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Longtime Dakkanaut




Indiana

Which is fair enough, I just said what I would find more intimidating with my list. Personally I would make changes to make it more competative by dropping the knight and getting some sisters but that is me.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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Olympia, WA

 ninjafiredragon wrote:

This is what I want to see. Ive been wondering how purifier armies are doing.


Well you'll be finding out right after my birthday because I apparently will be expecting a Codex that day. and since mine are so nicely painted...

personally I dont ACTUALLY expect an enormous change in the way I play them. by ALL accounts I've collected, my personal list is unaffected in important ways. I can literally field my ESSENTIAL list. I just need to figure out if Dreadnoughts are staying or going basically. I have heard nothing about Purgation Squads, which is par for the course since no one ever used them but me. I might just put a Purgation squad in place of the Dreads and call it a day. They work as well as my Purifiers do.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Fresh-Faced New User




I will be playing this Sunday and this is my army. I'm playing with friends and will be 2v2. I will be going against Tau and Black Templars....and allied with CSM, hahaha. We only have one army each so we aren't paying attention to "ally limitations," for now.

Any advice? I plan on deep striking everyone but the purifiers. IF I get gate of infinity with the libby, I will attach him to the purifiers and run with it. I plan on shunting the interceptors on turn one and deep striking my team 6" from them. The techmarine and GM will join the paladin squad and I will take prescience for my GM and hopefully sanctuary and hopefully precognition or misfortune.


Sorry that it looks odd, I copied and pasted from battlescribe.


1150 points

Grey Knights: Codex (2014) (Nemesis Strike Force) Selections:

+ No Force Org Slot + (108pts)

* Techmarine (108pts)
Cuirass of Sacrifice and storm bolter


+ HQ + (384pts)

* Brother-Captain (234pts)
Liber, Falchions, and Psycannon (20pts)
* Grand Master

* Librarian (150pts)
ML3, Nemesis Warding Stave, and Storm Bolter (5pts)


+ Elites + (344pts)

* Paladin Squad (197pts) (3-man squad)
* Apothecary (75pts)
Nemesis Force Sword (Daemonbane)
Nemesis Force Halberd
Nemesis Daemon Hammer

* Purifier Squad (147pts)
2x Incinerator
Daemon Hammer
Force Halberd
Force Sword (50pts) (Daemonbane)


+ Troops + (177pts)

* Terminator Squad (177pts)
Daemon Hammer
Force Halberd
2x Force Sword


+ Fast Attack + (147pts)

* Interceptor Squad (147pts)
Incinerator
Force Halberd (26pts) (Daemonbane),
3x Force Sword (72pts) (Daemonbane),
Teleport Homer (10pts)

This message was edited 1 time. Last update was at 2014/08/28 19:41:44


 
   
Made in de
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Hamburg

This army is too top heavy.
In maelstrom mission you'll see that more bodies are necessary.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Quick-fingered Warlord Moderatus





 wuestenfux wrote:
This army is too top heavy.
In maelstrom mission you'll see that more bodies are necessary.


You keep saying that.

You know completely destroying the other guy's scoring units is also a valid tactic in Maelstrom missions?

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Indiana

If you can do it fast enough sure. However if you destroy all his scoring stuff but he is 10 points up on you, good luck

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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 wuestenfux wrote:
This army is too top heavy.
In maelstrom mission you'll see that more bodies are necessary.


Mine? I only started playing in July, in fact this will be my 5th game. I have one box of PAGK that I haven't gotten to yet but other than that, what I just put is essentially my whole army save for a few termy models and a dreadnought.
   
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 Leth wrote:
If you can do it fast enough sure. However if you destroy all his scoring stuff but he is 10 points up on you, good luck


Well thats the general idea in alpha/beta strike lists isnt it?

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4000 
   
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Indiana

 WrentheFaceless wrote:
 Leth wrote:
If you can do it fast enough sure. However if you destroy all his scoring stuff but he is 10 points up on you, good luck


Well thats the general idea in alpha/beta strike lists isnt it?


Sure, easy in theory, hard in practice.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Warplord Titan Princeps of Tzeentch






At least its not tau's 5th edition omega strike x_X (we came up to that one right before 6th edition, it allowed us to ensure pretty much our whole army got on the table T4 using an item that no longer exists)

Anyway, yes-in malstorm you CAN lose the game even if you overwhelmed the opponent. heck, I had eternal war games where I won with less then 100 points worth of models surviving.

can neither confirm nor deny I lost track of what I've got right now. 
   
