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Made in us
Perfect Shot Black Templar Predator Pilot






Newport News, VA

 Envihon wrote:
 EmperorsChampion wrote:
So i've been trying to figure out a way to add purifiers to my list but I have no way of transporting them into the middle of the fight. Unless I go with a LRC/LRR. Perhaps stormraven?


Rhino and Razorbacks are always options too. Stormraven will allow you to basically deep strike them though but they wouldn't be able to assault until Turn 3 unless you slow to a hover and let them out but even then that is Turn 3. Land Raider is the best option if you want to take advantage of that assault ramp with a pretty good protection for them.


I think i'm going to go back to using a land raider. I like the idea of a stormraven, but...that seems too much as a mid game/end game move. I need something to force the enemy from advancing too quickly into my backfield with everything dropping on the first turn. Plans are to split up a ten man squad and drop the nova whenever they can. Also...Using a rhino with two combat squads and having both units cast out of the hatch. Is that an option?

 
   
Made in us
Judgemental Grey Knight Justicar






 EmperorsChampion wrote:
 Envihon wrote:
 EmperorsChampion wrote:
So i've been trying to figure out a way to add purifiers to my list but I have no way of transporting them into the middle of the fight. Unless I go with a LRC/LRR. Perhaps stormraven?


Rhino and Razorbacks are always options too. Stormraven will allow you to basically deep strike them though but they wouldn't be able to assault until Turn 3 unless you slow to a hover and let them out but even then that is Turn 3. Land Raider is the best option if you want to take advantage of that assault ramp with a pretty good protection for them.


I think i'm going to go back to using a land raider. I like the idea of a stormraven, but...that seems too much as a mid game/end game move. I need something to force the enemy from advancing too quickly into my backfield with everything dropping on the first turn. Plans are to split up a ten man squad and drop the nova whenever they can. Also...Using a rhino with two combat squads and having both units cast out of the hatch. Is that an option?


It is an option, and a good one, if your rhino survives getting the Purifiers that close.


 
   
Made in us
Perfect Shot Black Templar Predator Pilot






Newport News, VA

 Homeskillet wrote:
 EmperorsChampion wrote:
 Envihon wrote:
 EmperorsChampion wrote:
So i've been trying to figure out a way to add purifiers to my list but I have no way of transporting them into the middle of the fight. Unless I go with a LRC/LRR. Perhaps stormraven?


Rhino and Razorbacks are always options too. Stormraven will allow you to basically deep strike them though but they wouldn't be able to assault until Turn 3 unless you slow to a hover and let them out but even then that is Turn 3. Land Raider is the best option if you want to take advantage of that assault ramp with a pretty good protection for them.


I think i'm going to go back to using a land raider. I like the idea of a stormraven, but...that seems too much as a mid game/end game move. I need something to force the enemy from advancing too quickly into my backfield with everything dropping on the first turn. Plans are to split up a ten man squad and drop the nova whenever they can. Also...Using a rhino with two combat squads and having both units cast out of the hatch. Is that an option?


It is an option, and a good one, if your rhino survives getting the Purifiers that close.


I like to think there will be more targets of higher value in their face that they need to deal with. At least that is what I hope...

 
   
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Monster-Slaying Daemonhunter




Grand Rapids Metro

Unless you also take a landing pad...

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Rampaging Carnifex





Fredericksburg, Virginia

Is it just me or is Soul Blaze useless? 50% of the time I finally achieve lighting a unit of fire, the fire goes out before doing any damage. The other 50% results in a mere d3 hits before having to pass another 50% check to see if it continues. I have yet to see it kill a MEQ.

I still prefer the Incinerator over the psilencer but I'm not going to look at Soul Blaze as a deciding factor between the two.

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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Zimko wrote:
Is it just me or is Soul Blaze useless? 50% of the time I finally achieve lighting a unit of fire, the fire goes out before doing any damage. The other 50% results in a mere d3 hits before having to pass another 50% check to see if it continues. I have yet to see it kill a MEQ.

I still prefer the Incinerator over the psilencer but I'm not going to look at Soul Blaze as a deciding factor between the two.

Most people conceder it useless because of the 50/50 thing, but it could hang around for a long time inflicting lots of damage to lightly armored mob.
I don't look at it being a winning lottery tick, to me it is more like finding a $5 bill of the ground after spending $20. on flaming shots.

