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![[Post New]](/s/i/i.gif) 2012/09/12 18:14:22
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Longtime Dakkanaut
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You could run
plasma cannon servitor w/4 acolytes and Coteaz - 140
plasma cannon servitor w/4 acolyte and xenos inq. w/ conversion beamer 110
2 techamerines w/ conversion beamers 220
skyshield 75
Pretty good rock hard fire base and around 550 points. Should do a bit of damage. And no allies needed. Then a few squads of GKSS and some DKs to finish your list. All at 1500 points.
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This message was edited 1 time. Last update was at 2012/09/12 18:27:08
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![[Post New]](/s/i/i.gif) 2012/09/12 18:16:45
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Dakka Veteran
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daedalus-templarius wrote:valace2 wrote:If I were to Run Draigo an his Paladins I would do something like this.
Belial w/ TH/ SS 130pts
5x Upgraded Deathwing w/ 4x TH/ SS, Cyclone, and Apothecary 265pts
5x Deathwing w/ 4x TH/ SS and Cyclone 235pts
Draigo 275pts
10 paladins w/ 4 psycannon, apothecary, banner, stave, 4 hammers, 4 halberds or swords - 750
Dreadknight w/ Teleporter, Incinerator, an Greatsword 260pts
4 extremely hard scoring units, for a 1999 game I have around 85pts left over I dunno what I would do with them. I might even drop the Dreadknight add Coteaz to buff the Paladins and Draigo an add some weaklings.
This sounds fun; isn't there some online codex for DA somewhere?
Or is it just the original codex, but heavily FAQd?
Hard to fit into 1500pts, heh.
I would never consider running Draigo or Paladins at 1500pts, you just don't get enough bodies and armies like Guard can put a lot of long range fire on the table at 1500pts. . This is a 2k (1999 we don't use double FOC) list, I dislike playing anything under 1850 an prefer 2k.
The DA codex isn't bad but I am not gonna pick it up considering that there could be a new one out within a year an army builder gives me what I need for allies.
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![[Post New]](/s/i/i.gif) 2012/09/12 18:54:59
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Well, local tourneys have been 1500, and I don't really enjoy strikes much.
I will admit, 2 DKs at 1500 points is a bit much.
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![[Post New]](/s/i/i.gif) 2012/09/12 19:01:00
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Dakka Veteran
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Ah I see now my bad.
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![[Post New]](/s/i/i.gif) 2012/09/12 21:23:50
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Well I guess I might try:
Draigo
Coteaz
3 crusaders
5 Paladins, 2 Psycannons
Belial
5 Deathwing 3 Hammers, 1 LC, 1 Cyclone
Dreadknight Tele, Incinerator, Sword
Psyrifle Dread
If nothing else, it will be something fun and different. MOAR TERMINATOR TROOPS!
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This message was edited 2 times. Last update was at 2012/09/12 21:24:39
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![[Post New]](/s/i/i.gif) 2012/09/12 22:32:30
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Regular Dakkanaut
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My list for 1500 is:
Coteaz
Malleus w/ inferno rifle, mastery 1, power armour
Henchmen:
4x Bolter, 3x Plasma rifle, 2 jokaero, 3 servitors with plasma cannon
Henchmen:
4x Bolter, 3x Plasma rifle, 2 jokaero, 3 servitors with plasma cannon
Henchmen:
5x Bolter, 3x Plasma rifle, 4 crusaders, 1 basic chimera
10xGKSS, psi ammo, 2 psicannon
10xGKSS, psi ammo, 2 psicannon
Stormraven w/ melta, AC, hurricane, psi ammo
That's less than 1500, you've 20 or 30 spare points.
Untill now, I haven't lost with that list, the quantity of fire I shoot is obliterating, the GKSS by deepstrike are outstanding. No termi armours, yeah, but I don't need them at this point level.
You can change the plasma cannons of the servitors for HB, if you don't fight a lot of termi armours, and the ammount of fire will be better, and will have 60 more points to waste in whatever you want, another chimaera, for example.
