, this question is just whether it's usable not whether you can leave your deployment zone. In addition, back in the indices, the Facebook team literally gave people flat out wrong answers.

That said, this is a tournament rule so if ITC is saying it means you can't leave your deployment zone then that settles it for like 70% of tournaments.

This message was edited 1 time. Last update was at 2018/04/19 15:05:50


 
   
Made in gb
Been Around the Block





You have to look at this rule in the context of WHAT THE HELL ARE GW TRYING TO ACHIEVE.

It looks to me like they're trying to reign in the 1st turn blood bath that 8th has become. They seem to be trying to restrict turn 1 charges again and GOI, shunt and Da Jump are abilities to create turn 1 charges. We could argue intent forever because it will always be inconclusive. I believe the intent is to reduce turn 1 charges and the only exceptions they made to this rule are strats like strike from shadows and forward operatives.

The problem here is that some game wide rules change really hurts GK who weren't even going to be OP if theyd kept this ability.
   
Made in us
Terrifying Wraith






That's really my biggest issue with the change.

In an attempt to curb some of the other stuff that was happening GK had their only real reliable way of achieving superiority taken away from them.

I've seen several people argue that just deep strike on turn 2 instead like that solves something. If you don't go first as GK with a turn 2 requirement before you can DS in the enemies face you might as well concede. At least if your playing any army that has mobility and/or gunline.

Not only that not, as has been noted GK pay points for these "benefits" as a built in cost and they are increasingly seeming like a negative instead.

Everyone still gets to smite for WC5... Thanks GW our smite still sucks.
But you have GoI... That I can cast once per turn thanks again. Well purifiers have D6 smite... And no reliable delivery methods because of being stuck in a transport for an entire turn.
Well just use interceptors... so once again I have no command points because I can't make use of the Strikes deepstrike ability.

I really think Paladins are once again one of the best options personally. They are tough to remove can shoot well and are excellent in combat. Yes they are expensive and can get wrecked by things like Las and Plasma but if you can create some other targets that need to be dealt with it can allow them to hit the lines.

I really wish Purifiers had their 2 attacks back. 2 attacks plus the D6 smite would make figuring out a way to get them into combat worth the extra points.

This post is all over the place but whatever. I love my GK and I don't want to see them crapped on at every turn whether its incidental or intentional.

This message was edited 1 time. Last update was at 2018/04/19 17:25:21


 
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

The question is written so poorly that the answer can mean anything.
it doesn't clarify anything for me.

On the other hand: I never doubted you could use GOI outside your deployment zone.
   
Made in us
Implaccable Grey Knight Paladin




San Diego, CA

Some people are saying in another thread that ITC has said GOI/shunt can’t take you out of your deployment zone turn 1. No source though.

Hope is the first step on the road to disappointment.
 
   
Made in us
Journeyman Inquisitor with Visions of the Warp






Dimmamar

 greyknight12 wrote:
Some people are saying in another thread that ITC has said GOI/shunt can’t take you out of your deployment zone turn 1. No source though.


"No source though" was clearly stated in ignorance of your own signature block: "Hope is the first step on the road to disappointment."

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Made in us
Judgemental Grey Knight Justicar






I might be in the minority here, but I'm not even sure why Gate being usable (outside your own DZ) first turn is a question. Tactical Reserves very clearly limits units that did not start the game on the board. Gating a unit already on the board, and/or shunting Interceptors that were already on the board, do not apply to the Tactical Reserves rule.

4k
2k
1.5k
1k
 
   
Made in us
Decrepit Dakkanaut




 TheMostWize wrote:
That's really my biggest issue with the change.

In an attempt to curb some of the other stuff that was happening GK had their only real reliable way of achieving superiority taken away from them.

I've seen several people argue that just deep strike on turn 2 instead like that solves something. If you don't go first as GK with a turn 2 requirement before you can DS in the enemies face you might as well concede. At least if your playing any army that has mobility and/or gunline.

Not only that not, as has been noted GK pay points for these "benefits" as a built in cost and they are increasingly seeming like a negative instead.

