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![[Post New]](/s/i/i.gif) 2013/12/16 06:53:33
Subject: Nemesis Force Weapons and their uses
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Sword-Bearing Inquisitorial Crusader
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So I was just looking through the grey knights codex and I was wondering about the different types of nemesis force weapons and what situations each one would be preferred in?
With each guy having access to so many choices for their CC weapon how would you load out your different squads?
Mixed nemesis weapons or stick to one type?
I have very little experience with GK since no one in my local group plays them but i have taken increased interest in them especially since one of the players loves to run screamerstar, belakor, and is thinking about throwing in the super greater daemons in his list now that forgeworld said it was all cool.
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I would sign this contract but I already ate the potato
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/12/16 09:41:11
Subject: Nemesis Force Weapons and their uses
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Dakka Veteran
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Rule #1: Never buy falchions. They're not worth the points.
Strike squads:
Halberd is good choice for justicar for challenges. Hammer can be useful, but don't give halberds for normal strike squad members.
Purifiers:
I use 2 halberds, 1 hammer / 5 purifiers.
Teminators/Paladins
I use 2 hammers, 2 halberds and 1 sword per 5 men, but YMMV.
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![[Post New]](/s/i/i.gif) 2013/12/16 10:01:56
Subject: Re:Nemesis Force Weapons and their uses
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Regular Dakkanaut
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For Terminators and Paladins, I would say that the Halberds are not that useful any more.
Now most ap2 attacks strike at initiative 1 anyway, so initiative 4 or 6 doesnt really matter.
But rule number one is: No falchions.
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![[Post New]](/s/i/i.gif) 2013/12/16 19:33:28
Subject: Nemesis Force Weapons and their uses
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Sword-Bearing Inquisitorial Crusader
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Hahaha ok ok no falchions, thx for the heads up
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I would sign this contract but I already ate the potato
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/12/16 19:38:10
Subject: Nemesis Force Weapons and their uses
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Falchions are a no-go. Staves are great for fun units or units that can reliably get into combat. (Basically GrandMaster, Paladins, and Purifiers) Swords, fantastic for keeping your psycannons alive in Terminator Squads and the best weapon overall for GrandMasters. Halberds to be used on GKTs, Paladins, Purifiers and Purgators if you're playing around with a big unit. Hammers...1 per five guys in GKTs, Paladins, Purifiers / 1 per 10 guys in strikes and interceptors.
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This message was edited 1 time. Last update was at 2013/12/16 19:38:41
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![[Post New]](/s/i/i.gif) 2013/12/16 20:17:20
Subject: Re:Nemesis Force Weapons and their uses
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Judgemental Grey Knight Justicar
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On my Termies, I like a 50/50 mix of hammers/swords. The swords tank AP2 wounds a little better, and the hammers smash everything.
On Power Armored GK, my only real rule (aside from no falchions) is to throw a hammer somewhere in the squad to hide it from challenges.
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![[Post New]](/s/i/i.gif) 2013/12/16 20:42:36
Subject: Re:Nemesis Force Weapons and their uses
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Mekboy Hammerin' Somethin'
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I feel like I'm literally the only GK player that thinks Falchions are worth it in some situations. Then again, my view is slightly skewed as most of my opponents like using large blobs of infantry. The extra attack for the whole squad is expensive, but it allows me to chew through those fodder units and keep moving towards the objectives I need to secure. Biggest problem for me when I put them on GKT/Pallies is that they're only two attacks base. You're not always going to get the charge, you're not always going to hit all of your attacks, and it can leave you tied up at the wrong moment when the game is on the line.
That said, there are plenty of downsides. The first and foremost being making a very expensive squad even more so.
If I'm not exactly sure what my opponent will be taking, I usually stick with force swords and then a hammer for every fifth man. Sometimes I'll outfit one of my Justicars with a warding staff to tank challenges that my HQ can't be bothered with.
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![[Post New]](/s/i/i.gif) 2013/12/17 02:38:07
Subject: Nemesis Force Weapons and their uses
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Leaping Khawarij
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I would say the same as many here. For me I run pure swords on GKSS just to save points and on my Terminators I run half on hammers and half on halberds so they can handle things a bit better but now I might put swords on my psycannons after reading this.
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![[Post New]](/s/i/i.gif) 2013/12/17 05:32:53
Subject: Re:Nemesis Force Weapons and their uses
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Devestating Grey Knight Dreadknight
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I'm a huge fan of the warding stave on terminators...it gives you a 5/6 chance (vs a 1/3 chance) to save a model that costs twice as much as it, so you'll make double your points back if it saves even one termie. My favorite CC build is the "monster hunter squad": 5-man termies, 4 hammers 1 stave. Charge something big & nasty and kill it...for 220 pts. That many S10 or S8 force hammers will flatten almost anything short of a 2++ re-roll squad. It's also the best (in my opinion) CC counter to enemy TEQ.
Despite the internet (and codex) advice, I've found my termies work more efficiently when they're all equipped for the same type of target. I have a halberd squad, a couple hammer squads, etc. Maybe it's just because I always have at least 20 terminator bodies on the field, but I've had pretty good luck with getting my guys into combat with the right targets for their load-outs. I always combat squad too. The only exception is when I run a full 10 man paladin squad, then it's a mix of halberds and hammers.
On strikes, I go all swords except for maybe the justicar, purifiers are all halberds (cause they're cheap) and 1 hammer. However, I haven't run the power armor guys for awhile, they just don't look as cool.
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2013/12/17 12:58:34
Subject: Nemesis Force Weapons and their uses
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I can never bring myself to put a weapon on a justicar...I perils 2-3 times a game with all the psychic I throw around.
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![[Post New]](/s/i/i.gif) 2013/12/17 13:33:40
Subject: Nemesis Force Weapons and their uses
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Executing Exarch
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As far as your HQ choices go, the sword is the best for a grand master. Sure, the staff gives a 2++ but the sword gives a 3++ for free, and is usually good enough. On a libby the staff is a bit better as the sword only gives a 4++ in CC. The cost of staves is generally prohibitive, and the other weapons give up a save boost.
Techmarines should not really bother with nemesis weapons unless you are going for a staff to tank challenges.
On dreadknights, fists are fine, take a sword if you have points to spare. Never take a hammer, as it works the same as a fist but is concussive... not worth the points. The sword can combo with the fists meaning you get S10 with re rolls!
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The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden |
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![[Post New]](/s/i/i.gif) 2013/12/17 13:35:55
Subject: Nemesis Force Weapons and their uses
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Dr. Serling wrote:On dreadknights, fists are fine, take a sword if you have points to spare. Never take a hammer, as it works the same as a fist but is concussive... not worth the points. The sword can combo with the fists meaning you get S10 with re rolls!
Good catch on Dreadknights!
Never forget that your dreadknight has a force weapon.
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