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![[Post New]](/s/i/i.gif) 2012/07/09 22:48:16
Subject: 6th Edition and GK changes - revisited
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Veteran Inquisitorial Tyranid Xenokiller
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You shoot as normal but count has having moved, so heavy weapons snap fire but assault, rapid fire and pistol weapons can shoot at BS.
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![[Post New]](/s/i/i.gif) 2012/07/09 23:01:44
Subject: 6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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so the GKSS are fine to deepstrike. All the guns except the psilencer i think have an assault profile
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2012/07/09 23:04:02
Subject: 6th Edition and GK changes - revisited
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Mutated Chosen Chaos Marine
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Unless I read the rules wrong I thought all psychic powers from the rule book were randomly rolled, not chosen.
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![[Post New]](/s/i/i.gif) 2012/07/09 23:08:01
Subject: 6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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l0k1 wrote:Unless I read the rules wrong I thought all psychic powers from the rule book were randomly rolled, not chosen.
only if you select a school of powers or whatever. Can still have the option of using the default ones i believe, but its one or the other. ALL codex powers or ALL random
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2012/07/09 23:31:38
Subject: 6th Edition and GK changes - revisited
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Mutated Chosen Chaos Marine
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They way people were discussing it made it sound like you got to choose.
Here's a question, since almost everything in the GKs codex is a psyker can Strike Squads or Land Raider's psychic pilot choose to take a random Divination power since they Psychic Mastery lvl 1?
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![[Post New]](/s/i/i.gif) 2012/07/09 23:38:19
Subject: 6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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l0k1 wrote:They way people were discussing it made it sound like you got to choose.
Here's a question, since almost everything in the GKs codex is a psyker can Strike Squads or Land Raider's psychic pilot choose to take a random Divination power since they Psychic Mastery lvl 1?
actually id like to know myself, however my gut feeling says no. It says in the FAQ that hammerhand cant be replaced, which is their main power. However warpquake and whatnot... id like a ruling on this, Its not unimagonable, TSONS seem to have squads like that
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2012/07/10 00:05:39
Subject: 6th Edition and GK changes - revisited
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Dakka Veteran
Upper East Side of the USA
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FAQ says only the Librarian, Coteaz and the Inquisitor HQs can get powers from the main rulebook. That's it. No one else.
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![[Post New]](/s/i/i.gif) 2012/07/10 00:10:46
Subject: 6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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Ha cant really complain with a level 3 libby thats technicaly just a regualr HQ  Plus coteaz with 2 divination powers is gonna be pretty good
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- 1250 points
Empire of the Blazing Sun (Combined Theaters)- 1950 points
FUBAR Starship Troopers- Would you like to know more?
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2012/07/10 00:12:24
Subject: 6th Edition and GK changes - revisited
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Mutated Chosen Chaos Marine
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Darn! Could've been fun to trade in a seemingly less impressive fortitude for a random divination power.
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![[Post New]](/s/i/i.gif) 2012/07/10 03:40:17
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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So, my Landraider was the victim of first blood from a single lascannon shot tonight from a stormraven...
/smh
The amount of games I've played where LRs laugh off Lascannons is incredible; totally wasn't expecting that.
Played vs blood angels w/ 2 Stormravens with Draigowing.
1650
Draigo, 2x 5 Pally MCPsycannon
Storm Raven
LR
2x Psyrifle dread
Meph, honor guard
10 man group of assault marines
melee dread
2 stormravens
scout squad
Draigo and Meph were definitely locked in a challenge for 5 TURNS, we ended the game and Draigo had 2 wounds, Meph had 0; of course if he had of taken a single force weapon wound he would have died.
Maybe instead of a landraider ill try to deepstrike a Dreadknight next time... into some kind of cover. I still am not sure if they are any good.
But still, 1 shot kill on Landraider made me :|
I think the build was ok, just got mad unlucky. 1 LC blowing up a LR is pretty unlikely, not to mention my entire army had a round of shooting at one of his SRs and missed everything.
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This message was edited 1 time. Last update was at 2012/07/10 04:02:42
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![[Post New]](/s/i/i.gif) 2012/07/10 03:40:41
Subject: 6th Edition and GK changes - revisited
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Mutated Chosen Chaos Marine
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Do we have an optimal load out for Paladins/Terminators and Purifiers in 6th yet?
