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Made in us
Devestating Grey Knight Dreadknight







You pay more no real reason. Serious.

 SHUPPET wrote:

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





 CKO wrote:
why do i pay more for psycannons on Terminators do they have a relentless rule that I am unaware of?

The cost is more on terminators because they get to keep their melee weapons.
   
Made in us
Grisly Ghost Ark Driver






 _SeeD_ wrote:
 CKO wrote:
why do i pay more for psycannons on Terminators do they have a relentless rule that I am unaware of?

The cost is more on terminators because they get to keep their melee weapons.


Thank you

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

 _SeeD_ wrote:
 CKO wrote:
why do i pay more for psycannons on Terminators do they have a relentless rule that I am unaware of?

The cost is more on terminators because they get to keep their melee weapons.


Dumb, because you're now paying points for that melee weapon. While the PA guy simply doesn't have to pay for the melee weapon, meaning it is effectively just a refund.

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.

MURICA!!! IN SPESS!!! 
   
Made in us
Regular Dakkanaut





 Grey Templar wrote:
 _SeeD_ wrote:
 CKO wrote:
why do i pay more for psycannons on Terminators do they have a relentless rule that I am unaware of?

The cost is more on terminators because they get to keep their melee weapons.


Dumb, because you're now paying points for that melee weapon. While the PA guy simply doesn't have to pay for the melee weapon, meaning it is effectively just a refund.

I also think Terminators should have no penalty to shooting heavy weapons on the move. It could easily be put in the "Crux Terminatus" designation.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Here is my current GK list, 2000 pts.
It's quite good (especially vs. infantry armies) since in round two (beta) it makes possible a massive strike with almost 200 shots: 140 S4 from storm bolters, 2x12 shots from heavy psilencers, 2xD6 automatic hits from heavy incinerators, and 3x8 shots from twin autocannons.
Spoiler:

New Roster (Warhammer 40,000 8th Edition) [133 PL, 2008pts]
Battalion Detachment +5CP (Imperium – Grey Knights) [68 PL, 1068pts]
HQ
Grand Master in Nemesis Dreadknight [14 PL, 254pts]
Selections: 4: First to the Fray, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Incinerator, Sanctuary, Warlord

Grand Master in Nemesis Dreadknight [14 PL, 254pts]
Selections: Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Incinerator, Sanctuary

Troops
Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Elites
Paladin Squad [19 PL, 245pts]
Selections: Sanctuary

4x Paladin (Sword)
Selections: 4x Storm Bolter

Paragon
Selections: Nemesis Force Sword, Storm Bolter

Outrider Detachment +1CP (Imperium – Grey Knights) [31 PL, 416pts]
HQ
Techmarine [7 PL, 71pts]
Selections: Boltgun, Power axe, Vortex of Doom

Servo-arms (CODEX)
Selections: Flamer, Plasma cutter

Fast Attack
Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Vanguard Detachment +1CP (Imperium – Grey Knights) [34 PL, 524pts]
HQ
Techmarine [7 PL, 71pts]
Selections: Boltgun, Power axe, Vortex of Doom

Servo-arms (CODEX)
Selections: Flamer, Plasma cutter

Elites
Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Created with BattleScribe

Thoughts?

This message was edited 1 time. Last update was at 2019/03/24 07:47:18


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 de
Been Around the Block





 _SeeD_ wrote:
I also think Terminators should have no penalty to shooting heavy weapons on the move. It could easily be put in the "Crux Terminatus" designation.


Tbh I would already be happy if the damn Dreadknight/GMDK could fire heavy weapons without penalty (even though hes like the one model in our army that does not technically need buffing)
but to me its getting ridiculous at this point that a tiny havoc csm can just waltz up to me and fire his heavy weapon no problem but my big robot with all his hydraulics and whatnot cant...

This message was edited 2 times. Last update was at 2019/03/24 12:38:50


 
   
Made in us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

 wuestenfux wrote:
Here is my current GK list, 2000 pts.
It's quite good (especially vs. infantry armies) since in round two (beta) it makes possible a massive strike with almost 200 shots: 140 S4 from storm bolters, 2x12 shots from heavy psilencers, 2xD6 automatic hits from heavy incinerators, and 3x8 shots from twin autocannons.
Spoiler:

New Roster (Warhammer 40,000 8th Edition) [133 PL, 2008pts]
Battalion Detachment +5CP (Imperium – Grey Knights) [68 PL, 1068pts]
HQ
Grand Master in Nemesis Dreadknight [14 PL, 254pts]
Selections: 4: First to the Fray, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Incinerator, Sanctuary, Warlord

Grand Master in Nemesis Dreadknight [14 PL, 254pts]
Selections: Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Incinerator, Sanctuary

