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2020/01/22 16:49:12
Subject: Pretty interesting data when you take a look at 40k stats.
I'm finding that scouts don't last long enough to block anything for very long. I've done some work with infiltrators, though. Less work in the marine meta. At the end of the day, marines are still glass cannons and vanilla plays around this much better than melee marines.
I'm not killing chaff for fun. They are on objectives or protecting units that turn my list to soup.
This message was edited 2 times. Last update was at 2020/01/22 16:53:30
2020/01/22 16:54:17
Subject: Pretty interesting data when you take a look at 40k stats.
They don't need to last -- they are YOUR chaff and movement blockers. Their job is to shape the battlefield, so when your DC arrives, they are locking chaff into their own DZ rather than slapfighting infantry and losing you points on an objective.
Makes sense, right?
2020/01/22 16:59:56
Subject: Pretty interesting data when you take a look at 40k stats.
But the enemy has even more units to move out of their DZ. If the game ends turn 3, DC and scouts are decent, but I find that in longer games, they are liabilities because they are so flimsy per point and they can't keep the containment you describe. I can't imagine taking on new GK with these units. Scouts are too expensive to be proper chaff and DC are too flimsy to be proper shock troops. That's the story for me.
This message was edited 3 times. Last update was at 2020/01/22 17:05:12
2020/01/22 17:33:07
Subject: Pretty interesting data when you take a look at 40k stats.
Martel732 wrote: they are liabilities because they are so flimsy per point
Stop thinking about the math for a moment. If you've contained them to their side of the table you're likely way ahead on holds by turn 3. If they have weak chaff then it isn't improbably to do well on kill and kill more.
Hold
Hold More
Kill
-- If you don't get Kill More its a wash, but is otherwise a 2 point swing in your favor.
That could give enough of a buffer even if your opponent does well on secondaries.
2020/01/22 17:34:55
Subject: Pretty interesting data when you take a look at 40k stats.
There can't be that many 5-1 lists with BA having a 35% win rate over 110 games from Nov through first week of jan. But sure, it's just that martel is playing them wrong...
Scouts are nothing more than a cheap source of CP since a TFC picks one to two up per turn and a lot of marine lists are rocking 2-3 so you are losing all of your scouts t1 (because as BA you usually aren't starting something more threatening on the table that marines need to slow/kill with TFC). Giving up easy kill/kill more in ITC.
The 5-1 BA lists are usually BA soup(not really BA lists) for the deepstrike elements backed by the mathammer stuff from SM books.
2020/01/22 17:48:01
Subject: Pretty interesting data when you take a look at 40k stats.
Martel732 wrote: they are liabilities because they are so flimsy per point
Stop thinking about the math for a moment. If you've contained them to their side of the table you're likely way ahead on holds by turn 3. If they have weak chaff then it isn't improbably to do well on kill and kill more.
Hold
Hold More
Kill
-- If you don't get Kill More its a wash, but is otherwise a 2 point swing in your favor.
That could give enough of a buffer even if your opponent does well on secondaries.
I don't contain them. My army is too small generally speaking.
Automatically Appended Next Post:
bananathug wrote: There can't be that many 5-1 lists with BA having a 35% win rate over 110 games from Nov through first week of jan. But sure, it's just that martel is playing them wrong...
Scouts are nothing more than a cheap source of CP since a TFC picks one to two up per turn and a lot of marine lists are rocking 2-3 so you are losing all of your scouts t1 (because as BA you usually aren't starting something more threatening on the table that marines need to slow/kill with TFC). Giving up easy kill/kill more in ITC.
The 5-1 BA lists are usually BA soup(not really BA lists) for the deepstrike elements backed by the mathammer stuff from SM books.
I'm used to that sentiment on here.
This message was edited 1 time. Last update was at 2020/01/22 17:48:42
2020/01/22 17:50:37
Subject: Pretty interesting data when you take a look at 40k stats.
bananathug wrote: There can't be that many 5-1 lists with BA having a 35% win rate over 110 games from Nov through first week of jan. But sure, it's just that martel is playing them wrong...
Scouts are nothing more than a cheap source of CP since a TFC picks one to two up per turn and a lot of marine lists are rocking 2-3 so you are losing all of your scouts t1 (because as BA you usually aren't starting something more threatening on the table that marines need to slow/kill with TFC). Giving up easy kill/kill more in ITC.