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![[Post New]](/s/i/i.gif) 2012/07/10 04:35:56
Subject: Re:6th Edition and GK changes - revisited
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Purifiers are unchanged IMO. Maybe take psybolts more often.
Paladins should have a Stave and at least 1 DH per 5 guys. The rest can have Swords and Halberds to personal preference really. Depends on how many PFs and THs you face in combat.
So basically, not much changed with them equipment wise. They just need to avoid other terminators now and shoot them instead of assaulting their little butts. Everything without 2+ saves is still fair game.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/07/10 06:52:52
Subject: 6th Edition and GK changes - revisited
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Judgemental Grey Knight Justicar
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Is it worth giving any close combat upgrades to strike squads, or just leave it at a psycannon, 5 or 10 man? Rhino, razorback, deepstrike?
Was thinking running a 5 man with psycannon in rhino, just for cheap troops choice to hold objectives?
Just trying to work a 1500 list, so not to many points to throw around
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![[Post New]](/s/i/i.gif) 2012/07/10 09:15:38
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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tuiman wrote:Is it worth giving any close combat upgrades to strike squads, or just leave it at a psycannon, 5 or 10 man? Rhino, razorback, deepstrike?
Was thinking running a 5 man with psycannon in rhino, just for cheap troops choice to hold objectives?
Just trying to work a 1500 list, so not to many points to throw around
Personally I'd just stick a hammer on the justicar cause he's got 2 attacks and the rest as swords with psycannons where I can get them. (my interceptor loadout)
I tend to like them cheaper.
So far at 1500, I've been really enjoying my GK + Guard combo. Lots of cheapo guardsmen in cover to grab objectives while purifiers back up shooting and counter assault duties. Big pie plates helping with long range shooting
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/07/10 09:39:54
Subject: 6th Edition and GK changes - revisited
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Judgemental Grey Knight Justicar
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Is that gk with allied guard or guard with gk allies?
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![[Post New]](/s/i/i.gif) 2012/07/10 10:15:02
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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tuiman wrote:Is that gk with allied guard or guard with gk allies?
actually it can be either based on what I want it to do. I can take the hydra + LRBT or I can take another AC dread (with some sponsons stripped off other stuff). I reeally haven't decided which I like more.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/07/10 10:30:40
Subject: 6th Edition and GK changes - revisited
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Judgemental Grey Knight Justicar
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Cool cool...I think I will go for a ccs, vet squad, hydra + russ plan and see how it works out
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![[Post New]](/s/i/i.gif) 2012/07/10 11:58:54
Subject: Re:6th Edition and GK changes - revisited
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Regular Dakkanaut
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I'm thinking about adding Coteaz now instead of a Grandmaster, but maybe he's a little bit squishy. What about having with him 3 paladins?
Grandmaster:
Psycannon, sword, blinding, rad, psychotropics = 255
Coteaz: 100
Paladinsx3: 1 sword, 1 halberd, 1 hammer = 265
Or even 2 swords 1 hammer.
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![[Post New]](/s/i/i.gif) 2012/07/10 13:04:41
Subject: 6th Edition and GK changes - revisited
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Dakka Veteran
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sudojoe wrote:tuiman wrote:Is it worth giving any close combat upgrades to strike squads, or just leave it at a psycannon, 5 or 10 man? Rhino, razorback, deepstrike?
Was thinking running a 5 man with psycannon in rhino, just for cheap troops choice to hold objectives?
Just trying to work a 1500 list, so not to many points to throw around
Personally I'd just stick a hammer on the justicar cause he's got 2 attacks and the rest as swords with psycannons where I can get them. (my interceptor loadout)
I tend to like them cheaper.
So far at 1500, I've been really enjoying my GK + Guard combo. Lots of cheapo guardsmen in cover to grab objectives while purifiers back up shooting and counter assault duties. Big pie plates helping with long range shooting
What's the list you're running?
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![[Post New]](/s/i/i.gif) 2012/07/10 17:33:51
Subject: 6th Edition and GK changes - revisited
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Dakka Veteran
Upper East Side of the USA
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sudojoe wrote:Personally I'd just stick a hammer on the justicar cause he's got 2 attacks and the rest as swords with psycannons where I can get them. (my interceptor loadout)
Wait a minute, is the Justicar a character? Can he be called out in challenges? If so I would put the hammer on a regular dude!
