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![[Post New]](/s/i/i.gif) 2014/09/22 16:11:51
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen] {Sisters Edits [11/12/14}
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Grim Rune Priest in the Eye of the Storm
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Now that I am basically done with my Space Wolf Synergy Threat I though I would move onto Codex: Grey Knights. Again I will be posting one Unit .a day between 6AM-8AM PST
I am going to this a little different. I am going to start with some of the Common Weapons, Psychic Powers., Special Rules, Warlord Traits and Relics of Titan
Melee Weapons:
Nemesis Force Sword [S-User, AP3, Melee Force, Daemonbane]: This is the basic weapon of the Grey Knights. It is good an reliable.
Nemesis Force Halberd [S+1, AP3, Melee Force, Daemonbane, Two-Handed]: A good upgrade allowing you to would most modes on a 3+ and a lot on a 2+. You can even wound up to T8, T10 with Hammerhand.
Nemesis Force Hammer [Sx2, AP3, Melee Force, Daemonbane, Concussive, Unwieldy, Specialist Weapon]: This is your Ant-Tank and MC Weapon. You may go of last, but odds are you are wounding on a 2+ and if it survives it will probably go off at the same time next turn.
Nemesis Force Warding Staff [S+2, AP4, Melee Force, Daemonbane, Concussive, Ward {Adamantium Will}]: A good solid weapon, you can sue it on most everything from MCs to Transports.
Nemesis Force Falchions [S-User, AP3, Melee Force, Daemonbane, Specialist Weapon]: You get these in pairs giving you an extra Attack.
Daemonbane: If the Force psychic power is successfully manifested and targets a unit with one or more weapons with this special rule then, in addition to the usual effects, all weapons with this special rule re-roll failed To Wound and armor penetration rolls against models with the Daemon special rule whilst the blessing is in effect.
Ranged Weapons:
Storm Bolter [24”, S4, AP5, Assault-2]: The main weapon of Grey Knights. In mass they can do a lot of damage, and they usually do come in mass.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. Its Salvo makes it best when used with Terminator Armor, but can be good with Power Armor Grey Knights if you don't move much.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets.
Soul Blaze: If a unit suffers one or more unsaved Wounds from an attack with this special rule, it is set ablaze and continues to burn – mark it with a coin or counter as a reminder. At the end of each turn, roll a D6 for each unit with a Soul Blaze counter on it. On a 3 or less, the flames die out and the unit is no longer ablaze – remove your reminder counter. On a 4+, the unit takes D3 Strength 4 AP5 hits with the Ignores Cover special rule. These Wounds are Randomly Allocated. A unit cannot have more than one Soul Blaze counter on it at a time.
Psyk-Out Grenades [8”, S2, AP-2, Assault-1, Blast, Psi-Shock]: These are a little utilized Weapon, but can do some nasty things to Psykers. Remember you can also use these in Melee and you don't even need to wound with it, just hit.
Psi-shock: If a unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule) is HIT by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.
The Common Psychic Powers:
BANISHMENT [WARP CHARGE 1]: Banishment is a malediction that targets a single unit with the Daemon special rule within 24". Whilst this power is in effect, all models in the target unit suffer a -1 penalty to their invulnerable save (normally reducing it to 6+). This is cumulative with any other modifiers to a Daemon’s invulnerable save, but cannot make it worse than 6+.
>This is a very good power, if you are fighting Daemons, otherwise it is useless.
HAMMERHAND [WARP CHARGE 1]: Hammerhand is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +2 Strength.
>This will probably be the most used power in a Grey Knight's arsenal of powers, even more than force. You can bring you weapons up to S6, 7 for Halberds and 10 for Hammers.
Special Rules:
THE AEGIS [A unit that contains at least one model with this special rule re-rolls results of 1 when making Deny the Witch tests.]: This should come in handy in dealing with enemy Psykers.
PURITY OF SPIRIT [Grey Knights Psykers can generate psychic powers from the Daemonology discipline (see Warhammer 40,000: The Rules). Grey Knights Psykers can only generate Sanctic powers from the Daemonology discipline – they cannot manifest Malefic psychic powers from this discipline. In addition, unless otherwise stated, when attempting to manifest psychic powers from the Daemonology discipline, Grey Knights Psykers only suffer Perils of the Warp if two or more 6s are rolled when taking a psychic test.]: This makes for some very solid Psychic Powers as this will probably be the most common List you will be taking powers from.
WARLORD TRAITS:
1 Daemon-Slayer [The Warlord has the Hatred (Daemons) special rule. In addition, if the Warlord attempts to manifest the Banishment psychic power (see the Daemonology discipline), he will successfully harness Warp Charge points on D6 rolls of 2+.]: This is a great boon, if you are fighting Daemons, otherwise just Re-Roll.
2 Hammer of Righteousness [The Warlord, and his unit, have the Hammer of Wrath special rule.]: This will be great Trait, especially if you are running large Units.
3 Unyielding Anvil [The Warlord, and all friendly units with the Grey Knights Faction within 12" of him, have the Stubborn special rule.]: This is a good Trait for keeping your Squads in the Fight.
4 First to the Fray [If placed in Deep Strike Reserve, the Warlord, and his unit, automatically arrive in your first turn and can re-roll the scatter dice when Deep Striking.]: This works real well with the Nemesis Strike Force to get your warlord into the Battle Quickly.
