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GK vs. AV 14... What are the Best Options?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Best Anti-AV 14 Options for GK's
Ven Dread with Psybolts and Dual AC
Triple Melta Gun Henchmen in a Chimera
Space Monkeys with Lascannons
Servitors With MultiMeltas
Stormravens with Multi Melta
Librarian with Vortex
GK's with Hammerhand and Might of Titan (S7 +2d6)
GK's with Hammers
Dread Knights with Hammers

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Made in us
Regular Dakkanaut






So what do people think is the best AV 14 killer GK's have. They have some pretty weird options for taking out AV 14. Some of them seem worthwhile, some of them don't. I'm wondering which will do the job the best for the fewest points.

 
   
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Kid_Kyoto






Probably work

Vindicare Assassin. It's only downside is that you only get one.

Assume all my mathhammer comes from here: https://github.com/daed/mathhammer 
   
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Deadly Dire Avenger




Canada

You only get one per elite slots, so you could field up to 3.

Jordab  
   
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Arch Magos w/ 4 Meg of RAM






jordab wrote:You only get one per elite slots, so you could field up to 3.


false, they are 0-1

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Made in us
Member of a Lodge? I Can't Say





Los Angeles, CA

Vindicaire assassin is the best option I've found.


http://www.3forint.com/ Back in Action! 
   
Made in us
Regular Dakkanaut






There's no 0-1 next to the Vindicare in the book.

Oh wait... says they're unique... DOH!!!

This message was edited 1 time. Last update was at 2011/04/19 18:58:57


 
   
Made in us
Boosting Space Marine Biker




Aurora, CO.

Psycannon spam and Daemonhammers are ace against AV 14 too. Cry Land Riaders, cry.

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Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

...with a Librarian and a Grand Master in a squad, you can get S8 with 2D6 AP on your entire squad (hammerhand*3+might of titan). No kill like overkill.
   
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Dakka Veteran




is it legal for hammerhand to stack with itself like that? I know it stacks with might of titan, but itself?
   
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Dakka Veteran





In general, no power/ability can stack with multiples of itself.

I'm surprised Psycannons aren't in the list. That gets my vote, as you probably will be taking quite a few anyway.
   
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Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

Yes.
   
Made in us
Fixture of Dakka





Psycannons and Vindcare Assassins are the best. You listed neither.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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Water-Caste Negotiator





Definatly the Vindicare assasin. Why a Dreadknight with a hammer when he would be better with his fists?
   
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Lord Commander in a Plush Chair






rogersss wrote:Definatly the Vindicare assasin. Why a Dreadknight with a hammer when he would be better with his fists?


Because the hammer definitely give S10+3d6 AP; while the Doomfists seemingly do not(a Dread knight is not a walker).

Also no matter what the damage outcome is; there is a Shaken result thrown in with the hammer for good measure.

My vote also goes for Psycannons, especially on vehicles(Ass-cannon with Psybolt ammo); the Assault cannon does a fairly good job at killing Tanks already, add an extra point of Str and it does even better. Ps-Ass-backs FTW!

From those listed i am going to be using at least 1 5-melta henchman units in a Chimera, the other 5-6 Henchmen will have some different kit.

This message was edited 1 time. Last update was at 2011/04/19 22:19:44


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Made in us
Mekboy Hammerin' Somethin'






+1 for the Vindicare Assasin.

4d6 is an average of 14... given the sniper rules, the shot has rending and any :6: results in an addition d3...


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I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

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Renegade Inquisitor with a Bound Daemon





Tied and gagged in the back of your car

RAW means only 4D6, no rending or strength added.

It's still pretty badass though.

This message was edited 1 time. Last update was at 2011/04/19 22:51:22


 
   
Made in us
Rough Rider with Boomstick




Champaign, IL

Psycannons are awesome at cracking AV 14, actually. If you're getting all 4 shots on a BS 4 model, four Cannons give you a better than 50% chance of immobilizing or better (which is really all we need, right?), compared to 3 meltas at BS 4 in melta range. Plus, they have rate of fire and strength for shooting infantry. Since Assault Cannons + Psy Ammo = Psycannon, if you use Ironclads (BS 5) or Razorbacks (Twin Linked), the percentages go up.

I don't consider close combat when trying to take out AV 14. If you're hitting rear AV 14, then the land raider is already "all up ons", and you should be worrying more about the cargo than the empty transport.

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Fixture of Dakka





Feasting on the souls of unworthy opponents

Neither the vindicare nor psycannons can deal with all AV14.

At the end of the day, if you want a TAC army, you need to have some STR9 or STR10 in there. Getting boned over by the worst codex in 40k (Necrons) because you didn't bother taking them into account is a rough way to go.

   
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Lone Wolf Sentinel Pilot





San Diego, California

Hm. Won't Hammerhand-ed Daemon Hammers drop AV14? That's in CC, but still.

I assume I'm correct when I say it goes Hammerhand -> 2x Strength, right? I don't have the codex on me right now, but I've heard that it goes before modifiers.

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Feasting on the souls of unworthy opponents

Gavo wrote:Hm. Won't Hammerhand-ed Daemon Hammers drop AV14? That's in CC, but still.

