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![[Post New]](/s/i/i.gif) 2012/11/27 08:42:45
Subject: 6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Judgemental Grey Knight Justicar
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Thats cool to know, but the aegis line is still so much better than the bastion imho
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![[Post New]](/s/i/i.gif) 2012/11/27 18:04:19
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Regular Dakkanaut
Regina, Saskatchewan, Canada
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What are peoples' thoughts on Paladin usage in numbers other than 5 or 10? Thinking along the lines of not having enough points to field 10, so going with 6 or 7 in a unit. Not worth doing? Obviously it hurts not having the psycannons, but you do beef up the wound count in the pally squad.
I ask because I have had my GKs commission painted and I am limited to the number of Strike Squad (20) and Henchman (0) I can field and I am wondering what to do with the leftover points in various builds.
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![[Post New]](/s/i/i.gif) 2012/11/28 00:33:55
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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whoadirty wrote:What are peoples' thoughts on Paladin usage in numbers other than 5 or 10? Thinking along the lines of not having enough points to field 10, so going with 6 or 7 in a unit. Not worth doing? Obviously it hurts not having the psycannons, but you do beef up the wound count in the pally squad.
I ask because I have had my GKs commission painted and I am limited to the number of Strike Squad (20) and Henchman (0) I can field and I am wondering what to do with the leftover points in various builds.
Multiwounded models were nerfed in 6th edition due to the new wound allocation system, they will die much quicker than they did in 5th edition. They are too expensive for their points imo. Buy more models?
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![[Post New]](/s/i/i.gif) 2012/11/28 12:36:07
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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whoadirty wrote:What are peoples' thoughts on Paladin usage in numbers other than 5 or 10? Thinking along the lines of not having enough points to field 10, so going with 6 or 7 in a unit. Not worth doing? Obviously it hurts not having the psycannons, but you do beef up the wound count in the pally squad.
I ask because I have had my GKs commission painted and I am limited to the number of Strike Squad (20) and Henchman (0) I can field and I am wondering what to do with the leftover points in various builds.
Once they fixed look out, sir. Paladins lost a lot of power. I've been sticking to power armor lists now. Multiple full strength units have been doing work lately. If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/11/28 17:03:46
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
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![[Post New]](/s/i/i.gif) 2012/11/28 17:14:56
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood Angel Terminator with Lightning Claws
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Godless-Mimicry wrote:Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
Pretty much this. I've had Stormravens drop out of the sky and when they do I'm glad there were never any models inside. I honestly think its stupid that the guys inside take a higher Strength hit than the guys outside.
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![[Post New]](/s/i/i.gif) 2012/11/28 17:28:36
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Regular Dakkanaut
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Red Comet wrote: Godless-Mimicry wrote:Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
Pretty much this. I've had Stormravens drop out of the sky and when they do I'm glad there were never any models inside. I honestly think its stupid that the guys inside take a higher Strength hit than the guys outside.
Well, the explosion inside it's not just an explosion. Pieces of the ship flying in a small room, an engine that blow up crossing the ship at high speed... it's how I see it, though.
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![[Post New]](/s/i/i.gif) 2012/11/28 17:39:45
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Red Comet wrote: Godless-Mimicry wrote:Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
Pretty much this. I've had Stormravens drop out of the sky and when they do I'm glad there were never any models inside. I honestly think its stupid that the guys inside take a higher Strength hit than the guys outside.
How often do you hear of people dying in a plane crash? Now how often do you hear of people dying because a plane fell from the sky and landed on them?
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![[Post New]](/s/i/i.gif) 2012/11/29 01:32:37
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood Angel Terminator with Lightning Claws
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Godless-Mimicry wrote: Red Comet wrote: Godless-Mimicry wrote:Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
Pretty much this. I've had Stormravens drop out of the sky and when they do I'm glad there were never any models inside. I honestly think its stupid that the guys inside take a higher Strength hit than the guys outside.
