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![[Post New]](/s/i/i.gif) 2014/09/08 14:43:04
Subject: Re:Grey Knights in 7th with the new codex. Game testing info
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Don't know if I posted my most recent list but here.
HQ
Stern
TROOP
-10 GKT
---2 Psycannon
---2 Hammers
-10 GKT
---2 Psycannon
---2 Hammers
-5 Strikers
---Incinerator
---Hammer
-5 Strikers
---Incinerator
---Hammer
HEAVY
-Dreadknight -Teleporter -Hammer -Psycannon
-Dreadknight -Teleporter -Incinerator -Psycannon
ALLY
-Knight Errant
2000/2000
It's been holding up pretty well.
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This message was edited 2 times. Last update was at 2014/09/08 14:44:22
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![[Post New]](/s/i/i.gif) 2014/09/08 14:46:18
Subject: Grey Knights in 7th with the new codex. Game testing info
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Rampaging Carnifex
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Purifier spam idea with Space Wolf Drop Pods detachment at 1850 pts. I might run it for fun since I have the Purifier models.
Space Wolves 70 pts for mandatory HQ and 2 Servitors (as per poster at bottom of page 5)
3 Drop Pods 105
NDK detachment
Librarian w/ ML3, Hammer, Stormbolter, Book
5 Terminators w/ 1 Hammer, 1 Psycannon, 3 Halberds, 1 Warding Stave 206
10 Purifiers w/ 2 Hammers, 4 Psycannons, Melta Bombs 335
10 Purifiers w/ 2 Hammers, 4 Psycannons, Melta Bombs 335
5 Purifiers w/ 1 Hammers, 2 Psycannons, Melta Bombs 170
1 Dreadknight w/ GS, PT, HI 190
1 Dreadknight w/ GS, PT, HI 190
That's 1771 points.
Despite being Salvo, with the NDK detachment rule (run and shoot) and drop pods, the Purifiers should reliably be able to shoot with 8 Psycannons on first turn. Using combat squads that will also be 4 units of Purifiers on the board with 8 warp charges for a couple Cleansing Flames. I'd put the 4 psycannons in each squad together in 1 combat squad so they can not move turn 2 and fire full salvo while the other unit with 2 hammers goes nuts in melee.
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This message was edited 1 time. Last update was at 2014/09/08 14:48:01
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![[Post New]](/s/i/i.gif) 2014/09/08 14:56:39
Subject: Grey Knights in 7th with the new codex. Game testing info
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Longtime Dakkanaut
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Zimko wrote: Envihon wrote:
I really like the style of this list because it was sort of how I wanted to run a list with a Knight Errant. The set up for Librarians is nice as well, I want to do the same thing. Have one Librarian with the book roll on nothing but Sanctic and the other rolls on Telepathy looking for that Invisibility to make a super squad in the backfield. I put Psycannons on my Dreadknights but are you finding that they really aren't needed? I see it as a luxury item but damn if it isn't effective.
I would really like to put Psycannons on the Dreadknights but I can't find the points yet. I could run 5 purifiers with only 1 hammer. That would give me enough points to try a Dreadknight with both weapons. But is it needed? I don't think so. I will only get about 2 turns of shooting with it before the Dreadknight is either dead or in assault.
Two turns of shooting is 12 S7 shots with rending
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This message was edited 1 time. Last update was at 2014/09/08 14:57:19
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![[Post New]](/s/i/i.gif) 2014/09/08 15:07:18
Subject: Grey Knights in 7th with the new codex. Game testing info
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Leaping Khawarij
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Super Newb wrote:Zimko wrote: Envihon wrote:
I really like the style of this list because it was sort of how I wanted to run a list with a Knight Errant. The set up for Librarians is nice as well, I want to do the same thing. Have one Librarian with the book roll on nothing but Sanctic and the other rolls on Telepathy looking for that Invisibility to make a super squad in the backfield. I put Psycannons on my Dreadknights but are you finding that they really aren't needed? I see it as a luxury item but damn if it isn't effective.