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![[Post New]](/s/i/i.gif) 2012/09/13 02:28:27
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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In a TAC environment a good opponent will be able to exploit the fact that they know exactly where your two characters are going, and the fact they will have very little at most to protect them. The Servitors are the only weak link I see above however (though the Crusaders are probably unnecessary also.
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![[Post New]](/s/i/i.gif) 2012/09/13 20:16:22
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Dakka Veteran
NoVA
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I have some GK that I tried selling to my friends, but no one bought them. So naturally, I want to punish them for their poor judgement.
I mainly have the old models with the Halberds, so I was wondering what would be the best way to make a Crowe list work.
Would large units of 10 purifiers with 4 psycannons on foot work? Would it be worth combat squadding them, and maybe putting the assaulty half (halberds and a hammer) in a razorback, while having the 4 psycannon half sit in cover around midfield?
I have enough for about three full units of 10, with 4 psycannons each. The rest of my force is 2 psyriflemen dreads, 10 termies, 1 libarian, and 3 rhinos/razorbacks.
Any suggestions are welcome.
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Playing: Droids (Legion), Starks (ASOIAF), BB2
Working on: Starks (ASOIAF), Twilight Kin (KoW). Droids (Legion)
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![[Post New]](/s/i/i.gif) 2012/09/13 23:09:07
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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it works although i have found that its actually best to give Purifier squads 2 psycannons instead of 4. It gives you more melee punch. Not to mention 4 psycannons is often overkill.
I usually run 2-3 units of 10 Purifiers. Each with one hammer, 7 halberds, 2 psycannons, and psybolts. Sometimes they have Rhinos, sometimes they don't.
The unit costs 299 points and puts out 4-8 Psycannon shots and 16 Str5 bolter shots out. In melee they have Cleansing Flame, 14 I6 AP3 attacks, 4 I4 AP- attacks. and 2 Str8 AP2 I1 attacks. Its pretty good value for the points. Not to mention its scoring and can combat squad.
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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) 2012/09/13 23:59:34
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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with 4 psycannons, you can always combat squad them out and leave them in ruins as a serious fire platform though casualties are gonna be rough. The other 5 with their assault weapons will then forge ahead.
I just wish I had some better saves for the 4 psycannons. Fearless really hurts me as I really like to GtG with ATSKNF in my vanilla lists. 2+ cover save devesator teams have really started to change my lists
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/09/14 05:17:07
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Daemonic Dreadnought
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The advantage of 4 is for ack ack. If there are a lot of fliers don't combat squad and cast prescience on the unit. Best part is they can move and continue to snap fire in heavy 4 mode against fliers. 16 shots with rerolls to hit is more likely than not to knock most fliers out of the sky.
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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) 2012/09/14 11:59:14
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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sudojoe wrote:with 4 psycannons, you can always combat squad them out and leave them in ruins as a serious fire platform though casualties are gonna be rough. The other 5 with their assault weapons will then forge ahead.
I just wish I had some better saves for the 4 psycannons. Fearless really hurts me as I really like to GtG with ATSKNF in my vanilla lists. 2+ cover save devesator teams have really started to change my lists
I'm not familiar, is there an interaction between GtG and ATSKNF?
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This message was edited 1 time. Last update was at 2012/09/14 11:59:34
I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/09/14 12:20:36
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Hiding behind an Aegis gives your marines (i.e. devestators) a 2+ cover save
Fearless however, prevents you from doing this to save your purifiers. However, you can still GtG with purgation squads and strikes and get shots off at fliers like normal so it's something at least.
Edited due to poorly written information first time though.
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This message was edited 2 times. Last update was at 2012/09/14 13:34:03
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/09/14 13:02:14
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Regular Dakkanaut
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sudojoe wrote:when you rally with ATSKNF, you get your 3' rally move as well as your normal move and shoot as normal. You do not get the penalty for recovering from GtG which is snap fire only. Fearless unfortunately prevents you from GtG'ing.