The 5-1 BA lists are usually BA soup(not really BA lists) for the deepstrike elements backed by the mathammer stuff from SM books.
This is the problem with some stats. Poor players and fluffy armies are in there, too. The BA book has barely been out more than a month, too. These are the people who played in December with BA - no soup lists it seems. I'll pull up the lists of a couple of the bottom end scorers.
This message was edited 1 time. Last update was at 2020/01/22 17:51:07
2020/01/22 17:52:15
Subject: Pretty interesting data when you take a look at 40k stats.
Daedalus81 wrote: Stop thinking about the math for a moment. If you've contained them to their side of the table you're likely way ahead on holds by turn 3. If they have weak chaff then it isn't improbably to do well on kill and kill more.
Exactly. You've also probably got a more resilient and a more killy section of your force, which would be respectively your Intercessors/Support core and then your Smash Captains, AT shooting, and artillery.
BA assault will be more difficult to general, the easiest tactic in the game is castle up and throw optimized dice which you chose at home with a calculator. There's a greater skill barrier to entry when you're managing things like terrain and advance moves and enemy movement and blah, blah, blah. But 40k is not entirely different than other games in that respect. People can have a really hard time dealing with Protoss Cannon rushes in Starcraft for example. At lower levels where players don't have experience to scout or mechanics and knowledge to execute an effective counter, it's going to work well. But it's obviously not much more than a gimmick as skill levels and experience scale up.
This message was edited 3 times. Last update was at 2020/01/22 18:08:50
2020/01/22 17:57:56
Subject: Pretty interesting data when you take a look at 40k stats.
Martel732 wrote: "I was able to really see the value of units beyond numbers. The balance you have to strike between having enough teeth, while also making yourself a challenge for your opponent to navigate around upon the board, and also having enough tools tricks and utility on the board, is what you need to leverage the options you have that your opponent doesn't"
This kinda sounds like buzzword soup. Don't all these things boil down to numbers and special rules? So you are really talking about leveraging special rules?
No, obviously not. What is the one thing, the number one thing you complain about on these boards day in and day out?
How would a game go if your opponent took their models and deployed them base-to base in old pre-7th ed deep strike formation, and tried to play the game the same way?
Would you have an easier time than if they deployed their units in straight lines, bases 31mm apart, preventing you from moving through them?
People on this forum spend basically all their time trivializing every single aspect of the game that is not a simple mathmatical comparison of how many models of unit X can weapon Y kill, when pretty much any mission format whether that's ITC or CA2019 scores the majority of its points or all of its points based on units moving to a location and securing an objective.
Damage and Durability numbers tell you basically nothing about how a model actually scores you points and wins you games. A model's capacity to move to an objective, prevent opposing models from moving, and secure objectives over enemy units is how models express the majority of their in-game power, and none of that can be mathhammered.
Automatically Appended Next Post:
AlmightyWalrus wrote: Take the Contorted Epitome as an example. It's not particularly killy, but the utility it provides is through the roof, both in defending against psychic powers and changing the dynamic around countering melee units. How do you value that?
Also, there's plenty of times when 10 mortal wounds are markedly inferior to better psy weapons. The concept of "wasted" or "effective" wounds has already been discussed earlier in the thread. Maximum damage is not always what wins you games. I'd rather kill a crucial target than do more spread-out damage to the enemy army.
The mathhammer crowd will never not see super-smites as the superior option, because there is no way you can simulate the limitations of smite relative to the psy weapon boost (range, the opponent's capacity to deny, the risk of perils, the other powers you give up to smite, and biggest of all the requirement that the closest enemy unit be targeted cannot be simulated through math.)
The psi weapon boost causes any given GK squad with a single psilencer to deal .666 more damage on average against any target where they gain a wound shift from the str (e.g., an Imperial Knight or a Primaris Marine). The smite boost causes them to deal 1 more damage. On paper, that means you should always take the super-smite. But all I need to attack that knight is to have my squad within 24", and to smite it I need to be 18" away AND it needs to have no screen in the psychic phase (which means I had to kill the screen last turn, I can't shoot them out of the way first).
