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Made in au
Growlin' Guntrukk Driver with Killacannon





Sunshine Coast

Noctem wrote:
Is putting falchion and psilencer on one Paladin legal?

5 Paladins, 4 Falchions, 1 Hammer, 2 Psilencers is ok?

Also, does the box only come with 1 Psilencer?


You need to take 5 guys in order to take a 2 special weapons and 10 guys to take 4. Less than 5 and you can take 0 special weapons.

Box comes with 1 Incinerator, 1 Psilencer and 2 Psycannons.
   
Made in us
Damsel of the Lady




 Sinji wrote:
Noctem wrote:
Is putting falchion and psilencer on one Paladin legal?

5 Paladins, 4 Falchions, 1 Hammer, 2 Psilencers is ok?

Also, does the box only come with 1 Psilencer?


You need to take 5 guys in order to take a 2 special weapons and 10 guys to take 4. Less than 5 and you can take 0 special weapons.

Box comes with 1 Incinerator, 1 Psilencer and 2 Psycannons.


This is basically it. The Incinerator and Psilencer actually use a lot of bits in common though and I found it pretty easy (even as a novice converter) to make 2 Psilencers for my Paladins. So much so that, at first, I didn't even realize I was converting an Incinerator.
   
Made in us
Shas'la with Pulse Carbine



Los Angeles, CA

Ah ok! I understand the limits on how many special weapons they can take, but would the 2 guys with Psilencers still have Falchions? I see people listing 5 Paladins, 4 with Falchions, 1 with Hammer, and 2 with Psilencers.

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Made in au
Fresh-Faced New User




Played my first game with the new Codex. (and with Grey knights full stop)

I was pretty impressed with how the alpha worked.
I Played a 1,500pt battalion with Draigo, 3 units of SS, 3 units of Interecptors (deployed in Lazorbacks)
and had a Brother captain as my warlord for the first to the fray warlord trait.

I was playing vs a Dark eldar player, and even with LOS blocking terrain, it was hard for him to stop deep strike angles, and i was able to pop down, and remove 2 transports and have Draigo with a 2++ tied up in combat.

The return fire of heaps of blasters did kill ALL of my 3 strike squads that deep striked into his lines.
Although the following turn all 3 Interceptor units shunted accross the board and let the rapid fire 2 Storm bolters do their work.

The smites added up.
Draigo with a 2++ is annoying as hell for your opponent if they can't mortal wound a HQ.
Purge soul was more useful than expected, and can at worst make your opponent burn CMD points to re-roll.
Interceptors as a secondary alpha was strong.


I look forward to more games with them, as there are quite a few builds i was to play.
   
Made in nz
Unshakeable Grey Knight Land Raider Pilot




^^

Interesting use of the Interceptors not straight in turn one with the rest. Every time I bring them its because they can shunt in along side the deepstrikers.

Were you waiting for more targets to charge or something?
   
Made in au
Fresh-Faced New User




Spartacus wrote:
^^

Interesting use of the Interceptors not straight in turn one with the rest. Every time I bring them its because they can shunt in along side the deepstrikers.

Were you waiting for more targets to charge or something?

Well he also had a couple of units in deep strike.
I wanted to keep my Interceptors (Is there an acronym for them yet..?) safe in there Razorbacks,
so they would be able to shunt and rapid fire them once they hit the table.
   
Made in us
Judgemental Grey Knight Justicar






Hey all, I just got my first game in with the new Codex. I also tested out the DKGM, giving him a Psycannon, Psilencer, Sword, and teleporter, and of course First to the Fray. I also took 2 10-man bricks of Strikers, a Doomglaive, two Purgation squads (1 psi one psy), and two Assault Cannon razorbacks. I brought an Apothecary to keep the GM up and running, since I knew he was going to be a fire magnet. I used an Ancient, and tested out the Chaplain as well, giving him the Fury of Deimos. I was playing against a Black Templar list with lots of Primaris, bikers, a few Predators, and a Sicaran.

