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![[Post New]](/s/i/i.gif) 2013/04/12 17:23:08
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Fresh-Faced New User
London, U.K
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I have to disagree with you that Terminators aren't worth it, IMO they really are the only core choice worth it, a +2 armour save and a 5+ invulnerable save?? Specially with the new power weapon rules they've gotten even better, plus being able to move and shoot as normal?! Including being able to say, have a psycannon and have a nemesis force weapon with its benefits on the same model, as opposed to having both hands used on that psycannon on a single model in Strike squad or Purifiers. Including being able to deep strike (Teleport), I'm sorry but I really think with a little less models on the board you get a lot more with 5-man terminators kitted out then you do with a 10-man kitted out strike squad or a 10 Purifiers. I mean Matt Ward even says in the codex that Terminators are the heart of any GK army list, and I think so too I know he hasn't got the best reputation but taking a little bit of advice from the guy who actually wrote the codex I think can go along way. The only thing I really see Strike Squads being good for is deep striking onto a target and holding it for the rest of the game, really that's it, I don't at all see how you can base your entire force around a unit like that. The whole Idea of Grey Knights is a small Elite army, no other unit personifies that more than Terminators.
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![[Post New]](/s/i/i.gif) 2013/04/12 17:26:03
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Longtime Dakkanaut
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But power armor GK can shoot better. If you spam them that's a heck of a lot more shooting than the same points of terminators.
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![[Post New]](/s/i/i.gif) 2013/04/12 18:28:14
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Kid_Kyoto
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I've gone back and forth on Terminators. I've come to the conclusion that one squad of 5 for every 10-20 strikes gives you a resilient wall to countercharge with and at the same time, doesn't hamper your small arms fire as much as an all-terminator army would.
The other nice thing about Terminators is that they get full psycannon firing while moving, so they stay just as effective mobile as they are standing still.
Finally, and obviously, terminators got significantly better in melee when power weapons got AP.
That being said, I still don't think I'm going back to my all Terminator army anytime soon.
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![[Post New]](/s/i/i.gif) 2013/04/12 18:34:55
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Longtime Dakkanaut
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daedalus wrote:The other nice thing about Terminators is that they get full psycannon firing while moving, so they stay just as effective mobile as they are standing still.
10 Terminators, 2 psycannons, 16 storm bolter shots, 8 psycannon shots.
20 Power armor GK, 4 psycannons, 32 storm bolter shots, 8 psycannon shots if moving, 16 if standing still.
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![[Post New]](/s/i/i.gif) 2013/04/12 20:14:52
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Regular Dakkanaut
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Strike Squads do have better shooting per point you're spending on them. The problem is that they're power armored dudes in a world where heldrake does as heldrake pleases. Yes you lose a lot of firepower when you take terminators, but you gain survivability and close combat prowess. I think 5 man Terminator squads with Hammers/Halberds and a Psycannon/Incinerator are perfectly viable troops.
If people stop taking heldrakes because of Tau Skyfire (they probably won't, heldrakes are one of the most survivable flyers in the game), then I'd heartily recommend GKSS over Terminators, but right now, paying 20+points for a guy with no save against a heldrake means that it's a tradeoff between the two. One you get more shooting and one hard counter, the other more survivability and CC.
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![[Post New]](/s/i/i.gif) 2013/04/12 20:15:32
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Blood Angel Terminator with Lightning Claws
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tuiman wrote:Why not give a unit of 3 plasma cannon servitors, and then acolyte cannon fodder/jokearo?
I feel you really are paying a tax with the compulsory HQ and troops just to get all the toys in, 6 fire warriors is first blood giveaway, they are so squishy, and I dont get why you would take a commander just to block the broadsides when surely good deployment and aegis can do that anyway?
Why not maybe 2 full man firewarriors squads with an ethereal behind, give them the 1 extra shot ability so will be firing 3 shots each at 15, 2 at 30. Thats some better firepower.
Plasma Cannon Servitors isn't a bad idea. Jokaero's wouldn't work out too well if I only took one or two of them. I'll have to work with the points.
Just because I deploy properly doesn't mean my opponent can't overcome this issue quickly. The commander is very hardy. He can tank all of the wounds that would insta kill the Broadsides. I feel he's very much needed for them to be effective. I agree that Fire Warriors are garbage, but adding in more and an Ethereal is asking for my opponent to get more VPs out of them since the Ethereal will give a VP just for dieing. Also I'm going to keep my Fire Warriors in reserve. Also for 54 points they are an ok Objective Camper.
