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Made in au
Speedy Swiftclaw Biker





Australia

Hi DakkaDakka Forum Users,
I am new to the forums (and relatively new to warhammer 40k)

My question today comes from my most recent army choice, the grey knights, I'm establishing a 1000 point army With draigo as my HQ and one of my troop choices being a 5 man squad of paladins, but im at a cross roads with one part due to some uncertanty in the weapon choices.

Could you please help me with the following inquires:
Can i wield both a halberd and heavy weapon on one of my grey knight paladins?
If i take a apothecary what bonus do i obtain and after replacing the storm bolter with narthecium what will i be using for a range weapon to attack?
Also, What bonus does a brotherhood banner add for me?
And last but not least, someone said to me that the only weapon choice that would be useful for taking on anything powerful would be the hammer, is this true and why? (I'm under the assumption that being a force weapon like the rest it would really have no extra benefit...)

Thanks for helping me with these as a new hobby enthusiast.
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Well, the best answer I can give is to read the codex. Page through it at the store or buy it when you can; it has the answers to all of these questions and then some.

I'm no GK expert, but I know a little about them. You need to take a hammer in the unit, because it lets that model strike at strength 8. Normally, your Paladins will only be strength 4. The hammer doubles the strength of one model, which will make him strong enough to smash tanks and big nasty monsters, and even instantly kill models with multiple wounds. It's always good to have one or two just for versatility's sake.

Check out my Youtube channel!
 
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

lloyd.net wrote:Hi DakkaDakka Forum Users,
I am new to the forums (and relatively new to warhammer 40k)

My question today comes from my most recent army choice, the grey knights, I'm establishing a 1000 point army With draigo as my HQ and one of my troop choices being a 5 man squad of paladins, but im at a cross roads with one part due to some uncertanty in the weapon choices.

Could you please help me with the following inquires:
Can i wield both a halberd and heavy weapon on one of my grey knight paladins?
If i take a apothecary what bonus do i obtain and after replacing the storm bolter with narthecium what will i be using for a range weapon to attack?
Also, What bonus does a brotherhood banner add for me?
And last but not least, someone said to me that the only weapon choice that would be useful for taking on anything powerful would be the hammer, is this true and why? (I'm under the assumption that being a force weapon like the rest it would really have no extra benefit...)

Thanks for helping me with these as a new hobby enthusiast.


1. As long as it fits to the model.
2. I dont know, but AFAIK ou dont get ranged attack. Instead, you get poisoned attacks, and the apothecary will boost the unit.
3. More attacks for the unit, more leadership for the unit and everyone in range.
4. The hammer indeed doubles strength. Further, Im not sure, but I think it counts as thunder hammer.
   
Made in au
Speedy Swiftclaw Biker





Australia

Brother SRM wrote:Well, the best answer I can give is to read the codex. Page through it at the store or buy it when you can; it has the answers to all of these questions and then some.

I'm no GK expert, but I know a little about them. You need to take a hammer in the unit, because it lets that model strike at strength 8. Normally, your Paladins will only be strength 4. The hammer doubles the strength of one model, which will make him strong enough to smash tanks and big nasty monsters, and even instantly kill models with multiple wounds. It's always good to have one or two just for versatility's sake.


That does answer my question really well on the hammer thanks, also i have the codex and im still unsure aka why i came here to get some last resort information on it, i was in a games workshop today and already had other questions answered but i didnt get around to these
Thanks for the reply on the hammer though, best answer ive been given yet


Automatically Appended Next Post:
thenoobbomb wrote:
lloyd.net wrote:Hi DakkaDakka Forum Users,
I am new to the forums (and relatively new to warhammer 40k)

My question today comes from my most recent army choice, the grey knights, I'm establishing a 1000 point army With draigo as my HQ and one of my troop choices being a 5 man squad of paladins, but im at a cross roads with one part due to some uncertanty in the weapon choices.

Could you please help me with the following inquires:
Can i wield both a halberd and heavy weapon on one of my grey knight paladins?
If i take a apothecary what bonus do i obtain and after replacing the storm bolter with narthecium what will i be using for a range weapon to attack?
Also, What bonus does a brotherhood banner add for me?
And last but not least, someone said to me that the only weapon choice that would be useful for taking on anything powerful would be the hammer, is this true and why? (I'm under the assumption that being a force weapon like the rest it would really have no extra benefit...)