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Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

Sixcyl wrote:
Spoiler:
I will be playing this Sunday and this is my army. I'm playing with friends and will be 2v2. I will be going against Tau and Black Templars....and allied with CSM, hahaha. We only have one army each so we aren't paying attention to "ally limitations," for now.

Any advice? I plan on deep striking everyone but the purifiers. IF I get gate of infinity with the libby, I will attach him to the purifiers and run with it. I plan on shunting the interceptors on turn one and deep striking my team 6" from them. The techmarine and GM will join the paladin squad and I will take prescience for my GM and hopefully sanctuary and hopefully precognition or misfortune.


Sorry that it looks odd, I copied and pasted from battlescribe.


1150 points

Grey Knights: Codex (2014) (Nemesis Strike Force) Selections:

+ No Force Org Slot + (108pts)

* Techmarine (108pts)
Cuirass of Sacrifice and storm bolter


+ HQ + (384pts)

* Brother-Captain (234pts)
Liber, Falchions, and Psycannon (20pts)
* Grand Master

* Librarian (150pts)
ML3, Nemesis Warding Stave, and Storm Bolter (5pts)


+ Elites + (344pts)

* Paladin Squad (197pts) (3-man squad)
* Apothecary (75pts)
Nemesis Force Sword (Daemonbane)
Nemesis Force Halberd
Nemesis Daemon Hammer

* Purifier Squad (147pts)
2x Incinerator
Daemon Hammer
Force Halberd
Force Sword (50pts) (Daemonbane)


+ Troops + (177pts)

* Terminator Squad (177pts)
Daemon Hammer
Force Halberd
2x Force Sword


+ Fast Attack + (147pts)

* Interceptor Squad (147pts)
Incinerator
Force Halberd (26pts) (Daemonbane),
3x Force Sword (72pts) (Daemonbane),
Teleport Homer (10pts)


Why the Techmarine? That's almost two more Paladins you could have instead. Or even a Strike, Purifier, or Interceptor squad for a few more points to have another unit on the table.

"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
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 Tannhauser42 wrote:
Sixcyl wrote:
Spoiler:
I will be playing this Sunday and this is my army. I'm playing with friends and will be 2v2. I will be going against Tau and Black Templars....and allied with CSM, hahaha. We only have one army each so we aren't paying attention to "ally limitations," for now.

Any advice? I plan on deep striking everyone but the purifiers. IF I get gate of infinity with the libby, I will attach him to the purifiers and run with it. I plan on shunting the interceptors on turn one and deep striking my team 6" from them. The techmarine and GM will join the paladin squad and I will take prescience for my GM and hopefully sanctuary and hopefully precognition or misfortune.


Sorry that it looks odd, I copied and pasted from battlescribe.


1150 points

Grey Knights: Codex (2014) (Nemesis Strike Force) Selections:

+ No Force Org Slot + (108pts)

* Techmarine (108pts)
Cuirass of Sacrifice and storm bolter


+ HQ + (384pts)

* Brother-Captain (234pts)
Liber, Falchions, and Psycannon (20pts)
* Grand Master

* Librarian (150pts)
ML3, Nemesis Warding Stave, and Storm Bolter (5pts)


+ Elites + (344pts)

* Paladin Squad (197pts) (3-man squad)
* Apothecary (75pts)
Nemesis Force Sword (Daemonbane)
Nemesis Force Halberd
Nemesis Daemon Hammer

* Purifier Squad (147pts)
2x Incinerator
Daemon Hammer
Force Halberd
Force Sword (50pts) (Daemonbane)


+ Troops + (177pts)

* Terminator Squad (177pts)
Daemon Hammer
Force Halberd
2x Force Sword


+ Fast Attack + (147pts)

* Interceptor Squad (147pts)
Incinerator
Force Halberd (26pts) (Daemonbane),
3x Force Sword (72pts) (Daemonbane),
Teleport Homer (10pts)


Why the Techmarine? That's almost two more Paladins you could have instead. Or even a Strike, Purifier, or Interceptor squad for a few more points to have another unit on the table.


Hey, I chose the TM cause he gets the TL plasma, the flamer, and his servo arm. I'm hoping to tear my friend's rhino in half. But great point. Next time I will likely field a 5 man paladin squad as my TM has been borderline useless up to this point. Though I've only used him twice and both times with a conversion beamer. I'm basically just feeling him out. 1W, but he has the potential do some massive close range and melee damage. We'll see if this works or not.
   
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You mention shunting the Interceptors and dropping your army in 6" around them... How? If they somehow have a homing becon, etc... its moot as you'll have to check reserves and deep-strike before you'd have had a chance to do your shunt-move.

So... i'm not sure what you mean?