5 Perfect Timing [The Warlord, and his unit, have the Counter-attack special rule.]: Another good one if you take the Nemesis Strike Force to deal with Assaulting Forces.
6 Lore Master [The Warlord knows one more psychic power than is normal for his Psyker Mastery Level, which must be generated from the Daemonology (Sanctic) Discipline.]: This can be and interesting Trait depending on many things.
>Characters: The extra power gives you a lot of Flexibility.
>Mastery Level-3 Librarian with the DOMINA LIBER DAEMONICA: This will give you 6 Powers from the Daemonology (Sanctic) if you want!
RELICS OF TITAN
BONE SHARD OF SOLOR [The bearer of the Bone Shard of Solor has a 3++ invulnerable save whilst within 12" of at least one model with the Daemon special rule. This is increased to a 2+ invulnerable save whilst the bearer is within 12" of at least one model with the Daemon of Khorne special rule. In addition, the bearer has the Hatred (Daemons of Khorne) special rule.]: This is a wonderful choice of you are fighting Daemons.
CUIRASS OF SACRIFICE [The Cuirass of Sacrifice is a suit of Terminator Armor {That Replaces Terminator Armor} that confers a 2+ Armour Save and a 5+ invulnerable save. The wearer has the Bulky, Deep Strike, It Will Not Die, Feel No Pain and Relentless special rules, and cannot make Sweeping Advances.]: This is a nice one, probably best used on Brother Captains. It might be worth it on a Librarian, but there are better choices out the for them. This could also be a good choice if you want to Represent Grand Master Modrak.
DOMINA LIBER DAEMONICA [The bearer of the Domina Liber Daemonica knows one more psychic power than is normal for his Mastery Level. This additional psychic power must be generated from the Daemonology (Sanctic) discipline. In addition, the bearer, and any friendly units with the Grey Knights Faction within 6" of the bearer, re-roll dice rolls of 1 when taking psychic tests when attempting to manifest psychic powers from the Daemonology discipline.]: Now this is for your Librarian! If taken with your extra level of Psychic power it might be easier to roll to see what powers you don't get. That with the Re-Rolls of 1s can make you and any local Psykers get of their powers more Reliably.
THE FURY OF DEIMOS [36”, S4, AP5, Assault-3, Master-Crafted, Precision Shot {Replaces your Storm Bolter}]: Looks to be a good choice if you are planning on going Shooty as it has the range of a Heavy Bolter.
THE NEMESIS BANNER [Friendly units with the Grey Knights Faction within 12" of the bearer have the Fearless special rule. In addition, all models with the Grey Knights Faction in the same unit as the bearer have +1 Attack whilst the bearer is alive. Furthermore, all models with the Daemon special rule (friend or foe) treat all terrain, even open ground, within 12" of the bearer as dangerous terrain.]: Tack this on a Paladin Squad with lots of Nemesis Falchions for a huge number of Attacks. This is a good way to Create Grand Master Modrak's Ghost.
THE SOUL GLAIVE [S+1, AP3, Melee, Force, Daemonbane, Soul Imprint, Two-Handed {Replaces your Melee Weapon}]: This is a nasty weapon to add for any Character. Put it in the hands of a Brother Captain to represent Justicar Thawn.
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This message was edited 3 times. Last update was at 2014/11/12 14:33:36
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![[Post New]](/s/i/i.gif) 2014/09/23 13:29:49
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Kaldor Draigo: Supreme Grand Master
FOC: Lord of War
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model {Unique}
WARLORD TRAIT: Daemon Slayer
WARGEAR:
Frag, Krak & Psyk-out Grenades
Iron halo [4++]
Storm Bolter [24”, S4, AP5, Assault-2]
Storm Shield [3++]
Terminator Armor [2+/5++]
The Titan Sword [S+3 {7}, AP2, Melee, Force, Daemonbane, Master-Craft]
SPECIAL RULES:
Eternal Warrior
Fearless
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery Level 2)
Purity of Spirit
The Aegis
PSYKER:
Kaldor Draigo knows the Banishment, Gate of Infinity, Hammerhand and Purge Soul psychic powers from the Daemonology (Sanctic) discipline.
GATE OF INFINITY [WARP CHARGE 1]: The Psyker punches a corridor through the roiling Immaterium, allowing him to cross great distances in the blink of an eye. Gate of Infinity is a blessing that targets the Psyker. Unless the target is Zooming or Swooping, remove the target and his unit from the board. It then immediately arrives anywhere on the board using the rules for Deep Strike.
What to do with him?
Daemons: If you think you are Facing Daemons, you be dragging along for both his Combat Ability vs them and Fluff.
Gate of Infinity: This is a great way to move Units around. Purifiers and Purgation Squads can benefit greatly from his power.
Some Notes:
>With Draigo being a Lord of War he does not take up an HQ slot so you will still need to take an HQ.
>Unbound is a way to crate the “Draigo-Wing” that we all Know and Love.
>I can see him viable down to about 1,000 points, I would say 500 but his Lord of War status it is hard to fit him in without going Unbound.
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![[Post New]](/s/i/i.gif) 2014/09/23 13:32:08
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Anpu, wanted you to know that I'm subscribed...just watching your updates.
Great work thus far!
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![[Post New]](/s/i/i.gif) 2014/09/23 15:20:34
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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ductvader wrote:Anpu, wanted you to know that I'm subscribed...just watching your updates.
Great work thus far!
