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I would say that Grey Knights are a very powerful codex without too much in the way of weakness. Let's face it, even an army built from the less stellar units will be solid.
One of the ideas that intrigues me is is an army built from second/third tier Grey Knight units. Something like.
All 2+ and able to deep strike, combat squadding to maximise coverage. Not hugely impressive, I think I could get 5 full strike squads for the same price, but it would satisfy my inner terminator craving.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
I find passive aggressive messages in people's signatures quite amusing.
DPBellathrom wrote:many of you are talking about GKs not being killable in CC and that no matter what unit you send in they will die........
GKs are very choppy units......
why not just shoot them :? last time I checked that was the best tactic against choppy units....... I mean, god help them if you have any AP2 weapons
That's why GK are OP.
If tau/IG try to out-shoot them, they'll run up and bash them to death.
Against strong melée armies, they'll simply hang back and blow them up. It's stupid.
thats why you shoot them before they get to you .........
my little space marine army, now 20% cooler http://www.dakkadakka.com/dakkaforum/posts/list/424613.page school league:
round 1 2011 W/2 L/1 D/0 round 1 2012 : W/2 L/1 D/0
round 2 2011 W/3 L/0 D/0 round 2 2012 W/3 L/0 D/0
round 3 2011: W/2 L/0 D/1 round 3 2012 W/4 L/0 D/0
school league champions 2011 school league champions 2012 "best painted army, warhammer invasion 2012/2013
DPBellathrom wrote:many of you are talking about GKs not being killable in CC and that no matter what unit you send in they will die........
GKs are very choppy units......
why not just shoot them :? last time I checked that was the best tactic against choppy units....... I mean, god help them if you have any AP2 weapons
That's why GK are OP.
If tau/IG try to out-shoot them, they'll run up and bash them to death.
Against strong melée armies, they'll simply hang back and blow them up. It's stupid.
thats why you shoot them before they get to you .........
That's why many people think they're OP. On top of their CC capabilities, they can dakka with the best of them. Their primary weakness SHOULD be unit expense, but strong units like Purifiers and Paladins, though expensive, are not PROHIBITIVELY expensive. Why are Land Raiders a not-so-common choice? Not because they're priced to their abilities. They're priced OVER what they can do, for the sole reason of keeping people from spamming and abusing them. The same should have applied with many of the units in the GK codex. Unfortunately, it didn't.
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
10 points more. If you're going to defend a blatently over-powered codex, at least read what people say.
Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
10 points more. If you're going to defend a blatently over-powered codex, at least read what people say.
I'm starting to get the suspicion that Walrus is one of those people who insist that the game is well balanced and that the deficiences of certain armies can be easily overcome with the proper amount of skill.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
10 points more. If you're going to defend a blatently over-powered codex, at least read what people say.
...that's what I said. Maybe you should take your own advice to heart?
Kain wrote:
Joey wrote:
AlmightyWalrus wrote:
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
10 points more. If you're going to defend a blatently over-powered codex, at least read what people say.
I'm starting to get the suspicion that Walrus is one of those people who insist that the game is well balanced and that the deficiences of certain armies can be easily overcome with the proper amount of skill.
The Grey Knight Codex is too powerful, but I don't see the point in complaining about the stuff that doesn't make it so. I'd agree wholeheartedly with anyone complaining about halberds, psychotroke grenades, cleansing flame or Psyflemen, for example.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
Defeatmyarmy wrote:Oh come now, GK are not OP, I tie them everytime with my Wraithweinies lol.
Personal anectdotes=/=Evidence as to whether a codex is overpowered or not. This is the realm of list and mathammer, and the grey knights dominate in both. I6 is murderlicious on basic infantry with force weapons and multiple attacks each. And that's just the start of things.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
The Grey Knight Codex is too powerful, but I don't see the point in complaining about the stuff that doesn't make it so. I'd agree wholeheartedly with anyone complaining about halberds, psychotroke grenades, cleansing flame or Psyflemen, for example.
Sadly enough, the only reason Halberds are actually OP is because the purifiers get them at the cheap rate of 2 per model, while Strike Squads get them at 10 per model, thus the reasoning that purifiers are cheaper than actual strike squads once kitted out. Cleansing flame is just the added cake.