11527pts Total (7400pts painted)

4980pts Total (4980pts painted)

3730 Total (210pts painted) 
   
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Hamburg

 WrentheFaceless wrote:
 wuestenfux wrote:
This army is too top heavy.
In maelstrom mission you'll see that more bodies are necessary.


You keep saying that.

You know completely destroying the other guy's scoring units is also a valid tactic in Maelstrom missions?

All units are scoring, only troops get objective secured.

Completely destroying the enemy is not really a viable option in the first place.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
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Monstrous Master Moulder






I don't think you'll be having more bodies easily with this new book. At the base cost of 20p per body for units that are now essentially worhtless (strike squads), there's no way you can make "ideal" lists for maelstrom missions.

At best, you get to rely of teleport and deepstrike shenanigans to just plain be faster than the enemy. I'm not really seeing any effective options for tarpit units (outside purifiers perhaps).

And to any person saying: just detroy his troops... that only works if he's running 2x MSU to meet the troops requirements themselves... Usually, in those types of lists, you are doing them a favor if you leave their primary threats untouched to direct the little amount of shooting options we have at small units.


anybody who's seriously invested in troops (like IG blobs, boyz, zombie cultists, wave serpents,...) are all things that won't just be shot off the board as you deepstrike. They do pose a problem.... A serious problem for GKs, because tarpits really are the enemy.

The boy, I say, the boy is as sharp as a sack of wet mice... 
   
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Ladies Love the Vibro-Cannon Operator






Hamburg

Right, its not very easy to have more bodies with the new codex.

Two weeks ago, I battled SW aith my GK according to the old codex in a maelstrom mission.
Using Coteaz and 3x3 Henchmen with Psybacks was really a bargain. There role was to hold the 3 home objective.
My 2 NDK's and 30 Purifiers were putting pressure upon the SW army which started to crumble in round 3.
My opponent gave up in round 4.

Without the Henchmen things were much more difficult.

This message was edited 1 time. Last update was at 2014/08/30 15:44:44


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
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Indiana

Can still ally them in, just not as many warp charges and not OS

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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Hamburg

 Leth wrote:
Can still ally them in, just not as many warp charges and not OS

Indeed, not objective secured. Its worse now.
Haven't looked into AM allies yet.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
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NewTruthNeomaxim wrote:
You mention shunting the Interceptors and dropping your army in 6" around them... How? If they somehow have a homing becon, etc... its moot as you'll have to check reserves and deep-strike before you'd have had a chance to do your shunt-move.

So... i'm not sure what you mean?


You're right, I forgot DS has to happen first. This will only be my 5th game so still picking things up. And I only started using DS last game. I was foot slogging all my units at first (which ended very poorly) and I tried to DS one time before but failed all 3 turns and managed to kill my other squad. ok, I ave 10 pts to spend elsewhere. I wish the servo skull was still a thing in 7e.
   
Made in us
Judgemental Grey Knight Justicar






I just had my first game with the new GK codex last night, and it was a blast. The game itself was pretty close, so no OP cheese and certainly not a smack with the nerfbat.

I played a list with two units of 5 paladins with an Apoth, 2 psycannons, and 2 hammers, each led by a brother-captain with a Psycannon. Then I had an 8 man Termie squad with a psycannon and hammer, and 2 Dreadknights with PT, HI, HP, and sword. I played against a Necron list with 2 Barges, 2 Barge lords (with full kit, including Tachyon arrow and Tesseract Labyrinth), two deathmarks with the damn flamer HQ in Scythes, and two 10 man warrior units in Scythes.

I rolled on the BRB warlord traits and got to re-roll my reserve rolls (huzzah). I also won the right to choose first turn, gave my opponent first turn, and null deployed. I then deep struck everything on his castled up barges and started firing away. 3 Psycannons (with prescience thanks to Bro-Captain) in two units, plus 6 shots from each of the dreadknights had no problem knocking out an Annihilliation Barge for first blood. His deathmarks almost wiped the Termie squad, but barely dented one of the paladin units, and it was a steady grinding away of his forces from there, though my opponent played well and kept the game very close.