How often do you hear of people dying in a plane crash? Now how often do you hear of people dying because a plane fell from the sky and landed on them?
This. It makes no sense that the people on the receiving end of the crash don't take an AP2 hit as well. The hit that models outside of the Flyer take is a joke compared to the models being transported.
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![[Post New]](/s/i/i.gif) 2012/11/29 03:22:42
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Red Comet wrote: Godless-Mimicry wrote: Red Comet wrote: Godless-Mimicry wrote:Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
Pretty much this. I've had Stormravens drop out of the sky and when they do I'm glad there were never any models inside. I honestly think its stupid that the guys inside take a higher Strength hit than the guys outside.
How often do you hear of people dying in a plane crash? Now how often do you hear of people dying because a plane fell from the sky and landed on them?
This. It makes no sense that the people on the receiving end of the crash don't take an AP2 hit as well. The hit that models outside of the Flyer take is a joke compared to the models being transported.
Not this, I was disagreeing with you. People die in plane crashes all the time. People don't tend to die by plane debree landing on them often though. So the rules as are make perfect sense.
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![[Post New]](/s/i/i.gif) 2012/11/29 04:46:12
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Sister Oh-So Repentia
Norway
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I just got myself some new grey knights figures and I am pretty confused about what to do with them currently. After reading several lists in the lists forums, their comments, the wall of text in the OP and the last 10 pages of this thread, I am still not sure what to get. Since my inital plan is to use them as allies for sisters of battle, and then to build on that force to make it playable on its own, I have bought: 1 crowe, 2 gk squads, 1 dreadknight, 1 storm raven, 1 terminator squad. I was initally planning to just proxy some templar space marines as gk squads, but I got stupid and bought 2 squads now anyway.
I want to start gluing and testing these badboys out, but I need to know how to glue them and whether I should trade my box of terminators for a box of regular gk's so I can make purifiers or strike squads. I will trade crowe to colteaz sine I see everyone use him, and henchmen I can easily proxy inn using my sister units. They only had crowe and colteaz at my local gaming store, so I picked the one that I thought looked the coolest (as usual the ones that look the best (imho) are usually the worst units, I hate you gw).
So my questions are, should I either go one box paladins and two box strike squads, or two strike squads and trade terminator box for purifiers.
In the case of strikers, do I just go two psycannons and rest with sword/bolters?
In the case of going purifier should I go 4 psycannons and some halbers and hammers?
Should I have warding staves anywhere?
If I go paladins (I assume these are better than getting a terminator squad) should I have a character (colteaz?) in there to abuse 'look out, sir' rule, and do I just put halberds on everything?
Since I am switching to colteaz, is it best to take 2-3 henchmen squads of 3 acolytes and give them plasma guns? I will have to proxy these for the time being.
I have two old dreads lying around that I can repaint and use, but if I want a dread with TW AC then do I have to buy the arms on forgeworld, and what is a psyrifle?
Thank you in advance for any help!
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![[Post New]](/s/i/i.gif) 2012/11/29 04:51:51
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Purifiers are superior to Strike marines, and become Troops if you have Crowe as an HQ.
Purifiers should have Psycannons as their Heavy weapons and Halberds as melee weapons, plus 1 Daemon Hammer. No Stave as its too expensive.
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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) 2012/11/29 09:33:19
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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Acidian wrote:I just got myself some new grey knights figures and I am pretty confused about what to do with them currently. After reading several lists in the lists forums, their comments, the wall of text in the OP and the last 10 pages of this thread, I am still not sure what to get. Since my inital plan is to use them as allies for sisters of battle, and then to build on that force to make it playable on its own, I have bought: 1 crowe, 2 gk squads, 1 dreadknight, 1 storm raven, 1 terminator squad. I was initally planning to just proxy some templar space marines as gk squads, but I got stupid and bought 2 squads now anyway.
