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![[Post New]](/s/i/i.gif) 2011/03/14 23:33:50
Subject: Weaknesses of the new grey knight codex
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Junior Officer with Laspistol
University of St. Andrews
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Thing is, you're looking at basic Grey Knights. Start comparing HQs, Elites, all the other things you take in an army besides you basic troops choice and then come back to us.
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"If everything on Earth were rational, nothing would ever happen."
~Fyodor Dostoevsky
"Never attribute to malice that which is adequately explained by stupidity."
~Hanlon's Razor
707th Lubyan Aquila Banner Motor Rifle Regiment (6000 pts)
Battlefleet Tomania (2500 pts)
Visit my nation on Nation States!
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![[Post New]](/s/i/i.gif) 2011/03/14 23:34:35
Subject: Weaknesses of the new grey knight codex
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Savage Khorne Berserker Biker
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Footsloggin wrote:What do Chaos Space Mahreens have?
Just seen this and don't think anyone answered.
They have Kharn. HQ immune to any psyker powers, but doesn't help the squad.
Other than that, they can petition Tzeentch to make the oposing player roll 12 every time. It's bound to work...sometime.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2011/03/14 23:39:54
Subject: Weaknesses of the new grey knight codex
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Pulsating Possessed Chaos Marine
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I think Tyranids can use CC Shrieks, wingd CC Tyrants and Trygon Prime against GK. Shadow of the Warp has a short pretty short range (and I'm just guessing that most GK powers will have more then 12''), and it will make the GK player think twice about useing those force weapons.
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Woff, I'm a Cow! |
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![[Post New]](/s/i/i.gif) 2011/03/14 23:47:07
Subject: Weaknesses of the new grey knight codex
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Mekboy Hammerin' Somethin'
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However, Shrieks only have a 5+ save, and no fleet, meaning that they will be subjected to a torrent of Storm bolter fire which willl damage them. Winged CC tyrants? Dreadknights could kill them, same with Trygons, as neither have Invulnerable saves, or the amount of statistical attacks needed, as well as the fact that a Deep Striking Trygon will be killed due to S7(?) Rending psycannons.
However, these are multiple units being used as specific counters for each unit in the Tyranids codex. Like saying that Banshees are a hard counter for Tactical Marines. Though much of this equipment WILL BE in a standard GK army.
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/03/14 23:48:57
Subject: Weaknesses of the new grey knight codex
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Pulsating Possessed Chaos Marine
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Since when did any Tyranid have armour save? ;P
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Woff, I'm a Cow! |
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![[Post New]](/s/i/i.gif) 2011/03/14 23:49:33
Subject: Weaknesses of the new grey knight codex
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Jovial Plaguebearer of Nurgle
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Limbo wrote:I think Tyranids can use CC Shrieks, wingd CC Tyrants and Trygon Prime against GK. Shadow of the Warp has a short pretty short range (and I'm just guessing that most GK powers will have more then 12''), and it will make the GK player think twice about useing those force weapons.
Thats why any good players would target the most threaten thing on the board. Anything that has anti-psy, would be shot at.
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This message was edited 1 time. Last update was at 2011/03/14 23:52:37
Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 |
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![[Post New]](/s/i/i.gif) 2011/03/14 23:52:17
Subject: Weaknesses of the new grey knight codex
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Pulsating Possessed Chaos Marine
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Wouldn't that mean that my other units are free to move about as they please?
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Woff, I'm a Cow! |
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![[Post New]](/s/i/i.gif) 2011/03/14 23:53:15
Subject: Weaknesses of the new grey knight codex
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Daemonic Dreadnought
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Therion wrote:What do they need psychic defense from?
Fortitude. Essentially it costs 5 points per Razorback. They can get 17 into 2000 points. Well, they can get a couple more but that would be at the expense of the 51 special weapons.
Henchmen take a force org slot as troops with Cortez. That's going well past 6 troops. 9 can be done by taking 6 troops and 3 elite slots, but after that GK have to buy real squads.
All fortitude does is allow the razorbacks to shoot after being glanced. They explode too easy to get that worried about a dirt cheap version of deamonic possession. AV11=too fragile to be a competitive list.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/14 23:56:13
Subject: Weaknesses of the new grey knight codex
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Jervis Johnson
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schadenfreude wrote:Therion wrote:What do they need psychic defense from?
