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![[Post New]](/s/i/i.gif) 2012/07/24 17:56:33
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Grey Templar wrote:daedalus-templarius wrote:So guys, how is it that Dreadknights get S10 now all the time?
I was just trying to find it, but didn't see anything in the FAQ; is it something in the BRB?
The rules for DCCWs changed. They don't have the walker restriction anymore. If you have one, it doubles your Str and is AP2 at inititive.
The rules for the sword also give the reroll ability passivly. You don't use the sword as the primary weapon to gain the benifit(its wording is explicitly different to all other Nemisis weapons)
And neither the Sword nor DCCW are specilist weapons so they can give +1A to each other.
So a DK with a sword has 4 Str10 attacks with rerolls to hit, wound, and armor penetration.
I guess all Str10 attacks makes the fact this is a ridiculously expensive monstrous creature a bit easier to swallow, maybe... sword buffs are crazy with S10, you basically smear just about anything you come into contact with.
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![[Post New]](/s/i/i.gif) 2012/07/24 18:12:31
Subject: 6th Edition and GK changes - revisited
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Quick-fingered Warlord Moderatus
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doc1234 wrote:If it was an older codex, id agree, but the amount of stuff in the GK codex that made 0 sence in 5ed, but does in 6ed (changes to combat rules for instance means digital weapons on champion is no longer so odd) the wording "power WEAPONS" instead of power SWORDS seems purposely vague, to give a choice.
I do agree with this one. Prime example - Dreadknights. Why did they give Dreadknights DCCWs, we all puzzled in 5th ed. Now, DCCWs work in 6th ed on them.
Although, I don't get the example of the digital weapons on champion. Could you help me explain that one?
Also, from what it looks like, it seems that GW wants you to convert your own miniatures for Henchmen Squads. Or buy bits from all over the place (i.e. Techmarine servitors, IG Psykers, etc.) to represent them - I figure they would've released a Henchmen Squad boxed set otherwise. As it stands, there's no reason why you can't use Fantasy miniatures for DCAs and use the halberd as an axe, etc. Honestly, none of the LGSes here in this country carry the DCA miniatures - they're just not popular enough for it to be stocked. Even the GW store didn't have them. I wouldn't count it as a modelling for advantage - I'd count it as modelling for hobby. And as doc1234 also said, it does appear like it was intentionally vague for a reason.
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This message was edited 1 time. Last update was at 2012/07/24 18:14:49
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) 2012/07/24 18:18:01
Subject: 6th Edition and GK changes - revisited
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Fresh-Faced New User
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This message was edited 2 times. Last update was at 2012/07/24 18:21:50
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![[Post New]](/s/i/i.gif) 2012/07/24 18:18:59
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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Because that's not how they come
Oh come off it. You're seriously saying that unless a model comes with all the wargear options in the codex available to it eithe ron the sculpt or in the box, then to model those options is illegal?
If codex GK or its updated FAQ said DCA come with two power swords then fair enough. As the codex says power weapons (3 types available under the rules) and the FAQ is noteable by its silence on the matter then those who wish to have axe and sword need only do the work to model them so.
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This message was edited 1 time. Last update was at 2012/07/24 18:21:01
Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/07/24 18:20:52
Subject: 6th Edition and GK changes - revisited
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Fresh-Faced New User
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Grey Templar wrote:daedalus-templarius wrote:So guys, how is it that Dreadknights get S10 now all the time?
I was just trying to find it, but didn't see anything in the FAQ; is it something in the BRB?
The rules for DCCWs changed. They don't have the walker restriction anymore. If you have one, it doubles your Str and is AP2 at inititive.
The rules for the sword also give the reroll ability passivly. You don't use the sword as the primary weapon to gain the benifit(its wording is explicitly different to all other Nemisis weapons)
And neither the Sword nor DCCW are specilist weapons so they can give +1A to each other.
So a DK with a sword has 4 Str10 attacks with rerolls to hit, wound, and armor penetration.
are you sure??? bc in the BRB, (p51, more than one weapon rule) you can never mix and match weapon abilities... so you only strike one weapon.... DCCW or Greatsword... but you do still gain the +1 attack for have two CC weapon....
