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Made in us
Regular Dakkanaut





 wuestenfux wrote:
 _SeeD_ wrote:
I'm having a lot of success with running a 10-man Preserver Terminator squad with 3 characters - Apothecary, Ancient, and Draigo. Draigo gives rerolls, the banner gives +1 attack! and an extra leadership for passing morale (so important), and the apothecary to literally just raise them from the dead for 1 cp and make them super tanky with the 5+++.
Each character chooses spells that either buff the squad or provide utility like Emp Amp, Ghostly Bonds (for preventing and setting up charges) and ofc Sanctuary.
Rerolling all hits makes hammers super deadly, and I always take one on the Justicar (5 attacks).

This looks really good.
How expensive is this unit (for the lazy reader)?
Sticking all eggs into one basket can also fail, can't it?


It's at 820 points right now.
The rest of the army is 5 Dks lol.
The list and all its variants have been a killer.
Here's where I am right now:


++ Spearhead Detachment -3CP (Imperium - Grey Knights) [47 PL, -5CP, 955pts] ++

+ Configuration +

Brotherhood: Swordbearers

Detachment Bonuses: Show Bonuses

Detachment Command Cost [-3CP]

+ HQ +

Brotherhood Librarian [8 PL, -1CP, 135pts]: 4: Purifying Flame, 4: Vortex of Doom, 6: Psychic Epitome, Foretelling of Locus, Shield of Humanity
. Nemesis Warding Stave

Grand Master in Nemesis Dreadknight [11 PL, -1CP, 235pts]: 2: Empyric Amplification, 4: First to the Fray, 6: Ghostly Bonds, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Servant of the Throne, Shield of Humanity

+ Elites +

Servitors [2 PL, 30pts]
. 4x Servitor: 4x Servo-Arm

Servitors [2 PL, 30pts]
. 4x Servitor: 4x Servo-Arm

+ Heavy Support +

Nemesis Dreadknight [8 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

Nemesis Dreadknight [8 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

Nemesis Dreadknight [8 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

++ Patrol Detachment 0CP (Imperium - Grey Knights) [56 PL, 12CP, 1,045pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Brotherhood: Preservers

Detachment Bonuses: Show Bonuses

Detachment Command Cost

+ HQ +

Grand Master in Nemesis Dreadknight [11 PL, 220pts]: 1: Gate of Infinity, 3: Unyielding Anvil, 6: Ghostly Bonds, Dreadfist, Gatling Psilencer, Gem of Inoktu, Heavy Psycannon, Nemesis Greatsword, Sigil of Exigence, Warlord

Kaldor Draigo [9 PL, 180pts]: 1: Gate of Infinity, 2: Empyric Amplification, 3: Sanctuary

+ Troops +

Brotherhood Terminator Squad [24 PL, 430pts]
. Grey Knight Terminator Justicar
. . Nemesis Daemon Hammer: Nemesis Daemon Hammer
. 9x Terminator (Halberd): 9x Nemesis Force Halberd, 9x Storm Bolter

+ Elites +

Brotherhood Ancient [6 PL, 115pts]: 5: Warp Shaping, Heroism's Favour

Brotherhood Apothecary [6 PL, 100pts]: 6: Ghostly Bonds
. Nemesis Force Halberd

++ Total: [103 PL, 7CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)



I just added the Libby to the Terminator deathstar for the Mortal Wound ejaculations. I also upgraded with the Heroisms Favor in the likely event my characters are charged.


This message was edited 7 times. Last update was at 2021/11/11 22:05:54


 
   
Made in es
Regular Dakkanaut




 Elric Greywolf wrote:


We played Scouring, which was a little tough against so many fast daemons. I didn't score Primary on T1, and I missed Stranglehold and Purifying Ritual on T1 also. I obviously took Destroy the Daemon and got full points on that, with full primary, 12/15 Stranglehold, and 14/15 Purifying Ritual.


You can't take both purifying ritual and destroy the daemon. You are only alowed to take one of the codex secondary objectives.
   
