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![[Post New]](/s/i/i.gif) 2012/08/12 07:58:45
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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sudojoe wrote:
Awesome job! Glad to hear you did well. Any tips you wanna add to the front page btw?
Dreadknight is absolutely amazing for distraction and taking out exposed models with its teleport pack. I was pretty down on him for a while, but now I wouldn't go without him.
Mastercrafted Psycannons on Paladin squads melt everything you point them at, pretty much. I would fire them all first, and more often than not, I didn't even need to follow up with bolters (with psybolts).
Dreadnoughts are pretty damn fragile now, both times it got popped, it got popped by one shot. Its a great addition, but you really need to be aggressive with getting it into cover. They seem really solid for popping transports and vehicles, but anything with an armor save seems to deny them pretty solidly.
The Grandmaster power, Hammer of Righteousness, paired with MCPsycannons, is absolutely devastating. On most things you only need 2s to wound, and rerolling all 1s basically is amazing.
Deathstar Draigo is a list people don't always like playing
Was a fun tournament though!
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This message was edited 2 times. Last update was at 2012/08/12 22:26:04
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![[Post New]](/s/i/i.gif) 2012/08/12 09:02:49
Subject: Re:6th Edition and GK changes - revisited
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Fresh-Faced New User
Canada
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sudojoe wrote:I think henchmen in this kind of list should just be mostly used to snag objectives but I think he is trying to make them into his long range shooting blocks which replaces AC dreads
For draigowing, I tend to like a librarian and if I'm using cotez, I'd use the henchmen as mostly scoring in this kind of scenario. Maybe consider a few solo paladins for holding objectives too?
I do use them as scoring units in this list,but I've never used the henchman squads before. What are your preferred loadouts for them?
Are solo paladins that effective for holding objectives?
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![[Post New]](/s/i/i.gif) 2012/08/12 09:14:44
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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Are solo paladins that effective for holding objectives?
Not if they're sitting exposed to fire. But if they're hidden from most los within reach (ie a move through cover plus charge distance, say 6-8") of an objective they can do okay -- you need to place terrain and objectives with them in mind.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/12 09:47:12
Subject: 6th Edition and GK changes - revisited
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Fresh-Faced New User
Canada
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Will have to try that. The biggest issue I have had so far is dealing with the multiple tanks my IG friend brings. An Executioner, a Demolisher and two chimeras with melta vet squads. Suggestions?
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![[Post New]](/s/i/i.gif) 2012/08/12 12:06:57
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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I've a very stupid question.
If you add a beacon to the raven, the dropping rule, as it's treated like deepstriking, it's affected by it?
That means dropping very very well the embarked units.
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![[Post New]](/s/i/i.gif) 2012/08/12 12:13:09
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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DakotaBlue wrote:I've a very stupid question.
If you add a beacon to the raven, the dropping rule, as it's treated like deepstriking, it's affected by it?
That means dropping very very well the embarked units.
I think it works for embarked units, yes. At least I can't see why it wouldn't.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/12 12:20:39
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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DakotaBlue wrote:I've a very stupid question.
If you add a beacon to the raven, the dropping rule, as it's treated like deepstriking, it's affected by it?
That means dropping very very well the embarked units.
I think that's a great question and I think it does work.
Wierdly enough it will not work for purifiers apparently by the rules as written. Paladins/terminators both would work (deep striking within 6' of the strom raven) as will strike squads and interceptors already don't scatter so that's kind of a cool trick. I'm surprised it hasn't really come up yet
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/08/12 14:52:14
Subject: 6th Edition and GK changes - revisited
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Quick-fingered Warlord Moderatus
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If I recall correctly, the Teleport Homer on the Stormraven doesn't apply to its deepstrike-esque deployment because the rules explicitly state that it only affects teleport deepstrikes. I did ask this on a completely separate thread and the result I got was that Teleport Homers don't affect Stormraven deployments.
