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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Poor necrons!

What makes you think that GKSS get the chance to target a large Warrior squad?
Using veil of darkness, Warriors could also be able to hit GKSS first.

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
Monster-Slaying Daemonhunter






Dimmamar

Played my first game against a friend's Necron list. I am pretty sold on Purifiers now, tbh.

My 1500pt list was:
Prescient Patrol
Bro-Cap, Halberd, Psycannon, Exemplar Warlord (Hammer, Anvil), Vision (Paralysis), Psyker 1 (Empyric)
Librarian, Stave, Storm bolter, Psyker 2 (Empyric, Vortex), Nullifier Matrix, Gift (Inoktu)
Apothecary, Shield of Humanity (Divination trait)
10x Termies, 2 psycannons, sword/halb mix and a stave

Vanguard
Draigo (Sanctuary, Shaping)
7x Purifiers, 2 incinerators, sword/halb mix
6x Purifiers, 2 incinerators, sword/halb mix
4x Servitors
2x Rhinos, no extras

I was actually at 1467, so I could've added another Purifier and a HK on the Rhinos...but it was a lot of new powers and traits, so whatever.
I spent 2CP on extra traits and 3CP on the Vanguard, starting me at 7CP.
My secondaries were Stranglehold, Minimise Losses (the mission special), and Assassination

His Necrons:
Custom Dynasty, 5+++ vs mortals
Skorpek Lord
Nightbringer
2x Chronomancers
2x3 Skorpek Destroyers + 2 plasmacytes
2x20 Warriors
Shooty Destroyer with big fething gun

He started with 12 CP.
Necron secondaries were Engage on All Fronts (EOAF), Abhor the Witch (AtW) and Assassination


Spoiler:
We played Retrieval (long deployment, 6 objectives, special secondary is have your army alive at the end of the game).
I started deployment. There was a big ruin in the center of the table. Purfs in the Rhinos, servitors on the back objective, Termies and 4 Characters sandwiched nicely between the two Rhinos. I started in Shadow Tide.
He deployed melee and characters opposite me so that we couldn't see each other. Shooty Destroyer was on a ruin in backfield. One unit of Warriors started on an objective, the other started behind an objective in a ruin.
T1 Top
He went first and move Nightbringer up to threaten my Termies. It has a Smite bubble thing that did a wound to each Rhino, 2 to a Termie, and 1 each on two characters. The 5+++ we have already paid off! He then did a second power that took the Rhino down to 3 wounds or something. All in all, it was not super effective somehow. (I've been fearing that thing and I wasn't too impressed).
His Destroyer plus a few Warrior shots killed the left flank Rhino. No passengers were killed, but the wounded Termie took another from the explosion. I put my Purifiers down outside of Nightbringer charge range. His other Warriors plinked a bit against the other Rhino, actually taking off 5 wounds!
Nightbringer tried to charge the Termies and I did OW, causing 2 wounds. It failed the 10" charge.
Necrons scored 2 for Engage on All Fronts.
T1 Bottom
I moved everyone up. Termies were fairly centered, ready to charge the C'Tan and also to (sadly) receive a charge from both Destroyer units on his next turn--but there wasn't much I could do about that, since he has superior movement and a ruin blocking LOS. Purfs on left were set to flame the Nightbringer. Purfs on right disembarked and moved towards Warrior block on objective, needing an 8" charge. Rhino inched forward to hold an objective, settling me on 3 objectives to his 2.
Purifiers cast Flame on the Nightbringer, causing 3 (and capping his damage for that phase). Termies put HH on themselves. Apothecary gained a CP (I really like the Divination trait on a single cast support character, the Apothecary is key I think bc otherwise he'd just smite). Draigo gave the Termies a 4++ and didn't cast again (bc Nightbringer was closest). Libby was positioned to see some Warriors but not Nightbringer, and gave them a smite. Bro-Cap was the same, and gave the same squad some mortals. Purfs on right got a super, and killed 4 Warriors; I then gave them a second cast, and they killed a few more.
In shooting, Purifiers gave Nightbringer 3 wounds from their 7 flamer hits and 4 SBs. The other Purifiers killed about 6 Warriors. The Termies split fire between the two Warrior squads (since the big ruin prevented them from all seeing both), and killed a few in the backfield and a few more in front of the Purifiers. Characters shot at Warriors and put down a few more. His forward Warrior squad had around 6 models left, so I had already removed half the unit.
Termies charged the Nightbringer and easily finished off his 1 remaining wound. I strung them out a little to take advantage of all the auras (Draigo, Bro-Cap, and Apoth). Purifiers failed their rerolled charge and took a wound from OW. (Two wound Marines make me so happy.)
The depleted Warriors failed morale and several ran, leaving 2 out of the original 20.
I scored 3 for Stranglehold and 3 for Assassination.