I went heavy with an Alpha strike, dropping the DKGM, Strikers, Ancient, Chaplain, and Apothecary on a flank. I then Gated the Doomglaive to within range of the GM as well. I have to say, 40 Stormbolter shots per Strike squad re-rolling 1s puts out some hurt. i failed almost all of my charges, despite the re-roll, which was incredibly disappointing. On the upside, I got countercharged the following turn, but the GK took it on the chin and beat down the Templars. His Chapter master with a Hammer came in and tried to take out the GM, but I made 2 out of 3 invul saves, and command pointed to re-roll and pass my 3rd. The GM splatted his biker Chapter Master easily. I interrupted his bikers with Power Lances who charged my Strike Squad with Falchions (who had Hammerhand up) and my Strikers absolutely annihilated the bikers. Psilencers are incredibly effective for the points cost. I ended up shooting them at tanks often enough, and they still did work. The Doomglaive was great, his shooting was what you'd expect and the Doomglaive wrecked face in close combat. The Apothecary did his job, being a healbot for the GM, who was taking Predator and Sicaran fire, as expected. He was particularly useful as I either failed or got Sanctuary denied much of the time. Very happy with the new Codex.


 
   
Made in us
Omnipotent Necron Overlord






First game - easy mistake to make - but the DKGM can't be healed by an apothecary - you need a tech marine for this .

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
Judgemental Grey Knight Justicar






 Xenomancers wrote:
First game - easy mistake to make - but the DKGM can't be healed by an apothecary - you need a tech marine for this .


I needed a mechanic but took a medic? Rookie mistake.


 
   
Made in us
Damsel of the Lady




Noctem wrote:
Ah ok! I understand the limits on how many special weapons they can take, but would the 2 guys with Psilencers still have Falchions? I see people listing 5 Paladins, 4 with Falchions, 1 with Hammer, and 2 with Psilencers.


Unlike Powered Armor Marines, like Strikes and Interceptors, Terminator Armored Marines do not lose their melee weapon or close combat capability to equip a heavy weapon. Benefit of the armor.
   
Made in us
Omnipotent Necron Overlord






 Homeskillet wrote:
 Xenomancers wrote:
First game - easy mistake to make - but the DKGM can't be healed by an apothecary - you need a tech marine for this .


I needed a mechanic but took a medic? Rookie mistake.

Haha yeah. It works out though because if this is what you want to do - a tech marine can't fail at a repair (d3 auto repair) - apoth fails on a 1-3. Tech marine is also an HQ - so that can help with your list building. GK tech marines are also psyker (whatever that is worth). I've been tempted to take one but as you guessed - they are pricey.

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 de
Fresh-Faced New User




 Xenomancers wrote:

Haha yeah. It works out though because if this is what you want to do - a tech marine can't fail at a repair (d3 auto repair) - apoth fails on a 1-3.



That is not correct. Both just heal 1-3 wounds guaranteed.
The Apoth only has to roll a die when he tries to revive a Model. (which he can't do with characters anyway, so that point is moot)

The normal "healing" is for both the same, just name a target and heal d3 wounds, with the limitation of vehicle/infantry.

This message was edited 1 time. Last update was at 2017/08/15 17:46:41


 
   
Made in us
Omnipotent Necron Overlord






Gest wrote:
 Xenomancers wrote:

Haha yeah. It works out though because if this is what you want to do - a tech marine can't fail at a repair (d3 auto repair) - apoth fails on a 1-3.



That is not correct. Both just heal 1-3 wounds guaranteed.
The Apoth only has to roll a die when he tries to revive a Model. (which he can't do with characters anyway, so that point is moot)

The normale "healing" is for both the same, just name a target and heal d3 wounds, with the limitation of vehicle/infantry.

I stand corrected.

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 fr
Been Around the Block




Hi ! What do you think about my WAAC pure GK list ?