I would really like to put Psycannons on the Dreadknights but I can't find the points yet. I could run 5 purifiers with only 1 hammer. That would give me enough points to try a Dreadknight with both weapons. But is it needed? I don't think so. I will only get about 2 turns of shooting with it before the Dreadknight is either dead or in assault.
Two turns of shooting is 12 S7 shots with rending
Yeah and I like to run two fully kitted Dreadknights so that would be 24 S7 shots with Rending. I think the way that we used to run DKs is fine but if you have the points to throw those Psycannons on, they are absolutely beastly. It's a hard decision. I run my list similarly, except I have one Librarian and I fit a squad of Interceptors in there instead of Purifiers. If I ran the second Libby, it would eliminate that second squad unfortunately. I like the fact that a Libby can get most of the Sanctic powers with the book and if you roll on the Warlord table they get 5 which makes Sanctuary almost assured that you will get it but 140 points on one model to for the 50% chance of getting Invisibility just is bothering me for some reason. I used to go for Telepathy no matter what but this new codex makes the Librarian such a beast with Sanctic that it makes it more desirable than the high risk of throwing it at Telepathy because for a Librarian going with Terminators, the only things that are worth it are Psychic Shriek and Invisibility while Sanctic has Sanctuary and Cleansing Flame. Which is really better?
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![[Post New]](/s/i/i.gif) 2014/09/08 15:15:21
Subject: Grey Knights in 7th with the new codex. Game testing info
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Longtime Dakkanaut
Indiana
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Envihon wrote:To me, my play experience is that my TL LC/ ML Centurions do just fine to fill the anti-armor gap in my army. When building them, I heard a lot of mixed reviews as well, I wanted to magnetize them but screwed up and went this set up instead. I needed a unit that sits in the back field providing heavy fire because I have plenty of 24" ranged weaponry getting in the face my enemy like my GK and my Imperial Knight. It also gives me a unit that can sit on back field objectives and still be useful. You need to walk Grav Cents around if they aren't in range. They are effective at what they do, but for what I need them to do, this set up is definitely worth it.
Dude I totally feel you, I think they are good(I have a dedicated unit myself) but I come at things from a tournament standpoint recently so that is where I focus, thinking about the units I am going to encounter.
Also I sniped a storm raven with a unit of grav cents(without skyfire) it was pretty awesome, he failed his crash and burn.
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![[Post New]](/s/i/i.gif) 2014/09/08 15:20:26
Subject: Grey Knights in 7th with the new codex. Game testing info
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Rampaging Carnifex
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The second Librarian has been very useful for getting Prescience. The biggest problem my terminators have is they tend to miss. Then I'll throw 2 rolls in Telepathy to try and get Invis. If not then at least he'll have Shriek and maybe something else useful.
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![[Post New]](/s/i/i.gif) 2014/09/08 15:41:46
Subject: Grey Knights in 7th with the new codex. Game testing info
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Leaping Khawarij
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Leth wrote: Envihon wrote:To me, my play experience is that my TL LC/ ML Centurions do just fine to fill the anti-armor gap in my army. When building them, I heard a lot of mixed reviews as well, I wanted to magnetize them but screwed up and went this set up instead. I needed a unit that sits in the back field providing heavy fire because I have plenty of 24" ranged weaponry getting in the face my enemy like my GK and my Imperial Knight. It also gives me a unit that can sit on back field objectives and still be useful. You need to walk Grav Cents around if they aren't in range. They are effective at what they do, but for what I need them to do, this set up is definitely worth it.
Dude I totally feel you, I think they are good(I have a dedicated unit myself) but I come at things from a tournament standpoint recently so that is where I focus, thinking about the units I am going to encounter.
Also I sniped a storm raven with a unit of grav cents(without skyfire) it was pretty awesome, he failed his crash and burn.