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![[Post New]](/s/i/i.gif) 2012/07/24 18:22:46
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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hawkology wrote:Grey Templar wrote:daedalus-templarius wrote:So guys, how is it that Dreadknights get S10 now all the time?
I was just trying to find it, but didn't see anything in the FAQ; is it something in the BRB?
The rules for DCCWs changed. They don't have the walker restriction anymore. If you have one, it doubles your Str and is AP2 at inititive.
The rules for the sword also give the reroll ability passivly. You don't use the sword as the primary weapon to gain the benifit(its wording is explicitly different to all other Nemisis weapons)
And neither the Sword nor DCCW are specilist weapons so they can give +1A to each other.
So a DK with a sword has 4 Str10 attacks with rerolls to hit, wound, and armor penetration.
are you sure??? bc in the BRB, (p51, more than one weapon rule) you can never mix and match weapon abilities... so you only strike one weapon.... DCCW or Greatsword... but you do still gain the +1 attack for have two CC weapon....
There is a pretty long thread about this in YMDC, mostly about the usage of 'wielded' and 'with'
The Dreadknight only has to be equipped with the sword to gain those advantages, not actually "wielding"/attacking specifically with it.
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![[Post New]](/s/i/i.gif) 2012/07/24 18:41:46
Subject: 6th Edition and GK changes - revisited
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Fresh-Faced New User
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daedalus-templarius wrote:hawkology wrote:Grey Templar wrote:daedalus-templarius wrote:So guys, how is it that Dreadknights get S10 now all the time?
I was just trying to find it, but didn't see anything in the FAQ; is it something in the BRB?
The rules for DCCWs changed. They don't have the walker restriction anymore. If you have one, it doubles your Str and is AP2 at inititive.
The rules for the sword also give the reroll ability passivly. You don't use the sword as the primary weapon to gain the benifit(its wording is explicitly different to all other Nemisis weapons)
And neither the Sword nor DCCW are specilist weapons so they can give +1A to each other.
So a DK with a sword has 4 Str10 attacks with rerolls to hit, wound, and armor penetration.
are you sure??? bc in the BRB, (p51, more than one weapon rule) you can never mix and match weapon abilities... so you only strike one weapon.... DCCW or Greatsword... but you do still gain the +1 attack for have two CC weapon....
There is a pretty long thread about this in YMDC, mostly about the usage of 'wielded' and 'with'
The Dreadknight only has to be equipped with the sword to gain those advantages, not actually "wielding"/attacking specifically with it.
don't get me wrong... ima GK player (mine are called Dark Knights bc i heart Batman), but i think this is a RAI instead of a RAW... bc GW always have terrible wording, and is always arguable....
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![[Post New]](/s/i/i.gif) 2012/07/24 18:46:14
Subject: 6th Edition and GK changes - revisited
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[ARTICLE MOD]
Fixture of Dakka
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Blood and Slaughter wrote:Because that's not how they come
Oh come off it. You're seriously saying that unless a model comes with all the wargear options in the codex available to it eithe ron the sculpt or in the box, then to model those options is illegal?
No, there are plenty of situations where a stock model doesn't have an option that you're legally allowed to use - that the codex explicitly allows you. Modifying a model to be WYSIWYG with its rules is not only acceptable, it's required in the rules.
DCA are not in that situation.
DCA have an official model. They have no 'option' in the codex to pick a type of power weapon. And they are modeled with swords. Every DCA model ever made has had swords. The Inquisitor DCA models have swords. Where DCA have appeared in fluff, in the Black Library books, they've had swords. They've had swords in every concept image of them. Clipping off those swords and attaching axes is clearly, blatantly, modelling for an in-game advantage - that of having the potential for AP2 when you need it. You wouldn't have done it before the 6th ed rulebook came out. No one ever posted anything about changing the weapons on their DCA until doing so got them an advantage.
Just because you think that the designers intent is to allow you to do whatever you want, you have no evidence to support that position. I 'think' that the Fighta Ace upgrade on a Dakka Jet is intended to give them a +1BS against other flyers, but that's not what it says in their rules or in the FAQ. As a sportsman, I'm not going to claim that +1BS when I play against someone, even though it should probably be there. Likewise, I'm not going to model for advantage, even if that might have been intended. I see no evidence to support that claim though. To me, the rules for varying types of power weapons are there to support the model ranges that have different types of power weapons. Chaos Terminators, Sisters of Battle, Space Marine characters - these actually have different models with different types of weapons. DCA do not. They have swords.
