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![[Post New]](/s/i/i.gif) 2013/01/17 21:06:22
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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sudojoe wrote: tuiman wrote:So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
I wouldn't take 2 of them for 1k, it's too much.
If you were successful, it'd just mean total plasma spam in the next tier up and also horribly unbalanced anyway. Just use one. Also, any restrictions on your local tournie? like you have to keep the same units in the next tier or anything like that?
No restrictions, so the lists can be completely different from one another, as long as the same codex is used lol ie gk. and only one allie choice but you dont have to have them in every list. So i can play pure gk at 1k, then take guard at 1500 then pure gk at 2k or whatever
1k will be played on 6x4 board
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![[Post New]](/s/i/i.gif) 2013/01/18 09:21:55
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Furious Fire Dragon
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I acquired my first land raider crusader/redeemer for my GK army, till now it was 3 x psydreads.
I will magnetize the sponsors and doors so I can use either variant but I would like to know which one you find more effective for Grey knights. I know that Crusader would be nice with Psybolt ammo but the Redeemers flamers look nice on paper too  although you have to get really close to make use of it.
I am gonna use some termies and the grand master or draigo with paladins regarding what it will transport.
Thanks in advance  .
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Got milk?
All I can say about painting is that VMC tastes much better than VMA... especially black...
PM me if you are interested in Commission work.
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![[Post New]](/s/i/i.gif) 2013/01/18 09:31:57
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Devestating Grey Knight Dreadknight
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tuiman wrote: sudojoe wrote: tuiman wrote:So ideas for a 1k list? Might be going to an escalation tournie next month, 1k, 1500 and 2k.
Was thinking double dreadknight would be fun but thats half my points haha.
I wouldn't take 2 of them for 1k, it's too much.
If you were successful, it'd just mean total plasma spam in the next tier up and also horribly unbalanced anyway. Just use one. Also, any restrictions on your local tournie? like you have to keep the same units in the next tier or anything like that?
No restrictions, so the lists can be completely different from one another, as long as the same codex is used lol ie gk. and only one allie choice but you dont have to have them in every list. So i can play pure gk at 1k, then take guard at 1500 then pure gk at 2k or whatever
1k will be played on 6x4 board
I'd say go nuts with the 2 DK if you want but I still feel it's kind of unbalanced even at 1k points but would be very fast games lol. Change it up to hordes at 1500 since people would take plasma to kill your DK's, and then alot of power armor once they get in lots of AP4 weapons wmahahahaha.
Capamaru wrote:I acquired my first land raider crusader/redeemer for my GK army, till now it was 3 x psydreads.
I will magnetize the sponsors and doors so I can use either variant but I would like to know which one you find more effective for Grey knights. I know that Crusader would be nice with Psybolt ammo but the Redeemers flamers look nice on paper too  although you have to get really close to make use of it.
I am gonna use some termies and the grand master or draigo with paladins regarding what it will transport.
Thanks in advance  .
I personally really like the crusader for it's versitility. The flamer is more fun but can be effective. With alot of lances and meltas, I just don't see my land raiders survive all that well to get close enough to flame. The crusader with psybolts can also double at shooting at AV 10/11 fliersifyou want, the redeemer is better vs a bunch of marines in cover.
The problem with the redeemer is that your passengers are really good vs marines in cover too so it can deny them targets. You have lower volume of fire vs hordes that you can't sweeping advance and fliers so crusaders despite being more points wise expensive is probably the better option.
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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) 2013/01/18 09:55:33
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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So for 1000 points:
Draigo
solodin
solodin
vindicare
dreadknight, teleporter, incinerator
dreadknight, teleporter, incinerator
1000 exactly.
So solodins in reserve to take objectives, dreadknights shunt first turn and do whatever they do, draigo deepstrikes I guess, vindicare pops any nasty things you might find like raider etc.
Could be fun and crazy, maybe to crazy, thoughts?
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![[Post New]](/s/i/i.gif) 2013/01/18 14:25:06
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Devestating Grey Knight Dreadknight
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pretty crazy as far as I can tell lololol.