Psyflemen were a horrible, horrible mistake. 4 S8 Twin linked shots? At only How much? On a platform that'll resist shaken/stunning on How good an odds? And it's not much more expensive than any of the power armored codexs!?
Defeatmyarmy wrote:Oh come now, GK are not OP, I tie them everytime with my Wraithweinies lol.
Personal anectdotes=/=Evidence as to whether a codex is overpowered or not. This is the realm of list and mathammer, and the grey knights dominate in both. I6 is murderlicious on basic infantry with force weapons and multiple attacks each. And that's just the start of things.
Since when are Purifiers basic infantry though? Last I looked they were elites unless you take Crowe.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
Defeatmyarmy wrote:Oh come now, GK are not OP, I tie them everytime with my Wraithweinies lol.
Personal anectdotes=/=Evidence as to whether a codex is overpowered or not. This is the realm of list and mathammer, and the grey knights dominate in both. I6 is murderlicious on basic infantry with force weapons and multiple attacks each. And that's just the start of things.
Since when are Purifiers basic infantry though? Last I looked they were elites unless you take Crowe.
Strike squads can take Halberds to get an initiative better than most other units do when they charge.
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
Defeatmyarmy wrote:Oh come now, GK are not OP, I tie them everytime with my Wraithweinies lol.
Personal anectdotes=/=Evidence as to whether a codex is overpowered or not. This is the realm of list and mathammer, and the grey knights dominate in both. I6 is murderlicious on basic infantry with force weapons and multiple attacks each. And that's just the start of things.
Since when are Purifiers basic infantry though? Last I looked they were elites unless you take Crowe.
Strike squads can take Halberds to get an initiative better than most other units do when they charge.
Strike Squads also have 1 attack each. Any dedicated melee unit stands a good chance of killing a Strike Squad in melee, it's when you get Purifiers with halberds that things start to look bleak, although far from impossible.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
Well, fine. It looks like Psychic Hoods on the models to me.
And in the case of Strike Squads, that's accurate compared to Tacs.
BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
Well, fine. It looks like Psychic Hoods on the models to me.
You really, really need to stop inventing stuff. Yes, they have what "looks" to be like Psychic hoods on models. They obviously haven't got Psychic hoods though, which you had known if you had bothered to spend few minutes researching it.
BlapBlapBlap wrote:And in the case of Strike Squads, that's accurate compared to Tacs.
Except it's not accurate comparison. Un-kitted 10 man Strike squad is 200 points. 10 man Tactical squad is 170 points and has free flamer and heavy bolter/MM/missile launcher.
Yes, it is true for 5 man squad, but 5 man tac squads are overcosted heavily.
Note: Purifier weapon options are obviously heavily undercosted. Same goes for Psybolt ammo on dreads. They're not alone in this: GH, Wraiths, Scarabs and Missile Launcher Long Fangs are all units that everyone agrees to be heavily undercosted.
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
Well, fine. It looks like Psychic Hoods on the models to me.
You really, really need to stop inventing stuff. Yes, they have what "looks" to be like Psychic hoods on models. They obviously haven't got Psychic hoods though, which you had known if you had bothered to spend few minutes researching it.
You really, really need to stop getting worked up over little points. I don't play GK. I don't know. But now I do, OK?
Luide wrote:
BlapBlapBlap wrote:And in the case of Strike Squads, that's accurate compared to Tacs
Except it's not accurate comparison. Un-kitted 10 man Strike squad is 200 points. 10 man Tactical squad is 170 points and has free flamer and heavy bolter/MM/missile launcher.
Yes, it is true for 5 man squad, but 5 man tac squads are overcosted heavily.
Note: Purifier weapon options are obviously heavily undercosted. Same goes for Psybolt ammo on dreads. They're not alone in this: GH, Wraiths, Scarabs and Missile Launcher Long Fangs are all units that everyone agrees to be heavily undercosted.
Fine, fine. You win. The point I was making is that a GK has far better equipment than a regular marine, yet without the premium price tag that should come along with such things. You're still paying 30pts extra for Storm Bolters, Power Weapons and Psyker abilities. So that's 3pts a model more for that much more.
BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
Whowhoa, you're right, dude. And Luide wasn't disagreeing with your main point, he was nit-picking detail errors is all. Luide isn't saying GK is not overpowered, unless he's debating the definition of "overpowered".
GK is overpowered, because their effectiveness doesn't have a counter - they're good in all situations. They do get amazing abilities for virtually free, whatever the details are. We could go into the "undercosted" units listed but it's obvious they have counters the GK units don't.
Whowhoa, you're right, dude. And Luide wasn't disagreeing with your main point, he was nit-picking detail errors is all. Luide isn't saying GK is not overpowered, unless he's debating the definition of "overpowered".
GK is overpowered, because their effectiveness doesn't have a counter - they're good in all situations. They do get amazing abilities for virtually free, whatever the details are. We could go into the "undercosted" units listed but it's obvious they have counters the GK units don't.
Countrary to popular belief, dedicated assault units maul Purifiers quite badly unless the Purifiers ignore taking Psycannons, which means they're losing against shooty enemies instead. Assuming the standard loadout of 5 Halberds, 1 hammer and 4 cannon a 30-man boyz squad will actually win combat if they get the charge off, as will a whole lot of other units. The issue is getting the charge before you're shot to pieces.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
Whowhoa, you're right, dude. And Luide wasn't disagreeing with your main point, he was nit-picking detail errors is all. Luide isn't saying GK is not overpowered, unless he's debating the definition of "overpowered".
GK is overpowered, because their effectiveness doesn't have a counter - they're good in all situations. They do get amazing abilities for virtually free, whatever the details are. We could go into the "undercosted" units listed but it's obvious they have counters the GK units don't.
Countrary to popular belief, dedicated assault units maul Purifiers quite badly unless the Purifiers ignore taking Psycannons, which means they're losing against shooty enemies instead. Assuming the standard loadout of 5 Halberds, 1 hammer and 4 cannon a 30-man boyz squad will actually win combat if they get the charge off, as will a whole lot of other units. The issue is getting the charge before you're shot to pieces.
Point is, possibly losing to a 30-man boyz squad in CC is actually pretty darn good. Sometimes better than any unit in another army's codex.
You see that "heavily undercosted" Wriath dedicated CC unit up there Luide was pointing out? The one that comes in at 45pts per model w/whip coils? That's the best CC unit in my army. It can't touch the boyz unit. If your Purifier unit can beat it, in CC, it's a CC unit. The problem is that it not only can beat the Wraiths too, it'll shoot them (or something else it chooses) to shreds before making contact.
Whowhoa, you're right, dude. And Luide wasn't disagreeing with your main point, he was nit-picking detail errors is all. Luide isn't saying GK is not overpowered, unless he's debating the definition of "overpowered".
GK is overpowered, because their effectiveness doesn't have a counter - they're good in all situations. They do get amazing abilities for virtually free, whatever the details are. We could go into the "undercosted" units listed but it's obvious they have counters the GK units don't.
Countrary to popular belief, dedicated assault units maul Purifiers quite badly unless the Purifiers ignore taking Psycannons, which means they're losing against shooty enemies instead. Assuming the standard loadout of 5 Halberds, 1 hammer and 4 cannon a 30-man boyz squad will actually win combat if they get the charge off, as will a whole lot of other units. The issue is getting the charge before you're shot to pieces.
Point is, possibly losing to a 30-man boyz squad in CC is actually pretty darn good. Sometimes better than any unit in another army's codex.
You see that "heavily undercosted" Wriath dedicated CC unit up there Luide was pointing out? The one that comes in at 45pts per model w/whip coils? That's the best CC unit in my army. It can't touch the boyz unit. If your Purifier unit can beat it, in CC, it's a CC unit. The problem is that it not only can beat the Wraiths too, it'll shoot them (or something else it chooses) to shreds before making contact.
Unfortunately for the boyz after one round of shooting with four psycannons and 6 stormbolters, plus cleansing flame which always goes before the boyz, there will be maybe 10 boyz left to attack. No way they win against 10 purifiers.
To be fair, 30 (nob w/pk) boyz (215 points) vs 10 purifiers (295 points) isn't what I'd call a "fair" comparison.
Lets take more even comparison: 5 Purifiers (2x Psycannon, 2x halberd, Hammer) vs 19 orks (nob with PK) is the correct one.
