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 Envihon wrote:
You know, I have been trying to have an excuse to buy an Imperial Knight. I haven't even wanted one because of the power they bring to the table but because they look so darn cool. This is pushing me more and more that it probably will be my next purchase after I get my second DK.


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Some allied DA with a 4++ for the rhinos or something similar would be helpful. Otherwise you're stuck with either saturation or distraction to protect them.

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Indiana

 WrentheFaceless wrote:
I'm not sure so much daemons. Eldar yes, but I'm thinking necrons and IG vehicle spam. MSU, lots of bodies, rhinos with 10 marines each in it.


So I think the teleporter is a must for mobility, but I am torn between the sword and/or the incinerator.

I think that the incinerator makes it so I can deep strike and do damage, but then I dont have a CC answer to things. reliably.

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 Enigwolf wrote:
 Envihon wrote:
You know, I have been trying to have an excuse to buy an Imperial Knight. I haven't even wanted one because of the power they bring to the table but because they look so darn cool. This is pushing me more and more that it probably will be my next purchase after I get my second DK.


...Come into the dark...


Exact reasons I made the list I did with 2DKs and an Errant. Even if I didn't go Purifier spam, I think DKs and Errant work wonderfully together.

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Zimko wrote:
 Enigwolf wrote:
 Envihon wrote:
You know, I have been trying to have an excuse to buy an Imperial Knight. I haven't even wanted one because of the power they bring to the table but because they look so darn cool. This is pushing me more and more that it probably will be my next purchase after I get my second DK.


...Come into the dark...
LO

Exact reasons I made the list I did with 2DKs and an Errant. Even if I didn't go Purifier spam, I think DKs and Errant work wonderfully together.


Yup. Same thing I'm fielding. I'm wondering if that will soon become a standard package for GK players... After all, DKs complement a Knight Errant so well. Just as fast, almost quite as tough, incinerator fries massed hordes that would tie the Errant down while the Errant blows up tanks, it can use its base to block charges against the Knight/run interception against flankers/block LOS to give it a cover save.

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 Enigwolf wrote:
Yup. Same thing I'm fielding.


What do you field with them (2 DKS and an Errant)? Do you find they go better in a Shunt list, vehicle heavy list or something else?


Automatically Appended Next Post:
It's too bad we can't take Land Raiders at DT... DKs, Errant and Land Raiders would be wonderfully fun to field.

This message was edited 2 times. Last update was at 2014/06/20 14:14:53


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I'm playing with a vehicle-heavy list. I was thinking of running a Land Raider too, using C:I we can get DT LRs. But again, I want to see how the wording for Lord of Formosa for Coteaz changes in C:I, whether he makes all Henchmen in the army or detachment scoring.

Rough list I'm looking at is:

A cheap Inq HQ for either C:I or GK
Coteaz
Choppy Henchmen Squad in DT LRC (Crusader, DCAs, Priest)
Either GKSS or Acolytes in Rhinos/Razorbacks.
2x DK
Errant
Ally in Iron Hands, some HQ or another,
Tac Marines in Droppod with Deathwind Launcher
Ironclad Dread in Droppod with Deathwin dLauncher
Centurions
Sicaran Battle Tank OR a Stormraven

A lot of mathhammering and min/maxing, something or other has to go, likely.

This message was edited 1 time. Last update was at 2014/06/20 15:04:35


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So that would be GK primary detachment, 1 Errant ally, C:I ally and Iron Hands ally?

I haven't been keeping up with allies restrictions but can you do all that for stuff like NOVA?

This message was edited 1 time. Last update was at 2014/06/20 15:41:16


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 obsidiankatana wrote:

Tiggy, specifically, cannot do this for lack of the ability to deep strike.


But if you have Tiggy, you have a Tac Squad. And if you have a Tac Squad, you have a Drop Pod. And then Tig can pop out of the Drop Pod and move into coherency with Mordrak's unit, all on T1. You might want a servo-skull to make the Pod more accurate...but it's do-able.

