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Made in au
Homicidal Veteran Blood Angel Assault Marine




Oz

the_scotsman wrote:
.....
Ghazghkull has usability issues, most definitely. Dude really needs like a 4+ invuln. It's wack that he's got his own book and he can't even take any of his own special relics. It's stupid that he's a fething lord of war, that's just GW trying to shove 1000$ titans down everyone's throats. But honestly his biggest problem is that Orks don't friggin need a giant 200+ point beatstick HQ, they need force multipliers. Because we have a formation with 100 dudes in it that attacks with the equivalent force of 30 ghazkhulls and we just need a way to get it across the dang field semi-alive and krumpin'. Ghaz is never gonna be worth the 225 points we pay for him until he does something real and solid for all ork units, not some piddly-ass buff to the unit that least needs his help because they're just slightly less powerful 40 point versions of him.


A good force multiplier? Like a space marine chaplain?

 
   
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 Grimskul wrote:

Instead of harping on Ghazghkull's inadequacies, would you like to suggest on how to work him out in his current state and form? As I have already said, its not much of a discussion if all we do is say how cruddy he is and propose what he could be to be better, that's already been done multiple times in the Proposed Rules area, so there's no reason to retread on that here.


I've tried him out once in a WAAAGH! council + bunker with escape hatch. With MFF, FNP and a bunch of t5 2+ characters to tank wounds, they're very resilient and can los ID or ap1/2 wounds to regular nobs which is quite good. The speed - even with a bunker is still very low and they can't really catch a fully mobile army unless you're lucky with runs and charges. You have 50% to get crusader warlord trait that helps with runs but it's not guaranteed, once again. But if they face something that doesn't move 12+ every turn, they're gona catch it and stomp it. The squad's like a whirlwind of power klaws slogging towards the opponent like inevitable doom.

The problem with bunker is that it can be either blown up turn one or the enemy can simply flat-out something on top of escape hatch and you now can't disembark out of it.

Council could probably be used in a wagon. 4++ is not that bad - but yep, it's quite dangerous and you risk getting the 600+ pt squad out of play turn one like with a hatch.

Some people propose footslogging the council with bikerbosses to make charges easier. But you're once again not gona charge fast stuff.

They can work great vs armies that want to assault you themselves. You have nice chances of killing a unit of wraiths over 2 assault phases which not much else can really do. Not telling about stomping something like daemonkin, deathcompany or thunderwolves - remember that Ghazzy can pop 2++ and tank s10 hits (if your community rules out TWC to be s10 and not s9 as rules are sloppy).

I think that it could be a good formation for huge games - like 2500 at least. Especially if you pair it up with blitz brigade.

As for Ghazzy's other uses, i think that he can be somewhat fine riding a wagon or a gun wagon with boyz or nobz. Mostly for games where you're not allowed double cad for some reason. So that you can get more painboyz, meks and wierdboyz. But in most regular games, he's worse than a regular dls or BBP boss, unfortunately.

This message was edited 4 times. Last update was at 2015/04/13 05:12:34


 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
 Grimskul wrote:

Instead of harping on Ghazghkull's inadequacies, would you like to suggest on how to work him out in his current state and form? As I have already said, its not much of a discussion if all we do is say how cruddy he is and propose what he could be to be better, that's already been done multiple times in the Proposed Rules area, so there's no reason to retread on that here.


I've tried him out once in a WAAAGH! council + bunker with escape hatch. With MFF, FNP and a bunch of t5 2+ characters to tank wounds, they're very resilient and can los ID or ap1/2 wounds to regular nobs which is quite good. The speed - even with a bunker is still very low and they can't really catch a fully mobile army unless you're lucky with runs and charges. You have 50% to get crusader warlord trait that helps with runs but it's not guaranteed, once again. But if they face something that doesn't move 12+ every turn, they're gona catch it and stomp it. The squad's like a whirlwind of power klaws slogging towards the opponent like inevitable doom.

The problem with bunker is that it can be either blown up turn one or the enemy can simply flat-out something on top of escape hatch and you now can't disembark out of it.

