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Made in gb
Regular Dakkanaut




Two questions in light of new FAQ RE Grey Knights.

1) For Interceptors, could you use the Teleportarium Strategem to keep them off board in the opponent's first turn, then drop them in end of your own Movement phase and then Teleport Shunt them?

2) I know this was probably answered already somewhere but does Heed the Prognosticars Strategem work multiple times? So, could I use it twice on my Grand Master to get 2++, or even a 1++? I know a roll of 1 always fails, but I read somewhere that the Strategem is adding one to the roll; rather than an explicit +1.

Also, could I use it on two different characters at the start of the turn, as (as above) it is not happening in a phase?

Best,
Samii.
   
Made in us
Deathwing Terminator with Assault Cannon






1. They have army wide rule 'Teleport Strike' so I don't see why a stratagem would be required to put them in TacRes. Do they even have teleport shunt rule anymore?

2. In matched play, you can only use a stratagem once per phase, so you can't use it twice on your GM's. In narrative/open play, you can play it twice - note however, while there are multiple camps on the ruling of modified 1's not 'auto failing', but in either case, it is generally agreed upon that a natural rolls of 1 always fails. So, even if you were able to achieve 1++, you'd still fail that save on a roll of natural 1's.
   
Made in gb
Regular Dakkanaut




Thanks for that.

1) Sorry missed that part about them already having it and the shunt thing is now called Personal Teleporters. But as per the new Tactical Reserves rule, could you keep them off enemy turn 1, then bring them on your own turn 1 and Telport/Gate them?

2) I thought the start of turn wasn't considered a phase? I looked at the rule on saving throws, though, and it does say that a roll of 1 always fails (unlike to hit or wound, for example).
   
Made in us
Deathwing Terminator with Assault Cannon






Samii wrote:
Thanks for that.

1) Sorry missed that part about them already having it and the shunt thing is now called Personal Teleporters. But as per the new Tactical Reserves rule, could you keep them off enemy turn 1, then bring them on your own turn 1 and Telport/Gate them?

2) I thought the start of turn wasn't considered a phase? I looked at the rule on saving throws, though, and it does say that a roll of 1 always fails (unlike to hit or wound, for example).

1. Yes, you can teleport them and gate them but this would be redundant as you 'd still need to placed 9" away from enemy.
2. Only pre-start of game stratagems can be used multiple times. I.e. deployment related stratagems.
   
Made in gb
Regular Dakkanaut




Thanks again.

1) Just to clarify, I was asking that because of the new FAQ which states something like: "you have to have already been deployed, to be able to use abilities, to get out of your Deployment Zone on turn 1."

2) I was wondering if the start of turn Strategem thing was something they clarified in the FAQ? I havent had time to read through all the stuff they changed.

Best,
Samii.
   
Made in gb
Longtime Dakkanaut




Any stratagem not in a phase can be used multiple times.
Deployment and end of round are given as examples of this. End/ start of turn are equally valid examples.


Automatically Appended Next Post:
See here for some meaningless back and forth on the topic :

https://www.dakkadakka.com/dakkaforum/posts/list/755065.page

This message was edited 1 time. Last update was at 2018/04/22 15:56:35


DFTT 
   
Made in gb
Regular Dakkanaut




But the 1++ thing is still redundant though, right?
   
Made in us
Deathwing Terminator with Assault Cannon






Samii wrote:
But the 1++ thing is still redundant though, right?
Yes.
   
Made in gb
Regular Dakkanaut




Yes


And forgive me if I am being dim; but the Interceptor thing is legit right? You could use it to keep your units safe from shooting turn 1 by reserving them and then catapult them into your opponent's face in your own turn 1.
   
Made in us
Deathwing Terminator with Assault Cannon






Samii wrote:
Yes


And forgive me if I am being dim; but the Interceptor thing is legit right? You could use it to keep your units safe from shooting turn 1 by reserving them and then catapult them into your opponent's face in your own turn 1.
Yes but the limits of the said catapult manuever would still put you at 9" from the enemy, whether you chooze to bring them in via teleport strike or a combination of teleport strike + psychic power/stratagem.
   
Made in gb
Regular Dakkanaut




I just realised that Thousand Sons could get serious mileage from the new Tactical Reserves FAQ.

40 Cultists in the Webway with Flamers (x4). Turn 1, bring them in and teleport them with Dark Matter Crystal; Warp Time with a Winged Prince, Prescience and Weaver of Fates/Glamour of Tzeentch from the (Crystal) Sorceror parked at 24."

They'll get into rapid fire and Flamer range of anything in your opponent's Deployment Zone turn 1 (if DOW Deployment), with Warp Time.

Pop Veterans. That's 72 shots, hitting on 3's rerolling ones, wounding on 3's and an average of 14 flamer hits (could be more with CP rerolls, or Gaze of Fate) wounding on 2's, vs GEQ. Charge them into your opponent's screens and wipe them out.

Like Alpha Legion Cultists, but without the risk of going second. Your opponent should have a hard time shifting 40 dudes with 5++ and -1 to hit and if he fails, bring them back with Tide of Traitors; whereby they can shoot and charge (again), for free.

All this is just setting up the coup-de-grace. Also, in the Webway was 20 Tzaangors. Now in Turn 2, they land without worrying about screens and get Warp Timed. Pop Veterans on them and the fight again Strategem.

Another vartiation would be to take some Fiends and a Slaanesh Herald with The Forbidden Gem in a Vanguard Detachment. The Fiends can potentially charge turn 1 turning your opponent's screening units into a 'safe zone' for the Cultists, whereby they can't be shot until the Cultists have wiped them out, in their own turn.

When the Tzaangors arrive and the Cultists are out of combat, use the Gem to disable an enemy buffing Character, so that when they do get around to shooting it will be less effective. Against an order-reliant Guard army, or a Farseer-reliant Craftworld army, this can effectively halve their shooting-power for a turn.

Bear in mind, all this is only something like 700-800 points. In subsequent turns you could use the often-ignored Summoning Rules to double your army's size and then surround the enemy.

I don't see how a conventional gunline type list would be able to withstand this.

In turn 1 put down Rhinos to screen the Characters and Nurglings to block scouts/threaten turn 1 charges and your ready to go.
   
Made in gb
Longtime Dakkanaut




Do remember that warptime after a special deployment that doesn't permit further movement is no longer allowed.

DFTT 
   
Made in gb
Regular Dakkanaut




Ah, must have missed that in the new FAQ. Need to read all of it.
   
 
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