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![[Post New]](/s/i/i.gif) 2012/07/24 18:57:34
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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They have no 'option' in the codex to pick a type of power weapon
Yes they do.
A power weapon is one of four things:
power sword
power axe
power maul
power lance
A DCA has by the codex two power weapons. they type of weapon is unspecified and thus could be any combination of any two of the four.
As it's stupendously obvious that any model may be modified to have any weapon allowed by its codex, it makes no sense to argue that DCA may not opt to choose any power weapon the choose, just as any othe rmodel allowed a power weapon in any codex may do.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/07/24 19:14:44
Subject: 6th Edition and GK changes - revisited
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Lord of the Fleet
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Redbeard wrote:Blood and Slaughter wrote:Because that's not how they come
Oh come off it. You're seriously saying that unless a model comes with all the wargear options in the codex available to it eithe ron the sculpt or in the box, then to model those options is illegal?
No, there are plenty of situations where a stock model doesn't have an option that you're legally allowed to use - that the codex explicitly allows you. Modifying a model to be WYSIWYG with its rules is not only acceptable, it's required in the rules.
DCA are not in that situation.
DCA have an official model. They have no 'option' in the codex to pick a type of power weapon. And they are modeled with swords. Every DCA model ever made has had swords. The Inquisitor DCA models have swords. Where DCA have appeared in fluff, in the Black Library books, they've had swords. They've had swords in every concept image of them. Clipping off those swords and attaching axes is clearly, blatantly, modelling for an in-game advantage - that of having the potential for AP2 when you need it. You wouldn't have done it before the 6th ed rulebook came out. No one ever posted anything about changing the weapons on their DCA until doing so got them an advantage.
Just because you think that the designers intent is to allow you to do whatever you want, you have no evidence to support that position. I 'think' that the Fighta Ace upgrade on a Dakka Jet is intended to give them a +1BS against other flyers, but that's not what it says in their rules or in the FAQ. As a sportsman, I'm not going to claim that +1BS when I play against someone, even though it should probably be there. Likewise, I'm not going to model for advantage, even if that might have been intended. I see no evidence to support that claim though. To me, the rules for varying types of power weapons are there to support the model ranges that have different types of power weapons. Chaos Terminators, Sisters of Battle, Space Marine characters - these actually have different models with different types of weapons. DCA do not. They have swords.
So that logic almost no one should be able to use power lances? I do not know of any model that comes with a power lance
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![[Post New]](/s/i/i.gif) 2012/07/24 19:38:04
Subject: 6th Edition and GK changes - revisited
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[ARTICLE MOD]
Fixture of Dakka
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kenshin620 wrote:So that logic almost no one should be able to use power lances? I do not know of any model that comes with a power lance
Yet.
I don't know of any model that has Flakk missiles yet either. Clearly they have written rules for things that are yet to be released.
Besides, Rough Rider and Shining Spear models have power lances.
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![[Post New]](/s/i/i.gif) 2012/07/24 20:51:55
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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Enough about the DCAs please, don't dilute this valuable thread with stuff that should be in YMDC.
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![[Post New]](/s/i/i.gif) 2012/07/24 21:07:41
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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Sethorly wrote:Enough about the DCAs please, don't dilute this valuable thread with stuff that should be in YMDC.
+1
Tried the paladins today, and my rival surrended in my 2º turn, after my shooting.
I was very lucky, though.
Got 3 bases in the heavy mission, occupied the 3, I was behind buildings, made first blood with the jokaeros to a razorback, my dread was OOR from his longfangs, well, everything was. The stormraven killed 3 wolves of 4, with stormshield, Coteaz exploded the drop pod by his special rule and the jokaeros, and the guys from the pod died from my shooting paladins. He dropped Logan in the pod, so I had 3 points, 1 from first blood, 1 from warlord kill... it was won.
So, yet, the paladins worth the points, but gonna try them tomorrow vs DE.
EDIT:
I've been thinking a lot about adding Sammael and 6 bikes, being them very good now, instead of something. 445 points for Sammael, 6 bikes w/ 2 melta.