It also ignores that I can pop psybolt ammo to make my storm bolters also count as psi weapons and deal 2 damage, and I can pop Bring Down the Beast to up my wound rolls from .333 to .55. A 10-man squad with 2 psilencers that drops BDTB and psybolts deals 17 damage to an IK, and Rotate does nothing to stop it.
LOL the capacity to deny, or that you'd be giving up other powers that you're only going to cast one of anyway when the Sanctic table is already bad as is. Psi Weapons are also subject to a LOT more external factors like cover, army abilities, and being more subject to Strats affecting offensive output.
No, a Tide affecting just a few weapons is not on the same level as army wide cover or doubling your Smite output, which you already pay for existing as a Grey Knight.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2020/01/22 18:03:01
Subject: Re:Pretty interesting data when you take a look at 40k stats.
Yoyoyo wrote: That whole spiel is based around the idea there are no rock-paper-scissors mechanics in 40k, only rocks and better rocks.
Why would you ever use the new Grey Knights Tide that affects Psi Weapons when you can affect the whole army's save or generate 10+ more Mortal wounds a turn?
Because you have less control over where those Mortal Wounds go? Because the unit you need to remove isn't in range for your Smites? You can even do both in the same turn since the only way to change the Tide is via a psychic power you can dish out 2W Smites for an entire phase then change the Tide as your last cast and get the benefit on your shooting too. This is a perfect example of where just looking at the raw numbers doesn't lead to useful conclusions.
You can't be serious. This isn't like the Mortal Wounds are random. You're literally doubling your output.
A simple example should show you how you're wrong. Let's assume you have some sort of MSUGK army and you can dish out 15 Smites a turn. Now you can do 30MW instead of 15 with the correct Tide active. But let's also assume you're up against Orks and the enemy army is screened out by a wall of Grots. You're suggesting killing 30 Grots rather than 15 is better than making a potentially huge amount of your shooting much better so you can kill things like bikers or Nobz or just hordes of Orks instead of insignificant Grots? That's wrong. Better example, with more practical use: you're up against Tau and you know you can shoot and remove the Drone screen near a Riptide and then kill it with enhanced Psi weapons. According to you, I should stay in my extra MW Tide so I can really, really Smite a bunch of Drones to death rather than make a more intelligent decision to play in such a way as to remove one of my enemies main threats.
Yes, it's situational, and yes, you're likely to use the MW tide from turn 2 in most cases, but it's completely incorrect to claim there's never a good reason to use a different Tide, especially when GK can switch between them relatively easily.
Honestly in your example I'd likely still stick with Mortal Wounds. Orks aren't that dangerous. Once they put all their eggs in that one basket who cares? Worst case scenario they're gonna be in melee in which case why not just use the rerolling 1s to wound at that point?
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2020/01/22 18:05:13
Subject: Pretty interesting data when you take a look at 40k stats.
Simper only played 2 out of 5 games - more typical of casual players. List a little lacking in focus - Meph, scouts, DC, company vets, DC Dread, Raven, Stalker Intercessors, Reivers, Ven Dread, Corvus
This tournament was on the 7th so I'm not sure if PA made the cut, but there were 5 BA there and one of them (Morgan) did well. His list:
Astorath, Smash Cap, Incursors, Intercessors, Scouts, Lib Dread, Phobos Lib, Incursor, 2xScout, Sanguinor, and a bunch of Jump DC, 10 SG, and 6 VV.
Capizzo stuck around for 5 games and lost 4 (one was a 0-0 tie). His list had a bunch of bodies, but mostly all S4 AP0 attacks in more MSU configuations.
2020/01/22 18:15:55
Subject: Pretty interesting data when you take a look at 40k stats.
I might have misunderstood Grey Knights, its not my faction, but isn't the clutch play going to be doing both?
Break out the smites, switch over with your last caster, then have 10 stormbolters get the damage output of 2 riptides for a turn (plus psilencers and cannons etc), then switch back at the start of your psyhic phase and drop the smites again.
Its perhaps a bit clunky, but doesn't seem that unrealistic to do.
The weakness of smiting is the range (can be buffed etc, but still.)
The melee tide would seem to be the one where you are left going "this doesn't feel that great?"
2020/01/22 18:22:27
Subject: Pretty interesting data when you take a look at 40k stats.