Thank you
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![[Post New]](/s/i/i.gif) 2014/09/24 03:07:29
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Fresh-Faced New User
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ductvader wrote:Anpu, wanted you to know that I'm subscribed...just watching your updates.
Great work thus far!
Same, looking forward to your posts.
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![[Post New]](/s/i/i.gif) 2014/09/24 13:22:09
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Brother-Captain [Grand Masters]
FOC: HQ
UNIT TYPE: Infantry (Character
UNIT COMPOSITION: 1 Model
WARGEAR:
Frag, Krak & Psyk-Out Grenades
Iron Halo [4++]
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Storm Bolter [24”, S4, AP5, Assault-2]
Terminator Armour [2+/5++]
SPECIAL RULES:
And They Shall Know No Fear
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery Level 1) (Brother-Captain only)
Psyker (Mastery Level 2) (Grand Master only)
Purity of Spirit
The Aegis
PSYKER:
Brother-Captains and Grand Masters generate their powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines.
OPTIONS:
May upgrade to a Grand Master
May take items from the Melee Weapons, Terminator Special Weapons, Special Issue Wargear and/or Relics of Titan lists.
Melee Weapons:
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would also suggest taking The Cuirass of Sacrifice.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it. When mixed with your Grand Master and Hammerhand on the Assault you are talking about 6 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool.
Ranged Weapons:
>Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. Its Salvo makes it really nasty because of your relentless.
>Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that.
>Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets.
Special Issue Wargear:
>Digital Weapons: A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault Phase.
>Mastercraft One Weapon.
>Melta Bombs [S8, AP1, Melee, Armor-Bane, Unwieldy]: A good choice if you did not take a Daemon-Hammer for Anti-Armor work. It also works well vs MCs.
>Teleport Homer: Friendly units composed entirely of models in Terminator Armour (including the Cuirass of Sacrifice) and/or models with a personal Teleporter do not scatter when arriving from Deep Strike Reserve, so long as the first model is placed within 6" of the Teleport homer’s bearer. For this to work, the bearer must have been on the battlefield at the start of the turn. Take this if you are planing on using the Nemesis Strike Force for late arrivals.
Uses and Abuses:
Grand Master Modrak and his Ghost: Take a Grand Master and the CUIRASS OF SACRIFICE with a Mastercrafted Daemon-Hammer. Team him up with a Paladin Squad with an Apothecary and THE NEMESIS BANNER. This should give you close to the same affect to a point. It might not be cheap, but should perform well. I would build the list around this rather than just tacking it on. Paint them up in Bone and tons of bling they should look great on the field.
Justicar Thawn: Just take a Brother Captain with the THE SOUL GLAIVE and a Grey Knight Paladin Squad. Bling him up [And the Terminators if you want] there you go.
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![[Post New]](/s/i/i.gif) 2014/09/24 13:33:27
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I like the build a character sets...I miss Thawn, that old buddy got up so many times with a vengeance in my games.
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![[Post New]](/s/i/i.gif) 2014/09/25 14:29:20
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Castellan Garran Crowe
FOC: HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model (Unique)
WARGEAR:
Artificer Armor [2+ Save]
Blade of Antwwyr [3-4 Attacks, S4, AP-, Melee]
>During a Challenge [3-4 Attacks, S4, AP2, Melee]
>Smash [1 Attack, S8, AP2, Melee]
Storm Bolter [24”, S4, AP5, Assault-2]
Frag, Krak, & Psyk-Out Grenades
Iron halo [4++ Save
SPECIAL RULES:
And They Shall Know No Fear
Heroic Sacrifice: If this model is slain in close combat, he can immediately make one close combat attack against a model he is in base contact with before being removed as a casualty. Roll To Hit and To Wound as normal.
Independent Character
Master Swordsman: Whenever he fights in a challenge, Castellan Crowe uses both of the Sword Strike and Blade Shield stances (see below).
Preferred Enemy (Daemons)
Psyker (Mastery Level 1)
Purity of Spirit
The Aegis
The Perfect Warrior: A model with this special rule must always issue and accept a challenge whenever possible. If you have several models with a special rule with this effect, choose one model to issue or accept the challenge. When fighting in a challenge, this model must choose a stance either Sword Strike or Blade Shield – at the start of the Fight sub-phase. The chosen stance lasts until the end of the challenge.
>If he chooses Sword Strike, this model gains the Smash special rule.
>If he chooses Blade Shield, this model re-rolls all failed saving throws.
Smash: All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless it’s attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the model’s Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its Armor penetration rolls, but must abide by the second result.
WARLORD TRAIT:
Hammer of Righteousness [The Warlord, and his unit, have the Hammer of Wrath special rule.]
PSYKER:
Castellan Crowe knows the Banishment, Hammerhand and Cleansing Flame powers from the Daemonology (Sanctic) discipline.
CLEANSING FLAME [9”, S5, AP4, Nova, Assault 2d6, Ignores Cover, Soul Blaze] WARP CHARGE 2
>This is a very Powerful Power as you can use it while locked in Close Combat and it can affect Multiple Units. Mix this with Banishment for extra Punch. Its Warp Charge of 2 can also make it hard to Deny the Witch.
Uses and Abuses:
Duelist: Challenges are what he does best. Attach him to Purifiers, where he should be, that or Purgation Squads. The is best as he does not have Deep Strike. Remember you can use both Perfect Warrior Stances. Remember though you can only use them in a Challenge.
Dreadnaught/MC Hunter: With his Smash Rule and Hamerhand there is very little that can stand up to him for long in a Challenge.