At least your movement phase is gonna be super fast lol
On the flip side, remember the guy I was talking to about his changes to CSM noise marines a few posts back? Well he tells me and I've read the codex FAQ's myself now and it seems entirely possibly you may see a ton more blastmasters with a noise marine spam build!
Str 8, AP3 blast templates ignoring cover is gonna hurt alot for strike squad builds. Heck foot builds in general. I'm gonna have to reconsider alot of my tank survivability as well as a skyshield pad along with crusaders for my foot henchmen I'm thinking.
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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) 2013/01/18 21:23:15
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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I realsise I have no flyer defence though, the dreadknights cant hurt them unless they hover, only have the vindicare to hit on 6's. Maybe swap out draigo and the two solodins for raven, cteaz and henchman. Like this:
Coteaz
raven - multi-melta, lascannon
vindicare
dreadknight, teleporter, incinerator
dreadknight, teleporter, incinerator
leaves 80 points for some henchman squads, put corteaz and a squad in the raven and have one squad walk on from reserve.
Actually I think this is better, as I have called a grudge match first round against a guy taking 3 plasma vet squads in vendettas. He will only start with the command squad, a medusa and aegis on the board, so my plan was to shunt first turn kill them all and auto-win before his flyers come on.
It might sound mean, but I told him my list, and he said It did not scare him, having the raven helps incase I cant kill the medusa, and next turn a vendetta or all three come on
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![[Post New]](/s/i/i.gif) 2013/01/18 21:24:07
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Hmmm. I don't think the list is great. Not enough troop bodies for 80 pts.
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This message was edited 1 time. Last update was at 2013/01/18 21:24:51
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) 2013/01/18 21:28:49
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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Well, with a list like that I have to go for table the opponent rather than objectives. And at the tournament it will be unique missions, not ones from the brb, so might not even need that many scoring units. I see your point though.
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![[Post New]](/s/i/i.gif) 2013/01/19 12:41:10
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Devestating Grey Knight Dreadknight
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I've just come up with a list vs myself (based on what the CSM guy got me thinking) that I think would beat down alot of our lists and I'm kind of interested in what you guys think can counter this without gimping us vs alot of other stuff.
Chaos lord of slanesh
5 noise marines with blastmaster
5 noise marines with blastmaster
5 noise marines with blastmaster
5 noise marines with blastmaster
baleflamer heldrake
baleflamer heldrake
Ork with KFF
30 shoota boyz
30 shoota boyz
6 lootas
bastion with lascannon. This is at 1500
Major flaw is how to deal with av14 but it'll hold up nicely vs a lot of our henchmen and msu as well as strike spam builds. An all termy build could stand up to this too I guess but those are not the best all around lists anymore
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This message was edited 1 time. Last update was at 2013/01/19 13:48:02
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/01/19 19:46:15
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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Guys here is a question...
The dark excommunication is very weird to me... i keep palying with a friend of mine CSM but i can't find any ways to use it! I mean, how do i know which models or units are affected by dark excommunication? Do you have any idea among the chaos codex, which units can be dark excommunicated? I tried to dark excommunicate obliterators (cause they are deamons) but he told me that i can't for a reason...
Automatically Appended Next Post:
For the story i played a game with him with the following list:
HQ - Ordo Malleus Inq (with power armor-psyker 1)
Troops - 2x GK Strike Squad with 2 psycannons and psybolt ammu
Elite - Vindicare assasin
Heavy - Dreadknight with greatsword - insinerator - psilenser - teleport
I wanted to try a combo of a heavy psilenser with rerolls from divination inquisitor.
Well, in my movement phase i casted reroll to hit on dreadknight and then i teleported near a unit of noise marines. I killed 4 models in the shooting + 1 blastmaster from vindicare. I took one wound from them in their shooting attack and i killed 2 more with overwatch when they tried to assault me, the others died in their assault phase. In my next turn, i am unengaged and i move 6", i shoot and then charge with hammer of wrath the next noise marines unit that is near. I won eventually but the point is that it was a fun list!
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This message was edited 4 times. Last update was at 2013/01/19 19:58:59
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![[Post New]](/s/i/i.gif) 2013/01/19 21:57:36
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
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![[Post New]](/s/i/i.gif) 2013/01/19 23:44:07
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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Its not that purgation squads are bad, its that they compete with dreadknights and psyfleman dreads which are imho much better options.