Martel732 wrote: "I was able to really see the value of units beyond numbers. The balance you have to strike between having enough teeth, while also making yourself a challenge for your opponent to navigate around upon the board, and also having enough tools tricks and utility on the board, is what you need to leverage the options you have that your opponent doesn't"
This kinda sounds like buzzword soup. Don't all these things boil down to numbers and special rules? So you are really talking about leveraging special rules?
No, obviously not. What is the one thing, the number one thing you complain about on these boards day in and day out?
How would a game go if your opponent took their models and deployed them base-to base in old pre-7th ed deep strike formation, and tried to play the game the same way?
Would you have an easier time than if they deployed their units in straight lines, bases 31mm apart, preventing you from moving through them?
People on this forum spend basically all their time trivializing every single aspect of the game that is not a simple mathmatical comparison of how many models of unit X can weapon Y kill, when pretty much any mission format whether that's ITC or CA2019 scores the majority of its points or all of its points based on units moving to a location and securing an objective.
Damage and Durability numbers tell you basically nothing about how a model actually scores you points and wins you games. A model's capacity to move to an objective, prevent opposing models from moving, and secure objectives over enemy units is how models express the majority of their in-game power, and none of that can be mathhammered.
Automatically Appended Next Post:
AlmightyWalrus wrote: Take the Contorted Epitome as an example. It's not particularly killy, but the utility it provides is through the roof, both in defending against psychic powers and changing the dynamic around countering melee units. How do you value that?
Also, there's plenty of times when 10 mortal wounds are markedly inferior to better psy weapons. The concept of "wasted" or "effective" wounds has already been discussed earlier in the thread. Maximum damage is not always what wins you games. I'd rather kill a crucial target than do more spread-out damage to the enemy army.
The mathhammer crowd will never not see super-smites as the superior option, because there is no way you can simulate the limitations of smite relative to the psy weapon boost (range, the opponent's capacity to deny, the risk of perils, the other powers you give up to smite, and biggest of all the requirement that the closest enemy unit be targeted cannot be simulated through math.)
The psi weapon boost causes any given GK squad with a single psilencer to deal .666 more damage on average against any target where they gain a wound shift from the str (e.g., an Imperial Knight or a Primaris Marine). The smite boost causes them to deal 1 more damage. On paper, that means you should always take the super-smite. But all I need to attack that knight is to have my squad within 24", and to smite it I need to be 18" away AND it needs to have no screen in the psychic phase (which means I had to kill the screen last turn, I can't shoot them out of the way first).
It also ignores that I can pop psybolt ammo to make my storm bolters also count as psi weapons and deal 2 damage, and I can pop Bring Down the Beast to up my wound rolls from .333 to .55. A 10-man squad with 2 psilencers that drops BDTB and psybolts deals 17 damage to an IK, and Rotate does nothing to stop it.
LOL the capacity to deny, or that you'd be giving up other powers that you're only going to cast one of anyway when the Sanctic table is already bad as is. Psi Weapons are also subject to a LOT more external factors like cover, army abilities, and being more subject to Strats affecting offensive output.
No, a Tide affecting just a few weapons is not on the same level as army wide cover or doubling your Smite output, which you already pay for existing as a Grey Knight.
Yeah so, this kind of absolutist thinking right here. Thanks for providing a solid example.
1) GK currently have 2 psychic disciplines. The new one contains a buff to reroll all hit rolls while within half range, a power that grants a unit JSJ, a power that gives you a command point in an extremely elite army, and a melee-range power that on average rolls deals 5.3MW to an enemy unit. Asserting that you'd always want to give up those new powers as well as Hammerhand, Gate and Sanctuary to smite is just kind of laughable.
2) You do not need to choose between super-smites and super-psi weapons. You can have both in a turn. You can choose to swap at the beginning of the psychic phase (if you want to swap to super-smite) or at the end, if you want to swap away. If you go second, you most likely started in cover for your enemy's turn, swapped to smite for all your powers, then turn 2 started in Smite and swap to Psi Weapons as your last cast just in time for all your deep strikers to have shown up to maximise your offensive power.