Transport: I would either choose a Razorback (with a 5 model Squad) or Stormraven (with a 10 model Squad) as the Transport of choice.
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![[Post New]](/s/i/i.gif) 2014/09/26 12:53:59
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Librarian
FOC: HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARGEAR:
Terminator Armor [2+/5++
Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool.
Frag, Krak & Psyk-Out Grenades
Psychic Hood
SPECIAL RULES:
And They Shall Know No Fear
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery Level 2)
Purity of Spirit
The Aegis
PSYKER:
Grey Knights Librarians generate their powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines.
OPTIONS:
May be upgraded to Psyker (Mastery Level 3)
May take one of the following:
>Storm Bolter [24”, S4, AP5, Assault-2]: This really gives you something to do during the Shooting Phase.
>Combi-Flamer [Template, S5, AP5, Assault-1]: You can either use this to take out entrenched Infantry or be used to blunt an Assault.
>Combi-Melta [12”, S8, AP1, Assault-1, Melta]: This gives you an great Anti-Tank Weapon.
>Combi-Plasma [24”, S7, AP2, Rapid Fire, Gets Hot]: A Great Anti-Most-Anything Weapon. With your Relentless you can still Assault after firing.
May replace Nemesis warding stave with one of the following:
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would also suggest taking The Cuirass of Sacrifice.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it. When mixed with your Grand Master and Hammerhand on the Assault you are talking about 6 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
May take items from the Special Issue Wargear and/or Relics of Titan lists.
>Digital Weapons: A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault Phase.
>Mastercraft One Weapon.
>Melta Bombs [S8, AP1, Melee, Armor-Bane, Unwieldy]: A good choice if you did not take a Daemon-Hammer for Anti-Armor work. It also works well vs MCs.
>Teleport Homer: Friendly units composed entirely of models in Terminator Armor (including the Cuirass of Sacrifice) and/or models with a personal Teleporter do not scatter when arriving from Deep Strike Reserve, so long as the first model is placed within 6" of the Teleport homer’s bearer. For this to work, the bearer must have been on the battlefield at the start of the turn. Take this if you are planning on using the Nemesis Strike Force for late arrivals.
Uses and Abuses:
Master Librarian: Make your Librarian Mastery Level-3 and take the DOMINA LIBER DAEMONICA: This give you accesses to up to 5 Daemonology (Sanctic) Powers. If you want to mix it up this will still let you take up to 4 Powers. With the 6” Re-Roll 1s one Warp Charges all casting becomes more reliable.
Conan the Librarian: Take the CUIRASS OF SACRIFICE, CUIRASS OF SACRIFICE, THE SOUL GLAIVE and/or Daemon Hammer. Any of these choices make him nasty in Close Combat.
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![[Post New]](/s/i/i.gif) 2014/09/26 14:26:15
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I just can't recommend the Cuirass on a 2 wound model...
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![[Post New]](/s/i/i.gif) 2014/09/26 14:35:31
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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It can make the difference with the FNP.
I don't take the Cuirass either, I find the book is much better on my Librarian.
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![[Post New]](/s/i/i.gif) 2014/09/26 15:05:23
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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When it comes to Relics
Gun: Techmarine
Cuirass: BC or GM
Book: Libby or GM
Glaive: Libby, GM, BC (and I always pair this with psilencers for greater effect)
Bone: BC...maybe
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This message was edited 1 time. Last update was at 2014/09/26 15:06:35
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![[Post New]](/s/i/i.gif) 0005/09/26 15:14:04
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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ductvader wrote:When it comes to Relics
Gun: Techmarine
Cuirass: BC or GM
Book: Libby or GM
Glaive: Libby, GM, BC (and I always pair this with psilencers for greater effect)
Bone: BC...maybe
I am assuming the BC is Brotherhood Captain.
Looks good.
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![[Post New]](/s/i/i.gif) 2014/09/27 13:15:44
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: TechMarine
FOC: HQ
Adepts of the Armory: For each HQ choice in your Detachment (not including other TechMarines) you can include a TechMarine. These do not use up a slot on a Force Organization chart.
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARGEAR:
Artificer Armour [2+ Save]
Bolt-Gun [24”, S4, AP5, Rapid Fire]
Frag, Krak, Psyk-Out Grenades
Power Axe [S5, AP2, Melee, Unwieldy]
Servo-Harness [S8, AP-1, Melee, Specialist Weapon]
SPECIAL RULES:
And They Shall Know Know Fear
Blessing of the Omnissiah: In each of your Shooting phases, instead of firing his weapons, a character with this special rule may repair a single friendly vehicle that he is in base contact with or embarked upon. To do this, roll a D6. On a roll of 5+ (or 4+ if the model has a servo-harness), you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilized result suffered earlier in the battle; this is effective immediately.
Bolster Defenses: After deployment, but before Scout redeployment and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by one for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.
Independent Character
Preferred Enemy (Daemons)
Psyker (Mastery Level 1)
Purity of Spirit
The Aegis
PSYKER:
TechMarine know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.
OPTIONS:
May replace servo-harness and Bolt Gun with Conversion-Beamer
>[1-24”, S6, AP-, Blast, Heavy-1]
>[24+”42”, S8, AP4, Blast, Heavy-1]
>[42+”-72”, S10, AP1, Blast-1, Heavy-1]
May replace Bolt-Gun with Storm Bolter [24”, S4, AP5, Assault-2]
May take items from the Melee Weapons, Special Issue Wargear and/or Relics of Titan lists.