Bataillon Detachment

HQ:
GMNDK psilencer, psycanon, sword, warlord first of the fray
Kaldor Draigo

Troops
2 x 5 Strike Squad (falchions, psilencer)
1 x 5 Strike Squad (falchions)

Elites:

1x 5 Purifier Squad (falchions, Hammer)
In a Stormraven (MM, TAC, SSM, 2 HB

1x 5 Purifier Squad (falchions, Hammer)
In a Stormraven (MM, TAC, SSM, 2 HB


Fast attack:

1x5 Interceptor Squad (falchions)
In a Razorback Twin Assault canon


C&c appreciated, thank you !
   
Made in us
Clousseau





East Bay, Ca, US

Psilencers + psybolt ammunition 2cp = strength 5, ap-1 d3 damage shots en-masse. With rerolls and astral aim, they absolutely wreck shop. Wraithguards in cover? No problem. Did this in a playtest with a friend.... it was brutal.

Anyone have a good idea for helmet color schemes?

I've been painting all my power armor grey knights with white helmets.

I use blue glaze for the eyes, and do a very light shade on the recesses with nuln oil. I believe the white is ulthuan grey but i'd have to check.

I'm thinking of doing something different for the rest. But, i'm not sure.

This message was edited 2 times. Last update was at 2017/08/16 17:02:41


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Damsel of the Lady




I think white helmets on power armor is supposed to be the mark of the Purifiers.

One fun thing I do is paint each squad's Force weapons a different color. Makes them thematic like Jedi lightsabers.
   
Made in us
Guarded Grey Knight Terminator






 Marmatag wrote:
Psilencers + psybolt ammunition 2cp = strength 5, ap-1 d3 damage shots en-masse. With rerolls and astral aim, they absolutely wreck shop. Wraithguards in cover? No problem. Did this in a playtest with a friend.... it was brutal.

Anyone have a good idea for helmet color schemes?

I've been painting all my power armor grey knights with white helmets.

I use blue glaze for the eyes, and do a very light shade on the recesses with nuln oil. I believe the white is ulthuan grey but i'd have to check.

I'm thinking of doing something different for the rest. But, i'm not sure.


I find this most effective when a. En masse, and b. Against toughness 4,5, and 8 models where you are changing up that wound roll.

"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
Judgemental Grey Knight Justicar






I just played a game tweaking my previous list:

1- DKGM: psycannon, sword, teleporter
1- Techmarine
10- Strikers
10- Strikers
5- Strikers
1- Doomglaive Dread
1- Heavy Plasma Cannon Dread
2- Vindicares
1- Paladin Ancient
2- Purgation squads: 4 Psilencers
2- Assault Cannon Razorbacks

I deep struck the GM, 2 big Striker squads, Ancient, and paid a CP to put the Techmarine on the Teleportarium, I concealed the Vindicares to get the best firing angles on my turn. Purgators in the Razorbacks. I got seized on, but with half my stuff off the board, I weathered it quite well against Admech (he had spread his stuff out a bit too much where he couldn't get all his guns to bear on what I had down). Great alpha strike, with Smite and Vortex of Doom getting a ton of work done. Vortex loves castled up opponents! Once again though, I failed all my charges, despite re-rolls for everyone. I think it has to be my luck. I popped the Purgators out next to the Plasma Dread, and used Wisdom of the Ancients to give them re-roll 1s. They deleted an infantry unit and put some wounds on a tank. The Techmarine combined with Sanctuary is a good way to keep the GM up and running at full capacity. The Fury of Deimos is a fantastic Relic, it gets work done! I was in his lines turn 2 with all my close combat, and it was all downhill for him once that happened.


 
   
Made in us
Regular Dakkanaut





I'm new to grey knights and looking to pick up my first models. What do you need to make a grand master for the dreadknight. I'm assuming people aren't using voldus. Any army building tips? I really want a dreadknight. Possibly two so I could run a regular and a grand master. I was thinking draigo and voldus. Need to finish going through the codex but those were just the models that I really like
   
Made in us
Unshakeable Grey Knight Land Raider Pilot




There is no special thing you need to make the grandmaster in your dreadknight, in fact the 'Grandmaster' on foot model they use is actually just an old GK metal terminator model from when they came in blister packs of 1 each.