GK currently have about 7 psychic powers that are unequivocally good, that you basically always want to try to be using, 4 that are situational, and 1 that's just always bad. Given how elite the army is and how much their huge number of single-unit buffs incentivizes large units, I don't know if you're doing yourself any favors trying to play the army as just smitespam.list
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/01/22 18:22:40
Subject: Pretty interesting data when you take a look at 40k stats.
Tyel wrote: I might have misunderstood Grey Knights, its not my faction, but isn't the clutch play going to be doing both?
Break out the smites, switch over with your last caster, then have 10 stormbolters get the damage output of 2 riptides for a turn (plus psilencers and cannons etc), then switch back at the start of your psyhic phase and drop the smites again.
Its perhaps a bit clunky, but doesn't seem that unrealistic to do.
The weakness of smiting is the range (can be buffed etc, but still.)
The melee tide would seem to be the one where you are left going "this doesn't feel that great?"
It's unreliable in the IGOUGO system. It's better just to stick to either more Smites (which would really affect the Riptide too) or Cover to really force the Tau to spend even more Markerlights.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2020/01/22 18:28:32
Subject: Pretty interesting data when you take a look at 40k stats.
The root issue with the blood angels thing is we have no data from Martel to work with, we have no examples of complete lists, opponents, games, missions, ideas of how it was played etc.
All we see is "hordes are too hard to deal with and ITC is better because it directly rewards me for killing chaff". If we get some metrics there are plenty of people in this thread, way more qualified than myself, who are happy to help.
2020/01/22 18:31:07
Subject: Pretty interesting data when you take a look at 40k stats.
Martel732 wrote: "I was able to really see the value of units beyond numbers. The balance you have to strike between having enough teeth, while also making yourself a challenge for your opponent to navigate around upon the board, and also having enough tools tricks and utility on the board, is what you need to leverage the options you have that your opponent doesn't"
This kinda sounds like buzzword soup. Don't all these things boil down to numbers and special rules? So you are really talking about leveraging special rules?
No, obviously not. What is the one thing, the number one thing you complain about on these boards day in and day out?
How would a game go if your opponent took their models and deployed them base-to base in old pre-7th ed deep strike formation, and tried to play the game the same way?
Would you have an easier time than if they deployed their units in straight lines, bases 31mm apart, preventing you from moving through them?
People on this forum spend basically all their time trivializing every single aspect of the game that is not a simple mathmatical comparison of how many models of unit X can weapon Y kill, when pretty much any mission format whether that's ITC or CA2019 scores the majority of its points or all of its points based on units moving to a location and securing an objective.
Damage and Durability numbers tell you basically nothing about how a model actually scores you points and wins you games. A model's capacity to move to an objective, prevent opposing models from moving, and secure objectives over enemy units is how models express the majority of their in-game power, and none of that can be mathhammered.
Automatically Appended Next Post:
AlmightyWalrus wrote: Take the Contorted Epitome as an example. It's not particularly killy, but the utility it provides is through the roof, both in defending against psychic powers and changing the dynamic around countering melee units. How do you value that?
Also, there's plenty of times when 10 mortal wounds are markedly inferior to better psy weapons. The concept of "wasted" or "effective" wounds has already been discussed earlier in the thread. Maximum damage is not always what wins you games. I'd rather kill a crucial target than do more spread-out damage to the enemy army.
The mathhammer crowd will never not see super-smites as the superior option, because there is no way you can simulate the limitations of smite relative to the psy weapon boost (range, the opponent's capacity to deny, the risk of perils, the other powers you give up to smite, and biggest of all the requirement that the closest enemy unit be targeted cannot be simulated through math.)
The psi weapon boost causes any given GK squad with a single psilencer to deal .666 more damage on average against any target where they gain a wound shift from the str (e.g., an Imperial Knight or a Primaris Marine). The smite boost causes them to deal 1 more damage. On paper, that means you should always take the super-smite. But all I need to attack that knight is to have my squad within 24", and to smite it I need to be 18" away AND it needs to have no screen in the psychic phase (which means I had to kill the screen last turn, I can't shoot them out of the way first).
It also ignores that I can pop psybolt ammo to make my storm bolters also count as psi weapons and deal 2 damage, and I can pop Bring Down the Beast to up my wound rolls from .333 to .55. A 10-man squad with 2 psilencers that drops BDTB and psybolts deals 17 damage to an IK, and Rotate does nothing to stop it.