I probably would be pretty proud of my Grav Cents in that respect as well then. Yeah, I don't play heavy tournament scenes and my gaming group likes fairly fluffy armies. The other reason is that I will be getting a Bikestar with grav guns although, they might not be as effective as Grav Cents for shooting down aircraft but could you imagine getting skyfire from an objective with that? That Immobilized threat plus 15 shots...it is likely for one 6 to pop up and that flyer is done. Yeah I definitely can see that. I have been meaning to buy another set of Cents too. I really like the model so buying a second squad is no problem for me haha. Automatically Appended Next Post: Zimko wrote:The second Librarian has been very useful for getting Prescience. The biggest problem my terminators have is they tend to miss. Then I'll throw 2 rolls in Telepathy to try and get Invis. If not then at least he'll have Shriek and maybe something else useful.
My worry is not my Terminators missing shots but them getting blown to bits from AP2 weaponry and protecting them from that.
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This message was edited 1 time. Last update was at 2014/09/08 15:42:26
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![[Post New]](/s/i/i.gif) 2014/09/08 15:57:02
Subject: Grey Knights in 7th with the new codex. Game testing info
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Quick-fingered Warlord Moderatus
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So ran a couple games using my new list this weekend
List is as follows for 1850 pts
GK w/ allied Ultramarines
HQ
Librarian - lvl 3, Liber Daemonica, Combi-melta
Troops
Terminators x5 (2 hammers, 3 halberds, psycannon)
Fast attack:
Interceptors x10 (2 halberds, 6 swords, 2 incinerators, melta bombs)
Heavy Support
Nemesis Dreadknight x2 (Sword, Psycannon, Incinerator, teleporter)
Low
Draigo
Allies:
HQ
TIgurius
Troops
Scout squad x5 (Camo cloaks x 5, sniper rifle x5)
Heavy Support
Dev centurions x3 (3x grav/amp, 3xhurricane)
Won both games, first one was against a fluffy dark angel army. Guy had a lascannon razor back with a 5 man tac squad, Landraider crusader with 5 assault termies, Stormtalon, 10 man marines in a drop pod, land speeder
My terms and my interceptors died, but the dreadknights and centurions were enough to finish him off and interceptors were hopping around grabbing maelstrom objectives
2nd game was against another GK cent star, he had 6 centurions though, 3 terminator squads, thunderfire cannon and scouts
Game pretty much went down to whoever failed powers first. I was able to deny a casting of his invisbility and my cent star wiped his out.
Liber is must have for a cent star on a hq, as rerolling failed gate rolls of 1's is great insurance.
I like this list, but my interceptors got wiped out hard, might switch them out for something else
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This message was edited 1 time. Last update was at 2014/09/08 19:49:38
3000
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![[Post New]](/s/i/i.gif) 2014/09/08 16:29:41
Subject: Grey Knights in 7th with the new codex. Game testing info
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Monstrous Master Moulder
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Zimko wrote:Purifier spam idea with Space Wolf Drop Pods detachment at 1850 pts. I might run it for fun since I have the Purifier models.
Space Wolves 70 pts for mandatory HQ and 2 Servitors (as per poster at bottom of page 5)
3 Drop Pods 105
NDK detachment
Librarian w/ ML3, Hammer, Stormbolter, Book
5 Terminators w/ 1 Hammer, 1 Psycannon, 3 Halberds, 1 Warding Stave 206
10 Purifiers w/ 2 Hammers, 4 Psycannons, Melta Bombs 335
10 Purifiers w/ 2 Hammers, 4 Psycannons, Melta Bombs 335
5 Purifiers w/ 1 Hammers, 2 Psycannons, Melta Bombs 170
1 Dreadknight w/ GS, PT, HI 190
1 Dreadknight w/ GS, PT, HI 190
That's 1771 points.