I assume I'm correct when I say it goes Hammerhand -> 2x Strength, right? I don't have the codex on me right now, but I've heard that it goes before modifiers.


No, its the reverse. Double + modifer.

That's why Ork nobs are STR4 x2 + 1 (STR9) instead of STR4+1 x2 (STR10) on the charge.

   
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Rough Rider with Boomstick




Champaign, IL

Dashofpepper wrote:
Gavo wrote:Hm. Won't Hammerhand-ed Daemon Hammers drop AV14? That's in CC, but still.

I assume I'm correct when I say it goes Hammerhand -> 2x Strength, right? I don't have the codex on me right now, but I've heard that it goes before modifiers.


No, its the reverse. Double + modifer.

That's why Ork nobs are STR4 x2 + 1 (STR9) instead of STR4+1 x2 (STR10) on the charge.


Hammerhand specifically says it works the other way, adding to the Str before being doubled.

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Dakka Veteran





Dashofpepper wrote:Neither the vindicare nor psycannons can deal with all AV14.

At the end of the day, if you want a TAC army, you need to have some STR9 or STR10 in there. Getting boned over by the worst codex in 40k (Necrons) because you didn't bother taking them into account is a rough way to go.


Disagree (slightly). You can say that you need Strength 9/10, but that doesn't mean you have to actually make any room for anything. Hammerhand DHs can give you that Strength 10 against the Monolith (which will always be hit on 4s thanks to its speed). Ranged S9-10 weaponry in the GK codex is not something you need to make room for. The real pain you get by not including S8-10 weaponry is for ID/FNP purposes, but most units that make use of those rules also are not as useful outside of combat, where the GKs will take care of that anyway.

Hammerhand won't work against other AV14 because of the speeds they will be driving usually. That's why you use Psycannons.

Besides that, phase-out will continue to be a good strategy for GKs against Necrons for the next ~8 months. Even against your list Dash there shouldn't be much of a concern as far as letting the Monoliths run around a bit.
   
Made in gb
Veteran Inquisitorial Tyranid Xenokiller





Colne, England

Hammerhand happens first as its says "note hammerhand comes before any other modifiers e.g. daemon hammers" probably not word perfect as i don't have my codex to hand.

Also +1 Vindicare

Brb learning to play.

 
   
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Dakka Veteran




Seems to me that they have plenty of av14 busting weapons, and pyscannons, vindicare, and pysriflemen do just fine.

The only thing those can't bust open is a monolith (though the vindicare actually can), but its not like gks have that many ranged str9 and 10 weapons anyway. If you overloaded on them, your army would be weak in every other situation. Build your army to fight the majority, and leave monoliths to your hammers or librarian; though you should just be worrying about phase out anyway
   
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Feasting on the souls of unworthy opponents

omerakk wrote:Seems to me that they have plenty of av14 busting weapons, and pyscannons, vindicare, and pysriflemen do just fine.

The only thing those can't bust open is a monolith (though the vindicare actually can)


Actually...it cannot. =p

You only get 1D6 armour penetration against a monolith.

   
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Dashofpepper wrote:
omerakk wrote:Seems to me that they have plenty of av14 busting weapons, and pyscannons, vindicare, and pysriflemen do just fine.

The only thing those can't bust open is a monolith (though the vindicare actually can)


Actually...it cannot. =p

You only get 1D6 armour penetration against a monolith.


Really? The first necron faq from 2008 that clarified how powerfists and thunder hammers worked in reaction to living armor also went on to say that the 4d6 penetration from a vindicares turbo round also worked
   
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Texas

Vindicare is decent against non crons. Plus they make opponents get a little jumpy

Hammerhand Daemonhammers if you need S10

Hammerhand/Might of Titan stacked can really put on the hurt also against non crons

Psycannons are a staple, can get plenty of those although once again ineffective against monoliths. Only weakness is they'll need to get in range and on power armor they dont allow nemesis weapons.

 
   
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Feasting on the souls of unworthy opponents

omerakk wrote:
Dashofpepper wrote:
omerakk wrote:Seems to me that they have plenty of av14 busting weapons, and pyscannons, vindicare, and pysriflemen do just fine.

The only thing those can't bust open is a monolith (though the vindicare actually can)


Actually...it cannot. =p

You only get 1D6 armour penetration against a monolith.


Really? The first necron faq from 2008 that clarified how powerfists and thunder hammers worked in reaction to living armor also went on to say that the 4d6 penetration from a vindicares turbo round also worked


Yes, it did. But it no longer does, leaving us instead with the instructions that only a single D6 of armour penetration may be taken against a monolith. We can use outdated FAQs that have since been replaced if we also use outdated GK codexes that have since been replaced. Fair's fair.

This message was edited 1 time. Last update was at 2011/04/20 01:54:05


   
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Well, I guess since the old version explained how doubling scored didn't work and the new one doesn't mention it, Mephiston's slow strength ability actually does work on monoliths ><
   
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Feasting on the souls of unworthy opponents

omerakk wrote:Well, I guess since the old version explained how doubling scored didn't work and the new one doesn't mention it, Mephiston's slow strength ability actually does work on monoliths ><


Yes, powerklaws, powerfists, etc still work.

   
 
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