LOL the capacity to deny, or that you'd be giving up other powers that you're only going to cast one of anyway when the Sanctic table is already bad as is. Psi Weapons are also subject to a LOT more external factors like cover, army abilities, and being more subject to Strats affecting offensive output.
No, a Tide affecting just a few weapons is not on the same level as army wide cover or doubling your Smite output, which you already pay for existing as a Grey Knight.
Yeah so, this kind of absolutist thinking right here. Thanks for providing a solid example.
1) GK currently have 2 psychic disciplines. The new one contains a buff to reroll all hit rolls while within half range, a power that grants a unit JSJ, a power that gives you a command point in an extremely elite army, and a melee-range power that on average rolls deals 5.3MW to an enemy unit. Asserting that you'd always want to give up those new powers as well as Hammerhand, Gate and Sanctuary to smite is just kind of laughable.
2) You do not need to choose between super-smites and super-psi weapons. You can have both in a turn. You can choose to swap at the beginning of the psychic phase (if you want to swap to super-smite) or at the end, if you want to swap away. If you go second, you most likely started in cover for your enemy's turn, swapped to smite for all your powers, then turn 2 started in Smite and swap to Psi Weapons as your last cast just in time for all your deep strikers to have shown up to maximise your offensive power.
GK currently have about 7 psychic powers that are unequivocally good, that you basically always want to try to be using, 4 that are situational, and 1 that's just always bad. Given how elite the army is and how much their huge number of single-unit buffs incentivizes large units, I don't know if you're doing yourself any favors trying to play the army as just smitespam.list
1. All those new powers are only available on Characters, which does not affect the rest of Grey Knights paying to be Psykers in the first place. You therefore have three powers you're using in an army that's already basically about MSU. Somehow I'm just doubting there's gonna be a problem there.
2. Swapping requires you to cast a power in the first place. I'm either keeping Smite, switching to Smite from Cover, or even switching to the rerolling 1s to wound.
Psi Weapon boost would be worth it on occasion if it affected vehicles or Dreadknights or our Incinerators. It does not.
CaptainStabby wrote: If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote: BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote: Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote: ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
2020/01/22 18:42:31
Subject: Pretty interesting data when you take a look at 40k stats.
It started with my view on why i like itc better. I know i need to update my collection, but that won't change my preference for formats. I also greatly prefer itc terrain even though it is far from panacea.
2020/01/22 18:46:21
Subject: Pretty interesting data when you take a look at 40k stats.
Martel732 wrote: "I was able to really see the value of units beyond numbers. The balance you have to strike between having enough teeth, while also making yourself a challenge for your opponent to navigate around upon the board, and also having enough tools tricks and utility on the board, is what you need to leverage the options you have that your opponent doesn't"
This kinda sounds like buzzword soup. Don't all these things boil down to numbers and special rules? So you are really talking about leveraging special rules?
No, obviously not. What is the one thing, the number one thing you complain about on these boards day in and day out?
How would a game go if your opponent took their models and deployed them base-to base in old pre-7th ed deep strike formation, and tried to play the game the same way?
Would you have an easier time than if they deployed their units in straight lines, bases 31mm apart, preventing you from moving through them?
People on this forum spend basically all their time trivializing every single aspect of the game that is not a simple mathmatical comparison of how many models of unit X can weapon Y kill, when pretty much any mission format whether that's ITC or CA2019 scores the majority of its points or all of its points based on units moving to a location and securing an objective.
Damage and Durability numbers tell you basically nothing about how a model actually scores you points and wins you games. A model's capacity to move to an objective, prevent opposing models from moving, and secure objectives over enemy units is how models express the majority of their in-game power, and none of that can be mathhammered.
Automatically Appended Next Post:
AlmightyWalrus wrote: Take the Contorted Epitome as an example. It's not particularly killy, but the utility it provides is through the roof, both in defending against psychic powers and changing the dynamic around countering melee units. How do you value that?
Also, there's plenty of times when 10 mortal wounds are markedly inferior to better psy weapons. The concept of "wasted" or "effective" wounds has already been discussed earlier in the thread. Maximum damage is not always what wins you games. I'd rather kill a crucial target than do more spread-out damage to the enemy army.