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Zimko wrote:
So that would be GK primary detachment, 1 Errant ally, C:I ally and Iron Hands ally?

I haven't been keeping up with allies restrictions but can you do all that for stuff like NOVA?


Nope.

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Thinking about it

do you think it would be worth it to take a GK Techmarine (Edit: as he auto comes with sanctuary so no need to fish) and a big squad of crusader henchmen for delicious 2++ sanctuary to use as a potentially objective secured tanking unit?

This message was edited 2 times. Last update was at 2014/06/20 17:41:31


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
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 Desubot wrote:
Thinking about it

do you think it would be worth it to take a GK Techmarine (Edit: as he auto comes with sanctuary so no need to fish) and a big squad of crusader henchmen for delicious 2++ sanctuary to use as a potentially objective secured tanking unit?


The Techie is listed in the FAQ as having Banishment and Hammerhand, just like most of our stuff. At this point in time, only vehicles have Sanctuary.

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Oh woop your right. i was following down from the techmarine servo arm line and didnt see the vehicles: well that's a load of whoohaa.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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I'm surprised I haven't seen anyone talk about taking Tiggy with 10 Termies as a cheap deathstar. He is almost guaranteed to get Invisibility and at the cost difference between terms and Paladin it means you can take quit a bit of other things.
At 1750 I took Coteaz
10 Termies
Dreadnaught
3 Las razorback with 3 psykers each
DK
Tiggy
8 marines drop pod
Thunderfire

I played against a Deamon factory and cleaned up. Coteaz, Tiggy and the marines in the drop pod come out become invisible in his back field. Turn 2 the terms drop within 6 because of the homing beacon and the ics join them. everyone else is in my back field. In 3 turns he surrendered.
   
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I have little experience with GK in general but looking at the book I noticed henchmen can take a chimera as a dedicated transport as well, but I never see it taken. I would assume with its superior av12 is would be an attractive option as well? Or are psybacks that much more better?

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Indiana

They are not psychic vehicles so you dont get the extra dice, you are also not taking shooting so the extra fire points are not worth it. Side armor is 10 so worse against a lot of shooting in the side.

Also worse shooting in general.

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 Leth wrote:
They are not psychic vehicles so you dont get the extra dice, you are also not taking shooting so the extra fire points are not worth it. Side armor is 10 so worse against a lot of shooting in the side.

Also worse shooting in general.


So is the standard way to run henchmen is a razorback (heavy bolters) + psybolt ammunition?

Also as touched upon here earlier in the thread is it worth it to add a psyker henchman to each squad to add to psychic die?

What would the ideal load out be, example: 2 special weapons henchmen (melta/plasma) + psyker in a psy-back?

This message was edited 1 time. Last update was at 2014/06/21 15:52:37


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First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

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Indiana

I deal would be 2x acolyte, 1x psyker, razorback with psybolt(personally I always add the dozer blades).

I am actually going to probably start running them as the same henchmen squad but in a rhino so that I can fire powers out of the hatch. Probably 1-2 of them in rhinos, I am also thinking about turning one of the henchmen into banishers, just to force that re-rolling invul on daemons.

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In 7th I don't think that 2 acolyte and 1 psyker is actually the best way to run them. The problem is that when the psyback dies the unit inside is essentially worthless. 3 T3 models isn't going to survive anything shooting at it. Furthermore, shooting a couple of bolters and possibly a psychic power is also going to do jack.

For any maelstrom variant, you need to have something meaningful inside and troops that can survive a couple of rounds, preferably doing something useful or posing some form of threat. There are, after all, 6 objectives, 5 turns, so if you plan on losing your troops every turn, you need 30 troop units.

So many of the spam lists in this thread seem to focus on more psybacks as if psybacks are the answer. I don't think they are. Sure, they are handy, and more survivable and have OS. But they are still comparatively easy to immobilise and/or explode.

I'm not saying people shouldn't take henchmen - given Coteaz's abilities and cost plus the cost of pure GK units I think they are required.