Everyone still gets to smite for WC5... Thanks GW our smite still sucks.
But you have GoI... That I can cast once per turn thanks again. Well purifiers have D6 smite... And no reliable delivery methods because of being stuck in a transport for an entire turn.
Well just use interceptors... so once again I have no command points because I can't make use of the Strikes deepstrike ability.

I really think Paladins are once again one of the best options personally. They are tough to remove can shoot well and are excellent in combat. Yes they are expensive and can get wrecked by things like Las and Plasma but if you can create some other targets that need to be dealt with it can allow them to hit the lines.

I really wish Purifiers had their 2 attacks back. 2 attacks plus the D6 smite would make figuring out a way to get them into combat worth the extra points.

This post is all over the place but whatever. I love my GK and I don't want to see them crapped on at every turn whether its incidental or intentional.

Paladins aren't terribly wrecked by Plasma, thank goodness. That's why they're okayish (along with their Psilencer saturation being not too bad).

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Terrifying Wraith






Slayer-Fan123 wrote:
 TheMostWize wrote:
That's really my biggest issue with the change.

In an attempt to curb some of the other stuff that was happening GK had their only real reliable way of achieving superiority taken away from them.

I've seen several people argue that just deep strike on turn 2 instead like that solves something. If you don't go first as GK with a turn 2 requirement before you can DS in the enemies face you might as well concede. At least if your playing any army that has mobility and/or gunline.

Not only that not, as has been noted GK pay points for these "benefits" as a built in cost and they are increasingly seeming like a negative instead.

Everyone still gets to smite for WC5... Thanks GW our smite still sucks.
But you have GoI... That I can cast once per turn thanks again. Well purifiers have D6 smite... And no reliable delivery methods because of being stuck in a transport for an entire turn.
Well just use interceptors... so once again I have no command points because I can't make use of the Strikes deepstrike ability.

I really think Paladins are once again one of the best options personally. They are tough to remove can shoot well and are excellent in combat. Yes they are expensive and can get wrecked by things like Las and Plasma but if you can create some other targets that need to be dealt with it can allow them to hit the lines.

I really wish Purifiers had their 2 attacks back. 2 attacks plus the D6 smite would make figuring out a way to get them into combat worth the extra points.

This post is all over the place but whatever. I love my GK and I don't want to see them crapped on at every turn whether its incidental or intentional.

Paladins aren't terribly wrecked by Plasma, thank goodness. That's why they're okayish (along with their Psilencer saturation being not too bad).


Yea I should of clarified that I mean like Leman russ Executioner and plasma cannon tanks. Not so much plasma guns.

I still love running paladins matter of fact that's my only infantry currently in my GK I do have 15 PAGK to build but waiting in until I finish painting my GMDK and stormraven before I move onto that.

 
   
Made in de
Focused Dark Angels Land Raider Pilot




Germany

 greyknight12 wrote:
Some people are saying in another thread that ITC has said GOI/shunt can’t take you out of your deployment zone turn 1. No source though.


ITC is known to make stuff up where ever they think it's necessary.
   
Made in us
Stoic Grail Knight




Aeri wrote:
 greyknight12 wrote:
Some people are saying in another thread that ITC has said GOI/shunt can’t take you out of your deployment zone turn 1. No source though.


ITC is known to make stuff up where ever they think it's necessary.


They've also been implementing a lot that would become a GW rule this edition too, probably because they know in advance what's coming.

This message was edited 1 time. Last update was at 2018/04/19 19:18:46


 
   
Made in us
Guarded Grey Knight Terminator






So let me get this straight... I get first turn and have interceptors deployed at the edge of my deployment zone as close as I can get to the enemy. Then I move my interceptors 12 inches out of my deployment zone. I cast gate of infinity or use shunt and I have to move that unit back to my deployment zone in the opposite direction? That doesn't make sense. Sounds like a game of chutes and ladders.

This message was edited 3 times. Last update was at 2018/04/20 02:35:06


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in dk
Sneaky Sniper Drone




What do you guys think about this list?

