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![[Post New]](/s/i/i.gif) 2012/08/24 18:44:47
Subject: 6th Edition and GK changes - revisited
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Very well, then disregard my shoddy advice gentlemen, apologies all around.
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![[Post New]](/s/i/i.gif) 2012/08/24 18:50:28
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Easy mistake mate, hell, as I've just displayed, I don't know which discipline from which unless it is Divination.
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![[Post New]](/s/i/i.gif) 2012/08/24 19:15:05
Subject: 6th Edition and GK changes - revisited
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Dakka Veteran
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Godless-Mimicry wrote:Easy mistake mate, hell, as I've just displayed, I don't know which discipline from which unless it is Divination.
Yeah. Most of my reasoning goes "Oh he has psychic powers? We'll I'll pick from divination then" these days. Just so good.
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![[Post New]](/s/i/i.gif) 2012/08/25 05:01:48
Subject: Re:6th Edition and GK changes - revisited
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Dakka Veteran
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Posted this over in the army list section and have not received any replies, an this is a tactics question. I am going to be running this list against Orcs, my opponent knows what I am bringing, and I know that he can build just about any Orc build there is. I am sure to see Defcoptas, Lootaz, and Biker Nobz. Now here is where the question on tactics comes in, the mission is the relic, basically get to the objective first and hold on for dear life. With only that goal in mind, how do you think Draigo an friends will fare? The Dreadknights job is the get the objective and then run like hell back to Draigo. I have 63 extra points and I am thinking about sticking Draigo behind an Aegis defense line for cover saves against any Str 8 Ap2 stuff he brings, and try to LOS any low AP stuff to Draigo.
Draigo 275pts
Coteaz 100pts
Techmarine: rad grenades, Blind Grenades - 105pts
10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750
3x Warrior Acolytes 12pts
Stormraven w/ TL Assault Cannon, TL Heavy Bolter, Hurricane Bolters, Psybolt Ammo 255pts
Stormraven w/ TL Plasma Cannon an TL Multi Melta 205pts
Dreadknight : personal teleporter, heavy incinerator - 235
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This message was edited 1 time. Last update was at 2012/08/25 05:02:18
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![[Post New]](/s/i/i.gif) 2012/08/25 07:22:18
Subject: Re:6th Edition and GK changes - revisited
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Veteran Inquisitorial Tyranid Xenokiller
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Godless-Mimicry wrote: felixcat wrote:The unit does have the same save mate.
Draogo has a 3+ inv and paladins a 5+ inv or am reading this incorrectly? Thus any wound that is AP2 or lower would be allocated after saves, no? So plasma , starcannon, melta, las, etc., cannot be allocated after saves.
Yes but this is only for AP2 wounds (and AP1 of course). Otherwise they have the same save and you can throw out the LOS after saves. Still, I find it moot, as I would rather take as much as possible on Draigo without killing him anyway; I mean, it takes 12 AP1 or AP2 wounds to kill him, and 24 of any other AP. On average of course.
Maybe my group plays it a little different. We don't assume that a unit has the same or different save on a case by case difference. I our eyes, when you look at paladins and draigo, the paladins have 2+/5++, draigo has 2+/3++. Therefore the unit is a mixed armor unit at all times. I believe this si the way the rules are meant to be played, not based on the weapon being shot at them.
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Inquisitor Jex wrote:Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.
Peregrine wrote:So the solution is to lie and pretend that certain options are effective so people will feel better? |
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![[Post New]](/s/i/i.gif) 2012/08/25 12:05:18
Subject: Re:6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Coyote81 wrote: Godless-Mimicry wrote: felixcat wrote:The unit does have the same save mate.
Draogo has a 3+ inv and paladins a 5+ inv or am reading this incorrectly? Thus any wound that is AP2 or lower would be allocated after saves, no? So plasma , starcannon, melta, las, etc., cannot be allocated after saves.
Yes but this is only for AP2 wounds (and AP1 of course). Otherwise they have the same save and you can throw out the LOS after saves. Still, I find it moot, as I would rather take as much as possible on Draigo without killing him anyway; I mean, it takes 12 AP1 or AP2 wounds to kill him, and 24 of any other AP. On average of course.