Here's the link: http://www.dakkadakka.com/dakkaforum/posts/list/462949.page
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This message was edited 1 time. Last update was at 2012/08/12 14:55:00
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2012/08/12 16:07:32
Subject: Re:6th Edition and GK changes - revisited
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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I believe the Raven can take a Locater Beacon, which does work for Skies of Blood/Shadow Skies.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/08/12 16:44:09
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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The codex says that GKSS, Interceptor Squads, or models in Terminator Armour wish to teleport on the battlefield via deepstrike and do it 6" of a model with homer, they won't scatter.
Then it sais that only works for units that are teleporting, not other means.
Now, deploying with the deepstrike from the shadow skies rule, counts as teleport, or just getting out of the ship?
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![[Post New]](/s/i/i.gif) 2012/08/12 16:46:16
Subject: 6th Edition and GK changes - revisited
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Quick-fingered Warlord Moderatus
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DakotaBlue wrote:The codex says that GKSS, Interceptor Squads, or models in Terminator Armour wish to teleport on the battlefield via deepstrike and do it 6" of a model with homer, they won't scatter.
Then it sais that only works for units that are teleporting, not other means.
Now, deploying with the deepstrike from the shadow skies rule, counts as teleport, or just getting out of the ship?
Again, take a look at the link I posted previously to the thread where I asked this same question. tl;dr: Shadow Skies isn't a teleport.
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Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2012/08/12 16:59:41
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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I don't see teleporting defined as an actual rule or concept in the rulebook though.
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![[Post New]](/s/i/i.gif) 2012/08/12 17:19:23
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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Let's make it simple:
If the units are on the ship, they're already on the battlefield, and because of that, it does not work.
I guess that's the right thing, though I don't like it.
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![[Post New]](/s/i/i.gif) 2012/08/13 00:31:38
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Again stuff that isn't defined within the rules. But really, I don't care, as I think anything flying in a Raven should be assaulting, and thus shouldn't be exiting in a fashion that stops them from assaulting.
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![[Post New]](/s/i/i.gif) 2012/08/13 05:10:59
Subject: Re:6th Edition and GK changes - revisited
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Teliport homers are just horribly implimented.
having 2 differennt types of deepstriking(that are NOT clearly seperated) is just silly.
Especially since Locator Beacons work on all types of Deep Strikes, but Teliport Homers only work on Teliports. Mechanically its awkward and they should just replace all "Teliport Homer" entries with Locator Beacon.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/08/13 07:55:55
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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But for assaulting, you've to make the raven go down, and pretty near to everything. Automatically Appended Next Post: I'm gonna try a mix of a raven with AC, hurricane, psi ammo and melta with a land raider crusader, with psi ammo too. If I can hide it quickly behind a building next to an enemy point, his mission is done, and the paladins are inside.
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This message was edited 1 time. Last update was at 2012/08/13 12:17:49
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![[Post New]](/s/i/i.gif) 2012/08/13 12:56:58
Subject: 6th Edition and GK changes - revisited
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Ladies Love the Vibro-Cannon Operator
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So at the moment, I have 5 squads of 5 Purifiers with 2 psycannons, 2 halberds, and 1 daemon hammer each,
and 5 models with 2 halberds, 2 warding staffs, and 1 sword.
How about the warding staff? It could work in cc. Do you use it in 6th ed.?
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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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![[Post New]](/s/i/i.gif) 2012/08/13 13:17:31
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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I think there are two schools of thought on Purifiers.
One is that the psycannon should do the real work and that cleansing flame is enough for assault. So 2 psycannon and 3 swords should be fine.
The other is that they should be able to be an effective assault squad against tougher opposition and so adding 2 halberds and either a hammer or a stave to a squad is a good idea. The stave being to tie up opposing squads, the hammer to hopefully damage the harder to kill units.
