Switch Theme:

8th Ed. Grey Knight Tactica Discussion - Mathhammer (Data To be Revised)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Decrepit Dakkanaut




 jeffersonian000 wrote:
Leo_the_Rat wrote:
Interesting. I never knew that. Can you link the study?

A regular poster on Bolter and Chainsword is a professor at the University of Arizona. He posted his results over there. It was a class project to roll 1 million dice 1 million times each, with the class keeping track of each roll of each dice. They found that square edged dice with applied markings rolled near 16.666~%, while rounded edge/corner with drilled pips tending to roll 1’s at over 17-27% of the time. To find out why, he had the materials physics department cut the offending dice to determine what was causing the uneven outcome. They found that the 1’s side was in most cases heavier than the other side’s, but that the rounded edges and corners did not provide enough resistance to stop with the 1’s side down. Due to it becoming an inverse pendulum when rolled, these types of dice tend to stop rolling with the heavier side up more often.

He did reach out to the manufacturers, and was informed that the reason why non-casino dice are rounded is to allow them to save enough material to cast a 7th dice out of every 6, which saves them on manufacturing costs. Apparently, this was a known problem within the industry, hence why casino dice are sharp edged with printed pips. If I remember correctly, he said Chessex had some of the better balanced dice.

Since I read that study, I switched to square edged printed dice. My favorites for 40k are the GW Imperial Knight dice, which are square edged and printed, as well as being a GW licensed product.

I’d post a link, but I haven’t been on BnC in a while.

SJ

I remember seeing the study done but I never had time to look at the science behind why. I thank you for the general summary.

It's also good to know what dice brands are considered more balanced as well.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Stalwart Space Marine




jeffersonian000 wrote:
Leo_the_Rat wrote:
Interesting. I never knew that. Can you link the study?

A regular poster on Bolter and Chainsword is a professor at the University of Arizona. He posted his results over there. It was a class project to roll 1 million dice 1 million times each, with the class keeping track of each roll of each dice. They found that square edged dice with applied markings rolled near 16.666~%, while rounded edge/corner with drilled pips tending to roll 1’s at over 17-27% of the time. To find out why, he had the materials physics department cut the offending dice to determine what was causing the uneven outcome. They found that the 1’s side was in most cases heavier than the other side’s, but that the rounded edges and corners did not provide enough resistance to stop with the 1’s side down. Due to it becoming an inverse pendulum when rolled, these types of dice tend to stop rolling with the heavier side up more often.

He did reach out to the manufacturers, and was informed that the reason why non-casino dice are rounded is to allow them to save enough material to cast a 7th dice out of every 6, which saves them on manufacturing costs. Apparently, this was a known problem within the industry, hence why casino dice are sharp edged with printed pips. If I remember correctly, he said Chessex had some of the better balanced dice.

Since I read that study, I switched to square edged printed dice. My favorites for 40k are the GW Imperial Knight dice, which are square edged and printed, as well as being a GW licensed product.

I’d post a link, but I haven’t been on BnC in a while.

SJ


Leo_the_Rat wrote:Thanks. I think I found a similar study right here on DakkaDakka.

https://www.dakkadakka.com/wiki/en/That%27s_How_I_Roll_-_A_Scientific_Analysis_of_Dice


That horrifying! I am horrified! 29% chance of a 1 is *insanely* high.

I need to buy all new dice.


   
Made in us
Painlord Titan Princeps of Slaanesh




Maybe the dice issue is what's holding us all back. If we all started using casino/squared edge dice then we'd be winning all the time. /sarcasm
   
Made in us
Stalwart Space Marine




I think *any* 40k player should be horrified by that - I wasn't thinking purely form a GK perspective.

That said, as an army that leans on 2+ and 3+ saves...

   
Made in de
Enginseer with a Wrench






Hey folks,
I´m interested in allying in some GK to my BA and would like to here your opinion.
Normally I play BA + AdMech and while I generally like AdMech I feel like they don´t work that good together.
So I´m thinking about kind of an off beat BA-GK soup which relies on a one-two punch.