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This message was edited 1 time. Last update was at 2012/07/24 21:43:40
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![[Post New]](/s/i/i.gif) 2012/07/24 21:43:15
Subject: 6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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Enigwolf wrote:doc1234 wrote:If it was an older codex, id agree, but the amount of stuff in the GK codex that made 0 sence in 5ed, but does in 6ed (changes to combat rules for instance means digital weapons on champion is no longer so odd) the wording "power WEAPONS" instead of power SWORDS seems purposely vague, to give a choice.
I do agree with this one. Prime example - Dreadknights. Why did they give Dreadknights DCCWs, we all puzzled in 5th ed. Now, DCCWs work in 6th ed on them.
Although, I don't get the example of the digital weapons on champion. Could you help me explain that one?
Also, from what it looks like, it seems that GW wants you to convert your own miniatures for Henchmen Squads. Or buy bits from all over the place (i.e. Techmarine servitors, IG Psykers, etc.) to represent them - I figure they would've released a Henchmen Squad boxed set otherwise. As it stands, there's no reason why you can't use Fantasy miniatures for DCAs and use the halberd as an axe, etc. Honestly, none of the LGSes here in this country carry the DCA miniatures - they're just not popular enough for it to be stocked. Even the GW store didn't have them. I wouldn't count it as a modelling for advantage - I'd count it as modelling for hobby. And as doc1234 also said, it does appear like it was intentionally vague for a reason.
Basically, back in 5ed champions got a reroll for WS7 in combat anyway, thus the points for digital weapons was a bit of a headscratcher. Now they make sense, 6ed combat works differently remember, WS7 now just means he will hit enemies of lower WS on a 3+, so if you want a reroll you need the digital weapons. Same as the eversor assassin, all the others got a super-duper-special piece of wargear, he got...a lightning claw. On top of WS8, meaning he was getting rerolls already (and of course, can only reroll once). Now, hes hitting on 3+ instead of 2+/4+, so the lightning claw is actually doing its job. As i said, lotsa stuff in the codex is actually starting to make sense, these are just examples iv found so far Automatically Appended Next Post: Redbeard wrote:kenshin620 wrote:So that logic almost no one should be able to use power lances? I do not know of any model that comes with a power lance
Yet.
I don't know of any model that has Flakk missiles yet either. Clearly they have written rules for things that are yet to be released.
Besides, Rough Rider and Shining Spear models have power lances.
pretty sure they aint power lances... Rider spears are just guardsmen weapons with an effect that lasts for one charge only, power lances work throughout the game on the charge. (not sure on shining spears)
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This message was edited 1 time. Last update was at 2012/07/24 21:46:08
- 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) 2012/07/24 21:47:36
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Also was fiddling with a list that was -
Draigo
12 paladins (10 squad Banner + Apo and 2 squad for babysitting an Obj)
3 Dreadknights (tele & incin)
1850 pts
Would be pretty silly! Would likely only take 2 DKs though, and probably a psyrifle dread to sit in the back. Although I'm not sure what my opponent would do if he had 3 DKs in his forces.
I actually quite like at least a dread with either AC or some other load out if you intend to assault something but I'd still recommend AC. Anyways, the reason is for the improved aegis. It's quite nice to force leadership for psykers on a 6 or 5, alot more failures. Throw in a deny the witch on a 5, and you'll be in good shape not to kill yourself by crazy powers like telekenesis roll of 6 (w/e that mind control thing was), or psy shreeeeeeeeeeeek + lower morale combos, or doooooooom
Still not sure it works on Jaws though...
