| Author |
Message |
 |
|
|
 |
|
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2011/03/16 10:37:08
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
HQ: Grand Master 3x Servo Skulls, Psycannon [235] Grand Master 2x Servo Skulls, Psycannon [230] Troops: (5) Grey Knight Terminators 1x Daemon Hammer, 2x Halberd, Psycannon [225] (10) Grey Knight Strike Squad 2x Psycannons, 2x Halberds, 1x Daemon Hammer [240] (10) Grey Knight Strike Squad 2x Psycannons, 2x Halberds, 1x Daemon Hammer [240] Fast Attack: (10) Grey Knight Interceptor Squad 2x Psycannon, 4x Halberds, 2x Daemon Hammers [320] (10) Grey Knight Interceptor Squad 2x Psycannon, 4x Halberds, 2x Daemon Hammers [320] Heavy: Dreadknight Teleporter, Greatsword [230] Dreadknight Teleporter, Greatsword [230] Dreadknight Teleporter, Greatsword [230] [2500] Just a Shunt List that uses the Grand Strategy Scout combo to get the NDK and GKIS into CC on the first turn. Not sure how well it would work out, being a bit of a gimmick, but who knows! Just something to try. An alternative list with Mordrak was something else I was considering, but it isn't easy trying to fit in everything! Also, I can choose to Reserve a whole bunch, excluding my GMs, and use Communion to bring them in when I want them (using the +/- effect as needed). The Skulls give me a bit more reliability with my DS abilities, too. Thoughts?
|
|
This message was edited 1 time. Last update was at 2011/03/16 10:39:49
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/16 12:40:33
Subject: ['Ard Boyz] GK Shunt List
|
 |
Drew_Riggio
Russia
|
And how you plan to be in CC on first turn? They don't have Fleet, and cannot deploy closer then 12" to opponent.
|
are writer, not reader
FB DE 1-0-0 | 1-1-0 |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/16 13:24:21
Subject: ['Ard Boyz] GK Shunt List
|
 |
Hacking Interventor
|
Remember, personal teleporters are also jump packs.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/16 16:08:28
Subject: Re:['Ard Boyz] GK Shunt List
|
 |
Revving Ravenwing Biker
|
I definitely think you should drop one of your GM's for Mordrack. First turn no scatter DS is really amazing, especially with how this list is built.
That would also let you drop all the servo skulls and put in another Terminator.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/16 23:04:09
Subject: ['Ard Boyz] GK Shunt List
|
 |
Inspiring Icon Bearer
|
I think he's doing it right with the double GKGM's.
No reason he cant be sure to get enough strategy rolls to give all three dreadknights scouting and possibly give it to his interceptors as well.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/16 23:35:44
Subject: Re:['Ard Boyz] GK Shunt List
|
 |
Bloodtracker
|
List looks ok but what's your if you don't get 1st/I besides reserving everything? I can imagine scout shunt getting FAQ'd so enjoy it while it lasts  .
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 04:02:35
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
I doubt Scout Shunting will be FAQ'd. That you can turbo-boost is a good example of why it most likely will be allowed, but we will see in time.
Now, thankfully, I have the nice +2/-2 option for Reserves, so the list doesn't lose all of its potency anyhow. So gunlines get a lot less shooting in and I can come down later in the game where I need to most, etc.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 04:32:13
Subject: ['Ard Boyz] GK Shunt List
|
 |
Sinewy Scourge
|
Turbo Boosting is a normal movement, in that you can keep doing it and doing it. Shunting is a one-off and that means now last turn contesting on objs.
|
Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 04:34:30
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
How does it being a one-use trick disallow its use as a Scout move? It says "instead of moving" that a unit can Shunt. That includes Scout movements.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 04:45:42
Subject: ['Ard Boyz] GK Shunt List
|
 |
Sinewy Scourge
|
Shunt's balanced by preventing assaults, allowing the player to use it without the counter-balancing penalty is not something GW is known to do.
|
Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 04:49:50
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Eyclonus wrote:Shunt's balanced by preventing assaults, allowing the player to use it without the counter-balancing penalty is not something GW is known to do.
Shunt is balanced that way, yes. However, by sinking almost 1/5 of my army points into two HQs, I can overcome this, because then I have a lot less left to spend on the nasty stuff without leaving the army very unbalanced. If they do FAQ against it, I will be very annoyed, but who knows. GW does crazy stuff!