Let me quickly preface, that I play in a restricted tournament series, with the following restrictions:
- 1750 pts
- max 2 detachments (1 mandatory batallion)
- max 2 times the same units (except troops)
- max 1 LoW
So please keep this in mind

So a quick draft for a list I made would be:

GK Batallion
- GMNDK
- Captain Stern
- 3 x 5 Strikes
- Ancient

BA Batallion
- Smash Cpt
- Sanguinor
- 3x5 Intercessors for durable obj. holding
- Sang Ancient with 5+++ FnP Banner
- 10 Sanguinary Guard

Turn 1:
- give the GMNDK 2++ and get him in front of enemy
- Advance SG + Ancient up the board
- Sanguinor + Smash Cpt either advance as well or in reserve
So the enemy has two durable targets in front of him which he must somehow get rid off

Turn 2:
- the rest comes on the board, including cpt + ancient for big smite and this other MW spell which uses LD since he is LD 10

This list is about 1690 pts atm and just a first draft.
Would like to hear some feedback on how you rate my idea.

If anyone else has some experience regarding GK + Blood Angels (and hopefully not just 3x5 scouts + smash cpts ;P) please feel free to share them!
   
Made in gb
Regular Dakkanaut




 lash92 wrote:
Hey folks,
I´m interested in allying in some GK to my BA and would like to here your opinion.
Normally I play BA + AdMech and while I generally like AdMech I feel like they don´t work that good together.
So I´m thinking about kind of an off beat BA-GK soup which relies on a one-two punch.

Let me quickly preface, that I play in a restricted tournament series, with the following restrictions:
- 1750 pts
- max 2 detachments (1 mandatory batallion)
- max 2 times the same units (except troops)
- max 1 LoW
So please keep this in mind

So a quick draft for a list I made would be:

GK Batallion
- GMNDK
- Captain Stern
- 3 x 5 Strikes
- Ancient

BA Batallion
- Smash Cpt
- Sanguinor
- 3x5 Intercessors for durable obj. holding
- Sang Ancient with 5+++ FnP Banner
- 10 Sanguinary Guard

Turn 1:
- give the GMNDK 2++ and get him in front of enemy
- Advance SG + Ancient up the board
- Sanguinor + Smash Cpt either advance as well or in reserve
So the enemy has two durable targets in front of him which he must somehow get rid off

Turn 2:
- the rest comes on the board, including cpt + ancient for big smite and this other MW spell which uses LD since he is LD 10

This list is about 1690 pts atm and just a first draft.
Would like to hear some feedback on how you rate my idea.

If anyone else has some experience regarding GK + Blood Angels (and hopefully not just 3x5 scouts + smash cpts ;P) please feel free to share them!


yeah pretty much you pack some of the few tools that GK got. Is pretty much self explanatory. There is only one comment for the combination banner + brother capt. Consider that smite automatically target the closest enemy unit and will have only 12 " range. Also smite happens before shooting and combat and you deep strike at 9 ". If your adversary screen his goodies half well it could be challenging to make the smite land wherever you want. In this case you pretty much will need to clear the screens before to DP in an effective way the banner. Luckily you got stirkes wit SB. You can always DP at turn 2 the strikes and clear the screen. Then on turn 3 DP the banner in front of the goodies for a good yummy smite. Sometimes even your target will charge the strikes making it even easier. However this will held the bro captain and the banner in DP till turn 3. If you want to pull reliable this at turn 2 then you have the option to swap the strikes for interceptors. But then you will have 4 CP less.
   
Made in us
Painlord Titan Princeps of Slaanesh




Maybe it's just me but I can't see a way out of this morass. My FLGS plays at 1250 points. Unfortunately, a lot of people in my meta are playing Tau.

I don't see how to put out enough quality shots to damage their Riptides and still deal with the rest of their units, mostly due to their shield drone rules. Not to mention the Tau's ridiculous marker light ability (it's been explained to me that the marker light hits on a 2+ and then my opponent pays 1 CP to make 1 marker light to add d3 additional plus markers on my nearby units as well). It may be that the people who were telling me this were combining rules but even then it all seems so futile to try to fight with what we have.

/rant

This message was edited 2 times. Last update was at 2019/01/14 17:09:31


 
   
Made in gb
Regular Dakkanaut




Leo_the_Rat wrote:
Maybe it's just me but I can't see a way out of this morass. My FLGS plays at 1250 points. Unfortunately, a lot of people in my meta are playing Tau.

I don't see how to put out enough quality shots to damage their Riptides and still deal with the rest of their units, mostly due to their shield drone rules. Not to mention the Tau's ridiculous marker light ability (it's been explained to me that the marker light hits on a 2+ and then my opponent pays 1 CP to make 1 marker light to add d3 additional plus markers on my nearby units as well). It may be that the people who were telling me this were combining rules but even then it all seems so futile to try to fight with what we have.