Hiding behind an Aegis gives your marines (i.e. long fangs or other devestators) a 2+ cover save with essentially no backdraws on your turn as they auto rally as well.
You can do similarly with purgation squad but I find I still depend alot from Dreads for my long range fire power or they compete with DK's which I tend to like alot more now vs my vanilla list which is no longer using the land raider or pedator and has just a whirlwind for the barrage template (which if dies, I usually don't care but boy it can mess up some guys). The techmarine with the big guns (thunderfire) can also GtG similarly.
You need to explain this to me because I'm just not getting it.
1) It says in the BRB that GtG gives +1 to cover save....meaning marines would get a 3++, not 2++, behind an Aegis.
2) I can't find anywhere in the book that says you can recover from GtG automatically with ATSKNF. Nowhere does it say that you rally to recover from GtG. There's no leadership test or morale check...you just lose the ability to move and shoot normally, so how does ATSKNF protect you from that?
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![[Post New]](/s/i/i.gif) 2012/09/14 13:32:08
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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MadmanMSU wrote: sudojoe wrote:when you rally with ATSKNF, you get your 3' rally move as well as your normal move and shoot as normal. You do not get the penalty for recovering from GtG which is snap fire only. Fearless unfortunately prevents you from GtG'ing.
Hiding behind an Aegis gives your marines (i.e. long fangs or other devestators) a 2+ cover save with essentially no backdraws on your turn as they auto rally as well.
You can do similarly with purgation squad but I find I still depend alot from Dreads for my long range fire power or they compete with DK's which I tend to like alot more now vs my vanilla list which is no longer using the land raider or pedator and has just a whirlwind for the barrage template (which if dies, I usually don't care but boy it can mess up some guys). The techmarine with the big guns (thunderfire) can also GtG similarly.
You need to explain this to me because I'm just not getting it.
1) It says in the BRB that GtG gives +1 to cover save....meaning marines would get a 3++, not 2++, behind an Aegis.
2) I can't find anywhere in the book that says you can recover from GtG automatically with ATSKNF. Nowhere does it say that you rally to recover from GtG. There's no leadership test or morale check...you just lose the ability to move and shoot normally, so how does ATSKNF protect you from that?
P104, the defense lines and reference to barricades. You get 4+, then get +2 for GtG behind the defense line.
as to #2, I think I have gotten things mixed up in my head with combat tactics from vanilla marines. (above text have been edited), I chose to GtG, then chose to fail my moral test due to combat tactics (due to usually 25% casualties) which gets me back up normally by falling back, then rally automatically the next turn. I totally forgot not every marine has this >.<
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/09/14 13:40:02
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Dakka Veteran
NoVA
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Thanks for the tips guys, I'm glad to know that foot purifiers aren't terrible.
Part of the reason my friends didn't buy the army is because they didn't want to weapon swap all the halberds to swords (I have the bits).
They wouldn't pay me with their money, so now they will pay with their blood.
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Playing: Droids (Legion), Starks (ASOIAF), BB2
Working on: Starks (ASOIAF), Twilight Kin (KoW). Droids (Legion)
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![[Post New]](/s/i/i.gif) 2012/09/14 14:06:41
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Regular Dakkanaut
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sudojoe wrote:MadmanMSU wrote: sudojoe wrote:when you rally with ATSKNF, you get your 3' rally move as well as your normal move and shoot as normal. You do not get the penalty for recovering from GtG which is snap fire only. Fearless unfortunately prevents you from GtG'ing.
Hiding behind an Aegis gives your marines (i.e. long fangs or other devestators) a 2+ cover save with essentially no backdraws on your turn as they auto rally as well.
You can do similarly with purgation squad but I find I still depend alot from Dreads for my long range fire power or they compete with DK's which I tend to like alot more now vs my vanilla list which is no longer using the land raider or pedator and has just a whirlwind for the barrage template (which if dies, I usually don't care but boy it can mess up some guys). The techmarine with the big guns (thunderfire) can also GtG similarly.