The mathhammer crowd will never not see super-smites as the superior option, because there is no way you can simulate the limitations of smite relative to the psy weapon boost (range, the opponent's capacity to deny, the risk of perils, the other powers you give up to smite, and biggest of all the requirement that the closest enemy unit be targeted cannot be simulated through math.)
The psi weapon boost causes any given GK squad with a single psilencer to deal .666 more damage on average against any target where they gain a wound shift from the str (e.g., an Imperial Knight or a Primaris Marine). The smite boost causes them to deal 1 more damage. On paper, that means you should always take the super-smite. But all I need to attack that knight is to have my squad within 24", and to smite it I need to be 18" away AND it needs to have no screen in the psychic phase (which means I had to kill the screen last turn, I can't shoot them out of the way first).
It also ignores that I can pop psybolt ammo to make my storm bolters also count as psi weapons and deal 2 damage, and I can pop Bring Down the Beast to up my wound rolls from .333 to .55. A 10-man squad with 2 psilencers that drops BDTB and psybolts deals 17 damage to an IK, and Rotate does nothing to stop it.
LOL the capacity to deny, or that you'd be giving up other powers that you're only going to cast one of anyway when the Sanctic table is already bad as is. Psi Weapons are also subject to a LOT more external factors like cover, army abilities, and being more subject to Strats affecting offensive output.
No, a Tide affecting just a few weapons is not on the same level as army wide cover or doubling your Smite output, which you already pay for existing as a Grey Knight.
Yeah so, this kind of absolutist thinking right here. Thanks for providing a solid example.
1) GK currently have 2 psychic disciplines. The new one contains a buff to reroll all hit rolls while within half range, a power that grants a unit JSJ, a power that gives you a command point in an extremely elite army, and a melee-range power that on average rolls deals 5.3MW to an enemy unit. Asserting that you'd always want to give up those new powers as well as Hammerhand, Gate and Sanctuary to smite is just kind of laughable.
2) You do not need to choose between super-smites and super-psi weapons. You can have both in a turn. You can choose to swap at the beginning of the psychic phase (if you want to swap to super-smite) or at the end, if you want to swap away. If you go second, you most likely started in cover for your enemy's turn, swapped to smite for all your powers, then turn 2 started in Smite and swap to Psi Weapons as your last cast just in time for all your deep strikers to have shown up to maximise your offensive power.
GK currently have about 7 psychic powers that are unequivocally good, that you basically always want to try to be using, 4 that are situational, and 1 that's just always bad. Given how elite the army is and how much their huge number of single-unit buffs incentivizes large units, I don't know if you're doing yourself any favors trying to play the army as just smitespam.list
1. All those new powers are only available on Characters, which does not affect the rest of Grey Knights paying to be Psykers in the first place. You therefore have three powers you're using in an army that's already basically about MSU. Somehow I'm just doubting there's gonna be a problem there.
2. Swapping requires you to cast a power in the first place. I'm either keeping Smite, switching to Smite from Cover, or even switching to the rerolling 1s to wound.
Psi Weapon boost would be worth it on occasion if it affected vehicles or Dreadknights or our Incinerators. It does not.
....Or on the occasion that you wanna spend 2CP to get a whole squad with S6 AP-1 D2 RF2 guns. You know, maybe turn 2 in the shooting phase, right after you drop in a large squad, or even turn 1 if you get the first turn and you don't have a huge amount of your army on the board/in range to make multiple smites worth it, but you do have something like a 10-man Interceptor squad ready to shunt and put an alpha strike down.
That's the nice thing about all these rules, they're incredibly adaptable. You can find out you get first turn, start in shadows just to be safe vs a seize, put a 10-man interceptor squad down on the board next to a chaplain, bless them with a litany to give them an extra -1AP on psi weapons, shunt them up the board and give them Psybolts+possibly Bring Down the Beast and have an absolutely bonkers alpha strike for 200pts. But if you go second, that squad can wait in deep strike, you can start in cover, and turn 2 do the exact same thing. You're locked into very little, which is great.
There is actually zero reason to stay in Smite. Basically ever. you get the whole benefit of smite when you either swap to it, or swap away from it.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/01/22 19:10:35
Subject: Pretty interesting data when you take a look at 40k stats.