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 05:03:02
Subject: ['Ard Boyz] GK Shunt List
|
 |
Sinewy Scourge
|
Generally with the exemption of the Deffrolla, the Stormshields in the 4th MEQ dexes and Telion's Stealth Rule, GW rules in favour of Nerfing the item/unit.
|
Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/17 05:12:44
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Yep, which is why I won't buy this army anytime soon. However, going to try to proxy it out if I can. Otherwise, I am thinking I will stick to my original Deathwing plan for 'Ard Boyz.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/18 20:40:24
Subject: ['Ard Boyz] GK Shunt List
|
 |
Tail-spinning Tomb Blade Pilot
|
I like it a lot. So what if you aren't able to shunt in the scout move (which raw is allowed) after a possible FAQ. Shunting in game is still awesome.
|
2K Daemons Fantasy
2.5K Ogres
3K Flesh Tearers
2K Necrons
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/19 22:43:51
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
And I can always outflank.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/19 23:14:55
Subject: ['Ard Boyz] GK Shunt List
|
 |
Regular Dakkanaut
|
Just the basic 12" jump move will be enough to get closer.
Deploying at the 12" line, scout 12", move 12" when the games starts, and assault 6"
That gives the opponent a 6" deployment zone if he wants to stay safe from a turn 1 charge.
(all considering that GK has the first turn...)
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/20 03:18:16
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Vash wrote:Just the basic 12" jump move will be enough to get closer. Deploying at the 12" line, scout 12", move 12" when the games starts, and assault 6" That gives the opponent a 6" deployment zone if he wants to stay safe from a turn 1 charge. (all considering that GK has the first turn...) Yea, the Shunting for Scout move is just a nice way to ensure those first turn assaults. For all practical purposes, they have a 30" threat range nominally anyhow (as you demonstrated). Well, if you go second, you Reserve as needed and/or Outflank, using the GMs +2/-2 if able. Otherwise, they have a 1/6 chance to steal the first turn and cause you trouble. That is a risk you always face though.
|
|
This message was edited 4 times. Last update was at 2011/03/20 10:57:14
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/20 10:48:20
Subject: ['Ard Boyz] GK Shunt List
|
 |
Regular Dakkanaut
|
Why Mordrak?
he is no IC thus no unit can join him.
If its just him and the Grandmaster it will be though to survive if you deep strike.
Get some Ghostknights to suck up some wounds and increase his survivability.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/20 10:56:50
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Daaaaaaaaaaaamit! I could have sworn Mordrak had IC.
Well, scratch that list then.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/20 13:04:13
Subject: ['Ard Boyz] GK Shunt List
|
 |
Regular Dakkanaut
|
Your list is similar to mine.
I use Mordrak with Ghost knights. Let a Librarian join them with might, quickning and The summoning.
Deep strike with no scatter, librarian pulls one unit who deployed, to Mordrak and the unit, Interceptors either shunt or jump, and so does my dread knight. They are given Scout from Mordrak.
Though differance we have really is the points value. In 1750 I can survive with one Grandmaster (Mordrak) giving scout ability. But in 2500 pts 2 is needed. Thus the Librarian is not as effective.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/03/22 05:16:45
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Soo...
|
|
This message was edited 1 time. Last update was at 2011/04/02 07:25:13
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/02 07:29:07
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Here is a new idea for the list:
HQ:
Grand Master
3x Servo Skulls, MC Psycannon
[240]
Grand Master
3x Servo Skulls, MC Psycannon
[240]
Troops:
(10) Strike Strike Squad
2x Psycannons, Hammer
[230]
(10) Strike Strike Squad
2x Psycannons, Hammer
[230]
Fast:
(10) Interceptor Squad
2x Psycannons, 5x Halberds, Hammer
[315]
(10) Interceptor Squad
2x Psycannons, 5x Halberds, Hammer
[315]
(10) Interceptor Squad
2x Psycannons, 5x Halberds, Hammer
[315]
Heavy:
Nemesis Dreadknight
Teleporter
[205]
Nemesis Dreadknight
Teleporter
[205]
Nemesis Dreadknight
Teleporter
[205]
[2500]
The Grand Masters deploy and toss out a plethora of Servo Skulls, either in cover on their own (if you go second) or attached to a squad / combat squad as needed. They are here for Grand Strategy and Communion.
With 2d3 units assaulting first turn, that means any unit I need, based on opponent board displacement, I can throw a variety of Marines or NDKs at them.
The big risk with the list is the obvious: 2-4 scoring units, excluding Grand Strategy. Should not be hard to nuke a few PAGKs off an objective and being so elite, this army will suffer against Hordes.
Really just tinkering more with the idea, honestly, and now I see it as just too gimmicky to be reliable. Still looks fun! First turn assaults at a max Grand Strategy roll would be nasty. 30 Marines and 3 NDKs in your face turn one? Sick.
Thoughts?