Personally i'm not sure which I favour. The second is probably more common (though only with the hammer but challenges make the stave quite attractive now I think). But the idea with the former is I think so the squad inflicts some damage if it ends up in assault but is less likely to tie up the enemy, hence allowing the enemy unit to be shot in the next turn.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/13 13:43:51
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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DakotaBlue wrote:But for assaulting, you've to make the raven go down, and pretty near to everything.
So? It doesn't care about Rapid Fire as such weapons can't hurt it bar the odd Plasma Gun, and it is immune to Melta's extra dice. It is still AV12, with a 5+ jink, and a big unit of Paladins most likely standing near it in the enemy's midst and wiping face in an assault. Who do you think they are going to shoot everything at? That's not to mention that if you really want it to survive, you have the rest of your army in the turn it drops to try and take out the things that threaten it. I've managed to successfully drop off my Paladins every game so far and I still haven't lost a Raven.
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![[Post New]](/s/i/i.gif) 2012/08/13 15:14:47
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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Godless-Mimicry wrote:DakotaBlue wrote:But for assaulting, you've to make the raven go down, and pretty near to everything.
So? It doesn't care about Rapid Fire as such weapons can't hurt it bar the odd Plasma Gun, and it is immune to Melta's extra dice. It is still AV12, with a 5+ jink, and a big unit of Paladins most likely standing near it in the enemy's midst and wiping face in an assault. Who do you think they are going to shoot everything at? That's not to mention that if you really want it to survive, you have the rest of your army in the turn it drops to try and take out the things that threaten it. I've managed to successfully drop off my Paladins every game so far and I still haven't lost a Raven.
In my area there are lots of wolves, that's why I fear for the raven in the ground.
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![[Post New]](/s/i/i.gif) 2012/08/13 23:06:38
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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DakotaBlue wrote:Godless-Mimicry wrote:DakotaBlue wrote:But for assaulting, you've to make the raven go down, and pretty near to everything.
So? It doesn't care about Rapid Fire as such weapons can't hurt it bar the odd Plasma Gun, and it is immune to Melta's extra dice. It is still AV12, with a 5+ jink, and a big unit of Paladins most likely standing near it in the enemy's midst and wiping face in an assault. Who do you think they are going to shoot everything at? That's not to mention that if you really want it to survive, you have the rest of your army in the turn it drops to try and take out the things that threaten it. I've managed to successfully drop off my Paladins every game so far and I still haven't lost a Raven.
In my area there are lots of wolves, that's why I fear for the raven in the ground.
Wolves would be one of the armies I'd fear the least shooting at it; Paladins are a no brainer shot for Missile Launcher or Lascannon Long Fangs, especially since at that time they are the most immediate threat, and not the Storm Raven, and that's on your end too; once you've dropped the pay-load unless there are a tonne of other enemy flyers that pay-load is now the priority unit.
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![[Post New]](/s/i/i.gif) 2012/08/14 05:45:29
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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![[Post New]](/s/i/i.gif) 2012/08/14 06:34:14
Subject: 6th Edition and GK changes - revisited
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Ladies Love the Vibro-Cannon Operator
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Blood and Slaughter wrote:I think there are two schools of thought on Purifiers.
One is that the psycannon should do the real work and that cleansing flame is enough for assault. So 2 psycannon and 3 swords should be fine.
The other is that they should be able to be an effective assault squad against tougher opposition and so adding 2 halberds and either a hammer or a stave to a squad is a good idea. The stave being to tie up opposing squads, the hammer to hopefully damage the harder to kill units.
Personally i'm not sure which I favour. The second is probably more common (though only with the hammer but challenges make the stave quite attractive now I think). But the idea with the former is I think so the squad inflicts some damage if it ends up in assault but is less likely to tie up the enemy, hence allowing the enemy unit to be shot in the next turn.
Many thanks for pointing out.
I'll leave the two staffs just in case I want to run larger Purifier units. They are always good for a challenge.
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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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![[Post New]](/s/i/i.gif) 2012/08/14 15:30:02
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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You drew that Daedalus?