I'm going to start building around 6X bolter inceptors and 10X SG all within 6" of the FNP banner. I'm hoping this setup gives me the flexibility to handle hordes and elites.
2020/01/22 19:44:19
Subject: Pretty interesting data when you take a look at 40k stats.
I would build around effects rather than units. "What do I need to accomplish". If you can be very deliberate and detailed about that, literally phase-by-phase (don't skip pre-game prep, deployment, or enemy phases) the units pretty much select themselves. Then check out common meta lists to wargame a few scenarios in your head, dice out key actions for feel and cross-check with mathhammer, and finally trial it out and see how it does.
2020/01/22 20:41:15
Subject: Pretty interesting data when you take a look at 40k stats.
SG seems like a strange choice to handle hordes. I've only faced them a few times, but they seemed to be anti-elite specialists without much in terms of volume of fire. The Death...guys were the anti-horde ones, having both regular boltguns and chainswords.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
2020/01/22 20:46:04
Subject: Pretty interesting data when you take a look at 40k stats.
SG aren't there to handle hordes. They're what I'm trying to clear through the hordes. I'm done using DC I think, as they just are too expensive for a one-use unit.
2020/01/22 20:56:56
Subject: Pretty interesting data when you take a look at 40k stats.
the_scotsman wrote: SG seems like a strange choice to handle hordes. I've only faced them a few times, but they seemed to be anti-elite specialists without much in terms of volume of fire. The Death...guys were the anti-horde ones, having both regular boltguns and chainswords.
Well, remember the angelus boltguns and most weilding encarmine swords.
The boltgun is a short range bolt rifle, basically. And with essentially 4A each hordes should go down fast with no armor save on top of being pretty durable models that can take a lot of AP0 swings and not blink. A 10 man can clear 30 GEQ between shooting and melee (with reroll 1s to hit and provided ranges work out)
This message was edited 1 time. Last update was at 2020/01/22 20:57:53
2020/01/22 20:58:32
Subject: Pretty interesting data when you take a look at 40k stats.
the_scotsman wrote: SG seems like a strange choice to handle hordes. I've only faced them a few times, but they seemed to be anti-elite specialists without much in terms of volume of fire. The Death...guys were the anti-horde ones, having both regular boltguns and chainswords.
Well, remember the angelus boltguns and most weilding encarmine swords.
The boltgun is a short range bolt rifle, basically. And with essentially 4A each hordes should go down fast with no armor save on top of being pretty durable models that can take a lot of AP0 swings and not blink. A 10 man can clear 30 GEQ between shooting and melee (with reroll 1s to hit and provided ranges work out)
It's really hard to get 30 Geq with a single squad. 12" range is really short.
2020/01/22 21:00:32
Subject: Pretty interesting data when you take a look at 40k stats.
Tyel wrote: I might have misunderstood Grey Knights, its not my faction, but isn't the clutch play going to be doing both?
Break out the smites, switch over with your last caster, then have 10 stormbolters get the damage output of 2 riptides for a turn (plus psilencers and cannons etc), then switch back at the start of your psyhic phase and drop the smites again.
Its perhaps a bit clunky, but doesn't seem that unrealistic to do.
The weakness of smiting is the range (can be buffed etc, but still.)
The melee tide would seem to be the one where you are left going "this doesn't feel that great?"
It's unreliable in the IGOUGO system. It's better just to stick to either more Smites (which would really affect the Riptide too) or Cover to really force the Tau to spend even more Markerlights.
What the feth does IGOUGO have to do with anything? Between your bizarre attempts to crowbar IGOUGO into every thread and Martel's "I can't kil hordes" comments I'm starting to wonder if the pair of you are just bots regurgitating the same phrases over and over again.
The reason you don't Smite the Riptide has already been pointed out: Smite doesn't work that way, especially when Tau's thing is spamming Drones as screens. I think you're completely missing the point, either wilfully or because of some blinkered approach to the game. Nobody's claiming the double damage Smites aren't great for GK, they absolutely are. What people are disputing is your assertion that there's no reason to use the Psi weapon buffing tide and your absolutist approach to looking at the rules. There are definitely situations where you want to get the extra Psi weapon damage and GK now have the flexibility to do both in one turn anyway, but apparently that doesn't work because of the IGOUGO system for...reasons.