Made in us
Journeyman Inquisitor with Visions of the Warp






Dimmamar

Seizeman wrote:
 Elric Greywolf wrote:


We played Scouring, which was a little tough against so many fast daemons. I didn't score Primary on T1, and I missed Stranglehold and Purifying Ritual on T1 also. I obviously took Destroy the Daemon and got full points on that, with full primary, 12/15 Stranglehold, and 14/15 Purifying Ritual.


You can't take both purifying ritual and destroy the daemon. You are only alowed to take one of the codex secondary objectives.


Oh, I haven't heard that before! On p68 of the GK Codex, it says, "Like all other secondary objectives, each of the secondary objectives listed below has sa category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category...)."
"Destroy the Daemon" is from the Purge category, and "Purifying Ritual" is from Warpcraft.

Can you quote the rules I missed stating that you can only take one codex secondary?

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
Made in us
Damsel of the Lady




 Elric Greywolf wrote:
Seizeman wrote:
 Elric Greywolf wrote:


We played Scouring, which was a little tough against so many fast daemons. I didn't score Primary on T1, and I missed Stranglehold and Purifying Ritual on T1 also. I obviously took Destroy the Daemon and got full points on that, with full primary, 12/15 Stranglehold, and 14/15 Purifying Ritual.


You can't take both purifying ritual and destroy the daemon. You are only alowed to take one of the codex secondary objectives.


Oh, I haven't heard that before! On p68 of the GK Codex, it says, "Like all other secondary objectives, each of the secondary objectives listed below has sa category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category...)."
"Destroy the Daemon" is from the Purge category, and "Purifying Ritual" is from Warpcraft.

Can you quote the rules I missed stating that you can only take one codex secondary?


"If every model in your army (excluding Agents of the Imperium and Unaligned units) has the Grey Knights keyword, and your Warlord has the Grey Knights keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book) select one of them to be from the Grey Knights secondary objectives listed below".

I think that's it. Every faction is limited to just one (except sometimes Space Marines because they take one from Codex: Space Marine and then one from their Supplement if they have one).
   
Made in es
Regular Dakkanaut




 Elric Greywolf wrote:
Seizeman wrote:
 Elric Greywolf wrote:


Can you quote the rules I missed stating that you can only take one codex secondary?


Just the paragraph above the one you quoted:

"If every model in your army (excluding AGENTS OF THE IMPERIUM and UNALIGNED units) has the GREY KNIGHTS keyword, and your WARLORD has the GREY KNIGHTS keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the GREY KNIGHTS secondary objectives listed below."

It's the same for all factions, except for space marines, which can take one from the SM codex and one from their chapter supplement.
   
Made in us
Journeyman Inquisitor with Visions of the Warp






Dimmamar

Audustum wrote:
Spoiler:
 Elric Greywolf wrote:
Seizeman wrote:
 Elric Greywolf wrote:


We played Scouring, which was a little tough against so many fast daemons. I didn't score Primary on T1, and I missed Stranglehold and Purifying Ritual on T1 also. I obviously took Destroy the Daemon and got full points on that, with full primary, 12/15 Stranglehold, and 14/15 Purifying Ritual.


You can't take both purifying ritual and destroy the daemon. You are only alowed to take one of the codex secondary objectives.


Oh, I haven't heard that before! On p68 of the GK Codex, it says, "Like all other secondary objectives, each of the secondary objectives listed below has sa category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category...)."
"Destroy the Daemon" is from the Purge category, and "Purifying Ritual" is from Warpcraft.

Can you quote the rules I missed stating that you can only take one codex secondary?


"If every model in your army (excluding Agents of the Imperium and Unaligned units) has the Grey Knights keyword, and your Warlord has the Grey Knights keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book) select one of them to be from the Grey Knights secondary objectives listed below".

I think that's it. Every faction is limited to just one (except sometimes Space Marines because they take one from Codex: Space Marine and then one from their Supplement if they have one).