/rant


Interceptors with psilencer are quite efficient on killing drones. Also a well placed vortex of doom can potentially murder a whole bunch of drones. Consider that the shield drones that the riptide can bring are considered as a separated unit and needs to be at 3" from the riptide in order to use saviour protocols. So in average 2 MW into the riptide and 2 NW into the drones. Assuming that the riptides 2 Mw are transfer to the drones, we are talking about 2.66 dead drones on average, which are the ones that the riptide can buy. And the numberr of dead drones escalates quickly if there are more drones units at 3" of the riptide.

This message was edited 2 times. Last update was at 2019/01/14 22:18:00


 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

psipso wrote:


Also a well placed vortex of doom can potentially murder a whole bunch of drones.


This is the one good thing that always happens in my games against Tau. Tau LOVES to castle, usually with a Riptide on an edge...and I LOVE to shunt forward and hit six units with mortals.

Unfortunately, even killing six drones in the Psychic phase isn't enough to make charging GKI into T'au Sept overwatch very enticing....

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in gb
Regular Dakkanaut




 Elric Greywolf wrote:


Unfortunately, even killing six drones in the Psychic phase isn't enough to make charging GKI into T'au Sept overwatch very enticing....


I've found that you do need a tanky unit to try to charge first against shooty juicy targets like IK, LR gunlines, Riptides, hellbasters, etc... Otherwise is suicidal. I never charge first or only with interceptors and strikes. I use them only for clearing screen, provide objective secure, psychic support and provide fire support to the stars heavy units: GMDK, HQ's and paladins. When I attempt a charge I use to have at least a GMDK, Draigo or a unit of paladins close to my warlord who has first to the fray plus maybe with a semi heavy unit like apothecary and potentially a banner. Then I try the charge first with the tanky units if they fail then with the semi-heavy unit. If that fails too, then I consider the charge as a failure and I don't try with the rest. However to fail a charge of 9" with 2 units and first to the fray It has less than 30% chances that it happens. To succeed with at least any of these two it has better chances than a 3+ which is quite reliable. And the whole operation only happens against juicy game-changing targets which chaff around have been cleared by interceptors or strikes the previous turns.


This message was edited 2 times. Last update was at 2019/01/15 20:03:34


 
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




Interesting Beta-Rule coming, previewed in the leak of next months WD:

https://imgur.com/a/3YEDg58

Bolter Discipline:

Instead of the normal rules for Rapid Fire, all bolter weapons fired by Loyal/Chaos ADEPTUS ASTARTES units may rapid fire at maximum range if:

-Target is within half range (like normal)
-Unit was stationary in the movement phase
-Unit is TERMINATORS/BIKER/VEHICLE

Storm Bolters, HUrricane bolters, Relic Bolters etc all count, as long as they are rapid fire.

(paraphrased)

Looks like a decent buff to all Marine type armies, but certainly for the GK codex. There aren't many units that aren't positively affected by it.

Edit: I also enjoy their use of keywords to selectively buff things that certainly needed it. Bodes well for future beta rules, rather than a ham-fisted shotgun approach.

This message was edited 1 time. Last update was at 2019/01/21 11:36:48


 
   
Made in us
Damsel of the Lady




Spartacus wrote:
Interesting Beta-Rule coming, previewed in the leak of next months WD:

https://imgur.com/a/3YEDg58

Bolter Discipline:

Instead of the normal rules for Rapid Fire, all bolter weapons fired by Loyal/Chaos ADEPTUS ASTARTES units may rapid fire at maximum range if:

-Target is within half range (like normal)
-Unit was stationary in the movement phase
-Unit is TERMINATORS/BIKER/VEHICLE

Storm Bolters, HUrricane bolters, Relic Bolters etc all count, as long as they are rapid fire.

(paraphrased)

Looks like a decent buff to all Marine type armies, but certainly for the GK codex. There aren't many units that aren't positively affected by it.

Edit: I also enjoy their use of keywords to selectively buff things that certainly needed it. Bodes well for future beta rules, rather than a ham-fisted shotgun approach.