Fortitude. Essentially it costs 5 points per Razorback. They can get 17 into 2000 points. Well, they can get a couple more but that would be at the expense of the 51 special weapons.
Henchmen take a force org slot as troops with Cortez. That's going well past 6 troops. 9 can be done by taking 6 troops and 3 elite slots, but after that GK have to buy real squads.
All fortitude does is allow the razorbacks to shoot after being glanced. They explode too easy to get that worried about a dirt cheap version of deamonic possession. AV11=too fragile to be a competitive list.
Now we know you're playing a different game than everyone else. A non-competitive non-tournament game with house rules like henchmen not being allowed to use their own specific rule which explicitly says they don't take up a force organisation slot. All Coteaz (yes, Coteaz, not Cortez) does regarding the categorisation is makes them troops (as opposed to elites).
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This message was edited 2 times. Last update was at 2011/03/14 23:59:48
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![[Post New]](/s/i/i.gif) 2011/03/14 23:56:54
Subject: Weaknesses of the new grey knight codex
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Jovial Plaguebearer of Nurgle
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how units are you going to have? what like 4 and maybe some are anti-pshy within a unit? There going to be to much dakka out there for tyrainds.
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Overall Tournaments 11-2 2012
WarGame Con Best General RTT 2012
WarGame Con Team 12th 2012
ATC Team Fanastic 4 plus 1 17th overall (nercons (5-1) 2012
Beaky Con GT WarMaster Nercons (5-1) 2012 |
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![[Post New]](/s/i/i.gif) 2011/03/15 00:01:49
Subject: Weaknesses of the new grey knight codex
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Daemonic Dreadnought
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Footsloggin wrote:20 ork boys, 10 wounded, Ork boyz squad down to 11.66 models before combat.
30 ork boys, 15 wounded, Ork boyz squad down to 17.5 models before combat.
The emphasis here is BEFORE, meaning the orks recieve no extra attacks for those killed models. Take into account that many squads will not reach GK lines anywhere near to full strength, and that some will be cut down in CC regardless, and Purifiers become one deadly foe, nearly halving your numbers before you even strike.
A KFF would gut storm bolter shots down to being 2/9 lethal, so 18 shots=4 dead orks. 9 bare bone GK=18 shots=12hit=6 wound=4 dead orks. 26 Orks shoot back=17 hits=7.5 wounds=2.5 dead GK. That's just a KFF, it gets worse when dealing with orks in cover, then it takes 60 points worth of GK to drop 6 points of ork.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:02:46
Subject: Weaknesses of the new grey knight codex
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Long-Range Land Speeder Pilot
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Sephyr wrote:
10x Tactical Marine w/Melta, Multi-Melta, Powerfist SGT w/combi-Melta, Rhino w/EA
270pts
I don't know about the new GK codex because I don't have my hands on it yet, but that load-out is 260 points. And who puts extra armor on Rhinos?
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Violence is not the answer, but it's always a good guess. |
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![[Post New]](/s/i/i.gif) 2011/03/15 00:03:25
Subject: Weaknesses of the new grey knight codex
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Pulsating Possessed Chaos Marine
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mrblacksunshine_1978 wrote:how units are you going to have? what like 4 and maybe some are anti-pshy within a unit? There going to be to much dakka out there for tyrainds.
I think someone made the point tha GK will suffer from a lack of models on the table, so perhaps that's a way? Tyranids can pump out alot of units if they want too. Sure, some will get slaughterd before they reach the GK, but getting if you're fielding 8 units in a 1000 points game, something is bound to get into CC to tie them up
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Woff, I'm a Cow! |
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![[Post New]](/s/i/i.gif) 2011/03/15 00:07:55
Subject: Weaknesses of the new grey knight codex
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Mekboy Hammerin' Somethin'
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schadenfreude wrote:Footsloggin wrote:20 ork boys, 10 wounded, Ork boyz squad down to 11.66 models before combat.
30 ork boys, 15 wounded, Ork boyz squad down to 17.5 models before combat.
The emphasis here is BEFORE, meaning the orks recieve no extra attacks for those killed models. Take into account that many squads will not reach GK lines anywhere near to full strength, and that some will be cut down in CC regardless, and Purifiers become one deadly foe, nearly halving your numbers before you even strike.