Troops
Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Elites
Paladin Squad [19 PL, 245pts]
Selections: Sanctuary

4x Paladin (Sword)
Selections: 4x Storm Bolter

Paragon
Selections: Nemesis Force Sword, Storm Bolter

Outrider Detachment +1CP (Imperium – Grey Knights) [31 PL, 416pts]
HQ
Techmarine [7 PL, 71pts]
Selections: Boltgun, Power axe, Vortex of Doom

Servo-arms (CODEX)
Selections: Flamer, Plasma cutter

Fast Attack
Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Vanguard Detachment +1CP (Imperium – Grey Knights) [34 PL, 524pts]
HQ
Techmarine [7 PL, 71pts]
Selections: Boltgun, Power axe, Vortex of Doom

Servo-arms (CODEX)
Selections: Flamer, Plasma cutter

Elites
Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Created with BattleScribe

Thoughts?


I really like the list and it is somewhat what I am using as a framework for my 1st 2k points, albeit a few changes. My question is about the paladins, why did you choose them and the gear you gave them? whats the role they are filling? I have been wanting to incorporate some into my list and was looking at 2 groups of 3 with halberds and psilencer.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Solosam47 wrote:
 wuestenfux wrote:
Here is my current GK list, 2000 pts.
It's quite good (especially vs. infantry armies) since in round two (beta) it makes possible a massive strike with almost 200 shots: 140 S4 from storm bolters, 2x12 shots from heavy psilencers, 2xD6 automatic hits from heavy incinerators, and 3x8 shots from twin autocannons.
Spoiler:

New Roster (Warhammer 40,000 8th Edition) [133 PL, 2008pts]
Battalion Detachment +5CP (Imperium – Grey Knights) [68 PL, 1068pts]
HQ
Grand Master in Nemesis Dreadknight [14 PL, 254pts]
Selections: 4: First to the Fray, Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Incinerator, Sanctuary, Warlord

Grand Master in Nemesis Dreadknight [14 PL, 254pts]
Selections: Dreadfist, Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Incinerator, Sanctuary

Troops
Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Strike Squad [7 PL, 105pts]
Selections: Hammerhand

4x Grey Knight (Sword)
Selections: 4x Storm Bolter

Grey Knight Justicar
Selections: Nemesis Force Sword, Storm bolter

Elites
Paladin Squad [19 PL, 245pts]
Selections: Sanctuary

4x Paladin (Sword)
Selections: 4x Storm Bolter

Paragon
Selections: Nemesis Force Sword, Storm Bolter

Outrider Detachment +1CP (Imperium – Grey Knights) [31 PL, 416pts]
HQ
Techmarine [7 PL, 71pts]
Selections: Boltgun, Power axe, Vortex of Doom

Servo-arms (CODEX)
Selections: Flamer, Plasma cutter

Fast Attack
Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Interceptor Squad [8 PL, 115pts]
Selections: Hammerhand

4x Interceptor (Sword)
Selections: 4x Storm Bolter

Interceptor Justicar
Selections: Nemesis Force Sword, Storm bolter

Vanguard Detachment +1CP (Imperium – Grey Knights) [34 PL, 524pts]
HQ
Techmarine [7 PL, 71pts]
Selections: Boltgun, Power axe, Vortex of Doom

Servo-arms (CODEX)
Selections: Flamer, Plasma cutter

Elites
Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Created with BattleScribe

Thoughts?


I really like the list and it is somewhat what I am using as a framework for my 1st 2k points, albeit a few changes. My question is about the paladins, why did you choose them and the gear you gave them? whats the role they are filling? I have been wanting to incorporate some into my list and was looking at 2 groups of 3 with halberds and psilencer.

The Paladins fill holes in the tactical alignment of the army.
Nevertheless, they are the most questionable unit in the list.

The rest of the army is quite straightforward:
The 2 GMNKs and the 3 Strike squads deep-strike and the 3 Interceptor squads teleport, everything in round 2. The enemy has (almost) no chance to see it coming.
One of the Dreads uses astral aim, and the other two run with the Techmarines. Looks like the optimal way to keep them alive.

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
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

Thanks for the insight! I’m hoping to be trying out a version of this list but with a few changes, as much as I want to run paladins I think I may use points elsewhere. I don’t believe GK is very prominent in my are so this should catch people off guard left and right.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Solosam47 wrote:
Thanks for the insight! I’m hoping to be trying out a version of this list but with a few changes, as much as I want to run paladins I think I may use points elsewhere. I don’t believe GK is very prominent in my are so this should catch people off guard left and right.

Stormbolters are very effective vs. T3 units.
Against tanks lascannons are more effective.

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
Monster-Slaying Daemonhunter






Dimmamar

Just so you're aware, it now costs us 388pts for a Vanguard of Fallen with a Sorcerer, who can then summon Daemons.