Despite being Salvo, with the NDK detachment rule (run and shoot) and drop pods, the Purifiers should reliably be able to shoot with 8 Psycannons on first turn. Using combat squads that will also be 4 units of Purifiers on the board with 8 warp charges for a couple Cleansing Flames. I'd put the 4 psycannons in each squad together in 1 combat squad so they can not move turn 2 and fire full salvo while the other unit with 2 hammers goes nuts in melee.
Looks good. At 1771, I'd consider going for a rune priest over a wolfguard battle leader though... they add an extra dice after all (and if you get really lucky, can get another cheap nova on the tempestas table.
Psycannons definitely can be fun on the purifier. Some incinerators might be cool too (although you can get quite a bit of anti-horde off with some cleansing flame. You got 14 WCs on your first turn reliably... (Can be 15 if you get the rune priest) with a D6. So 4 attempts at cleansing flame is possible, but you'll not get sactuary off reliably on the NDKs then... Choices...
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The boy, I say, the boy is as sharp as a sack of wet mice... |
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![[Post New]](/s/i/i.gif) 2014/09/08 18:53:27
Subject: Grey Knights in 7th with the new codex. Game testing info
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Stalwart Strike Squad Grey Knight
Arkansas
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wuestenfux wrote: Elmir wrote:Ok, I think I may just have found the cheapest way possible to incorporate droppods into the GK army (and I don't think I'd even need to buy extra models).
Champions of Fenris has the Company of the great Wolf detachment. Mandatory are 1 HQ and 2 elites. Optionals are 3FA. Only restriction is that all models need to be from the Space Wolves Faction.
Reading through codex: SW, it would seem that a single servitor is a valid choice for an elite slot (as long as you don't take an iron priest, they use up a FoC slot).
So for a mere 20 points, you can get 2 servitors to get your minimum requirements. For HQ, I was thinking of running a rune priest or a wolf guard battle leader, (represented by a PA inquisitor).
So through this special detachment, your investment in SW would be a mere 70 or 80 points (depending on which you value more) and it would unlock 3 Drop pods for some shenanigans with purifiers in combat squads!
This is actually a good idea to make GK more flexible.
Three small Purifier units with two special weapons and one daemon hammer each is a decent choice.
Cleasing flame is a bonus on top.
What book is this found in out of curiosity?
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In the name of the Emperor I will smite you with my Fu**, GW took that away too! |
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![[Post New]](/s/i/i.gif) 2014/09/08 19:18:13
Subject: Grey Knights in 7th with the new codex. Game testing info
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Regular Dakkanaut
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WrentheFaceless wrote:So ran a couple games using my new list this weekend
List is as follows for 1850 pts
GK w/ allied Ultramarines
HQ
Librarian - lvl 3, Liber Daemonica, Combi-melta
Troops
Terminators x5 (2 hammers, 3 halberds, psycannon)
Fast attack:
Interceptors x10 (2 halberds, 6 swords, 2 incinerators, melta bombs)
Heavy Support
Nemesis Dreadknight x2 (Sword, Psycannon, Incinerator, teleporter)
Allies:
HQ
TIgurius
Troops
Scout squad x5 (Camo cloaks x 5, sniper rifle x5)
Heavy Support
Dev centurions x3 (3x grav/ amp, 3xhurricane)
Won both games, first one was against a fluffy dark angel army. Guy had a lascannon razor back with a 5 man tac squad, Landraider crusader with 5 assault termies, Stormtalon, 10 man marines in a drop pod, land speeder
My terms and my interceptors died, but the dreadknights and centurions were enough to finish him off and interceptors were hopping around grabbing maelstrom objectives
2nd game was against another GK cent star, he had 6 centurions though, 3 terminator squads, thunderfire cannon and scouts
Game pretty much went down to whoever failed powers first. I was able to deny a casting of his invisbility and my cent star wiped his out.
Liber is must have for a cent star on a hq, as rerolling failed gate rolls of 1's is great insurance.
I like this list, but my interceptors got wiped out hard, might switch them out for something else
what powers were the librarian and tigy rolling on? I'm assuming all 4 rolls for the libby went to sanctic for gate to save points and not get draigo.