Well derp. I suppose Destroy the Daemon is probably better against Daemons, since they usually have at least one psyker who can potentially deny your Ritual...and since you'll be clearing objectives anyhow, may as well get points for it!

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 4500 2000 2500

"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21
"By time I mean that which is indicated by some changing motion." City of God, Book XII Ch 16 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Elric Greywolf wrote:
Played a great game on Friday against my friend Matt Evans, who is currently #68 on ITC. He's been into Tyranids for as long as I've been into GK, so he's quite dialed into his army. This was my most competitive game so far with the new book. (Four kids makes it difficult to have time for lots of games.)

He brought a Leviathan detachment and a GSC patrol.
Swarmlord, Broodlord, flying Hive Tyrant, some forgeworld beastie with 18 wounds, Malaceptor, 3x Warriors, 6x Hive Guard, 20 genestealers
Magus, Shooty assassin cowboy, and 3x6 cultists with hand flamers.

My list is a Prescient Patrol and a BoV Spearhead
Techmarine with healing relic, psipsy GMDK with sword and sigil and Noble Death, 2x5 GKSS, 2x10 GKI, Apothecary with Divination
Libby with Gem and Matrix (Gate/Vortex), psipsy GMDK with hammer/shield and FttF/Vanguard Aggression, 2x psycin/Teleport NDKs, 1x psipsy NDK with sword, 4x servitors

We played 22 Sweep and Clear, he got first turn.
I took Purifying Ritual, Stranglehold, and Assassination
He took Engage Fronts, ROD, and Direct Assault (the mission one)

As an aside, the Techmarine healed 12 wounds in this game, and all four times putting the dreadknight up a bracket, which imo is definitely more value than the Chappie I'd been running.
As another aside, after writing this report, I noticed I didn't mention any Stratagem use. I'm not going to add that in, but I did use Buff Guns on a GMDK every single turn, as well as Cast on 3 and Deny on 3. I used Transhuman once and Cast Again once or twice. I rerolled invulns against high damage attacks, with mixed results.
Buff Guns is my most-used stratagem, with Cast on 3 coming in second and Transhuman being my pocket play (although I've found it really difficult to judge the efficiency of this strat, since the high damage attacks you want to protect against are usually low volume, making off-the-cuff calculations hard to perform in a time crunch).

There was quite a bit of terrain, so I holed up in a building with my infantry and arranged the NDKs around that, splitting one of the GKIs and reserving one of the GKSS. I moved up my Vanguard and friend, and he moved up the went first.
Top of T1
Spoiler:
Flyrant moved into position to charge my scouting NDKs. Genestealers advanced and set up to charge my Prescient GMDK and another NDK next to him. He got catalyst onto the Hive Tyrant and failed/denied the rest. He shot my PAGK with Hive Guard, and since I was in shadows it was -1 to hit although I didn't get my +1sv because of Hive Guard sillyness. They shot twice and removed 3 GKSS and 2 GKI from one of the small units, both of who passed morale. Something big shot at my Blades GMDK, who popped his Shield. (Note: the shield works for the remainder of the turn, which two people argued with me about until I showed them the book...so be aware of your strengths!)
His Flyrant charged the psipsy NDK, avoiding the shielded GMDK, and I did a wound in OW (which was a foolish choice on my part). His Genestealers charged both the DKs they had set up for...this is where I should've overwatched, since the flamer would've removed several models. I took quite a few wounds in the stealer combat, getting down to 7 on the GMDK and 6 on the NDK. The other one did quite well, failing a single save for 3dmg. In return, I swung back with the sword and put 4dmg total onto the Flyrant. The other two killed a lot of stealers, leaving six-ish (the greatsword is pretty awesome). My opponent was quite upset at not killing anything, and honestly I think probably one of the NDKs should've died but he didn't roll as well as he should've, and I passed more 4++s than I should've. I need to remember my flamer for OW.
He scored 2pts for Engage.
10-12 his favour