Thanks for helping me with these as a new hobby enthusiast.


1. As long as it fits to the model.
2. I dont know, but AFAIK ou dont get ranged attack. Instead, you get poisoned attacks, and the apothecary will boost the unit.
3. More attacks for the unit, more leadership for the unit and everyone in range.
4. The hammer indeed doubles strength. Further, Im not sure, but I think it counts as thunder hammer.


1. the halberd's have a two handed model and a one handed model on the sprue but i do not wish to attach it unless im sure, by your terminology though i could throw anything on the model and use it
2. any idea where i might find info on these poison attacks? (even a page reference in the codex.)
3. how many attacks per unit?, how much leadership?, everyone in range?!? i have no idea what that means...
4. thanks for that, it does count as a thunder hammer your right, im searching that right now to learn more about it.

Thanks for the reply

This message was edited 1 time. Last update was at 2011/12/07 07:59:54


= 1000 point army
= 1500 Pt
= 1000
= 500
= 300
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Okay, here's some specific answers now that I've looked some things up.

The heavy weapons (Psilencer, Psycannon, Incinerator) replace the stormbolter. They replace nothing else. In other words, yeah, you can keep the halberds.

The Apothecary "replaces stormbolter with a narthecium" right in the upgrades listed. He would not get to shoot.

Check out my Youtube channel!
 
   
Made in nl
Wight Lord with the Sword of Kings






North of your position

lloyd.net wrote:
Brother SRM wrote:Well, the best answer I can give is to read the codex. Page through it at the store or buy it when you can; it has the answers to all of these questions and then some.

I'm no GK expert, but I know a little about them. You need to take a hammer in the unit, because it lets that model strike at strength 8. Normally, your Paladins will only be strength 4. The hammer doubles the strength of one model, which will make him strong enough to smash tanks and big nasty monsters, and even instantly kill models with multiple wounds. It's always good to have one or two just for versatility's sake.


That does answer my question really well on the hammer thanks, also i have the codex and im still unsure aka why i came here to get some last resort information on it, i was in a games workshop today and already had other questions answered but i didnt get around to these
Thanks for the reply on the hammer though, best answer ive been given yet


Automatically Appended Next Post:
thenoobbomb wrote:
lloyd.net wrote:Hi DakkaDakka Forum Users,
I am new to the forums (and relatively new to warhammer 40k)

My question today comes from my most recent army choice, the grey knights, I'm establishing a 1000 point army With draigo as my HQ and one of my troop choices being a 5 man squad of paladins, but im at a cross roads with one part due to some uncertanty in the weapon choices.

Could you please help me with the following inquires:
Can i wield both a halberd and heavy weapon on one of my grey knight paladins?
If i take a apothecary what bonus do i obtain and after replacing the storm bolter with narthecium what will i be using for a range weapon to attack?
Also, What bonus does a brotherhood banner add for me?
And last but not least, someone said to me that the only weapon choice that would be useful for taking on anything powerful would be the hammer, is this true and why? (I'm under the assumption that being a force weapon like the rest it would really have no extra benefit...)

Thanks for helping me with these as a new hobby enthusiast.


1. As long as it fits to the model.
2. I dont know, but AFAIK ou dont get ranged attack. Instead, you get poisoned attacks, and the apothecary will boost the unit.
3. More attacks for the unit, more leadership for the unit and everyone in range.
4. The hammer indeed doubles strength. Further, Im not sure, but I think it counts as thunder hammer.


1. the halberd's have a two handed model and a one handed model on the sprue but i do not wish to attach it unless im sure, by your terminology though i could throw anything on the model and use it
2. any idea where i might find info on these poison attacks? (even a page reference in the codex.)
3. how many attacks per unit?, how much leadership?, everyone in range?!? i have no idea what that means...
4. thanks for that, it does count as a thunder hammer your right, im searching that right now to learn more about it.

Thanks for the reply


As Brother SRM said, it replaces the storm bolter.
I have the box, and you have halberds hold in 1 hand on the frame to, so its highly possible, in the way of modelling too.

Abut the banner:
Every model in the squad that carries it has +1 attack, and every model in (I think it was) 6" adds +1 to their leadership, to a maximum of 10.