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![[Post New]](/s/i/i.gif) 2013/01/20 02:13:45
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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Zelar, try the same combo with purifiers instead purgation squad (you dont really need the astral aim)....
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![[Post New]](/s/i/i.gif) 2013/01/20 02:18:12
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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Also, last time I checked, a squad of Purifiers with 4 psycannons is the same cost as a Purgation squad with 4 psycannons. Same shooting power with more combat ability.
They really should have given Purgation squads some additional weapon options to make them a decent choice.
I think they suffer from the drawbacks of all Devestator type squads, just a little more since they don't even have the advantage of more weapons in the unit that Devs do compared to a regular 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) 2013/01/20 06:04:26
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Devestating Grey Knight Dreadknight
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Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much.
The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix
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This message was edited 1 time. Last update was at 2013/01/20 06:07:36
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/01/20 09:43:09
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Quick-fingered Warlord Moderatus
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sudojoe wrote:Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much.
The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix
I checked this one a long time back - the teleport homer only works for Interceptors and Dreadknights with Personal Teleporters. No one else uses a "teleport" move besides them.
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Click here for my Swap Shop post - I'm buying stuff!
DR:90-S++G++M+B++I+Pw40kPbfg99#+D++A++/eWDR++T(T)DM+
Black Legion/Iron Warriors/Night Lords Inquisitorial Friends & Co. (Inq, GK, Elysians, Assassins) Elysian Droptroops, soon-to-add Armored Battlegroup Adeptus Mechanicus Forge World Lucius
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![[Post New]](/s/i/i.gif) 2013/01/20 10:42:33
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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Hey guys, I got a couple of 1k lists Im looking at, including a triple dreadknight one, if anyone would like to add some c&c
http://www.dakkadakka.com/dakkaforum/posts/list/0/501832.page#5196966
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![[Post New]](/s/i/i.gif) 2013/01/20 11:59:32
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Veteran Inquisitorial Tyranid Xenokiller
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Enigwolf wrote: sudojoe wrote:Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it
Try it, it's silly good. The tactical advantage is amazing,
You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much.
The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix
I checked this one a long time back - the teleport homer only works for Interceptors and Dreadknights with Personal Teleporters. No one else uses a "teleport" move besides them.
Gk terminators and Strikesquads both DS using teleporting. (Strikesquads count only because the teleport homers specifically calls them out on it)
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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) 2013/01/20 16:26:29
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fixture of Dakka
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Just played against a very tough, triple dreadknight list at a 1750 tournament recently:
1750 Tournament - Double-Trouble Chaos Dynamic Duo
Coteaz
Grandmaster Mordrak
4x Ghost Knights - 1x Brotherhood Banner
3x Henchmen - 3x Plasmas, Chimera (Coteaz here)
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Psyback ( TL-Heavy Bolters w/Psybolt Ammo)
3x Henchmen - Psyback
3x Henchmen - Psyback
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Battle report will be out probably tomorrow. Check it out and let me know what you think about his list and how I did.
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![[Post New]](/s/i/i.gif) 2013/01/20 20:44:05
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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Are there any models from chaos marine codex affected by Dark Excommunication?
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This message was edited 1 time. Last update was at 2013/01/20 20:46:51
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![[Post New]](/s/i/i.gif) 2013/01/20 21:31:30
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fixture of Dakka
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No, they don't have Daemonic Gifts. Only units in the Chaos Daemons codex do.
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![[Post New]](/s/i/i.gif) 2013/01/21 05:46:11
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Devestating Grey Knight Dreadknight
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jy2 wrote:Just played against a very tough, triple dreadknight list at a 1750 tournament recently:
1750 Tournament - Double-Trouble Chaos Dynamic Duo
Coteaz
Grandmaster Mordrak
4x Ghost Knights - 1x Brotherhood Banner
3x Henchmen - 3x Plasmas, Chimera (Coteaz here)
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Razorback w/ TL-Assault Cannon
3x Henchmen - Psyback ( TL-Heavy Bolters w/Psybolt Ammo)
3x Henchmen - Psyback
3x Henchmen - Psyback
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Battle report will be out probably tomorrow. Check it out and let me know what you think about his list and how I did.