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![[Post New]](/s/i/i.gif) 2012/08/14 15:31:30
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Godless-Mimicry wrote:You drew that Daedalus?
Yea, I usually post my stuff in the art thread I have in General Discussion, but I figured I'd toss it in here since we all love GK
Glad you seem to like it
Goat wrote:I checked your thread out. You sir, have an amazing talent.
Thank you sir, hopefully after Gencon this year, I'll be doing some work for Fantasy Flight on their 40k RPG books/cards
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This message was edited 2 times. Last update was at 2012/08/14 15:58:52
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![[Post New]](/s/i/i.gif) 2012/08/14 15:49:02
Subject: Re:6th Edition and GK changes - revisited
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Blood-Raging Khorne Berserker
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I checked your thread out. You sir, have an amazing talent.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/08/14 19:45:37
Subject: 6th Edition and GK changes - revisited
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Quick-fingered Warlord Moderatus
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Godless-Mimicry wrote:DakotaBlue wrote:Godless-Mimicry wrote:DakotaBlue wrote:But for assaulting, you've to make the raven go down, and pretty near to everything.
So? It doesn't care about Rapid Fire as such weapons can't hurt it bar the odd Plasma Gun, and it is immune to Melta's extra dice. It is still AV12, with a 5+ jink, and a big unit of Paladins most likely standing near it in the enemy's midst and wiping face in an assault. Who do you think they are going to shoot everything at? That's not to mention that if you really want it to survive, you have the rest of your army in the turn it drops to try and take out the things that threaten it. I've managed to successfully drop off my Paladins every game so far and I still haven't lost a Raven.
In my area there are lots of wolves, that's why I fear for the raven in the ground.
Wolves would be one of the armies I'd fear the least shooting at it; Paladins are a no brainer shot for Missile Launcher or Lascannon Long Fangs, especially since at that time they are the most immediate threat, and not the Storm Raven, and that's on your end too; once you've dropped the pay-load unless there are a tonne of other enemy flyers that pay-load is now the priority unit.
To add to this, I usually fly 2 Storm Ravens, one of which has TLHB, TLAC, Hurricane Bolters, and Psybolt Ammo. Typically, my opponents field 3 Long Fang squads - with the amount of firepower that this "shooty storm raven" can put out, it's typically enough to wipe 1.5 squads of Long Fangs sitting in 4+ or 5+ cover in its alphastrike. After which, mathhammer wise, my SW opponents are hardpressed to decide which Storm Raven to shoot down, especially if they decide to disembark their Paladins. Next turn, the rest of their Long Fangs will die.
Simply put, I'm just not worried about Long Fangs.
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This message was edited 2 times. Last update was at 2012/08/15 05:37:24
Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2012/08/16 00:59:30
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Had another game tonight, a practice game for the upcoming tournament as lists have to be in by Friday. Tried and new list and finally it seems to have all come together.
Faced Blood Angels in Big Guns Never Tire with the Hammer and Anvil deployment and 3 objectives. Managed to win 10-4. I came away from the game with no one unit standing out in my mind as the MVPs, which to me says a list is starting to work together well.
I can say one thing for sure, I love Draigo. Will put up a Battle Report soon.
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![[Post New]](/s/i/i.gif) 2012/08/16 01:14:57
Subject: 6th Edition and GK changes - revisited
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Fixture of Dakka
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Guys, I'm about to pit my Crowe Purifiers against a scythe-spam necron army.
Yes, I have accepted the milk challenge against this 10-flyer monstrosity of a list from this report:
http://www.dakkadakka.com/dakkaforum/posts/list/0/469911.page
Wish me luck guys.
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This message was edited 3 times. Last update was at 2012/08/16 01:19:18
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![[Post New]](/s/i/i.gif) 2012/08/16 02:23:16
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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What ground troops does he have? (listening to music so don't want to play the youtube video)
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