I'm assuming that orks either take one round of shooting with no cover or 2 rounds of shooting with cover,
This leaves 12.6 orks left. Orks move closer, shoot pistols and kill 0.7 purifiers. Then they charge.
1) Purifiers use CC. 5.2 wounds, one is allocated to the nob. 4 Boyz die (4.3 - vs 8.2 left)
2) Halberds hit. 1 Boy dies (4.3 vs 7.2 left)
3) Boyz and Psycannons hit simultaneously. 0.5 boyz die and 2.33 marines die. (2 vs 6.7 left).
4) Hammer and PK hit at same time. 0.8 boyz and 1.7 marines die.
End of the fight, there is 0.3 Purifiers and 5.9 boyz left. As far as points go, this is even trade.
Now, what is true is that as the number of attacking orks increase, CF gets better So two 19 man mobs charging 10 man purifier squad will end in loss for boys. On average, there will be 1 purifier and 6 orks left standing and orks will fail their LD result.
Edit: This doesn't mean Purifiers aren't undercosted. They're able to handle very large range of threats and CF makes it practically impossible to steamroll them with hordes.
But people seem to have this "belief" that all GK units are as good as Purifiers in CC which is obviously not true. 5 man strike squad has 5 power weapon attacks and 1 normal attack when charged. Charging 5 man assault squad has 4 power weapon attacks and 12 normal attacks (total 8 power weapon attack equivalent).
This message was edited 1 time. Last update was at 2012/05/21 10:12:02
Again, you're picking nits, not objecting to the main point.
To reiterate, that's that the Purifiers are representative of why the GK codex fits for "which army is the most OP and UP" here. You're not actually arguing against that, are you?
The secondary point is that GK (and Purifiers) have very little rock/paper/scissors weakness. The secondary point in other words is that if a unit can be thrown into comparison with a boyz dedicated assault unit, it's a *good* CC unit. If it can stop a MSU's transport with its integral weaponry, it's a *good* AT unit. If it can stand off and focus fire with a couple of its buddies on a dedicated CC deathstar effectively, it's a *good* fire unit. And if you can dump it in an armored box & whip it around w/some cheap Henchman dude in another box, teaming up for self-covering, meanwhile pew pewing out the hatch w/the psycannon, thumbing your nose at stuns and shakes, it's a good unit that benefits from a good codex. It's not one good unit in a vacuum, in other words. It's representative.
Hmmmm....... I would have to say Grey Knights or mabye Space Puppys (Wolves) Or Vampire marines (Blood Angels)
In Apoc I would say vanilla marines.
I think that most wardian codexes are just OP or UP thanks to his thoughts on certain creatures. (Daemons)
This is a page however that I think is risky to talk about.
Also I know space wolves are not wardian, they are by Wards Wife Gram McNiel........stick to books Gram.
Automatically Appended Next Post:
Kain wrote:
Joey wrote:
AlmightyWalrus wrote:
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
10 points more. If you're going to defend a blatently over-powered codex, at least read what people say.
I'm starting to get the suspicion that Walrus is one of those people who insist that the game is well balanced and that the deficiences of certain armies can be easily overcome with the proper amount of skill.
Yes he is. Ive been seeing his name pop up on alot of these fighting pages.
This message was edited 1 time. Last update was at 2012/05/21 14:37:57
Luide wrote:To be fair, 30 (nob w/pk) boyz (215 points) vs 10 purifiers (295 points) isn't what I'd call a "fair" comparison.
Lets take more even comparison: 5 Purifiers (2x Psycannon, 2x halberd, Hammer) vs 19 orks (nob with PK) is the correct one.
I'm assuming that orks either take one round of shooting with no cover or 2 rounds of shooting with cover,
This leaves 12.6 orks left. Orks move closer, shoot pistols and kill 0.7 purifiers. Then they charge.
1) Purifiers use CC. 5.2 wounds, one is allocated to the nob. 4 Boyz die (4.3 - vs 8.2 left)
2) Halberds hit. 1 Boy dies (4.3 vs 7.2 left)
3) Boyz and Psycannons hit simultaneously. 0.5 boyz die and 2.33 marines die. (2 vs 6.7 left).