Hrm.. very nice, not much anti-air but I guess he'd just avoid them possibly or just depend on twin linked assault cannons? I've done similarly with 2 DK and a strom raven actually. It plays very well in general but does require some LOS terrain on the board. Also I didn't have the swords or the brotherhood banner and a grot squad of 5 strikes instead just for warp quake on my squishy tank lines. I'm still doing similar lists but trying to move towards a bit more longer range shooting as well as some AV14 bastion or land raiders I am expecting a ton of ignore cover save armies (al la the CSM noise marine spam with heldrakes + Ork idea up on top. 6 scoring units in 1500 and high powered igore cover shooting with horde coverage and 2 fliers with now 360 templates and vector strikes that ignore cover (no jink for me!)... gonna be a mess lol) in the near future so going to have to find some places to throw in a crusader into alot of the mix.
I'm looking forwards to the report!
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This message was edited 3 times. Last update was at 2013/01/21 05:52:19
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/01/22 17:02:44
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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Cougar wrote:Zelar, try the same combo with purifiers instead purgation squad (you dont really need the astral aim)....
Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing.
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![[Post New]](/s/i/i.gif) 0012/08/28 17:09:58
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Kid_Kyoto
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Zelar wrote:
Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing.
Why wouldn't you get that in a Purifier squad?
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![[Post New]](/s/i/i.gif) 2013/01/22 17:20:05
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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Coyote81 wrote: Enigwolf wrote: sudojoe wrote:Zelar wrote:Havent read all thread, but with 6th i think Purgation squad got very very good. I use 10 of them in a stormraven with 4 inicinirators, get the teleporter beacon upgrade, psybolt ammo and then i DS them from the stromraven without scatter almost anywhere since the stormraven is so fast now when zooming. I usually take out a full squad of MEQ in one shooting phase. If you want assault protection (more then 4 D3 STR6 auto hits AP4), add an HQ to provide it Try it, it's silly good. The tactical advantage is amazing, You may want to check the wording on the teleport beacon, you can only use it on strike squads, interceptors, and terminators. Purifiers and purgation squads don't actually get to use it. Some may even argue that it only works when comming in from reserves via fluff but I'm not sure that matters too much. The FAQ for purgation squad still pisses me off. Things with stealth and shrouding shouldn't get any benefit when using astral aim not just during night fighting. If they just took out the nightfighting word in there, I'd happily incorporate purgation squads into the mix I checked this one a long time back - the teleport homer only works for Interceptors and Dreadknights with Personal Teleporters. No one else uses a "teleport" move besides them. Gk terminators and Strikesquads both DS using teleporting. (Strikesquads count only because the teleport homers specifically calls them out on it) Well i dont DS them from reserves, i use the stormravens abillity Shadow skies: Grey knights codex p37. Teleport homer makes units using shadow skies not to scatter! It wasent usefull before because the stormraven wasent fast enough, now it is Automatically Appended Next Post: daedalus wrote:Zelar wrote: Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing. Why wouldn't you get that in a Purifier squad? Purifier dont get the homer, so shadows skies becomes less effective..
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This message was edited 4 times. Last update was at 2013/01/22 17:28:10
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![[Post New]](/s/i/i.gif) 2013/01/22 17:44:46
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Kid_Kyoto
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Zelar wrote:
daedalus wrote:Zelar wrote:
Its not the astral aim that i want, its the 4 incinirators that i can place where ever i want that is amazing.
Why wouldn't you get that in a Purifier squad?
Purifier dont get the homer, so shadows skies becomes less effective..
Wait, you're saying you use the teleport homer on the Purgation squad to drop the same purgation squad out of the stormraven?
Are you 100% sure it works that way? Like, literally, 100% sure?
I didn't think teleport homers worked for Shadow Skies, but I'm not 100% sure on that.
I am 100% sure that teleport homers don't do anything for the squad you bought them for. Either that, or I REALLY need to read stuff more closely.