So if you want some cheap Marine bodies (14ppm), a decent character (Cypher), Death Hex (from the Sorc) and perhaps a Bloodthirster to back up your GK, it's a go!

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 de
Fresh-Faced New User




 wuestenfux wrote:
Here is my current GK list, 2000 pts.


Elites
Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon


Thoughts?



After some longer timout on 40K, a friend an me are about to reactivate.
But above puzzles me! Are our Dreadnoughts allowed to carry autocannons again?
My codex doesn't say so and I could not find any erratas either...or is this some house rules used by some players?

Please enlighten me, because I own those autocannons and would like to use them, too. ^^
   
Made in us
Regular Dakkanaut





Amaurosis wrote:
 wuestenfux wrote:
Here is my current GK list, 2000 pts.


Elites
Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon


Thoughts?



After some longer timout on 40K, a friend an me are about to reactivate.
But above puzzles me! Are our Dreadnoughts allowed to carry autocannons again?
My codex doesn't say so and I could not find any erratas either...or is this some house rules used by some players?

Please enlighten me, because I own those autocannons and would like to use them, too. ^^

Technically, you're allowed to use the Index rules. If you remember, the Indexes were the interim rules between 7th and 8th edition.
   
Made in us
Decrepit Dakkanaut




Index rules are available yes, and the TL Autocannons are a cheap way to add some decent firepower that doesn't worry about high Invul saves everywhere.

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
Regular Dakkanaut





Slayer-Fan123 wrote:
Index rules are available yes, and the TL Autocannons are a cheap way to add some decent firepower that doesn't worry about high Invul saves everywhere.

Indeed. Against a single Toughness 8 enemy, the ML gives a slight advantage in wounds/point, but if you lower the toughness and increase the number of enemy models, the TL Autocannon is good (30 points right now).

This message was edited 3 times. Last update was at 2019/04/03 21:46:46


 
   
Made in us
Stalwart Strike Squad Grey Knight





 _SeeD_ wrote:
Slayer-Fan123 wrote:
Index rules are available yes, and the TL Autocannons are a cheap way to add some decent firepower that doesn't worry about high Invul saves everywhere.

Indeed. Against a single Toughness 8 enemy, the ML gives a slight advantage in wounds/point, but if you lower the toughness and increase the number of enemy models, the TL Autocannon is good (30 points right now).


Actually 33pts, but your point is still 100% valid.

Sadly, the CA change to 30pts for Twin Autocannon was for Forgeworld units only. Battlescribe GK files incorrectly priced them at 30pts for a significant period of time, and the correction back to 33pts was made only a few weeks ago.

This message was edited 1 time. Last update was at 2019/04/04 02:22:56


 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 _SeeD_ wrote:
Amaurosis wrote:
 wuestenfux wrote:
Here is my current GK list, 2000 pts.


Elites
Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon

Venerable Dreadnought [9 PL, 151pts]
Selections: Astral Aim, Twin autocannon, Twin autocannon


Thoughts?



After some longer timout on 40K, a friend an me are about to reactivate.
But above puzzles me! Are our Dreadnoughts allowed to carry autocannons again?
My codex doesn't say so and I could not find any erratas either...or is this some house rules used by some players?

Please enlighten me, because I own those autocannons and would like to use them, too. ^^

Technically, you're allowed to use the Index rules. If you remember, the Indexes were the interim rules between 7th and 8th edition.

Right.
I've used the index and battlescribe.
The combo lascannon and missile launcher is certainly also a viable option.

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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, with this list I've battled my friend Eric,
first with his GSC and second with his EC.
Both times, he got almost tabled.
His GSC had three characters left after 5 rounds and his EC had 1 Rhino and 1 Sorcerer left after 6 rounds.
Not too bad if you ask me.
But loosing even a single GK hurts a lot.

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 ca
Fresh-Faced New User





love grey knights very fun to play.

5000 
   
Made in us
Guarded Grey Knight Terminator






 Elric Greywolf wrote:
Just so you're aware, it now costs us 388pts for a Vanguard of Fallen with a Sorcerer, who can then summon Daemons.

So if you want some cheap Marine bodies (14ppm), a decent character (Cypher), Death Hex (from the Sorc) and perhaps a Bloodthirster to back up your GK, it's a go!


I don't play fallen. Not do I have the codex with their rules. But, the FAQ came out saying cypher can't summon demons and I didn't think fallen squads had a sorcerer.

Can anyone confirm?

"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 us
Sword-Bearing Inquisitorial Crusader





North idaho/ Washington

 Smotejob wrote:
 Elric Greywolf wrote:
Just so you're aware, it now costs us 388pts for a Vanguard of Fallen with a Sorcerer, who can then summon Daemons.