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Made in us
Leaping Khawarij






 Anpu42 wrote:
Zimko wrote:
Is it just me or is Soul Blaze useless? 50% of the time I finally achieve lighting a unit of fire, the fire goes out before doing any damage. The other 50% results in a mere d3 hits before having to pass another 50% check to see if it continues. I have yet to see it kill a MEQ.

I still prefer the Incinerator over the psilencer but I'm not going to look at Soul Blaze as a deciding factor between the two.

Most people conceder it useless because of the 50/50 thing, but it could hang around for a long time inflicting lots of damage to lightly armored mob.
I don't look at it being a winning lottery tick, to me it is more like finding a $5 bill of the ground after spending $20. on flaming shots.


I would agree with this as well. There is a reason why people who like to play Thousand Sons love Soul Blaze. It isn't going to be anything that is going to be devastating to a MEQ army but you will like when it does get a couple and any lightly armored infantry, it wrecks havoc. It is an addition to the army that helps but wasn't needed. Going against Orks and Tyranids though, you will probably love the mechanic.

 
   
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Stalwart Strike Squad Grey Knight



Arkansas

I have only killed a few MEQ with soul blaze... I can see it tilting a close game possibly, but it will never be the deciding factor.

Used it on orks the other day, it was hilarious! He obviously rolled poorly, but on average killed 2 orks at the end of each of our turns. They were still dying while we were in assault... haha

In the name of the Emperor I will smite you with my Fu**, GW took that away too!  
   
Made in us
Judgemental Grey Knight Justicar




USA

 Envihon wrote:
 Anpu42 wrote:
Zimko wrote:
Is it just me or is Soul Blaze useless? 50% of the time I finally achieve lighting a unit of fire, the fire goes out before doing any damage. The other 50% results in a mere d3 hits before having to pass another 50% check to see if it continues. I have yet to see it kill a MEQ.

I still prefer the Incinerator over the psilencer but I'm not going to look at Soul Blaze as a deciding factor between the two.

Most people conceder it useless because of the 50/50 thing, but it could hang around for a long time inflicting lots of damage to lightly armored mob.
I don't look at it being a winning lottery tick, to me it is more like finding a $5 bill of the ground after spending $20. on flaming shots.


I would agree with this as well. There is a reason why people who like to play Thousand Sons love Soul Blaze. It isn't going to be anything that is going to be devastating to a MEQ army but you will like when it does get a couple and any lightly armored infantry, it wrecks havoc. It is an addition to the army that helps but wasn't needed. Going against Orks and Tyranids though, you will probably love the mechanic.

I think even with Soul Blaze, I'd prefer to use the Psilencer, but my meta tends to run MC heavy.

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Perfect Shot Black Templar Predator Pilot






Newport News, VA

Psilencer is starting to look more and more useful, and if a lucky force shot makes it way through on a MC or something it would have mad its points back right there. I think I would only use it against armies that use a ton of MC.

 
   
Made in gb
Dusty Skeleton





England

I've only just seen this thread, had a skim through the posts but didn't see what the best tactic with psychic powers is.

How do the new powers measure up?
I've not played my GKs yet, but The sanctic primaris seems useless against any army other than daemons or Eldar Avatars. Do the other randomised powers redeem this?

apologies if it's been discussed already.
   
Made in be
Monstrous Master Moulder






The primaris is the only "bad spell" in there... The rest is pretty good, but yeah, a bit random.

Gate: awesome

Hammerhand: very meh if most of your units have it base...

Sanctuary: Great if running a lot of terminators

Purge soul: nifty enough to remove an annoying powerfist out of a squad, but nothing spectacular.

Cleansing flame: pure pain for the opponent

Vortex of doom: risky, but pure pain again for your opponent.

So with only one "bad" and one "meh" spell in there for GKs, it's a good table to roll on. Especially if you can get 4/6 with a lvl 3 libby with the book.

But the most reliable way to get powers, is still through SCs for GoI and sanctuary at least. Purifiers with cleansing flame can be pretty nifty too. Sanctuary base on DKs is also insane.


The boy, I say, the boy is as sharp as a sack of wet mice... 
   
Made in us
Perfect Shot Black Templar Predator Pilot






Newport News, VA

What I plan on doing for psychic powers is have the ML3 lib roll on sanctic table and if I take a GM, have him roll on a different table.

 
   
 
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