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Made in us
Omnipotent Necron Overlord






I don't have my book handy but I remember a pretty cool detachment in the grey knights codex. It gives some pretty nice buffs to the whole army as long as your grand master is alive. It has a lot of required units though - think it's called "brotherhood something or other".

My question is the specified units in this formation - Are you required to field everything on that list or is that basically your force order chart?

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Plummeting Black Templar Thunderhawk Pilot





Equestria/USA

To take the formation and get the benefits you have to take every unit. Bare minimum without upgrades s 2045 points. Thats with no upgrades at all. That does make it your army though, no force org chart needed, but no additional units either, only those in the formation.

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Made in us
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So realistically with upgrades and such it would be impossible to field it in anything but a 3k. Why such weakness!!! Give me something I can use...Nemesis strike force is ultra weak.

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Fort Worth, TX

Xenomancers wrote:..Nemesis strike force is ultra weak.


Wait, what? You are probably the first person on earth to express that particular opinion.

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Made in us
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 Tannhauser42 wrote:
Xenomancers wrote:..Nemesis strike force is ultra weak.


Wait, what? You are probably the first person on earth to express that particular opinion.

Anything that restricts the number of dread-knights I can field legally is weak IMO.

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.
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Made in ca
Commander of the Mysterious 2nd Legion





 Xenomancers wrote:
 Tannhauser42 wrote:
Xenomancers wrote:..Nemesis strike force is ultra weak.


Wait, what? You are probably the first person on earth to express that particular opinion.

Anything that restricts the number of dread-knights I can field legally is weak IMO.



take multiple detachments then. or just play unbound and only take dreadknights *eyeroll* a GK player who knows what he's doing and doesn't just spam one unit knows the Nemisis strike force is spectacular

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BrianDavion wrote:
 Xenomancers wrote:
 Tannhauser42 wrote:
Xenomancers wrote:..Nemesis strike force is ultra weak.


Wait, what? You are probably the first person on earth to express that particular opinion.

Anything that restricts the number of dread-knights I can field legally is weak IMO.



take multiple detachments then. or just play unbound and only take dreadknights *eyeroll* a GK player who knows what he's doing and doesn't just spam one unit knows the Nemisis strike force is spectacular

Care to elaborate or just make snarky comments? Unbound is a joke and what does the Nemesis strike force offer me that I can't guarantee myself? If I want to alpha strike 3 shunt Dreadknights and a gates termy squad with Draigo or a 4 spell libby Is actually way more reliable as it works every time and I'm not relying on dice roles to come in the first turn.

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Made in nl
Loyal Necron Lychguard



Netherlands

Uhm.. Deep Strike on the first Turn? And allowing them to run after that.
Did you even read what the Detachment does?
   
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Commander of the Mysterious 2nd Legion





now yes if you want to run a shunt punch list of DKs and interceptors, a CAD is possiably the better choice. but "ohh no this formation didn't obselete the CAD" is hardly a way to say it sucks.

one advantage of it is it only requires ONE troop. and allows up to 4 elites.

This message was edited 1 time. Last update was at 2015/01/08 19:34:23


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Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 Xenomancers wrote:
So realistically with upgrades and such it would be impossible to field it in anything but a 3k. Why such weakness!!! Give me something I can use...Nemesis strike force is ultra weak.


What you were told about isn't the Nemesis Strike force. You were told about the Grey Knight Brotherhood.

The Nemesis Strike Force is a unique gk detachment, not formation, that only requires one troops choice and one HQ. Allows 4 elites, and only 2 FA and 2 HS. In exchange, you get to roll reserves for units that are deep striking on turn one, a reroll of gk warlord traits, and units that deep strike get to run and shoot the turn they deep strike.

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Netherlands

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That FOC is so awesome, if only I could take it.
   
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Waiting for my shill money from Spiral Arm Studios

You have amazing warlord traits to make up for it. Only one dud is awesome.

This message was edited 1 time. Last update was at 2015/01/08 19:42:57


Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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Last game I had something awesome happen. Rolled Into the Fray for warlord trait. I guess the increased chance for rolling that trait might be worth the FOC restrictions. It's a seriously gimped detachment compared to what other armies bring.


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 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 Xenomancers wrote:
Last game I had something awesome happen. Rolled Into the Fray for warlord trait. I guess the increased chance for rolling that trait might be worth the FOC restrictions. It's a seriously gimped detachment compared to what other armies bring.



Hardly.

You can easily get two detachments so the HS and FA limits mean nothing. Deepstriking turn one is strong.

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Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

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The Ability to legally have 4 squads of Paladins that get to DS turn one hardly sounds gimped to me, 'specially cause you can always take another detachment to increase your Dreadknight numbers.
   
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SoCal

Turn one deepstrike, and running/shooting when arriving is awesome. I pretty much always run this formation with my GKs, and if you want more NDK, run another detachment.

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Richmond, VA

 Xenomancers wrote:

Anything that restricts the number of dread-knights I can field legally is weak IMO.


Please. A standard 2k list for me is 31 terminators, 2 dreadknights and a comms relay. I could take out 5 terminators for another dreadknight, but then I'd be an donkey-cave.

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 VictorVonTzeentch wrote:
The Ability to legally have 4 squads of Paladins that get to DS turn one hardly sounds gimped to me, 'specially cause you can always take another detachment to increase your Dreadknight numbers.



and the weakness of Paladins is pretty much null and void if you're able to get em into CC by the start of turn 2.

Opinions are not facts please don't confuse the two 
   
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Interesting 4 squads of paladin - I'll have to try that. I actually have the models for it why not try tomorrow.

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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