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![[Post New]](/s/i/i.gif) 2013/04/12 20:23:37
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Longtime Dakkanaut
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Thariinye wrote:Strike Squads do have better shooting per point you're spending on them. The problem is that they're power armored dudes in a world where heldrake does as heldrake pleases.
If everyone you know is taking these heldrake things you speak of, then perhaps you should put your units in Rhinos? Duh? Amirite?
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![[Post New]](/s/i/i.gif) 2013/04/13 01:18:01
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Devestating Grey Knight Dreadknight
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Super Newb wrote: Thariinye wrote:Strike Squads do have better shooting per point you're spending on them. The problem is that they're power armored dudes in a world where heldrake does as heldrake pleases.
If everyone you know is taking these heldrake things you speak of, then perhaps you should put your units in Rhinos? Duh? Amirite?
rhinos aren't really worth it still as you can get vector striked to death easily enough and then the occupants have to jump out usually in a nice pile for the template so not really your answer there either.
Terminators aren't really the TAC answer necessarily though as like I said on the first page, there are plenty of plasma cannons/plasma/meltas/rail guns/ ion cannon templates that will make terminator's lives miserable. Even in a heldrake list, I'd dobut you'll be obliterator free or some plasma gun CSM free or heck even abbadon free from a CSM list if that's your biggest worry. Lack of sweeping advances also hurt your chance to truely take down swarms of things.
Most all termy based lists are just sorely lacking in bodies which is bad in objective games which are pretty common now-a-days. All theorycrafting aside, try a few games with them. There's a place for some terminators but an all terminator force without some extra benefits like ravenwing deep strike beacons or guaranteed arrival times, or shield walls are very vulnerable to plasma cannon, ion cannon plates, or rapid fire plasmas.
There's quite a bit you can still protect yourself from AP3 ignore cover weapons however, some of the better ones being attaching guys to the squad or having crusaders up front or a 2+ armor techmarine/inquisitor "tanking" for the squad against these things. Just don't let those things keep shooting at you the following turns lol. Use boards wtih some LOS blocking is also key and really should be the point of any well balanced game. In a map with no terrain or all open terrain, there's gonna be huge imbalances to the game.
We actually had a thread on this a while back. While terminators are certainly more durable, you are more at risk of a few bad rolls while bigger forces let you get more average dice rolls and have more predictable results over many games. That's the statistics of the things unfortunately
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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) 2013/04/13 18:13:55
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3)
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Fresh-Faced New User
London, U.K
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Super Newb wrote: daedalus wrote:The other nice thing about Terminators is that they get full psycannon firing while moving, so they stay just as effective mobile as they are standing still.
10 Terminators, 2 psycannons, 16 storm bolter shots, 8 psycannon shots.
20 Power armor GK, 4 psycannons, 32 storm bolter shots, 8 psycannon shots if moving, 16 if standing still.
I still disagree with you, as someone previously stated the survivability of a terminator is far great than a regular power armoured marine, +2 armour save and +5 invulnerable save vs shooting and melee is nothing to be snuffed at, your terminators are going to be alive longer to shoot the enemy. As you've just shown terminators get to move and shoot normally. Your not going to get the allocated shots regular power armoured GKs because they don't get to move and shoot normally, unless your SS is sitting on a objective (like I said they should be used for before) they're not going to get that many shots. Surely you want units that can move around the battlefield and put out the max firepower to react to enemy movements and any situation? Most likely your units are going to be moving and will need to be moving, even if you use the move and shoot tactic (Where one units covers the other as it moves) your still taking away the ideology of picking a unit to get the most shots as possible. As I sated before I only see the SS being used for Holding objectives, as you've stated the power armoured GKs only have the advantage of shots when standing still, at the heart of the force for moving and responding to the enemy with a small Elite army you need units with survivability and can fight at their best when on the move Terminators provide that. Spamming units isn't the way Matt Ward designed this codex, he built it around the ideology of a small Elite army. Plus as stated before you get a heavy weapon plus that nemesis force weapon meaning it doesn't hamper your CC abilities. As for stuff like Heldrakes etc, you should have your superior firepower aimed at them to cover your infantry units.