A KFF would gut storm bolter shots down to being 2/9 lethal, so 18 shots=4 dead orks. 9 bare bone GK=18 shots=12hit=6 wound=4 dead orks. 26 Orks shoot back=17 hits=7.5 wounds=2.5 dead GK. That's just a KFF, it gets worse when dealing with orks in cover, then it takes 60 points worth of GK to drop 6 points of ork.
Ah, but now were getting into two units, and, so, Vindicare, KFF would go down.
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:11:52
Subject: Weaknesses of the new grey knight codex
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Junior Officer with Laspistol
University of St. Andrews
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Vindicare shield breaker rounds only work on invul saves. The KFF is a cover save.
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This message was edited 1 time. Last update was at 2011/03/15 00:12:10
"If everything on Earth were rational, nothing would ever happen."
~Fyodor Dostoevsky
"Never attribute to malice that which is adequately explained by stupidity."
~Hanlon's Razor
707th Lubyan Aquila Banner Motor Rifle Regiment (6000 pts)
Battlefleet Tomania (2500 pts)
Visit my nation on Nation States!
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![[Post New]](/s/i/i.gif) 2011/03/15 00:12:53
Subject: Weaknesses of the new grey knight codex
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Mekboy Hammerin' Somethin'
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I understand that, I'm saying that the vindicare could kill the KFF Mek Boy.
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:21:39
Subject: Weaknesses of the new grey knight codex
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Daemonic Dreadnought
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Therion wrote:schadenfreude wrote:Therion wrote:What do they need psychic defense from?
Fortitude. Essentially it costs 5 points per Razorback. They can get 17 into 2000 points. Well, they can get a couple more but that would be at the expense of the 51 special weapons.
Henchmen take a force org slot as troops with Cortez. That's going well past 6 troops. 9 can be done by taking 6 troops and 3 elite slots, but after that GK have to buy real squads.
All fortitude does is allow the razorbacks to shoot after being glanced. They explode too easy to get that worried about a dirt cheap version of deamonic possession. AV11=too fragile to be a competitive list.
Now we know you're playing a different game than everyone else. A non-competitive non-tournament game with house rules like henchmen not being allowed to use their own specific rule which explicitly says they don't take up a force organisation slot. All Coteaz (yes, Coteaz, not Cortez) does regarding the categorisation is makes them troops (as opposed to elites).
Conflicting writing. As elites they don't use force org. HQ special ability says they may be a troops choice and doesn't say they are still force org free. Anything on the HQ would override what is written for the troops. I would check the exact wording before buying an army, and if it looks anywhere near close enough to be FAQ'd I wouldn't buy the army. If the all Henchmen army is a viable army I'll see your 17 razobacks and raise you 33 troops choices containing 99 multi melta servitors for 990 points followed by 100 more troop choices containing 150 warriors armed with boltguns for 450 more points. Half of the servitors will servolock every turn, but there will not be a single vehicle on the table by the end of turn 3, and 300 rapid fire bolt gun shots from the warriors should mop up any surviving infantry. Best of all I won't have a target on the table besides my HQ that's costs more than 30 points.
If it's at all open to debate it's open for a FAQ. Do you really think GW is going to FAQ on the side of an army that has 99 melta guns, 150 bolt guns, and 133 MSU troop choices for 1500+ the HQ?
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:23:36
Subject: Re:Weaknesses of the new grey knight codex
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Revving Ravenwing Biker
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Your maths are off, but you are in a sense accurate. The alternative to them not being limited is pure madness, so by default they must be limited.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:23:54
Subject: Weaknesses of the new grey knight codex
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Daemonic Dreadnought
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Footsloggin wrote:schadenfreude wrote:Footsloggin wrote:20 ork boys, 10 wounded, Ork boyz squad down to 11.66 models before combat.
30 ork boys, 15 wounded, Ork boyz squad down to 17.5 models before combat.
The emphasis here is BEFORE, meaning the orks recieve no extra attacks for those killed models. Take into account that many squads will not reach GK lines anywhere near to full strength, and that some will be cut down in CC regardless, and Purifiers become one deadly foe, nearly halving your numbers before you even strike.
A KFF would gut storm bolter shots down to being 2/9 lethal, so 18 shots=4 dead orks. 9 bare bone GK=18 shots=12hit=6 wound=4 dead orks. 26 Orks shoot back=17 hits=7.5 wounds=2.5 dead GK. That's just a KFF, it gets worse when dealing with orks in cover, then it takes 60 points worth of GK to drop 6 points of ork.