Maybe my group plays it a little different. We don't assume that a unit has the same or different save on a case by case difference. I our eyes, when you look at paladins and draigo, the paladins have 2+/5++, draigo has 2+/3++. Therefore the unit is a mixed armor unit at all times. I believe this si the way the rules are meant to be played, not based on the weapon being shot at them.
If that's how your group agrees to play it, then that's awesome for ye. But the rules are that LOS is based on the save to be taken. So if they all have 2+ armour but different invul., the time of declaration of LOS is dependant on which save you have to take. But as I said, I'm not going to dispute your group's right to play it as ye want, and after all, this isn't a rules forum.
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![[Post New]](/s/i/i.gif) 2012/08/25 12:49:51
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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What does it matter if they have the same save though?
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![[Post New]](/s/i/i.gif) 2012/08/25 12:52:43
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Not sure I understand yor question but I will try and answer it. If a unit all have to take the same save, you take all of your saves, and then can declare LOS for any fails. If the unit have to take saves that differ, such as Draigo's Storm Shield and the Paladins TDA, then all LOS must be declared before the saves are taken.
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![[Post New]](/s/i/i.gif) 2012/08/25 13:48:27
Subject: 6th Edition and GK changes - revisited
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Regular Dakkanaut
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I mean, how does the order in which you do LOS/saves matter if the save is the same?
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![[Post New]](/s/i/i.gif) 2012/08/25 14:08:12
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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killerdou wrote:I mean, how does the order in which you do LOS/saves matter if the save is the same?
It doesn't, so far as I can see, so long as the save in question is the same.
That said, when dealing with a unit of ten paladins, Draigo and Coteaz, I find it's faster for me, and clearer for my opponent, if I take saves and LOS! rolls one at a time as appropriate rather then batch rolling, especially in assaults where often I have so many sorts of saves (2+, 2++, 3++, 4+, 5+, -) that keeping track of batches becomes confusing to my feeble brain (which is generally concentrating on how best to LOS! rather than wanting to worry about how many rolls I can LOS! before and after saves.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 14:59:30
Subject: Re:6th Edition and GK changes - revisited
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Fixture of Dakka
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LOS is somewhat complicated, but once you do it a few times, it's easy to get the hang of.
Say a tact squad with plasma and lascannon fires at Draigo's unit.
Against the regular bolters, everyone in the unit has a 2+ against them so you roll their saves first. Then afterwards, you can do LOS to re-allocate the unsaved wounds.
Then when it comes to the lascannon and plasma shots, your unit has different saves. Draigo is 3++ while everyone else is 5++. Thus, against the AP2 shots, the unit is a unit with mixed saves. Now you have to declare LOS first before rolling your saves.
Automatically Appended Next Post: valace2 wrote:Posted this over in the army list section and have not received any replies, an this is a tactics question. I am going to be running this list against Orcs, my opponent knows what I am bringing, and I know that he can build just about any Orc build there is. I am sure to see Defcoptas, Lootaz, and Biker Nobz. Now here is where the question on tactics comes in, the mission is the relic, basically get to the objective first and hold on for dear life. With only that goal in mind, how do you think Draigo an friends will fare? The Dreadknights job is the get the objective and then run like hell back to Draigo. I have 63 extra points and I am thinking about sticking Draigo behind an Aegis defense line for cover saves against any Str 8 Ap2 stuff he brings, and try to LOS any low AP stuff to Draigo.
Draigo 275pts
Coteaz 100pts
Techmarine: rad grenades, Blind Grenades - 105pts
10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750
3x Warrior Acolytes 12pts
Stormraven w/ TL Assault Cannon, TL Heavy Bolter, Hurricane Bolters, Psybolt Ammo 255pts
Stormraven w/ TL Plasma Cannon an TL Multi Melta 205pts
Dreadknight : personal teleporter, heavy incinerator - 235
The problems here is your scoring units. Simply put, you just don't have enough. Too much potatoes (support units, mega-expensive troop) and not enough meat (scoring units).