Things I took from this game for the new Codex:

- cheap FNP is ridiculously good. Both Dreadknights and the Termies were dead by end game, but one paladin squad didn't suffer a single casualty, and the other was half strength.
- GK has more cool powers that we would like to cast than we have warp charges. This will be a problem, even if you're rolling the super ML3 Libby. I was wanting to cast Hammerhand, Prescience on two units, Forewarning, and Sanctuary on my Dreadknights, and I was just running out of warp charges fast every turn
- Which brings me to Halberds: I kept them in this game because that was how I had them modeled from last codex, and it came in handy having the extra Strength without Hammerhand
- Massed Psycannons will mess up anyone's day. With 6 psycannons and 2 heavy psycannons, AV13 (and so likely, 14) doesn't hold up.
- Sanctuary is awesome on the Dreadknights. Cast it, make sure it goes off when AP2 is around. Makes them so much more survivable. Both of them held up to two Bargelords, despite MSS making them beat themselves up for multiple turns.
- DS turn 1 is fantastic, though you need to be mindful of fast units that can scoot across the board where you aren't, cuz you're not getting back to the other side once you come in.

Just thought I'd share, let me know your thoughts and have fun with the new Grey Knights.


 
   
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Monstrous Master Moulder






Actually, that's very close to my experience so far.

I agree with you on the list. Except for Palladins as a noticable exception, everything feels very "glass cannon".

And yes, you do need to not build your plan around getting every spell you could ever want.

The boy, I say, the boy is as sharp as a sack of wet mice... 
   
Made in us
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 Elmir wrote:
I don't think you'll be having more bodies easily with this new book. At the base cost of 20p per body for units that are now essentially worhtless (strike squads), there's no way you can make "ideal" lists for maelstrom missions.

At best, you get to rely of teleport and deepstrike shenanigans to just plain be faster than the enemy. I'm not really seeing any effective options for tarpit units (outside purifiers perhaps).

And to any person saying: just detroy his troops... that only works if he's running 2x MSU to meet the troops requirements themselves... Usually, in those types of lists, you are doing them a favor if you leave their primary threats untouched to direct the little amount of shooting options we have at small units.


anybody who's seriously invested in troops (like IG blobs, boyz, zombie cultists, wave serpents,...) are all things that won't just be shot off the board as you deepstrike. They do pose a problem.... A serious problem for GKs, because tarpits really are the enemy.


This is why GK alone is tough. Better to use the special GK detachment, take 2 DKs, an HQ or two, one troop and some elites/fast attack and join that up with some other army so you can get some more guys on the table...
   
Made in us
Judgemental Grey Knight Justicar






Super Newb wrote:
 Elmir wrote:
I don't think you'll be having more bodies easily with this new book. At the base cost of 20p per body for units that are now essentially worhtless (strike squads), there's no way you can make "ideal" lists for maelstrom missions.

At best, you get to rely of teleport and deepstrike shenanigans to just plain be faster than the enemy. I'm not really seeing any effective options for tarpit units (outside purifiers perhaps).

And to any person saying: just detroy his troops... that only works if he's running 2x MSU to meet the troops requirements themselves... Usually, in those types of lists, you are doing them a favor if you leave their primary threats untouched to direct the little amount of shooting options we have at small units.


anybody who's seriously invested in troops (like IG blobs, boyz, zombie cultists, wave serpents,...) are all things that won't just be shot off the board as you deepstrike. They do pose a problem.... A serious problem for GKs, because tarpits really are the enemy.


This is why GK alone is tough. Better to use the special GK detachment, take 2 DKs, an HQ or two, one troop and some elites/fast attack and join that up with some other army so you can get some more guys on the table...


That sounds good, except when you take "2 DKs, an HQ or two, one troop, and some elites/fast attack" that pretty much fills a 1500-1850 list right there. GK awesomesauce costs money, son!


 
   
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Lol true.

But a Librarian is 135, DKs are around 215 kitted out and one Terminator squad is less than 200. So that's around 750. Room for another CAD there...
   
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People keep saying Coteaz doesn't grant objective secured, but where was this spelled out? Looking on the website I can't see any Inquisition FAQ/errata at all.

Yes, strictly RAW I see he makes units scoring and they're already scoring now.

But if you point out that Pedro Kantor's similar rule has been errata'd to grant Objective Secured any reasonable opponent (and I'd imagine most TOs) would agree that Coteaz should function in an identical manner.
   
Made in us
Judgemental Grey Knight Justicar






Super Newb wrote:
Lol true.

But a Librarian is 135, DKs are around 215 kitted out and one Terminator squad is less than 200. So that's around 750. Room for another CAD there...


Also very true. However, if that's all you're taking, you're really taking it for the Dreadknights. Libby's are fantastic support characters, but they don't dish out a lot of damage on their own. One 5 man squad of termies isn't going to tear through an army either, so you're essentially paying a 300 pt "tax" to get two dreadknights. The way this new codex is put together seems to encourage going "all in" with GK, maybe saving a few points to get cheap allies for the Grey Knights, but the GK themselves will not make cheap allies for other armies.