Bottom of T1
Spoiler:
5 man GKI moved towards the objective on his board edge, outside his deployment. 3 man GKI shunted to the other objective outside the deployments, hugging a ruin. GKSS stood still and the untouched NDK set up for some shooting. The Techmarine ran forward and gave 3 wounds back to the sword GMDK, who had taken several from stealers. I failed a lot of psychic, because of Shadows and his insane deny rolls. I popped the Gem to ensure a Gate and a Vortex from the Libby. I got a perils on my limping NDK, and while the smite killed a genestealer, he took 2 wounds :/ I teleported the 5 man GKI onto the objective so that I was sitting on 4 total--mine, middle, two in the corners. I was denied on 3/4 Rituals, so I only got 1pt. I did some smites that chipped some wounds on big monsters.
In shooting, I didn't do as much as I would've liked. My NDK did quite poorly against the stealers, getting them down to three models. The engaged sword GMDK then shot the psycannon at a big guy and the psilencer at the stealers, thinking I could remove three models with my 12 shots. Wrong! and there was one left, making me waste the psycannon. The NDK with the Flyrant did around four wounds, which was pretty good, and the other GMDK did wounds on the Maleceptor (although he was also making 4++s like a boss).
In assault, GMDK charged Flyrant, finishing him off with the hammer.
I scored Stranglehold and Assassination.
17-12, my favor
We each had only 2CP remaining at this point in time.

Top of T2
Spoiler:
Opponent held 1 objective, scoring 5pts on Primary. He stated that his intention this round was to deny me any Primary points. Broodlord lurked in a ruin, Malaceptor and FW monster inched up to touch the center objective (and therefore contest it with my GMDK), and Magus hid behind the bigguns. 3x Warriors moved towards the right objective, which had only 3 GKI on it. The gunslinger and a cultist squad appeared by the left objective, which was held by 5x GKI, and another cultist squad appeared within 3" of me, taking my back objective! He got off Catalyst on the Broodlord and did some psychic damage on DK, though my 5+++ really helped there. After a lot of shooting, the crippled NDK had with only 2 wounds remaining, the 3x GKI on the right objective were dead, the 5x GKI were dead to flamers and pistols, the servitors were dead from 6d6 hand flamers. In assault, I finished off the remaining single stealer tying up my NDK and GMDK. The NDK consolidated backwards towards the backfield cultists (since he was so damaged) and GMDK moved towards the FW monster.
He got 3 more for Engage and 3 for Direct Assault.
17-23, his favor
He had only 1 CP left

Bottom of T2
Spoiler:
My sword GMDK moved over to the right objective, and my GKSS dropped onto this. I popped Noble Death aura so that I would definitely hold that one. Both flamer NDKs moved to tackle the cultists in the backfield. I planned to use the full-health NDK to hold this one, since I thought it was unlikely that Hive Guard would kill him in one turn. The hammer GMDK in center field set up to charge the Malaceptor. My 10-man GKSS moved onto the left objective and spread out in a ring with the objective at the middle, so that he couldn't pop up and take it like last time. Mr Techie healed for 3 wounds, and the Libby ran onto the center objective to put another body there. In psychic, I got off 3/4 Rituals, earning me 4pts! I also put Amplification onto the Malaceptor. I wiped both cultist units but left the gunslinger alive. The Warriors on the right flank were toasted, and the Malaceptor survived with 6 wounds to 2x psipsy DKs with Amplification.
Mr Hammertime charged the FW monster, who had a 3+ and no invuln, T7 with 18 wounds. I swung with my 6 attacks, hitting 5 times and wounding 4. With my damage rolls, I got 21 damage, insta-gibbing the scary beast (whatever it was). My opponent was pretty salty. A bystander said that no matter what, it's always hilarious when something takes 20+ damage in one go, and I had to agree in this case! Statistically I should've done only 10-16 damage, so killing it outright was lucky on my part, but I suppose my Victorious Grand Master had had ENOUGH!
I scored 3 for Stranglehold.
24-23, my favor.

