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Made in dk
Regular Dakkanaut




First of all, sorry if this is the wrong forum to ask this question..

I've been collecting GK since they arrived, but I only play 40K rarely.. For some time I've seen people saying that the Nemesis Halberd are not worht using anymore.. How come? I thought that the +2 int was a rather good bonus, since ( I think ) it lets the termies attack before most other models?
   
Made in us
Mutated Chosen Chaos Marine





Ohio

Who says that!? Halberds are great!

Tons!
Tons!
Tons!
2,000pts


Primaris Puritous Sealious!
https://www.dakkadakka.com/dakkaforum/posts/list/790547.page 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine






The hard part about them is they are AP3. The initiative bonus is still great however.

4500
 
   
Made in dk
Regular Dakkanaut




Was some thread on the Danish forum powerfist.dk.. Bunch of players saying that halberds were not worth using..
   
Made in us
Trustworthy Shas'vre




DFW area Texas - Rarely

They are amazing.

So much so, that a buddy of mine and I don't run too many in a squad because its kind of rude....

(note: my group also considers; riptide spam, wave serpent spam , Gravgun bike spam, heldrake spam rude as well, so each their own).




DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
Fully Painted armies:
TAU: 10k Nids: 9600 Marines: 4000 Crons: 7600
Actor, Gamer, Comic, Corporate Nerd
 
   
Made in us
Fresh-Faced New User




It depends on what model you're talking about and what you expect to face.

On Characters, Halberds are great because of Challenges. Enemy ICs with Initiative less than 7 will be leery about accepting them even against lowly squad leaders when it means playing a round of Russian Roulette before they commence the face stomping.

On Purifiers, they're great because they're cheap and pair well with Cleansing Flame to gut squads wearing less than Terminator Armor before they can even counter.

On Terminators, it's kind of complicated. Since most melee AP2 is locked at I1, going first is not quite as important as it normally is. So Hammers make sense as the base weapon for the squad due to having AP2 and much higher Strength. It can still be worthwhile to bring a few Halberds, to try and knock out the enemy's I1 AP2 before it gets a chance to hit you or threaten high Initiative AP2 that doesn't have a 2+ save. Those are corner cases though, as it takes quite a few Halberds to make it to an unChallengeable grunt or get a wound off on a high Toughness MC. Incubi are the only thing that come to mind that have at-Initiative AP2 on squaddies and are reliably vulnerable to Halberds.
   
Made in us
Trigger-Happy Baal Predator Pilot




SoCal

They're pretty awesome against MEQs for obvious reasons. I like to run at least two per five termies/paladins in my GK lists. If I'm not fighting multi wound minis or the only one is eternal warrior, I cast hammerhand for I6, S5 AP3 goodness. If I was list tailoring (or playing an army without 2+ armor and minimal/no vehicles) I'd 4 of 5 with halberds just to get those I6 kills before they can even hit back. Adeptas Sororitas come to mind...

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Made in ca
Repentia Mistress





Massing them on GKSS is pretty bad, they are going to wreck non-combat oriented MEQ anyways which is just about all MEQ.


If they let me go before a Wraithknight in assault then we could talk.

Too expensive to take heavily, good if you have extra points on Justicar's.

hey what time is it?

"Try looking on page 12 of the FAQ."

-Ghaz 
   
 
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