Automatically Appended Next Post:
DakotaBlue wrote:I'm thinking about adding Coteaz now instead of a Grandmaster, but maybe he's a little bit squishy. What about having with him 3 paladins?
Coteaz can go with lots of different stuff. Bunch of henchmen in a chimera (better move into position and get out before it blows up though). A Strike Squad. Purifiers. Terminators. Paladins. Whatever you want.
He gets two of the new powers, randomly, but remember we can choose the "Primaris" power if we don't like our roll. Look at the Divination Primaris power. It's great. You're going to want to have Coteaz in a shooty squad or close to a shooty squad... Automatically Appended Next Post: sudojoe wrote:Lots of cheapo guardsmen in cover to grab objectives while purifiers back up shooting and counter assault duties. Big pie plates helping with long range shooting
But then you have to pay for two HQs though right? How cheap is your IG HQ?
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This message was edited 3 times. Last update was at 2012/07/10 17:39:52
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![[Post New]](/s/i/i.gif) 2012/07/11 04:25:35
Subject: 6th Edition and GK changes - revisited
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Apprehensive Inquisitorial Apprentice
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on other threads and forums people are saying that when a miniature with a deamonhammer its under the effect of quicksilver psychic power you roll a dice to see which initiative it uses, do any of you know the rule that sustains this afirmation?
because as far as I know, quicksilver makes the miniature under its effect i10 but the rules for unwieldly state that the miniture strikes at the initiative step for i1, so it takes precedence over quicksilver .
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![[Post New]](/s/i/i.gif) 2012/07/11 06:55:18
Subject: 6th Edition and GK changes - revisited
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Mighty Chosen Warrior of Chaos
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Joe Mama wrote:
He gets two of the new powers, randomly, but remember we can choose the "Primaris" power if we don't like our roll
Really? You get to roll new powers before deciding which set to use (original or new)?
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Harry, I'm going to let you in on a little secret. Every day, once a day, give yourself a present. Don't plan it. Don't wait for it. Just let it happen. It could be a new shirt at the men's store, a catnap in your office chair, or two cups of good, hot black coffee. |
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![[Post New]](/s/i/i.gif) 2012/07/11 06:59:31
Subject: 6th Edition and GK changes - revisited
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Ladies Love the Vibro-Cannon Operator
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Dunwich wrote:Joe Mama wrote:
He gets two of the new powers, randomly, but remember we can choose the "Primaris" power if we don't like our roll
Really? You get to roll new powers before deciding which set to use (original or new)?
Its more like Fantasy when you decide to choose the powers from the rulebook.
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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 |
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![[Post New]](/s/i/i.gif) 2012/07/11 09:12:32
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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http://www.dakkadakka.com/dakkaforum/posts/list/459859.page
I've been experimenting with this at 1500 but since I posted that list, I'm in the middle of replacing some mech vets for some micro platoons and it's now more like IG + GK allies as I really want to make the LRBt work but it's hard to squeeze in more due to needing some troops for redundency.
While on the topic of list building, anyone got any good suggestions vs necrons in general? My foot squads can't outshoot their foot squads and charging so many gauss and tesla has been pretty silly. Ended up with 2 guys making it in from 10 against a 10 man immortal squad and they promptly got wooped on since it's still 4+ to hit and wound
Their death ray is a pain in the gas tank. I'm getting paranoid now since I've lost 2 rhinos and half a squad of purifiers to that thing in one turn. Better field placmenet I guess? mabye some sort of Z-line formation?
I can widdle down some with str 6 HB's but most people seem to be making good use of big warrior blocks that regenerate with ghost arks which are still painful to kill as our basic range option is still str 8 vs AV 13. The new destroyer lord + wraiths is also pretty mean in CC, I usually end up losing combat now a days from that perferred enemy rerolls and warscythe still kicks my butt plus they usually have 2+ weave buff now so only my hammer can get through which is painful too since the scythe apparently goes before at I2. Challenge and MSS isn't helping.