It's a buff but I'm not sure it's much of one for us. Due to our Deep Striking and shunting, plus our high desire to be in melee, we're usually in Rapid Fire range anyway.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Audustum wrote:
Spartacus wrote:
Interesting Beta-Rule coming, previewed in the leak of next months WD:

https://imgur.com/a/3YEDg58

Bolter Discipline:

Instead of the normal rules for Rapid Fire, all bolter weapons fired by Loyal/Chaos ADEPTUS ASTARTES units may rapid fire at maximum range if:

-Target is within half range (like normal)
-Unit was stationary in the movement phase
-Unit is TERMINATORS/BIKER/VEHICLE

Storm Bolters, HUrricane bolters, Relic Bolters etc all count, as long as they are rapid fire.

(paraphrased)

Looks like a decent buff to all Marine type armies, but certainly for the GK codex. There aren't many units that aren't positively affected by it.

Edit: I also enjoy their use of keywords to selectively buff things that certainly needed it. Bodes well for future beta rules, rather than a ham-fisted shotgun approach.


It's a buff but I'm not sure it's much of one for us. Due to our Deep Striking and shunting, plus our high desire to be in melee, we're usually in Rapid Fire range anyway.


I've been taking a battalion of three min+psilencer GKSS. At least one of these units sits on an objective for the entire game (because SOMEONE has to start on the board in order to Gate my GMDK) (and the GKI have Vortex or HH).
In my last game, I had two units on a backfield objective. The entire game they were taking potshots at various characters or units on other objectives that were outside RF. My units didn't move. If this rule had been in play, I would've been getting 32 bolter shots instead of 16; which would've broken through that damn 3++ on the Woof Captain on turn 4 instead of turn 5, which in turn would've let me shoot at a different unit and save Voldus contesting an objective....
You see how it goes. There's a small but significant ripple effect here.

We don't have bad matchups against other Marines. We have close matchups. Maybe this sort of change will shift us to having GOOD matchups against Marines, and merely CLOSE matches against Eldar, Guard, and Tau, rather than bad ones.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Damsel of the Lady




 Elric Greywolf wrote:
Audustum wrote:
Spartacus wrote:
Interesting Beta-Rule coming, previewed in the leak of next months WD:

https://imgur.com/a/3YEDg58

Bolter Discipline:

Instead of the normal rules for Rapid Fire, all bolter weapons fired by Loyal/Chaos ADEPTUS ASTARTES units may rapid fire at maximum range if:

-Target is within half range (like normal)
-Unit was stationary in the movement phase
-Unit is TERMINATORS/BIKER/VEHICLE

Storm Bolters, HUrricane bolters, Relic Bolters etc all count, as long as they are rapid fire.

(paraphrased)

Looks like a decent buff to all Marine type armies, but certainly for the GK codex. There aren't many units that aren't positively affected by it.

Edit: I also enjoy their use of keywords to selectively buff things that certainly needed it. Bodes well for future beta rules, rather than a ham-fisted shotgun approach.


It's a buff but I'm not sure it's much of one for us. Due to our Deep Striking and shunting, plus our high desire to be in melee, we're usually in Rapid Fire range anyway.


I've been taking a battalion of three min+psilencer GKSS. At least one of these units sits on an objective for the entire game (because SOMEONE has to start on the board in order to Gate my GMDK) (and the GKI have Vortex or HH).
In my last game, I had two units on a backfield objective. The entire game they were taking potshots at various characters or units on other objectives that were outside RF. My units didn't move. If this rule had been in play, I would've been getting 32 bolter shots instead of 16; which would've broken through that damn 3++ on the Woof Captain on turn 4 instead of turn 5, which in turn would've let me shoot at a different unit and save Voldus contesting an objective....
You see how it goes. There's a small but significant ripple effect here.

We don't have bad matchups against other Marines. We have close matchups. Maybe this sort of change will shift us to having GOOD matchups against Marines, and merely CLOSE matches against Eldar, Guard, and Tau, rather than bad ones.


I'm not saying there's no benefit, but it's going to be pretty marginal. Especially in a competitive skew, when your backfield should be getting held by Infantry with Mortars (from an Astra Militarum battalion) or Rangers (from an AdMech one). You may also have Castellan/Helverins who can hold them while still shooting effectively. This would leave your GK doing what they're in theory supposed to do: hit things in the face.

If you're staying mono, there's a marginal benefit. I'm not sold on it being huge though, as I said. Also, is there a typo in your post? You don't need to worry about having boots on the ground for GoI. Your guy sitting around waiting to GoI county as boots on the ground.
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Audustum wrote:
You don't need to worry about having boots on the ground for GoI. Your guy sitting around waiting to GoI county as boots on the ground.