Top of T3
Spoiler:
He scored 5 for Primary. He brought in the final cultist unit to support the gunslinger on the left objective against the 10x GKI. He moved up the Swarmlord to try and take the center objective against my Libby, Techie, psipsy NDK, and hammer GMDK. Psychic did a number of wounds to various DKs and managing to kill, through psychic and shooting, the psipsy NDK. The Hive Guard split their fire and took down the two little GKSS on my back objective, 1 of the GKSS on the right objective, the Libby in center field, and some GKI. The cultists, Hive Guard, and gunslinger killed 4 of the 10 GKI and they passed morale, leaving me on 3 objectives with the center contested. He charged the Swarmlord into hammer GMDK, and didn't kill him. I swung back and mopped him up. GMDK had 4 left. Magus charged the Techmarine and managed to do nothing, and was punked in return with the Omnissiah's blesssed axe.
He scored 2 for Engage.
24-30, his favor.

Bottom of T3
Spoiler:
I got 15 on primary this time, holding 3 objectives and contesting the middle. My sword GMDK moved into center field and shot at the Malaceptor, killing it finally. Again, a lot of denies and fails, with only 2/3 Rituals working. NDK shunted to support the GKI, and they together killed the cultists and Gunslinger. The Hammer shot at and killed the Broodlord in a ruin.
I scored 3 Stranglehold and 13 for Assassination, maxing out that latter secondary.
55-30, my favor.

Top of T4 and end game
Spoiler:
He shot with the Hive Guard and then called it, after killing the Techmarine and the limping NDK.
I played out my turns and got 15pts on T4 and T5, maxing Primary. I also maxed Ritual and Stranglehold.


So that was my first 100pt game with the new book, and it was against a highly-rated player who is taking that exact list to the GT later this month. I was very pleased with my performance, and saw ways to further improve.


Techmarine was really valuable.
How about units staying in reserve in turn 1?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in ca
Regular Dakkanaut




What Citadel figure cases are recommended for sixty troops and four Nemesis Dreadknights?
   
Made in ca
Trigger-Happy Baal Predator Pilot




SoCal

I run the Battlefoam Magna Racks for my Grey Knights. I can fit four or five dreadknights on one tray and the remainder of the army on another. Makes it efficient from a space standpoint, and much easier to deploy/remove from the table that traditional foam.

10000
2700
4000
3800
3000  
   
Made in gb
Longtime Dakkanaut





UK

I love the Cidadel cases (I have one of each), but I'd imagine the Dreadknight is more like a War Dog (I've not built my Dreadknight yet), and I use custom foam for those.

https://www.flickr.com/photos/dreadblade/
Chaos Knights - Ultramarines - Thousand Sons - Grey Knights 
   
Made in us
Longtime Dakkanaut





Can I get some competitive suggestions on how to build some kits? For context, I sold a beloved GK army from 5th Ed several years back, and am now rebuilding it. We own tons of armies ranging from pure casual to ITC filth. In this case I want to build super competitively at least initially.

I just picked up eight Strike Squad boxes (plus five DKs, and several heroes).

What would be a wise way to build the infantry.

My inclination is at least 20x Interceptors to play the mission, but weapons, etc seems hard to parse any clear winners.

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Here is a successful GT army which may answer your questions:

Spoiler:

2nd Place

Josh Engelke - Normal Blokes GT



Detachment 1: Swordbearers Patrol Detachment 0CP

(Imperium - Grey Knights) [41 PL, 770pts]

Brotherhood Techmarine [7 PL, 110pts]: 3: Unyielding Anvil, 5: Warp Shaping, Aetheric Conduit, Foretelling of Locus, Warlord

Grand Master in Nemesis Dreadknight [10 PL, 200pts]: 1: Gate of Infinity, 2: Empyric Amplification, Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Daemon Greathammer

Strike Squad [6 PL, 110pts] x5 w Nemesis Force Swords

Nemesis Dreadknight [9 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword

Nemesis Dreadknight [9 PL, 175pts]: Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword



Detachment 2: Rapiers Patrol Detachment -2CP



(Imperium - Grey Knights) [67 PL, -3CP, 1,230pts]

Brotherhood Librarian [6 PL, 105pts]: 1: Gate of Infinity, 3: Sanctuary, Nemesis Force Sword

Grand Master in Nemesis Dreadknight [11 PL, -1CP, 235pts]: 2: Empyric Amplification, 4: First to the Fray, 4: Vortex of Doom, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Servant of the Throne, Shield of Humanity, Sigil of Exigence



Strike Squad [6 PL, 110pts] x5 w Nemesis Force Swords

Strike Squad [6 PL, 110pts] x5 w Nemesis Force Halberds

Strike Squad [6 PL, 110pts] x5 w Nemesis Force Halberds



Interceptor Squad [14 PL, 240pts] x10 w Nemesis Force Halberds

Interceptor Squad [14 PL, 240pts] x10 w Nemesis Force Halberds

Rhino [4 PL, 80pts]



Total: [108 PL, 2000pts]

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Longtime Dakkanaut





So, I am entertaining playing as Rapiers, and leaning into volume of dice, and Mortals on 6's to wound. I would think dual falchions would be good to that end, but no one ever seems to take them. Why is that?

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
Made in us
Insect-Infested Nurgle Chaos Lord





In My Lab

NewTruthNeomaxim wrote:
So, I am entertaining playing as Rapiers, and leaning into volume of dice, and Mortals on 6's to wound. I would think dual falchions would be good to that end, but no one ever seems to take them. Why is that?
You lose Strength, AP, and Damage. And you already have so many attacks baseline, it's not really worth it.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut





NewTruthNeomaxim wrote:
So, I am entertaining playing as Rapiers, and leaning into volume of dice, and Mortals on 6's to wound. I would think dual falchions would be good to that end, but no one ever seems to take them. Why is that?


Against their best profile (T3, 1 W) they have roughly the same effective output (same # of models killed) as just Halberds. Falchions are awful.

This message was edited 2 times. Last update was at 2021/12/09 09:42:14


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

How about the choice of three Patrols at the 2000 pt level with one GMNDK in each Patrol?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut





 wuestenfux wrote:
How about the choice of three Patrols at the 2000 pt level with one GMNDK in each Patrol?

I know it's been done at a high level, but ultimately failed.
I'd love to have a 3rd, but at that point, there aren't enough upgrades or spells to make him special or different...
and I'd have to take more troops, which always feels bad.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 _SeeD_ wrote:
 wuestenfux wrote:
How about the choice of three Patrols at the 2000 pt level with one GMNDK in each Patrol?

I know it's been done at a high level, but ultimately failed.
I'd love to have a 3rd, but at that point, there aren't enough upgrades or spells to make him special or different...
and I'd have to take more troops, which always feels bad.

Indeed, too less useful spells up to the common smite and its better to have more flesh bodies.
Thankx!

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut





Something that's bothering me.
"Each time the bearer fights, if it is equipped with one or more Nemesis falchions, it makes 1 additional attack using this profile.''

If you have two equipped, you still only get 1 more attack.
I think the best way to bring falchions back into relevance would be to add 2 attacks, 1 per dagger.
That way they'd be more like lightning claws, complete with rerolls thanks to hammerhand.

This message was edited 4 times. Last update was at 2021/12/14 16:27:06


 
   
Made in gb
Longtime Dakkanaut





UK

I've got a 1,000 pt list that includes Crowe, a GMDK, a Strike Squad, a Purifier Squad, an Interceptor Squad and a Stormraven. The latter needs Sanctuary, so I'm taking that power with both Crowe and the GMDK. I'm also taking Empyric Amplification with the GMDK, which means I'm not taking Gate...

I'd like to take Gate too, but I don't think there's a strat or relic that allows a psyker to take an additional power is there? In any case, the GMDK has a teleporter and the Sigil, and the Interceptors have teleporters too, so perhaps with Shunt I don't need it?