I'd suggest that ideal loadout for a psyback would be crusader, acolyte with melta, psyker. Has ability to threaten vehicles and the crusader at least has a 3++.

If you were going with Rhinos, you'd want 2 shooters at least. So 2 psykers, Psyker/Acolyte with special weapon. Otherwise, why lose the psyback?

Separate question : my reading of the FAQ on combat squads leads me to the conclusion that I can put 10 purifiers in a LR, but have them combat squadded so I can assault 2 separate units coming out of it. This is because the FAQ only refers to transport, not dedicated transport. Anyone disagree with that? If so, I'll take it to YMDC.

Imho,

This message was edited 1 time. Last update was at 2014/06/22 05:03:04


   
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Has anyone noticed any previous fringe or useless units that have become worth considering this edition?
   
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MarkCron wrote:
I'm not saying people shouldn't take henchmen - given Coteaz's abilities and cost plus the cost of pure GK units I think they are required.

I'd suggest that ideal loadout for a psyback would be crusader, acolyte with melta, psyker. Has ability to threaten vehicles and the crusader at least has a 3++.


That's far from ideal. What does the crusader do, besides waste points? If you wanted a more durable squad, you could take 4 bare warrior acolytes for one point more than the cost of a single crusader. I'd take 4 guys over one guy. 3++ on a T3 model isn't so hot, a couple of bolter shots and he's dead.

Also, what's the point of one guy with a melta? Not reliable at all.
   
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How are people using Solodins?

Just hammers still, and what are their strength in the new game?

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Indiana

 pocketcanoe wrote:
Has anyone noticed any previous fringe or useless units that have become worth considering this edition?


I would say with maelstrom missions interceptor squads have a purpose.

Also I think banishers, purifiers, and hereticus inquisitors are going to make a come back.

Now that warp charges are in the psychic phase I am trying to bring a GK storm raven in all my lists. Dat perils.

I would run solodins with hammer. The problem is that for the price of the paladin you can get a razorback with squad inside.

Just had a tournament today and i am torn on the rhino vrs razorback debate. There were quite aa few times where I wish I could have assailed or psychic screamed out of the hatch.

Assail is not given the respect that it should be. 18 inch beam that causes difficult terrain tests and auto hits. Even if they have move through cover they are still striking last.

This message was edited 3 times. Last update was at 2014/06/22 23:21:48


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Lost in the Warp

 Leth wrote:

Just had a tournament today and i am torn on the rhino vrs razorback debate. There were quite aa few times where I wish I could have assailed or psychic screamed out of the hatch.

Assail is not given the respect that it should be. 18 inch beam that causes difficult terrain tests and auto hits. Even if they have move through cover they are still striking last.


Personally, if I'm going to likely be using the warp charges elsewhere in my army, I'd be taking a Razorback. That'll give you reliable damage output every turn rather than the possibility of one.

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Super Newb wrote:
MarkCron wrote:
I'm not saying people shouldn't take henchmen - given Coteaz's abilities and cost plus the cost of pure GK units I think they are required.

I'd suggest that ideal loadout for a psyback would be crusader, acolyte with melta, psyker. Has ability to threaten vehicles and the crusader at least has a 3++.


That's far from ideal. What does the crusader do, besides waste points? If you wanted a more durable squad, you could take 4 bare warrior acolytes for one point more than the cost of a single crusader. I'd take 4 guys over one guy. 3++ on a T3 model isn't so hot, a couple of bolter shots and he's dead.

Also, what's the point of one guy with a melta? Not reliable at all.

Well, it gives some sort of saving roll. 2 acolytes and a psyker don't get a save roll at all (well, apart from a cover save) assuming they get shot by, well, anything. Sure, the melta MAY not achieve anything, whereas not having one will DEFINITELY not achieve anything.

I'm not sure people fully get the difference Maelstrom style missions make. Planning to just jump on the objective when you get the card/roll doesn't work if there is already an OS unit there. To score, you need to create a 3" gap to the contesting unit. 2 acolytes and a psyker can't remove a drop pod. An acolyte with a melta *might*.