T2 Top
He scored 10 for holding 2 objectives. Skorpeks all moved forward. Chronomancers buffed the two units with 5++. Plasmacytes also buffed them, although one died.
Back Warriors moved onto objective. Depleted Warriors shot at Purifiers in front of them, and other Warriors shot at leftside Purifiers (giving me a 3+ save against his -1AP, thanks Shadows!), where I lost a model. Shooty Destroyer put down the first Termie.
Both Skorpek units charged the Termies. I OWed, and did 2W with a psycannon. At this point, I had spent so much CP on various stuff that I only had 4 left, making me choose between Interrupt and Transhuman (err, Truesilver Armour, sorry). I debated back and for a minute, thought about some numbers, and decided to Interrupt. I think this was a poor choice, bc I lost 3 Termies from the first unit. I interrupted and killed one Skorpek in the second unit, who smashed back and took me down to three models. Instead of losing 6, I think I would've lost 4 if I had used Truesilver. And still probably killed one Skorpek....soooo....that was a good learning experience! I removed casualties so that a Skorpek unit wasn't engaged.
I passed morale.
T2 Bottom
I scored 15 for holding 3 objectives to his 2. Righthand Purifiers moved in a wonky fashion to get a charge on those two little Warriors while also being in Flame and flame range of the unengaged Skorpek unit. Leftside Purfs moved to be in Flame and flame range of the other Skorpek unit. Characters all shuffled up to get charges on Destroyers while Terminators stayed stuck in. Apothecary raised a Termie and healed a Termie. The rez strat is my 2nd favourite of the new ones, the first being Haloed in Soulfire (which I haven't used yet but the mental image is just fantastic).
Purifiers poured all their psychic into Skorpeks. Between that a smite, I killed off the engaged unit, freeing up my Termies, and dented the other unit, leaving a single guy and his trailing Plasmacyte. Draigo failed Sanctuary but passed Warp Shaping, and I moved into Convergence (I wanted it for shooting at the Shooty Destroyer, with psycannons who was kinda far back; against Warriors I don't need extra melee damage, since Rez Protocols doesn't care about multi-damage weapons). My characters were still kinda behind a wall, since I didn't want to tempt the Skorpek Lord, but I did get some smites and storm bolters to kill a Chronomancer. Vortex got turned off, boo. The Apothecary got me another CP. (I gained 8 total over the course of the game and I used every single one, so again, he was pretty crucial.)
All my shooting went into the big Warrior block, except the psycannons which killed the Destroyer (yay D2 upgrade ily!). As I mentioned, a Chronomancer went down.
In melee, Draigo killed the final Skorpek Destroyer and the Bro-Cap killed the Plasmacyte. Rightside Purfs charged and murdered the two Warriors and stood on an objective.
Morale lost him a couple more Warriors.
I scored 3 for Stranglehold and 3 for Assassinate.

T3 Top
He scored 5 for controlling 1.
Lord and Chronomancer skittered towards the rightside Purfs.
Warriors shot at Terminators and killed no one. Chronomancer smoked a Purifier.
Both characters charged the Purifiers and I got the Lord down to 2 wounds from OW (flame on). The characters hit hard, leaving me with the lonely Knight of the Flame, engaged with only the Chronomancer, and he murdered that guy.
T3 Bottom
Another Termie raised from death. They all moved towards the Warriors.
Purifier failed to Sanctify the Lord. Buffs went up and also Draigo failed Sanctuary for a second time. Smites killed some Warriors.
Shooting finished the Warriors, leaving just the Lord.
Purifier charged and whiffed all his attacks lol, getting decapitated in return.
I scored 3 for Stranglehold and 3 for Assassinate.
He scored 3 for Abhor.