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![[Post New]](/s/i/i.gif) 2013/01/22 17:50:39
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Fresh-Faced New User
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doh, im so sorry.. ive missread it :( Its personal teleporters, not teleport homers that makes you not to scatter when using shadow skies. Should have known, if something looks to good to be true.........
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This message was edited 2 times. Last update was at 2013/01/22 17:52:51
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![[Post New]](/s/i/i.gif) 2013/01/22 18:13:11
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Kid_Kyoto
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I hate it when that happens.
For what it's worth, you had me really excited there for a moment.
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![[Post New]](/s/i/i.gif) 2013/01/23 08:39:26
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Devestating Grey Knight Dreadknight
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you can still do it with a single interceptor squad and an incinerator perhaps XD
I've done that before and just dropped them next to tanks with a psycannon though incinerator can work too I guess.
jy2 wrote:
Just played against a very tough, triple dreadknight list at a 1750 tournament recently:
1750 Tournament - Double-Trouble Chaos Dynamic Duo
Coteaz
Grandmaster Mordrak
4x Ghost Knights - 1x Brotherhood Banner
3x Henchmen - 3x Plasmas, Chimera (Coteaz here)
3x Henchmen - Razorback w/TL-Assault Cannon
3x Henchmen - Razorback w/TL-Assault Cannon
3x Henchmen - Psyback (TL-Heavy Bolters w/Psybolt Ammo)
3x Henchmen - Psyback
3x Henchmen - Psyback
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Dreadknight - Heavy Incinerator, Nemesis Greatsword, Personal Teleporter
Battle report will be out probably tomorrow. Check it out and let me know what you think about his list and how I did.
Looked at the report JY2, nicely done! However, I kept scratching my head at the way that gk guy played it and really agree with the bottom comment here that was on your thread too.
It is killing me how poorly your opponent opted to play his Dreadknights in this one. There was no reason at all with a Torrent weapon to get in those ruins - get behind them.
Also, Shunt all 3 Dreadknights at once - that will burn out a huge chunk of the zombie unit which protects the Dreadknights from a charge with the Abaddon blob - and provides a huge counter assault threat to finish them off. Finally, Mordrak does not scatter, he should have been behind the Shunted Dreadknights turn 1 and then piled into a brutal combat Turn 2...
I've seen zombie lists with Typhys/oblits and hellturkies before too and the biggest threats are really the oblits and knowing the chaos powers. Generally these lists are really slow with just 1-2 fast movers to get around like spawn and flyer and generally best faught with focused firing top priority units like the oblits. After those are done, then can work on the spawn unless they get close and helldrakes when it shows up and other targets are dealt with.
While oblits are tough, especially nurge ones, they still only really have a 5+ cover most of the time and no invul. While it will take quite a bit of shooting, plasma cannons still do well vs them or weight of fire to get past the 2+ and wounds. IG arty like medusa seige guns are brutal vs them but in a fight like the one this game had, charging them with a DK would be the best option.
While it certainly looks like he tried a refused flank, he was not really refusing as much as calypso or I probably would have either. He's not screening his guys properly and not using your army to block for his units. Zombie list mobility issues should have been better used. Stay out of 12' double tap plasma and chaos wind range FFS is what I kept thinking to myself.
I'm gonna have to go put it up again in big bold letters that coteaz can't use his IBEY inside a ride. That's been that way since they changed mind in the macine back in 5th. I'm surprised people are still doing it the old way.
Definately a fun game. I think you just out played him Jy2. Good job! Come back to GK after the BAO, I'm interested to see what you end up with for purifiers or if it's gonna be kind of like what I'm doing with them now. I've always had a soft spot for them but really just using as elites for the most part now.
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This message was edited 1 time. Last update was at 2013/01/23 10:47:25
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/01/23 22:06:47
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.2)
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Judgemental Grey Knight Justicar
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Highlight or a game today, my 5 man strike squad getting charged by a chaos lord on jugger with all the bells and whistles, lucky for me I gave my justicar a halberd and accepted the challenge. Needing 5's to hit and 5s to wound, I manage to roll 2 6's. Now he had his 4+ invun which he promptly failed allowing me to roll a double 1 for force weapons, killing his might lord but also killing the unfortunate justicar, was quite funny to see.
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