Conversely, if you have 2 acolytes and a psyker sitting on an objective, how hard do you think it is going to be to remove them? T3, 5+ save.....not hard at all. Hell, one flayer array from a ghost ark could do it. And the warriors inside can probably kill the psyback. You might get cover from your wrecked Psyback or better still, be out of LOS. But you have to hold on for 3-4 turns.

Every 7th Tactics thread is literally filled with suggestions on going MSU, and how to defeat MSU. I just think that psybacks, while great value for the points aren't going to win you the game. They aren't going to live long enough. So, filling them with essentially a henchmen tax is pointless.

Leth wrote:
 pocketcanoe wrote:
Has anyone noticed any previous fringe or useless units that have become worth considering this edition?


I would say with maelstrom missions interceptor squads have a purpose.

Also I think banishers, purifiers, and hereticus inquisitors are going to make a come back.

I've always liked interceptors, but now I'd prefer GKSS. The lack of objective secured is a major cross against interceptors and purifiers, so you really need to pay the Grand Strategy tax.

If you take non OS units, you need to have enough hitting power to clear a 3" gap around an objective, so you'd probably want 10 interceptors given you can't shunt and assault.

Leth wrote:Now that warp charges are in the psychic phase I am trying to bring a GK storm raven in all my lists. Dat perils.
Just finished mine

Leth wrote:Just had a tournament today and i am torn on the rhino vrs razorback debate. There were quite aa few times where I wish I could have assailed or psychic screamed out of the hatch.
Depends what you have in them. If you had at least a pair of psykers and a pair of special weapons, I'd take the Rhino every time. Psybacks are nice, but anything inside is essentially useless until you get them out. Maybe take psybacks and walk next to it using it as LOS blocking cover. You can always jump in if anything nasty shows up.

   
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Indiana

Enigwolf wrote:

Personally, if I'm going to likely be using the warp charges elsewhere in my army, I'd be taking a Razorback. That'll give you reliable damage output every turn rather than the possibility of one.


I have been finding that I usually will have 1-2 warp charges left over and psychic scream is a great way to draw out those dispel dice. Its just one of those spells where you cant really risk it against something like a greater daemon or a daemon prince. IF I roll above average you are dead, if not I lost one power die. Also I like assail because I am using a shooty list and having something without grenades moving through difficult when it trys to charge(like most daemons) means that I have a chance to go first and force them out. I was able to use terrain and force to do that today on the final table, it would be nice to not have to risk my henchmen to do so. But I also gained a lot from having those str 6 shots. IDing something out was consistantly helpful, that is probably why I am going to stick with the razorbacks. Just a slight conflict in thinking.

MarkCron wrote:
Well, it gives some sort of saving roll. 2 acolytes and a psyker don't get a save roll at all (well, apart from a cover save) assuming they get shot by, well, anything. Sure, the melta MAY not achieve anything, whereas not having one will DEFINITELY not achieve anything.


I find that in my lists I am fighting to find 3 points, so I definitely don't have points to spare on a melta acolyte when it could be a combi melta or two daemon hammers elsewhere. The units purpose is to be cheap, OS, a warp charge, and bring a OS transport. I dont expect anything else from it and its not worth investing more in it.



I'm not sure people fully get the difference Maelstrom style missions make. Planning to just jump on the objective when you get the card/roll doesn't work if there is already an OS unit there. To score, you need to create a 3" gap to the contesting unit. 2 acolytes and a psyker can't remove a drop pod. An acolyte with a melta *might*.


Maelstrom is about mobility less about objective secured(although it is nice) It doesnt matter if you are OS if you dont have the ability to get there. If I dont have things in my army that can kill a drop pod, I have a bad list. The acolyte has to get out, basically guarantee their death for less that a 50% chance to kill the drop pod. Not worth it.