I don't recommend the Apothecary because that unit is already so hard to kill. I also don't recommend the techmarine for the same reason. Who in their right minds would want to assault that unit?!? Just kill off the support units instead.
If it were me, I'd try to make the army a little more balanced. Personally, I'd drop the techie and 1 stormraven (the cheaper one) in order to get more scoring units in there (or even for a 2nd dreadknight, at least he can be made scoring with Grand Strategy). If I need the points, I'd drop the Apothecary as well.
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This message was edited 1 time. Last update was at 2012/08/25 15:09:16
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![[Post New]](/s/i/i.gif) 2012/08/25 15:18:26
Subject: Re:6th Edition and GK changes - revisited
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Dakka Veteran
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See in any other mission your advice would be sound, but this is the Relic, mission #6 in the BRB. Basically you are playing keep away with the only objective in this mission, don't need scoring units. Draigo makes the DK scoring he jumps grabs the relic and then runs back to Draigo an friends.
So my question is, how much punishment can Draigo an friends actually take. If the DK lives after hopefully getting the relic back to Draigo, I shunt him at the best target, prolly Lootaz or Coptaz. The Storm Ravens come in and mulch up the hordes.
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![[Post New]](/s/i/i.gif) 2012/08/25 15:22:22
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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But the above army is specifically tailored to The Relic, so toughening the squad that will hold the relic can only be a good thing.
As a general rule though, while i wouldn't take the techmarine, I think you're wrong about the apothecary. FNP is marginally useful to the squad but very useful to Draigo who, with its aid, should save another couple of paladins. I never thought the apotyecary worth his points in 5th but now for a large squad led by Draigo, I think he's a bargain.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 15:25:35
Subject: Re:6th Edition and GK changes - revisited
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Longtime Dakkanaut
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The problems here is your scoring units. Simply put, you just don't have enough. Too much potatoes (support units, mega-expensive troop) and not enough meat (scoring units).
This has been my concern. I feel we need scoring units and thus GKSS are in some ways better than Paladins albeit not as durable. I can combat squad three GKSS units if needed (after assigning psybolt) and I'm not sure you want to combat squad pallies at all. I also wonder why tech marines are so popular. I'm not going to rehash what has been stated already in this thread though. That is not to say you should not use paladins if you like them. They are a powerful force on the table top that soaks fire and puts out good damage. They are pita to take out and annoying and distracting for sure. Below 1850 I find them difficult to use myself without hurting the rest of my list. Coteaz is a great HQ choice . But why just three acolytes? I would either use them in razors (which this list does not support) or I would beef them up to do some damage (jokaero or plasma servitors?)
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![[Post New]](/s/i/i.gif) 2012/08/25 15:37:57
Subject: 6th Edition and GK changes - revisited
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Dakka Veteran
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Blood and Slaughter wrote:But the above army is specifically tailored to The Relic, so toughening the squad that will hold the relic can only be a good thing.
As a general rule though, while i wouldn't take the techmarine, I think you're wrong about the apothecary. FNP is marginally useful to the squad but very useful to Draigo who, with its aid, should save another couple of paladins. I never thought the apotyecary worth his points in 5th but now for a large squad led by Draigo, I think he's a bargain.
Against Orcs with lots of low strength weapons, I think the apothecary is worth his points in this mission. As far as the techmarine goes, I like him for busting down the Nobz to T4 and to negate attacks with the Blind grenades. If you were to take him out, what would you put in his place that would work for the Relic. I need Draigo's squad to dig in and stay alive for 6 turns. In a perfect world I would get foreboding with Coteaz, but I think the Techmarine helps with his flamer and plasma shots at close range.
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![[Post New]](/s/i/i.gif) 2012/08/25 15:39:39
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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So my question is, how much punishment can Draigo an friends actually take
A lot.