GMDK has Sanctuary. GKI has Hammerhand or Vortex. That leaves a GKSS to have Gate, so they have to start on the board next to the GMDK so that the power can be cast.
Nothing to do with Boots on the Ground or Sudden Death.

Sometimes your Snipers can't be placed on the objective, due to terrain. For example, in that game I spoke about earlier, there was one objective in my deployment zone, on the 36" line. In the center of the field was a HUGE piece of LoS-blocking terrain.

I chose to deploy my six Arquebuses so that they could actually see something on T1, instead of nothing. And they ended up killing the scary DA Libby (who had 2 debuff powers that I know were going to shoot at my Gallant).

Sometimes, the PAGK is the best choice to hold an objective. It always depends.

And really, GKSS are NOT supposed to hit things in the face. With falchions, a min unit has 9 to 11 force attacks (depending on if you have a psilencer in there or not). Let's split the difference, call it 10, and that gives you 6-7 hits and 3-4 wounds on GEQ or MEQ.

That's pretty terrible. They are MUCH better at shooting.
And in addition, PAGK have the PA save--against anything that is TRULY cc oriented, they melt just as easily as their Astartes brothers.

Strike Squad melee is a nice tiny buff that turns the unit into a jack-of-all-trades.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Decrepit Dakkanaut




Spartacus wrote:
Interesting Beta-Rule coming, previewed in the leak of next months WD:

https://imgur.com/a/3YEDg58

Bolter Discipline:

Instead of the normal rules for Rapid Fire, all bolter weapons fired by Loyal/Chaos ADEPTUS ASTARTES units may rapid fire at maximum range if:

-Target is within half range (like normal)
-Unit was stationary in the movement phase
-Unit is TERMINATORS/BIKER/VEHICLE

Storm Bolters, HUrricane bolters, Relic Bolters etc all count, as long as they are rapid fire.

(paraphrased)

Looks like a decent buff to all Marine type armies, but certainly for the GK codex. There aren't many units that aren't positively affected by it.

Edit: I also enjoy their use of keywords to selectively buff things that certainly needed it. Bodes well for future beta rules, rather than a ham-fisted shotgun approach.

While it helps Terminators a fair amount, Paladins will still be better.

Also since it works with Relics, Fury Of Deimos is basically a D1 Psilencer at 36" range. Not exactly a terrible deal.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Damsel of the Lady




 Elric Greywolf wrote:
Audustum wrote:
You don't need to worry about having boots on the ground for GoI. Your guy sitting around waiting to GoI county as boots on the ground.


GMDK has Sanctuary. GKI has Hammerhand or Vortex. That leaves a GKSS to have Gate, so they have to start on the board next to the GMDK so that the power can be cast.
Nothing to do with Boots on the Ground or Sudden Death.



We just had some confusion here. The way you wrote your original post, it seemed you thought GoI interacted with 'Reinforcements' in ways it didn't. We're actually on the same page.


Sometimes your Snipers can't be placed on the objective, due to terrain. For example, in that game I spoke about earlier, there was one objective in my deployment zone, on the 36" line. In the center of the field was a HUGE piece of LoS-blocking terrain.

I chose to deploy my six Arquebuses so that they could actually see something on T1, instead of nothing. And they ended up killing the scary DA Libby (who had 2 debuff powers that I know were going to shoot at my Gallant).


Such a niche scenario is exactly in line with my 'probably a buff but not a huge one' statement, so yeah, there you go.


Sometimes, the PAGK is the best choice to hold an objective. It always depends.

And really, GKSS are NOT supposed to hit things in the face. With falchions, a min unit has 9 to 11 force attacks (depending on if you have a psilencer in there or not). Let's split the difference, call it 10, and that gives you 6-7 hits and 3-4 wounds on GEQ or MEQ.

That's pretty terrible. They are MUCH better at shooting.
And in addition, PAGK have the PA save--against anything that is TRULY cc oriented, they melt just as easily as their Astartes brothers.

Strike Squad melee is a nice tiny buff that turns the unit into a jack-of-all-trades.


Now the misunderstanding is going the other way. PAGK are not good, objectively, and shouldn't really be taken. They're good for Grey Knights, sure, but they're not good in the world at large. If you're trying to optimize with Grey Knights, you should be largely limited to GMDK's, Apothecaries and maybe Voldus/Draigo. Something to fulfill the Slamguinus/Custodes role in the Imperium Trinity of CP-Battery/Knight-Shooting/Assault-Element.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

With the new beta rule, how does your new shiny GK list (2000 pts) look like?

