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		<title><![CDATA[Latest posts for the thread "Grand Master Tyrael Zayne [GK]"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Grand Master Tyrael Zayne [GK]"]]></description>
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				<title>Grand Master Tyrael Zayne [GK]</title>
				<description><![CDATA[ I'd like to introduce you to my work-in-progress Grey Knights Grand Master:<br /> <br /> Grand Master Tyreal Zayne - 225 points<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>-	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>-	S-	T--	W - A - - I--	<span class="glossaryitem" onmouseover='gp(82);'>Ld</span>--	<span class="glossaryitem" onmouseover='gp(157);'>Sv</span> <br /> --6--	 4---	4-	4--	3- - 4--- 5--	10--	2+ <br /> <br /> Unit Composition: <br /> 1 (Unique) <br /> <br /> Unit Type: <br /> Infantry (Character) <br /> <br /> Wargear: <br /> Terminator Armour<br /> Warprend & Hellbane<br /> Frag Grenades <br /> Krak Grenades <br /> Psyk-out Grenades<br /> Iron Halo<br /> <br /> Warprend & Hellbane - These are a matched pair of master crafted Nemesis Daemonhammers (you may therefore re-roll two failed To Hit rolls in total per turn). The extra attack allowed for wielding two close combat weapons is already included in his profile.<br /> <br /> Special Rules: <br /> The Aegis <br /> And They Shall Know No Fear <br /> Grand Strategy <br /> Independent Character <br /> Preferred Enemy (Daemons) <br /> Psyker (Mastery Level 1)<br /> Rampage<br /> Juggernaught of Titan<br /> <br /> Juggernaught of Titan - Such is the ferocity and precision of his close combat prowess, on the turn Zayne successfully charges into an assault, he ignores the Unwieldy special rule which normally applies to Daemonhammers, instead striking at his own initiative (taking into account any modifiers).<br /> <br /> Psychic Powers: <br /> Hammerhand <br /> Psychic Communion <br /> Titanic Resilience<br /> <br /> Titanic Resilience - This is a <b>blessing</b> that is cast at the beginning of your movement phase. If the psychic test is passed, Zayne and any unit he is attached to gain +1 Toughness until the beginning of your next turn.<br /> <br /> I really wanted to create a dual-wielding hammer character for the <span class="glossaryitem" onmouseover='gp(305);'>GK</span>'s since codex restrictions mean that such a model is impossible to field - no <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> choices (or indeed any other choices) have the option of equipping two Daemonhammers, making this guy unique to the army. I've tried not to go over the top with his rules and powers, and I think he could be a whole lot of fun to play if he dives out of a Stormraven or Land Raider and charges into an Assault with a bunch of Paladins for backup.<br /> <br /> I think he'd be great fun to play and is reasonably priced considering he can't shoot or use a ranged psychic ability. What do you think, guys? Feedback would be appreciated!<br /> <br /> Cheers,<br /> <br /> Enceladus.]]></description>
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				<pubDate><![CDATA[Sat, 19 Jan 2013 01:12:58]]> GMT</pubDate>
				<author><![CDATA[ Enceladus]]></author>
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				<title>Re:Grand Master Tyrael Zayne [GK]</title>
				<description><![CDATA[ I like the idea of double Deamonhammer wielding character, and stat line-wise, he looks fine.<br /> <br /> But 2 re-rolling to failed hits while going at normal initiative with Thunder Hammer/ Deamon Hammer doesn't seem appropriate to me on top a psychic power that give him T+1 along with rest of his paladins, which basically makes them immune to <span class="glossaryitem" onmouseover='gp(269);'>ID</span> by shooting unless it is a melta or something of equivalent at S10. <br /> <br /> As a fellow <span class="glossaryitem" onmouseover='gp(305);'>GK</span> player, I also wish we had more options on units or customization options for our <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>, but this guy is short of Draigo in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> OPness just without the Eternal Warrior part. Actually, this guy might even be better at <span class="glossaryitem" onmouseover='gp(19);'>CC</span> because he has 2 hammers going at I5, ignoring armour and can <span class="glossaryitem" onmouseover='gp(269);'>ID</span> everything without having to pass a force weapon check.<br /> <br /> I'm sorry to say this, but If i was playing against you, I wouldn't allow such a character......<br /> <br /> Deamon Hammers should go at I1, that's one way to make the game fair. I'm not so sure about the T+1 psychic power..... He has Deamon Hammers so he won't ever need hammerhand anyway, so he'll be casting that power every turn, basically in synergy with Paladins, could make a super unit that can only be killed by S10 weapons (which usually has max range of 24" inch or so in a normal game. Correct me if I'm wrong please.)<br /> <br /> I get that you think he can be justified since he doesn't have any shooting, but Draigo only has a flamer like psychic ability that he can 'peril' and a storm bolter as well. His sword is only AP3 as well, and he goes at I5 as well.<br /> <br /> In short, I1 for hammers: PERIOD. I'll see on how other people think about the T+1 psychic power.... Personally, I don't really like it. Sure he would be great fun to play with, but against? He's like mephiston with a invun save and weapons with AP2 rather than AP3.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 19 Jan 2013 01:46:52]]> GMT</pubDate>
				<author><![CDATA[ kakashir0x]]></author>
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				<title>Grand Master Tyrael Zayne [GK]</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/501627/5193330.page"><b>Enceladus wrote:</b></a><br/><br /> Warprend & Hellbane - These are a matched pair of master crafted Nemesis Daemonhammers (you may therefore re-roll two failed To Hit rolls in total per turn). The extra attack allowed for wielding two close combat weapons is already included in his profile.<br /> <br /> Juggernaught of Titan - Such is the ferocity and precision of his close combat prowess, on the turn Zayne successfully charges into an assault, he ignores the Unwieldy special rule which normally applies to Daemonhammers, instead striking at his own initiative (taking into account any modifiers).<br /> <br /> Titanic Resilience - This is a <b>blessing</b> that is cast at the beginning of your movement phase. If the psychic test is passed, Zayne and any unit he is attached to gain +1 Toughness until the beginning of your next turn.<br /> </div></blockquote><br /> <br /> So... he makes paladins unstoppable...<br /> <br /> Make him 300 points and that he doesn't count as an <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> if taken with Draigo. Like Zandrekh and Obyron. That way, you're paying through the nose for your <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and your Paladins squad, then you don't have to worry too much about the paladins being too much of a threat - they'll be the only threat.<br /> <br /> That could be a comfortable 1500 point army. Take Draigo and this guy, that's 575 points. Your pallies are around 800 and then you take another strike squad to meet minforceorg. ]]></description>
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				<pubDate><![CDATA[Sat, 19 Jan 2013 04:13:05]]> GMT</pubDate>
				<author><![CDATA[ Scipio Africanus]]></author>
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