   
Made in au
Speedy Swiftclaw Biker





Australia

Brother SRM wrote:Okay, here's some specific answers now that I've looked some things up.

The heavy weapons (Psilencer, Psycannon, Incinerator) replace the stormbolter. They replace nothing else. In other words, yeah, you can keep the halberds.

The Apothecary "replaces stormbolter with a narthecium" right in the upgrades listed. He would not get to shoot.


Brilliant! that's great news about the halberds.
Not so great about the apothecary


Automatically Appended Next Post:
thenoobbomb wrote:
lloyd.net wrote:
Brother SRM wrote:Well, the best answer I can give is to read the codex. Page through it at the store or buy it when you can; it has the answers to all of these questions and then some.

I'm no GK expert, but I know a little about them. You need to take a hammer in the unit, because it lets that model strike at strength 8. Normally, your Paladins will only be strength 4. The hammer doubles the strength of one model, which will make him strong enough to smash tanks and big nasty monsters, and even instantly kill models with multiple wounds. It's always good to have one or two just for versatility's sake.


That does answer my question really well on the hammer thanks, also i have the codex and im still unsure aka why i came here to get some last resort information on it, i was in a games workshop today and already had other questions answered but i didnt get around to these
Thanks for the reply on the hammer though, best answer ive been given yet


Automatically Appended Next Post:
thenoobbomb wrote:
lloyd.net wrote:Hi DakkaDakka Forum Users,
I am new to the forums (and relatively new to warhammer 40k)

My question today comes from my most recent army choice, the grey knights, I'm establishing a 1000 point army With draigo as my HQ and one of my troop choices being a 5 man squad of paladins, but im at a cross roads with one part due to some uncertanty in the weapon choices.

Could you please help me with the following inquires:
Can i wield both a halberd and heavy weapon on one of my grey knight paladins?
If i take a apothecary what bonus do i obtain and after replacing the storm bolter with narthecium what will i be using for a range weapon to attack?
Also, What bonus does a brotherhood banner add for me?
And last but not least, someone said to me that the only weapon choice that would be useful for taking on anything powerful would be the hammer, is this true and why? (I'm under the assumption that being a force weapon like the rest it would really have no extra benefit...)

Thanks for helping me with these as a new hobby enthusiast.


1. As long as it fits to the model.
2. I dont know, but AFAIK ou dont get ranged attack. Instead, you get poisoned attacks, and the apothecary will boost the unit.
3. More attacks for the unit, more leadership for the unit and everyone in range.
4. The hammer indeed doubles strength. Further, Im not sure, but I think it counts as thunder hammer.


1. the halberd's have a two handed model and a one handed model on the sprue but i do not wish to attach it unless im sure, by your terminology though i could throw anything on the model and use it
2. any idea where i might find info on these poison attacks? (even a page reference in the codex.)
3. how many attacks per unit?, how much leadership?, everyone in range?!? i have no idea what that means...
4. thanks for that, it does count as a thunder hammer your right, im searching that right now to learn more about it.

Thanks for the reply


As Brother SRM said, it replaces the storm bolter.
I have the box, and you have halberds hold in 1 hand on the frame to, so its highly possible, in the way of modelling too.

Abut the banner:
Every model in the squad that carries it has +1 attack, and every model in (I think it was) 6" adds +1 to their leadership, to a maximum of 10.


The Banner (I just found some ruling on it) Adds +1 attack to all models in the unit, and automatically passes psychic test to activate it's force weapons. (not sure if that still includes all the models however)

This message was edited 1 time. Last update was at 2011/12/07 08:28:29


= 1000 point army
= 1500 Pt
= 1000
= 500
= 300
 
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

lloyd.net wrote:
2. any idea where i might find info on these poison attacks? (even a page reference in the codex.)
Thanks for the reply


See Page 30 in the GK Codex it holds the rules for "narthecium"

This message was edited 1 time. Last update was at 2011/12/07 08:48:29


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

lloyd.net wrote:
Brilliant! that's great news about the halberds.
Not so great about the apothecary

Trust me, the durability it gives your squad is well worth trading in one measly gun in the unit!

Check out my Youtube channel!
 