 
   
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Indiana

Well henchmen are elites so they dont gain OS. They are their own force org, so once again dont grant OS.

They specifically removed his lord of formosa rule in the recent update for INQ.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Regular Dakkanaut




Oh they updated the codex rather than putting out an FAQ?
   
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Indiana

Considering its digital only right now, not a big deal IF you bought it.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
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I just ran this 2,000 army yesterday for my new codex Grey Knight battle:

Librarian, ML3, Storm Bolter, Domina Liber Daemonica, Fury of Deimos, Cuirass of Sacrifice

10 Terminators, 2 psycannons, 6 Halberds, 4 Hammers

10 GK Interceptors, 2 psycannons, 6 Halberds, 2 Hammers

2 DreadKnights, Personal Teleporters, Heavy Incinerator, Heavy Psycannon, Nemesis Greatsword

Draigo

Imperial Knight Errant

This was the I brought and it performed well. Everything used DS to come into battle. I wanted to test what it would be like to use this tactic. I got most of the things I needed in...except the 2 Dreadknights which didn't come in until turn 2 and 3 respectfully. What this did provide was the ability to save that shunt for the Interceptors and GK to use at another time. What you risk is them not being there for Turn 1. I had a lot of left over points which is why the Librarian has so many things attached to him but honestly, that Cuirass of Sacrifice was awesome for getting off a wound that happened to the Libby after a bad accident with Perils. The army performed well and I don't feel that the GKs are any lesser for what they lost in this new codex. Everything was also combat squadded for target saturation.

The psycannons going Salvo did not affect my strategy what so ever. I abuse the DS and shunt mechanics so much that this change didn't hurt me in the slightest and my Interceptors always got their psycannon shots off. I do want to play around with Incinerators a bit but honestly, the way I play my GK, my psycannons will always be useful. I just want to see if I can trim cost by taking Incinerators instead.

I was going to take a 10-man GKSS squad instead of Draigo but I wanted to see him in action and for his cheap points now, I threw him in and he performed like the beast that he is. I had him in with the 5 Terminators and the Librarian. The Librarian didn't get Invisibility unfortunately but the unit still didn't loose a lot usually because Draigo stepped in to tank a bunch of things with his Storm Shield. Draigo is expensive but I don't know if I want to take him out to get more bodies in the list. I don't think GKSS are completely dead and I don't like Purifiers because of their dependency on vehicles to get around. I understand the value of that Cleansing Flame but my Libby was doing the same thing because the book let him get that move. Also, Draigo auto-getting Gate of Infinity is huge and Purge Soul is a fun mechanic to make your opponent sweat as they possibly will see their warlord disappear with a simple dice roll.

I want to try out the GKSS just because they can DS and I want to try them with Incinerators now. That Soul Blaze mechanic on all Incinerators is pretty awesome. I know Purifiers might be better here but I love Deep Strike way too much to ever get rid of my GKSS in favor of the Purifiers.

Is the Imperial Knight Errant needed? Yes, definitely yes. I have made park lots and Terminators disappear with it and it makes up for the short comings of the rest of my army. The other detachment I run with my GK is Imperial Fists with a ML2 Libby, 3 Centurions TLLC/ML, 10 Tactical Marines with Melta and Combi-melta in a Drop Pod which also helps to solve these problems for the GKs but nothing has been more satisfying than watching an opponents Terminator squad that was threatening to go after your GK just be gone after a Thermal Cannon melted their faces. And that goes for vehicles as well. Plus the Knight Errant helps to provide more threats for them. Do they go after the Knight Errant or the DKs knocking on their door?

Changes that I would make would be possibly to have my shunters to start on the board still like I did before this codex to make sure that my Dreadknights are delivered where they need to be plus it takes away the threat of loosing the game because you don't have anything on the board. Another solution is to get an Aegis Defense Line with a Comms Relay to make sure that everything comes in when it is suppose to as well and with how many relics I stacked on the Libby to take up points, it wouldn't be a bad investment. It would also work for a place to put my Centurions when I take my Imperial Fist detachment with them.

The other debate I have been having is whether to stick with Telepathy on my Libby or to try for Santic. I had three rolls on Telepathy and didn't get Invis and I got Cleansing Flame with the roll from the book. I have seen the power of Sanctuary when AP 2 weaponry is around especially if you have someone like Draigo around to get a 2++ to tank everything for you (I had a Dreadknight within 12" of Draigos squad to cast Sanctuary). This leaves me with the debate of do I continue to try to get the 50% chance of Invis or the almost guaranteed chance of using the book for 4 rolls to get Sanctuary and I don't quite know which would be better right now.


 
   
 
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