This message was edited 5 times. Last update was at 2021/12/27 22:57:31


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Steadfast Ultramarine Sergeant




Anyone aware the new Tau Railgun? I think it spells doom to our GMNDK and basically all vehicles. Are we just gonna to switch to more interceptor and less Dread Knight?
[Thumb - IMG-20211229-WA0001.jpg]

   
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UK

Yeah, that thing is going to suck for my Chaos Knight ion shields and my TSons global 5++ too.

Not cool

Fortunately I don't know anyone with a T'au army, and have never played against them

This message was edited 2 times. Last update was at 2021/12/30 16:13:41


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Hamburg

Railgun looks disgusting. Everything it hits will die.
How many railguns can be packed?
Trend will go to more infantry.

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I think* we'll see three of them in basically every Tau list. But yeah, going to seriously reduce the efficacy of Dreadknights, Dreadnoughts and basically anything high wound.

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Seattle, WA

Considering that 9th edition has pushed infantry heavily, this further push away from vehicles doesn't look healthy for game balance. I hope to be wrong.

 
   
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Hamburg

talljosh85 wrote:
I think* we'll see three of them in basically every Tau list. But yeah, going to seriously reduce the efficacy of Dreadknights, Dreadnoughts and basically anything high wound.

Well, I battled Tau a lot in local tourneys during the last editions with my Eldar.
Never lost. Was always an easy matchup.
The key is to destroy the marker lights asap. Then its an uphill battle for Tau.

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talljosh85 wrote:
I think* we'll see three of them in basically every Tau list. But yeah, going to seriously reduce the efficacy of Dreadknights, Dreadnoughts and basically anything high wound.


I heard that the points for Hammerhead would be somewhere around 200pts only. So in 2000pts game, expect to see three Hammerheads plus Hammerhead Longstrike frequently, total of 4 Railguns on the table for no more than 900pts. So the rest 1100pts can be used for those AP-2 Dmg 2 missiles, marker lights and obsec infantries.
   
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Hamburg

The work horses in an actual GK army are the NDKs.
Without NDKs (and Dreads), there are no more heavy long-range hitters
since the light versions of the heavy weapons (psilencers, psycannons) are not good enough.

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UK

 wuestenfux wrote:
The work horses in an actual GK army are the NDKs.
Without NDKs (and Dreads), there are no more heavy long-range hitters
since the light versions of the heavy weapons (psilencers, psycannons) are not good enough.


You could run a vehicle like a Land Raider or Storm Raven though as long as you can cast Sanctuary on it. Not that it'll protect you against the new Railgun of course.

Railguns aside, does anyone have any comments on my previous question?

 dreadblade wrote:
I've got a 1,000 pt list that includes Crowe, a GMDK, a Strike Squad, a Purifier Squad, an Interceptor Squad and a Stormraven. The latter needs Sanctuary, so I'm taking that power with both Crowe and the GMDK. I'm also taking Empyric Amplification with the GMDK, which means I'm not taking Gate...

I'd like to take Gate too, but I don't think there's a strat or relic that allows a psyker to take an additional power is there? In any case, the GMDK has a teleporter and the Sigil, and the Interceptors have teleporters too, so perhaps with Shunt I don't need it?

This message was edited 1 time. Last update was at 2022/01/01 10:44:31


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Hamburg


 dreadblade wrote:
I've got a 1,000 pt list that includes Crowe, a GMDK, a Strike Squad, a Purifier Squad, an Interceptor Squad and a Stormraven. The latter needs Sanctuary, so I'm taking that power with both Crowe and the GMDK. I'm also taking Empyric Amplification with the GMDK, which means I'm not taking Gate...

I'd like to take Gate too, but I don't think there's a strat or relic that allows a psyker to take an additional power is there? In any case, the GMDK has a teleporter and the Sigil, and the Interceptors have teleporters too, so perhaps with Shunt I don't need it?


Wardmakers have a possibility to take for a turn another Psychic power from the Dominus discipline.
Crowe is not ideal in a competitive list.

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