Basically, back in 5ed champions got a reroll for WS7 in combat anyway, thus the points for digital weapons was a bit of a headscratcher. Now they make sense, 6ed combat works differently remember, WS7 now just means he will hit enemies of lower WS on a 3+, so if you want a reroll you need the digital weapons. Same as the eversor assassin, all the others got a super-duper-special piece of wargear, he got...a lightning claw. On top of WS8, meaning he was getting rerolls already (and of course, can only reroll once). Now, hes hitting on 3+ instead of 2+/4+, so the lightning claw is actually doing its job. As i said, lotsa stuff in the codex is actually starting to make sense, these are just examples iv found so far
wait a min, I thought in 5th, you only got to reroll missed shooting for BS of 6 or better.The WS table didn't change did it? You always just hit on 3+ for most things. WS of like 10 was essentially meaningless especially now unless you were fighting something ws 8 or something I guess. Never had rerolls for ws better than 6 before
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This message was edited 1 time. Last update was at 2012/07/24 21:51:30
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/07/24 21:54:46
Subject: Re:6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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sudojoe wrote:Also was fiddling with a list that was -
Draigo
12 paladins (10 squad Banner + Apo and 2 squad for babysitting an Obj)
3 Dreadknights (tele & incin)
1850 pts
Would be pretty silly! Would likely only take 2 DKs though, and probably a psyrifle dread to sit in the back. Although I'm not sure what my opponent would do if he had 3 DKs in his forces.
I actually quite like at least a dread with either AC or some other load out if you intend to assault something but I'd still recommend AC. Anyways, the reason is for the improved aegis. It's quite nice to force leadership for psykers on a 6 or 5, alot more failures. Throw in a deny the witch on a 5, and you'll be in good shape not to kill yourself by crazy powers like telekenesis roll of 6 (w/e that mind control thing was), or psy shreeeeeeeeeeeek + lower morale combos, or doooooooom
Still not sure it works on Jaws though...
Basically, back in 5ed champions got a reroll for WS7 in combat anyway, thus the points for digital weapons was a bit of a headscratcher. Now they make sense, 6ed combat works differently remember, WS7 now just means he will hit enemies of lower WS on a 3+, so if you want a reroll you need the digital weapons. Same as the eversor assassin, all the others got a super-duper-special piece of wargear, he got...a lightning claw. On top of WS8, meaning he was getting rerolls already (and of course, can only reroll once). Now, hes hitting on 3+ instead of 2+/4+, so the lightning claw is actually doing its job. As i said, lotsa stuff in the codex is actually starting to make sense, these are just examples iv found so far
wait a min, I thought in 5th, you only got to reroll missed shooting for BS of 6 or better.The WS table didn't change did it? You always just hit on 3+ for most things. WS of like 10 was essentially meaningless especially now unless you were fighting something ws 8 or something I guess. Never had rerolls for ws better than 6 before
Nope, WS rerolls in 5ed, its part of why the assassins are nerfed, and how crowe could solo against a horde (his skill that allowed him to not attack, an swap his armour save roll for his weapon skill. that is to say a 2+/3+)
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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) 2012/07/24 21:57:26
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/0/465048.page#4571064
Take your DCA discussions over there please. I started a new thread there to keep this one on track.
Nope, WS rerolls in 5ed, its part of why the assassins are nerfed, and how crowe could solo against a horde (his skill that allowed him to not attack, an swap his armour save roll for his weapon skill. that is to say a 2+/3+)
Not that important since we're in 6th now, but please check your 5th edition book with p 18, and 37. You do not get WS rerolls. Just BS get reroll as far as I can tell. The digital weapon always made sense for me. Doesn't feel any different atm.
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This message was edited 1 time. Last update was at 2012/07/24 22:01:46
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/07/24 23:28:41
Subject: Re:6th Edition and GK changes - revisited
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Ship's Officer
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sudojoe wrote: Nope, WS rerolls in 5ed, its part of why the assassins are nerfed, and how crowe could solo against a horde (his skill that allowed him to not attack, an swap his armour save roll for his weapon skill. that is to say a 2+/3+) Not that important since we're in 6th now, but please check your 5th edition book with p 18, and 37. You do not get WS rerolls. Just BS get reroll as far as I can tell. The digital weapon always made sense for me. Doesn't feel any different atm. What are you guys talking about? Castellan Crowe has absolutely no ability that lets him "swap his armour save roll for his weapon skill." And yeah, WS doesn't grant "high-level re-rolls" (a la BS6+) in 5th or 6th edition. High WS gives no bonus except hitting on 3+ on anything of lower WS, this has not changed from 5th to 6th. And Digital Weapons on Brochamps is still stupid, just as it was in 5th edition. It grants a single re-roll To Wound on a weapon that already re-rolls all failed rolls To Wound. It still doesn't do anything.