I want to start gluing and testing these badboys out, but I need to know how to glue them and whether I should trade my box of terminators for a box of regular gk's so I can make purifiers or strike squads. I will trade crowe to colteaz sine I see everyone use him, and henchmen I can easily proxy inn using my sister units. They only had crowe and colteaz at my local gaming store, so I picked the one that I thought looked the coolest (as usual the ones that look the best ( imho) are usually the worst units, I hate you gw).
So my questions are, should I either go one box paladins and two box strike squads, or two strike squads and trade terminator box for purifiers.
In the case of strikers, do I just go two psycannons and rest with sword/bolters?
In the case of going purifier should I go 4 psycannons and some halbers and hammers?
Should I have warding staves anywhere?
If I go paladins (I assume these are better than getting a terminator squad) should I have a character (colteaz?) in there to abuse 'look out, sir' rule, and do I just put halberds on everything?
Since I am switching to colteaz, is it best to take 2-3 henchmen squads of 3 acolytes and give them plasma guns? I will have to proxy these for the time being.
I have two old dreads lying around that I can repaint and use, but if I want a dread with TW AC then do I have to buy the arms on forgeworld, and what is a psyrifle?
Thank you in advance for any help!
Ya, the first page is really in need of some fixing again. I think origionally it started as an update guide to people that's been playing GK for a while but now I think I'll redo the thing as a primer or sorts as that's what it's turning into.
For slogging though it though, I'll answer your questions in order:
For your question on the terminators, In most competitive games I haven't used them too much but I really like having terminators around so I can make lists with them. There are competitive lists with terminators and paladins still so eventually you will want them but if your goal is purely competitive for 6th and nothing else, then you can pass them for some more purifiers which is a stronger elites choice in some ways but 2+ armor is still something you'll eventually want to experiment with.
For strikes, I personally like 2 psycannons, psybolt, and then swords with a hammer on the justicar just in case but you can leave him with a sword.
Typical purifiers is 10 man now, with 4 psycannons, the others all have halberds with hamer on someone other than the justicar. Staff is kind of more an experienced perference and I'd say that you should probably wait till much later if ever to make a staff guy. Just ignore for when you first start. Make one if you make another set of knights one day. If you get a librarian, toss the staff on him.
For coteaz, 3 man acolyte squads are not that effective now as they are just too weak though can suck up a round of shooting I suppose. Also if you fail a plasma get hot and the whole unit can run off the board too. Used more for spamming tanks.
Given your model count, I'd use more like bolter acolytes if you just want a 12 point objective camper in the back but they most likely will die. I'd probably make a bigger block of them and attach a techmarine or coteaz in there to keep them around with ld 10. Or just have coteaz with the purifiers and "twin link" all the psycannons. You're setting yourself up right now to do 30 man power armor blob. Good at around 750 ish to 1000 points I'm guessing. Probably will need some other stuff if you plan to expand out.
For your heavy support choice, you can use old dreadnaughts, the arms you can buy from several places like forge world or just get an aegis defense line (or 2) since the turret from the quad gun makes an excellent arm bits for one dread. A psyfle dread = twin linked auto cannon with psybolt dreadnaught. It comes from the fact that 2 twin linked auto cannon dreadnaughts were called rifle dreads and so the GK version with psybolt is now a psy-rifle or psyfle dread.
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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) 2012/11/29 12:33:50
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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Acidian wrote:I just got myself some new grey knights figures and I am pretty confused about what to do with them currently. After reading several lists in the lists forums, their comments, the wall of text in the OP and the last 10 pages of this thread, I am still not sure what to get. Since my inital plan is to use them as allies for sisters of battle, and then to build on that force to make it playable on its own, I have bought: 1 crowe, 2 gk squads, 1 dreadknight, 1 storm raven, 1 terminator squad. I was initally planning to just proxy some templar space marines as gk squads, but I got stupid and bought 2 squads now anyway.
I want to start gluing and testing these badboys out, but I need to know how to glue them and whether I should trade my box of terminators for a box of regular gk's so I can make purifiers or strike squads. I will trade crowe to colteaz sine I see everyone use him, and henchmen I can easily proxy inn using my sister units. They only had crowe and colteaz at my local gaming store, so I picked the one that I thought looked the coolest (as usual the ones that look the best ( imho) are usually the worst units, I hate you gw).