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![[Post New]](/s/i/i.gif) 2014/09/08 19:48:45
Subject: Grey Knights in 7th with the new codex. Game testing info
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Quick-fingered Warlord Moderatus
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Oh, forgot to add I had draigo on my list
But tiggy rolled for invisbility, librarian on div
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3000
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![[Post New]](/s/i/i.gif) 2014/09/08 20:07:10
Subject: Grey Knights in 7th with the new codex. Game testing info
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Monstrous Master Moulder
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Champions of Fenris. The expansion of codex: Space wolves.
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The boy, I say, the boy is as sharp as a sack of wet mice... |
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![[Post New]](/s/i/i.gif) 2014/09/09 02:17:54
Subject: Re:Grey Knights in 7th with the new codex. Game testing info
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Agile Revenant Titan
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Envihon wrote: wuestenfux wrote:MaxT wrote:Grav is affected by Cover just like Lascannons/missile launchers are tho, so not sure of your point?
Well, grav guns have a shorter range. So your unit will be closer to the enemy, withing 24''.
At this range, your unit could be able to maneuver around cover if necessary.
They also tend to be slow without Gate of Infinity or a Land Raider to cart them around. I get what you are saying but I still wouldn't take Grav Cents for dealing with vehicles even with Prescience and the Grav amp, that would be a waste of grav imo.
Grav is great anti tank. 2 centurions (if the sergeant split fires off) can wreck an av12 vehicle in one go. have all 3 shooting at the same one and even better. Then if they fail one cover save their immobilized (which is a big deal for units that rely on cover, serpents being top on the list)
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I do drugs.
Mostly Plastic Crack, but I do dabble in Cardboard Cocaine. |
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![[Post New]](/s/i/i.gif) 2014/09/09 02:40:00
Subject: Grey Knights in 7th with the new codex. Game testing info
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Monstrous Master Moulder
Cleveland, Ohio, USA
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Serpents are also generally more than 24'' away from their targets. Generally 36''+ away, for that matter.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/09/09 04:46:16
Subject: Grey Knights in 7th with the new codex. Game testing info
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Leaping Khawarij
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I am glad that I am seeing a lot of lists similar to the way I run my GK with Imperial Fists and GK with Imperial Knight. I hope to running a 2,000 point army that is GK with both Imperial Fist and Imperial Knight allies to see how much I get out of it. I would love to try and get Tiggy but damn if I just don't really like the Ultramarines. Why were they the ones to get the best Librarian in the Space Marine codex?
Anyone try the Bikestar with GK yet? I really like how tough the Command Squad with Grav guns and Storm Shields are and I want to try it out but that is a good amount of money and points to spend in a GK army. I have heard the success of them in SM armies but I want to know if they would combine well in an allied detachment with the GK.
Also, I need to get a second set of Centurions now with Grav Cannons to mix and match to see what I like better. It gives me an excuse to get more Centurions anyway,
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![[Post New]](/s/i/i.gif) 2014/09/10 17:23:54
Subject: Grey Knights in 7th with the new codex. Game testing info
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Fresh-Faced New User
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I have an unopened box for 5 PAGK. I was going to make them purifiers but am debating between the DS ability of SS or interceptors.
Currently my only troop choice is one squad of terminators so I could probably do with another troop squad. But for an extra 15 points on purifiers I get an extra ML, fearless, an extra attack and the ability to carry any extra heavy weapon. Interceptors are of course mobile and much needed in a GK army, especially since I've no transport or armor ( I plan on buying a storm raven and NDK or two).
Advice?