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This message was edited 1 time. Last update was at 2012/07/24 23:29:35
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![[Post New]](/s/i/i.gif) 2012/07/25 06:13:22
Subject: Re:6th Edition and GK changes - revisited
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Willing Inquisitorial Excruciator
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Xca|iber wrote:sudojoe wrote:
Nope, WS rerolls in 5ed, its part of why the assassins are nerfed, and how crowe could solo against a horde (his skill that allowed him to not attack, an swap his armour save roll for his weapon skill. that is to say a 2+/3+)
Not that important since we're in 6th now, but please check your 5th edition book with p 18, and 37. You do not get WS rerolls. Just BS get reroll as far as I can tell. The digital weapon always made sense for me. Doesn't feel any different atm.
What are you guys talking about? Castellan Crowe has absolutely no ability that lets him "swap his armour save roll for his weapon skill." And yeah, WS doesn't grant "high-level re-rolls" (a la BS6+) in 5th or 6th edition. High WS gives no bonus except hitting on 3+ on anything of lower WS, this has not changed from 5th to 6th.
And Digital Weapons on Brochamps is still stupid, just as it was in 5th edition. It grants a single re-roll To Wound on a weapon that already re-rolls all failed rolls To Wound. It still doesn't do anything.
Ah apologies then, 40k isnt hugely played where i am and i learned 5ed by doing. Looks like some of those lovely  at the club have some 'splaining to do -_-
as for the brochamps think, never used em before so only ever glanced over their page  yeah apologies, disgregard like 70% of what i chat sometimes ><
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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) 2012/07/25 07:27:53
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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DakotaBlue wrote:I've been thinking a lot about adding Sammael and 6 bikes, being them very good now, instead of something. 445 points for Sammael, 6 bikes w/ 2 melta.
Exactly what I've been considering.
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![[Post New]](/s/i/i.gif) 2012/07/25 08:34:57
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Sethorly wrote:DakotaBlue wrote:I've been thinking a lot about adding Sammael and 6 bikes, being them very good now, instead of something. 445 points for Sammael, 6 bikes w/ 2 melta.
Exactly what I've been considering.
Hrm... interesting. Why him though vs a space marine captain and attack bikes? (Honestly don't know as I never played much DA at all so unsure what this really adds other than some nice bike army component that are quite useful atm)
Anyways, more math! (stuck at work)
AC dread has a 7.22% chance to take down (explode/wreck w/e) a flier per 4 shots
Roughly it will take you 11-10 psycannon shots (non-twin linked) to achieve the same same kill ratio at around 7.98 to 7.07% chance to destroy. With 4 shots each, that's about 3 psycannons! (if they jink save themselves of course)
casting divination on them will just require some 3-4 psycannon shots (or 1 psycannon) to get almost 7 to 9.8% kill chance
Quad gun with someone with BS 4 shooting it - about 18.16% chance to down an AV 11 flier.. You will need exactly 8 shots from combined 2 AC dreads to equal that kill chance. (with them jink saving for a 5+ of course)
It will take some 20 psycannon shots to equal that at non-twin linked (or roughly 5 psycannons - 2 to 3 squads of purifiers or 3 large squads of strike squads) without divination to equal that.
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This message was edited 1 time. Last update was at 2012/07/25 12:53:34
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/07/25 12:52:21
Subject: Re:6th Edition and GK changes - revisited
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Blood-Raging Khorne Berserker
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Last night I was farting around with an orc buddy and I used a couple of Solodins as a joke and they were surprisingly really effective, I deepstruck them behind enemy lines and started to drop Pie plates on squads of boyz, He was forced to divert his large squads to kill off a single figure, or have pie plates keep landing on him. That tarpited his unit for a whole round, the other paladin wasn't lucky and was smashed under the weight of orc attacks in the first assault phase. I kitted them with hammers but wasn't sure if I would have prefered halberds.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/07/25 13:01:19
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Goat wrote:Last night I was farting around with an orc buddy and I used a couple of Solodins as a joke and they were surprisingly really effective, I deepstruck them behind enemy lines and started to drop Pie plates on squads of boyz, He was forced to divert his large squads to kill off a single figure, or have pie plates keep landing on him. That tarpited his unit for a whole round, the other paladin wasn't lucky and was smashed under the weight of orc attacks in the first assault phase. I kitted them with hammers but wasn't sure if I would have prefered halberds.