Ah, but now were getting into two units, and, so, Vindicare, KFF would go down.
Vindicare has nothing more than 2 wounds, a 4+ invo, a +1 to cover save, and 6+ FNP. Anybody can shoot directly at him now.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:24:31
Subject: Weaknesses of the new grey knight codex
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Savage Khorne Berserker Biker
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starsdawn wrote:Sephyr wrote:
10x Tactical Marine w/Melta, Multi-Melta, Powerfist SGT w/combi-Melta, Rhino w/EA
270pts
I don't know about the new GK codex because I don't have my hands on it yet, but that load-out is 260 points. And who puts extra armor on Rhinos?
No one I know! I was just trying to keep it close to the GK rhino that has a similar power.
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In Boxing matches, you actually get paid to take a dive and make the other guy look good.
In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. |
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![[Post New]](/s/i/i.gif) 2011/03/15 00:30:59
Subject: Re:Weaknesses of the new grey knight codex
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Daemonic Dreadnought
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Magister187 wrote:Your maths are off, but you are in a sense accurate. The alternative to them not being limited is pure madness, so by default they must be limited.
3 Servitors costs 30 points
99 Servitors costs 990 points split into 33 groups of 3.
Warriors cost 5 points with a botgun.
150 of them costs 750 points ooops my math was off
99 of them costs 145 points in 33 groups of 3.
Cortez as I shall mockingly call him until the issue gets FAQ'd +99 servitors + 99 boltgun warriors<1750 points
That's not madness, it's pure uncut madness.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:31:20
Subject: Weaknesses of the new grey knight codex
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Jervis Johnson
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Anything on the HQ would override what is written for the troops.
Come on. You're making stuff up now  What exactly is overriding what? Coteaz' special rules are very specific. Coteaz makes henchmen no longer limited to the amount of Inquisitors. Coteaz makes Henchmen troops. Nothing else changes. Henchmen not taking a force organisation slot is in their own rules and doesn't have anything to do with Inquisitors, being elites or troops, special characters or mine or your opinion.
Whether it's slowed in our opinion or not is also completely irrelevant. It isn't the first time and it certainly isn't the last.
You're correct in that C: GK need a FAQ though. As per 40K rules the Dreadknight DCCW's don't even work for the Dreadknight because it's not a walker.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:32:39
Subject: Weaknesses of the new grey knight codex
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Mekboy Hammerin' Somethin'
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schadenfreude wrote:Footsloggin wrote:schadenfreude wrote:Footsloggin wrote:20 ork boys, 10 wounded, Ork boyz squad down to 11.66 models before combat.
30 ork boys, 15 wounded, Ork boyz squad down to 17.5 models before combat.
The emphasis here is BEFORE, meaning the orks recieve no extra attacks for those killed models. Take into account that many squads will not reach GK lines anywhere near to full strength, and that some will be cut down in CC regardless, and Purifiers become one deadly foe, nearly halving your numbers before you even strike.
A KFF would gut storm bolter shots down to being 2/9 lethal, so 18 shots=4 dead orks. 9 bare bone GK=18 shots=12hit=6 wound=4 dead orks. 26 Orks shoot back=17 hits=7.5 wounds=2.5 dead GK. That's just a KFF, it gets worse when dealing with orks in cover, then it takes 60 points worth of GK to drop 6 points of ork.
Ah, but now were getting into two units, and, so, Vindicare, KFF would go down.
Vindicare has nothing more than 2 wounds, a 4+ invo, a +1 to cover save, and 6+ FNP. Anybody can shoot directly at him now.
What would the statistics for killing the KFF mek be?
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:35:52
Subject: Re:Weaknesses of the new grey knight codex
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Revving Ravenwing Biker
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Well, you would need to get him out of his battlewagon first. Assuming that was done.
35/36 chance of hitting, 1/2 chance of wounding, 1/3 chance of him saving.
About a 32% chance, assuming he only had KFF cover (more likely 25% chance from real cover).
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![[Post New]](/s/i/i.gif) 2011/03/15 00:39:45
Subject: Weaknesses of the new grey knight codex
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Mekboy Hammerin' Somethin'
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Hmm, guess the Vindicare really is only great for popping armor...
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Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.
Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:41:45
Subject: Re:Weaknesses of the new grey knight codex
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Revving Ravenwing Biker
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Well, its because he is 2 wounds. If you are trying to snipe 1 wound models, you can use the Hellfire shot and its better odds. But yes, Armour popping is now what he does best.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:42:20
Subject: Weaknesses of the new grey knight codex
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Junior Officer with Laspistol
University of St. Andrews
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Note, that reading a physical copy of the Grey Knights codex, the entry for Coteaz says that me makes Inquisitorial Henchmen Troops. Not count as Troops, they are Troops, and they are free from the usual limitations of 2 per Inqusitor.
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"If everything on Earth were rational, nothing would ever happen."
~Fyodor Dostoevsky
"Never attribute to malice that which is adequately explained by stupidity."
~Hanlon's Razor
707th Lubyan Aquila Banner Motor Rifle Regiment (6000 pts)
Battlefleet Tomania (2500 pts)
Visit my nation on Nation States!
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![[Post New]](/s/i/i.gif) 2011/03/15 00:48:42
Subject: Weaknesses of the new grey knight codex
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Jervis Johnson
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ChrisWWII wrote:Note, that reading a physical copy of the Grey Knights codex, the entry for Coteaz says that me makes Inquisitorial Henchmen Troops. Not count as Troops, they are Troops, and they are free from the usual limitations of 2 per Inqusitor.
There's no difference that's why noone paid any attention to that. Just because something is troops doesn't mean that another entirely separate special rule all of a sudden disappears.
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![[Post New]](/s/i/i.gif) 2011/03/15 00:50:24
Subject: Re:Weaknesses of the new grey knight codex
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Fresh-Faced New User
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i collect DE, i would say, not to sound to cocky, they would pose more of a threat than any other army, if used correctly
E.G
1 squad in my army i would use would be a trueborn squad armed with just splinter weapons and haywire grenades mounted in a raider acompanied by duke sliscus, why, first off poisened weapons, no matter how tough something is a poisened weapon will always hit, duke sliscus would amp up the wounding from a 4+ to a 3+(anything with a high toughness,dreadknight, and charecters), second, trueborn can be upgraded with 2 splinter cannons which can be fired one of two ways assault 4 or heavy 6 (large squads) and the rest upgraded with shard carbines which are assault 3, so you looking at 27 shots just from the shard carbines (taking into account that there are only 9 trueborn in the squad and duke sliscus, the raider has a transport capacity of 10) so your looking at least 35 shots from 1 squad, third, mounted in a raider, dark lance, with the low orbit raid rule from sliscus deep strike, envenomed blades and torment grenades means anyone who rolls a 1 in cc will get a s4 hit and anyone within 6" will get -1ld and flicker field 5+invl save, thats one squad that could do a lot of dammage on its own,
another squad of mine is a strictly cc squad which again would cause a lot of dammage to a gk army, i consists of urien rakarth and, at the moment 5 grotesques, why, because grotesques are s5, with rakarth they are booted to s6 stronger than your average GK, one armed with a scissorhand, wounds on a 3+ and adds +1a, urien may not be the strongest, but he wounds on a 3+, a squad enough to take on any GK squad and dish out some pain
this is just a coupl of my own tactics, but i know that some of you may pick faults with it but thats fine, and ideas on how to make these squads better would be very helpful, but there is one DE rule that makes them more deadly than anyother army and the perfect choice for taking down GK, the power from pain rule, everyone in the army gets it, the feel no pain rule, furious charge and fearless, any army that can have that for everyone in there army is more than enough to take on the GK (again only my opinion)
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![[Post New]](/s/i/i.gif) 2011/03/15 00:52:56
Subject: Re:Weaknesses of the new grey knight codex
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Storm Trooper with Maglight
Milwaukee, WI
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schadenfreude wrote:Magister187 wrote:Your maths are off, but you are in a sense accurate. The alternative to them not being limited is pure madness, so by default they must be limited.
3 Servitors costs 30 points
99 Servitors costs 990 points split into 33 groups of 3.
Warriors cost 5 points with a botgun.
150 of them costs 750 points ooops my math was off
99 of them costs 145 points in 33 groups of 3.
Cortez as I shall mockingly call him until the issue gets FAQ'd +99 servitors + 99 boltgun warriors<1750 points
That's not madness, it's pure uncut madness.
I got 99 servies but an =I= ain't one?
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18th Gamtilla Secundus Dragoon Guards Regiment: “The Lord Governor’s Own” |
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