To differentiate him from regular rank and file dreadknights, I would add an Iron Halo above his head somewhere, and some extra decorations and adornments, plus plenty of gold things!
   
Made in us
Devestating Grey Knight Dreadknight







This weeks mission is incredibly good for GK. Gate and Interceptors.

Run a 10 man Paladin squad, literally no downside.

Have 4 squads of Interceptors plopping down last turn after suiciding charging them for 4 turns. If this doesn't end up in a table for an attacking GK player, you just weren't being aggressive enough.

 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in gb
Aspirant Tech-Adept





UK

So, this seems like the best place to ask….

I’m a Blood Angel player, but I’ve always had a soft spot for Grey Knight Terminators…. I think they’re amongst the coolest units in 40k.

So, I’ve just bought Voldus and a box of Terminators as a little treat to run alongside my Blood Angels.

My question, how do you reckon I should build the Terminators?

They’ll be rolling with Voldus obviously. Most likely teleporting in (although I haven’t ruled out a Land Raider purchase yet)

What’s the preferred load out for the squad? Hammers, yay or nay? A mix of Falchions and Halberds? And how’d you like your special weapon?

Reading the Index, I’m leaning towards 2 with Falchions, 2 with Hammers and 1 special weapon?(Halberds do look cool though)

Do I make them Paladins rather than regular Terminators? (seems expensive)

Any thoughts would be appreciated.



Angels Amaranthine - growing slowly

P&M blog ; http://www.dakkadakka.com/dakkaforum/posts/list/488077.page

Currently 200pts 
   
Made in us
Devestating Grey Knight Dreadknight







Terminators are wayyyyy overcosted. Paladins are good.

Paladins take literally double the shots of overcharged plasma to kill, for about a 20% price increase. Downside? They become point pinatas against lascannons, melta, or battle-cannons. But no one runs enough lascannons really, melta is on pretty immobile short ranged units, and battle-cannons are so bad people don't use them.

Paladins are always better. EXCEPT in very fringe cases.

Falchions have been mathhammered to be the best, but take a hammer on your Paladin squad leader, because he has a 2+ that becomes a 3+ to hit. More value that way.

Special weapons are your call, I think most people here agree take special weapons on power armor, not TEQ.


 SHUPPET wrote:

wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





 Quickjager wrote:
This weeks mission is incredibly good for GK. Gate and Interceptors.

Run a 10 man Paladin squad, literally no downside.

Have 4 squads of Interceptors plopping down last turn after suiciding charging them for 4 turns. If this doesn't end up in a table for an attacking GK player, you just weren't being aggressive enough.


The terminators may cost a bit much, but they come back on a 2+, just use a CP to teleport them in again. If those paladins fail their 4+ to come back after they get killed, what then?

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
Made in fr
Been Around the Block




 Quickjager wrote:


The terminators may cost a bit much, but they come back on a 2+, just use a CP to teleport them in again. If those paladins fail their 4+ to come back after they get killed, what then?




Could you explain it better please, are you talking about a stratagem ?

This message was edited 1 time. Last update was at 2017/08/18 10:52:59


 
   
Made in gb
Fresh-Faced New User




Coyote81 wrote:
 Quickjager wrote:
This weeks mission is incredibly good for GK. Gate and Interceptors.

Run a 10 man Paladin squad, literally no downside.

Have 4 squads of Interceptors plopping down last turn after suiciding charging them for 4 turns. If this doesn't end up in a table for an attacking GK player, you just weren't being aggressive enough.


The terminators may cost a bit much, but they come back on a 2+, just use a CP to teleport them in again. If those paladins fail their 4+ to come back after they get killed, what then?