So my questions are, should I either go one box paladins and two box strike squads, or two strike squads and trade terminator box for purifiers.
In the case of strikers, do I just go two psycannons and rest with sword/bolters?
In the case of going purifier should I go 4 psycannons and some halbers and hammers?
Should I have warding staves anywhere?
If I go paladins (I assume these are better than getting a terminator squad) should I have a character (colteaz?) in there to abuse 'look out, sir' rule, and do I just put halberds on everything?
Since I am switching to colteaz, is it best to take 2-3 henchmen squads of 3 acolytes and give them plasma guns? I will have to proxy these for the time being.
I have two old dreads lying around that I can repaint and use, but if I want a dread with TW AC then do I have to buy the arms on forgeworld, and what is a psyrifle?
Thank you in advance for any help!
Welcome into the fold brother. joe already tapped into a lot of whats important. Crowe was never that good and has gotten worse in 6th. Power armor will win you a lot of games if you can contain yourself from brining lots of toys to the battlefield and bring more boots instead.
Terminators are good but I've basically moved them into the "for fun" category of my army carrier. Coteaz is an allstar. 95% of my lists start with him even if I don't bring henchmen.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/11/29 13:16:51
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Sister Oh-So Repentia
Norway
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sudojoe wrote:Ya, the first page is really in need of some fixing again. I think origionally it started as an update guide to people that's been playing GK for a while but now I think I'll redo the thing as a primer or sorts as that's what it's turning into.
Thank you a lot for the help! I think I will do as you sugest and just keep the terminators so I can test them in different ways and see how I like them. I only get 5 in a box, so I will probably go 4 halberds and one sword, as I think you theorycrafted that it was the best combination earlier. Then put the sword on the justicar if running with regular terminators rather than paladins. I only play against friends for the most part, as I work saturdays and can rarely make it to proper tournaments, so competitiveness is not that important. That said, the one I play against the most just got a necron army for testing in sixth, and reading on these forums it does not bode well for me. :3
Regarding the OP, I was not sure how current and up to date it was, as I wasn't sure if it was written with the released rulebook in hand, but when I was reading the thread I noticed you mention that you are still updating the OP.
I have a bunch of black templar troops I can use as proxies as well, then I can buy some more grey knights to replace them next month. I think I will build one strike squad and one purified squad and test stuff out and see what I like the best. Thank you for pointing out that I can get the autocannons from the quad gun in the ADL. Since I need 4 arms and a quad gun as well, I might take a look at the box that contains two bastions and 4 quads, or I might just get the forgeworld variant depending on how expensive it gets.
I will drop the staff, and as learning 6th edition is enough at the moment, I have steered away from psykers and librarians, something I will come back to when I am more comfortable with the rules. I had a 7 hour long game yesterday at the local store just learning the rules again, and we didn't even finish! However, I know a lot of the people there so a lot of time was spent just talking to people dropping by the table we were playing at, and taking some longer breaks as well, but it was still pretty long.
Another game related question, I have a ton of rhinos/razorbacks lying around (sicne my other army is a SoB army) and a landraider crusader from my BT days (I have pretty much given up BT), is there any point using them anymore? Crusader just seems to expensive, especially when we can't assault out of it anymore, and having rhino's in the army seems to just give the enemy a free first blood and people on the forums say first blood is a pretty big deal now. Since you mention that acolytes are good for spamming tanks, I assume you put them in a razorback or chimera? Acolytes seems like an easy way to get scoring units on the table in combination with colteaz, and increasing the number of bodies in the squad shouldn't be too hard if that is what's needed, but at some point it must be better to just get another strike squad?
I also have a techmarine, and I bought him just because I liked the model so much, but never gotten much use out of him. I see you recommend him a bit, but I am not sure how he would fit in the list, isn´t me better if you are using a lot of mech?