T4 Top
Lord ran at the Rhino and blew it to bits. He then consolidated towards my innocent Servitors!
T4 Bottom
I scored 15 primary.
I ran the Termies towards the Lord and repositioned three characters so that I could smite the Lord's 2 wounds. I succeeded! But them my friend remembered that the Lord should've regenerated a wound per turn, so I gave him two back, leaving him at 2. I smote again and succeeded again! But then my friend remembered a strat that could raise him on a 4+. Fortunately he failed that roll, because that would've been some baloney bs!
I scored 3 more for Stranglehold, totaling 12
I scored 10 for Minimise Losses, since I had lost three units out of 10--the Rhinos (which is what they were there to do, so good jeorb boys) and a Purf squad.
I scored 4 for Assassination, totaling 13.

End score:
Grey Knights 90, Necrons 30.

MVP: Servitors! They did absolutely nothing the entire game--I literally didn't move them--and got me 20 Primary points by themselves while contributing to the "Hold More" for another 20.
More seriously, I like resurrecting Terminators. In a bigger game or a game where my opponent has a better list, I'd be worried about them getting killed. However, I'd have NDKs in a different game, so that would detract from them dying.
I like Purifiers for the super smite and a +1 to cast.
I like the Apothecary CP farm.

I really liked playing again with my GK, which I haven't felt in a while due to their just utter lack of power. (I went to a tournament in June and lost all three games to flyer AdMech, new Orks, and Drukhari; I feel like things would be different with all the tricks I have now....)


Automatically Appended Next Post:
bmsattler wrote:
Grey Knights don't rely as much on their Tides as they did in the previous version. They are much more soup-able into other Imperium armies.


I think this is true for NDKs, but for the PAGK and TDA, Shadows helps us survive T1, while Convergence lets us blend tough targets once we get there. Without those two things, we are much less effective.

NDKs are tough enough to do that on their own without the tides, especially since, with their small number of attacks, Convergence doesn't snowball like it does for the infantry units.

This message was edited 2 times. Last update was at 2021/08/16 17:43:13


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Regular Dakkanaut




Can Grey Knights take mixed detachments of Brotherhoods? Say if I wanted most of the units to benefit from Rapiers but wanted access to the CP regen ability in another Brotherhood?
   
Made in us
Longtime Dakkanaut




Depends what you mean by that. It's by detachment. You can take one detachment of Rapiers and one of Wardmakers, but you can't mix them in the same detachment.

I mean technically you can mix within a detachment per the rules...but then you don't get access to any of the rules for any of them, and it even makes your army no longer battle-forged. So you'd never want to.

This message was edited 1 time. Last update was at 2021/08/16 18:28:19


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

bmsattler wrote:
Can Grey Knights take mixed detachments of Brotherhoods? Say if I wanted most of the units to benefit from Rapiers but wanted access to the CP regen ability in another Brotherhood?

If you haven't got the book, then you should definitely do so, since Dakka isn't a replacement for the rules!

p45 states that you don't unlock the unique Brotherhood power, trait, and strat unless every model in the detachment is the same brotherhood.
p 80 states that to be Battle-forged, every unit in the detachment must have the same Brotherhood.

So you can only do it if you're Unbound, and even then you don't get the special stuff.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Been Around the Block





I think you guys are too down on the terminators. They are an important anchor unit IMO. They come stock with a +1 save power. With a 1+ save and a warding stave in the unit you can give them a 4++ (pretty stout with 15 wounds) Plus the realistically will have twice the firepower as strike squads at 24". I think 1 5 man does the trick as most the heavy firepower will be going at your dreadknights and anti infantry fire really isn't doing anything to a 1+ save.
   
Made in ca
Pestilent Plague Marine with Blight Grenade





The Frozen North

Terminators come with Hammerhand, not Armoured Resilience.

Triggerbaby wrote:In summary, here's your lunch and ask Miss Creaver if she has aloe lotion because I have taken you to school and you have been burned.

Abadabadoobaddon wrote:I too can prove pretty much any assertion I please if I don't count all the evidence that contradicts it.
 