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 04:11:37
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
Alternative:
HQ:
Grand Master
Rad Grenades, 3x Servo Skulls
[205]
Grand Master
Rad Grenades, 3x Servo Skulls
[205]
Troops:
(10) Strike Squad
2x Psycannons
[220]
(10) Strike Squad
2x Psycannons
[220]
(10) Strike Squad
2x Psycannons
[220]
Fast Attack:
(10) Interceptor Squad
2x Psycannons, 4x Halberds, 2x Hammers
[320]
(10) Interceptor Squad
2x Psycannons, 4x Halberds, 2x Hammers
[320]
(10) Interceptor Squad
2x Psycannons, 4x Halberds, 2x Hammers
[320]
Heavy:
Nemesis Dreadknight
Teleporter, Heavy Incinerator
[235]
Nemesis Dreadknight
Teleporter, Heavy Incinerator
[235]
[2500]
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 05:06:39
Subject: Re:['Ard Boyz] GK Shunt List
|
 |
Mekboy Hammerin' Somethin'
|
I always enjoy seeing terminator troops in GK armies. A shame you took them out, but this list definitely fits what you wanted to do with it.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 05:19:13
Subject: Re:['Ard Boyz] GK Shunt List
|
 |
Battlefortress Driver with Krusha Wheel
|
Just say hypothetically, some judge who dosent understand it the same way as you and rules it illegal to shunt scout. What would you do then?
|
warhammer 40k mmo. If I can drive an ork trukk into the back of a space marine dread and explode in a fireball of epic, I can die happy!
8k points
3k points
3k points
Admech 2.5k points
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 06:44:02
Subject: ['Ard Boyz] GK Shunt List
|
 |
Boom! Leman Russ Commander
|
you think there is there a way to do this list in 1850, or 2000 points?
|
"Reality is, when you stop believing in it, doesn't go away"
-Philip K. Dick
Constant Lurker, Slowly getting back into modelling! Someday a P&M Blog link will lurk here! |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 15:55:42
Subject: Re:['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
gpfunk wrote:I always enjoy seeing terminator troops in GK armies. A shame you took them out, but this list definitely fits what you wanted to do with it.
I love the models, but I just needed more bodies.
Orock wrote:Just say hypothetically, some judge who dosent understand it the same way as you and rules it illegal to shunt scout. What would you do then?
Not likely. I have yet to see an argument made that is soundly based on rules that leads me to believe it will be illegal. With turboboosting and smoke launchers able to be utilized as a Scout move option, why not Shunt?
Sageheart wrote:you think there is there a way to do this list in 1850, or 2000 points?
At 2000, cutting a Strike Squad and Interceptor squad should work. Below that, I worry the list loses too much meat.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 16:16:23
Subject: ['Ard Boyz] GK Shunt List
|
 |
Been Around the Block
|
Actually Scout rule states you may make a "normal" move. Shunting is not a "normal" move. The shunt in the codex reads "Once per game the unit may make a teleport shunt instead of moving." Per RAW you are no longer using the standard movement which goes against the Scout rule.
|
I am the Hammer. I am the point of His spear. I am the mail about His fist... |
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2011/04/22 16:36:46
Subject: ['Ard Boyz] GK Shunt List
|
 |
Moustache-twirling Princeps
|
veidin wrote:Actually Scout rule states you may make a "normal" move. Shunting is not a "normal" move. The shunt in the codex reads "Once per game the unit may make a teleport shunt instead of moving." Per RAW you are no longer using the standard movement which goes against the Scout rule.
The BRB does not define normal moves. The Shunt is a move. That is all that matters. Players that use this argument are creating rules, not citing existing ones.
|
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2016/10/14 16:47:31
Subject: ['Ard Boyz] GK Shunt List
|
 |
Been Around the Block
|
em_en_oh_pee wrote:veidin wrote:Actually Scout rule states you may make a "normal" move. Shunting is not a "normal" move. The shunt in the codex reads "Once per game the unit may make a teleport shunt instead of moving." Per RAW you are no longer using the standard movement which goes against the Scout rule.
The BRB does not define normal moves. The Shunt is a move. That is all that matters. Players that use this argument are creating rules, not citing existing ones.
Im looking at the Grey Knight Codex right now. Verbatim: "Once per game the unit can elect to make a teleport shunt INSTEAD of moving" Emphasis mine. The teleport shunt per the codex is not a movement it is an ability granted by equipment. Please explain how your Scout shunt is viable based off the provided information in the codex.
|
|
This message was edited 2 times. Last update was at 2011/04/22 16:48:12
I am the Hammer. I am the point of His spear. I am the mail about His fist... |
|
|
 |
 |
|
|