Melee Weapons:
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. What makes this a good choice is it teams up well with the Servo-Harness.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it. When mixed with your Grand Master and Hammerhand on the Assault you are talking about 6 S6 Attacks. What makes the Best choice is it teams up well with the Servo-Harness.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Sword: [S4, AP3, Melee]: An ok choice for a close combat weapon.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool.
Special Issue Wargear:
>Digital Weapons: A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault Phase.
>Mastercraft One Weapon.
>Melta Bombs [S8, AP1, Melee, Armor-Bane, Unwieldy]: A good choice if you did not take a Daemon-Hammer for Anti-Armor work. It also works well vs MCs.
>Teleport Homer: Friendly units composed entirely of models in Terminator Armour (including the Cuirass of Sacrifice) and/or models with a personal Teleporter do not scatter when arriving from Deep Strike Reserve, so long as the first model is placed within 6" of the Teleport homer’s bearer. For this to work, the bearer must have been on the battlefield at the start of the turn. Take this if you are planing on using the Nemesis Strike Force for late arrivals.
Uses and Abuses:
Close in Melee Monster: Replace the Power Axe with the Force Daemon Falchions. This will give you the choice of 2 S10, AP1, I1 Attacks vs Vehicles and MCs with Hammerhand or 2 S6, AP3, I4 Attacks vs other Models.
Long Range Fire Support: Take the Conversion-Beamer. You can still take the Force Daemon Hammer.
Minor Psyker [DOMINA LIBER DAEMONICA : This could be good for adding an additional power for him.
Mobile Fire Support [THE FURY OF DEIMOS]: This allows you to move and still give a good amount of a shooting power. I actually kind of like this one.
Force Multiplier [THE SOUL GLAIVE]: If you are going to be part of a Squad this might be good choice.
Bolstering Defenses: This is a good choice if you are to take a static position, especially for an allied force.
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![[Post New]](/s/i/i.gif) 2014/09/28 15:41:15
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Grey Knight Strike Squad
FOC: Troop
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Frag, Krak, Psyk-Out Grenades
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Power Armor [3+ Save]
Storm Bolter [24”, S4, AP5, Assault-2]
SPECIAL RULES:
And They Shall Know No Fear
Brotherhood of Psykers (Mastery Level 1)
Combat Squads
Deep Strike
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Strike Squads know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.
OPTIONS:
For every five models in the unit, one Grey Knight may take an item from the Special Weapons list.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. This is a powerful weapon in a Strike Squads hands.
>After a Deep Strike it gives you a 12” S7 Rending Storm Bolter.
>When used in a Static Position it works great as a Pair of 24” Rending Auto-Cannon. Attach a Divination Psyker and you could end up with a decent AAA Unit, it might even be worth giving them a ADL with a Quad Gun.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that. Even after a Deep Strike you can at least Snap Fire it.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets. This would a good choice if you plan on Assaulting with them, especially out of a Land Raider or Stormraven.
Any Grey Knight may take items from the Melee Weapons list.
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would suggest taking at least one per 5 Models for S8 and AP2 Attack I would not suggest giving to your Justicar.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it go for it for your Justicar. When in the Justicar and mixed with your Hammerhand on the Assault you are talking about 4 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool. It might be worth one per Squad for the Deny the Witch Bonus.
The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
The unit may select a Rhino or Razorback as a Dedicated Transport.
Uses and Abuses:
Small and Cheap: Just take 5 of them and maybe add an Incinerator.
Large and not so Cheap: Take all 10 with 2 Psycannons, the Justicar with Paired Falchions, 2x Daemon Hammers, One Warding Staff and the rest with Halberds. This will give a good solid Strike Force that can deal with most Targets. This is also a good choice for Tank Hunting.
Monster Hunters: Just increase the number of Daemon Hammers and Warding Staves. Replace the Psycannons, with Psilencers. Remember you only need one Penetrating Wound to kill off your Average MC with a Force Weapon.
A Note on the Grey Knight Strike Squad: They are very good for there Price especially when compared to other Power Armored Squads. You are talking if you tooled up a Space marine with the same Wargear and Special Rules you would be talking 30-40 points per Model easy. The problem is that Grey Knight Terminators are so cheap compared to the Strike Squads they appear to not be good.
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![[Post New]](/s/i/i.gif) 2014/10/04 14:03:07
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Sorry for the delay, my Wi-Fi finally kicked the bucket and I just got my new one
Name: Grey Knight Terminator Squad
FOC: Troop
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Frag, Krak, Psyk-Out Grenades
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Storm Bolter [24”, S4, AP5, Assault-2]
Terminator Armor [2+/5++ Save]
SPECIAL RULES:
And They Shall Know No Fear
Brotherhood of Psykers (Mastery Level 1)
Combat Squads
Deep Strike
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Terminators know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.
OPTIONS:
For every five models in the unit, one Grey Knight may take an item from the Special Weapons list.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. This is a powerful weapon in a Terminator hands with their Relentless.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets. This would a good choice if you plan on Assaulting with them, especially out of a Land Raider or Stormraven.
Any Grey Knight may take items from the Melee Weapons list.
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would suggest taking at least one per 5 Models for S8 and AP2 Attack I would not suggest giving to your Justicar.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it go for it for your Justicar. When in the Justicar and mixed with your Hammerhand on the Assault you are talking about 4 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool. It might be worth one per Squad for the Deny the Witch Bonus.