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![[Post New]](/s/i/i.gif) 2013/04/13 18:17:15
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Longtime Dakkanaut
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Uhh... mass GK MEQ is far more frightening than mass GK TEQ. The marines shoot far, far better and the durability is very similar.
Shore up your Heldrake weakness by allying in a Vendetta and taking a Stormraven. Between that and spreading out you should be able to deal with Drakes just fine.
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![[Post New]](/s/i/i.gif) 2013/04/13 23:50:10
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Devestating Grey Knight Dreadknight
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I still disagree with you, as someone previously stated the survivability of a terminator is far great than a regular power armoured marine, +2 armour save and +5 invulnerable save vs shooting and melee is nothing to be snuffed at, your terminators are going to be alive longer to shoot the enemy. As you've just shown terminators get to move and shoot normally. Your not going to get the allocated shots regular power armoured GKs because they don't get to move and shoot normally, unless your SS is sitting on a objective (like I said they should be used for before) they're not going to get that many shots. Surely you want units that can move around the battlefield and put out the max firepower to react to enemy movements and any situation? Most likely your units are going to be moving and will need to be moving, even if you use the move and shoot tactic (Where one units covers the other as it moves) your still taking away the ideology of picking a unit to get the most shots as possible. As I sated before I only see the SS being used for Holding objectives, as you've stated the power armoured GKs only have the advantage of shots when standing still, at the heart of the force for moving and responding to the enemy with a small Elite army you need units with survivability and can fight at their best when on the move Terminators provide that. Spamming units isn't the way Matt Ward designed this codex, he built it around the ideology of a small Elite army. Plus as stated before you get a heavy weapon plus that nemesis force weapon meaning it doesn't hamper your CC abilities. As for stuff like Heldrakes etc, you should have your superior firepower aimed at them to cover your infantry units.
despite Matt Ward's design philosophies, the 6th edition updates are (and frankly it was pretty much the same back in 5th as well) not really doing well for terminators. Relentless psycannons are great and all but really not the be all end all of GK. Massed storm bolter fire mathmatically kills off more of the enemy each turn in terms of raw infantry killing potential. Face it, there's a crap ton of power armor now a days and most things got a 4-5 cover save if you really are marching into the teeth of the enemy who if they have any competitive nature in mind, would have parked their gunlines in terrain (mostly thanks to the aegis defense lines, are almost every time). Vechicle killing can be good psycannon role but ideally you'd then be wasting most if not all your storm bolters on the tank too. I'd rather use more dedicated tank hunters like the psyfleman dread or melta acolytes or melta storm raven or jokaero sniping to take care of them and have my forward storm bolter elements engage infantry.
All foot slogging terminators have not done well competitively in most any venu. Draigo lists were decent back in 5th but really fell out in 6th (though to be honest, there is still a place for draigo's paladin army but it'd be a mostly mid tier choice). If all you are saying is that they can be effective, I'd actually agree with you. I've had good games with an unkillable justicar Thawrn that was both really fun and tactically satisfying. Would I depend on such a list to carry me through a grand tourney? Probably not by itself. I'd definately need more supportive elements especially with assault vehicles as footslog termy or even deep strike termy is not a reliable tactic though it has worked on games, it relies a bit too much on chance and your opponents to lack good amount of plasma/melta/ or other AP2 weapons/ignore armor weapons or in case of orks, just sheer stupid amount of volume of fire. Competitive scene would really not have your opponents making that mistake too often.
Granted the above being said, terminators / deepstriking ones can definately be used to really good effect if you were to use GK's as some sort of big distraction hammer. Like if were playing as the new Tau, or IG or some other sort of squishy gunline, having some terminator squads (cause you can take 2 troops as allies and some paladins in elites) can really bog down the enemy's firepower as they'd have to deal with those guys and not shoot at your vulnerable gunlines. Just don't expect the terminators to survive however as they are just there to die for the cause. You can do similarly with GK squishy gunlines too with suicidal terminators but again, don't expect many or any of them to survive and you really still need other forces to cap and hold objectives/tank hunt/anti-air/kill off models.
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This message was edited 1 time. Last update was at 2013/04/13 23:59:04
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/04/14 06:19:40
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Homicidal Veteran Blood Angel Assault Marine
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Apologies if these numbers have been put forth before in the thread. There was no way I was going to read the whole thing.