You need to explain this to me because I'm just not getting it.
1) It says in the BRB that GtG gives +1 to cover save....meaning marines would get a 3++, not 2++, behind an Aegis.
2) I can't find anywhere in the book that says you can recover from GtG automatically with ATSKNF. Nowhere does it say that you rally to recover from GtG. There's no leadership test or morale check...you just lose the ability to move and shoot normally, so how does ATSKNF protect you from that?
P104, the defense lines and reference to barricades. You get 4+, then get +2 for GtG behind the defense line.
as to #2, I think I have gotten things mixed up in my head with combat tactics from vanilla marines. (above text have been edited), I chose to GtG, then chose to fail my moral test due to combat tactics (due to usually 25% casualties) which gets me back up normally by falling back, then rally automatically the next turn. I totally forgot not every marine has this >.<
1) You're right, I forgot about that. Good point.
2) You might want to double check this. There is no morale check to either GtG or get back up from GtG...so I'm not sure you can auto-pass or auto-fail it, which means you can't regroup. Automatically Appended Next Post: I would add to #2 that if a unit had GtG, they still take morale checks normally....so if something made you take a morale check after you had GtG (like losing 25% of your guys to the shooting), then you could auto-fail it and regroup on your turn, but you can't Fallback from a GtG alone, there is no morale check to make.
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This message was edited 1 time. Last update was at 2012/09/14 14:12:05
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![[Post New]](/s/i/i.gif) 2012/09/14 14:12:23
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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#2 really only works for vanilla marines and combat tactics. Even with good cover, I find myself rolling lots of 1's (go me!)
so I often still have to take a morale check.
As vanilla marines, I can chose to auto-fail them once I am forced to test which then makes me normal again per the bottom paragraphs of GtG. I'll fall back of course but then I get to rally automattically next turn and shoot normally which I wouldn't be able to do with being stuck GtG.
If you tend to roll high for morale anyway, this may still help you out.
Ya, I realized this too after it was pointed out and have since corrected my posts above.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/09/14 14:23:46
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Regular Dakkanaut
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Yeah, I see now. I thought you knew of some crazy marine ATSKNF rule that I didn't. Got me really excited there for a minute!
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![[Post New]](/s/i/i.gif) 2012/09/15 12:33:49
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Longtime Dakkanaut
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So I decided to try a pure GK list at 1500 as allied lists at 1500 were fun but lacked the shooty punch I want. I was going to use a skyshield but in the end just went without and relied on cover and hoped for good jokaero rolls
My observations
1) We have some anti-flyer but it is not reliable
2) dreadknights have outperformed my dreasdnoughts
3) some plasma is nice
4) prescience is awesome in a Gk list
So I ran a few henchmen squads with what I had ... plasma, heavy bolters jokers and stormbolter acolytes. I ran Coteaz and an inquisitor with psyocculum. Then a few GKSS squads and two DKs.
I did DS one GKSS squad in a game and it worked well so I plan on doing it more. I started both DKs on the table. I might DS them in certain match ups to see if it helps but I doubt it. Going first is absolutely a bonus. Against daemons I would have lost without turn one warp quake to slow them down (my other match which was very close was against IG/SW). You want to get first blood and linebreaker ... DKs are good at that with a DS squad of GKSS.
Prescience helps shoot down fliers. No way I could without it unless the dice rolls defy the statistical norm. With two sources I can cast where needed.
DKs continue to impress. They cost an arm and a leg but they are so good on the table. You just have to be wary of getting tar pitted.
Henchmen are weak sauce. Great weapons no doubt. Cheap for what you get ( a plasma blast, 3 lascannon shots, 6 heavy bolter shots and sometimes 10 stormbolter shots with whatever bonuses Jokers provide). That is a lot of dakka. But they are fragile. You really have to try and get them cover and you might have to GtG at times. I am tempted to add crusaders but then the squad really does start to become overpriced and lose some over watch shots and extra dakka when shooting.