The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
The unit may select a Land Raider, Land Raider Crusader or a Land Raider Redeemer as a Dedicated Transport.
Uses and Abuses:
Small and Cheap: Just take 5 of them and maybe add an Incinerator.
Large and not so Cheap: Take all 10 with 2 Psycannons, the Justicar with Paired Falchions, 2x Daemon Hammers, One Warding Staff and the rest with Halberds. This will give a good solid Strike Force that can deal with most Targets. This is also a good choice for Tank Hunting.
Monster Hunters: Just increase the number of Daemon Hammers and Warding Staves. Replace the Psycannons, with Psilencers. Remember you only need one Penetrating Wound to kill off your Average MC with a Force Weapon.
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![[Post New]](/s/i/i.gif) 2014/10/05 15:43:01
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Purifier Squad
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Frag, Krak, Psyk-Out Grenades
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Power Armor [3+ Save]
Storm Bolter [24”, S4, AP5, Assault-2]
SPECIAL RULES:
And They Shall Know No Fear
Brotherhood of Psykers (Mastery Level 1)
Combat Squads
Deep Strike
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Terminators know the Banishment Cleansing Flamer and Hammerhand powers from the Daemonology (Sanctic) discipline.
CLEANSING FLAME [9”, S5, AP4, Nova, Assault 2d6, Ignores Cover, Soul Blaze] WARP CHARGE 2
>This is a very Powerful Power as you can use it to attack units locked in Close Combat and it can affect Multiple Units. Mix this with Banishment for extra Punch.
OPTIONS:
For every five models in the unit, 2 Purifiers may take an item from the Special Weapons list.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. This is a powerful weapon in a Purifier Squads hands.
>After a Deep Strike it gives you a 12” S7 Rending Storm Bolter.
>When used in a Static Position it works great as a Pair of 24” Rending Auto-Cannon. Attach a Divination Psyker and you could end up with a decent AAA Unit, it might even be worth giving them a ADL with a Quad Gun.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that. Even after a Deep Strike you can at least Snap Fire it.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets. This would a good choice if you plan on Assaulting with them, especially out of a Land Raider or Stormraven.
Any Grey Knight may take items from the Melee Weapons list.
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would suggest taking at least one per 5 Models for S8 and AP2 Attack I would not suggest giving to your Justicar.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it go for it for your Justicar. When in the Justicar and mixed with your Hammerhand on the Assault you are talking about 4 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool. It might be worth one per Squad for the Deny the Witch Bonus.
The Justicar may take items from the Melee Weapons and/or Special Issue Wargear lists.
The unit may select a Rhino or Razorback as a Dedicated Transport.
Uses and Abuses:
Small and Cheap: Just take 5 of them and maybe add an 2 Incinerators.
Large and not so Cheap: Take all 10 with 4 Psycannons, the Justicar with Paired Falchions, 2x Daemon Hammers, One Warding Staff and the rest with Halberds. This will give a good solid Strike Force that can deal with most Targets. This is also a good choice for Tank Hunting. Stick them in a Rhino so you can still kick of your Cleansing Flame.
Monster Hunters: Just increase the number of Daemon Hammers and Warding Staves. Replace the Psycannons, with Psilencers. Remember you only need one Penetrating Wound to to kill off your Average MC with a Force Weapon.
The Rings of Fire {Insert Johnny Cash Song Here}: Take 1 or more full 10 Model Squad in a Rhino, Land Raider, Stormraven or FA Drop Pod. If you got the space take Crowe. Once you unload intimidately break into Combat Squads and set of Multiple Overlapping Cleansing Flames. I would just take Incinerators and a Land Raider Redeemer to carry on the theme of fire and the ability to still Assault.
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This message was edited 1 time. Last update was at 2014/10/07 14:51:45
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![[Post New]](/s/i/i.gif) 2014/10/06 12:59:01
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Grey Knight Paladin Squad
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Frag, Krak, Psyk-Out Grenades
Nemesis force sword [S4, AP3, Melee, Force, Daemonbane]
Storm Bolter [24”, S4, AP5, Assault-2]
Terminator Armor [2+/5++ Save]
SPECIAL RULES:
And They Shall Know No Fear
Brotherhood of Psykers (Mastery Level 1)
Combat Squads
Deep Strike
Preferred Enemy (Daemons)
Purity of Spirit
The Aegis
PSYKER:
Paladins know the Banishment and Hammerhand powers from the Daemonology (Sanctic) discipline.
OPTIONS:
May upgrade one Paladin to an Apothecary, replacing his Storm Bolter with a Narthecium
One Paladin may replace his melee weapon with one of the following:
>Brotherhood Banner
BROTHERHOOD BANNER [Friendly units with the Grey Knights Faction within 12" of the bearer re-roll failed Morale checks and Pinning tests. All models with the Grey Knights Faction in the same unit as the bearer have +1 Attack whilst the bearer is alive.]
>The Nemesis Banner (one per army)
THE NEMESIS BANNER [Friendly units with the Grey Knights Faction within 12" of the bearer have the Fearless special rule. In addition, all models with the Grey Knights Faction in the same unit as the bearer have +1 Attack whilst the bearer is alive. Furthermore, all models with the Daemon special rule (friend or foe) treat all terrain, even open ground, within 12" of the bearer as dangerous terrain.]