I've just juggled my 2000 point list a little to add Coteaz to it but in my games so far my paladin squad has never taken more than 50% casualties and on two occasions has basically won the game by itself almost regardless of supports. Now granted so far it has won Relic x 2, Purge x 1, Scouring x 2, Big Guns (5 objectives) x 1 and lost Crusade (3 objectives) x 1, so the bulk of the wins have been well suited to the list (though I don't think high numbers of objectives games are as bad as folk tend to think for this sort of list -- it's Emperor's Will that I'm cautious about). For what it's worth, opponents have been Templars, Necrons, Space Wolves, Mech/Vendetta Imperial Weaklings, Space Fairy/Evil Space Faerie alliance, Only the Space Wolf player is someone I'd expect to beat regularly rather than the game being roughly equal. All lists bar the Space Wolf one built with competition in mind. Sole loss to Necrons. Now I wouldn't read a huge amount into a small number of games involving a small number of polayers while the edition is still young and everyone's puzzling out the best way to handle the new horror units. But ten paladins, including apothecary and stave, led by Draigo with Coteaz tagging along is not only ridiculously tough, it hits hard too (thanks to prescience)
Coteaz adds hugely to the killing power of the paladin unit, Prescience much reducing the time it takes them to chew up enemy units with 2+ armour.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 15:39:58
Subject: Re:6th Edition and GK changes - revisited
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Dakka Veteran
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felixcat wrote:This has been my concern. I feel we need scoring units and thus GKSS are in some ways better than Paladins albeit not as durable. I can combat squad three GKSS units if needed (after assigning psybolt) and I'm not sure you want to combat squad pallies at all. I also wonder why tech marines are so popular. I'm not going to rehash what has been stated already in this thread though. That is not to say you should not use paladins if you like them. They are a powerful force on the table top that soaks fire and puts out good damage. They are pita to take out and annoying and distracting for sure. Below 1850 I find them difficult to use myself without hurting the rest of my list. Coteaz is a great HQ choice . But why just three acolytes? I would either use them in razors (which this list does not support) or I would beef them up to do some damage (jokaero or plasma servitors?)
The 3 acolytes are there because I need a dirt cheap 2nd troop choice. As Coteaz goes with Draigo servitors are out of the question and I don't have the points or models for the jokaero, although they would be nice. The Storm Ravens provide the ranged sniping though.
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This message was edited 1 time. Last update was at 2012/08/25 15:40:40
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![[Post New]](/s/i/i.gif) 2012/08/25 15:41:59
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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Valace, my comments about the apothecary were directed to jv2. I'd never take the apothecary out of a 10 man paladin squad. Ever. Assuming 2000 points available (maybe even as low as 1750). And that goes double if the mission is Relic.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 17:05:41
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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The scoring situation for general lists brought up by jy2 and felixcat are spot on. Too many lists are trying to minimise Troops, but despite the fact that you only need a lot of Troops for 1 of the 6 missions (2-3 missions depending on your FA and HS choices), you still need to account for the fact that most units are more killy in this edition, and so those Troops are harder to keep alive.
This is why I mix it up; I have 5 Paladins with Draigo, but I also have 2 full Strike Squads also, for a potential 5 scoring units, not counting Grand Strategy (which I think is best used for other options now). This gives multiple scoring units, while allowing at least 1 to be sturdy enough to last it. While I love Paladins, I think more than 5 with Draigo is too much, as you move into rock-paper-scissors territory.
Balance is the new filth, as they say.
BTW, I've noticed a lot of discussions hinging on the fact that different people play different points values at the moment, since a norm. hasn't yet been established, so for the record, I play 1999pts normally with the least being 1850pts, so anything I say is coming from that stand point.
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This message was edited 1 time. Last update was at 2012/08/25 17:10:23
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![[Post New]](/s/i/i.gif) 2012/08/25 17:23:06
Subject: Re:6th Edition and GK changes - revisited
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Fixture of Dakka
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jy2 wrote:At 1500:
Coteaz
10x Strikers - 2x Psycannons, Psybolt, Hammer - 250
10x Strikers - 2x Psycannons, Psybolt, Hammer
10x Strikers - 2x Psycannons, Psybolt, Hammer
10x Strikers - 2x Psycannons, Psybolt, Hammer
Psyfleman - 135
Psyfleman
Aegis Defense Line - Quad-guns - 100
1470
Ok, just got in a test game using my GK foot-list. This is what I ended up bringing.