Average points wise, immortals are way cheaper than purifiers with psycannons and the lack of assault from transports really screwed me in a few games when I was still in 5th ed mode.
I'm thinking I'm not using enough psychic powers in the above list. A divination or maybe lucky invisible from the IG psyker may help alot. Thinking of adding cotez just for the heck of it and keep the list as purifiers with a bunch of cheap henchmen but I miss the vendetta and LRBT along with las cannons alot. Should I give up and just get some monkies?
I'm seeing lists along the lines of:
destroyer lord + fast mover wraiths x 1 maybe 2 squads, but usually just one now to get in there and kill folks.
Warriors with gauss backed up by ghost arks and some immortals with tesla to out shoot infantry
death ray fliers for all around killiness.
It's very hard to assault tesla immortals I've found out through trial and error...
stupid death ray is very powerful. And dlord + wraiths are just silly for perferred enemy. And lance teks + solar pulse is still annoying but not as bad since cover saves are less meaningful since I don't have that much low AP stuff in my list.
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This message was edited 2 times. Last update was at 2012/07/11 12:43:30
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/07/11 13:24:59
Subject: 6th Edition and GK changes - revisited
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Dakka Veteran
Upper East Side of the USA
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Dunwich wrote:Joe Mama wrote:
He gets two of the new powers, randomly, but remember we can choose the "Primaris" power if we don't like our roll
Really? You get to roll new powers before deciding which set to use (original or new)?
No. You decide if you want to stick with the codex powers, or try for the ones in the rulebook. Then you say, I'll take two Divination powers. You roll a d6. See what you get. If you don't like it, take the "primaris" power, which let's a unit reroll to-hit. If you do like it, keep it. Then you roll again, since Coteaz gets two powers. Automatically Appended Next Post: sudojoe wrote:Thinking of adding cotez just for the heck of it and keep the list as purifiers with a bunch of cheap henchmen but I miss the vendetta and LRBT along with las cannons alot. Should I give up and just get some monkies?
I have no experience with Necrons, but I have to say Coteaz with two psychic powers from the rulebook makes him even better than before. The default Divination power is great.
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This message was edited 1 time. Last update was at 2012/07/11 13:28:34
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![[Post New]](/s/i/i.gif) 2012/07/11 20:00:18
Subject: Re:6th Edition and GK changes - revisited
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Quick-fingered Warlord Moderatus
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sudojoe wrote:http://www.dakkadakka.com/dakkaforum/posts/list/459859.page
I'm seeing lists along the lines of:
destroyer lord + fast mover wraiths x 1 maybe 2 squads, but usually just one now to get in there and kill folks.
Warriors with gauss backed up by ghost arks and some immortals with tesla to out shoot infantry
death ray fliers for all around killiness.
It's very hard to assault tesla immortals I've found out through trial and error...
stupid death ray is very powerful. And dlord + wraiths are just silly for perferred enemy. And lance teks + solar pulse is still annoying but not as bad since cover saves are less meaningful since I don't have that much low AP stuff in my list.
I'm seeing this list start happening a lot too, and frankly, against Wraiths, sheer volume of fire is needed to kill them, which GK just don't really have enough of. Their 3+ Invul makes a mockery of high-strength weapons which our lists have a ton of. I HAVE been experimenting around with counters, however, and so far only Paladins have had much of a chance.
Don't let them get the charge on you, and stay away from the whip coils. Rad grenades and psychotroke grenades are almost must-haves. Don't even bother activating force weapons, just stack as many Hammerhands (and Might of Titan) until you wound on a 2+ (which should be enough to instant-death them with 2x strength). Have a single Warding Stave and do combat placement such that hits are taken on that one Warding Stave, and use Look Out, Sir! if needed.
Also, Wraiths have a low Initiative, so capitalize on that with the Librarian's Warp Rift. Template + test to remove as casualty with no saves = dead wraiths. If possible, stick someone with Empyrean Brain Mines (initiative!) in too during close combat (and toss them a Warding Stave for good measure), and challenge their Destroyer Lord. With luck, their DL will fail and won't be able to do jack in the Challenge, leaving you to dish out free hits on him.
For their fliers, either grab a fortification or bring in a Storm Raven. They can field 2 Doom Scythes for almost the price of 1 Storm Raven, but with POTM you can shoot down both in one turn. Whatever you do, make sure your Storm Raven enters from reserve AFTER his fliers do. Death rays = rather dead Storm Raven. And when you enter, try to place your Storm Raven right in front of his Doom Scythes such that IF you miss/don't shoot down one of his Doom Scythes, you force him to either switch from Zoom to Hover to shoot at you (thus losing his Zoom protection), or he has to use Zoom's mandatory 18" move to fly past your Storm Raven, meaning that he can't turn to shoot it in that same turn.
Just my two cents, hope it helps some.
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This message was edited 1 time. Last update was at 2012/07/11 20:01:04
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2012/07/11 21:45:15
Subject: 6th Edition and GK changes - revisited
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Ship's Officer
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Joe Mama wrote:Dunwich wrote:Joe Mama wrote:
He gets two of the new powers, randomly, but remember we can choose the "Primaris" power if we don't like our roll
Really? You get to roll new powers before deciding which set to use (original or new)?
No. You decide if you want to stick with the codex powers, or try for the ones in the rulebook. Then you say, I'll take two Divination powers. You roll a d6. See what you get. If you don't like it, take the "primaris" power, which let's a unit reroll to-hit. If you do like it, keep it. Then you roll again, since Coteaz gets two powers.
Technically, it's even better than that, since you're told to roll for each power separately. So you'd say "I'll take two Rulebook powers." Then you pick a discipline, roll a d6, and see what you get. If you don't like it, then you can take the primaris power instead. Then you can pick a different discipline (or the same one), and repeat the process. This is beneficial if you're only interested in a specific power in one discipline, because it lets you switch disciplines if you get the power you wanted on your first roll.
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![[Post New]](/s/i/i.gif) 2012/07/12 00:11:17
Subject: Re:6th Edition and GK changes - revisited
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Neophyte undergoing Ritual of Detestation
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So..... first, sorry for breaking the other thread :( I'm bad I know. I wont do it again.
I'm assuming, if I'm reading right, that the actual brotherhood champion still sucks since his rapier strike only works against ind. characters?
So many good ideas on here, and yea Necrons would be kind of cheesy allies, and a lemon russ with my GK's is sort of a wonderful.
I've been running a unit of 8 Purifiers with halberds and 2 incinerators. Toss them in a LR Crusader with an HQ (almost any HQ seems to get the same result) and charge forward on the right or left flank. Get close, and shoot and flame. Let them charge you so you get overwatch and cleansing flame and still strike first at I6. Being on the flank the LRC kind of blocks line of sight to the other parts of his army shooting you.
The dreadknight seems like a pointsink with only the flamer and teleport. But I think the Assault Cannon & DCCW dreads with psyammo should get a revisit since the DCCW is AP 2.
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“No one expects the Imperial Inquisition! Our chief weapon is surprise, fear and surprise; two chief weapons, fear, surprise, and ruthless efficiency! Er, among our chief weapons are: fear, surprise, ruthless efficiency, and near fanatical devotion to the God Emperor of Mankind! Um, I'll come in again...”
=][= Silent Guards =][= |
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![[Post New]](/s/i/i.gif) 2012/07/12 00:50:40
Subject: 6th Edition and GK changes - revisited
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Mutated Chosen Chaos Marine
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Anybody have some tactics for playing against Blood Angels? A largely jump infantry army is actually hard to deal with since most of our units will only get one shooting phase against them.
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![[Post New]](/s/i/i.gif) 2012/07/12 01:19:10
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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Ferrum_Sanguinis wrote:I was going to start a new topic about GK but I might as well save room and post my question here:
I bought 30 Paladins a month ago that I have yet to build since I was waiting for 6th to come out. Now that I have the rule book and have read it through I'm wondering how should I equip them??? Since wound allocation has changed and they no longer need to all be unique I was thinking something like this:
3 units of ten:
1 Apothacary w/Halberd,
1 Brother Banner w/ Psycannon
5 Halberds (2 with psycannons)
1 Warding Stave and storm bolter
2 Daemonhammers (1 with Psycannon)
Banner means you can never use hammerhand, I'd leave it out to be honest, hammerhand is way to useful to lose.
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I for one welcome our new revenant titan overlords... |
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