   
Made in us
Damsel of the Lady




 IanMalcolmAbs wrote:
I think you guys are too down on the terminators. They are an important anchor unit IMO. They come stock with a +1 save power. With a 1+ save and a warding stave in the unit you can give them a 4++ (pretty stout with 15 wounds) Plus the realistically will have twice the firepower as strike squads at 24". I think 1 5 man does the trick as most the heavy firepower will be going at your dreadknights and anti infantry fire really isn't doing anything to a 1+ save.


Unfortunately, only Paladins know the +1 armor spell. Only Paladins and the Librarian can even take that spell too. It's also a self-cast only spell so the Libby can't throw it on anyone I believe.

Sadly, not much point to Terminators. At only 5PPM more, ish, unless your point budget is REALLY tight and you NEED that troop slot, you should just always take Paladins over Terminators. Our best warlord trait will make them ObSec anyway.
   
Made in us
Been Around the Block





 MinMax wrote:
Terminators come with Hammerhand, not Armoured Resilience.
Coulda sworn I saw armored resilience for them in my codex. Maybe it was paladins.
   
Made in us
Longtime Dakkanaut




Paladins don't get brotherhood stuff, which limits them in a different way.

They both come off looking pretty lame compared to the power armor alternatives.


Automatically Appended Next Post:
Audustum wrote:
 IanMalcolmAbs wrote:
I think you guys are too down on the terminators. They are an important anchor unit IMO. They come stock with a +1 save power. With a 1+ save and a warding stave in the unit you can give them a 4++ (pretty stout with 15 wounds) Plus the realistically will have twice the firepower as strike squads at 24". I think 1 5 man does the trick as most the heavy firepower will be going at your dreadknights and anti infantry fire really isn't doing anything to a 1+ save.


Unfortunately, only Paladins know the +1 armor spell. Only Paladins and the Librarian can even take that spell too. It's also a self-cast only spell so the Libby can't throw it on anyone I believe.

Sadly, not much point to Terminators. At only 5PPM more, ish, unless your point budget is REALLY tight and you NEED that troop slot, you should just always take Paladins over Terminators. Our best warlord trait will make them ObSec anyway.


Dreads have armored resilience too, though in their case it only gets them to a 2+, so it's much less attractive.

This message was edited 1 time. Last update was at 2021/08/16 18:57:15


 
   
Made in us
Damsel of the Lady




yukishiro1 wrote:
Paladins don't get brotherhood stuff, which limits them in a different way.

They both come off looking pretty lame compared to the power armor alternatives.


Automatically Appended Next Post:
Audustum wrote:
 IanMalcolmAbs wrote:
I think you guys are too down on the terminators. They are an important anchor unit IMO. They come stock with a +1 save power. With a 1+ save and a warding stave in the unit you can give them a 4++ (pretty stout with 15 wounds) Plus the realistically will have twice the firepower as strike squads at 24". I think 1 5 man does the trick as most the heavy firepower will be going at your dreadknights and anti infantry fire really isn't doing anything to a 1+ save.


Unfortunately, only Paladins know the +1 armor spell. Only Paladins and the Librarian can even take that spell too. It's also a self-cast only spell so the Libby can't throw it on anyone I believe.

Sadly, not much point to Terminators. At only 5PPM more, ish, unless your point budget is REALLY tight and you NEED that troop slot, you should just always take Paladins over Terminators. Our best warlord trait will make them ObSec anyway.


Dreads have armored resilience too, though in their case it only gets them to a 2+, so it's much less attractive.


Haha, Dreads are so poor I hadn't even looked at them. Fair point, Dreads have it too.
   
Made in us
Decrepit Dakkanaut





leerm02 wrote:
Wow... yeah, I just ran the numbers on that: all the strike squad needs is hammerhand, average shooting, then a charge and average melee and all the 20 necron are dead! That's pretty savage!


Is that with a Chronomancer up?

Edit: nevermind - JNA did - getting caught up.




Automatically Appended Next Post:
 wuestenfux wrote:
Poor necrons!

What makes you think that GKSS get the chance to target a large Warrior squad?
Using veil of darkness, Warriors could also be able to hit GKSS first.