Conversely, if you have 2 acolytes and a psyker sitting on an objective, how hard do you think it is going to be to remove them? T3, 5+ save.....not hard at all. Hell, one flayer array from a ghost ark could do it. And the warriors inside can probably kill the psyback. You might get cover from your wrecked Psyback or better still, be out of LOS. But you have to hold on for 3-4 turns.


If you need a acolyte unit and a psyback as the only thing holding an objective and they can dedicate that much firepower to it, you are in really bad shape already. But also the warriors inside are not likely to kill the psyback, Need about 3 6's which is about 18 hits which is 27 shots all this assuming no cover. That is gonna be at least two ghost arks worth of people outside rapid fire.

Every 7th Tactics thread is literally filled with suggestions on going MSU, and how to defeat MSU. I just think that psybacks, while great value for the points aren't going to win you the game. They aren't going to live long enough. So, filling them with essentially a henchmen tax is pointless.


The henchmen and psybacks are there for OS and two warp charges. You get a lot for those 73 points. Are they going to win you the game? Nope, but that is why I would not recommend more than 2-3 units of them. Fill the rest with meat


I've always liked interceptors, but now I'd prefer GKSS. The lack of objective secured is a major cross against interceptors and purifiers, so you really need to pay the Grand Strategy tax.

If you take non OS units, you need to have enough hitting power to clear a 3" gap around an objective, so you'd probably want 10 interceptors given you can't shunt and assault.


Not necessarily unless he only has OS units on all his objectives. It is likely that it is going to be transports or other small units which interceptors should be able to clear off quite easily. Purifiers have the ability with cleaning flame. That they get that as default is insane. Great way to get wounds out there, especially with MSU becoming a thing again.

Depends what you have in them. If you had at least a pair of psykers and a pair of special weapons, I'd take the Rhino every time. Psybacks are nice, but anything inside is essentially useless until you get them out. Maybe take psybacks and walk next to it using it as LOS blocking cover. You can always jump in if anything nasty shows up.


Too much barrage and other such things to get them out. SMS, ect. You are just not going to get them out unless you are going to assume that they are going to die.

This message was edited 1 time. Last update was at 2014/06/23 08:29:24


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 Leth wrote:
Enigwolf wrote:

Personally, if I'm going to likely be using the warp charges elsewhere in my army, I'd be taking a Razorback. That'll give you reliable damage output every turn rather than the possibility of one.


I have been finding that I usually will have 1-2 warp charges left over and psychic scream is a great way to draw out those dispel dice. Its just one of those spells where you cant really risk it against something like a greater daemon or a daemon prince. IF I roll above average you are dead, if not I lost one power die. Also I like assail because I am using a shooty list and having something without grenades moving through difficult when it trys to charge(like most daemons) means that I have a chance to go first and force them out. I was able to use terrain and force to do that today on the final table, it would be nice to not have to risk my henchmen to do so. But I also gained a lot from having those str 6 shots. IDing something out was consistantly helpful, that is probably why I am going to stick with the razorbacks. Just a slight conflict in thinking.
Well, the key point generally is to make sure that the points inside the razorback aren't wasted. By that I mean there is no point sticking a psyker in a RB if you have another henchmen squad in a rhino. Put the psyker in the rhino so you get the choice.

 Leth wrote:
MarkCron wrote:
Well, it gives some sort of saving roll. 2 acolytes and a psyker don't get a save roll at all (well, apart from a cover save) assuming they get shot by, well, anything. Sure, the melta MAY not achieve anything, whereas not having one will DEFINITELY not achieve anything.


I find that in my lists I am fighting to find 3 points, so I definitely don't have points to spare on a melta acolyte when it could be a combi melta or two daemon hammers elsewhere. The units purpose is to be cheap, OS, a warp charge, and bring a OS transport. I dont expect anything else from it and its not worth investing more in it.
I see that, and I often have the same problem. But again, there is no point bringing a unit that is going to die that fast and can't usefully do anything once the Psyback is dead, because you don't actually realise any of the benefits. I often find myself wishing for drop pods - that would make this whole process much easier.