To shine some light on the debate on Strike Squads vs. GK Terminator squads, here are some hard numbers.
I assume the following:
Strike Squads take one psycannon and one hammer per 5 men. 24 points per model.
Terminators take one psycannon and one hammer per 5 men. 45 points per model.
No ICs are attached to either squad.
In the shooting numbers which follow, the Strike Squad is assumed to move, so the Psycannon gets 2 shots.
In the CC numbers which follow, both squads are assumed to get the charge and successfully cast Hammerhand.
Resiliency: (Shots needed to kill 100 points worth of models)
Strikes:
37.5 Bolter shots
75 Lasgun shots
7.5 Plasma shots
30 BS3 Autocannon shots
Terminators:
40 Bolter shots
80 Lasgun shots
6 Plasma shots
32 BS3 Autocannon shots
Shooting Offense: (Points value of models killed in 1 turn's shooting)
Strikes:
19.4 pts GEQ (5 ppm)
18.8 pts MEQ (16 ppm)
24.7 pts TEQ (40 ppm)
Terminators:
12.8 pts GEQ
13.7 pts MEQ
18.4 pts TEQ
CC Offense: (1 round of combat, no challenges)
Strikes:
21.6 pts GEQ
40.7 pts MEQ
33.3 pts TEQ
Terminators:
18.5 pts GEQ
37.3 pts MEQ
26.7 pts TEQ
The numbers suggest that, in a vacuum, the Strike Squad is more cost-efficient. They also get Warp Quake, which is a plus. Helldrakes appear to be their major drawback.
To Toasty, re: Strike Squads needing to stay put: It's pretty foolish to stay put with a Strike Squad for the extra shots on the Psycannon. At most, it's 4 extra shots. The rest of the models in the squad have Assault weapons. I don't play GK, but as long as the target isn't a vehicle, I would assume good GK players should be willing to move their Strike squads without agonizing over the lost firepower too much.
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Current Record: 5 Wins, 6 Draws, 3 Losses 2000 points
In Progress: 500 points
Coming Soon: |
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![[Post New]](/s/i/i.gif) 2013/04/14 16:32:29
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Regular Dakkanaut
Regina, Saskatchewan, Canada
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Do you think Broadsides with High Yield Missle Pods bring anything to GK that they don't already have? I have some Tau models sitting around gathering dust (and some GW credit) and I was thinking of buddying them up with my all footsoldier GKs. I was thinking:
Cadre Fireblade with a big unit of FW + a Riptide + Broadside with HYMP and Interceptor/Skyfire
or
Shadowsun joining either a unit of Drones or Crisis Suits plus above Broadsides and small unit of FW. Riptide if no Crisis suits.
Thoughts?
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![[Post New]](/s/i/i.gif) 2013/04/14 17:53:09
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Blood Angel Terminator with Lightning Claws
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Broadsides are stuck either taking Skyfire or Interceptor not both. In my opinion I feel Broadsides with Skyfire is a lot better than Broadsides with Interceptor since you need Markerlights to make the Interceptor on Flyers worthwhile. Interceptor on the Riptide can be pretty awesome, because it will utterly destroy anything deep striking on your side of the board.
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![[Post New]](/s/i/i.gif) 2013/04/14 18:17:52
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Regular Dakkanaut
Regina, Saskatchewan, Canada
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Red Comet wrote:Broadsides are stuck either taking Skyfire or Interceptor not both. In my opinion I feel Broadsides with Skyfire is a lot better than Broadsides with Interceptor since you need Markerlights to make the Interceptor on Flyers worthwhile. Interceptor on the Riptide can be pretty awesome, because it will utterly destroy anything deep striking on your side of the board.
Yeah sorry, the Interceptor/Skyfire was meant as Interceptor or Skyfire.