For every five models in the unit, 2 Paladins may take an item from the Special Weapons list.
Psycannon [24”, S7, AP4, Salvo 2/4, Rending]: Probably the best of the three Heavy Weapons. This is a powerful weapon in a Paladins hands with their Relentless.
Psilencer [24”, S4, AP-, Heavy-6, Force]: Another good weapon. With Force you can ID anything up to S6, this includes most Daemons, Nids, and Riptides and the High RoF gives you a good chance of that.
Incinerator [Template, S6, AP4, Assault-1, Soul Blaze]: This is a nasty weapon that works on just about everything including a lot of Vehicles. You just have to get close, which is not that hard. Its Soul Blaze Power can make it very nasty vs. many targets. This would a good choice if you plan on Assaulting with them, especially out of a Land Raider or Stormraven.
Any Grey Knight may take items from the Melee Weapons list.
>Nemesis Force Daemon Hammer [S8, AP2, Concussive, Force, Daemonbane, Two-Handed, Unwieldy]: A great choice for Crushing most everything out there. Hammerhand only adds to your Crushing Power. I would suggest taking at least one per 5 Models for S8 and AP2 Attack I would not suggest giving to to your Justicar.
>Nemesis Force Falchions [S4, AP3, Force, Daemonbane, Specialist Weapon]: As you get them in Pairs they add one Attack. If you got the points go for it go for it for your Justicar. When in the Justicar and mixed with your Hammerhand on the Assault you are talking about 4 S6 Attacks.
>Nemesis Force Halberd [S5, AP3, Force, Daemonbane, Two-Handed]: A good choice for the extra strength, especially when mixed with Hammerhand.
>Nemesis Force Warding Staff [S6, AP4, Concussive, Force, Daemonbane, Ward, Two-Handed]: Not a great choice, but not a bad one. Is great for whacking MCs to Vehicles. Hammerhand also give you the same Strength as a base Daemon Hammer. It could also look real cool. It might be worth one per Squad for the Deny the Witch Bonus.
The unit may select a Land Raider, Land Raider Crusader or a Land Raider Redeemer as a Dedicated Transport.
Uses and Abuses:
Small and Cheap: Just take 5 of them and maybe add a pair of Incinerators.
Large and not so Cheap: Take all 10 an Apothecary and one of the Banners, with 4 Psycannons or Psilencers, the Justicar with Paired Falchions, 2x Daemon Hammers, One Warding Staff and the rest with Halberds. This will give a good solid Strike Force that can deal with most Targets. This is also a good choice for Tank Hunting with the Psycannons.
Monster Hunters: Just increase the number of Daemon Hammers and Warding Staves. With Psycannons, or Psilencers. Remember you only need one Penetrating Wound to kill off your Average MC with a Force Weapon.
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![[Post New]](/s/i/i.gif) 2014/10/06 13:58:55
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Been Around the Block
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Can you use cleansing flame in close combat?
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![[Post New]](/s/i/i.gif) 2014/10/06 14:18:14
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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![[Post New]](/s/i/i.gif) 2014/10/06 14:33:35
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Judgemental Grey Knight Justicar
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If you're locked in combat you can't cast it; if you're outside combat and cast it, it will hit enemy units already locked in combat.
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![[Post New]](/s/i/i.gif) 2014/10/06 15:10:21
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Homeskillet wrote:
If you're locked in combat you can't cast it; if you're outside combat and cast it, it will hit enemy units already locked in combat.
Under NOVA it states you can cast while in Close Combat.
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This message was edited 1 time. Last update was at 2014/10/06 15:34:50
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![[Post New]](/s/i/i.gif) 2014/10/06 16:44:17
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Perfect Shot Black Templar Predator Pilot
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Anpu42 wrote: Homeskillet wrote:
If you're locked in combat you can't cast it; if you're outside combat and cast it, it will hit enemy units already locked in combat.
Under NOVA it states you can cast while in Close Combat.
Wow...What can't Purifiers do? I wish I could find a way to field them in my amy.
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![[Post New]](/s/i/i.gif) 2014/10/06 17:55:54
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Rampaging Carnifex
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Anpu42 wrote: Homeskillet wrote:
If you're locked in combat you can't cast it; if you're outside combat and cast it, it will hit enemy units already locked in combat.
Under NOVA it states you can cast while in Close Combat.
No, it says it can target units in clost combat. It can not be used while in close combat.
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![[Post New]](/s/i/i.gif) 2014/10/06 23:34:28
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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EmperorsChampion wrote: Anpu42 wrote: Homeskillet wrote:
If you're locked in combat you can't cast it; if you're outside combat and cast it, it will hit enemy units already locked in combat.
Under NOVA it states you can cast while in Close Combat.
Wow...What can't Purifiers do? I wish I could find a way to field them in my amy.
Can you quote a source, there is a lot out there saying otherwise.
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![[Post New]](/s/i/i.gif) 2014/10/07 00:29:51
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Judgemental Grey Knight Justicar
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Don't have my BRB handy, but I believe the only psychic powers you can cast while in cc are blessings and maledictions. I didn't think you could use witchfires. I can double-check when I can get to my BRB later though.
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![[Post New]](/s/i/i.gif) 2014/10/07 00:50:57
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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One Canoptek Scarab in a Swarm
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From pg 27 of the BRB,
"A nova power automatically targets and hits all units within the psychic powers maximum range, regardless of line of sight, being locked in combat, intervening models, and so on. Otherwise, it is treated as a shooting attack, and indeed will have a profile like a shooting weapon."
