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Made in us
Napoleonics Obsesser






I forced his Paladin+Draigo unit to take 24 saves at one point. Not a single wound :*(

I apologize for being rude :3 Seeing as this isn't really a battle report, I wasn't asking to be called a horrible player, and I didn't have to post every single detail of the game, obviously. In retrospect, that was a pretty key moment in the game that would've been nice to include


If only ZUN!bar were here... 
   
Made in it
Impassive Inquisitorial Interrogator





torrent of fire is basically useless against paladins with an apoth... You get a 2+ with FNP. You need an inordinate amount of firepower to kill them this way. It's basically their only saving grace imho. Low AP fire though will deal with them quite fast, especially if you manage to fire some str 8+ shots that will force instant death.
   
Made in us
Napoleonics Obsesser






GeckoOBac wrote:torrent of fire is basically useless against paladins with an apoth... You get a 2+ with FNP. You need an inordinate amount of firepower to kill them this way. It's basically their only saving grace imho. Low AP fire though will deal with them quite fast, especially if you manage to fire some str 8+ shots that will force instant death.


It was actually my darkest fear that he'd be smart enough to take an apothecary Unfortunately, he did!

He also used some cheap wound allocation to force like half of my dark lance shots onto draigo, who ignores ID due to T5... I'm not sure if he's IW


If only ZUN!bar were here... 
   
Made in it
Impassive Inquisitorial Interrogator





Samus_aran115 wrote:
GeckoOBac wrote:torrent of fire is basically useless against paladins with an apoth... You get a 2+ with FNP. You need an inordinate amount of firepower to kill them this way. It's basically their only saving grace imho. Low AP fire though will deal with them quite fast, especially if you manage to fire some str 8+ shots that will force instant death.


It was actually my darkest fear that he'd be smart enough to take an apothecary Unfortunately, he did!

He also used some cheap wound allocation to force like half of my dark lance shots onto draigo, who ignores ID due to T5... I'm not sure if he's IW


He's eternal warrior as well. And he's also the only GK with a storm shield. It's a nasty piece of work but I'm not sure I'd take him. He does cost a lot.

This message was edited 1 time. Last update was at 2011/04/03 22:28:00


 
   
Made in us
Infiltrating Hawwa'





Through the looking glass

Melissia wrote:Meh, valks are boring, and they're even bigger targets (and less durable) than two armored sentinels.


Considering an armoured sent with plasma cannon and cammo netting is 15 pts less than a fast skimmer that drops some pretty strong templates, or 45 pts away from a fast skimmer that spits 3 TL lascannons, I'll take the vendetta.

4,5, and 6 can drop one, yes, but I've never played a game were I had to go flat out every turn.

I seem to be derailing this thread, my bad.

“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

Necroshea wrote:Considering an armoured sent with plasma cannon and cammo netting is 15 pts less than a fast skimmer that drops some pretty strong templates.


The 'strongest' template a Valk drops is S4, and it needs to cost 130pts to be able to do that. I'd be inclined to go with the plasma cannon Sentinel at that point.

L. Wrex

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<Lycaeus Wrex> rolls 7 dice, 4+ to hit, Strength 6 against Armour 12...
* 0 out of 7 dice hit (4+) = (1,1,1,1,1,1,1) 
   
Made in us
Infiltrating Hawwa'





Through the looking glass

Ah, I forgot that the missle pods weren't stock on a valk. Serves me right for making a claim on a vehicle I never field or make much effort to know the armaments.

Based on personal experience I always do well with vendettas as opposed to what I see most everyone do with sentinels.

Still...I think I'm feeling more inclined to roll sentinels now. I'm slowly demechanizing my IG force in favor of some sweaty man mob power blobs, and I think sentinels would fit in well. For 120 I can get 3 scouts wielding autocannons into the field. for 150 they all get camo netting.

I'll have to make a thread about this in the future. Until then, I'll stop posting here. Thanks for the insight guys.


“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in us
Consigned to the Grim Darkness





USA

Also remember, skimmers die on immobilize (so fifty percent of a penetrating hit) and walkers get hit on the front by melee weapons (so AV12 for armored sentinels).

So a single armored sentinel with heavy flamer can do tie up a 30 member boyz squad for a few turns until the nob's klaw finally kills it (which is a surprisingly low chance, as you only have a one third chance to penetrate if you hit, and only a one third chance to blow it up if you penetrate).

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in ca
Boosting Black Templar Biker




Canada

After reading all the posts about how the game went, the only thing that sounds like it went bad was your luck really. 24 saves and saved every one? That isn't extremely common, so I wouldn't worry about it. Next time he may have to make only 10 saves and fail all of them. Luck with the dice makes a big difference. It helps with a 2+ save and 3+inv in CC, but that being said, statisticly the chances are good for him, unless you hit him with some high AP attacks that negated his armor save. That alone would cut his chance to save to two thirds, as opposed to five sixths.

Good luck next time. Hopefully the Dice force will be with you.


"Human bonding rituals often involve a great deal of talking, and dancing, and crying."