 Leth wrote:


I'm not sure people fully get the difference Maelstrom style missions make. Planning to just jump on the objective when you get the card/roll doesn't work if there is already an OS unit there. To score, you need to create a 3" gap to the contesting unit. 2 acolytes and a psyker can't remove a drop pod. An acolyte with a melta *might*.


Maelstrom is about mobility less about objective secured(although it is nice) It doesnt matter if you are OS if you dont have the ability to get there. If I dont have things in my army that can kill a drop pod, I have a bad list. The acolyte has to get out, basically guarantee their death for less that a 50% chance to kill the drop pod. Not worth it.
Not sure I agree entirely. If you are objective secured and tough, then you can make a big dent in the opponents plan. Drop pod is a classic example. If someone leaves a drop pod on an objective you have to devote a weapon with effective strength 6 to glance it. While it's there, you aren't scoring that objective, even with OS. So now we are left shooting HB/psycannons at an immobile drop pod, which is a massive waste of our shooting. Interceptors have to both kill the drop pod, plus deal with whatever came out of it.

Highly mobile, objective secured is obviously the best, tough objective secured is second imho.

 Leth wrote:


Conversely, if you have 2 acolytes and a psyker sitting on an objective, how hard do you think it is going to be to remove them? T3, 5+ save.....not hard at all. Hell, one flayer array from a ghost ark could do it. And the warriors inside can probably kill the psyback. You might get cover from your wrecked Psyback or better still, be out of LOS. But you have to hold on for 3-4 turns.


If you need a acolyte unit and a psyback as the only thing holding an objective and they can dedicate that much firepower to it, you are in really bad shape already. But also the warriors inside are not likely to kill the psyback, Need about 3 6's which is about 18 hits which is 27 shots all this assuming no cover. That is gonna be at least two ghost arks worth of people outside rapid fire.
I definitely don't agree with this. The opponent should dedicate whatever firepower is necessary to get that objective. if you don't score the objective, you can't get a new one, and mostly you can only discard one. That's the key thing about Maelstrom....it's all about directing enough power to create that 3" gap (because if its free, your opponent is basically giving you VP).

 Leth wrote:
Every 7th Tactics thread is literally filled with suggestions on going MSU, and how to defeat MSU. I just think that psybacks, while great value for the points aren't going to win you the game. They aren't going to live long enough. So, filling them with essentially a henchmen tax is pointless.


The henchmen and psybacks are there for OS and two warp charges. You get a lot for those 73 points. Are they going to win you the game? Nope, but that is why I would not recommend more than 2-3 units of them. Fill the rest with meat
Agreed. But make sure you have some objective secured meat.


 Leth wrote:
I've always liked interceptors, but now I'd prefer GKSS. The lack of objective secured is a major cross against interceptors and purifiers, so you really need to pay the Grand Strategy tax.

If you take non OS units, you need to have enough hitting power to clear a 3" gap around an objective, so you'd probably want 10 interceptors given you can't shunt and assault.


Not necessarily unless he only has OS units on all his objectives. It is likely that it is going to be transports or other small units which interceptors should be able to clear off quite easily. Purifiers have the ability with cleaning flame. That they get that as default is insane. Great way to get wounds out there, especially with MSU becoming a thing again.
Why wouldn't you try and put OS units on most objectives? Definitely the forward ones.

 Leth wrote:
Depends what you have in them. If you had at least a pair of psykers and a pair of special weapons, I'd take the Rhino every time. Psybacks are nice, but anything inside is essentially useless until you get them out. Maybe take psybacks and walk next to it using it as LOS blocking cover. You can always jump in if anything nasty shows up.


Too much barrage and other such things to get them out. SMS, ect. You are just not going to get them out unless you are going to assume that they are going to die.
Difference of viewpoint I guess. I always work on the basis that they'll be out, because vehicles, while tougher, are not that hard to kill.

   
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MarkCron wrote:
Well, the key point generally is to make sure that the points inside the razorback aren't wasted. By that I mean there is no point sticking a psyker in a RB if you have another henchmen squad in a rhino. Put the psyker in the rhino so you get the choice.