A question regarding modeling rather than playing, I really don't like the look of colteaz and am wondering if it would be 'legal' for me to use a similar model, add a hammer to it, but without the eagle? Some helpful GW employee at the store in town told me I could just chop of the eagle from the colteaz model, and I assume he wouldn't have said that if I couldn't use it in tournaments afterwards. I would like to go a step further and use a completely different model as I just don't like the official model very much.
Thank you again for the help, and sorry for all the stupid newbie questions.
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This message was edited 3 times. Last update was at 2012/11/29 13:32:01
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![[Post New]](/s/i/i.gif) 2012/11/29 14:44:31
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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Acidian wrote: sudojoe wrote:Ya, the first page is really in need of some fixing again. I think origionally it started as an update guide to people that's been playing GK for a while but now I think I'll redo the thing as a primer or sorts as that's what it's turning into.
Thank you a lot for the help! I think I will do as you sugest and just keep the terminators so I can test them in different ways and see how I like them. I only get 5 in a box, so I will probably go 4 halberds and one sword, as I think you theorycrafted that it was the best combination earlier. Then put the sword on the justicar if running with regular terminators rather than paladins. I only play against friends for the most part, as I work saturdays and can rarely make it to proper tournaments, so competitiveness is not that important. That said, the one I play against the most just got a necron army for testing in sixth, and reading on these forums it does not bode well for me. :3
Regarding the OP, I was not sure how current and up to date it was, as I wasn't sure if it was written with the released rulebook in hand, but when I was reading the thread I noticed you mention that you are still updating the OP.
I have a bunch of black templar troops I can use as proxies as well, then I can buy some more grey knights to replace them next month. I think I will build one strike squad and one purified squad and test stuff out and see what I like the best. Thank you for pointing out that I can get the autocannons from the quad gun in the ADL. Since I need 4 arms and a quad gun as well, I might take a look at the box that contains two bastions and 4 quads, or I might just get the forgeworld variant depending on how expensive it gets.
I will drop the staff, and as learning 6th edition is enough at the moment, I have steered away from psykers and librarians, something I will come back to when I am more comfortable with the rules. I had a 7 hour long game yesterday at the local store just learning the rules again, and we didn't even finish! However, I know a lot of the people there so a lot of time was spent just talking to people dropping by the table we were playing at, and taking some longer breaks as well, but it was still pretty long.
Another game related question, I have a ton of rhinos/razorbacks lying around (sicne my other army is a SoB army) and a landraider crusader from my BT days (I have pretty much given up BT), is there any point using them anymore? Crusader just seems to expensive, especially when we can't assault out of it anymore, and having rhino's in the army seems to just give the enemy a free first blood and people on the forums say first blood is a pretty big deal now. Since you mention that acolytes are good for spamming tanks, I assume you put them in a razorback or chimera? Acolytes seems like an easy way to get scoring units on the table in combination with colteaz, and increasing the number of bodies in the squad shouldn't be too hard if that is what's needed, but at some point it must be better to just get another strike squad?
I also have a techmarine, and I bought him just because I liked the model so much, but never gotten much use out of him. I see you recommend him a bit, but I am not sure how he would fit in the list, isn´t me better if you are using a lot of mech?
A question regarding modeling rather than playing, I really don't like the look of colteaz and am wondering if it would be 'legal' for me to use a similar model, add a hammer to it, but without the eagle? Some helpful GW employee at the store in town told me I could just chop of the eagle from the colteaz model, and I assume he wouldn't have said that if I couldn't use it in tournaments afterwards. I would like to go a step further and use a completely different model as I just don't like the official model very much.
Thank you again for the help, and sorry for all the stupid newbie questions.