Personally I like my solodins with a halberd as They tend to see the beat down by a large waves of things. It gives them the edge in initiative so they might kill a few before getting killed. Staffs are overkill for a solo'din. Hammers often mean I might not get to swing before I drown in wounds.
Also updated a new assasin trick on the first page.
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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) 2012/07/25 13:14:04
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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If you're going to pair a solo paladin with Draigo for a T5 deepstrike unit then it's worth giving that solo paladin a stave if possible as it gives more options when they assault.
It's also worth giving him a stave if he's going to be an objective lurker -- remember he can challenge an enemy character and thus fight one one one, giving a greater potential for tying up the enemy unit for longer. Generally i find points can't really be spared for this though as usually 20 points is more useful elsewhere.
My own opinion is that a sword is otherwise best -- he's striking at the same time, or before, most squads are and it gives him a marginally greater chance of surviving low AP strikes.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/07/25 20:11:00
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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Well, today I, while I was testing the paladins vs DE (very effective, btw), looking the character page in the rulebook... they can asign wounds to targets if they hit with a 6... 4 psycannons doing that, did the rest of the job. I will add coteaz to that unit, as well, to give them divination powers.
Last fights, vs Wolves and DE, I found paladin deathstar very effective.
Tomorrow I'll try them vs orks.
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![[Post New]](/s/i/i.gif) 2012/07/25 20:17:02
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Draigo, Coteaz, and 10 paladins?
lol, would be so much fun.
Well, as long as you aren't fighting eldar, then you may as well not even cast any psychic powers.
Do you assign wounds before rolling to wound? So 6s on hits lets you assign where they go basically?
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This message was edited 1 time. Last update was at 2012/07/25 20:18:01
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![[Post New]](/s/i/i.gif) 2012/07/25 20:30:14
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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daedalus-templarius wrote:Do you assign wounds before rolling to wound? So 6s on hits lets you assign where they go basically?
Exactly. 4 psycannons doing that.
And I was fighting vs DE allied with Eldar, I did not cast a single thing at all, didn't wanted to get wounded because Eldrad.
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![[Post New]](/s/i/i.gif) 2012/07/25 20:33:26
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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DakotaBlue wrote:daedalus-templarius wrote:Do you assign wounds before rolling to wound? So 6s on hits lets you assign where they go basically?
Exactly. 4 psycannons doing that.
And I was fighting vs DE allied with Eldar, I did not cast a single thing at all, didn't wanted to get wounded because Eldrad.
Yea I always take 4 Psycannons on my Paladins, but I keep forgetting I can assign where they go on 6s. Although in my last game it was basically shooting fish in a barrel considering how many gaunts were trying to run my squad down; I didn't really need to assign them.
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![[Post New]](/s/i/i.gif) 2012/07/25 20:39:09
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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daedalus-templarius wrote:DakotaBlue wrote:daedalus-templarius wrote:Do you assign wounds before rolling to wound? So 6s on hits lets you assign where they go basically?
Exactly. 4 psycannons doing that.
And I was fighting vs DE allied with Eldar, I did not cast a single thing at all, didn't wanted to get wounded because Eldrad.
Yea I always take 4 Psycannons on my Paladins, but I keep forgetting I can assign where they go on 6s. Although in my last game it was basically shooting fish in a barrel considering how many gaunts were trying to run my squad down; I didn't really need to assign them.
Of course, vs waves of things it's useless, but it's a very good thing to have for free. Killed Eldrad that way, and my rival just went full derp with the paladins allocating wounds, and distribuying themselves with LOS. He almost ragequitted, but then he calmed down.
BTW, looking about adding some allies with bikes, right now I would add Kor'sarro and 5 bikes or more, not Sammael. But I'll wait to the initiation box and the new DA codex or rules.
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This message was edited 1 time. Last update was at 2012/07/25 20:41:29
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![[Post New]](/s/i/i.gif) 2012/07/25 20:49:28
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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I'm really not buying into this terminator hype. With more general plasma they have worse problems than before, despite the odd specific assault phase.
Paladins on the other hand are looking even more attractive. Do you need 10? Or would 5 with 2 mastercrafted psycannons and a stave be sufficient?
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