It is conceivable that another psyker Gates the unit and the unit gives itself HH and then makes a charge first turn.

This message was edited 2 times. Last update was at 2021/08/17 13:38:03


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Chronomancers are against shooting only, I believe.

Orikan grants a 5++ against both, though.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Gargantuan Gargant






 JNAProductions wrote:
Chronomancers are against shooting only, I believe.

Orikan grants a 5++ against both, though.


If you mean the 5+ invuln save, the Chronomancer's ability applies to all kinds of attacks, not just shooting.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

It is conceivable that another psyker Gates the unit and the unit gives itself HH and then makes a charge first turn.

Then in return, your valuable GKSS unit will be dead next turn.
You've lost more than you got.

Fight between GKSS and Warriors is more at an abstract level.
More often than not, they will face each other in straight way.
Larger Warriors blocks are not no longer in the focus of a successful Necron army.

This message was edited 1 time. Last update was at 2021/08/17 16:10:52


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
Longtime Dakkanaut




 wuestenfux wrote:

Then in return, your valuable GKSS unit will be dead next turn.
You've lost more than you got.


That's quite literally how the army is built to function. If you're looking for a durable, resilient force that plods along soaking up damage 9th edition GK is *not* the army for you.
   
Made in us
Dakka Veteran





Lebanon NH


Hey there folks,

So I'm setting up a very basic 1000pts Grey Knights army and I was wondering if the following list covers it fairly well:

x1 Brotherhood Champion
x1 Grand Master

1x10 Strike Squad (x2 Psycannon)

1x10 Interceptor Squad (x2 Incinerator)

2x5 Purifier Squads (each x2 Incinerator)

Haven't picked out warlord traits/relics/powers ect...

Does this seem okay for a very basic (and fairly cheap by 40k standards) list?
   
Made in us
Longtime Dakkanaut




I didn't add up points, but I'd be inclined to remove the psycannons from the strike squad, drop a purifier squad, and replace it with a 4 psycannon purgation squad, and/or if you can find the points, upgrade the GM to a dreadknight, to give you a little bit of anti-tank capability. Right now that list really doesn't have a way to do damage to resilient targets at range. I'd also probably drop the incinerators on the interceptor squad because you have to trade in your melee weapon for them, but that's up to you, it doesn't really matter.

I'm not sure a brotherhood champion really gets you anything, either; I'd be inclined to swap it for a chaplain or apothecary or librarian or something like that is more than just a melee threat in an army full of melee threats. A chaplain in particular who can give you access to the extra wounds and MWs on a 6 to hit will really let you leverage your melee ability in the list.

This message was edited 1 time. Last update was at 2021/08/17 17:40:34


 
   
Made in us
Been Around the Block





So for a 2k list here is what I have come up with.
Personally I think this army is really dependent on stratagems to really shine. In particular the +1 to cast aura from Brother Captain and Psibolt.

I really can't do what I want to do with 3 characters so already starting down 2 CP to bring a partol and I gotta bring extra relic and 2 warlord traits is 3 CP. So starting with 7. Rapiers might be better overall offensively but I think persistent brethren bring good offense and utility. reroll 1's to hit and wound will be great for buffing melee units that get into combat without aura support and it will also allow me to divide the army up a little bit and still get good damage on the key units that get dug in.

Persistent Brethren
Batallion
Draigo - Gates/Emp Amplification
Crowe
Bother Captain - Furry of Demos - (Warlord trait +1 / Divination (+1 CP psychic action)) Gates of infinity (Prestiged paralysis)

10x Strike Squad 1 Stave 9 Swords
10x Strike Squad 1 Stave 9 Halberds
9x Strike 1 Stave 8 Swords

NDK Psi/Psy Sword
NDK Psi/Psy Sword
NDK Psi/Psy Sword

Patrol
Chaplain (Words of power) Sanctuary
Librarian Relic(Artisan Nullifer Matrix)(2x Warlord Trait - First to the Fray/Psychic Epitome) + (Gem of Inoktu (+2 to cast 1 time use) (Powers - Vortex of Doom - Gates)

5x Terminators 1 staff 4 Halberd

What do you think?
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

An Apothecary is a very good support unit. Resurrecting a Terminator or Striker is quite powerful, in addition to the 6+++.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Been Around the Block





 Elric Greywolf wrote:
An Apothecary is a very good support unit. Resurrecting a Terminator or Striker is quite powerful, in addition to the 6+++.
Hes good for sure I think you will get more impacts out of a chaplain though.
   