Psyocculum was useless in my first match (I played against daemons). But against the IG/SW it was fantastic. That henchmen squad wreaked havoc shooting with BS10. What can I say. I will definitely keep it.
The game against IG/SW was my best game although it was close. It was the Emperor mission. Not that favorable for me. He also used a very large blob of IG with power axes and flyers and rune priests. Nasty list but at 1500 he could not fiit in all the goodies and he had only one LF squad and one flyer. That worked to my advantage. Now my list is probably not optimized fully and the IG/SW one was not either. The Daemon list was a pretty standard Fateweaver/LoC/Screamer/Flamer list. His plaguebearers were nigh useless ... if they scatter at all they do nothing all game and cannot even reach an objective. I was not impressed with them. So overall it was a half decent test.
The Warlord traits did not help that much - I took strategic on Corteazboth games - and telekinis never got me what I wanted ( would have liked Gate or Objuration and never got either). What are others taking?
--edited for spelling/grammar twice, doh--
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This message was edited 2 times. Last update was at 2012/09/15 13:07:26
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![[Post New]](/s/i/i.gif) 2012/09/15 13:27:10
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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felixcat wrote:So I decided to try a pure GK list at 1500 as allied lists at 1500 were fun but lacked the shooty punch I want. I was going to use a skyshield but in the end just went without and relied on cover and hoped for good jokaero rolls
My observations
1) We have some anti-flyer but it is not reliable
2) dreadknights have outperformed my dreasdnoughts
3) some plasma is nice
4) prescience is awesome in a Gk list
So I ran a few henchmen squads with what I had ... plasma, heavy bolters jokers and stormbolter acolytes. I ran Coteaz and an inquisitor with psyocculum. Then a few GKSS squads and two DKs.
I did DS one GKSS squad in a game and it worked well so I plan on doing it more. I started both DKs on the table. I might DS them in certain match ups to see if it helps but I doubt it. Going first is absolutely a bonus. Against daemons I would have lost without turn one warp quake to slow them down (my other match which was very close was against IG/ SW). You want to get first blood and linebreaker ... DKs are good at that with a DS squad of GKSS.
Prescience helps shoot down fliers. No way I could without it unless the dice rolls defy the statistical norm. With two sources I can cast where needed.
DKs continue to impress. They cost an arm and a leg but they are so good on the table. You just have to be wary of getting tar pitted.
Henchmen are weak sauce. Great weapons no doubt. Cheap for what you get ( a plasma blast, 3 lascannon shots, 6 heavy bolter shots and sometimes 10 stormbolter shots with whatever bonuses Jokers provide). That is a lot of dakka. But they are fragile. You really have to try and get them cover and you might have to GtG at times. I am tempted to add crusaders but then the squad really does start to become overpriced and lose some over watch shots and extra dakka when shooting.
Psyocculum was useless in my first match (I played against daemons). But against the IG/ SW it was fantastic. That henchmen squad wreaked havoc shooting with BS10. What can I say. I will definitely keep it.
The game against IG/ SW was my best game although it was close. It was the Emperor mission. Not that favorable for me. He also used a very large blob of IG with power axes and flyers and rune priests. Nasty list but at 1500 he could not fiit in all the goodies and he had only one LF squad and one flyer. That worked to my advantage. Now my list is probably not optimized fully and the IG/ SW one was not either. The Daemon list was a pretty standard Fateweaver/ LoC/Screamer/Flamer list. His plaguebearers were nigh useless ... if they scatter at all they do nothing all game and cannot even reach an objective. I was not impressed with them. So overall it was a half decent test.
The Warlord traits did not help that much - I took strategic on Corteazboth games - and telekinis never got me what I wanted ( would have liked Gate or Objuration and never got either). What are others taking?