4) Hammer and PK hit at same time. 0.8 boyz and 1.7 marines die.
End of the fight, there is 0.3 Purifiers and 5.9 boyz left. As far as points go, this is even trade.
Now, what is true is that as the number of attacking orks increase, CF gets better So two 19 man mobs charging 10 man purifier squad will end in loss for boys. On average, there will be 1 purifier and 6 orks left standing and orks will fail their LD result.
Edit: This doesn't mean Purifiers aren't undercosted. They're able to handle very large range of threats and CF makes it practically impossible to steamroll them with hordes.
But people seem to have this "belief" that all GK units are as good as Purifiers in CC which is obviously not true. 5 man strike squad has 5 power weapon attacks and 1 normal attack when charged. Charging 5 man assault squad has 4 power weapon attacks and 12 normal attacks (total 8 power weapon attack equivalent).
my problem with this is that you have one of the most assault oriented units in game that are practically useless in shooting surviving a combat with 1/4 of their number which makes them easy to shoot and cause them to run and never come back wheres the purifiers can do some actual damage shooting or in assault
G00fySmiley wrote:my problem with this is that you have one of the most assault oriented units in game that are practically useless in shooting surviving a combat with 1/4 of their number which makes them easy to shoot and cause them to run and never come back wheres the purifiers can do some actual damage shooting or in assault
I don't read that example as anything but an illustration that a GK Purifier *can*, under contrived conditions, lose to a boyz unit. In real life the Purifiers will stalk and butcher the orks - they have the range advantage, they can dictate engagement terms. They can force the orks to move out of cover into fire, there's no way the orks get the charge b/c the Purifiers can advance, fire, and assault in the merge if they choose, they can take "a step back" and continue to fire if they choose, and the most likely scenario is they'll take advantage of being a midrange shooty codex and simply focus-fire with their friends, rendering the orky CC units combat ineffective while taking no losses themselves. At all.
That's perhaps the first time I'd see someone saying that, I'd think necrons would be the most OP what with scarabs and Imhotek "I BRING THE LIGHTNING".
BlapBlapBlap wrote:GK - Oh look, let's pay 10 points more for exactly the same unit, but with Psychic Hoods, Psychic Powers, Storm Bolters (So they can assault and shoot or shoot twice at 24") and Force Weapons.
If you're gonna QQ, at least get it right. They don't get Psychic Hoods and they cost a bit more than 10 points more per unit. Nice try though.
10 points more. If you're going to defend a blatently over-powered codex, at least read what people say.
I'm starting to get the suspicion that Walrus is one of those people who insist that the game is well balanced and that the deficiences of certain armies can be easily overcome with the proper amount of skill.
Yes he is. Ive been seeing his name pop up on alot of these fighting pages.
Reading comprehension will do you good in life, I suggest you try to use some in the future. Doesn't apply if you didn't even bother to read my response though.
For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back.
There's no such thing as an overpowered Codex. Some Codexes are easier to play than others, but no Codex as a whole is inherently overpowered or underpowered. Well, except Tau. They're badly in need of an update.
AnomanderRake wrote:There's no such thing as an overpowered Codex. Some Codexes are easier to play than others, but no Codex as a whole is inherently overpowered or underpowered. Well, except Tau. They're badly in need of an update.
see, this guy gets it :3
my little space marine army, now 20% cooler http://www.dakkadakka.com/dakkaforum/posts/list/424613.page school league:
round 1 2011 W/2 L/1 D/0 round 1 2012 : W/2 L/1 D/0
round 2 2011 W/3 L/0 D/0 round 2 2012 W/3 L/0 D/0
round 3 2011: W/2 L/0 D/1 round 3 2012 W/4 L/0 D/0
school league champions 2011 school league champions 2012 "best painted army, warhammer invasion 2012/2013
That's perhaps the first time I'd see someone saying that, I'd think necrons would be the most OP what with scarabs and Imhotek "I BRING THE LIGHTNING".
And Pylons, good god those things are absolute murdermachines. And of course the ever hated monolith phalanx. What's that? You're saying that my troops reviving on a 2+ is cheese? Well here, have doomsday monolith pieplates to the face.
This message was edited 1 time. Last update was at 2012/05/21 17:06:40
Midnightdeathblade wrote: Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.