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Made in dk
Regular Dakkanaut




So I'm about to put together a small force for a GK ally project, but my codex haven't arrived yet.. Can someone tell me the effect of the different weapons, so that I can get to glueing on weapons please :-)
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

daemons bane wrote:
So I'm about to put together a small force for a GK ally project, but my codex haven't arrived yet.. Can someone tell me the effect of the different weapons, so that I can get to glueing on weapons please :-)

Well, here we go!

The Nemesis Force Sword is a Power sword (AP 3, S user) with Force. Simple, cheap.

The Nemesis Force Halberd is still AP 3 and Force, but also is S +1 and Twohanded. Not that matters much. Costs the third of an Ork Boy.

The Nemesis Force Falchions are also AP 3 and Force, but are Specialist Weapons, so you gain an attack by using them! Costs two thirds of an Ork Boy.

The Force Staff is AP 4 and Force, but S +2, give Adamantium Will (1+ Deny) and Twohanded... I think. Don't remember the cost, though.

The Daemon Hammer is AP 2, Force, S x2 and Concussive, but is also Unweildy and Twohanded. It costs one point more than a Fire Warrior without upgrades.

Am I missing something?

This message was edited 1 time. Last update was at 2014/12/22 11:15:04


 
   
Made in ca
Commander of the Mysterious 2nd Legion





I'd reccomend putting 1 hammer in each squad and then going with falchions or halbards depending on your local meta and preferances

Opinions are not facts please don't confuse the two 
   
Made in dk
Bonkers Buggy Driver with Rockets




Denmark.

BrianDavion wrote:
I'd reccomend putting 1 hammer in each squad and then going with falchions or halbards depending on your local meta and preferances

Yep - When you haven't got your Hammerhand on, Halberds are better for hard targets, while Falchions are great for things with many wounds or hordes. If you do have your Hammerhand on, the Falchions kinda outmatch Halberds, unless you are trying to topple something weird like Predators or Wraithknights...

Protip - Falchions and Purifiers go together like Guardsmen and Aegis Defense Lines. 4 Soulblaze S 4/6 attacks on the charge? Oh yes.
   
Made in dk
Regular Dakkanaut




I see that the +int and better invulnerable stuff is gone :-) that suits me just fine tbh :-) the +int for halberds did seem a little too powerful.. And even better it seems that I can keep on going with halberds as they simply look coolest :-) should put falchions on purifiers though, since they always get stuck in melee..
   
Made in us
Omnipotent Necron Overlord






daemons bane wrote:
I see that the +int and better invulnerable stuff is gone :-) that suits me just fine tbh :-) the +int for halberds did seem a little too powerful.. And even better it seems that I can keep on going with halberds as they simply look coolest :-) should put falchions on purifiers though, since they always get stuck in melee..

Ehh...It was kinda nice getting to trike first as a marine for once in my life. Personally I prefer halberds they are cheap enough that upgrading them seems like an automatic to me. St7 with hammer-hand on makes you a threat vs practically everything in the game and that is important because you are going to have to engage some tough targets with every unit you field due to low model count. I don't see any problem just rolling with your free force sword on most units though.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
 
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