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![[Post New]](/s/i/i.gif) 2013/04/14 21:50:43
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Devestating Grey Knight Dreadknight
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Missle broadsides + missle drones are just amazing for the amount of str 7 they can throw out. It's like a super psycannon squad cept you don't get the rending but it comes with twin linked most of the time. Keeping them alive is the hard part but they are pretty awesome units. It actually synergizes ok with GK needs (i.e. skyfire power)
It's expensive but a full battery of skyfiring broadsides+ drones is 300 something points and they can die pretty easily from some bad morale saves though this can be buffed with like an attached IC/etheral nearby. Might be overkill but they have successfully glanced /penned just about everything I've pointed them at. 36' range is a bit short but they can mow down just about any vehicle in one round of firing that's AV 12, and possibly needing 2 rounds for AV 13. (which means I get at least one dead flier a turn) It's vast overkill for one hell turkey a turn but it's pretty much a guarantee unless they can roll 5-7 5+invul saves in a single round. Haven't tried vs a full vendetta squadron but I'd imagine it to be similar results (also depends how many drones I lose to their lascannons before shooting back of course)
Interceptor is pretty much a non-issue for GK tau mostly because we have some excellent counters already to outflank/deepstrike with coteaz's IBEY and warpquake. For other builds like IG (unless you are already doing saber defense platforms) you may have a good debate but it's pretty much skyfire for GK allied tau all the way in my opinion anyway with the right choices for support out of the GK dex.
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This message was edited 1 time. Last update was at 2013/04/14 22:19:20
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/04/15 11:28:56
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Fresh-Faced New User
London, U.K
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sudojoe wrote:I still disagree with you, as someone previously stated the survivability of a terminator is far great than a regular power armoured marine, +2 armour save and +5 invulnerable save vs shooting and melee is nothing to be snuffed at, your terminators are going to be alive longer to shoot the enemy. As you've just shown terminators get to move and shoot normally. Your not going to get the allocated shots regular power armoured GKs because they don't get to move and shoot normally, unless your SS is sitting on a objective (like I said they should be used for before) they're not going to get that many shots. Surely you want units that can move around the battlefield and put out the max firepower to react to enemy movements and any situation? Most likely your units are going to be moving and will need to be moving, even if you use the move and shoot tactic (Where one units covers the other as it moves) your still taking away the ideology of picking a unit to get the most shots as possible. As I sated before I only see the SS being used for Holding objectives, as you've stated the power armoured GKs only have the advantage of shots when standing still, at the heart of the force for moving and responding to the enemy with a small Elite army you need units with survivability and can fight at their best when on the move Terminators provide that. Spamming units isn't the way Matt Ward designed this codex, he built it around the ideology of a small Elite army. Plus as stated before you get a heavy weapon plus that nemesis force weapon meaning it doesn't hamper your CC abilities. As for stuff like Heldrakes etc, you should have your superior firepower aimed at them to cover your infantry units.
despite Matt Ward's design philosophies, the 6th edition updates are (and frankly it was pretty much the same back in 5th as well) not really doing well for terminators. Relentless psycannons are great and all but really not the be all end all of GK. Massed storm bolter fire mathmatically kills off more of the enemy each turn in terms of raw infantry killing potential. Face it, there's a crap ton of power armor now a days and most things got a 4-5 cover save if you really are marching into the teeth of the enemy who if they have any competitive nature in mind, would have parked their gunlines in terrain (mostly thanks to the aegis defense lines, are almost every time). Vechicle killing can be good psycannon role but ideally you'd then be wasting most if not all your storm bolters on the tank too. I'd rather use more dedicated tank hunters like the psyfleman dread or melta acolytes or melta storm raven or jokaero sniping to take care of them and have my forward storm bolter elements engage infantry.
All foot slogging terminators have not done well competitively in most any venu. Draigo lists were decent back in 5th but really fell out in 6th (though to be honest, there is still a place for draigo's paladin army but it'd be a mostly mid tier choice). If all you are saying is that they can be effective, I'd actually agree with you. I've had good games with an unkillable justicar Thawrn that was both really fun and tactically satisfying. Would I depend on such a list to carry me through a grand tourney? Probably not by itself. I'd definately need more supportive elements especially with assault vehicles as footslog termy or even deep strike termy is not a reliable tactic though it has worked on games, it relies a bit too much on chance and your opponents to lack good amount of plasma/melta/ or other AP2 weapons/ignore armor weapons or in case of orks, just sheer stupid amount of volume of fire. Competitive scene would really not have your opponents making that mistake too often.
Granted the above being said, terminators / deepstriking ones can definately be used to really good effect if you were to use GK's as some sort of big distraction hammer. Like if were playing as the new Tau, or IG or some other sort of squishy gunline, having some terminator squads (cause you can take 2 troops as allies and some paladins in elites) can really bog down the enemy's firepower as they'd have to deal with those guys and not shoot at your vulnerable gunlines. Just don't expect the terminators to survive however as they are just there to die for the cause. You can do similarly with GK squishy gunlines too with suicidal terminators but again, don't expect many or any of them to survive and you really still need other forces to cap and hold objectives/tank hunt/anti-air/kill off models.