Nothing says you can't make your own Coteaz. And from the looks of it, your going to use 100% GW product to do it anyway so your alright there.  You can assault out of Landraiders still in the same turn you get out. They are "assualt vehicles". Rhino's are a quick way to lose a game to First Blood in my opinion but I'm sure not everyone feels that way. I've shelved them in 6th though. You'd be surprised in how many missions you and your opponent hold an equal ammount of objectives and it came down to your rhino getting evaporated turn1.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/11/29 15:16:06
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Sister Oh-So Repentia
Norway
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Goat wrote:
Nothing says you can't make your own Coteaz. And from the looks of it, your going to use 100% GW product to do it anyway so your alright there.  You can assault out of Landraiders still in the same turn you get out. They are "assualt vehicles". Rhino's are a quick way to lose a game to First Blood in my opinion but I'm sure not everyone feels that way. I've shelved them in 6th though. You'd be surprised in how many missions you and your opponent hold an equal ammount of objectives and it came down to your rhino getting evaporated turn1.
But do I need to ´represent´ the eagle on the coteaz model?
Ah ok, I hadn´t actually read the rules for land raider, I just saw some people complain about not being able to assault out of vehicles, that makes them a lot more interesting, possibly a good, albeit expensive, vector for terminators? Probably not very competitive though, but I like land raider as a fun unit to play.
I will stick with dropping the rhinos then, and makes me wonder if I should be upping unit size and footslogging my sisters as well. I am not sure if I like the new first blood rule, makes too much hinge on starting the game first.
Edit: I am currently gluing my unit together, and noticed that I only get two psycannons in a box, how do I get the two extra I need for my purifiers?
Edit2: Nevermind, it is I who am stupid, these are packs of 5 and not 10, seems I only have enough for one unit. :x
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This message was edited 2 times. Last update was at 2012/11/29 15:41:07
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![[Post New]](/s/i/i.gif) 2012/11/29 16:16:07
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Kid_Kyoto
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Acidian wrote:
Ah ok, I hadn´t actually read the rules for land raider, I just saw some people complain about not being able to assault out of vehicles, that makes them a lot more interesting, possibly a good, albeit expensive, vector for terminators? Probably not very competitive though, but I like land raider as a fun unit to play.
If you're going to do Coteaz anyway, you'd be better off putting DCA in the Raider. This is of course assuming that you're bringing a Land Raider Crusader. If you're bringing any other type of land raider, you should probably buy the upgrade sprue and turn it into a LRC.
But to the point of DCA over Termies: While Termies are normally great for assaulting in other armies, our Termies are good all-rounders, and decent at shooting, while the DCA are just better at assault, and much cheaper. DCA's get WS 5 and A 3 (without the charge even!), plus you can give them a power sword AND power axe (make sure to model it) and then they attack with the AP you want for the situation. They're still S 4, so they hit as hard as the Termies do, and the only weaknesses of the DCAs is that they are fragile and don't have frag grenades. However, you go on I 6 by default, so you're hitting before anything else does, and the LRC has the frag grenade launcher, so you count as having assault grenades when you charge.
In short, I would always prefer the DCAs to Termies anytime I'm taking a LRC. And I say that loving Termies.
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![[Post New]](/s/i/i.gif) 2012/11/29 16:31:12
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Regular Dakkanaut
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daedalus wrote: Acidian wrote:
Ah ok, I hadn´t actually read the rules for land raider, I just saw some people complain about not being able to assault out of vehicles, that makes them a lot more interesting, possibly a good, albeit expensive, vector for terminators? Probably not very competitive though, but I like land raider as a fun unit to play.
If you're going to do Coteaz anyway, you'd be better off putting DCA in the Raider. This is of course assuming that you're bringing a Land Raider Crusader. If you're bringing any other type of land raider, you should probably buy the upgrade sprue and turn it into a LRC.
But to the point of DCA over Termies: While Termies are normally great for assaulting in other armies, our Termies are good all-rounders, and decent at shooting, while the DCA are just better at assault, and much cheaper. DCA's get WS 5 and A 3 (without the charge even!), plus you can give them a power sword AND power axe (make sure to model it) and then they attack with the AP you want for the situation. They're still S 4, so they hit as hard as the Termies do, and the only weaknesses of the DCAs is that they are fragile and don't have frag grenades. However, you go on I 6 by default, so you're hitting before anything else does, and the LRC has the frag grenade launcher, so you count as having assault grenades when you charge.