Made in us
Damsel of the Lady




 Elric Greywolf wrote:
An Apothecary is a very good support unit. Resurrecting a Terminator or Striker is quite powerful, in addition to the 6+++.


Just off my experience as a Custodes, a 6+++ does not help that much. If I take 10 wounds, it stops 1.5.

Now make him a Preserver, go a brick unit, and drop a 5+++ on it. That has some play if you want to kind of play like Death Guard and make a big, annoying, wedge out of 3 objectives on the board.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Audustum wrote:
 Elric Greywolf wrote:
An Apothecary is a very good support unit. Resurrecting a Terminator or Striker is quite powerful, in addition to the 6+++.


Just off my experience as a Custodes, a 6+++ does not help that much. If I take 10 wounds, it stops 1.5.

Now make him a Preserver, go a brick unit, and drop a 5+++ on it. That has some play if you want to kind of play like Death Guard and make a big, annoying, wedge out of 3 objectives on the board.


 IanMalcolmAbs wrote:
Hes good for sure I think you will get more impacts out of a chaplain though.


The main issue I have with a Chappie is that he uses an HQ slot. I already have Draigo, Libby, Bro-Cap. If I want a Chappie I now have to take a second detachment, so his cost is 2-3 CP + his points. The Apothecary is cheaper all around, doesn't take a high demand slot, and will resurrect 80-140pts in models, depending on what you stick him with. Litanies are good, but it's definitely a steep cost to bring them.


Automatically Appended Next Post:
Also, can anyone point out why we cannot deep strike from the Teleportarium on T1? I'm sure I missed something....

This message was edited 1 time. Last update was at 2021/08/17 21:58:59


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Dakka Veteran





Lebanon NH

I'm also confused on the current rules regarding deep-strike on turn one. Where do I find that particular ruling? How many units can I place in teleporters when I do initial deployment? Ect.
   
Made in us
Longtime Dakkanaut




 Elric Greywolf wrote:

Also, can anyone point out why we cannot deep strike from the Teleportarium on T1? I'm sure I missed something....


Blanket 9th edition matched play rule. Unless you have something that allows it (ala Drop Pod Assault), you cannot come in from reserves turn 1.

 Elric Greywolf wrote:

The main issue I have with a Chappie is that he uses an HQ slot. I already have Draigo, Libby, Bro-Cap. If I want a Chappie I now have to take a second detachment, so his cost is 2-3 CP + his points. The Apothecary is cheaper all around, doesn't take a high demand slot, and will resurrect 80-140pts in models, depending on what you stick him with. Litanies are good, but it's definitely a steep cost to bring them.


If GK had a Chief Apothecary option it would make sense. But the rez requires CP for this army. That's a *steep* opportunity cost.
   
Made in us
Longtime Dakkanaut




I'd take a chaplain over a brother-captain any day of the week TBH. Reroll 1s to wound is nice on paper I guess, but this army seems so set up around trading that I don't think you're really gonna have many times when the thing you send out to trade is going to be able to get much advantage from the aura. Even the shooting stuff tends to max out at 24" range, maybe 30" with the tide. Whereas Words of Power is a buff that travels with the unit (and can be applied at the start of any phase for 2CP if you can't apply it during the command phase) and is one of the most powerful buffs they've ever put in the game when combined with the tide. To the point where I kinda expect it gets nerfed, and that would be my main concern with it - if it gets nerfed in the first FAQ, a chaplain suddenly doesn't look nearly so attractive, as none of the other litanies are even a fraction as good.

1CP for a +1 to cast 6" aura is pretty nifty I guess, but there's so much other stuff to spend CP on in this army.

This message was edited 2 times. Last update was at 2021/08/17 23:24:02


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Hi Grey Bois, I've made a reference spreadsheet of the new stuff. They are organized in 3x2 rectangles that you can print, cut out, and insert into card sleeves. I use these to keep track of all the persistent effects on the battlefield and to easily rifle through my strats in the heat of battle.