Sorry, reading back at my original post it was confusing what I was getting at, what I meant by Terminators being heart or the core of the army was primarily troop choices, of course you need supporting elements like storm raven, vehicles etc. I was saying regardless of how many troop choices you take IMO I'd prefer them to be terminators, then have your support elements, along with extra men on the table from your Elites, Fast attack, heavy support etc.
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This message was edited 1 time. Last update was at 2013/04/15 11:36:42
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![[Post New]](/s/i/i.gif) 2013/04/15 18:21:32
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Kid_Kyoto
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Something that just occurred to me yesterday was that you can now (as of 6th edition) move and snap fire the heavy profile on psycannons.
This means you always get your full number of shots against flyers, even if you're moving around.
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![[Post New]](/s/i/i.gif) 2013/04/15 19:02:12
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Blood Angel Terminator with Lightning Claws
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daedalus wrote:Something that just occurred to me yesterday was that you can now (as of 6th edition) move and snap fire the heavy profile on psycannons.
This means you always get your full number of shots against flyers, even if you're moving around.
I think a lot of people forget this when trying to take down a Flyer.
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This message was edited 1 time. Last update was at 2013/04/15 19:02:25
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![[Post New]](/s/i/i.gif) 2013/04/16 08:41:59
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Furious Fire Dragon
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Red Comet wrote: daedalus wrote:Something that just occurred to me yesterday was that you can now (as of 6th edition) move and snap fire the heavy profile on psycannons.
This means you always get your full number of shots against flyers, even if you're moving around.
I think a lot of people forget this when trying to take down a Flyer.
Count me in with those people  ! I actually haven't thought of that!
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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) 2013/04/16 21:35:37
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I did a Tau battle Report on the 40KUnorthodoxy blog if you wanna read it.
Markerlights are going to o three things in 6E:
1. Guide in Riptide Battlsuit shooing to enormous effect.
2. Allow Torrenting units, of which Tau have many, to explode in efficacy.
3. Make Overwatch a ridiculous expereince for the charging enemy.
I truly think that Markerlights will be priorities, but I think that will be a mistake on the enemy's part. yes they suck, butthe thins doing the shooting are really what you gotta' focus on. you'll lose a LOT of firepower against the tough FOUR drones as compared to killing their Tough 3 beneficiaries. A Markerlight uniut, in the end, still only dooms one unit and thats only if theres something to shoot at them.
It's going to take a lot of self control not to do it but I think if I were playing my GK's, I'd have to try and kill with shooting the things that will do the damage first.
Just my two cents, as a hardcore Tau player myself. Tau were my first and truest love. I will field them to victory! My Grey KNights will tremble.
Oh one other thing: Advanced Targetting on Burst cannon wielding suits is going to make taking out the Psycannons in a unit kinda awesome.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2013/04/16 21:58:11
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Longtime Dakkanaut
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Markerlights work during overwatch?
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![[Post New]](/s/i/i.gif) 2013/04/16 22:06:58
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Fixture of Dakka
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They're hitting on 6's but they allow hits from other overwatching units to benefit from them.
Yeah, I agree with Jancoran. In my 2 games against the new Tau, I went after their troops - the fire warriors and kroots. Everything else - the suits, vehicles and riptides - was 2nd priority.
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![[Post New]](/s/i/i.gif) 2013/04/17 14:05:50
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Fresh-Faced New User
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I am playing in two days with a CSM army. In the past we had some discussion about Dark Excommunication... Is there anything on the CSM that is affected from the Dark Excommunication?
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This message was edited 1 time. Last update was at 2013/04/17 14:06:15
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![[Post New]](/s/i/i.gif) 2013/04/17 21:11:38
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Judgemental Grey Knight Justicar
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How do people use there grand stratagy when they have it? I used to make stuff scoring all the time, but I find that my dreadnoughts, dreadknights die anyway so there was not much point.
Now I am using scout to give to my paladin deathstar, getting 6" closer is so good for them as they want to get up close as soon as possible, Getting in a T2 assault is becoming a very good tactic of mine.