In short, I would always prefer the DCAs to Termies anytime I'm taking a LRC. And I say that loving Termies.
Also you can attach a cheap inquisitor or a techmarine and you've the grenades, plus the stuff they have. The techmarine flamethrower before assault, it's just awesome.
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![[Post New]](/s/i/i.gif) 2012/11/29 16:41:43
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Kid_Kyoto
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That works for the special grenades, but assault grenades (which is why you need the LRC) only affect the model carrying them. Page 61, BRB. Automatically Appended Next Post: As far as the rest of what you said goes, I'm genuinely paranoid about shooting anything before assault anymore, especially when assaulting into cover, though I guess if you can make it work for you, I could see it being situationally amazing.
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This message was edited 1 time. Last update was at 2012/11/29 16:42:49
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![[Post New]](/s/i/i.gif) 2012/11/29 17:13:25
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Sister Oh-So Repentia
Norway
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The crusader is the land raider I have, so that´s good then. The DCA´s I will have to test and maybe order, I can use them and the crusaders (the henchman, not the land raider) in my SoB list if I like them as well.
Why would you ever not shoot before you assault though?
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![[Post New]](/s/i/i.gif) 2012/11/29 17:15:48
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Regular Dakkanaut
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daedalus wrote:That works for the special grenades, but assault grenades (which is why you need the LRC) only affect the model carrying them. Page 61, BRB.
Automatically Appended Next Post:
As far as the rest of what you said goes, I'm genuinely paranoid about shooting anything before assault anymore, especially when assaulting into cover, though I guess if you can make it work for you, I could see it being situationally amazing.
Well, I don't use a LR, I use a stormraven, so I always get my units ot the 1" limit before assaulting. And I was talking about rad grenades, yep, didn't mentioned them.
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![[Post New]](/s/i/i.gif) 2012/11/29 17:24:13
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Kid_Kyoto
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Acidian wrote:The crusader is the land raider I have, so that´s good then. The DCA´s I will have to test and maybe order, I can use them and the crusaders (the henchman, not the land raider) in my SoB list if I like them as well.
Why would you ever not shoot before you assault though?
Well, the opponent has to remove casualties from the front of the line. That means that for every successful unsaved wound, you just made it harder to get that assault. Also, since they get overwatch back on you, every successful unsaved wound they get on you compounds that further, but there's not much you can do about those. Consider random assault range (7" average if you're in the open, much less if you're assaulting through cover) and it's easy to see why a good roll on the shooting could screw you over in the assault. This might not be a big deal if you were charging something to mop it up, but consider that there exist plenty of enemy units that are far more dangerous to be allowed to shoot at you than to get you in melee.
Losing the assault into a plasma-spam sternguard squad with terminators because you just HAD to shoot at them first would be a little painful and embarrassing.
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![[Post New]](/s/i/i.gif) 2012/11/29 17:48:07
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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Acidian wrote:The crusader is the land raider I have, so that´s good then. The DCA´s I will have to test and maybe order, I can use them and the crusaders (the henchman, not the land raider) in my SoB list if I like them as well.
Why would you ever not shoot before you assault though?
I find myself shooting things I plan to assault less and less. Because usually when I plan to assault I plan to win the first round. I never want to fail the charge.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/11/29 17:50:54
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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See, thats not my strategy. Although I don't shoot what I want to charge.
I want to charge and remain locked in combat, then win on my opponents turn so on my next turn I can charge again.
I don't want to obliterate the enemy in one round, I want to kill them in 2 rounds.
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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) 2012/11/29 19:08:39
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood-Raging Khorne Berserker
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Grey Templar wrote:See, thats not my strategy. Although I don't shoot what I want to charge.
I want to charge and remain locked in combat, then win on my opponents turn so on my next turn I can charge again.