Once again IMO, the henchmen are not there to really actually do anything. Normally you pay 25ish points for an additional warp charge. They do it for 18 on top of being OS and everything else. Even if they dont do anything all game they have made their points back. I think the extra 10 points for the Psyback is just going to be worth it for every one unless I HAVE to cut those points

Highly mobile, objective secured is obviously the best, tough objective secured is second imho.


I would argue highly mobile scoring is second, once again it doesn't matter how tough you are if you cant get there.

I definitely don't agree with this. The opponent should dedicate whatever firepower is necessary to get that objective. if you don't score the objective, you can't get a new one, and mostly you can only discard one. That's the key thing about Maelstrom....it's all about directing enough power to create that 3" gap (because if its free, your opponent is basically giving you VP).


Once again you are assuming that you have given your opponent board control where they get there first. With a highly mobile army, you are going to get there first and he is going to have to get you off the objectives. Even if you are not OS, in maelstrom its at the end of your turn for scoring your cards, and if you can them off it in their movement phase then they have to give up shooting if they kill the unit to run, or they have to not get in range. Now I will admit drop pods are a unique case so I am arguing for most situations.

Second, in any given turn there might be 1-2 objective cards and 1-2 kill/board control cards. So they only need to reasonably clear their opponents off 1 objective. Combined with the kill cards those drop pods on objectives become a liability. If they kill it then they can complete 1-2 cards with the same action


Why wouldn't you try and put OS units on most objectives? Definitely the forward ones.

O I totally would, if I have the mobility to get there. However if I dont then I am going to try and get things that can get there, there.

Difference of viewpoint I guess. I always work on the basis that they'll be out, because vehicles, while tougher, are not that hard to kill.


Agreed, I keep them in because unless they get an explode I am not going to risk them being an easy kill and they still get out. I will take a pinning check over getting killed by a blast marker hitting the vehicle any day.

This message was edited 2 times. Last update was at 2014/06/23 09:07:42


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Honestly, I just had a game this weekend and people are wanting to go with rhinos and psybacks, after seeing a full mechanized army go forth with rhinos and razorbacks, they are just targets for heavy weapons teams. My GKs even destroyed them with ease DS in the back of them and just nailing their rear armor to death.

As much as people want to rely on the armored strategy, I think it would be better to rely on things like land raiders and storm ravens. I broke out my storm raven for the first time in a long time and it was one of my best units.

It just makes me skeptical on relying on rhinos and razorbacks when to me GKs have better options. Like always, a lot of my army got hit pretty hard and I was left with few units but GK have mobility with DS and teleport that by playing the mission, I won the game despite having the odds stacked against me.

 
   
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 Envihon wrote:
Honestly, I just had a game this weekend and people are wanting to go with rhinos and psybacks, after seeing a full mechanized army go forth with rhinos and razorbacks, they are just targets for heavy weapons teams. My GKs even destroyed them with ease DS in the back of them and just nailing their rear armor to death.

As much as people want to rely on the armored strategy, I think it would be better to rely on things like land raiders and storm ravens. I broke out my storm raven for the first time in a long time and it was one of my best units.

It just makes me skeptical on relying on rhinos and razorbacks when to me GKs have better options. Like always, a lot of my army got hit pretty hard and I was left with few units but GK have mobility with DS and teleport that by playing the mission, I won the game despite having the odds stacked against me.


The problems with this approach are twofold; Land Raiders and Ravens don't have OS so a single OS model can take the objective from them without having to actually to kill them (not to mention the Raven struggling to get within range of most objectives), and also you are assuming that a bunch of Marines on foot are going to be any harder to kill than a Rhino. Remember 6th edition, where both Marines and vehicles died in droves? Vehicles got harder to kill; Marines didn't. Nobody is acting like 6 AV11 hulls going forward is going to be invincible or anything, but it will be the standard and will be the best shot for Marines; the only downsides are when people make the faulty assumption to expect more.

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