You're nuts. If the rumors are true, this is what my opponents can expect for me to bring to the party;
Lord Kaldor---Make Paladins Scoring
55 point Paladin Terminators with unique wound gear for allocation purposes charging out of Land Raiders. And they score.
By way of comparison, Vanilla Terminators (non scoring) with 1 wound are 40 points. For 15 points I get WS 5, 2 wounds, wound allocation trickery....and they count as troops? Yes please.
Depends.
I wouldnt mind seeing your army on the opposite side of the table.
How many of those knights will you be fielding with a
Hq and ONE landraider alone costing over 500 points.
Then again vanguards can also wound allocate with unique wargear but nobody ever take them, hmm, wonder why.
The only thing
GW need to do in order to ruin all "powerdness" of the paladin unit is make sure tehy dont get any
AV capabilities so there you have 250p landraiders, a freaking super expensive
HQ and what is it now, 625 point units that are naked and without any wargear, adding wound allocating things and some staying power wargear to them would mean 800+ point 10 man squads.
Where is the overpowerdness in having one landraider and 15 terminators in a 1850p game?
Those dirt cheap long fang plasmacannons will have a laugh.
Now I think
GW will give the
GKs one super unit, just like all other newer armies get, eldar get a sear council on bikes that is insane, orks get nob bikers etc but for most parts those are so expensive it´s hard to even earn back their points and they all have big weaknesses built in.
I see this one (paladin) to be a fun and very, very overpriced unit if geared out properly and thus mostly used in careful numbers with very limited wargear selection, more for fun rather then overpowered game winning but lets wait till we know more.
No ss (I have not seen any, other than crusaders henchmen)
No combi Weapons... their options are
Force Halberds
Nemesis Deamon Hammers
Pair of Nemesis Falcions
Nemesis Warding Stave
Psycannon
Incinerators
Psylencers
Apothecary
Banner of Brotherhood
Entire unit can have psybolt ammunition
Any model can make any weapon Master Crafted at +5 pts per weapon.
no
SS, well there goes that unit down the drain.
A super expensive glass hammer basically. Well not glass per see but the first plasmacannon toting
dev squad (
SM or god forbid, long fangs) or low
AP pieplates (
IG mech) and this unit is one big waste of points. Even 25p sternguards with combiplasmas will have fun against this.
The paladins seems to be simply to expensive in their functioning form, meaning tooled up for
CC with costly wargear plus having a reliable means to assault (landraider).
A crusader with a decked out squad and
HQ would run around 1000-1100p and give a new meaning to the phrase "all eggs in one basket", not to mention give dark eldar armies victory by walkover with all their first turn
AV capabilities.
I do not have any info on wargear or weapons. Sorry.
*Phew*, this means there is still hope.
Well I also played pure =I= so I'm a bit sad. To me Marines are fairly dull, Inquisitors and henchmen are must more interesting for modeling and storyline.
Adding in more jarhead varients to me just means Space Marine with Hat.
But... I'm willing to wait and see, and I'll probably buy it anyway.
I agree, many of the current unique traits are gone but I still think
GW can pull it of.
Doesnt matter really, I love my
GK army and I will probably end up buying a very, very large amount of
GK minis when they get released...and I mean very
Why would all branches of the inquisition be represented if this is going to be C:GK?
Not to piss of all the =I= fans and their purchased stormtrooper minis I believe.
The Shrouding- Opponents shooting phase. All units within 6" benefit from stealth. And have 6+ cover even if in the open (so 5+ in the open and 3+ in most other cases)
So shrouding, as in a passive harder-to-see-
GKs is out?
Thats sad, the only way your terminator priced purgation guys at the back will survive the counter fire is thus if an expensive libby is nearby or did I miss something and these powers can be taken by all squads for a c h e a p price?.
The Summoning- Librarian movement. Pick a friendly non vehicle unit. Place them within 6" of the librarian using the DS rules.
This is a real super power, that is IF the libby has access to a locator beacon as wargear. Could be used to get those super expensive paladins into the thick of it without relying on expensive landriaders.
Librarian (mastery level 2) 150pts Can upgrade to level 3 for +50:
Each purchased power is +5 pts, but he comes with hammerhand for free.
The important thing here are the peanut point eldar anti psycher wargear.
Will a
GK army be auto crippled vs any eldar army that used anti libby runes and stones?
How about tyranids and their anti psycher rules?
If this army is so high reliant on rolling successful psycher powers and rolling lots of them this might be a problem.
How about psychic hoods, do all
GK squads get them inbuilt or are they an only-libby wargear?
Friendly seems kind of strange but I guess if Purg squads can have nasty weapons it might work for something.
As said, only if the libby can get a locator beacon or else those incinerator squads will mishap very often.
A template version of Jaws? Be still, my beating heart.
The line version is better, who wants to be near (in charge range) of a monstrous creature when casting this one?
wait...3 psychic powers a turn Librarians?
Holy crap, now every librarian can be Tigurius!
12 S4 AP2 shots each turn.
3 initiative saves a turn of removed from play (very good against say...wraithlords).
Summon your entire army within 6" of the Librarian.
Sounds awesome!
For a 215p easy to kill libby with no other wargear I expect them to be awesome.
Plus, if the libby has no aces to a beacon summoning half your army next to him will spell the end of your game due to mishap loss.
K Grand Master Powers (level1)
Hammerhand
Psychic communion - take test, if successfull GK player can modify reserve rolls by +1 or -1 and you can choose to modify after each roll.
That hammerhand, is it just for him or does it affect the whole squad he is in or any squad within X´?
How does hamemrhand work for/with other units?
Remember he is WS 7...
Are
GK HQs WS7?
That would be fun and let the current
GKs being WS5 and thus better at
CC then normal
SM shine through some.
Having
GKs at WS5 is(was?) one of those things that set apart them from being gray space marines
imo.
Strike Squads-
Hammerhand
Warp Quake- Start of GK movement phase, lasts till GK start of next movement. All enemy teleport homers stop working, any enemy unit that deep strikes within 12" of the strike squad will suffer a mishap.
Can warp quake be taken by basic
GKs and other? Thus can you make the whole army deepstrike immune as previously rumored or do you need to cluster your whole army around one type of unit to make them immune to
DS?
Any info on basic
GK squads?
Well, thanks for the info you gave, it was pretty fun to read.
Things looks
OP and extremely fun but remember what the opinion was of the current
SM dex before it get released and we all screamed cheese over the rumors, vanguard squads that could kill everything and legionaires that were super tough etc etc...and look at it all now, barely anything of the "cool" rumored power options are ever used by anyone.
So hold on to your cries of
OP cheese till we actually know more.
I would hate for the paladins or 215p libbies or that
MC to end up being a
SM vanguard eqivalent, never seen in any competitive play but oh so
OP on paper.