Coteaz (Divination, Warlord)
Xenos Inquisitor - Level 1 Psyker, Force Sword, Psyka-troke Grenades (Divination)
10x Strike Squad - 2x Psycannons, Psybolt Ammo
10x Strike Squad - 2x Psycannons, Psybolt Ammo
10x Strike Squad - 2x Psycannons, Psybolt Ammo
10x Strike Squad - 2x Psycannons, Psybolt Ammo
Psyfleman Dreadnought - 2x TL-Autocannons, Psybolt Ammo
Psyfleman Dreadnought - 2x TL-Autocannons, Psybolt Ammo
Aegis Defense Line - Quad-guns
Basically, my army relies on shooting buffed by psychic powers. With good shooting and decent assault, it's only real weakness is its mobility, which I will compensate for by deepstriking 1, maybe 2 units of strikers. You can check the batrep here:
http://www.dakkadakka.com/dakkaforum/posts/list/472234.page
Automatically Appended Next Post: valace2 wrote:See in any other mission your advice would be sound, but this is the Relic, mission #6 in the BRB. Basically you are playing keep away with the only objective in this mission, don't need scoring units. Draigo makes the DK scoring he jumps grabs the relic and then runs back to Draigo an friends.
So my question is, how much punishment can Draigo an friends actually take. If the DK lives after hopefully getting the relic back to Draigo, I shunt him at the best target, prolly Lootaz or Coptaz. The Storm Ravens come in and mulch up the hordes.
In all my armies, I try to look at it from a balanced, Take-All-Comer's perspective. Because today, you may be facing orks in the Relic, but what about tomorrow? So my advice is usually from the perspective of how to make the army a TAC one that you should be able to run against any other army in any mission. But it is perfectly fine to tailor your list to the enemy and mission. I just don't really recommend it and my advice usually reflects that.
Blood and Slaughter wrote:But the above army is specifically tailored to The Relic, so toughening the squad that will hold the relic can only be a good thing.
As a general rule though, while i wouldn't take the techmarine, I think you're wrong about the apothecary. FNP is marginally useful to the squad but very useful to Draigo who, with its aid, should save another couple of paladins. I never thought the apotyecary worth his points in 5th but now for a large squad led by Draigo, I think he's a bargain.
My concern isn't whether FNP is good/useful or not. I know it's good and will use it in larger games (think 2500 or Apoc).
The problem is that it just discourages your opponent (if he is competent) from shooting at your deathstar. In turn, this encourages him to focus on your support unit which is what you don't want. Your deathstar is already so hard to kill. If you make it any harder, your opponent will just start to ignore it. You want him to focus his offense on your deathstar because they can take it. Your support units can't! That's how you beat deathstar armies. Focus on the support and ignore the deathstar (as long as you have the mobility to get away from it). How much can they kill anyways if they don't get a multi-charge?
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This message was edited 1 time. Last update was at 2012/08/25 17:33:07
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![[Post New]](/s/i/i.gif) 2012/08/25 17:35:33
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Well you summed it up well, you've got all the guns and bodies in the world, but the game will come down to whether or not those guns and bodies can take down the Scythes. I like the list, but would be uncomfortable myself without flyers; then again I play with 499pts more than this, so I could just add 2 Ravens with points to spare.
Looking forward to seeing how that works out.
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![[Post New]](/s/i/i.gif) 2012/08/25 18:01:35
Subject: 6th Edition and GK changes - revisited
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Longtime Dakkanaut
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I'm a big fan of foot lists too. But some codexes really don't put out the dakka in a foot list and feel awkward. I like the list jy2.
As has been mentioned GK do stand up well on their own ( not that they don't work well in allied forces) but other codexes could use a GK boost to make them considerably stronger
The more I examine GK I start to think of how they work as allied detachments rather than primary. I have been playing GK as primary with eldar as an attachment in a modified MC list. I'm going to reverse it at 2000.