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Devestating Grey Knight Dreadknight







I don't really see a change for us... GK ideally should never be stationary, so the only infantry that truly benefit are Termies, specifically Paladins so that they can shoot units that are potentially blocking another units crucial movement path.

Stormraven is nicer, so is the Crusader. I think the Crusader was the only LR really worth taking and this just kind of cements that.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Decrepit Dakkanaut




Indeed the new Bolt rule helps the regular Terminator, but they're still absurdly expensive compared to a Paladin, so it doesn't really help.

I actually like the idea of Paladins now though. A unit of 5 with two Psilencers always has max shots now, and if you were going absurd MSU you can do units of just 3 dudes always getting max shots.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in gb
Regular Dakkanaut




Slayer-Fan123 wrote:
Indeed the new Bolt rule helps the regular Terminator, but they're still absurdly expensive compared to a Paladin, so it doesn't really help.

I actually like the idea of Paladins now though. A unit of 5 with two Psilencers always has max shots now, and if you were going absurd MSU you can do units of just 3 dudes always getting max shots.


Maybe I'm wrong but:

For every fivemodels in the unit, two Paladins may replace their storm bolter with an item from the Special
Weapons list.


I guess that means that a unit of 3 paladins cannot have any special weapon. Am I wrong?


Automatically Appended Next Post:
 Quickjager wrote:
I don't really see a change for us... GK ideally should never be stationary, so the only infantry that truly benefit are Termies, specifically Paladins so that they can shoot units that are potentially blocking another units crucial movement path.

Stormraven is nicer, so is the Crusader. I think the Crusader was the only LR really worth taking and this just kind of cements that.


Yes, I also think so. I see this bolter rule more as a buff for primaries intercessors and SM terminators. Intercessors has a 30" range bolter and they role use to be to stay stationary holding objectives. At least we got a secondary buff in terms of vehicles with hurricane bolters. LRC suddenly gets a threat range of 34". Also hurricane bolters Storm ravens will be more easily to shoot what they need to shoot without exposing themselves to rapid fire.

This message was edited 1 time. Last update was at 2019/01/23 04:07:18


 
   
Made in cn
Unshakeable Grey Knight Land Raider Pilot




Spoiler:
psipso wrote:
Slayer-Fan123 wrote:
Indeed the new Bolt rule helps the regular Terminator, but they're still absurdly expensive compared to a Paladin, so it doesn't really help.

I actually like the idea of Paladins now though. A unit of 5 with two Psilencers always has max shots now, and if you were going absurd MSU you can do units of just 3 dudes always getting max shots.


Maybe I'm wrong but:

For every fivemodels in the unit, two Paladins may replace their storm bolter with an item from the Special
Weapons list.


I guess that means that a unit of 3 paladins cannot have any special weapon. Am I wrong?


Automatically Appended Next Post:
 Quickjager wrote:
I don't really see a change for us... GK ideally should never be stationary, so the only infantry that truly benefit are Termies, specifically Paladins so that they can shoot units that are potentially blocking another units crucial movement path.

Stormraven is nicer, so is the Crusader. I think the Crusader was the only LR really worth taking and this just kind of cements that.


Yes, I also think so. I see this bolter rule more as a buff for primaries intercessors and SM terminators. Intercessors has a 30" range bolter and they role use to be to stay stationary holding objectives. At least we got a secondary buff in terms of vehicles with hurricane bolters. LRC suddenly gets a threat range of 34". Also hurricane bolters Storm ravens will be more easily to shoot what they need to shoot without exposing themselves to rapid fire.


Yeah thats right, no special weapons for MSU Paladins.

On another note, there was talk recently of playing GK as a blob with a Bro-Captain, and playing at arms length with 'Smite Artillery'. I was skeptical of the idea at first but with long range stormbolter fire now being a thing this could be made to work somewhat. Draigo for re-rolls and a 2++ GMDK as the distraction carnifex.


Automatically Appended Next Post:
"Smite Artillery" List

GK Batt.

Brother-Captain - Relic: Fury of Deimos (or Curiass)
GMDK with both guns

5x Terminator Squad
5x Terminator Squad
5x Strike Squad

GK Vanguard.