Council could probably be used in a wagon. 4++ is not that bad - but yep, it's quite dangerous and you risk getting the 600+ pt squad out of play turn one like with a hatch.

Some people propose footslogging the council with bikerbosses to make charges easier. But you're once again not gona charge fast stuff.

They can work great vs armies that want to assault you themselves. You have nice chances of killing a unit of wraiths over 2 assault phases which not much else can really do. Not telling about stomping something like daemonkin, deathcompany or thunderwolves - remember that Ghazzy can pop 2++ and tank s10 hits (if your community rules out TWC to be s10 and not s9 as rules are sloppy).

I think that it could be a good formation for huge games - like 2500 at least. Especially if you pair it up with blitz brigade.

As for Ghazzy's other uses, i think that he can be somewhat fine riding a wagon or a gun wagon with boyz or nobz. Mostly for games where you're not allowed double cad for some reason. So that you can get more painboyz, meks and wierdboyz. But in most regular games, he's worse than a regular dls or BBP boss, unfortunately.


I really like your bunker idea! Thematically I could see it as a reaction to those darn beakies knockin' on your door and Ghazghkull coming out with wreckin' krew ta shut dem up. It's certainly a viable alternative to the vulnerable rear armour of the Battlewagon, the 4++ save from the Big Mek would also cover the bunker would it not?

You definitely have a point on the unit being best against other assault armies though. Luckily one of my best buds recently went for Daemonkin and he's also a GK player, so I at least have one common opponent for me try the Council on. It's going to be a little more tricky against my Tau and Necron playing friends though...
   
Made in ru
!!Goffik Rocker!!






 Grimskul wrote:

I really like your bunker idea! Thematically I could see it as a reaction to those darn beakies knockin' on your door and Ghazghkull coming out with wreckin' krew ta shut dem up. It's certainly a viable alternative to the vulnerable rear armour of the Battlewagon, the 4++ save from the Big Mek would also cover the bunker would it not?


Must warn you that following RAW the opponent can easilly shut the bunker combo down if he goes first. The bunker must place an escape hatch and it's treated as another disembarking point, however, nowhere it's stated that it's part of the model. Thus, the opponent can move over it and place his own models on top of it. And if he does so, you can't disembark out of this point as you have to place the model in base contact with a disembarking point which you can't do as you cant get 1" from the enemy that's standing on top of it.

On the other hand, you can place a regular escape facing the opponent, so that you could disembark normally and than charge whatever's blocking the escape hatch. However, it might be just something like a venom or some chaff like that. And it's terrain dependent.

This message was edited 2 times. Last update was at 2015/04/13 05:43:49


 
   
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 Ashiraya wrote:
 Ghazkuul wrote:
Yes hawkeye except that the shield eternal makes them Eternal warrior so they only suffer 1 wound instead of instant death


The Shield Eternal is the problem here I suspect.

Try comparing Ghaz to any CSM HQ other than Abaddon.


AoBF Juggerlord is going to take his lunch money without his 2++, and that's a fact. A T6 Nurgle Bikerlord might beat him up too - it all just depends if he's popped his Waagh yet.

This message was edited 1 time. Last update was at 2015/04/13 05:51:21


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 koooaei wrote:
 Grimskul wrote:

I really like your bunker idea! Thematically I could see it as a reaction to those darn beakies knockin' on your door and Ghazghkull coming out with wreckin' krew ta shut dem up. It's certainly a viable alternative to the vulnerable rear armour of the Battlewagon, the 4++ save from the Big Mek would also cover the bunker would it not?


Must warn you that following RAW the opponent can easilly shut the bunker combo down if he goes first. The bunker must place an escape hatch and it's treated as another disembarking point, however, nowhere it's stated that it's part of the model. Thus, the opponent can move over it and place his own models on top of it. And if he does so, you can't disembark out of this point as you have to place the model in base contact with a disembarking point which you can't do as you cant get 1" from the enemy that's standing on top of it.

On the other hand, you can place a regular escape facing the opponent, so that you could disembark normally and than charge whatever's blocking the escape hatch. However, it might be just something like a venom or some chaff like that. And it's terrain dependent.


Fair enough, but is it possible to screen the escape hatch with a unit? I know the idea is to put the bunker as far up as possible but having a vehicle like a walker to prevent an enemy vehicle from blocking it might be possible, since the vehicle can't tank shock the walker off (and risks Death or Glory) and it has to remain 1" away from it.
   
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 Grimskul wrote:
 koooaei wrote:
 Grimskul wrote:

I really like your bunker idea! Thematically I could see it as a reaction to those darn beakies knockin' on your door and Ghazghkull coming out with wreckin' krew ta shut dem up. It's certainly a viable alternative to the vulnerable rear armour of the Battlewagon, the 4++ save from the Big Mek would also cover the bunker would it not?


Must warn you that following RAW the opponent can easilly shut the bunker combo down if he goes first. The bunker must place an escape hatch and it's treated as another disembarking point, however, nowhere it's stated that it's part of the model. Thus, the opponent can move over it and place his own models on top of it. And if he does so, you can't disembark out of this point as you have to place the model in base contact with a disembarking point which you can't do as you cant get 1" from the enemy that's standing on top of it.

On the other hand, you can place a regular escape facing the opponent, so that you could disembark normally and than charge whatever's blocking the escape hatch. However, it might be just something like a venom or some chaff like that. And it's terrain dependent.


Fair enough, but is it possible to screen the escape hatch with a unit? I know the idea is to put the bunker as far up as possible but having a vehicle like a walker to prevent an enemy vehicle from blocking it might be possible, since the vehicle can't tank shock the walker off (and risks Death or Glory) and it has to remain 1" away from it.


HMMM you could potentially screen it with koptas as they can scout. So, unless the opponent charges them turn one, he won't be able to block the escape.

Just to clarify - that's the problem i'm talking about:

Spoiler:

This message was edited 1 time. Last update was at 2015/04/13 06:37:44


 
   
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Krazed Killa Kan




Homestead, FL

Thats the thing, everyone keeps saying how awsome Ghaz is for that turn he gets his 2++. So 1/5th or sometimes 1/6th of the game ghaz is a beast, the other 4 or 5 rounds of the game ghaz can be beaten by a huge number of different HQs that aren't even named characters.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

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Yep, but it's not like you need it every turn.
   
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Krazed Killa Kan




Homestead, FL

Well if your using Ghaz as a Close Combat beast you probably want him in close combat as many turns as physically possible. And any model with a Ap2 weapon can inflict wounds on Ghaz means that he does need a regular invul, I would love a 3++ but I would settle for a 4++.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
 Grimskul wrote:
 koooaei wrote:
 Grimskul wrote:

I really like your bunker idea! Thematically I could see it as a reaction to those darn beakies knockin' on your door and Ghazghkull coming out with wreckin' krew ta shut dem up. It's certainly a viable alternative to the vulnerable rear armour of the Battlewagon, the 4++ save from the Big Mek would also cover the bunker would it not?


Must warn you that following RAW the opponent can easilly shut the bunker combo down if he goes first. The bunker must place an escape hatch and it's treated as another disembarking point, however, nowhere it's stated that it's part of the model. Thus, the opponent can move over it and place his own models on top of it. And if he does so, you can't disembark out of this point as you have to place the model in base contact with a disembarking point which you can't do as you cant get 1" from the enemy that's standing on top of it.

On the other hand, you can place a regular escape facing the opponent, so that you could disembark normally and than charge whatever's blocking the escape hatch. However, it might be just something like a venom or some chaff like that. And it's terrain dependent.


Fair enough, but is it possible to screen the escape hatch with a unit? I know the idea is to put the bunker as far up as possible but having a vehicle like a walker to prevent an enemy vehicle from blocking it might be possible, since the vehicle can't tank shock the walker off (and risks Death or Glory) and it has to remain 1" away from it.


HMMM you could potentially screen it with koptas as they can scout. So, unless the opponent charges them turn one, he won't be able to block the escape.

Just to clarify - that's the problem i'm talking about:

Spoiler:


I thought about deffkoptas too. But in the case of vehicles they might not be that useful since they can just tank shock them off from being in front of the hatch. Hence the use of a walker instead.


Automatically Appended Next Post:
 Ghazkuul wrote:
Well if your using Ghaz as a Close Combat beast you probably want him in close combat as many turns as physically possible. And any model with a Ap2 weapon can inflict wounds on Ghaz means that he does need a regular invul, I would love a 3++ but I would settle for a 4++.


*sigh* I understand your beef with Ghazzy's lack of survivability. But that's generally how Orks work now. We don't fight fair. Our Meganobz can't go toe to toe with THSS Termies. That's why they're sent off after things they CAN bully, like tac marines, tanks or other non-dedicated CC units. We have boyz to handle and tarpit the really dead killy stuff. Or we soften them up first with dakka from afar. The same thing goes for Ghazghkull. If you want him to take down a biker CM with the Shield Eternal then you're going to have to soften him up first, then call your WAAAGH! and chances are the biker CM's retinue is dead after that turn is over so the rest of Ghazzy's unit can wail on him to death with Ghazzy likely surviving.

Plus as Koooaei has already said, keeping Ghazgkull well hidden inside a unit largely mitigates the lack of an invuln. thanks to KFF and in the case where you do get in CC, you have options to make sure it is on your terms.

This message was edited 1 time. Last update was at 2015/04/13 15:26:26


 
   
Made in us
Krazed Killa Kan




Homestead, FL

but every option of fielding ghaz revolves around planting hundreds of points into his retinue, I would like the ability to take him at a lower point game like 1,500 or 2,000. If you do this though and you don't sink in about half your points to his unit then your just throwing him away.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
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 Ghazkuul wrote:
but every option of fielding ghaz revolves around planting hundreds of points into his retinue, I would like the ability to take him at a lower point game like 1,500 or 2,000. If you do this though and you don't sink in about half your points to his unit then your just throwing him away.

You can't competitively field him in small games. The Supreme Overlord of the Greatest Ork Waaagh in recent history doesn't fight in petty skirmishes anymore.

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
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Gargantuan Gargant






 Waaagh 18 wrote:
 Ghazkuul wrote:
but every option of fielding ghaz revolves around planting hundreds of points into his retinue, I would like the ability to take him at a lower point game like 1,500 or 2,000. If you do this though and you don't sink in about half your points to his unit then your just throwing him away.

You can't competitively field him in small games. The Supreme Overlord of the Greatest Ork Waaagh in recent history doesn't fight in petty skirmishes anymore.


Pretty much, it's the same reason why people don't field Abbadon or Calgar in small games either.
   
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So, after thinking a bit about this thread's major point that I agree with (Ghaz should not ONLY have to roll with Meganobz) I tested him with a rather oddball posse in my last game and came up with solid results.


Mek Gunz.

Hear me out here.

Ghazghkull leading a unit of Mek Gunz makes the Gunz Relentless, allowing them to footslog it up the table. It makes Ghazghkull into a T7 model standing out front with his 2+, so someone who wants to wound him has to work pretty hard at it (alright my plasma gun wounds you on a...4+...) and suddenly you've got a unit that would ordinarily get charged by some fast mop-up unit with this hideously scary melee threat hiding out in it. Someone lands near your Mek guns and starts making scary melee noises, pop Ghazzy off, hit them with 5 KMK shots and let Ghaz pummel the rest of it.

I can honestly say I've never had a footslogging ork unit that either A) delivered Ghaz more safely to the fight or B) was more useful along the way.

Just an idea.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
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the_scotsman wrote:
So, after thinking a bit about this thread's major point that I agree with (Ghaz should not ONLY have to roll with Meganobz) I tested him with a rather oddball posse in my last game and came up with solid results.


Mek Gunz.

Hear me out here.

Ghazghkull leading a unit of Mek Gunz makes the Gunz Relentless, allowing them to footslog it up the table. It makes Ghazghkull into a T7 model standing out front with his 2+, so someone who wants to wound him has to work pretty hard at it (alright my plasma gun wounds you on a...4+...) and suddenly you've got a unit that would ordinarily get charged by some fast mop-up unit with this hideously scary melee threat hiding out in it. Someone lands near your Mek guns and starts making scary melee noises, pop Ghazzy off, hit them with 5 KMK shots and let Ghaz pummel the rest of it.

I can honestly say I've never had a footslogging ork unit that either A) delivered Ghaz more safely to the fight or B) was more useful along the way.

Just an idea.

That's a hilarious idea. Very Kunnin. Mork would be pleased. The beauty of it is that Ghazzy has EW, so if he fails a LOS on a grot, he's still alive. The only thing I'm worried about is what happens if they charge into you with a close combat unit. They milk combat res off of T2 Grots, and Ghazzy can only do so much. Then you run away, are auto-caught and there goes Ghazzy. Can you also explain what Ghazzy brings to this that a normal MA Warboss doesn't?

Crazier idea: [spoiler]You make an Artillery Deathstar! Ghazzy + DLS MA Warboss, + however many ICs and Meks you can fit. Then it's REALLY dangerous in both combat and shooting./spoiler]

For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling  
   
Made in ru
!!Goffik Rocker!!






 Grimskul wrote:


I thought about deffkoptas too. But in the case of vehicles they might not be that useful since they can just tank shock them off from being in front of the hatch. Hence the use of a walker instead.


I'm not sure it's possible to place a walker there in the first place cause i'm not aware of any infiltrating or scouting walkers. We're talking about a unit to block the escape hatch which is around the midboard.

And the enemy won't be able to tank shock them as max tank shock range is 12" - you can't tank shock with a flat out move. What he will be potentially able to do is shoot them to death and than flat-out on top of a hatch. Guess, terrain is your friend here.

you could probably use a scouting wagon but if you're running blitz brigade why do you need a hatch in the first place.

As for now, seems that the best bet is to sacrafice an inch and place the hatch a bit closer to your zone so that noone would be able to just go 12" and completely block it off => will have to either flat-out or run. Than place the regular escape on the bunker facing the escape hatch so that if someone tries to block it with a flat-out move, you simply disembark your angry orkses 6" and than perform a 1-st turn charge around 5-7" which is mostly manageable with 'ere we go. And so, you're midboard once again.

But it's a good idea to keep a unit of koptas to scout on top of a hatch in case you're facing cheap fast vehicles that can be simply sacraficed and you don't consolidate from vehicles - means you're wasting a turn of movement compared to what would have been if you simply disembarked 6" out of the hatch.

This message was edited 1 time. Last update was at 2015/04/14 05:06:52


 
   
Made in ca
Gargantuan Gargant






 koooaei wrote:
 Grimskul wrote:


I thought about deffkoptas too. But in the case of vehicles they might not be that useful since they can just tank shock them off from being in front of the hatch. Hence the use of a walker instead.


I'm not sure it's possible to place a walker there in the first place cause i'm not aware of any infiltrating or scouting walkers. We're talking about a unit to block the escape hatch which is around the midboard.

And the enemy won't be able to tank shock them as max tank shock range is 12" - you can't tank shock with a flat out move. What he will be potentially able to do is shoot them to death and than flat-out on top of a hatch. Guess, terrain is your friend here.

you could probably use a scouting wagon but if you're running blitz brigade why do you need a hatch in the first place.

As for now, seems that the best bet is to sacrafice an inch and place the hatch a bit closer to your zone so that noone would be able to just go 12" and completely block it off => will have to either flat-out or run. Than place the regular escape on the bunker facing the escape hatch so that if someone tries to block it with a flat-out move, you simply disembark your angry orkses 6" and than perform a 1-st turn charge around 5-7" which is mostly manageable with 'ere we go. And so, you're midboard once again.

But it's a good idea to keep a unit of koptas to scout on top of a hatch in case you're facing cheap fast vehicles that can be simply sacraficed and you don't consolidate from vehicles - means you're wasting a turn of movement compared to what would have been if you simply disembarked 6" out of the hatch.


Fair enough, I was thinking you'd deploy the bunker a little further back so the walker could babysit the hatch but I guess it would be counterproductive to getting Ghazzy and his lads from getting stuck in.
   
Made in us
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 Waaagh 18 wrote:
the_scotsman wrote:
So, after thinking a bit about this thread's major point that I agree with (Ghaz should not ONLY have to roll with Meganobz) I tested him with a rather oddball posse in my last game and came up with solid results.


Mek Gunz.

Hear me out here.

Ghazghkull leading a unit of Mek Gunz makes the Gunz Relentless, allowing them to footslog it up the table. It makes Ghazghkull into a T7 model standing out front with his 2+, so someone who wants to wound him has to work pretty hard at it (alright my plasma gun wounds you on a...4+...) and suddenly you've got a unit that would ordinarily get charged by some fast mop-up unit with this hideously scary melee threat hiding out in it. Someone lands near your Mek guns and starts making scary melee noises, pop Ghazzy off, hit them with 5 KMK shots and let Ghaz pummel the rest of it.

I can honestly say I've never had a footslogging ork unit that either A) delivered Ghaz more safely to the fight or B) was more useful along the way.

Just an idea.

That's a hilarious idea. Very Kunnin. Mork would be pleased. The beauty of it is that Ghazzy has EW, so if he fails a LOS on a grot, he's still alive. The only thing I'm worried about is what happens if they charge into you with a close combat unit. They milk combat res off of T2 Grots, and Ghazzy can only do so much. Then you run away, are auto-caught and there goes Ghazzy. Can you also explain what Ghazzy brings to this that a normal MA Warboss doesn't?

Crazier idea: [spoiler]You make an Artillery Deathstar! Ghazzy + DLS MA Warboss, + however many ICs and Meks you can fit. Then it's REALLY dangerous in both combat and shooting./spoiler]


You detach him and stick him in front at the first sign of a scary unit getting close. The thing Ghazzy brings is reliability-when he splits off on his own, waaaagh's, and charges, he:

-gets extra charge range compared to MAB
-Deals more damage than MAB
-Has a 2++ and EW

The MAB is just not as much of a solo threat. There's almost nothing Ghaz doesn't cause his 3.8 ID wounds to in clove combat and there's almost nothing that can hurt him back. My original escort was a KFF BM but he just wasn't scary enough and my opponent deep struck THSS termies in and 2 of them survived to his turn to wipe the Gunz.


That Death Star idea is funny though. I'll try that next time. How scary can you make a regular Mek in cc?


Automatically Appended Next Post:
Oh also EW doesn't help him because vs shooting he's T7 anyway. EW just helps him in cc.

This message was edited 1 time. Last update was at 2015/04/14 15:16:15


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Krazed Killa Kan




Homestead, FL

HAHA, im going to have to try that when I get enough mek gunz bought/assembled/;painted. Right now I just got hold of 2 that I need to build so :-(

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
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I think Ghaz was just fine in 5 ed , or atliest a 5 invul. I wish cyborg body would return to 5 invul instead of silly fnp . ( that's especially stupid on models like grotsnik who already have fnp )
   
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 Ghazkuul wrote:
HAHA, im going to have to try that when I get enough mek gunz bought/assembled/;painted. Right now I just got hold of 2 that I need to build so :-(


Good lord man you're not buying the kits are you?

I thought everyone just scratch built them out of kilkannons from the BW kit...

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Krazed Killa Kan




Homestead, FL

I try to buy as much as possible from my local gaming store to support them. I have 2 Kill kannonz i could utilize to build Mek gunz but I like using my kill kannonz :-P

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in us
Shadowy Grot Kommittee Memba






So do I, and I bought one purely to get the adorable little grot krew models but the Mek gun model is so ugly and is almost 2$ a point. I just bought the extra Battlewagon from my game shop lol.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in mx
Morphing Obliterator





Mexico

 NuggzTheNinja wrote:
 Ashiraya wrote:
 Ghazkuul wrote:
Yes hawkeye except that the shield eternal makes them Eternal warrior so they only suffer 1 wound instead of instant death


The Shield Eternal is the problem here I suspect.

Try comparing Ghaz to any CSM HQ other than Abaddon.


AoBF Juggerlord is going to take his lunch money without his 2++, and that's a fact. A T6 Nurgle Bikerlord might beat him up too - it all just depends if he's popped his Waagh yet.


That is a pretty bold assumption... specially when you don't have the math to back that up. Assuming the jugger lord gets the charge, because he moves 12" and ghaz doesn't...

A charging Juggerlord would make 2.916 wounds to ghaz at I5, which lets Ghaz hit back with 5 S10 attacks that hit on 3's, that is 1.388 wounds assuming the juggy has a 4++, so the juggy dies due to S10 vs T5 and Ghaz wins, and that's a fact.

The jugger also has that 1/6 chance of the daemon weapon betraying him and making him do 1.29 wounds to Ghaz instead.

The nurgle biker lord also assuming a charge, would make 1.73 wounds to ghaz, ghaz returns 1.041 wounds, after that first round, the bike lord scores 1.38 wounds instead and ghaz still 1.041 both at I1, at the end of the 3rd round of combat Ghaz scores 3 wounds, and the biker lord 4.51, which would be a double KO

These are obviously without the 2++

So no, no CSM can beat Ghaz and live to tell, except probably Abaddon,


CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
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You're not allowed to use decimals to prove a point that's cheating.

Also, I feel the need to point out that fluff wise the only guy Ghaz goes toe-to-toe with frequently is Commissar Yarrick...who, while the biggest and badassest character in his codex, that codex is IG... He's just a dude. If anything the fact that Ghazzy instant deaths any space marine that doesn't have a priceless one-of-a-kind special extra super relic is probably giving him too much credit.

It's like when people complain that the Avatar of Khaine should better reflect the fluff. I always think "so what he should be T1 W1 Eldar player automatically loses when he dies?"

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Krazed Killa Kan




Homestead, FL

Does ghaz ever get into a fight with yarrick and lose though? I can't remember the armeggedon fluff but I thought Ghaz beats the hell out of him without trying.

I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all

Marine General James Mattis, to Iraqi tribal leaders 
   
Made in mx
Morphing Obliterator





Mexico

 Ghazkuul wrote:
Does ghaz ever get into a fight with yarrick and lose though? I can't remember the armeggedon fluff but I thought Ghaz beats the hell out of him without trying.


IIRC he beats him but lets him live because he gave him a good fight, and a good fight is not somehing an Ork would like to end

This message was edited 1 time. Last update was at 2015/04/14 19:21:53


CSM 10k points
IG 3k points
Orks 2k points
WoC 3.5k points
VC 2.5k points
 
   
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Elite Tyranid Warrior





Brisbane

 Waaagh 18 wrote:
the_scotsman wrote:


[SNIP]
....Ghazghkull leading a unit of Mek Gunz makes the Gunz Relentless, allowing them to footslog it up the table.

[/SNIP]

That's a hilarious idea. Very Kunnin. Mork would be pleased. The beauty of it is that Ghazzy has EW, so if he fails a LOS on a grot, he's still alive. The only thing I'm worried about is what happens if they charge into you with a close combat unit. They milk combat res off of T2 Grots, and Ghazzy can only do so much. Then you run away, are auto-caught and there goes Ghazzy. Can you also explain what Ghazzy brings to this that a normal MA Warboss doesn't?

Crazier idea: [spoiler]You make an Artillery Deathstar! Ghazzy + DLS MA Warboss, + however many ICs and Meks you can fit. Then it's REALLY dangerous in both combat and shooting./spoiler]


I've heard this before (using a Big Mek) and though it was funny, but now you mention it I had to go look. What does a Big Mek or Gaz bring that makes the gunz Relentless? I'm at a loss to locate a USR or the like in the Codex. What have I missed? Would love to try this out as I'm currently building an army with 6 Mek Gunz...
   
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You're looking for Slow and Purposeful.

BRB p171. A unit that contains one model blah de blah, can shoot with heavy salvo and ordnance weapons counting as stationary even if they moved.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
 
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