My reasoning is that I want to cherry pick allies to improve my list. Otherwise allies have no purpose. Rather than 3 DKs and 1 WL I'll use 1 DK and 3 Scatter Wls to get an Eldrad/Avatar combo fit in. I still get 20 GKSS in the list and lots of scatterlaser guardian squads.
.
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![[Post New]](/s/i/i.gif) 2012/08/25 18:05:56
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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But surely an Eldar/GK alliance basically renders useless the GK psychic powers as they'll be taken on 3d6 with perils for failure?
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 20:03:46
Subject: Re:6th Edition and GK changes - revisited
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Yeah, until the FAQ comes out when assuredly they will make it so RoW only effects the actual enemy models(and possably Desperate Allies too)
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/08/25 20:12:42
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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Yeah, until the FAQ comes out when assuredly they will make it so RoW only effects the actual enemy models(and possably Desperate Allies too)
Two chances of that happening.
Slim and fat.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 20:31:49
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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Blood and Slaughter wrote:Yeah, until the FAQ comes out when assuredly they will make it so RoW only effects the actual enemy models(and possably Desperate Allies too)
Two chances of that happening.
Slim and fat.
I couldn't agree more. Allies of Convenience being classed as enemy units was implemented for a reason. They aren't going to circumvent that by simply FAQ'ing out all meaning to it.
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![[Post New]](/s/i/i.gif) 2012/08/25 20:47:27
Subject: Re:6th Edition and GK changes - revisited
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Blood Angel Terminator with Lightning Claws
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I just hope that Allies of Convenience can at least be scoring. At the moment RAW makes it seem as such, but its still vague.
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![[Post New]](/s/i/i.gif) 2012/08/25 21:06:56
Subject: 6th Edition and GK changes - revisited
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Excited Doom Diver
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The troops choices for Allies of Convenience are scoring, no question. It's only Allies of Desperation that are neither scoring nor denial.
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Follow these two simple rules to ensure a happy Dakka experience:
Rule 1 - to be a proper 40K player you must cry whenever a new edition of the game is released, and always call opposing armies broken when you don't win.
Rule 2 - Games Workshop are always wrong and have been heading for bankrupcy within 5 years since the early 90s. |
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![[Post New]](/s/i/i.gif) 2012/08/25 21:08:02
Subject: Re:6th Edition and GK changes - revisited
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Dakka Veteran
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I just finished up my game, it was close, my paladins managed to kill off Ghazgull an 18 man squad, a 6 man squad, and a 5 man biker nob squad. He managed to get to the relic first, my storm ravens did well, but it ended on turn 5 an he had 6 boys still holding the objective, just my frikin luck. He had a shock attack gun which was a pain in the ass all game. His last round of shooting he managed to pie plate me at str 8, Draigo was in front and he made 5 3+ invulns, it was awesome. I made a mistake though the 6 boys were back in a truck in some trees and I sent both Storm Ravens hovering after it, the MM shot just stunned the damn thing, and the 2nd Raven managed to wreck it, I should have shot what was left of Draigo's squad into it, an then fired the Storm Raven into the remaining 6 boys. I didn't anticipate the game ending and didn't want Draigo trying to make a bunch of shock attack saves so I ran em towards the 6 boys instead. If the game hadn't ended I would have killed off the remaining 6 and I would have won 2-1 instead of losing 4-2. Kinda sucks but thats my luck. Draigo's force did very very well, but were bogged down most of the game, in the combat before he was killed Ghazgull made 10 saves. I was able to kill him the next round though.
I played a version of this list against a BA player and it did very very well. I like this list for the Relic and don't think I need to change it.
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This message was edited 1 time. Last update was at 2012/08/25 21:11:26
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![[Post New]](/s/i/i.gif) 2012/08/25 21:36:31
Subject: 6th Edition and GK changes - revisited
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Devestating Grey Knight Dreadknight
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So ye determine which mission ye are playing always before building lists? That kinda takes away from the game a bit; ye'll never really learn that way.
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