So if you want some cheap Marine bodies (14ppm), a decent character (Cypher), Death Hex (from the Sorc) and perhaps a Bloodthirster to back up your GK, it's a go!


I don't play fallen. Not do I have the codex with their rules. But, the FAQ came out saying cypher can't summon demons and I didn't think fallen squads had a sorcerer.

Can anyone confirm?


In the new vigilus book fallen got access to sorcerers and rhinos, I don’t know about any restrictions to that because I don’t have the book, but yes you are slightly mistaken.

I would sign this contract but I already ate the potato

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.  
   
Made in us
Longtime Dakkanaut




 Smotejob wrote:
 Elric Greywolf wrote:
Just so you're aware, it now costs us 388pts for a Vanguard of Fallen with a Sorcerer, who can then summon Daemons.

So if you want some cheap Marine bodies (14ppm), a decent character (Cypher), Death Hex (from the Sorc) and perhaps a Bloodthirster to back up your GK, it's a go!


I don't play fallen. Not do I have the codex with their rules. But, the FAQ came out saying cypher can't summon demons and I didn't think fallen squads had a sorcerer.

Can anyone confirm?


There's a specialist detachment with Vigilus Ablaze that allows Fallen to take Sorcerers and Rhinos, and gives them keywords that allow them to ally with Imperium detachments.
   
Made in us
Fresh-Faced Inquisitorial Acolyte



Seattle, WA

It's the ultimate in heresy, but I am tickled by the idea of a GK army battling with Fallen allies who summon daemons, and I have the models to do this.

Now if only one could Warptime a GMNDK...



 
   
Made in es
Fresh-Faced New User




One question:
Ancient with standard relic + Captain. Is a good combo? I belive than it a expensive combo but I don't know if it is a good combo.
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Cos wrote:
One question:
Ancient with standard relic + Captain. Is a good combo? I belive than it a expensive combo but I don't know if it is a good combo.

Well, I'd stay away from all HQs other than GMNKs and Techmarines.
Too expensive and too less game impact.

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
Sure Space Wolves Land Raider Pilot




Somerdale, NJ, USA

 wuestenfux wrote:
Cos wrote:
One question:
Ancient with standard relic + Captain. Is a good combo? I belive than it a expensive combo but I don't know if it is a good combo.

Well, I'd stay away from all HQs other than GMNKs and Techmarines.
Too expensive and too less game impact.


If I might ask...why techmarines?

"The only problem with your genepool is that there wasn't a lifeguard on duty to prevent you from swimming."

"You either die a Morty, or you live long enough to see yourself become a Rick."

- 8k /// - 5k /// - 5k /// - 6k /// - 6k /// - 4k /// - 4k /// Cust - 3k 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

 Lord Clinto wrote:
 wuestenfux wrote:
Cos wrote:
One question:
Ancient with standard relic + Captain. Is a good combo? I belive than it a expensive combo but I don't know if it is a good combo.

Well, I'd stay away from all HQs other than GMNKs and Techmarines.
Too expensive and too less game impact.


If I might ask...why techmarines?

Well, I use one or two Techmarines in my GK army if it contains Dreads.
They are great to keep them alive.

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Somerdale, NJ, USA

 wuestenfux wrote:
 Lord Clinto wrote:
 wuestenfux wrote:
Cos wrote:
One question:
Ancient with standard relic + Captain. Is a good combo? I belive than it a expensive combo but I don't know if it is a good combo.

Well, I'd stay away from all HQs other than GMNKs and Techmarines.
Too expensive and too less game impact.


If I might ask...why techmarines?

Well, I use one or two Techmarines in my GK army if it contains Dreads.
They are great to keep them alive.


Okay, in a support role. Wasn't sure if I was missing something with them. =)
Personally I hate the fact that GK Techmarines lost the ability to take force weapons; imo they lost a lot of character/fluff.

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Hamburg

 Lord Clinto wrote:
 wuestenfux wrote:
 Lord Clinto wrote:
 wuestenfux wrote:
Cos wrote:
One question:
Ancient with standard relic + Captain. Is a good combo? I belive than it a expensive combo but I don't know if it is a good combo.

Well, I'd stay away from all HQs other than GMNKs and Techmarines.
Too expensive and too less game impact.


If I might ask...why techmarines?

Well, I use one or two Techmarines in my GK army if it contains Dreads.
They are great to keep them alive.


Okay, in a support role. Wasn't sure if I was missing something with them. =)
Personally I hate the fact that GK Techmarines lost the ability to take force weapons; imo they lost a lot of character/fluff.

Well, in my games so far with GK, my Techmarines never got into cc action.
In one game my Ven Dreads came under heavy fire but were in cover and the two Techmarines helped to keep them alive.

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 
   
 
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