Supreme command:

- GMDK, gatling, canon, sword, teleport, warlord; first to the fray
- GMDK, gatling, flamer, sword, teleport
- GMDK, gatling, flamer, sword, teleport

Batallion:
- GMDK, gatling, canon, sword, teleport
- Voldus

3x5 strike squad with hammer on justicar

3 paladins with hammer on paragon

5 purgation squad with 2 psilencers and 2 canons.

104 PL 1992 points and 9 command points..

Idea is to have warlord GMDK and two flamer GMDK and paladins go in deepstrike.
Turn 1 everyone hides as much as possible, execpt for purgation squad, who should be able to hit something...
Turn 2 everyone deepstrike in, flame and shoot stuff, and hopefully get some charges of, with first to the fray. Rest of the army starts to move up on objectives etc..

Watcha' thinkin'?

cheers!
   
Made in us
Guarded Grey Knight Terminator






New faq rules limit 0-3 per data sheet at 2k points... so only 3 dreadknight GM's.

Beta rules with reserve power levels will likely wreck that list.

This message was edited 2 times. Last update was at 2018/04/20 13:50:52


"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in dk
Sneaky Sniper Drone




 Smotejob wrote:
New faq rules limit 0-3 per data sheet at 2k points... so only 3 dreadknight GM's.

Beta rules with reserve power levels will likely wreck that list.


Forgot about the max 3 dreads, then Draigo for the batallion.
Regarding power levels for DS, the list use excatly 50% (52/104) of it's Pl
   
Made in ro
Regular Dakkanaut





The official FB posted this.

Edit: Uh and deleted it. Maybe they decided to fix the wording better.
Edit of an edit: And it's back again clarifying that yes, they are legal
[Thumb - 30742635_2013220668998562_1525991815630804209_n.jpg]

This message was edited 2 times. Last update was at 2018/04/20 16:14:35



 
   
Made in us
Implaccable Grey Knight Paladin




San Diego, CA

So now we just need GMDK teleporters to do what they did in every previous edition

Alright then, the core of any GK list now is 3x 10-man interceptor squads (combat squaded most likely) with a GOI warlord. If we want to keep the T1 strike going probably supplement with flyers?

Hope is the first step on the road to disappointment.
 
   
Made in us
Stoic Grail Knight




 GuardStrider wrote:
The official FB posted this.

Edit: Uh and deleted it. Maybe they decided to fix the wording better.
Edit of an edit: And it's back again clarifying that yes, they are legal


Check the comments to that very post, they still count as reinforcements which sets the debate back to zero because it was always the reinforcement rule stopping them more than tactical reserve.

Warhammer 40,000: This is direct from the studio, Logan: 'Treat these units as having arrived from reserves' which really is shorthand for 'these units cannot move again for any reason (including Warptime) and counts as having moved for firing heavy weapons.'.


That said, I think RAI they WANT it to work. RAW it does not, however.
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




I mean.. they've explicitly said in that little publication that any unit already deployed is unaffected by the new rule.

Perhaps its time to move past the technical wording that currently exists and see what form the rule should really take once it is finally updated based on the obvious intention which has been clearly spelled out?
   
Made in us
Terrifying Wraith






My issue with this is once again we get screwed by rules in terms of command points.

Interceptors clearly become the optimal PAGK but now that means unless we bring guard once again we lose the now 5 command points.

This is really one of my biggest issues with this rule.

This message was edited 1 time. Last update was at 2018/04/20 20:40:52


 
   
Made in us
Stoic Grail Knight




Spartacus wrote:
I mean.. they've explicitly said in that little publication that any unit already deployed is unaffected by the new rule.

Perhaps its time to move past the technical wording that currently exists and see what form the rule should really take once it is finally updated based on the obvious intention which has been clearly spelled out?


Not quite. They said "units that set up after the game begins". Shunt and GoI make units arrive and set up after the game begins, it's in the RAW for those abilities.

So like I said, the RAI seems clear, but they didn't actually fix the RAW problem.
   
 
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