HeavenLord wrote:
 Quickjager wrote:


The terminators may cost a bit much, but they come back on a 2+, just use a CP to teleport them in again. If those paladins fail their 4+ to come back after they get killed, what then?




Could you explain it better please, are you talking about a stratagem ?



Yeah, I'm not sure what you are talking about either. Is this some kind of shenanigans with an apothecary?

I was playing a 1000pt game on Wednesday which included some Paladins. They were very tanky for infantry against an Imperial Guard tank list. I didn't realise I could also "bring them back"?


Automatically Appended Next Post:
I have a question. If I have a Grand Master in Nemesis Dreadknight and Draigo in an army, do I have to nominate Draigo as Warlord and use his warlord trait or can I nominate the GMDK and pick a different one?

This message was edited 3 times. Last update was at 2017/08/18 14:13:20


 
   
Made in gb
Aspirant Tech-Adept





UK

 Quickjager wrote:
Terminators are wayyyyy overcosted. Paladins are good.

Paladins take literally double the shots of overcharged plasma to kill, for about a 20% price increase. Downside? They become point pinatas against lascannons, melta, or battle-cannons. But no one runs enough lascannons really, melta is on pretty immobile short ranged units, and battle-cannons are so bad people don't use them.

Paladins are always better. EXCEPT in very fringe cases.

Falchions have been mathhammered to be the best, but take a hammer on your Paladin squad leader, because he has a 2+ that becomes a 3+ to hit. More value that way.

Special weapons are your call, I think most people here agree take special weapons on power armor, not TEQ.



Thanks for this reply. Some good info.

I don't suppose there's much stopping me from running them as either paladins or standard terminators depending on how many points I want to spend.

And looking at the sprues, there's nothing stopping me from magnetising the Apothecary and Battle Standard arms.

So, the hammer on the Paragon or Justicar (good shout).
2 dudes with falchions.
2 dudes with halberds (one with magnetised right arm who can become the ancient, one with magnetised left arm who can become the Apothecary).

Thanks again.

Angels Amaranthine - growing slowly

P&M blog ; http://www.dakkadakka.com/dakkaforum/posts/list/488077.page

Currently 200pts 
   
Made in us
Omnipotent Necron Overlord






 alanmckenzie wrote:
 Quickjager wrote:
Terminators are wayyyyy overcosted. Paladins are good.

Paladins take literally double the shots of overcharged plasma to kill, for about a 20% price increase. Downside? They become point pinatas against lascannons, melta, or battle-cannons. But no one runs enough lascannons really, melta is on pretty immobile short ranged units, and battle-cannons are so bad people don't use them.

Paladins are always better. EXCEPT in very fringe cases.

Falchions have been mathhammered to be the best, but take a hammer on your Paladin squad leader, because he has a 2+ that becomes a 3+ to hit. More value that way.

Special weapons are your call, I think most people here agree take special weapons on power armor, not TEQ.



Thanks for this reply. Some good info.

I don't suppose there's much stopping me from running them as either paladins or standard terminators depending on how many points I want to spend.

And looking at the sprues, there's nothing stopping me from magnetising the Apothecary and Battle Standard arms.

So, the hammer on the Paragon or Justicar (good shout).
2 dudes with falchions.
2 dudes with halberds (one with magnetised right arm who can become the ancient, one with magnetised left arm who can become the Apothecary).

Thanks again.

I would almost always give paladins halberds. It lets them take on t8 things - which you really want them to be able to do.

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 de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I think the new codex is the best codex ever.
It looks well-rounded for an elite army with NDK as HQ and access to Chaplins.

Former moderator 40kOnline

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Made in us
Fresh-Faced New User




HeavenLord wrote:
Could you explain it better please, are you talking about a stratagem ?

He was replying to a post about using Paladins and Interceptors in this week's Fate of Konor mission because it uses the "Sustained Assault" rules. Since GK Terminators are Troops they come back on a 2+ instead of a 4+.

This message was edited 1 time. Last update was at 2017/08/18 16:12:48


 
   
 
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