Draigo

3x Paladin Squad
3x Paladin Squad
3x Paladin Squad

Abuse cover for 1+ saves and advance as required. Strikes can sit on the home-plate objective if needed. Comes to just under 1500. I could see myself playing as is or mixing in 500 points of real artillery from IG/the Loyal 32. Could be a fun way to go all out Terminators like it was back in the good old days, without dying immediately.



This message was edited 1 time. Last update was at 2019/01/23 04:49:16


 
   
Made in us
Decrepit Dakkanaut




Exchanging those Terminators for more Strike squads would save points for more Paladins or Interceptors instead. Assuming you want pure of course.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Devestating Grey Knight Dreadknight







He wants to be able to move them and get the new bolter beta rule.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Hurricane bolters are even better now.
But its a pity that GK have no access to the Ironclad Dread.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Decrepit Dakkanaut




 Quickjager wrote:
He wants to be able to move them and get the new bolter beta rule.

The durability of Paladins still wins out over a couple more Storm Bolter shots, and really the new rule should be thought of as a supplement, rather than something to focus on.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

So I was just running some numbers and discovered something interesting about Psybolt Ammo.

Assume a 10-man squad, with all 40 shots, and in aura of a GM.
Against GEQ, they get 13.8 wounds without PB, or 17.2 with.
Against MEQ, they get 5.2 wounds without PB, or 10.3 with.

Seems worth it to double your wounds against Marines. But is it worth 2CP to marginally bump your wounds up against MEQ?

Seems like this strat is good against anything that changes the wound bracket, but not worth it against anything that DOESN'T.
So, for example, going from wounds on 4s to wounds on 3s against Marines--you already have the 3s against Guard, so you don't need it.
Or going from 6s to 5s against T8--that one is actually an impressive increase.

So if your target is T4, T5, or T8, use it. If it's not, don't do it. (Unless you really need to knock those couple pesky wounds off a vehicle.)

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Devestating Grey Knight Dreadknight







Slayer-Fan123 wrote:
 Quickjager wrote:
He wants to be able to move them and get the new bolter beta rule.

The durability of Paladins still wins out over a couple more Storm Bolter shots, and really the new rule should be thought of as a supplement, rather than something to focus on.


I agree, I'm just explaining what he is trying to do. You will never catch me with Termies that are not Pallies.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Guarded Grey Knight Terminator






Fact. It is most useful against t4,t5,t8 that has an armor save. It makes output against imperial knights (t8) from 1.7 unsaved wounds to 5.1 unsaved wounds assuming a reroll ones aura is nearby.

4 psilencers with the same using psychic onslaught will do 6.1 on avg assuming they didn't move.

A gmndk with psilencer + psycannon will do 6.2 using psychic onslaught and is the most efficient use of 2cp in this situation.

"Glory in our suffering, because we know that suffering produces perseverance; perseverance, character; and character, hope. And hope does not disappoint"
-Paul of Tarsus

If my post seems goofy, assume I am posting from my phone and the autocorrect elf in my phone is drunk again 
   
Made in hk
Unshakeable Grey Knight Land Raider Pilot




 Quickjager wrote:
Slayer-Fan123 wrote:
 Quickjager wrote:
He wants to be able to move them and get the new bolter beta rule.

The durability of Paladins still wins out over a couple more Storm Bolter shots, and really the new rule should be thought of as a supplement, rather than something to focus on.


I agree, I'm just explaining what he is trying to do. You will never catch me with Termies that are not Pallies.


My reasoning for terminators over Strikes is as follows:

1. I like skew lists. If I take a bunch of Strikes along with 3 units of Pallies, theres no way my opponent will send all his small arms fire against the 2+ saves of the Terminator suit guys. Its far more efficient to kill off Strikes. It was the cornerstone of the way I played 7th ed, when only AP2 stuff could really do work vs Terminators. Doesn't work quite as well in 8th with modifiers but the premise holds well enough.

I would have gone with 3 units of Termies if the points allowed, but there was no way to fit into 1500 (my usual game size) without losing out on Paladins or the HQ's. Realistically, switching to Strikes for Troops would give me another 3 or 4 Paladins, and no extra smites. It also reduces the amount of storm bolter fire available at range. Doesn't seem like much of an impact compared to an additional 10 Terminator armoured bodies, given the focus of the list.

2. I much prefer the look of Terminators over the power armour squat, sue me

I know this will be crushed by Castellan soup etc. Clearly I'm not going for cut-throat optimisation, more just a trial of concept.
   
 
Forum Index » 40K General Discussion
Go to: