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Grey Knights - Nemesis Strike Force or CAD?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Locked in the Tower of Amareo




No, it's OP. There's just stuff that's even more OP. T6 2+ is brutal to get through.
   
Made in us
Longtime Dakkanaut






Martel732 wrote:
No, it's OP. There's just stuff that's even more OP. T6 2+ is brutal to get through.


Are you playing orks? More than half the armies in the game have no problem with dreadknights. Also, keep in mind that they need 2 turns until they can charge, which often leaves them open to get shot off the board after shunting.

This message was edited 1 time. Last update was at 2017/04/20 14:51:36


 
   
Made in us
Clousseau





East Bay, Ca, US

Martel732 wrote:
Only grav cannons can reroll. Grav guns and cataphron weapons can't reroll. But SHW are pretty niche.

Yeah, sometimes you DO need to wipe someone in one turn. Wulfen, for example.

GW overdid it with grav, but they overdid it with MCs like DK and Riptide first. 2+ armor shouldn't exist on MCs, and if it does, it should be VERY expensive, not easily spammable. 2+ armor layered on T6 is brutal to deal with without grav. If BA didn't have grav access, I would just pack it up vs DKs, because I'd have no chance at all.


Can we please also point out the number of ways you can realistically fit quality grav dice into a list? centurion devastators are the unit. Subtract those, and you have to do some wonky, very expensive hijinks to get meaningful grav into a list. Grav without the amp sucks - the range is piss poor, and it suddenly becomes a joke against anything with a 4+ save.

And a 24" range on your centurions means you have 15 grav dice (and 9 boltgun dice) to kill a dangerous unit before it (a) wipes you in assault or (b) jump shoot jumps itself to safety.

Grav is strong, but it has to be. Outside of grav, what weakness do MCs have? Any nerf at all to grav is a huge buff to MCs.

Now, if you want to make the toughness cap for any living creature 6, and adding a 2+ save (from 3+, no MC can have 2+ save anymore without grav) costing 500 points, then yeah, nerf the pants off grav.

This message was edited 4 times. Last update was at 2017/04/20 15:35:37


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Devestating Grey Knight Dreadknight




Back on the original topic:
The choice between NSF and CAD used to be based on how many dreadknights you needed to take: 2 or 4, and a Nemesis Strike force or two was the way to go. 3 or 5, and you'd take at least one CAD. However, Codex: Imperial Agents added a formation that requires 1 troop or fast attack, with one optional heavy support choice and the same formation benefits of the Nemesis Strike force. So now for 2 troops+1 HQ you can take 3 dreadknights but function as a NSF (with 2 detachments) or a CAD. You can also go 1 troop+1 fast attack if you like interceptors and still get your 3 DKs.
Generally speaking, as GK the benefits of NSF outweigh the loss of objective secured: deepstriking turn 1 enables you to null deploy if required and get to CC faster (turn 2 guaranteed charges); while we generally aren't running spammable troops to camp on objectives. Grey Knights play as an army that kills their enemies first, then grabs objectives.

Regarding the grav, if you can't beat them, join them: My current 1850 list is:

Nemesis Strike force-ML3 libby, strike squad, 2 DKs, draigo
Daemonhunter Strike Force (Imperial agents) - terminator squad, dreadknight.
Sentinels of Terra Allied Detachment: ML1 libby, scout squad, drop pod, 2x3man grav cents (sentinels allows you to take them as elites and heavys)

Draigo gates with one cent squad and the other goes in the pod, everything else deepstrikes turn 1. It's a pretty devastating alpha strike; if I'm limited to 2 detachments I'll consolidate the 2 GK ones into a single CAD and shunt the DKs. I'm still working on finding the points to swap the strike squad for interceptors, everything is pretty barebones right now. Just some ideas.

This message was edited 1 time. Last update was at 2017/04/20 21:54:15


Hope is the first step on the road to disappointment. 
   
 
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