It doesn't look like you can use in when locked in combat, but can hit units that are in combat.
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3050
4250
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![[Post New]](/s/i/i.gif) 2014/10/07 01:49:24
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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ZanyZombie wrote:From pg 27 of the BRB,
"A nova power automatically targets and hits all units within the psychic powers maximum range, regardless of line of sight, being locked in combat, intervening models, and so on. Otherwise, it is treated as a shooting attack, and indeed will have a profile like a shooting weapon."
It doesn't look like you can use in when locked in combat, but can hit units that are in combat.
I have kept being told it was able to do so...that discussion was months ago.
I will work on editing later.
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![[Post New]](/s/i/i.gif) 2014/10/07 14:20:34
Subject: 7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Shunting Grey Knight Interceptor
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Like Homeskillet and ZanyZombie said: while in combat, purifiers can only manifest HH and Force. If standing near another combat, flame away.
http://www.dakkadakka.com/dakkaforum/posts/list/617677.page
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![[Post New]](/s/i/i.gif) 2014/10/07 14:33:37
Subject: Re:7th Edition Grey Knight Synergy [Warning Walls of Text May Happen]
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Grim Rune Priest in the Eye of the Storm
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Name: Dreadnaught
FOC: Elite
UNIT TYPE: Vehicle (Walker)
UNIT COMPOSITION: 1 Model
WARGEAR:
Multi-Melta
Power Fist [S2x (10), AP2, Melee, Specialist Weapon] with Built in Storm Bolter [24”, S4 AP5, Assault-2]
Smoke Launchers
SPECIAL RULES:
[Venerable Dreadnaught (only): Re-Roll Penetration Results taken]
PSYKER:
Dreadnoughts and Venerable Dreadnoughts know the Banishment and Sanctuary powers from the Daemonology (Sanctic) discipline.
SANCTUARY [WARP CHARGE 1]:
Sanctuary is a blessing that targets the Psyker. Whilst the power is in effect the Psyker and all models in his unit receive a +1 bonus to their invulnerable save (models that do not have an invulnerable save gain a 6+ invulnerable save whilst this power is in effect instead). In addition, all units with the Daemon special rule (friend or foe) treat all terrain, including open ground, within 12" of the Psyker as dangerous terrain.
>This is a very big thing for the Dreadnaught. While it does give him only a 6++ Save, though this is still an Invulnerable Save.
OPTIONS:
Take Dreadnaught Weapons:
May Trade Multi-Melta for one of the Following:
>Assault Cannon [24”, S6, AP, Heavy-4, Rending
>Plasma-Cannon [36”, S7, AP2, Blast, Heavy-1, Gets Hot]
>Twin-Linked Auto-Cannon [48”, S7, AP4, Heavy-2]
>Twin-Linked Heavy Bolter [36”, S5, AP4, Heavy-3]
>Twin-Linked Heavy Flamer [Template, S5, AP4, Heavy-1]
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]
May Replace Power Fist with built in Storm Bolter with one of the following:
>Missile Launcher [Frag Missiles: 48”, S4, AP5, Blast, Heavy-1 or Krak Missile: 48”, S8, AP3, Heavy-1]
>Twin Linked Auto-Cannon [48”, S7, AP4, Heavy-2]
Replace Storm Bolter with Heavy Flamer [Template, S5, AP4, Heavy-1]
May take Extra Armor
May Take Smoke Launchers
May Upgrade to Venerable Dreadnaught
Some Common Builds:
Close in Fighting Dread: Take an Assault Cannon and Heavy Flamer and it becomes a good in close fighter.
Dakka-Dread [Though not seen much it has done well with me as a “For Fun Unit”]: Take the Twin-Linked Heavy Bolter and a Storm Bolter. This gives you good firepower vs T3 Armies.
Fire Storm: Take a Twin Linked Heavy Flamer and a Heavy Flamer. This will make a mockery of any unit hiding in cover. It will also make most think twice before Assaulting you.
Fireball: Take the Plasma-Cannon. Good vs just about everything, but Tanks and Aircraft.
Long Range Dread: Take the Missile Launcher and Twin-Linked Las Cannon. This gives you a lot of Long Range High Strength Firepower good for Tanks and MCs.
Rifleman Dread [Called such after the BattleTech Mech the Riflemen]: Take both Twin-Linked Auto-Cannons. This gives you a lot of Long Range Mid-Powered Fire Support. With its Re-Rolls can make a decent Anti-Aircraft Platform. It also works well against most other targets.
True Rifleman [The original BattleMech had 2 Auto-Cannons and 2 Laser Cannons]: Take Twin-Linked Auto-Cannons and Twin-Linked Las-Cannon. It does not have the same Rate of Fire as the Rifleman, but a significant improvement of Raw Firepower.
A Note: Though this Dreadnaught cost more than other Dreadnaughts. This Dread does add a few things the others do not though.
1] An Extra Warp Charge: This might not seem like a lot, but it will when you roll that 1 for how many you get during your Psychic Phase.
2] Banishment: It might not come up often, but if you find yourself fighting Daemons this can really help out giving you an additional location to cast from.
3] Sanctuary: It may not seem like much, but it will soak up some Damage, and with Adding Venerable to the mix makes him harder to Kill. Also if you were to place him on a Skyshield Landing Platform it can give him a 3++ Save.
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