Current total army
1 GM
1 libby
4 man paladin squad
1 terminator squad (5)
1 purifier squad (5)
1 interceptor squad (5)
1 dreadnought
Castellan Crowe
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This message was edited 1 time. Last update was at 2014/09/10 17:24:52
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![[Post New]](/s/i/i.gif) 2014/09/10 18:24:19
Subject: Grey Knights in 7th with the new codex. Game testing info
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Longtime Dakkanaut
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Magnetize the backpacks. That way you can switch from interceptors to strike squads or purifiers
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![[Post New]](/s/i/i.gif) 2014/09/10 18:29:08
Subject: Grey Knights in 7th with the new codex. Game testing info
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Fresh-Faced New User
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Super Newb wrote:Magnetize the backpacks. That way you can switch from interceptors to strike squads or purifiers
My friends are all pretty lax about that. So I'll probably just run them as a 5 man squad with a flamer and declare them as one of the three. Is it difficult to magnetize the PAGK models?
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![[Post New]](/s/i/i.gif) 2014/09/10 18:41:37
Subject: Grey Knights in 7th with the new codex. Game testing info
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I hated the bunny packs so I actually modded up a bunch of tau shield generators as teleport packs instead.
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![[Post New]](/s/i/i.gif) 2014/09/10 19:16:54
Subject: Grey Knights in 7th with the new codex. Game testing info
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Slashing Veteran Sword Bretheren
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Sixcyl wrote:I have an unopened box for 5 PAGK. I was going to make them purifiers but am debating between the DS ability of SS or interceptors.
Currently my only troop choice is one squad of terminators so I could probably do with another troop squad. But for an extra 15 points on purifiers I get an extra ML, fearless, an extra attack and the ability to carry any extra heavy weapon. Interceptors are of course mobile and much needed in a GK army, especially since I've no transport or armor ( I plan on buying a storm raven and NDK or two).
Advice?
Current total army
1 GM
1 libby
4 man paladin squad
1 terminator squad (5)
1 purifier squad (5)
1 interceptor squad (5)
1 dreadnought
Castellan Crowe
Since Grey Knights do not have the option of attaching an HQ with a jump pack to the interceptor squad who could then tank wounds with a 2+/3++ save to prevent the jump pack guys from getting killed before reaching CC, I think the Strike Squad is the best bang for you buck - they can do everything the Interceptors can do, minus the ability to move an additional 6" per turn, but for that they are cheaper and most importantly of all, have objective secured, meaning whatever enemy non-troop unit that is sitting on an objective they charge into, already means you control the objective until the strike squad is slaughtered or runs away. Fat chance of that happening when everyone has a S6 power weapon. Another bonus is that this way you can also use your terminators as paladins instead.
Arm them with an Incinerator - that way you can engage MEQs in melee, and engage GEQs at close range.
Purifiers are good if you load them up in a Land Raider and have them charge out of it. But other than that you are paying a lot of points for a unit that tries to excel at both range and close combat, but ends up bearing a hefty price tag for this and still not able to operate on its own.
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This message was edited 2 times. Last update was at 2014/09/10 19:22:37
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![[Post New]](/s/i/i.gif) 2014/09/10 19:29:46
Subject: Grey Knights in 7th with the new codex. Game testing info
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Fresh-Faced New User
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Sir Arun wrote:Sixcyl wrote:I have an unopened box for 5 PAGK. I was going to make them purifiers but am debating between the DS ability of SS or interceptors.
Currently my only troop choice is one squad of terminators so I could probably do with another troop squad. But for an extra 15 points on purifiers I get an extra ML, fearless, an extra attack and the ability to carry any extra heavy weapon. Interceptors are of course mobile and much needed in a GK army, especially since I've no transport or armor ( I plan on buying a storm raven and NDK or two).
Advice?
Current total army
1 GM
1 libby
4 man paladin squad
1 terminator squad (5)
1 purifier squad (5)
1 interceptor squad (5)
1 dreadnought
Castellan Crowe
Since Grey Knights do not have the option of attaching an HQ with a jump pack to the interceptor squad who could then tank wounds with a 2+/3++ save to prevent the jump pack guys from getting killed before reaching CC, I think the Strike Squad is the best bang for you buck - they can do everything the Interceptors can do, minus the ability to move an additional 6" per turn, but for that they are cheaper and most importantly of all, have objective secured, meaning whatever enemy non-troop unit that is sitting on an objective they charge into, already means you control the objective until the strike squad is slaughtered or runs away. Fat chance of that happening when everyone has a S6 power weapon. Another bonus is that this way you can also use your terminators as paladins instead.