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![[Post New]](/s/i/i.gif) 2013/04/17 21:29:57
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Shas'o Commanding the Hunter Kadre
Olympia, WA
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I use Grand Strategy to Outflank.
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Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com
7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php |
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![[Post New]](/s/i/i.gif) 2013/04/17 21:55:32
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Blood Angel Terminator with Lightning Claws
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I have a 750 point tourny coming up and I am thinking about using an Inquisitorial Henchmen list.
Here are 3 lists that i threw together. I know that one player is bringing two flying demon princes, other than that I can expect a variety of opponents.
LIST 1
List 2
List 3
Let me know which list you guys think stands a chance at these points levels, or if i am going about it totaly wrong.
FYI I do not own any standard GK units ie termies, paladins, I do own however 2 assasins, vindicare and eversor.
Any tips appreciated.
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![[Post New]](/s/i/i.gif) 2013/04/18 14:12:59
Subject: 6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Blood-Raging Khorne Berserker
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Cougar wrote:I am playing in two days with a CSM army. In the past we had some discussion about Dark Excommunication... Is there anything on the CSM that is affected from the Dark Excommunication?
Dark Ex doesn't do anything against chaos space marines at all. But against chaos daemons, as per thier digital codex, this is listed under thier daemonic gifts and they lose the effects of:
Ranged Weapons
Melee Weapons
Daemonic Attributes
Icons and Instruments
Hellforged Artifacts
Daemonic Rewards
Daemonic Psychic Powers
It essentially neuters a demon model to just its statline.
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This message was edited 1 time. Last update was at 2013/04/18 14:13:57
I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/04/18 14:17:50
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Devestating Grey Knight Dreadknight
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TheLionOfTheForest wrote:I have a 750 point tourny coming up and I am thinking about using an Inquisitorial Henchmen list.
Here are 3 lists that i threw together. I know that one player is bringing two flying demon princes, other than that I can expect a variety of opponents.
LIST 1
List 2
List 3
Let me know which list you guys think stands a chance at these points levels, or if i am going about it totaly wrong.
FYI I do not own any standard GK units ie termies, paladins, I do own however 2 assasins, vindicare and eversor.
Any tips appreciated.
Personally I like list #2 but that's just me. As you already have alot of bolters, can you find a way to conver the servitors to PC's and drop the flamer to something else. Possibly working in a jokaero may also be handy. Automatically Appended Next Post: jy2 wrote:
They're hitting on 6's but they allow hits from other overwatching units to benefit from them.
Yeah, I agree with Jancoran. In my 2 games against the new Tau, I went after their troops - the fire warriors and kroots. Everything else - the suits, vehicles and riptides - was 2nd priority.
I've been playing around as Tau more than vs tau lately and I really need to work on some anti-tau tactics in depth. Last time I just got sick of losing all my cover saves for my acolyte army so I went after the markerlights instead especially as I had some DK flamers and only 2 squads of pathfinders to deal with while there was about 5 squads of fire warriors to go after.
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This message was edited 1 time. Last update was at 2013/04/18 14:24:30
+ Thought of the day + Not even in death does duty end.
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![[Post New]](/s/i/i.gif) 2013/04/18 14:42:56
Subject: Re:6th Edition and GK changes/Tactical - revisited (updated for FAQ V1.3 and Tau)
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Fixture of Dakka
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sudojoe wrote:
I've been playing around as Tau more than vs tau lately and I really need to work on some anti-tau tactics in depth. Last time I just got sick of losing all my cover saves for my acolyte army so I went after the markerlights instead especially as I had some DK flamers and only 2 squads of pathfinders to deal with while there was about 5 squads of fire warriors to go after.
That's why I think a good Tau army should spread out its markerlights. Don't just have them in 1 or 2 units....they can be wiped out too easily. For the Tau list that I am thinking of, I put my Commander and his 2 marker drones with a unit of marker drones (all for some BS5 goodness!). I also use a unit of pathfinders and put marker drones in my 2 units of suits. That's 4 (potentially 5 units of markerlights if my commander splits off and joins another unit). I'm even considering giving my broadsides markerlight instead of shield drones. This creates what Yakface describes as a Markerlight Rippling effect. It also adds redudancy to your markerlight sources.
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This message was edited 2 times. Last update was at 2013/04/18 14:44:21
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