   
Made in au
Speedy Swiftclaw Biker





Australia

DeathReaper wrote:
lloyd.net wrote:
2. any idea where i might find info on these poison attacks? (even a page reference in the codex.)
Thanks for the reply


See Page 30 in the GK Codex it holds the rules for "narthecium"



in the name of zeus how did i miss that!? lol

thanks so much for adding that, im lead to beleive now that i still get to attack with a range weapon of some sort however, it doesn't say anything about that...all i do know is i replaced my storm bolter :S

= 1000 point army
= 1500 Pt
= 1000
= 500
= 300
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

Considering it replaces your stormbolter, you're not going to get a shooting attack. It's pretty hard to shoot when you're not holding a gun. For reference, look at the bits for a narthecium in the GK Terminators box. It takes up the dude's entire wrist, with no room for a gun.

Check out my Youtube channel!
 
   
Made in au
Speedy Swiftclaw Biker





Australia

Brother SRM wrote:
lloyd.net wrote:
Brilliant! that's great news about the halberds.
Not so great about the apothecary

Trust me, the durability it gives your squad is well worth trading in one measly gun in the unit!


I couldn't agree more.
After going back to the codex once more after being told the page to seek, a feel no pain for every paladin in the squad is a great ability, just not sure wether its the right choice as i already have a 2+ normal save and a 5+ inv save... does the feel no pain mean much after these? if not i would be much better off taking another weapon of sort.


Automatically Appended Next Post:
Brother SRM wrote:Considering it replaces your stormbolter, you're not going to get a shooting attack. It's pretty hard to shoot when you're not holding a gun. For reference, look at the bits for a narthecium in the GK Terminators box. It takes up the dude's entire wrist, with no room for a gun.


Well yeah there's that...but the apothecary clearly states a range attack value in it's stats, and the trade of a stormbolter isn't negotiable at all...so....i assume maybe the narthecium must have an attack or some sort or maybe the apothecary has another gun we don't know about

This message was edited 1 time. Last update was at 2011/12/07 09:06:39


= 1000 point army
= 1500 Pt
= 1000
= 500
= 300
 
   
Made in se
Ferocious Black Templar Castellan






Sweden

lloyd.net wrote:
Well yeah there's that...but the apothecary clearly states a range attack value in it's stats, and the trade of a stormbolter isn't negotiable at all...so....i assume maybe the narthecium must have an attack or some sort or maybe the apothecary has another gun we don't know about


Wait what? The only ranged weapon a Paladin has is a Storm Bolter, which can be replaced by other things, one of these being the Narthecium. The Apothecary thus doesn't have any ranged weapon to fire. What you CAN do, however, is use the psychic power "Holocaust" and have the Apothecary use that as his shooting attack. Bear in mind that this uses up your one psychic power for that turn though.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in au
Speedy Swiftclaw Biker





Australia

AlmightyWalrus wrote:
lloyd.net wrote:
Well yeah there's that...but the apothecary clearly states a range attack value in it's stats, and the trade of a stormbolter isn't negotiable at all...so....i assume maybe the narthecium must have an attack or some sort or maybe the apothecary has another gun we don't know about


Wait what? The only ranged weapon a Paladin has is a Storm Bolter, which can be replaced by other things, one of these being the Narthecium. The Apothecary thus doesn't have any ranged weapon to fire. What you CAN do, however, is use the psychic power "Holocaust" and have the Apothecary use that as his shooting attack. Bear in mind that this uses up your one psychic power for that turn though.


And you my friend is why i came here all along, your a damn genius!

= 1000 point army
= 1500 Pt
= 1000
= 500
= 300
 
   
Made in se
Ferocious Black Templar Castellan






Sweden

lloyd.net wrote:
AlmightyWalrus wrote:
lloyd.net wrote:
Well yeah there's that...but the apothecary clearly states a range attack value in it's stats, and the trade of a stormbolter isn't negotiable at all...so....i assume maybe the narthecium must have an attack or some sort or maybe the apothecary has another gun we don't know about


Wait what? The only ranged weapon a Paladin has is a Storm Bolter, which can be replaced by other things, one of these being the Narthecium. The Apothecary thus doesn't have any ranged weapon to fire. What you CAN do, however, is use the psychic power "Holocaust" and have the Apothecary use that as his shooting attack. Bear in mind that this uses up your one psychic power for that turn though.


And you my friend is why i came here all along, your a damn genius!


As I said though, you don't get to activate the force weapons or cast Hammerhand, so make sure you don't need them if you're gonna do this.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
 
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