--edited for spelling/grammar twice, doh--
I'm usually taking double divination and hoping for misfortune. In the event of getting rerollable saves, I like to use coteaz to tank for the other goons in the pile. I've also noticed that my DK's have been doing really well but so torn on replacing the dreadnaughts. The dreads do help with heavy aegis support but I'm finding that more people are focusing on buffs rather than attacks. I really do miss my 4 str 8 shots though for anti-tank though. Also from the math breakdowns, the TL AC's are unfortunately still one of our best bets at ground based anti-air. Storm ravens however are still our best bet for counter flier fire. AC + MM +/- hurricane bolters and psybolts based on my points allotments have been what I've been depending on. If I lack other anti-tank options, I may use MM + LC instead.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/09/16 15:32:11
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Fixture of Dakka
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![[Post New]](/s/i/i.gif) 2012/09/16 18:37:39
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Will read it now. Going to be putting up my Ork report from the tournament later; had no internet the last 4 days.
schadenfreude wrote:The advantage of 4 is for ack ack. If there are a lot of fliers don't combat squad and cast prescience on the unit. Best part is they can move and continue to snap fire in heavy 4 mode against fliers. 16 shots with rerolls to hit is more likely than not to knock most fliers out of the sky.
They do 1.6HP to AV12 and 2.4HP to AV11. Any penetrating hits only have a 16% chance to destroy. So 'more likely than not' is not very accurate.
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![[Post New]](/s/i/i.gif) 2012/09/16 19:49:23
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Nice batrep, definitely would have done a few things differently in a 2k list of my own.
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![[Post New]](/s/i/i.gif) 2012/09/16 20:30:51
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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More Paladins and less better stuff?
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![[Post New]](/s/i/i.gif) 2012/09/16 22:39:39
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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More Psyrifle Dread, more Dreadknight, probably less paladins. Maybe not the same amount of strikes, I haven't had a lot of luck with them myself. Coteaz instead of Lib probably.
 I see what you're implying, sir!
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This message was edited 2 times. Last update was at 2012/09/16 22:40:33
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![[Post New]](/s/i/i.gif) 2012/09/17 02:28:46
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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I'm thinking a storm raven would have worked wonders in that match up. I almost always take one now a days just for anti-other fliers use. I hardly ever use it as bus anymore so it's mostly just an expensive but fairly durable gunboat. Could have taken out that dakkajet and then possibly shot and killed some lootas with bolter / AC cannon fire.
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This message was edited 1 time. Last update was at 2012/09/17 02:29:01
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2012/09/17 02:42:44
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Regular Dakkanaut
Regina, Saskatchewan, Canada
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I am curious: are people using Interceptor squads with any luck? If so, are they large or small squads? With Paladin heavy lists lacking mobility, I was curious if they help.
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![[Post New]](/s/i/i.gif) 2012/09/17 03:05:01
Subject: 6th Edition and GK changes - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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I generally like my interceptors and have had some good games with them but it's been somewhat hit and miss.
Some games I shunt into the back of a gun line to rear armor some tanks and then wiff every single hit. The parked tanks move and then the squad evaporates.
Some games they blow up valuable targets and help with last turn contest. Won me a game by blowing up an eldar tank from the rear then pinning the farseer squad inside then subsequently wiped them in a 2nd round of shooting. Another time they 12' moved across the map escorting my scoring unit to the enemy HQ while my own HQ was overrun. They then shunt back 36' for a last turn contest to win the game since I controlled the enemy HQ objective.
As they are not a vehicle, they can certainly contest easily. I've generally been kind of short on points lately due to trying to fit in a storm raven to always take them though.
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+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2018/07/27 15:22:06
Subject: Re:6th Edition and GK changes - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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For Purifier spam, on turn 1 do you move 12" per rhino and snap shoot heavy4 x2 psycannons or move 6" full BS 4 shots? Math hammer me plox.
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I need to return some video tapes.
Skulls for the Skull Throne |
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