 
   
Made in it
Impassive Inquisitorial Interrogator





Melissia wrote:Also remember, skimmers die on immobilize (so fifty percent of a penetrating hit) and walkers get hit on the front by melee weapons (so AV12 for armored sentinels).


IIRC skimmers die on immobilze only if they moved flat out the turn before... Granted, that's kinda likely, but not 100% true
   
Made in ca
Noble Knight of the Realm





Canada

Samus_aran115 wrote:

Wow, that's really nice of you to just assume everything

I actually immobilized and destroyed the assault cannons on BOTH of his Land raiders by the second turn but he used some techmarine thing to fix them up next turn. So I DID actually cause serious damage. If the techmarine wasn't there, the game would have been ours with foot slogging terminators halfwat across the board.

By T5, I already had a unit of wyches camped on his objective, and about thirty guardsmen on ours, plus another unit of wyches! Draigo literally plowed right through them, and eventually got to our objective. Then we killed him with mass plasma fire.

My ravagers got blown up around the fourth turn, after they had been ganging up on terminators the whoie game. IMO, the terminators were a bigger threat at the time.


What did the Demolishers do? Just one template landing on the Paladins would have seriously ruined their day since they'd be instant-death'ing all those termies who failed their 5+ invulnerable (FNP would be of no assistance). Had they all been destroyed by the time you were shooting all that plasma at Draigo and his entourage?

A more detailed batrep would be much appreciated!

Note to self: Another reason to prefer meltas to plasma -- they can instant death paladins.

   
Made in us
Sneaky Sniper Drone




I played against GK (using new codex) last week with my Tau at 1500 points and shot them off the table.

They had:
GhostKnight HQ
Librarian
2 unit of Termies
2 intercepter squads
2 DKs

I had:
Suit HQ unit with plas/fusion
Elite Suit unit with plas/mp
Elite Suit unit with plas/bc
Kroot x2
FW x2
min pathfinders x2
pirahnas
Broadsides

They shot/charged into my kroot wall. Then my plasma hit them back and took out 2/3 of their assaulting force. It was just cleanup after that.

Not sure how competitive the GK list above was, but even after that game I am still afraid of GK. I won only because my friend didn't use good strategy. Had he done it right, I would have been wiped turn 3.

DQ:80S+++G++M--B-I+Pw40k07+D+A++/mWD-R++T(T)DM+
2009 Ard Boyz Finalist ( )
(6k total, 1k painted) : 37-3-7 v
(codex only) : Will start once Tau are fully painted 
   
Made in ca
Boosting Black Templar Biker




Canada

I won only because my friend didn't use good strategy. Had he done it right, I would have been wiped turn 3.




His strategy did sound rather limited. Charge the non-shooting meat blob meant for taking hits while the shooty guys pick you off. He would have been better off leaving 1 DK at home and taking a transport for at least 1 unit of termies, they could have did some more damage then for sure.


"Human bonding rituals often involve a great deal of talking, and dancing, and crying."

 
   
Made in gb
Death-Dealing Devastator




Samus_aran115 wrote:
Melissia wrote:Meh, valks are boring, and they're even bigger targets (and less durable) than two armored sentinels.


Especially since they die on a 4,5 or 6, like paper planes


Not true, they are not boring (Mine is the pride of my army) and are more durable.
   
Made in it
Impassive Inquisitorial Interrogator





Also, xenos inqui with plasma siphon attached to mordrak would have meant all your plasma firing at them would have been BS1.

He probably tried the scout shunt maneuver, but the success of that depends on what you roll on the D3... If you roll 3 it may be very successful, if you roll 1 it will at most be a distraction.

I don't like DKs much. Psydreadnoughts seem better to me, though against tau they would have probably been useless.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

GeckoOBac wrote:Also, xenos inqui with plasma siphon attached to mordrak would have meant all your plasma firing at them would have been BS1.


Not true, the rules for the siphon states that it includes plasma guns, pistols and cannons. After that it's chaos, and horribly written rules.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Sneaky Sniper Drone




Gorgarak wrote:
I won only because my friend didn't use good strategy. Had he done it right, I would have been wiped turn 3.




His strategy did sound rather limited. Charge the non-shooting meat blob meant for taking hits while the shooty guys pick you off. He would have been better off leaving 1 DK at home and taking a transport for at least 1 unit of termies, they could have did some more damage then for sure.


Based on my deployment he HAD to shoot the kroot. But instead of focusing all of his firepower on one unit, he spread it amongst both units. And since they were in cover and went to ground, not alot died. Then on my turn I shot back and killed lots of his stuff. Had he just focused fire on one unit of kroot he could have charged my broadsides which would have kept at least one dreadknight alive for his turn two.

I told him that after turn one.

And then we discovered the Inquisitor that neuters Plasma.

And now I am going to lose every game against him.

DQ:80S+++G++M--B-I+Pw40k07+D+A++/mWD-R++T(T)DM+
2009 Ard Boyz Finalist ( )
(6k total, 1k painted) : 37-3-7 v
(codex only) : Will start once Tau are fully painted 
   
 
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