Arm them with an Incinerator - that way you can engage MEQs in melee, and engage GEQs at close range.
Purifiers are good if you load them up in a Land Raider and have them charge out of it. But other than that you are paying a lot of points for a unit that tries to excel at both range and close combat, but ends up bearing a hefty price tag for this and still not able to operate on its own.
The idea of extra paladins is nice.... the objective secured is pretty crucial considering I only have one squad that does that right now.
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![[Post New]](/s/i/i.gif) 2014/09/10 21:45:51
Subject: Grey Knights in 7th with the new codex. Game testing info
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Dangerous Leadbelcher
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Sixcyl wrote:
The idea of extra paladins is nice.... the objective secured is pretty crucial considering I only have one squad that does that right now.
If I understand correctly you have 0 obsec squads:
You currently only have 1 troops choice, the terminators. Fielding the army this way is legal using the Nemesis Strike Force Formation, which I don't believe includes Objective Secured as a benefit.
If you want to use the Combined Arms Detachment, which includes the Objective Secured rules, you need two troops. Two units of Termies, Two Strikes, one of each, whatever. But you can't promote your Termies to Paladins without fielding two PAGK units as strike squads and still get Objective Secured.
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![[Post New]](/s/i/i.gif) 2014/09/10 22:11:58
Subject: Grey Knights in 7th with the new codex. Game testing info
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Commander of the Mysterious 2nd Legion
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kooshlord wrote:Sixcyl wrote:
The idea of extra paladins is nice.... the objective secured is pretty crucial considering I only have one squad that does that right now.
If I understand correctly you have 0 obsec squads:
You currently only have 1 troops choice, the terminators. Fielding the army this way is legal using the Nemesis Strike Force Formation, which I don't believe includes Objective Secured as a benefit.
If you want to use the Combined Arms Detachment, which includes the Objective Secured rules, you need two troops. Two units of Termies, Two Strikes, one of each, whatever. But you can't promote your Termies to Paladins without fielding two PAGK units as strike squads and still get Objective Secured.
Koosh is right, you're feilding a NSF not a CAD so the troops lack OS anyway, IMHO the interceptors have a aserious edge as they DO have that 12 inch move, and just as importantly, have a 30 inch once per game shunt. used right I suspect that shunt'll make the point differance worthwhile in and all of itself
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![[Post New]](/s/i/i.gif) 2014/09/11 03:58:32
Subject: Grey Knights in 7th with the new codex. Game testing info
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Fresh-Faced New User
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kooshlord wrote:
If I understand correctly you have 0 obsec squads:
You currently only have 1 troops choice, the terminators. Fielding the army this way is legal using the Nemesis Strike Force Formation, which I don't believe includes Objective Secured as a benefit.
If you want to use the Combined Arms Detachment, which includes the Objective Secured rules, you need two troops. Two units of Termies, Two Strikes, one of each, whatever. But you can't promote your Termies to Paladins without fielding two PAGK units as strike squads and still get Objective Secured.
kooshlord wrote:
If I understand correctly you have 0 obsec squads:
You currently only have 1 troops choice, the terminators. Fielding the army this way is legal using the Nemesis Strike Force Formation, which I don't believe includes Objective Secured as a benefit.
If you want to use the Combined Arms Detachment, which includes the Objective Secured rules, you need two troops. Two units of Termies, Two Strikes, one of each, whatever. But you can't promote your Termies to Paladins without fielding two PAGK units as strike squads and still get Objective Secured.