I don't want to obliterate the enemy in one round, I want to kill them in 2 rounds.
Well yeah, this is the most ideal result haha but sometimes things don't last long through halberds,swords,hammer that allow no armor saves on MEQ or crappier.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2012/11/29 19:43:16
Subject: Re:6th Edition and GK changes/Tactical - 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 varies from target to target of course. Sometimes I even hold back, IE: not use Cleansing Flame, when I don't want to wipe the enemy out.
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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) 2012/11/29 21:42:08
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Kid_Kyoto
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Makes sense. That's why you only take about 4-5 DCA also. Unless you want a one shot glass cannon, you WANT to get stuck in that fight until the end of their turn.
It's like playing Orks kind of.
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![[Post New]](/s/i/i.gif) 2012/11/29 22:44:14
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Devestating Grey Knight Dreadknight
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daedalus wrote:Makes sense. That's why you only take about 4-5 DCA also. Unless you want a one shot glass cannon, you WANT to get stuck in that fight until the end of their turn.
It's like playing Orks kind of.
Problem is DCAs are just as likely to get killed in combat if they don't wipe out the enemy also. They are destined to be a one trick pony that can't perform that one trick unless in open ground, which is why hardly anyone uses them anymore.
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![[Post New]](/s/i/i.gif) 2012/11/30 05:30:41
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for V1.1)
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Blood Angel Terminator with Lightning Claws
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Godless-Mimicry wrote: Red Comet wrote: Godless-Mimicry wrote: Red Comet wrote: Godless-Mimicry wrote:Goat wrote:If the points are high enough I don't see the problem with putting 6 paladins in a stormraven.
I believe the word you are looking for is 'explosion'.
Pretty much this. I've had Stormravens drop out of the sky and when they do I'm glad there were never any models inside. I honestly think its stupid that the guys inside take a higher Strength hit than the guys outside.
How often do you hear of people dying in a plane crash? Now how often do you hear of people dying because a plane fell from the sky and landed on them?
This. It makes no sense that the people on the receiving end of the crash don't take an AP2 hit as well. The hit that models outside of the Flyer take is a joke compared to the models being transported.
Not this, I was disagreeing with you. People die in plane crashes all the time. People don't tend to die by plane debree landing on them often though. So the rules as are make perfect sense.
People don't tend to die from a plane crashing because it didn't hit them. Any plane that strikes a creature as it falls it will kill it outright. When planes crash land and land in urban areas people do die so long as they are hit. Hence why the rule makes no sense because they are being hit.
Acidian wrote:
But do I need to ´represent´ the eagle on the coteaz model?
Ah ok, I hadn´t actually read the rules for land raider, I just saw some people complain about not being able to assault out of vehicles, that makes them a lot more interesting, possibly a good, albeit expensive, vector for terminators? Probably not very competitive though, but I like land raider as a fun unit to play.
I will stick with dropping the rhinos then, and makes me wonder if I should be upping unit size and footslogging my sisters as well. I am not sure if I like the new first blood rule, makes too much hinge on starting the game first.
Edit: I am currently gluing my unit together, and noticed that I only get two psycannons in a box, how do I get the two extra I need for my purifiers?
Edit2: Nevermind, it is I who am stupid, these are packs of 5 and not 10, seems I only have enough for one unit. :x
I don't think its big deal if the eagle isn't on the model. I know its technically wargear, but he could also have a holographic eagle or something. I don't see why it would be a big deal to be honest. In fact at most tournaments most people wouldn't care if you don't use the official GW model. I think it only really matters in a GW store or at some GW run event (which are non existent pretty much).
Rhinos are good for positioning your Strike Squads in mid field. They can also block off your Strike Squads from being seen by enemies that would wipe them out easily. In other words they have to go through your Rhino first before they get to your guys on the other side. Rhinos are also helpful to block LOS to models in a unit that you don't want to kill since the rules for wound allocation say your unit must be able to see the models being removed.
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