DM me for a link!

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
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UK

yukishiro1 wrote:
I am working on a custodes/GK soup right now, I think it has real potential. GK also have major soup potential with sisters, ad mech or guard IMO. Anything that gives you something GK don't have - custodes gives you resilient stuff, guard and ad mech give you cheap bodies and shooting, sisters give you effective screens, etc.

What you lose by souping is significant, but not nearly as large as most armies lose.

I do think in general (sisters and ad mech aside) GK are more soupable into other imperium armies than vice versa. I.e. it's more attractive to put 500 points of GK into a custodes or guard army than it is to put 500 points of custodes or guard into a GK army.



I'm considering something like this myself, either doing Sisters+GK or Deathwatch+GK. Mostly it's for reasons of "I think it'll be a cool army notion" but I am curious if you'd think there's any actual tactical advantages to doing so?
   
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Hamburg

Sterling191 wrote:
 wuestenfux wrote:

Then in return, your valuable GKSS unit will be dead next turn.
You've lost more than you got.


That's quite literally how the army is built to function. If you're looking for a durable, resilient force that plods along soaking up damage 9th edition GK is *not* the army for you.

Well, I know how GK plays as I made several (friendly) games in the former edition.
Every fallen Grey Knight hurts a lot.
I'm looking forward to field a GK army together with an allied force.

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




Niiru wrote:
yukishiro1 wrote:
I am working on a custodes/GK soup right now, I think it has real potential. GK also have major soup potential with sisters, ad mech or guard IMO. Anything that gives you something GK don't have - custodes gives you resilient stuff, guard and ad mech give you cheap bodies and shooting, sisters give you effective screens, etc.

What you lose by souping is significant, but not nearly as large as most armies lose.

I do think in general (sisters and ad mech aside) GK are more soupable into other imperium armies than vice versa. I.e. it's more attractive to put 500 points of GK into a custodes or guard army than it is to put 500 points of custodes or guard into a GK army.



I'm considering something like this myself, either doing Sisters+GK or Deathwatch+GK. Mostly it's for reasons of "I think it'll be a cool army notion" but I am curious if you'd think there's any actual tactical advantages to doing so?


Sisters...maybe? Deathwatch I don't really see. IMO the potential advantage is bringing in something GK doesn't have that opens up other options for how you play. So what doesn't GK have? Tour things IMO: (1) survivable anvils that can live through almost anything - e.g. a Telemon, (2) cheap, effective 1W bodies for screens, actions, etc - e.g. Guardsmen, (3) indirect fire, and (4) fight priority manipulation, i.e. good fights last / fights first. I think anything that brings one of these is something to think about tactically. With the caveat that you need to think carefully about if what you're losing makes what you're souping ineffective. E.g. a block of 20 vanguard or rangers isn't going to be a good idea because losing doctrina imperatives really hurts that unit.

If I were going to try to make a Sisters/GK list work, I'd probably start with something like a valorous heart patrol with the canoness who can ignore invulns and make everything fight last once a game, backed up by some sacrestans. That gives you three things you don't have in GK - good fights last, ability to ignore invulns, and models that are a massive pain to kill. Then kind-of go from there re: what you can take from each codex that complements the other. I'm not at all sure it'd be stronger than going mono-faction with either list, but it'd be different and interesting and worth toying with. Edit: Oh blah, you can't get the ignore invulns without miracle dice, which you only get for being pure. It's still a 3" fights last which is pretty good, but that lowers the value of that model quite a bit.

I think where you'll see the most benefit is in adding a bit of GK to something that doesn't currently have a purity bonus - i.e. custodes or guard. A GK detachment of like 500-750 points - a super librarian who can put out 10MW a turn, and some power armor units that can add a bunch of efficient trading units - adds a lot to both those armies that they don't have, while they don't actually pay anything for it since they don't have a purity bonus. Guard benefits tremendously from efficient melee, something the book just doesn't have, while custodes benefit a lot from the trading potential MSU GK squads have, both melee focused and something like a purgation squad that can offer a DS-based ranged threat at less than half the price of venetari.

This message was edited 2 times. Last update was at 2021/08/18 18:46:39


 
   
 
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