BrianDavion wrote:kooshlord wrote:Sixcyl wrote:
The idea of extra paladins is nice.... the objective secured is pretty crucial considering I only have one squad that does that right now.
If I understand correctly you have 0 obsec squads:
You currently only have 1 troops choice, the terminators. Fielding the army this way is legal using the Nemesis Strike Force Formation, which I don't believe includes Objective Secured as a benefit.
If you want to use the Combined Arms Detachment, which includes the Objective Secured rules, you need two troops. Two units of Termies, Two Strikes, one of each, whatever. But you can't promote your Termies to Paladins without fielding two PAGK units as strike squads and still get Objective Secured.
Koosh is right, you're feilding a NSF not a CAD so the troops lack OS anyway, IMHO the interceptors have a aserious edge as they DO have that 12 inch move, and just as importantly, have a 30 inch once per game shunt. used right I suspect that shunt'll make the point differance worthwhile in and all of itself
I wasn't aware that a NSF did not give you obsec. But if I go with a CAD do I lose the turn one DS?
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![[Post New]](/s/i/i.gif) 2014/09/11 08:00:08
Subject: Re:Grey Knights in 7th with the new codex. Game testing info
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Dakka Veteran
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Different detachments have different command benefits. If you choose a CAD, you get ObSec. If you go NSF, you get turn 1 DS. You cannot get both sets of command benefits within the same detachment.
Honestly i think the assumption that all Troops get ObSec is the most misunderstood rule in 7th. They don't, only troops chosen in a CAD or allied detachment get ObSec.
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This message was edited 1 time. Last update was at 2014/09/11 08:02:18
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![[Post New]](/s/i/i.gif) 2014/09/11 10:39:07
Subject: Re:Grey Knights in 7th with the new codex. Game testing info
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Leaping Khawarij
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MaxT wrote:Different detachments have different command benefits. If you choose a CAD, you get ObSec. If you go NSF, you get turn 1 DS. You cannot get both sets of command benefits within the same detachment.
Honestly i think the assumption that all Troops get ObSec is the most misunderstood rule in 7th. They don't, only troops chosen in a CAD or allied detachment get ObSec.
This is why I let my Allied Detachment of Imperial Fists take care of Objective Secured and honestly, I don't think the GK will miss it now that every unit scores and one of the bad things about GK previously was having to take that second troop choice. Now, only needing one, opens a lot of doors for the GK to take and makes them an easy army to ally with or to get an ally. Even Purifier armies rely on this so that you can have more room to take Purifier units.
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![[Post New]](/s/i/i.gif) 2014/09/11 11:11:57
Subject: Grey Knights in 7th with the new codex. Game testing info
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Ladies Love the Vibro-Cannon Operator
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obsidiankatana wrote:Serpents are also generally more than 24'' away from their targets. Generally 36''+ away, for that matter.
No, generally.
Serpents (with tl scatter laser, underslung shuricannon, holofield) dish out more damage at 24'' or less.
With jink and holofield, they are well protected against shooting.
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Former moderator 40kOnline
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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2014/09/11 13:48:39
Subject: Grey Knights in 7th with the new codex. Game testing info
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Monstrous Master Moulder
Cleveland, Ohio, USA
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More damage, yes. But since a shield + laser attack requires 36" range, grav cannons are 24", and gate is 12", a smart player will put the serpent 36-37 away to either kill an inch of centurion and be safe from return fire or be completely safe from it. The loss of two shuriken cannon shots hardly cripples its damage output.
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They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. |
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![[Post New]](/s/i/i.gif) 2014/09/11 14:02:55
Subject: Grey Knights in 7th with the new codex. Game testing info
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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There are two equal schools of thought on Serpents. Equip Cannons: Stay in 20-24" range Don't buy extra cannons: Stay in 24-36" range But never do we want more distance than 36"...and both get closer when it's time to unload...you don't want your guardians or avengers stuck having to hoof it
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This message was edited 1 time. Last update was at 2014/09/11 14:06:27
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